Gunderholfen – Never trust an Elf – Session 3

There’s three minor factions on Level 1 of Gunderholfen: the kobolds, the goblins and the hobgoblins, all hostile to each other. The hobgoblins are closer to Level 2 but are stuck inside the dungeon as they don’t have access to any exit (in my version, as written their area has its own entrance). My own explanation for the presence of these three groups is that the goblins were serving the hobgoblins mostly as cannon fodder for exploring the lower level until they had enough, revolted and claimed a part of Level 1 for themselves, The kobolds simply invaded in the ensuing chaos. Of course my players didn’t know any of this but learned of it in this session.

For this campaign we’re using Free League’s Dragonbane as the rpg system and we’re spicing up the whole thing with a Ryoko Kui’s Delicious in Dungeon flavor so to speak.

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Malique, (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter
  • Alfred (Olivier), Hobgoblin Fighter

The adventurers buy a few more goods in town.

It was decided that Alfred the hobgoblin would be Lebeau’s hireling, paid by him, and not a full member of the guild for the moment.

Aracyne pays some gold pieces to Cedric the Sage to learn of the history of Gunderholfen in broad strokes.

Ganfal Swamp:

The PCs leave town, cross through farmlands and reach the Ganfal Swamp. This time, two-third of the way in they have a fight against giant poisonous toads. Alfred is wounded and poisoned but survives. The PCs make camp to rest a moment.

While they lunch they ask their new hobgoblin companion, what he knows of Gunderholfen (about time) and they learn a few useful things.

  • He was outside the dungeon with a hunting party, came back after a few days and he and his companions were surprised to find kobolds at the main entrance. They tried to force their way in but were outnumbered. He was the only survivor and was thrown in prison.
  • When he left the hobgoblins controlled almost all of Level 1, so something happened to change that.
  • Negruf is the hobgoblin chief.
  • The hobgoblins were in the process of exploring Level 2, cautiously, using goblin patrols. Level 2 is made of natural caves and there’s some monstrous critters roaming around.
  • There’s two entrances to Level 1 (not quite true), the Snake Door and another tree shrouded gully entrance on the northern side of the hill.

(Unbeknownst to him, things changed a lot since he left hunting)

North Side Entrance (Level 1B)

  • The party goes around the hill and reach the entrance that their new hobgoblin companion told them about.
  • There’s five goblins guarding the entrance and they tell the PCs that this is goblin territory now. Alfred tells them to stop messing around but they’re serious, they no longer take order from any damn hobgoblins.
  • Seeing that Aflred can’t make them enter, Hédralynn comes forth and show the goblins the dead kobold chief’s headdress and tells them that they (the PCs) could be useful to the goblins. One of the goblin go fetch their chief.
  • Chief Yurt arrives with his bodyguards. Hédralynn makes it known that they wish to get to Level 2. After some discussion between them it’s agreed that the adventurers could pass this one time through goblin territory in exchange for 30 gp now and more gifts on their way out.
  • 10 goblins (including the chief) escort the PCs to the eastern end of goblin territory. Behind a reinforced door, beyond a long, dark passage with columns and corpses (both goblins and hobgoblins) littering the floor, is where the hobgoblins are now confined.
  • As Chief Yurt says farewell to the party, Hédralynn executes her plan, she lobs two fireballs at once, one at Yurt and another to the goblin in charge of this guard post! The latter dies instantly but Yurt survives just to be finished by an arrow from Aracyne. The surviving goblins, still outnumbering the PCs 8 to 5 yells angrily and try to take advantage of their superior number. One lucky goblin pierces Malique’s boot with his spear and cuts his big toe off (injury). But three more fireballs from the mage definitely turns the fight to the adventurers’ advantage, not too soon though as more goblins are coming in.
  • Malique snatches Yurt’s body from the floor, Alfred takes back the gift of gold and then they all flee through the passage to the east. The last two in the passage, Lebeau and Alfred, are hit by stones from goblin slingers and almost don’t make it but they see the hobgoblin guards and Alfred yells at them to open fast and they do.
  • After a discussion with the hobgoblin guards, helped a lot by the fact that they are accompanied by Alfred, the PCs are escorted to chief Negruf. They tell him of their objective of going down a Level and explore. They give him the corpse of Yurt, whom the hobgoblins sees as a traitorous rebel, and the gold. They tell him of how they saved Alfred from the kobolds too.
  • Negruf is pleased and allows them safe passage and also let them have a room to rest.

Closing Comments:

  • Olivier’s love of hirelings and Marjorie’s usual craftiness led in this session to their party shortcutting a big chunk of Level 1 and they’ll be able to go to Level 2 next session. They also have a potential alliance with the hobgoblins already in the going but they’re now enemies of the goblins.
  • Eventually they’ll have to figure a way out of the dungeon but all in due time…
  • How Negruf should see the adventurers? They can help him with his goblin problem so I think he clearly has something to gain out of it for the moment.

Gunderholfen – Against the Kobolds – Session 2

First session of what should be the main dish ot this new campaign: the Gunderholfen megadungeon. It’s mostly vanilla fantasy (less so the deeper you go!), but after years of kinda atypical D&D I think it will still feel refreshing. We’ll see how it goes.

For this campaign we’re using Free League’s Dragonbane as the rpg system and we’re spicing up the whole thing with a Ryoko Kui’s Delicious in Dungeon flavor so to speak.

Gunderholfen by G. Hawkins: https://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Malique, (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • J. Lebeau (Olivier), Dogman Fighter

We start in Longfelt. The PCs hear that the mutants that they had saved are slowly getting back to normal at the town’s sanatorium. Hédralynn sells a scroll of diminution to a gnome magic-user and buys some goods in exchange. The characters leave town, walk through farmlands until they reach the Ganfal Swamp. They have several hours of walking on a treacherous path but they manage to reach the ancient dwarf hold without incidents (no encounters rolled).

Snake Door Entrance (Level 1A)

  • There’s a lot of small, clawed footprints and piles of damaged bones around the entrance. The interior is dimly lit with flickering light.
  • Three kobolds stand guard and threatens the adventurers with their spears. One is slain quickly and the two others flee inside, side-stepping one area on their way.
  • The PCs ran after the fleeing kobolds but took care of not stepping on the suspicious area themselves. Aracyne broke his bow trying to shoot down a kobold. Malique managed to catch one and slew him with his warhammer. The other suffered from the same fate soon after.
  • This wasn’t discreet at all however and now the PCs could hear kobolds coming from the east and from the north at the same time. Aracyne borrowed Hédralynn’s bow and killed an incoming kobold as Malique got in melee against two others. Malique is very efficient with his warhammer but also got stabbed by a spear but nothing serious.
  • Meanwhile Lebeau was facing two other kobolds that tried to bait him into a trap but weren’t subtle enough. One even fell headlong into the hidden pit when he tripped on his own feet in the course of the fight.
  • After taking care of the last kobold together, the adventurers inspect a half-rotten blue curtain and find a passage behind.
  • They get into the chief’s hall. A fearsome kobold, as fearsome as a kobold can be, is flanked by three large weasels and there’s also 5 kobold guards.
  • A big fight ensues. Hédralynn starts to lob fireballs (dragonbane’s fireballs are single target 2d6 dmg, or more if boosted) with abandon. Aracyne finishes a giant weasel with a well-placed arrow. Malique does his best to block spear thrusts at the front. The adventurers prevail but Malique sports many wounds now. Hédralynn does her best to heal him with her magic.
  • Lebeau finds a door behind a wall hanging, this leads to the chief’s modest treasure of copper pieces.
  • Another door in the chief’s hall leads to a larger room that smells of charred flesh. A kobold shaman starts to casts a spell at them as his guards charge the adventurers. Lebeau has a hard time fighting as the shaman unleash a swarm of insects at him. Fortunately the shaman isn’t long for this world as he gets a fireball and an arrow from the elves PCs. One kobold surrenders after his colleagues die and gives some information on the lair’s layout, where the jails are after being asked.
  • Backtracking a little, the adventurers go the kobolds’ jails but a portcullis is blocking their way. The two dogmen manage to force it open. There’s a brief fight thereafter against two kobold guards.
  • There’s two prisoners still alive, the daughter of Clement the tailor and one severely wounded hobgoblin. For some reason Lebeau is convinced that the latter will be a fine addition to the party and asks Hédralynn to spend her last bit of magic on healing him. Lebeau offers a full treasure-part to the hobgoblin if he joins the guild but it will be up to the Aracyne the guild leader to make such a contract or not.
  • The adventurers leave Gundeholfen, go across the Ganfal Swamp safely and get back to town.

Closing Comments:

  • Dragonbane characters start as capable adventurers but they don’t really ever have access to game-changing spells or abilities, unless they find magic items that is. I’m not sure how it wil impact the game later on to be honest.
  • I’ve shortened the walk to the dungeon through the Ganfal Swamp but nonetheless I have to remember that crossing the swamp should be seen very much as an irritating and serious logistic issue to solve before long i.e having a base nearer.
  • They’ve gone through a big chunk of the Kobolds lair and killed 2/3 of them but it wasn’t that easy either. Malique got almost injured despite being the most heavily armored until Olivier reminded Edmond that he could try to block one Kobold’s fatal spear attack with his shield and he succeed in doing so.
  • As we’re not playing a gold>>xp game I’m cutting dramatically on the amount of treasure they find. In fact, most creatures won’t have anything of value. Sorry, but not sorry!
  • The first kobolds that have fled should have alerted 2-3 more kobolds immediately in the next room instead of going farther on the lair. My first mistake of the dungeon happened really quick! I have to look at a few adjacent rooms whenever they advance into a new one just to be sure. I’ll prepare an enemy roster per area next time and won’t be caught off-guard…

The Hole in the Oak – Trogs & Mutants – Session 1

The start of a new thing for us. This time we’ll have a megadungeon called Gunderholfen as our campaign tentpole. You’ll learn about it soon enough. But not now, in our first session the players have chosen instead to go into the Magical Forest to explore The Hole in the Oak.

TTRPG system used: Free League’s Dragonbane instead of OSE

Aside: Yes, once again I’ll be running adventures within a system not intended for them. This is the way I’ve been doing things for a while now, a bit more complicated as I have to adapt quite a few things, but there’s an intent behind this… Huh, yes, there’s an intent I’m telling you!

Furthermore, I’ll be borrowing some concepts from Ryoko Kui’s Delicious in Dungeon.

Player Characters (PCs):

  • Aracyne (Isaac), Elf Hunter, Guild Leader
  • Malique, (Edmond), Dogman Knight
  • Hédralynn (Marjorie), Elf Mage
  • Jean Lebeau (Olivier), Dogman Fighter

We start in Longfelt. The party meets with the town’s high constable Vandemaut who wants them to go check on the dwarven ruins of Gunderhlofen, see if there’s monsters inside or just humanoids. « Oh, I almost forgot », he said, « there’s the daugther of Clement the taylor missing, probably held captive into the ruins. There’s a reward if you manage to save her ». The adventurers buy a few goods and leave town.

They don’t go to Gunderholfen though, they go explore a place that Aracyne had found earlier while roaming the Magical Forest.

The Hole in the Oak. Dungeon Type: Natural (Pertubed).

  • The PCs enter a passage at the base of an ancient oak. They see hoof-prints and boot-prints on the ground. NOLLY’S KINGDOM is carved on a root.
  • They manage to slip through the roots and go left at a junction. A purple-robed man appears from thin air and delivers a semi-coherent message before disappearing.
  • They get into a circular room with a rug in the middle. There’s a rune under the rug.
  • Thence, the PCs open a door west and find two scrolls and numerous jars with tiny dead persons floating in them. They take the scrolls.
  • Going north, they are blocked by a locked door and then open another one into a room that has a pit filled with grimy water and a suspicious pile of gold on the other side. They don’t fall for it and go elsewhere.
  • Going on they hear the subtle sound of a door opening behind them, the one that they found was locked. Three foul-smelling troglodytes are coming at them! The two dogmen have a hard time because of their sensitive sense of smell. The adventurers prevail but Malique is wounded.
  • In the big adjacent room through the now open door, the PCs find a secret door and a chest full of silver pieces.
  • Thence, the PCs go north, they hear the sound of running water. They turn a corner and stumble upon several naked corpses on the ground. A beast lore check tells Hédralynn that they’re most likely ghouls and the PCs retreat silently.
  • Backtracking a little, the adventurers find another access to the underground river and even take the time for some fishing with the fishing canes readily available. They catch several fishes that will come in handy later on.
  • A bit further, they get into a large room with some statue and with several doors and passages going in every direction.
  • In the nearest passage they find a dead dwarf with a coil of nasty black vine around his neck. They see the same black vines hanging from the ceiling a bit further.
  • They try another way. Listening at a door they hear loud snoring. They open the door and see an ogre, terribly malformed and sleeping on a large chair. A makeshift jail hold 4 prisoners, barely human mutants. The adventurers want to free them and Hédralynn opens the jail’s door with a spell. The Ogre doesn’t wake up luckily but the mutants eye the adventurers with a look of hunger. They receive fresh raw fish that they devour instantly Gollum-like.
  • Fed mutants in tow, the PCs go explore a strange metallic room nearby. There’s a huge metal ball on one side and 6 levers on the wall. That doesn’t hold the interest of the adventurers and they go further south along another passage.
  • To their left is a huge widening natural cave but they go right, near the entrance in fact, into a small room with all sort of root faces. The faces speak in unison and offer knowledge in exchange of payment. Cordélia give some silver pieces and learn of the « treachery of the gnomes ». Another go and this time it’s « the fruits of the underworld are magical but can twist the mind of the weak-willed ».
  • Going further they enter a spiralling passage. They also see hoof-prints going in. They find bright-colored hats and cloaks hanging from roots and Jean takes one of each. But seeing that there was 12 hats the PCs get a little anxious to encounter their hoof-footed owners and decide to call it a day.
  • They exit the dungeon and escort the mutants back in town to see if someone could help them with magic or something.

Closing Comments:

  • I’d only skimmed through the adventure prior to running it but it has a very user-friendly layout and it went smoothly enough.
  • The players had more positive comments about the new system than about the adventure itself. in particular they liked how xp gains is attached to the use of skills in Dragonbane.
  • So we have a party of two elves and two dogmen, that’s a bit weird haha! The Dogman kin is not even a thing in Dragonbane but it replaces the Wolfman as a throwback to Kobolds (that are bipedal dogs) in Delicious in Dungeons.
  • The Mage’s magic trick Open/Close isn’t supposed to work on locked doors so I could have retconned the Mutants and Ogre situation but I’ve let it go this time.

Session 48- Back to Port Nyanzaru

21 juillet

Session impromptue de D&D 5E alors que ce qui était prévue était plutôt la session annuelle de Vampire: Dark Ages (qui avait déjà été remise à plus tard ce printemps) mais deux des joueurs ont laissé tombé à la dernière minute. Le problème c’est que tous mes efforts de préparations des dernières semaines ont été mis au placard et en remplacement je me retrouve à faire une session d’une campagne quasi-abandonnée! Mais au minimum je pouvais me rabattre sur ma préparation antérieure (principalement celle-ci).

Personnages Joueurs (PJs)

  • (Marjorie) Kalohan, (level 11) High Elf Wizard (evoker), Inheritor,  doit trouver un sort inconnu jusque là avant de pouvoir obtenir son héritage
  • (Isaac) Anfi, (level 11>>12) Locathah Fighter (eldritch knight), Outlander, venu sur la terre ferme en passant par la Caverne-Tunnel, là pour découvrir ce nouvel environnement + Salamandre Géante
  • (Olivier) Léon, (level 9) Human Monk (way of shadow), Outlander, revenu à la vie grâce à Zotzilaha, maintenant libre de faire ce qu’il veut
  • (Edmond) Vingt, (level 8>>9) Myconid Druid (circle of spores), Acolyte, envoyé de Zuggtmoy, la Déesse du fongique + Fourmi Zombifiée
  • (Chris) Pax Double-Poches, (level 10), Halfling Rogue (arcane trickster), Criminal, fuyant un passé criminel, a vu de ses yeux les trésors merveilleux qu’a rapporté le ranger Flyzus de sa dernìère expédition et s’est immiscé dans le groupe depuis
  • (Chris) Rufb (level 10), Half-Orc Barbarian (berserker), Mercenary Veteran; capturé par des pterafolks, seul survivant de sa bande de mercenaires, délivré par Flyzus au sommet du Firefinger
  • (Jason) Shin, (level 10) Tabaxi Fighter (arcane archer), Outlander, veut devenir le plus grand chasseur de tout les temps + Vorn, Shield Guardian

Intro: Coup d’État à Port Nyanzaru

De retour de leur dernier périple dans les jungles de Chult, les aventuriers ont pris connaissance des bouleversements politiques dans la ville principale de la péninsule, Port Nyanzaru. En effet, un membre du conseil de gouvernement, Ifan Talro’a, s’est emparé du pouvoir avec l’appui de mercenaires étrangers et d’un mystérieux chef criminel (Jobal).

Les aventuriers étant à peu près en guerre ouverte contre ces mêmes mercenaires, il ne leur sied pas du tout de les voir placer leur marionnette en tête de la ville…

Entrée et Retrouvailles

Avec un bateau-volant sous la main, faire le trajet jusqu’à Port Nyanzaru depuis leur repaire ne leur a jamais été aussi facile et rapide. Le capitaine Flyzus les dépose à une distance raisonnable de la ville pour ne pas trop afficher leur arrivée. Ensuite, profitant de leur réputation bien méritée de sauveurs, ils se dirigent vers le quartier des pêcheurs (Tiriki’s Anchorage) où les locaux favorisent leur entrée discrète.

Art: Mehmet Ozen

Pax et Léon surveillent les patrouilles des mercenaires, puis à l’aide d’un contact, le groupe s’infiltre à l’intérieur des murs de la ville par un tunnel de contrebandiers. Après quelques essais infructueux, Pax réussit à entrer en contact avec des membres de la Main Mauve, des teinturiers/gang de rue à la solde de Jessamine, une membre du conseil abolit et opposante du nouveau gouverneur. Dans le repaire de cette dernière, ou est aussi présent le magicien Wakanga, les PJs en apprennent beaucoup sur la situation. Après quelques hésitations, les aventuriers décident de s’en prendre à la partie cachée, mystérieuse, de leur ennemi en tentant de sortir Jobal de l’équation. Ce dernier à sa base principale quelque part dans les tunnels sous les antiques ziggurats de la Vieille Ville.

Un bâteau de pêche dépose les PJs près de la Vieille Ville, une illusion programmée de Wakanga les aide à passer inaperçu. Kalohan utilise un sort de True Seeing et trouve une entrée secrète dans un endroit nommée le Gauntlet où des spectacles sanguinaires ont lieu couramment. Les aventuriers s’y engouffrent…

Sous la Ville

Après une première salle bourrée de pièges et une deuxième pleine d’ennemis morts-vivants, les aventuriers s’enfoncent plus avant et affrontents d’autres morts-vivants, cette fois juchés sur un système de passerelle surplombant du bétail en contrebas. Un usage judicieux du sort Shatter de la magicienne accomplit une bonne partie du travail en précipitant les ennemis dans le troupeau, un piétinement s’ensuit….

Plus loin, une grande salle contient de nombreuses cages avec toutes sortes de bestioles à l’intérieur, le tout gardé par des cultistes (des guerriers et une mage). Les PJs ont un plan redoutable: laisser s’échapper des monstres tandis qu’ils s’occupent des gardes les plus proches. Kalohan brise la cage d’un wyvern, la bête s’empresse de terrasser la mage cultiste tout près et prise au dépourvu.

image: Rhadov

Une deuxième cage d’ouverte, cette fois par Pax, voit des Ettercaps cavaler vers la liberté après avoir empêtrés dans leurs toiles leurs geôliers .

Une fois les cultistes éliminés il y a un moment tendu alors que le wyvern semble hésité à les attaquer aussi mais finalement la bête part dans la diretion opposée (au hasard). La suivant à une certaine distance, les aventuriers voient le wyvern confronté à des adversaire morts-vivants et être submergé sous le nombre. Des flèches explosives de shin ont tôt fait de faire le ménage après la mort du wyvern.

TBC

Notes du DM:

  • Marjorie penchait davantage pour organiser une guérilla contre le nouveau pouvoir mais le manque d’enthousiasme des autres joueurs pour cette idée a fait tourner vers une implication plus directe des PJs (baston!).
  • Pour faire vite, j’ai « emprunté » la section Blood Pens du donjon Doomvault (Tales of the Yawning Portal) et l’ai présenté presque tel quel pour une fois.
  • Les joueurs ont bien apprécié d’avoir des monstres dans leur équipe en quelque sorte.

The Bishop of Ximes (Gont: Nest of Spies) -Session 16

Our second session of the campaign outside of the Château. This one was a bit laborious in the going as the three boys were out of their zone of comfort in how to approach a somewhat subtle objective. It also led to an absolutely major change of the campaign further on, one that I’ve hinted was possible but I thought was unlikely to happen.

The action this time is set into the city of Ximes, in Averoigne, with a backstory as it turned out heavily inspired by The Holiness of Azédarac by Clark Ashton Smith and, as is my fancy with this campaign I’ve used material from Gabor Lux to help me flesh out the setting a little more.

Echoes from Fomalhaut # 2, by Gabor Lux. https://emdt.bigcartel.com/products

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 6
  • Cordélia Lenoir (Marjorie), using the dark arts for Good (probably), Necromancer lvl 5
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 6
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 6

Rumors:

  • There’s an extensive network of tunnels below the city of Ximes. Smugglers who makes the run on the Ysoulde river use the tunnels to hide their stuff.
  • Bishop Azédarac is often seen with merchant Jehan Mauvaissoir, a shady individual whom, like the bishop, nobody seems to have known a few years ago.

One important piece of information was obtained in downtime has Cordélia has finished deciphering the notes of the late Rogat Demazien. The latter had some kind of a deal with the « Holy Man »: find a way to create and control gargoyles in exchange for the recipe of a powerful time-travel potion. Could this saintly man be Bishop Azédarac? Certainly all the rumors they heard about him made it sound likely.

Could be useful as for now the adventurers have to work for the Bénédictins monks and the Church in finding incriminating evidence against the infamous bishop to pay off their debt.

Arriving in Ximes

  • Cordélia sends her homonculus at the cathedral to spy on Azédarac’s entourage. She finds a mark in the person of a young nobleman, one Boudevoy, who’s to become a churchman and is now a protégé of the bishop.
  • The adventurers manage to join a game of cards with Boudevoy at the Gamesman’s Court, Cordélia uses her natural charm on naive Boudevoy and convince him to show her (and her friends) where he works, at the cathedral.
  • Inside the cathedral, with the information gathered by the homonculus and with Boudevoy as a laissé-passez of sort, the party manage to find a door leading to the undercity.
  • They get into a large room lit by two braziers, armed men block their way, They get their weapons out and the fight is on! Even if the thugs prove no match for the battle-hardened veterans they still fight to the last one.
  • Thence, the PCs get into another large room and choose to follow the more visibly well-trodden path on their right, ignoring many others.
  • After a few turns this leads them to a locked, reinforced door. Noah starts to try some of his false keys but someone from the other side of the door says that whoever is there better leave very soon.
  • The adventurers retreat no further that in the corridor behind the angle and goad the threatmongers into coming to them. The door opens, furtive footsteps, almost inaudible. Noah advances, crossbow in hands but gets jumped upon by three assassins and almost die. Fortunately his companions rush to help him and manage to prevail.
  • Cordélia, Paul and Monmon then disguise themselves with the assassins’ clothing (bloodsoaked as they are) while Noah will wait back with most of their equipment.
  • They open the door into a large, dimly-lit room with other likewise clothed people and try their best to be inconspicuous. They get to the other side after uttering a quick explanation and get through another locked door.
  • Thence, they get lost for some time in a network of confusing corridors before finding a secret passage. They go North and open a door into a large plush hallway with a dozen thugs playing cards or sipping beverage. There’s a heavy curtain on the northern wall, the adventurers want to check it out but are stopped « did the Boss asked for you? » to which Cordélia replies that indeed they are here to make their report on the intruders situation. The PCs are eyed suspiciously but are brought forward nonetheless (and pretty much trapped).
  • Behind the curtain is a small room with arrow slits on each side, a set of bars blocks another area with and a vague human shape can be seen behind a veil: « Do you think you can fool me? Men, bring the other one » And here comes Noah, with his wrists tied together.
  • « Certainly not » replies Cordélia, thinking fast. And acting on her strong suspicion that it was Azédarac himself behind the veil: « We’ve been sent by the church but we’d much rather make a deal with you, something that could benefit us all and allow my special, frowned-upon talents to flourish… »
  • And so, after a bit more discussion between the adventurers and Azédarac (because indeed it was him), they reached some kind of understanding. Through his powers he would endeavor to get himself and his new allies into another epoch entirely no less…

Closing Comments:

  • There was many ways to approach the (ultimately discarded) mission. The most likely I thought would have seen the party explore a good chunk of the undercity, with possibly many sessions to do so. It did not happen like this at all and I was a bit disappointed quite frankly. I wanted encounters with hanging snagworths and slimecones and dubious characters but instead my players managed, part by inspiration and part randomly, to get the shortest route possible to the hidden domain of Azédarac.
  • Of course Azédarac doesn’t feature in Gont: nest of spies, I’ve switched him over with the assassin leader Grave-Wight. Likewise, the cathedral took the place of keldor’s manor.
  • I still feel a bit of an impostor when I cut open an adventure or setting, discard unwanted stuff, add some other, switch characters and so on and sew it back together to run at my table but at the same time I think it’s the next best thing if I don’t take the time to create my own.
  • It’s the end of this Castle Xyntillan run, big hanging threads and all, just like that.
  • It’s the beginning of something else if we choose so, I’m not quite sure myself. Do we hear the call of Khosura?

The Sword of Roele review – crappy adventure, good dungeon pt 2

This is the long overdue second part of my review (that virtually no one was waiting for) of this mostly forgotten TSR adventure The Sword of Roele, for the Birthright setting. In the first part I’ve talked about how it has an absolute mess of a scenario, hilariously bad. But now I’m gonna talk about its main dungeon which I find, as the title says, pretty good.

The Sword of Roele, Wolfgang Baur, 1996, AD&D2E, levels 5-8

So you’ve gone through the arduous process of the module’s disjointed, scene-based nodes and finally found the adventure’s main dungeon where the macguffin, I mean the Sword of Roele is. You stand in front of:

The Great Tomb of the Order of the Sun

  • Mid-sized dungeon, 2 levels, 53 rooms
  • funerary complex of knights do-gooders and some of their major figures
  • designed by an evil magic-user architect to accomodate his own needs in his plans to achieve lichdom

The tomb’s only entrance is collapsed with only a narrow path to get in (shown as the « goblin path » on the map even though there’s no goblins in the dungeon, a obvious sign that the dungeon has been refurbished and changed from its original purpose). The PCs will immediately have to confront the troglodyte sentries and do some tunnel fighting.

There’s an whole tribe of 41 trogs in the rooms near the entrance. The trogs are also intruders to the dungeons.

Here’s a great bit:

« If the troglodytes lose 10 or more of
their number, they retreat into Areas 3
and 6. In the storage area they climb up
the tunnel into the audience chamber
(Area 8). They are cold-blooded so they
suffer only one-quarter damage from the
brown mold’s cold. In the hall, they hide
in the shadows behind the statues, waiting
for a chance to ambush foes. »

The trogs take advantage of their resistance to brown mold, that’s great!

When the PCs are in they’ll see large double-doors at their left (upper right on the map), they’ll feel a draft of cold air coming from the right (caused by the brown mold) and see an impressive hallway in front with rows of stone statues/caryatids on each side. They’ll probably notice the corpses of dead thieves on the floor too, at the limit of their light source. Good telegraphing for what represents the main gimmick of this dungeon: of course some caryatids are monsters (circled in red below)! As written the caryatids are the equivalent of lesser stone golems and are perfectly beatable. When I ran this dungeon I’d upgraded the stone statues to full stone golems status, they absolutely have to constitute a proper threat to force some hard choices (and clever ideas) from the players IMO.

a caryatid ready to crush your skull
An « optimal » run to reach the second level could look something like that, with some tense moments of crossing the hallway with the help of diversions. (huh, you may want to include room 21 and 22 if you feel confident! 😉 )

Apart from the troglodytes and caryatids the main denizens are of the undead variety with some constructs sprinkled here and there. The dungeon definitely suffers from a gygaxian naturalism syndrome where things make sense for a tomb but there’s a lack of wonder involved.

Aside: Funnily enough there’s several mention of a resident vampire in the tomb, he’s supposed to be a big deal but he’s in fact nowhere to be found, he’s not even statted! Oops!

The rooms themselves are a mixed bag.

Some are great, like the Chamber of Shadows:

« Three of this chamber’s walls are covered
with an abstract pattern of black
lines. The fourth wall depicts a black
bridge over a misty chasm to a gate of
light. Words are carved into three of the
four stone walls. »

[…]

« The painted bridge at the far side of the
room is the Bridge of Sighs and Shadows,
a magical link through solid rock between
this room and the Divination Room. Only
those who know its secret can cross it. »

Other rooms are pretty boring. There’s several rooms in a row that are just filler; here’s a room with undead falcons, here’s a room with undead hippogriffs, the next one with undead griffons…

The second level is smaller and is designed essentially to confuse the players. It’s heavy on teleportation tricks, traps and of course it has more undeads and constructs.

There’s no faction play in this dungeon, the troglodytes are immediately hostile and other than them there’s few sentient beings. There’s an imp to be found who actually gives good advice as it serves his purpose, that’s nice. There’s also an homonculus but if you’ve met the imp he’ll feel kinda redundant. As written you may also be accompanied by the ghost of the order’s high priest that you can meet before entering the tomb and he does have useful information to provide (and some big secrets) but he’ll get angry if you fall into the usual adventurer’s tomb-robbing habbits and most people will be happy to put him to rest one way or the other before long.

So all in all, this dongeon has several weaknesses, even a few gaffes, but it has also several strong points, the hallway with the caryatids being a favorite of mine. It’s not a great dungeon but it’s good and it certainly doesn’t deserve to be completely forgotten as it is now.

Château d’Éfaurmaje – sessions 1&2

We played two short sessions to date in Edmond’s own dungeon, le Château d’Éfaurmaje.

Here’s the Dungeon Master with his homemade books.

I’m playing a Magic-User that has a mix of protection and attack spells, Isaac is playing a Warrior that can summon beasts to help us in combat. We basically proposed character concepts to Edmond and he invented our character’s powers on the spot.

We’ve rolled our character stats at random down the line and we’re mapping our progress in the dungeon, the old-school way!
Here we see a tower with a portal of teleportation that we hurriedly jumped into after taking a beating at the hands of an ogre.
  • The monsters are mostly vanilla fantasy: zombies, goblins, orcs, etc. We’ve also encountered « pyrymies », invented by Edmond, small (smaller than goblins) humanoids that fight with a knife in each hand and are very adept at dodging.
  • We’ve heard orcs talking (while we listened to a door) about how it was this time of the year when they changed every door of the castle. Very funny!
  • Edmond has prepared a table of rumors (not all true I’ve been told) that potentially lead to treasures and other sites.
  • There’s also another random roll at the start of a session and Isaac got a Sick condition from it that diminished his strength score until resolved. That’s an interesting addition, clearly something else that Edmond came up on his own.
  • We’ve fled from an ogre as I’ve said but also from a Hydra that we had tried to beat with the help of pyrymies (!), it was way too strong for us!

It’s quite fascinating to me to play in a TTRPG without any rules constraints – Edmond is improvising 90% of the rules along the way and it still works perfectly fine!

Château des Faussesflammes (Castle Xyntillan) – Session 15

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)

Château des Faussesflammes (Castle Xyntillan) – Session 14

A full-fledged adventurer dies in the Château…

Not exactly a full session as it was shortened due to what happened. We continued to play afterward but I consider each delve a separate session anyway. Worth mentionning: I’ve noted in the past how we had whole sessions that were very light on random encounters despite many many rolls but in the last few sessions we’ve seen pretty much the contrary.

1 hour 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
  • Pierrot (Isaac), caravan hand, dealmaker extraordinaire, Warrior lvl 2
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 5
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 5
  • 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 (NPC), 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:

  • Avoid the northwestern section!
  • The Château is now for sale to the first to pay the 25,000 gp asking price to the family lawyer.

Alchemy lab: one more dose of oil of revelation

We start in Ximes. Monmon recruits two more retainers, Gaston and Hyacinthe, and Noah keeps the services of Valentin.

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.
  • Past the vestibule and the portrait gallery, into the Entrance Halls, they go in the corridor leading to the Throne Room. The adventurers see rocks and rotten cabbages bouncing off the corner’s wall. They soon encounter Étienne the Lapidated, he’s not hostile but complains about the constant deluge of projectiles aimed at him that appears from thin air. He says this is unfair treatment for the small pécadilles he did back in the day (proceeds to enumerate all the heinous crimes he commited in his life). The PCs move on but some of them are hurt by Étienne’s deserved punishment on their way out.
  • Thence they get into the Throne Room, activate the elevator and get down into the underground level, in the Lake Grotto area. They soon hear some metal grinding sounds, like someone sharpening a tool or weapon.
  • Constant puts a dose of Oil of revelation on his eyelids and has a vision of a probable future. He sees the party going into a fight against Mortagu the Executionner, slaying him but not before he slays Noah himself…
  • Now the adventurers try to find Mortagu but he’s the one who takes them by surprise. In a kind of self-fulfilling prophecy he chooses Noah as his target and swings his heavy axe at him. Noah, unaware, dodges the attack inadvertently (Lucky) as he slips and falls right at that moment. Monmon stabs Mortagu with his spear and wounds him grievously. Mortagu swings his axe again at Noah who’s still on the floor and decapitates him. The Executionner then gets overwhelmed and is killed soon after.
  • Monmon gets hold of Noah’s body and head and the adventurers start backtracking their steps to leave the Château as they have a solution in mind for Noah’s predicament.
  • On their way out back in the Entrance Halls they encounter Olivier Malévol, the one who has turned into a slime before their eyes in their last delve. He seems content enough to be free to roam the Château and don’t seem to hold a grudge against them for trying to kidnap him. He even tells the party that if they succeed in capturing Claude, he would be rather glad as he would become the rightful heir in lieu of his twin brother. He may be a bit delusional.
  • Leaving the Château behind, the PCs want to buy back the Sacred Cloth that they had foolishly sold for a derisory amount several delves ago. The buyer, a benedictine monk from the abbey of Périgon is reluctant to sell back this holy item but he finally accepts on the condition that the adventurers would undertake a somewhat perilous mission, they must investigate Bishop Azédarac’s pratices in dark arts and bring back incriminiating evidence to the church.
  • And so, with the acceptance of this mission the PCs get back the Sacred Cloth and with the proper ritual the holy powers bring Noah back to life, a bit more frail than before and with a very impressive scar all around his neck.

Closing Comments:

  • Étienne the Lapidated is my creation, he’s something like an attriting nuisance mostly.
  • 12 yo Isaac took pretty badly to his character’s death with the fact that it was his second character to die and the other players have only lost retainers to date. I think it was Olivier who thought of getting back the Sacred Cloth and I couldn’t bring myself to be too harsh on this issue.
  • XP: Participation: 1 Treasures: 0 Secrets: 0
  • Treasures: none
  • Fatalities: Noah, decapitated by Mortagu the Executionner
  • New Infractions: none

Château des Faussesflammes (Castle Xyntillan) – Session 13

We’re getting back from four days at the cabin where we managed to slip in several hours of tabletop gaming in-between our outdoor activities. Speaking of which, we found morels on our land! So, all in all, a very profitable time indeed…

3 hours session

Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products

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
  • Pierrot (Isaac), caravan hand, dealmaker extraordinaire, Warrior lvl 2
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 5
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 5
  • Paul-Jean Paul (Olivier), apprentice alchemist, don’t confuse him with Jean-Paul Jean, Warrior lvl 4>>5
  • Constant Jean (Olivier), vigorous member of the Jean clan, heavily armored, Warrior lvl 3>>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
  • Georges (Edmond), militia man, Morale 7
  • Valentin (Isaac), shoemaker, Morale 7

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)

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 (+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

Played ball with the werepups -1

Current Infractions rating: 6 1/2

Rumors:

  • There are multiples libraries and laboratories in the Castle. A magic-user’s delight… or doom.
  • Some strange folks still pursue the work of the Heretic.

A small return on the end of the last session: the PCs had met former retainer Jacques fortuitously, as unpleasant as ever and now a zombie – as he was roaming in the corridors of the Château. As they got out though – after maybe a hundred yards from the gatehouse – poor Jacques faceplanted on the ground, dead as a rock. The cold-hearted adventurers decided to dump his corpse in the lake with the idea that the monster would make him disappear.

We start in Ximes. Paul-Jean, with the help of Luc le Chaudronnier, prepares another dose of lethal poison. Also, the master alchemist has finished analysing the mysterious flask of Oil found earlier: is has astounding properties – when applied on one’s eyelids it enables to see 10 minutes of a probable future. This Oil of Revelation will come in handy!

The PCs then proceed to hire more retainers. Monmon hires Georges who was part of the townwatch until recently. Noah hires Valentin, a shoemaker.

Grand Entrance

  • The PCs would like to reach the third floor of the Gothic Wing for the first time and they enter at the Grand Entrance. The two statues do their usual thing but nothing special happens.
  • Waiting for them in the Vestibule is the horrible Béatrice the Jilted. She’s accompanied by Agénor, a tall, gaunt pale-looking old man who seems a little lost. There’s also the late Countess’ galant knight, now undead, surrounded by four flirtatious undead ladies. Quite the sight.
  • Béatrice tells the adventurers that they will pay for having slain the Countess. Unless… Would any of them accept to be her suitor? No? Noboby? You can die then!
  • Béatrice is supernaturally fast (always acts first) and jumps on Monmon claws first. She rakes him twice, wounding and paralysing him. Noah hits her twice with his repeating crossbow, hurting her. Pierrot swings an axe at her, connects and she’s down! Is she really dead? Georges is asked to stab her some more to make sure. Paul does a whirlwind attack and slay all four of the undead courtesan ladies. Constant and Paul-Jean attack the zombie knight but he’s a more resilient foe. After a brief moment of hesitation the decrepit Agénor joins the fray and attacks Paul with his bare hands but misses. Paul, Paul-Jean and Noah all try to hurt the old man but to no avail, normal weapons don’t affect him! But Monmon shakes off his paralysis and pierce him with a mighty stab of his spear. Paul hits him with his magic dagger but Agénor touches him in return, wounding him and draining some of his strength. Several hits later and Agénor is incapacitated and gets a stake through his heart (as he’s evidently a vampire) and is hurled outside to be burned by sunlight. The undead knight, surrounded, is the last to fall (he had a backstory but, well… too bad!).
  • Béatrice though doesn’t seem to be able to stay dead for very long. The PCs decapitate her and burn her corpse for good measure. They looted her body prior to that and found a pearl necklace and an amber brooch.
  • They continue with their exploration plan and go to the stairway west of the Vestibule and go up into the Gothic Wing.
  • They’re trying to find the stairway leading to the 3rd floor (the highest). They go through the Feasting Hall and go north into a zigzagging corridor, find the latrine’s « throne » and then open a door to the west.
  • They’re inside a boudoir. Inside a closet they find a silver mirror and a puzzle box. There’s also a dressing screen and something behind but at that moment they hear a very angry Béatrice shouting at them: « You killed me and now you’re stealing from me! » and more that is lost in a primal scream as she runs towards them, claws at the ready. She hits Monmon (again) but this time he resists the paralysis. Noah pierces her with two crossbow bolts and then Monmon pierces her through with his spear. They wander briefly what to do with the unkillable crazy Béatrice but then they find a casket with chains behind the dressing screen and just proceed to toss her corpse in and lock it up. Without her head. Her head is thrown through the window and into Tristano’s pond.
  • Thence the PCs resume their search for a way up. Checking their map (Isaac) they figure that the 2×2 square space in the middle could well be what they seek and indeed, it is the stairway leading up!
  • In front of the stairway the party hears some noise coming from the east, several creatures are coming up from the 1st floor.
  • Constant uses the Oil of Revelation to see a probable future. Thus, he sees another party of adventurers, rough men armed mostly with axes. The leader asks the PCs to leave the Castle, it’s their turn to loot the place. Battle ensues, the PCs have the upper hand but suffer some losses. Still in the vision, the party go to the 3rd floor, breaks open a stuck door and gets into a library.
  • With this knowledge in mind, the PCs hurry to the 3rd floor (Gothic Wing II). Monmon breaks open the door and the group wait in ambush as the newcomers, alerted by the sound, come after them. The PCs win initative, Noah kill two adventurers just like that with his crossbow. Monmon kill another with his spear and then Georges jumps into the action and wounds another but he’s struck in return and dies. Paul takes his place and kill the wounded man and then gets into a duel against the leader who’s no match for him. The two remaining opponents fight to the death (morale check) which is not very long in coming.
  • The PCs loot the bodies and find a few hundreds gold pieces.
  • Thence, the PCs get into a library, don’t look much at the books but find a secret door on one corner with the help of Noah’ sword Scrupulous. Once opened they see a man standing right in front of them. He looks just like the one on the dead or alive wanted portrait of Claude Malévol. The PCs tell the man so but he denies being Claude, he claims to be his twin: Olivier Malévol! After a short deliberation the PCs decide that as the spitting image of a 3000gp reward, well… he would do. Of course, that doesn’t go very well with the would-be ransomed and, in a weird turn of events, the latter’s body melts and turns into a Slime! It lashes out at Monmon who was in the process of seizing him. The pseudopod hurts Monmon and ruins his mail hauberk. This is quite disconcerting to the adventurers and they decide that caution is the better part of valour.
  • They retreat and soon leave the Castle.

Closing Comments:

  • With the current Infractions level, first encounter rolled was to be with the retributory patrol (1d4+1 encounters together). With how the results went I figured that Béatrice was the more strong-willed opponent and would be the leader. She’s not much more than a beefed up ghoul but she’s very persistent…
  • And it so happened in one of those amazing emerging coincidence that they found Béatrice’s Boudoir and put her back inside her very own chained casket!
  • Very clever reading of the map by Isaac to find the stairway, I’m very proud. They’re getting good at this dungeon-delving stuff.
  • XP: Participation: 1 Treasures: 2 Secrets: 2
  • Treasures: Pearl Necklace, Amber Brooch, Silver Mirror, Puzzle Box
  • Fatalities: Georges, struck by a rival adventurer’s axe
  • New Infractions: Vanquished Béatrice’s retributory patrol (-4). Eliminated Agénor Malévol. Eliminated Béatrice Malévol.