Once more into the Korg! This time to kill the three vampires which make up the Dark Tower's court. Impossibly to kill without the right item, I am going to take the long approach in this fight.

First off, just wanted to note that Classic Korg V.2: Pirates is currently [through 14 December 2025] funding. If you find this in the next two weeks and are interested, it is a good time to get in on it.

The Dark Tower has a win condition of defeating three vampires, which have a rank of 6. Since you have to exceed their rank to beat just one, it is impossible to start.

Another mechanic I have not used in my Classic Korg series, at least not yet, is the ability to take a ship to a new location. So I will actually revisit an old location, The Ancient Ruins, (see: Classic Korg, Attempt 1: Ancient Ruins) until I get the Cursed Crown (+1 Fight, +2 DMG taken). Then use that and the money received to have a better chance.

The FLEE mechanic will also show up, almost definitely.


The Dark Tower: Book One

QUEST: Slay the Court of 3 Vampires. Or get 50gp.

  • ANCIENT RUINS >> [5] OGRE (4/4/7GP) >> [4] -4HP (16) >> [6] Slay the Ogre. +7GP (7).
  • [6] DEMON (4/6 [fire]/10G [and chance to drop the cursed crown]) >> [4] -6HP (10HP) >> [1] -6HP (4) >> [4]... DEAD

The Dark Tower: Book Two

  • [3] GOBLIN (3/2/2G) >> [1] -2HP (18) >> [5] Slay the goblin. +2GP (2).
  • [1] PIT TRAP (T: -3HP) >> -3HP (15).
  • [5] Ogre >> [5] Slay the ogre. +7GP (8GP).
  • SHOP >> -7GP (1GP) >> +ARMOR (-1 DMG).

Doug's Note: There is also the Ice Armor that halves fire damage but the only encounter which has such in the Demon. I might be making a mistake, but...

  • [5] Ogre >> [5] Slay the ogre. +7GP (8GP).
  • SHOP >> -4GP (4) >> +LITHE BOOTS (+1 FLEE).
  • [6] Demon >> [3] -6HP (9HP) >> [5] Slay the demon. +10GP (14). 2-in-6 chance to have the Cursed Crown >> [5] No.
  • SHOP >> -10GP (4) >> +GREAT SWORD (+1 FIGHT) >> -4GP (0) >> +POTION (heals 1d6) >> -Potion >> [5] +5HP (14).
  • [4] WRAITH (5/2/4) >> [3+1] -2+1 = -1HP (13) >> [6+1] Slay the wraith. +4GP (4).
  • [3] Goblin >> [2+1] Slay the Goblin. +2GP (6).
  • [1] Pit Trap >> -3HP (10).
  • [6] Demon >> [2+1] -6+1 = -5HP (7) >> [5+1] Slay the demon. +10GP (16). Crown? >> [2] Yes!

Doug's Note: The crown grants +1 Fight (+2 Total) but I will take +1 DMG (+2-1). I also need to get the Blessed Amulet for 12GP. We will risk a couple more encounters here to get gold to finance the trip and buy some gear.

  • [1] Pit Trap >> -3HP (7).

Doug's Note: This is the big risk at this time.

  • [5] Ogre >> [3+2] Slay the ogre. +7GP (23).
  • [4] Wraith >> [3+2] -2-1 = -3HP (4) >> [4+2] Slay the wraith. +4GP (27).

Doug's note: That's....pushing it. Let's heal up and shop.

  • SHOP >> -12GP (15) >> +BLESSED AMULET (Max HP raised to 25 [and it impacts the vampires]) >> -7GP (8) >> +HIGH POTION (+2d6 HP) >> -High Potion >> [3,2] +5HP (9) >> ...again... (1GP) >> [3,1] +4HP (13). Not enough money to get the ship, so...
  • [4] Wraith >> [3+2] -3HP (10) >> [6+2] Slay the wraith. +4GP (5).
  • [5] Ogre >> [6] Slay the ogre. +7GP (12).
  • [4] Wraith >> [5+2] murder murder. +4GP (16).
  • [1] Pit Trap >> -3HP (7). Siggghhh....
  • [6] Demon >> [4+2] Slay the demon. +10gp (26).
  • Shop >> -21gp (5) >> x3 High Potion >> -1 = [6,6] (muuuch better) +12HP (19).
  • SHIP >> -5GP (0) >> CHANGE LOCATION...
  • DARK TOWER >> [4] WEREWOLF (3/4/6) >> [6+2] Slay the werewolf. +6GP (6).
  • Shop >> -6GP (0) >> 3x TOOLS (Avoid Trap DMG Once, each).
  • [5] PENDULUM >> [6] (Pendulum does d6 damage, will burn a tool to avoid 6hp) -1 TOOL (2).
  • [1] CROW (2/1/-) >> Autokill.
  • [4] Werewolf >> [2+2] Slay the werewolf. +4GP (4).
  • [2] GUARD (2/2/2) >> [2+2] Slay the guard. +2GP (6).
  • [5] Pendulum >> [3] I'll soak the -3HP (16).
  • [1] Crow is dead...
  • [6] VAMPIRE #1, Betsy (5*/3/12) *6 without the amulet >> [6] Betsy is dead. +12GP (18GP).
  • [2] Guard >> [3] Kill 'em. +2GP (20).
  • [3] GARGOYLE (4/2/4GP) >> [6+2] Kill the gargoyle. +4GP (22).
  • [6] Vampire #2, Reginald >> [3+2] -4HP (12) >> [6+2] Reggie joins Betsy. +12GP (34).

Doug's Note: Though I have the rough cycle going, it feels foolish to not spend some money. Let's go shopping...

  • Shop >> -High Potion >> [1,1] (sometimes ups outnumber the downs, but not when Doug's rolling the dice.....) +2HP (14) >> ...again... [1,6] +7HP (21). -14GP (20) >> +MAP (roll location twice) >> -12GP (8) >> 2x FATE SCROLL (Reroll any dice once, each) >> -7GP (1) >> +High Potion.
  • [4] or [1] >> [4] Werewolf >> [2+2] Slay the werewolf. +6GP (7).
  • [5] or [5] >> Pendulum >> [2] -2HP (19).
  • [1] or [3] >> [3] Gargoyle >> [6+2] Slay the gargoyle. +4GP (11).
  • [5] or [5] (hahahaha) >> Pendulum >> [3] -3HP (16).
  • [6] Vampire #3, Patsy >> [4+2] Ding dong...the vampires are dead!

Well, that was fun. I got very close to death twice there in that second run. Good thing about Korg is you kind of get used to it? That's a good thing, right?

Next time will likely be the Dragon's Den. It plays different, again, in that it involves having to build up to a longer run with no shop, practically.