Aranéa Malévol, the one who was put in charge by the Malévol Council to take care of their little invasion problem has been thoroughly vanquished by the adventurers. I’m letting the players know that they have earned a respite, the pressure is down for a while, so they can resume their exploration of the cursed castle on more « normal » terms. Short session, 2 1/2 hours.
Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products
System used: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)
- Cordélia Lenoir (Marjorie), using the dark arts for Good (probably), Necromancer lvl 3>>4
- Bruno the Wolfman (Marjorie), controlled lycanthropy, Warrior/Skinshifter lvl 1>>2
- Noah (Isaac), crafts stuff, has a repeating crossbow, Expert lvl 4
- Monmon (Edmond), has a powerful antique spear, Warrior lvl 4
- Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 4
- Paul-Jean Paul (Olivier), don’t confuse him with Jean-Paul Jean, Warrior lvl 2>>3
- Constant Jean (Olivier), vigorous member of the Jean clan, Warrior lvl 2
Retainers:
- Stuffed Jean-Paul (Marjorie), killed by stuffed animals, now stuffed himself, Morale 12
- Raymond, (Isaac) Man-at-Arms, gruff, vassal of the Comte de la Frenaie, Morale 7
- Pierrot (Isaac), caravan hand, begs for more money, Morale 8
Crypt
- Zachary, Elementalist, electrocuted in front of the Anteroom (corpse in castle)
- Pierre-Jean Pierre, ex-monk, clawed to death by a dark monk (RIP)
- Edgar, daytaler, throat slashed by a dark monk, (corpse in castle)
- Charles, daytaler, skewered by a drunken skeleton (corpse in castle)
- Hercule, caravan hand, seized off the raft by the Lake Monster (MIA)
- Pierre Laroche du Rocher, mason, pierced by the Huntsman’s arrows (corpse seized by Charon, RIP)
- Alphonse, crusader, savaged by Count Giscard’s Children of the Night. (corpse in castle)
- Jacques, daytaler, got hit in the face by an Empty Armor’s halberd (corpse in castle)
Previous Infractions:
Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. Eliminated Aranéa Malévol (0)
Smoked the Ruined Quarters: 1/2 Angered a werewolf washwoman: 1/2 Stole the Reliquary of Bygone Kings: 1 Failed to convince Jean-Honoré the butler of their lies: 1/2 Stole a treasure chest full of gold from the Lake Grotto treasury: 1/2 Interrupted Runcius Malévol’s pagan ritual: 1 Slightly annoyed Count Giscard Malévol while he drank « wine »: 1 Stole the Scepter of the Merovings: 1 Defaced living portraits with holy water: 1 Bullied Jean-Honoré the Butler 1/2 Smashed the busts in the Bust Gallery 1
Vanquished Aranéa Malévol’s retributory patrol -5
Infractions rating: 3 1/2
Rumors:
- I’d bring a few horses or a cart for the bulky valuables. You’ll thank me later.
- Aristide Malévol the Patrician, who had conquered death by unholy means, is the true power in the Château des Faussesflammes. Do not cross him!
We start in Vyônes. Noah has upgraded his (already potent) crossbow to a repeating crossbow. Cordélia has made the ritual to link the homonculus to herself. The party goes to Périgon where they hire two brothers with horses and a cart. Pierrot begs the party so he can have 20 gp more than his agreed salary; his house is in disrepair, his wife is sickly, his grandmother has died, all manners of woes afflicts the poor guy… Noah refuses to give him more. Monmon gives him 5 gp from his own money.
Gatehouse:
- The party leaves the cart, its team and Raymond at the entrance and then enter through the Gatehouse, under the scrutiny of the ravens as usual. Their plan is STILL to go explore the Occult Maze on the 2nd floor.
- Storerooms. There’s two dead adventurers in the corridor with the spectral horses. Cordélia cast Raise Corpse on one as a diversion for the horses and the party hurry to the nearest door on the left while the zombie is being trampled.
- From one storeroom to another they get to the coffin where Paul got his magic dagger by removing it from the heart of a dead woman, a geyser of blood had erupted from her pierced chest when de did. The woman’s body is nowhere to be seen but there’s still (fresh) blood dripping from the coffin. Cordélia pours a vial of holy water in the coffin and they hear a languished scream. The ghost of Gisèle Pierced-Heart, discarded mistress of a Malévol, is no more.
- They get to the stairway nearby that leads to the Maze of the Occult. They can hear children singing a twisted melody. The singing stops abruptly when the party gets in the hallway, the air gets colder instantly and The Strangler appears and assaults Monmon. Monmon dodges the attack and pierces the specter with his magic spear. Paul strikes it with his magic dagger and The Strangler is once again vanquished.
- A bit further, the adventurers open a door to a room where some kind of entertainment gig is going on for a ghostly audience. Knives juggling and throwing; Stuffed Jean-Paul is unfazed when knives fly all around his head and his awarded a money pouch for having (unwittingly) served in the performance. There’s also prestidigitation tricks and a floating hand holding cards. Paul picks a card, there’s Death on it and it gets out of the card and attacks! Fortunately the Reaper keeps missing Paul with his scythe and Paul slays it. The Death on the card transforms into an Emperor and Paul feels more vigorous.
- On the next room the party come face to face with Count Giscard, the vampire they already encountered and whose Children of the Night nearly TPKed them. This time the Count, still drinking a glass of « wine », is having a contest with two captured adventurers: a fight to first blood. He asks the PCs to participate in the event and wily Cordélia delegates Stuffed Jean-Paul (whom doesn’t bleed!) to the fight. Stuffed Jean-Paul wins, the adventurer is promptly drained of his remaining blood by the Count. However, the contest isn’t finish, there will also be fight against his servant in full plate, the first to achieve three significant strikes. This time (after much hesitation from the players) it’s Paul that comes forward. He fights brillantly again and wins. The Count gives him a Laurels Wreath as a reward and then asks to get themselves out of his sight.
- On the next room, the Yellow Room, the PCs find many things. Cordélia collects small yellow flowers that were growing over the remains of two interlaced skeletons. Monmon finds a black cloak +1 in a closet. Noah finds for 1000 gp worth of perfumes, makeup and other beauty paraphernalia. Paul is almost killed by a guillotine trap set in another closet but survives by some extraordinary luck. He finds a message stuffed inside a old boot that describes the location of a treasure.
- The party having explored all the doors on this corridor backtracks into the hallway and open the door to a small chapel. There a plaque under the statue of a saint invites them to unburden them of « Vanity ». Cordélia cut a lock of her hair and feels a bit more confident after doing so.
- In another room they find creepy wax figures and crates full of candles. Paul is pretty sure he saw one figure moving very sligthly. The party gets out but Noah takes one last peep inside and sees that one figure now looks eerily like Paul. Noah barricades the door efficiently with furnitures and planks. The noise doesn’t attract anything fortunately.
- In the next room there’s a supply of utilitarian bottles and also a poltergeist throwing the bottles at them. Stuffed Jean-Pauls eats a bottle right in the face and an animated feather duster swipes glass from him right after. Monmon, Noah and Paul attack the poltergeist as he was seizing another bottle and slay it.
- Now, the PCs have run out of doors to open in this section, except the one that killed Zachary with an electric arc. There’s writings on the door: « Here be the laboratory of Aristide Malévol the Patrician. If you know this name, you know you have no place here; if you know it not, let this warning suffice. » Warning unheeded, Cordélia orders Stuffed Jean-Paul to open the door. He does so but also bursts into flames. It’s the end of Stuffed Jean-Paul…
- Through the open door, inside the Anteroom, the PCs see copper coils each side of the rooms that seem to come out of the floor below.
- They’ve done enough for the moment and start to exit the castle. They’re back in the courtyard when they hear joyful yapping and see young-looking wolves, werepups they’re guessing, coming at them fast. Noah wants to shoot them with his repeating crossbow and silver bolts he has but Cordélia has a better plan. She takes out lengths of clothing and quickly makes a ball with it, throws it in the opposite direction. the werepups race each other to get to the improvised ball and the PCs hurry outside the castle’s perimeter!
Session wrap up
- Olivier was absolutely JUBILANT after he won the Emperor card giving his character 1 HD to add and even more after he got the laurels wreath that gives + 1 level (and saving his life one time)!
- Isaac on the other hand was disappointed that he didn’t have to try his new repeating crossbow, Van Helsing-style, on anything this session.
- The players seem determined to access Aristide’s laboratory, that should be quite interesting in the upcoming session.
- XP: Participation: 1 Treasures: 3 Secrets: 1
- Treasures: a pouch of 200 gp, an Emperor card, a crown of laurels, 1000 gp worth of perfumes & paraphernalia
- Quote: « Here, go fetch! »
- Fatalities: Stuffed Jean-Paul took on fire after touching the anteroom’s door
- New Infractions: Played ball with the werepups (-1, substracts to infractions level, they liked it)
Poor Stuffed Jean-Paul! At least he had his moment to shine in Count Giscard’s room.
I’m still finding this adventure to be very entertaining. I have considered purchasing it to read through on a number of occasions but I’m enjoying the posts and don’t want to spoil myself. I like how wildly different each room is from the next. How much of what the party encounters is as written vs. improv that you’re coming up with off the cuff?
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Haha! Thank you for the comment Talaraska. Yeah I’m sad too for Stuffed Jean-Paul. I consider this NPC and what have happened to him as one of my best idea of the campaign to date, really.
I’d say it’s 50% as written, 20% randomized (as per the book’s tables) and 30% improv or changed to my taste. For example, the Count isn’t in this room normally but I rolled him as a random encounter (for a second time) so I’ve decided to put him in charge of what would more or less would have happened anyway in this room (without the blood drinking!). Could have rolled a reaction roll for the Count too but I didn’t.
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Sounds good. Well, I’d say that you’re doing a good job of coming up with fun and interesting interactions for your players.
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