Charo and Gretel arrived back at the Count's mansion and immediately discovered that it wasn't going to be as easy as provided in their Anticipation Proclamation. A mouthy guard at the gate demanded to see some ID and the Wizard Gretel obliged him by zapping the head of a statute beside the doorway. The helpful guard then offered to take the flask to the Count himself.
Charo nearly gave him the flask--which would've resulted in a locked door and no reward for their efforts. They finally convinced the guard that they had to take it in themselves. The guard then took them inside the mansion and introduced them to Brutus, who took them to the next room and introduced them to Elmo. He took them to the next room and introduced them to Aero who sent them across the bridge over the troubled water to meet with the Count and Spearo, his personal guard.
Now that they were in the Count's chamber, they naively handed over the flask without getting payment. With flask in hand, the Count became highly uncooperative. The verbal struggle transitioned away from words to deeds when the Count ordered Spearo to employ his namesake weapon against the adventurers with extreme prejudice. As one might expect, our heroes reacted badly. In the fracas that followed, the Count proved entirely inept in using the flask against Charo and Gretel, while they proved adept at dealing with Spearo. Charo used the same zap spell he had used on the statute, and it produced permanent results on Spearo. At the latter's death, the Count became congenial and had Aero pay the heroes the promised funds with a little something extra to smooth over the misunderstanding.
Of course, once they were out of range, he rang the bell and ordered room service of the lethal variety be delivered to Charo and Gretel, and disappeared down a secret passage. They ran across the bridge, successfully passing their challenge rolls against finding the collapsing portion of the bridge. Once on the other side, Aero discharged some parting gifts--arrows--but the presence of Spearo's corpse apparently spoiled his aim.
The adventurers fought their way out of the mansion with their skillful weapon-handling aided by Charo's fire-spraying-ring and Gretel's spells. The wizard was forced down to his last hero point to avoid a serious wound. He did find a mechanical dog, but he couldn't activate it. He also discovered a stuffed gryphon's head and a secret passage. Gretel managed to get himself trapped in the secret passage for two or three turns while Charo loosed his wrath on the wounded Aero and Brutus. Finally, they got out and dispatched the last guard at the gate. However, Charo, never one to let potential loot go unliberated--especially when the owner has tried to kill him--carried out the gryphon head. He doesn't realize it, but selling that item will lead the Count and his new, more powerful minions to the pair of adventurers.
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