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.

Château des Faussesflammes (Castle Xyntillan) – Session 12

The PCs visited both Count Giscard’s room (he was absent) and Countess Maltricia’s (she was there). I’ll get on with the play report and I’ll share some thoughts on that afterward.

3 1/2 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)

  • Cordélia Lenoir (Marjorie), using the dark arts for Good (probably), Necromancer lvl 5
  • Bruno the Wolfman (Marjorie), controlled lycanthropy, Warrior/Skinshifter lvl 3
  • 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 1>>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
  • Constant Jean (Olivier), vigorous member of the Jean clan, heavily armored, Warrior lvl 3

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

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)
  • 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. (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 Stole the Oil of Cleansings: 1 Stole the Crown of the Lost: 1 Total: 9 1/2

Vanquished Aranéa Malévol’s retributory patrol -5

Played ball with the werepups -1

Infractions rating: 4 1/2

Rumors:

  • Druids were once the true masters of Averoigne, we still see some remnants of their reign here and there.
  • Claude Malévol is being sought by the law outside Vyônes. He doesn’t dare to step outside town.

We start in Ximes. Paul-Jean has finished his basic training in alchemy with Luc Le Chaudronnier. The two of them managed to duplicate the lethal poison found on Runcius’s blade and made a potion. Raoulet the Pimp is left in Vyônes and does business as usual on behalf of Cordélia, he’s ordered to keep his ears open for interesting rumors.

Grand Entrance

  • The PCs want to get inside the castle’s catacombs once more and they enter at the Grand Entrance. The statues do their usual thing but nothing special happens.
  • In the Vestibule they see Jean-Honoré the butler giving orders to ghostly servants to properly to accomodate an important guest in a room to the east.
  • After some deliberations among themselves, the adventurers decide to talk to the guest with some ideas of gaining an important ally. Jean-Honoré protests when they enter the room without being invited but then acts as if everything is normal.
  • The « guest » has been dead for quite a while by the look of it. Careful observation by Monmon reveals that he has been strangled. They find some notes detailing some kind of conspiracy.
  • Cordélia and Noah find a secret door on the back of the fireplace. It leads to a crawlspace stacked with hanging pieces of ham.
  • Another secret door inside this crawlspace débouche to a large room with a lot of magic-related paraphenarlia. Paul-Jean picks up some ingredients that’ll serve for potion-brewing eventually. Cordélia inspects complex diagrams and with her superior intellect she gains some insight on secret knowledge (+1 int).
  • They leave the Occult Room and get into empty room from where they see a special reinforced door with a metal bat affixed on it. They also find a miniature (3 » high) guillotine. The PCs start to mess with the bat (a bat lock), moving its wings up on its hinges, but only manage to get a strident alarm sound on.
  • The alarm attracts someone apparently, the door to the north opens and the PCs immediatley recognizes their former hireling Jacques with his face showing a horrible gaping wound. He’s pretty much a zombie now. But he talks. Oh yes he does… And he complains a lot about his mistreatment as an hireling, left to rot in the castle and all. He’s determined to follow the party around until he gets a proper compensation, like a new house or something (imagine the face of his neighbours when they see him!).
  • The PCs resume their work on the bat lock and manages to make it open its mouth and show its tongue (without being bitten). Cordélia puts some drops of her blood on the bat’s tongue but to no effect. Monmon then spots a discreet keylock and proceed to try to unlock the door using his set of false keys and succeeds!
  • They’re now inside a sumptuously-decorated room. There’s a coffin in the middle of the room, they have found Count Giscard’s room! Paul takes a dueling sword hanging on the walls. Cordélia pours holy water on a decanter with red liquid in it. She takes four flasks of well-aged brandy in a liquor cabinet.
  • There’s also three living portraits in the room. Lydia, encircled by moths, would like Paul to go to meet her at her room (near the throne room). Next portrait, Claudette lifts her head off her shoulders causing Constant Jean to start fleeing in panic but his companions manage to calm him. Finally, in the third portrait the fearsome Countess Maltricia says that she has a lot more to offer than poor, pathetic Lydia and she reveals where her in-the-flesh counterpart is (very near to the north).
  • The PCs open a door to a balcony, right past it is another door that leads to the Countess’ room. Paul opens the door and remove a heavy black curtain. Light pours in the eastern part of the room (roughly 40×60). Countess Maltricia is indeed in the room and screeches in anger at the intrusion. She’s not alone, a fully-armored knight under her thrall blocks the door and moreover, the Countess uses magic so that blades of force swirl all around him. The Countess tries to use her beguiling powers on Paul but he resists. Paul attacks the knight but misses and is grievously harmed by the magic blades in return. Constant takes his place but soon falls to a Coruscating Coffin spell from the Countess. Cordélia replies with a Smite the Dead on the Countess but it’s negated by a magic barrier (the barrier is broken in the process though). Constant is pulled in the back to be given first aid by Paul-Jean. At the same time Paul takes the vial of lethal poison and smashes it right on the knight’s face (I had specified his helmet’s visor was open) and the latter starts to choke, falls to his knees and soon is convulsing and dies! Noah runs inside the room and quickly shoots two crossbow bolts at the Countess, hurting her. Bruno leaps at her with supernatural speed and slashes her with his claws. The others follow inside and lunge at her with their swords, inflicting more damage. The severely wounded and surrounded Countess turns into mist but another Smite the Dead turns her back to her physical form (I’ve ruled it that way). Paul pierces her heart with a wooden stake and the Countess is unceremoniously thrown outside her room on the balcony where sunlight quickly turn her to ashes… The adventurers have slain the powerful Countess Maltricia!
  • They loot the room and the search through the vampire’s ashes and find many valuables. having accomplished a great feat, they then leave the Château.

Closing Comments:

  • Forgot again to activate Monmon’s Deus Vult curse. Bad DM, bad!
  • The way I see it living portraits act like the subject would normally do but are not really the one they depict. In other words, it’s not a two-way conversation where, say, the Countess would have learned the PCs were coming for her. So in my mind portraits can be a valuable source of information, balancing the risk they may represent (often having a negative effect attached).
  • I think Countess Maltricia, a vampire and sorceress, should have offered a greater threat. I forgot to roll an encounter for reinforment coming to her help so there’s that. But the fact that half her room was exposed to sunlight (with the balcony’s door facing south and the sun to the west) severely limited her options in my mind. She just couldn’t target the PCs that were on the balcony with one of her more potent multi-target spell. I could have made her fled outright and wait the PCs in a better position, maybe.
  • On the other hand, her appearance at her room was due to a random roll. So in retrospective, the players were lucky to learn where they could find her room just at the right time and they seized the occasion.
  • I think, smashing the poison vial on the knight’s face was a great move and then they acted quickly to overwhelm the Countess, eight against one, so I think even if I somewhat mismanaged her (tactically speaking), overall the players still earned their victory.
  • XP: Participation: 1 Treasures: 3 Secrets: 1
  • Treasures: Duelling Sword +2, 4 bottles of well-aged brandy, pearls & precious stones worth 6000gp, ruby ring 2400gp
  • Fatalities: None
  • New Infractions: Burglarized Count Giscard’s room (+1) Put holy water in his « wine » (+1) Killed Countess Maltricia (+1)

Château des Faussesflammes (Castle Xyntillan) – Session 10

Interesting session with the first half in known territory and the second half with exploration and weird things happening. I was sure that the players were gonna try to go inside Aristide’s laboratory with how it ended last session and one of the player, Marjorie, still wanted to do this. But she was outvoted by the boys yet again (they were a bit all over the place on what they wanted to do but they agreed upon not wanting to risk an encounter with Aristide yet. Smart boys). (Short session, 3 hours.)

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)

  • Cordélia Lenoir (Marjorie), using the dark arts for Good (probably), Necromancer lvl 4
  • Bruno the Wolfman (Marjorie), controlled lycanthropy, Warrior/Skinshifter lvl 2>>3
  • Noah (Isaac), crafts stuff, has a repeating crossbow, Expert lvl 4>>5
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 4>>5
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 4>>5
  • Paul-Jean Paul (Olivier), don’t confuse him with Jean-Paul Jean, Warrior lvl 3
  • Constant Jean (Olivier), vigorous member of the Jean clan, Warrior lvl 2>>3

Retainers:

  • 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)
  • Stuffed Jean-Paul  killed by stuffed animals, stuffed himself, bursted into flames (RIP)

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

Played ball with the werepups -1

Infractions rating: 2 1/2

Rumors:

  • Gargoyles in Vyônes, the citizens are terrified!
  • It was the Enchantress of Sylaire that has cursed the Malévol family centuries ago.

We start in Vyônes. Cordélia buys a cask of wine. The PCs try to learn more about the gargoyles mentionned in the rumor. They consult the monastery’s library in Périgon and find a book on the occult. They learn that it started a while ago with one mason artist that worked on Vyônes’s cathedral, an evil man (now deceased), that infused his creations with a life of their own. Cordélia wants to inspect the artist’s tomb in Vyônes but it will be for another time as the others are eager to delve once more in the Château des Fausseflammes.

Grand Entrance

  • The two statues bordering the double doors react at their approach, one erupts in maniacal laughter, the other flicks its fingers. Nothing else happens.
  • The vestibule is empty, Jean-Honoré the butler is nowhere to be seen, probably still vexed from his treatment at the hand of the adventurers. The PCs beeline to the Throne Room without encountering anything. They use the throne elevator to go down.
  • Down in the Lake grotto area, they go north to the chapel of the 3 saints. A single Empty Armor that’s blocking the way is quickly dispatched, with a final blow from Bruno’s claws that sends the head flying.
  • At the chapel they remove the unmortared tiles and start digging with shovels and picks. Everyone except Cordélia and Monmon who stand guard.
  • 4 cultists turn the corner from the east, alerted by the noise. Paul picks up his Guts sword and slay the cultists with one big swipe. They resume digging…
  • 20 minutes later, they hit something hard in the ground, there’s a trapdoor. Once opened they find a ladder going down. At the bottom of the pit they find a footlocker with a well-made (but a bit outdated) chainmail, a crusader’ surcoat and small vial (the Oils of Cleansing (!)). Cordélia has some knowledge of religious beliefs and knows more or less what the small vial is about.
  • Their delve is already worthwhile but they decide that they would try to explore more of the Indoorness.
  • The secret entrance isn’t that far from where they are. They get to the root cellar, this time the Beetmen are awake and want a fight, the eleven of them, but an opportune roof collapse (effective use of Noah’s focus Lucky II, once per session) blocked the Beetmen from reaching the adventurers.
  • The PCs enter the Indoorness. The satyr hermit is there playing his pipes. Cordélia gives him a cask of wine and the satyr shoos them away, eager to start his drinking.
  • They go west, they walk fo about an hour until they reach a ford and cross the river to the north near a waterfall.
  • Another 20 minutes, still in the path going north, they see a brick house. On closer inspection they see that in fact the house is made up of mouldy gingerbread! Looking from a window they see that nobody’s home but there’s a cooking plate full of gingerbread men on a table. Monmon enters the house and let his toy soldiers inspect the gingerbread men. The gingerbread men get up and an epic fight between the toy soldiers and the gingerbread men ensues! A soldier gets in trouble after he dropped his spear and Monmon intervenes to help him, grabs a ginger bread man and just… munches him. The toy soldiers are in awe of Monmon’s godlike might, this is victory!
  • Except that Monmon now starts to shrink and candy buttons also pop up on his body, he’s quickly transforming into a gingerbread man! But the group thinks fast and tries the Oils of Cleansing on poor Monmon and it works, he gets back to his proper self.
  • Putting the gingerbread house behind (they set it on fire for good measure) they reach a vast and well-tended park with hedges, marble benches, topiaries, etc. There’s also people in the park, sitting or strolling about, but they’re revealed to be several copies of Tristano and his damsel. And they can see the Château des Fausseflammes just beyond the park!
  • There’s a weird spatial distortion going on, the more they move towards the castle, the slower they appear to move. Cordélia remove the enchantment with a spell of Extirpate the Arcana, they can move freely at last but they now see that the castle is only a theatrical decor. There’s a muppets scene going on with a witch/enchantress seemingly berating a crowned noble (that looked like Runcius). Watching the decor, Cordélia feels an intense malaise and decides to leave the area.
  • The party takes another path that goes west from the park. They soon reach a silvery lake. Monmon sees some kind of structures at the bottom of the lake and the PCs ponder about a way to reach the structure but decides to leave it at that.
  • Still further, they go north again and reach a great circle of stones, Stonehenge-like, and at first there’s not anyone there but as the PCs are looking at the stones to find some clues several robed men appear from nowhere. Runcius the Dark Man of the Woods is among them.
  • The adventurers start to run for their life. Suddenly, a verdant wall of brambles and roots block their escape but Cordélia remove it with her magic.
  • The druids run after them, some have bows. A druid that runs supernaturally fast tackles down the slowest member of the party, Paul. The PCs stop running and make a stand. Noah is very efficient with his repeating crossbows. The druids are more numerous, some shoot arrows from behind inflicting several wounds but those in melee can’t match the martial prowesses of the adventurers. However a Sleep spell falls on the PCs leaving only Cordélia and Paul standing, those two scramble to wake their companions up. Cordélia had sent her Reaper towards Runcius but a big flash occurs and it is annihilated. Finally the adventurers, sporting numerous wounds, have the upper hand leaving only Runcius that has retreated back to the circle of stones.
  • The PCs are determined to kill Runcius as he’s alone now and they suppose he must be low in spells (he had 2 spells left). Runcius has a bronze dagger dripping with poison. Cordélia doesn’t have any spells left and his reduced to shooting arrows. Noah and Pierrot both has only 1 HP remaining. But the PCs are 8 against 1 and they win initiative! Cordélia and Noah shoot projectiles at Runcius and then the warriors swarm the archdruid, wounding him severely. Runcius does the most horrible Evert the Inwardness on Constant Jean (save succeed, half damage) wounding him fatally (but saved by Cordélia’s necromantic art) and try to stab Monmon with his dagger but misses (veteran’s luck). He dies soon after, with the final blow delivered by Paul. « Free, at last » he says before expiring.
  • Cordélia takes his Crown of the Lost.

Session wrap up

  • A lot accomplished with essentially what were spur of the moment decisions. The death of Runcius is a big deal as is finding the two major artefacts. I was as much surprised as the players with the appearance of Runcius at the circle of stones as I had not read this section beforehand. It turned out very well for the players, they’re capable adventurers by now, but the risk of casualties was high indeed.
  • XP: Participation: 1 Treasures: 3 Secrets: 2
  • Treasures: Chainmail +1, Crusader’ surcoat, Oils of Cleansing, Crown of the Lost
  • Quote: Isaac: « We could take a bite out of Monmon, see how he tastes? »
  • Fatalities: Constant Jean, but survived with Cordélia’s power over death
  • New Infractions: Killed Runcius Malévol the Dark Man of the Woods. Stole the Oils of Cleansing +1. Stole the Crown of the Lost +1.

Château des Faussesflammes (Castle Xyntillan) – Session 9

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)

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 8

There’s many unusual themes in Delicious in Dungeon even if we put aside the culinary one. There’s a strong sense of a biophysical verisimilitude applied to this D&D-like world, something that is definitely against the current zeitgeist both in gaming and in the real world. I personally find this refreshing.

  • the book start with Laios’s party members being subjected to the Changeling Mushrooms spores and thus all of them are transformed into another race/species
  • after the initial shock, the character are each able to see the benefits brought by their new body but soon enough what new limitations they now have
  • this come into effect with much clarity when the party gets into a fight against gargoyles, their usual effectiveness is completely gone
  • Laios, who’s a fighter type, enjoys the strength of his new dwarven body but finds that all this muscle density is consuming a lot more energy and it takes a real toll on his endurance (Dwarves need to eat more often)
  • Marcille the Half-Elf magic-user is impressed by her new heightened senses from her halfling body but finds out that she can’t cast strong spells without suffering from magic fatigue, halflings are just not suited for magic
  • Senshi the Dwarf, now a beautiful elf (always depicted with roses around him, it’s hilarious), doesn’t even try to fight as his weapons are now too heavy for him
  • As usual it’s more clever in the book than in my snippets but you get the idea I think. They eventually manage to cancel the effect of the changeling spores and get back to their own racial integrity
  • Laios’ Guild manages to open the magic-locked door and enter into a dwarven-made section full of pipes (steampunk technology). Soon after they get on an elevator and descends (it takes a while) to what should be 7th Level, an ancient, abandonned dwarven city.
  • Meanwhile, on the 1st Level, with the investigation of the Canaries, we see a first sign that a Dungeon, which is pretty much an actor of its own in this universe, thrives on disturbance. The more people try to meddle with the Dungeon the more it gains power until it can’t be managed anymore and it spills out on the countryside and does great damage.
  • Walking Mushrooms are pretty much the basic « starting » monster of the dungeon, numerous but almost inoffensive to anyone but the greenest of adventurers. But now we see that they can attain great size and can release spores with a mind-numbing effect.
  • In the 7th Level, Laios’ guild encounter a Bicorn. Unlike the virtuous-loving Licorn, the Bicorn is attracted to depravity. It also like to eat virtuous husbands.
  • Virtuous husbands taste good, of course!

Book 9 Here

Château des Faussesflammes (Castle Xyntillan) – Session 8

Short session, about 2 hours of real play as we had some level ups to do before and after. The players didn’t even do a proper delve but instead had two fights back to back in the Castle’s courtyard, the second being pretty intense and they felt like they were not in good enough shape to go on. Infractions level is high so that was bound to happen.

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
  • Bruno the Wolfman (Marjorie), controlled lycanthropy, Warrior/Skinshifter lvl 1
  • Noah (Isaac), crafts stuff, Expert lvl 3>>4
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 4
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 3>>4
  • Paul-Jean Paul (Olivier), don’t confuse him with Jean-Paul Jean, Warrior lvl 1>>2
  • Constant Jean (Olivier), vigorous member of the Jean clan, Warrior lvl 1>>2

Retainers:

  • Stuffed Jean-Paul (Marjorie), killed by stuffed animals, now stuffed himself, Morale 12
  • Raymond, 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)
  • 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. (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

Infractions rating: 8 1/2

Rumors:

Skipped the rumors, Oops.

We start in Ximes. Luc le Chaudronnier informs Cordélia that the Homonculus found in the castle could be set free from its bottle if it was bound to a magic-user but the link thus created would be both useful and risky. No decision was made for the moment. Back in Périgon, the monks assures Cordélia that Bruno is mostly under control and could go back to adventuring. He has weird chains on him and he’s hairier than before but at least he’s lost his dreaminess.

Also, Eudes was waiting for them and has something important to share. A proposal. The Comte de la Frenaie would help Eudes be the master of Fausseflammes if only some « minor » obstacles would disappear. There’s the part with the proper heir (Claude Malévol) of the Castle being alive. And of course there are next in lines too. And the pesky thing with the specters and vampires and werewolves and… well, all that. If those « minor » obstacles would be solved somehow, Eudes and his father would be generous towards the adventurers.

After purchasing some supplies (and a détour at the cemetary to fetch some minions) the party is ready for another go at the Château.

Gatehouse

  • They enter through the Gatehouse, under the scrutiny of the ravens as usual. Their plan is to go explore the Occult Maze on the 2nd floor (where Zachary died the first session).
  • They don’t go far before being interrupted by Gilbert the Fox and his bandits that are on the remparts, some behind bushes, all around them. « La Bourse ou la Vie! », Gilbert shouts.
  • The PCs want to parlay but refuse to disarm so its iniative rolls. The PCs win the iniative.
  • Cordélia sends her Reaper towards Gilbert whom responds by ordering his men « kill the witch, now! ». He also runs for his life and disappear inside the castle with one of his man.
  • Meanwhile the PCs dash towards the nearby barracks to protect themselves from the arrows raining down on them. Two arrows hit Cordélia despite Stuffed Jean-Paul’s best effort to block them with his own body. One arrow hit Paul and another Constant. A lot don’t hit their targets.
  • 4 bandits were arming themselves inside the barracks but Paul swiftly annihilate them with one big swing of his sword Guts (improved by Noah in downtime). The PCs are inside, Monmon blocks the door.
  • Some bandits try to storm the barracks but with Noah and Cordélia shooting arrows and bolts from the murder holes and Monmon skewering anything that gets near, the bandits chooses to retreat.
  • Back on the courtyard after a short while, the PCs enter the side door on the NW aisle. They immediately see wet steps on the floor of the corridor and not long after, risen up from a small water puddle, appears Montfort Malévol, well-dressed but with algae and aquatic plants all over him. « What’s all this Grabuge (ruckus) » he shouts angrily ». Thinking quickly Paul says: « Nothing my lord, just bandits, they’ve been taken care of, come I’ll show you! » Montfort is led to 3 dead bandits, murmurs something about someone being glad to have them and start to wander off, pulling 2 dead bandits behind him.
  • A fine plan by Paul but for the impromptu arrival of Aranéa Malévol, screaming « It’s them, Montfort get them you goof! » Stopped on his tracks, Montfort vomits turpid water that gets inside the bandits mouths. They rise up as zombies!
  • The PCs win initiative again.
  • Monmon charged the zombies and kill one. Paul-Jean and Pierrot join him against the 2 surviving zombies.
  • Cordélia sends her Reaper against Aranéa that was coming fast, running on all four on the surface of the wall. The Reaper manages to hit and paralyze the spider woman. Constant Jean throws a rope with a hook at her and pull slamming her down, Aranéa crashes brutally on the ground before being stabbed repeatedly.
  • Meanwhile Montfort has disapppeared, only to reappear behind, oozing out of the small pond. Bruno the Wolman manages to hurt him with his claws but his then knocked out from two powerful punches from Montfort. Cordélia uses her power of Unliving Persistence to save him.
  • Raymond the Man-at-Arms behead Aranéa with a blow from his halberd but she’s not quite dead as her head sprouts new arachnid legs from her severed neck and begins to skitter away. The Horror! Pierrot and Paul-Jean run after the spider-head, stab and burn it with a torch until it stops moving.
  • The PCs turn their attention to Montfort who’s a formidable opponent. He regenerates even severe wounds and he has a special bite attack, his neck and head elongating somewhat like those of a lake monster. Monmon manages to dodge his attack (veteran’s luck). and pierce him with his spear. Paul Nereff and Noah close on him and wound him with a magic dagger and Scrupulous the short sword.
  • Finally Montfort has had enough and kind of melt away leaving only a trail of wet footprints on the ground.
  • Cordélia pick up a pendant from Aranéa’s corpse.
  • The PCs hesitate but ultimately decide to call it day as Bruno is down and several others are wounded.

Session wrap up

  • The status of Gilbert the Fox is unknown to the players, all they know is that he fled inside the castle pursued by Cordélia’s Reaper. The Reaper came back soon after.
  • We had a great Kill it, kill it with fire! moment, always nice. Aranéa Malévol isn’t in the book but I like Spider Ladies too much to not have put her in.
  • XP: Participation: 1 Treasure: 1
  • Treasures: Luckstone Pendant
  • Quote:
  • Fatalities:
  • New Infractions: Killed Aranéa Malévol twice 0

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 6

Book 5 has ended with the meeting of 3 adventuring guilds, mostly in a friendly manner. Now, taking a big chunk of book 6 is an EPIC fight with a special monster that takes on the whole gang of adventurers, killing 7 of them, incapacitating another, before getting away. Oh, and by the way the show on netflix starts tomorrow!

  • We can add harpies to the monster list of the 5th Level (the City). We learn that they’re mostly just like birds, nothing very special there. One funny bit is that harpies don’t hesitate to shit on corpses to discourage other meat eaters and keep it for themselves. Pretty gross.
  • After the aforementionned epic fight Laios’ guild get down through a set of large stairs to the 6th Level. 6th Level is made of the sum of the aqueducts, sewers and prison cells below the Castle.
  • 6th Level is known to be uncomfortably warm but this time around its really cold, there’s even a snowstorm going on inside!
  • 6th Level is also known for its many psychic monsters.
  • One is the Shapeshifter. A bit of a misnomer as its main gimmick is making illusory doubles of its preys to create confusion, maybe? It’s like a doppleganger situation but the whole thing is an elaborate illusion? Frankly it’s not really clear what’s the point of the illusions on a tactical level. On a narrative level that’s another thing entirely as the party has to identify who are the clones among them, knowing that the clones are not perfect replicas as the images are taken from each other’s faulty memories or bias perception of their companions. So, I would say, this time the monster doesn’t make much sense but the scene is absolutely great.
  • It’s pretty much the same pattern with the Nightmare monster. Manifesting in one’s sleep, the monster feeds on its victim’s fears, draining its vital energy slowly. It’s a bit underwhelming to learn that their real physical appearance is a clam-like pest that infests your pillow…

Anyway, great tome, great scenes, a bit less stellar on the monster ecology front. I do like the concept of a dungeon Level with psychic monsters as its main threat though.

Book 7 Here

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 5

There’s a lot of good stuff in book 5. The story definitely takes a darker turn just when we think that Laios has succeedeed in bringing his sister back from the dead. The comedy is still here but it’s obvious there’s some sort of bleaker plot down the line. Very clever in my opinion. And the dryad scene is awesome!

  • Laios’ guild is still in the 5th Level (the City) and its success in dealing with monsters has incurred the wrath of the master of the Dungeon, the Lunatic Magician. His magic intervention has the effect of shifting the layout of the Level every so often, confusing the adventurers into going in circles.
  • One fortunate thing though is that the Ghosts of the City are often helpful as contrary to those of the higher Levels they’re not insane. They show up when they wish so and the paths they follow are always safe.
  • There’s a great scene with the Corpse Retrievers, the same shady group that we’ve seen in a previous book, they use a powerful illusion so that adventuring guild members fight among themselves (they see each other as monsters). If you don’t find corpses you can help a little is what they say!
  • This other guild leader, Kabru, is like the antithesis of Laios, not that great against monsters but very shrewd and deadly against humanoids. He would probably be an assassin in AD&D.
  • We can add Sea Serpents to the Flooded Level, another Top of food chain monster.
  • We see yet another guild, this one with an oriental background. The leader, Toshiro, is a samurai-looking guy. Another member is a powerfully built female Oni warrior.
  • Meanwhile in 5th Level, with the Red Dragon gone, the local monsters are back. 5th Level is in fact reputed for its abundance of monsters.
  • A fight against Dryads in a kind of cemetary surrounded by trees and bushes. They’re dangerous but very fragile, looks like any hit would kill them, thus releasing their spores…
  • … and provoking an INTENSE allergic reaction. That’s where the fun begin, fighting the other dryads whilst you can’t see or breath properly…
  • Dryads are basically like flowers, ugh well, except that they reproduce by kissing each other… Of course they do.
  • We see Laios training in regenerative magic. That makes me think: I’ve mentionned that Delicious in Dungeon is D&D inspired but there’s some things that diverge obviously. One is that there don’t seem to be firm adventuring classes except maybe for the mages, I think the default system would be closer to something like GURPS where you invest your character points in whatever you want.
  • Speaking of diverging with D&D, the magic system is obviously not Vancian. It’s more like a magic/mana gauge that you can deplete.
  • There’s a fight against a Cocatrix, a bigger, meaner relative of the Basilisk. A bite of the serpent head can turn you into stone. Turning someone back to flesh is possible but not easy. You also have to take care of the body so it doesn’t break (i.e by falling over) before you find a cure.
  • Ghosts are often shown like they try to tell something but can’t. Some people are sensitive (?) enough to understand and talk to them.
  • There’s someting called Cleaners, inoffensive and amorphous organisms that repair damage caused to the dungeon.

Book 6 Here

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 4

There’s a lot less monster variety and monster ecology in action in book 4. The reason to this is that Laios’s guild is now at the 5th Level (the City) and will encounter its deadly new resident, the Red Dragon, who (we can safely guess) pretty much chased off everything else (except ghosts). Of course its also the kind of encounter that can take quite a few pages…

(As usual, I’m keeping the spoilers to a minimum)

  • The book start with a scene with the richly-attired governor of the island (from the village above the dungeon) and a couple of gnome magic-users that serves as his advisors. One thing to note is that the plundering of the dungeon has brought tremendous wealth to the village, probably more within the first few years of its discovery. Now that it doesn’t seem so treasure-filled what’s still of great value (to some people at least) is its secrets. The Biggie being the special magic that binds soul and body. The governor is thus encouraged to continue to pay adventurers (as loot isn’t so prevalent anymore) to get below and kill monsters so that others can do their research with less risk.
  • The City Level is still mostly in good state. Its 3-4 story high buildings are densely packed, in proper medieval-style, with many covered bridges crossing above the streets.
  • We already knew that the Red Dragon has displaced an Orc tribe, we now see dead wargs, incinerated by fire breath.
  • Dragons have only one weak spot, on the neck, just below the jaw. Their scaled skin is otherwise impervious to normal weapons (non-normal include those made in adamantium and mithril).
  • We see a demonstration of forbidden Ancient Magic. The Elf Marcille, its user, argues that it’s what we make of it that counts. Chilchuck the Halfling counters that it hasn’t been forbidden for nothing, he also says (not to her face) that he hopes that she isn’t a « dark elf », obviously not a racial thing in this context.
  • We see someone asking hospitality from a gentle-looking ghost of a young girl that agrees.
  • We learn that wargs are ferocious, that a pack can hunt much larger prey, that they’re very smart but also that they live with orcs of their own volition and not because they are trained by them.

Book 5 Here

Delicious in Dungeon: the Golden Kingdom megadungeon, Book 3

We’re now at book 3, Laios’s guild is exploring 4th level, the Flooded Level, and get to an entrance for the 5th near the end of the book. We get another beautiful example of monster ecology on how food chain dynamics can affect a dungeon. Read on and you’ll see what I mean.

  • The book start strong as we see Corpse Retrievers in action. Corpse Retrievers specialize in finding dead adventurers, revive them with magic and charge them accordingly. Their work is obviously useful to adventurers but as their source of income depends on their eventual deaths, they’ll keep surviving tips for themselves…
  • The main monsters of the Flooded Level are the Bladefishes, Krakens, Tritons, Kelpies, Moray Eels, Mermaids, Slimes, Tentacles and Undines
  • One can counter a Mermaid’s song if they sing very loudly (and lousily?) themselves, that’s creepy and that’ll make them flee
  • A lot of Bladefishes means too few middle of food chain monsters, which means too many top of food chain monsters, which means at this Level: Krakens
  • Krakens are colossal and have giant 3′ long Parasites inside their flesh, don’t eat Giant Parasites, they have their own parasites and you’ll get gastro-intestinal troubles
  • We learn that giving back life to a corpse (resurrection if you will) work only inside the dungeon as it’s a feature of the magic curse of the Golden Kingdom: souls are chained to their bodies even in death, so in essence you just have to heal a body so it can function as the soul never departed
  • Undines are water spirits, they’re spheres of water that shoots deadly water jets. They’re made of magic, a magic-user can drink them (once they’re defeated) to get back depleted magic.
  • One way to the Fifth Level (it’s implied that there’s others) is going down through a non-flooded tower that barely jut out of the water
  • It’s infested with tentacles (Japanese love their tentacles, don’t they). Tentacles can strangle somebody and are poisonous. At least one variety hides inside traps mechanisms, good news is that it hinders the trap. Bad news it that an unsuspecting adventurer that tries to disarm a trap can get caught by the tentacle…
  • Giant Frogs are immune to the tentacles and live among them, a good example of monster commensalism

Book 4 Here