Okay last segment of our sessions at the cabin and we’ll be up to date.
The boys want to find Count Giscard. Not to put a stake through his heart like they did with his wife the Countess, no, they wish to make peace with him as they think he’s a cool dude or something. I mean, is he a cool dude? Maybe! One thing I did told them, to reinforce the point that the Château isn’t a static place, is that they shouldn’t expect the Count to be found in his Entrance Halls’s room, not after what happened to his wife quite recently.
2 hours session
Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products, compatible with Swords & Wizardry
Set in Clark Ashton Smith’s Averoigne
TTRPG System used: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)
- Noah (Isaac), crafts stuff, has a repeating crossbow and a magic sword called Scrupulous, Expert lvl 5>>6
- Pierrot (Isaac), caravan hand, dealmaker extraordinaire, Warrior lvl 2
- Monmon (Edmond), has a powerful antique spear, Warrior lvl 5>>6
- Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 5>>6
- Paul-Jean Paul (Olivier), apprentice alchemist, don’t confuse him with Jean-Paul Jean, Warrior lvl 5
- Constant Jean (Olivier), vigorous member of the Jean clan, heavily armored, Warrior lvl 4
Retainers:
- Raymond (Isaac), Man-at-Arms, gruff, vassal of the Comte de la Frenaie, Morale 7
- Raoulet the Pimp (Marjorie), undead pimp with a semblance of life, Morale 12
- Valentin (Isaac), shoemaker, Morale 7
- Gaston (Edmond), poacher, not very bright, Morale 6
- Hyacinthe (Edmond), caravan hand, very calm and attentive, Morale 9
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 thrown in the lake)
- Stuffed Jean-Paul, killed by stuffed animals, stuffed himself, bursted into flames (RIP)
- Georges, militia man, killed by an axe blow from a rival adventurer. (corpse in castle)
Previous Infractions in the Château:
Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. Eliminated Aranéa Malévol. Eliminated Runcius the Dark Man of the Woods. Eliminated Countess Maltricia Malévol. Eliminated Agénor Malévol. Eliminated Béatrice Malévol. (+1)
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 Stole the Oil of Cleansings: 1 Stole the Crown of the Lost: 1 Burglarized Count Giscard’s room (+1) Put holy water in Count Giscard’s « wine » (+1) Total: 12 1/2
Vanquished Aranéa Malévol’s retributory patrol -5
Vanquished Béatrice Malévol’s retributory patrol -4
Played ball with the werepups -1
Current Infractions rating: 2 1/2
Rumors:
- skipped the rumors
We start in Ximes. Luc Le Chaudronnier’s Alchemy Lab: one more dose of Oil of Revelation. Paul buys a cask of wine with the idea to give it to Count Giscard to compensate for having burglarized his liquor cabinet earlier. (of course Olivier is making a wrong assumption here but nice try!)
Grand Entrance:
- The PCs wish to go to the catacombs and they enter at the Grand Entrance. The two statues do their usual thing but nothing special happens.
- There’s a boar in the vestibule! Large and fierce but already sporting many wounds. The adventurers attack the beast from all side and Noah stab it with Runcius’ poisoned poniard and the beast trashes around for a short time and finally dies.
- Thence they go through the Entrance Halls and get into the Throne Room. They use the secret elevator and descend into the Lake Grotto area.
- They make a detour to the wine cellar and they discover that the secret passage to the Indoorness doesn’t seem to be there anymore. Instead, there’s a bas-relief depicting a woman: the Enchantress of Sylaire who seems in the process of making a deal with Runcius Malévol. A bit disappointed the adventurers get back to their original plan of trying to find the Count’s hiding place.
- They go north and turn right near the chapel of the three saints. There’s a lone ghoul into the adjacent corridor, it reacts quickly when it hears the PCs and lashes at the first in line, Monmon, but misses all of its attacks. Monmon quickly disposes of it with his antique spear.
- Thence they open a door nearby and interrupt eight ghouls that were bickering over scraps. Noah immediately kills one with his repeating crossbow. Paul then swing his big Guts blade (whirlwind attack) and kill four others. Monmon skewers another with his spear. The remaining two ghouls don’t believe very much in bravery and try to scamper away but are quickly cut down for their effort.
- There’s an interesting frescoe in this otherwise broken down room that served as a tomb. Very ancient, it depicts a scene with knights – the central figure, a mighty knight, holds a banner with a bleeding heart and in his other hand he holds a scepter. (Like the scepter they found and sold? Yes pretty much like it…)
- Further into this new section (sill in the Lake Grotto area), another tomb, this time an animated shovel digs a grave filling another in the process. They don’t inspect further and leave.
- Thence, another tomb, there’s what look like a gisant but made of wax. The PCs don’t like the look of it one bit and leave.
- Next, they open another door and come face to face with Guy the Jocular, Malévols’ own court jester. The PCs ask him if he knows of Count Giscard’s whereabouts and he says: « why, yes, he’s right here » and he points to Hyacinthe (random) with his wand (of polymorph) and the latter transforms and takes the appearance of the vampire Count! « But where’s the Count, for REAL? » « Ha! Can’t one have a little joke? Err hmm, he’s very near in truth but I wouldn’t disturb him if I were you! HA HA HA hihi haha héhé! » spitting some maggots as he laughs.
- The party leaves the jester behind with a somewhat perplexed Hyacinthe/Fake Count Giscard in tow.
- They open another doo nearby, another tomb/room but this time there’s dozens of bats on the ceiling and gargoyles in the corners. There’s also a thick stone slab in the middle of the room. The PCs close the door and use their ever-useful Oil of revelation to a see a probable future. In the vision, the adventurers get in a messy fight against the gargoyles and bats and flee the room when the stone slab begins to slide sideway, they flee further in the Castle and hear the howling of wolves sent after them… The vision ends, they know who’s under the slab!
- Paul puts a note on his cask of wine, opens the door and leave the cask inside. They don’t have to wait too long before the room’s inhabitant rise up from his tomb: « What’s all the ruckus? What’s that, wine? What do I care for wine? » Louder: « Bring me proper sustenance next time or I’ll take care of it myself! »
- The PCs leave the area before the Count decide to act on his words right now. They want to explore one last area before calling it a day and they settle on the southern part of the Entrance Halls.
- They get back to the ground floor via the elevator. Soon after ther encounter a woman in a lavender dress and heavy make-up and dragging a heavy bag. The PCs have seen her portrait before, she’s Lydia Malévol. She bows when she sees Fake Count Giscard, « My lord », and eyes voraciously his strange companions.
- Nearer their goal, the adventurers open a door and find a crowd of 24 undead noble men, mostly insulting each other and each boasting of their superior qualities as a would-be suitor for Lydia Malévol. The 24 undead noble men bow to Fake Count Giscard, « My lord », and eye suspiciously his strange companions.
- Thence, the PCs get into a weird room with floating furnitures and a giant ectoplasmic head of an old man being slowly absorbed and distilled into an alembic. They discover that they can use the ectoplasm to make complex potions.
- The adventurers leave the Château.
Closing Comments:
- Great session with two major discoveries: Giscard’s secret underground repose place and the Knight’s Door which I’m pretty sure they’ll get back to very soon if they get ahold of the scepter again
- Their plan to get into the Count’s good will has failed but it hadn’t devolved into a hostile situation either.
- lots of encounters again, mostly non-hostile and one hostile (Lydia) averted with quick thinking and the earlier opportune transformation of Hyacinthe into Fake Count Giscard. Fun stuff.
- XP: Participation: 1 Treasures: 0 Secrets: 2
- Treasures: none
- Fatalities: none
- New Infractions: Have disturbed Count Giscard in his no-longer secret tomb (-1)