Monday, February 18, 2008

Prospero Hall 2

Well the party meets up with our last member who is a Wilder/Barbarian (Julie). The party heads for the door but has a somewhat frustrating quarrel over tactics and teamwork. While its debatable whether anything is solved several statues are destroyed, Ironman (Casey) gets himself a magical rod and we eventually get to the doors after taking 40 minutes on the stairs.

Needless to say the doorman is less then happy to see quests and makes everyone wait while he checks with his master. When he returns his attitude is quite different and he leads the group in. In the entry area there appear to be people enclosed in something in the ceiling. The hall is decorated in a very macabre fashion which would normally creep people out but considering the group it goes without comment. Eventually the party is shown to the public baths so they can clean up.

No sooner does Mira (Teckla) get into the water then the water surges up around her and attempts to drown her while the doors lock the party in. Ironman, Lowran (myself), and Julie's character (forgot her name) attack the water while trying not to hurt Mira who struggles to get free. Lowran's dust of dryness fails to kill the creature but Julie uses telekinesis to push Mira free and then blasts the creature with acid. Subdued the creature returns to the pool while the party backs off. Ironman attempts to psionically unlock the door but fails so Lowran removes the door from its hinges and/or temporal self.

Tired Julie's character calls it a night whilst the rest of the party prepares to go the big masquerade ball being held that evening with the intent of meeting Prince Prospero. Ironman goes as himself with a shrinking belt make him smaller as does Mira although she is dressed to look like Ironman. Lowran goes as himself carrying the other two on his shoulders.

The ball consists of various rooms looping (in an upwards fashion?) with different groups of people. The party makes their way through the rooms. The rooms start out with commoners and basic revelry and goes to more important people whose revellry becomes baser as the floor progress. Eventually murder, sex, and mayhem are presently part of the festivities in the highest rooms. The topmost room is different however. It is made of obsidian with giant (armed) statues and weapons along the way. The party is warier and moves slowly through this room which appears to be entirely deserted. Mira opts to use a psionic power that will tell her more about the room while Ironman and Lowran investigate an object at the far end of the room. That object turns out to be a grandfather clock that chimes horribly disrupting Mira's power and injuring her mind. Ironman tells Lowran to take down the clock and he does in full charge reducing it to debris/dust. As soon as he hits it though he dissapears...

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