Château des Faussesflammes (Castle Xyntillan) – Session 7

It’s been quite some time since we’ve played anything and as our next few weekends are all pretty much booked already I’ve decided to do a thursday night session within our ongoing haunted castle campaign.

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

System: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Cordélia Lenoir (Marjorie), using the dark arts for Good (probably), Necromancer lvl 3
  • Noah (Isaac), crafts stuff, Expert lvl 3
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 3
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 3
  • Paul-Jean Paul (Olivier), don’t confuse him with Jean-Paul Jean, Warrior lvl 1
  • Constant Jean (Olivier), vigorous member of the Jean clan, Warrior lvl 1

Retainers:

  • Stuffed Jean-Paul (Marjorie), killed by stuffed animals, now stuffed himself, Morale 12
  • Phoebus (Marjorie), ex-monk, paranoid, Morale 8
  • 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

Infractions rating: 7

Rumors:

  • Vyônes is filled with Count de la Frênaie’ spies… if you look to your left, that women is one of them.
  • Blérot the Woodsman swore to avenge his murdered love, but disappeared in the castle without a trace.

We start in Vyônes. Noah has crafted a bigass Pavise shield with spikes and all for Constant Jean who has finished his martial training. The Troubadour de l’Automne hasn’t found anyone worthwhile for them for the moment. Retainer Eudes is leaving this time around as he was summoned home by his father, the Count de la Frênaie. The group leaves for Périgon. At the monastery Cordélia learns from the abbot that retainer Bruno is linked Renfield-style with a vampiress from the Château des Fausseflammes. Not only that but the poor soul also suffers from lycanthropy! They might be able to treat him, the abbot says, but he requires a suitable donation (250gp) which Cordélia agrees to pay. Cordélia hires young Phoebus who’s not suited to ascetic monk life. Noah hires Pierrot who almost immediately begs to have a salary advance along with his hiring fee. Noah agrees to it.

Gatehouse

  • The fortune seekers enters through the gatehouse, under the watchful eyes of the ravens.
  • They know where they want to go, they go directly to the Entrance Passage. The double doors are open.
  • The side door that leads into the Servants’ Wing has been repaired and as they wondered upon this fact a volley of arrows is let loose on them from the murder holes! Fortunately Paul Nareff has time to shout « Watch out! » (he has the very useful Alert focus). Those with shields (Constant’s newly-crafted shield come in handy) make good use of them (Screen ally manoeuver) and the worst of the volley is evaded with only a few arrows hitting flesh.
  • In a hurry to get out of this lethal situation Monmon once again breaks open the side door. It falls off directly on top of the previous broken door.
  • They all get in and start to attack the archers, skeleton archers in fact. An arrow from Cordélia doesn’t do much. Monmon smashes one to bits with his spear with a swooping motion. Paul Nareff kills another with his short sword. The others follow suit and only one skeletons remains at the end of the round (this side of the passage), it tries to rake the face of Pierrot with one skeletal hand but fails and is quickly dispatched thereafter.
  • The adventurers go on. They quickly go through already-explored territory inside the Servants’ Wing and get to the set of stairs near the dark monks’ chapel. They go up.
  • They’re now in the Gothic Wing. They see a bust inside a nook directly in front. Monmon goes see the bust, it depicts Médard « the mighty » Malévol, and failing to resist a geas and he exclaims loudly « DEUS VULT » and charges into the large open Feasting Hall nearby.
  • A bit beffudled his companions try to keep pace with him and en route they encounter Jean-Honoré the Butler who says the feast will be ready soon. They almost trample him as his platter of glasse is sent flying and crashes on the floor. He protests and cries. They ignore his pleas and continue after their single-minded companion.
  • But Monmon is stopped abruptly, seems to float middair for a second before everyone understand that he’s stuck in a huge spider web!
  • There’s some weird shadow tricks going on around them and they hear a feminine voice: « well, well, what have we got here, a choice morsel, yessss… ». They also hear the clank clank of metal boots coming from the north behind closed doors.
  • Monmon tries to get out of the web but to no avail, he’s stuck even worst. Cordélia shoots an arrow at something moving on the ceiling but only hit a bit of tapestry or so it seems.
  • Paul-Jean swings his longsword at the web and manages to cut it enough (very difficult, he rolled very high) to free Monmon from his predicament.
  • They all run further west and get into the Lesser Library. They don’t linger but passing by, Monmon snatches away a massive book that was held under an ominous grim reaper statue.
  • They turn on a corridor, open a door and get into a records room where hunchback, disfigured scribes are writing, each chained to its own desk. The scribes take a quick glance at the adventurers and then continue with their work. The PCs look at the sheets of paper and most are about them! Some about events that occured, some are outright lies (or are they?) and others don’t make much sense.
  • And then Monmon decides to look at the book that he found earlier. A Reaper appear before him. It swings at him with a scythe but misses. Paul intervenes but now a second Reaper appears in front of Paul! Monmon wound his with his antique spear. Paul has his +1 dagger and gets a hit too but his wounded in return (he resists a paralysis effect). Cordélia does a Smite the Dead that finish the two Reapers but another appears before her. She tries something very risky, a Command the Dead on the Reaper, if the Reaper resist (1/2) she has no other spell and she’s pretty much dead. The Reaper fails to resist and is under Cordélia’s control!
  • Monmon sense the compulsion of his personal crusade mounting again and leave the room shouting a mighty « DEUS VULT! » again. He gets into a fight soon after against a pair of Fallen Knights in rusted plate armors. His spear punch a big hole into one’s armor but he gets hit himself by an axe blow. His companions yet again come to help him but Paul Nareff sees a beautiful woman (her arachnid lower half notwithstanding) lurking at the corner of the corridor that tries to entice him to come to her (charm person) but he resists and Stuffed Jean-Paul, oblivious to her charming influence, shoots an arrow at her and hit her shoulder. She gets away.
  • Meanwhile, the others has joined the melee against the zombie Fallen Knights. Another hit from Monmon and a crossbow bolt from Noah downs one opponent and Paul Nareff cut his head off to make sure (execution attack). The other is soon overwhelmed by their combined attacks.
  • Inside the room of the Fallen Knights they find their second (!) fancy dentelle underwear on a chair (that’s a random curio thing on a d100). Paul Nareff put the underwear on one of the aforementionned scribe’s head who seems suddenly happy (for some undisclosed reason), to the point of stopping writing entirely.
  • They enter a disquieting séance room and quickly get out.
  • They enter a small room with two doors. There’s also a small chest on the floor. Inside are 6 tiny (6 inches tall) lead soldiers/hoplites that come to life when Monmon opens it (another random curio). They dont talk but seem to swear allegiance to him, banging their spears on their shield and all that (Edmond is absolutely DELIGHTED!).
  • They get into a Knight Hall, a large room with columns that support a high ceiling. There’s a mezzanine and music can be heard coming from above. There’s a foyer with a huge sword hanging above ¨like Guts’ sword¨ asks Olivier ¨Yes, like Guts’ sword¨. It falls down treacherously when Monmon approaches but he sidestep it. Paul Nareff takes it with glee. Monmon wants to send one of his little soldiers up a ladder on the mezzanine. The soldiers make a series of rock paper scissors matches and the final loser is sent. He bravely climbs the ladder and get above. The music is interrupted, there’s some scratching noises, a squeal and then a big (normal) rat fall down on the ground at the feet of the PCs, a tiny spear jutting from its side. The little soldier reappear, victorious! Monmon is very proud! Cordélia go up and find a well-crafted harp. How come there was music, they don’t know…
  • They go nearby and get into a Bust Gallery. There’s five busts on pedestals. Paul Nareff smashes the one depicting Aranéa Malévol, the very same that tried to charm him (and did the web that captured Monmon presumably). He resists a curse. Monmon steal the gems that served as eyes on Claudette Malévol’s. Blood come out when he does but nothing else happens. There’s a short sword jutting out from Eustache’s bust, Noah takes it. Paul again, smashes Aristide and Maximillien busts, resisting another curse with the latter (he’s been lucky with that!).
  • Noah’s new sword, Scrupulous, vibrates when he gets near a secret sliding door and thus find a empty room with another door.
  • The door leads to a secret lab. Inside a basket full of decapitated heads Cordélia find an Amulet of Wolfkin. There’s a small glass domes with buzzing sparks, Monmon gets electrocuted when he opens it (he has not much hp left now). There’s jars filled with an opalescent liquid, one as an homonculus floating in it. Cordélia wants to free it and he gesticulates not to do it. She takes the jar with her.
  • They decide to call it a day and get out. The path on their map is pretty straightforward to the nearest exit: the Grand Entrance. They don’t encounter anything on their way out, not even the butler, but when they open the heavy double doors into the sunlight, they’re suprised to find three of their former henchmen lying on the ground.
  • The two statues at the Grand Entrance do their usual thing, one laughs, the other snaps its fingers and at that very moment the dead henchmen get up. Disquieting but not much danger as Paul Nareff cleaves one in two and severely wound the two others with one big swing of his Guts sword (whirlwind assault focus). They finish the two wounded zombies and leave the corpses there.
  • They leave the castle. Cordélia hides Stuffed Jean-Paul and the Reaper inside a local cemetary. She goes to the city of Ximes to consult with Luc Le Chaudronnier about the homonculus.

Session wrap up

  • 4 hours session, a lot accomplished again with the players choosing to explore a new area with a process a bit less random than usual but that was complicated when Monmon got his geas from Médard’s bust. I don’t play his condition as hard as I could but it will still be very problematic on the coming sessions.
  • The Entrance Passage’s murder holes ambush could have gone a lot worse but a combination of relevant abilities they possess and some luck made it not too bad with only light injuries.
  • Speaking of this, it’s quite obvious that World Without Numbers give characters stronger abilities than other OSR systems but except for the Healer there’s nothing too egregious that I don’t approve
  • We’ve played a bit more with WWN combat manoeuvers this session (screen ally, execution, etc) and it was great. There’s still some other useful ones to try for another time.
  • Having a Reaper under Cordélia’s control is strong, very strong in fact with no time limits, but it’s also quite fun and of course Marjorie is absolutely thrilled of having succeeded this impressive feat
  • XP: Participation: 1 Treasure: 2 Secrets: 1
  • Treasures: 2 saphirs 550gp, magic sword Scrupulous, Amulet of Wolfkin, beautiful harp
  • Fatalities: 
  • Quote: Marjorie: » I hate this fucking game, nothing ever works! It SUCKS! » 2 minutes later after taking control of a Reaper: « Yes, yes, YES! I LOVE IT!
  • New Infractions: Bullied Jean-Honoré the Butler (1/2) Smashed the busts in the Bust Gallery (1)

A Hag I can get behind, ugh!

I’ve commented on Talaraska’s blog (check it out, it has great content!) that I’m not a big fan of hags in D&D. I’ve suggested that he takes an interesting unique monster that he’d created as a main villain instead of his pick of a green hag. I’m sorry, I know, I can be annoying that way.

But why the hate on hags?

It’s got to do with thematics… huh, I think? Part of it is their « just another monster » treatment, just like there’s medusas in the monster manual instead of you know, the Medusa and her sisters Euryale and Shteno, the three gorgons of greek mythology. But also, and more annoying to me, is… what the heck is a hag?!

The Merriam-Webster dictionnary’s definition:

1an ugly, slatternly, or evil-looking old woman

archaic 2:

a: a female demon

b: an evil or frightening spirit hobgoblin

3: Witch

Now, in D&D hags are definitely ugly, have witch-related powers but are certainly not mortal, human-like witches, they’re creatures. If you take the 5e lore (the pain!) their origins lie in the Fey Wyld, a different plane of existence. So if we go with this, a hag is not exactly an « evil spirit » but not that far either. Of course, saying that a creature exists because it comes from somewhere else is the absolute laziest approach possible to lore in my not so humble opinion but hey, to each its own I guess.

Here’s a matter of personal taste but I myself prefer something more in the vein of « Fantasy Ecology » or Gygaxian Naturalism » if you like.

So in an effort of not being entirely negative I’ve searched far and wide (not) for an example of a hag that I actually do like and I’ve come up with the one in the Darkest Dungeon videogame (the original one, I’m always late to the party).

Here’s her bio from the game as explained by the Narrator/Ancestor:

I had collected many rare and elusive volumes on ancient herbal properties and was set to enjoy several weeks immersed in comfortable study. My work was interrupted, however, by a singularly striking young woman who insisted on repeated calls to the house.

Her knowledge of horticulturalism and its role in various arcane practices impressed me greatly. My licentious impulse gave way to a genuine professional respect, and together, we began to plant, harvest, and brew. As time wore on, her wild policy of self-experimentation grew intolerable.

She quaffed all manner of strange fungi, herbs, and concoctions, intent on gaining some insight into the horror we both knew to be growing beneath us. The change in her was appalling, and no longer able to stomach it, I sent her to live in the weald, where her wildness would be welcomed.
(Ah, the Ancestor, what a colossal jerk)

I think her backstory is great. Okay to be honest I’m sold on her mainly because I find her fight actions immensely funny. Here’s how it goes, as a Boss she has four:

Into the Pot! sends one member of the party into her cauldron to be boiled. That’s her main threat.

(pro tip: it’s not worth it to lose actions on the cauldron but be prepared to heal the boiled character when he gets out of it at 0 hp)

Meat Tenderizer, which she does with an actual meat hammer, a simple damage attack on everybody.

Season to Perfection (my favorite), where she throws seasoning at the party which debuffs and also (of course) causes stress. Because, y’know, receiving salt&pepper on you so you’ll taste better while you fight can be a bit alarming.

Taste the Stew, where she tastes the content of her cauldron, that is, one of your guys being turned into a stew before your very eyes… It heals the Hag a little and causes more stress to your team for good measure.

Wicked!

That’s it, a hag after my own heart!

Frosthaven – Town in Flames (1)

My brother-in-law Math have enlisted us back after a several months’ hiatus following the end of our campaign of Gloomhaven. Its much-hyped successor Frosthaven was awfully late in materialising at his doorstep, not even counting the usual delays (covid, always covid), his kickstarter copy arriving with the very last batch of deliveries or so it seemed. Anyway here we are again, the same three players for at least a year of Frosthaven.

Note: My present cellphone is as cheap as it gets and my pictures are shit awful. I’ll try to have a better camera next time.

Note 2: Hopefully, Math and Guillaume will chime in too on the blog.

Note 3: The box comes with cardboard minis and tiles. Every tiles, decor pieces and minis in the pictures you’ll see are Math’s and not included in what you’d buy.

Characters

  • Boneshaper (David) lvl 1
  • Geminate (Math) lvl 1
  • Drifter (Guillaume) lvl 1

Our characters were randomly picked from the six starting ones. Mine is a necromancer who taps on her own life essence in order to fuel her dark arts and summon undead horrors. That’s cool. Even cooler is Math’s Geminate who switches round to round between « stances » as their two personalities compete to take control over their body (which is a swarm of insect, awesome). Guillaume’s Drifter is less unusual and accordingly, far simpler to play.

Town in Flames

The very first scenario.

The fortune-seekers suffer from a long, exhausting northward march in an inhospitable landscape to reach Québec City Frosthaven only to see it burn. It’s under attack! Yeti-like Algox are swarming the poorly defended town, killing its inhabitants left and right.

After asking ourselves for a minute if we’d just go back the way we came we said **** it and just killed the baddies.

Missing (picture too sucky): my favorite moment, when I ordered my summoned skeleton to pick up loot and he was carrying it like a boss.

We save only one poor guard dude, the others are all dead… Hey, c’mon, we did our best I swear! We’ve just arrived! Our feet are like popsicles and all! Now leave the corpses to me, they’ll be treated with the respect they deserve mwahaha!

Closing comments:

  • The starting characters we got all seem fun to play. I have no idea what the non-starting characters look like, it’ll be great to discover them once they’re unlocked.
  • Math’s 3d printed new tiles are amazing. Each are single unit and magnetic so we can assemble the map very fast.
  • Gloomhaven is an excellent tactical boardgame but its storyline and overall worldbuilding is probably its weakest part IMO. If Frosthaven has a wee bit of improvement on this part it will enhance the gameplay experience a lot for me. We’ll see.
  • Frosthaven has another new thing compared to Gloomhaven, a town-building feature grafted to it. It was decided that it is I that will manage that part of the game so once I have studied it properly I’ll talk about this more probably.
  • The loot system seems a bit weird to me; adventurers collecting wood and metal and whatnot in monsters lair? I understand the intent but there’s a disconnect for sure. A bit too gamey for me, but it’s a minor thing, just a reminder that Frosthaven is a boardgame and not a RPG (even if it has rpg elements in it).

Castle Xyntillan: Classification of the Malévols

As mystery-shrouded Someone asked me to. Ask and you shall receive!

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

Now, what follows will be my personal take on how to use the Malévols. I think it could be meant as less of a funhouse and more of a haunted castle approach perhaps? Broadly speaking I’m putting the named characters from the Rogues’ Gallery into three categories with the last one, the True Malévols, subdivided into three more. The term Malévol by default in this module refers to any of the castle’s inhabitants but « True Malévols », in my attempt at classification at least, are exclusively members by birth or wedding of the noble family to whom the castle and surrounding lands (still) belong.

(Note: For my own use and in my play reports I’m often frenchifying the names (i.e James Honoré >> Jean-Honoré) as the Malévols are supposed to be French, but for simplicity’ sake I’ll use the original names here.)

Specters

Specters, ghosts, poltergheists, whatever, things that haunt the castle and don’t have ulterior motives. Some were the accomplices of the Malévols in their nefarious activities and others were simply their victims, discarded lovers, unlucky serfs, etc. All have been denied eternal rest, are bound to the castle and hate the living.

(Note: They all have a draining effect on their attacks. Also, in my game Specters are always, all of them preceded by a telltale sign (i.e ominous children singing, blood dripping from ceiling, etc.).)

List:

  • 12 Maximillian (his shadow manifest before he does)
  • 20 Sébastian (wet footprints)
  • 21 Eustace (blood smears)
  • 22 Giselle (plaintive crying)
  • 27 Claudette (cold)
  • 32 Marcel, only in portraits
  • 34 Hugo, (rattling of chains)
  • 35 Priscilla (undulating shadows)
  • 42 Guillemette (melodious singing)
  • 48 Merlerik (whispers)

Castle Staff

Some key members of the castle staff who’ve been around in the tumultous times of the downfall of the castle are cursed to be employees for eternity (that must be the worst fate of all wouldn’t it?). Not part of the Malévol family, they’re nonetheless not to be trifled with. They still try to accomplish their duties, albeit in a twisted parody of their former existence.

(Note: I’m not sure about that one, but I’m thinking that a special condition must be met in order to kill any castle staffer permanently (their bonds to the castle being so strong after all) otherwise they just come back a few days later…)

List:

  • 09 Girolamo, Seneschal
  • 14 Mandrake, Alchemist
  • 16 Hubert, Huntsman
  • 18 James Honoré, Butler
  • 28 Guy, Jester
  • 37 Mortagu, Executioner
  • 49 Sybille, Witch
  • 50 Bartholomew, Artist
  • 55 Frédéric, Playwright

True Malévols

The Malévols are members of a noble french family dating back from the time of Charlemagne, and possibly even earlier as there’s rumors they have ties with the druids worshipping the Old Ones. Some unspeakable ritual (or maybe its just the incommensurate sum of their vices) has cursed their castle and them with it.

Living members

The Malévol family is nigh extinct as far as living members are concerned. The few living ones live mostly outside of its walls but are attracted to the castle like moths to light.

List:

  • 01 Gilbert the Fox, bandit, illegitimate son of Reynard
  • 06 Claude, official heir, knows enough to dread the moment his inheritance come in effect
  • 08 Gregor the Sentient Bug, has pestered one too many time Aristide as a kid
  • 15 Olivier the Oleaginous, apprentice to Mandrake the Mixer
  • 17 Hortensia the Lovely, younger sibling to Claude and Olivier, innocent
  • 19 Reynard the Relapse, alcoholic monk, father of Gilbert

The Blasé Undead

The dead Malévols with a particularly strong personality, tragic destinies or both, are known to linger long after their death and go on with their (mostly wicked) activities. They know joy no more though. Furthermore, decades or centuries of cohabitation have frequently soured their relationships with their siblings to the point that they don’t care much what should happens to them.

(Note: the lair of each of the Blasé Undead should bear obvious signs of their particular decadence.)

List:

  • 03 Adelaide the Splendid
  • 04 Merton the Encyclopedian
  • 10 Beatrice the Jilted
  • 33 Gillz the Gothic
  • 36 Philomène the Quick
  • 39 Lydia the Luckless
  • 40 Odile the Odious
  • 45 Roberto the Arbiter
  • 46 Serpentina the Sweet
  • 56 Morella the Mournful
  • 58 Agenor the Antique

Leaders of the family council

Some more active Malévols, maybe from a twisted sense of loyalty to their family’s legacy or more immediate desires (i.e bloodlust), still have a vested interest towards the castle’ security.

(Note: They are those who will organize actions against bothersome interlopers.)

List:

  • 07 Runcius the Dark Man of the Woods, leader of the druids
  • 11 Aristide the Patrician, Aristide is absorded by his thirst for knowledge and will take part on the council only if that’s absolutely necessary (i.e very high Infractions rating)
  • 13 Médard the Mighty, a companion to Roland centuries ago, opposes Runcius in almost everything
  • 30 Count Giscard, married into the family, from Malinbois
  • 31 Countess Maltricia, bored by her vampire husband
  • 43 Montfort the Bygone, linked somehow to the lake monster

(Not classified above, some won’t feature in my game: 23 Jean-Luc, 24 Léopold, 25 Patrice, 26 Vincent, 29 Samuel, 38 Rodento, 41 Jerôme, 44 Jaumon, 47 Meandering, 51 Jean-Jacques, 52 Kent, 53 Ambrosius, 54 Charles, 57 Mummified, 59 The Bearer of Sins, 60 The Beast)

So now you can see (in this version) we’ve got 6 living Malévols and 6 leaders. Those are the ones I personally will focus on to add some layers of complexity, plots and whatnot, to the adventure.

I’m also adding my own characters (not featuring on this post) to replace those that I’m discarding and that’s something I very much enjoy to do.

Feel free to tell me if you’re doing something similar or what you’re doing or would do differently.

That’s it for today!

Castle Xyntillan, from the hip comparison with Tegel Manor and Castle Amber

After six sessions in the campaign we’ve reached a critical landmark as the Infractions Rating is high enough now (6 as stated in the book) to warrant a Malévol Intervention against the adventurers.

That means they‘ll try to fend them off actively. That’ll be most interesting. Officially, also as stated in the book, it means as a first step to launch a combination of 1d3+1 encounters against the adventurers. That could be pretty brutal and things will then surely escalate…

But wait, who’s they? Who are the « influential family members » the books talk about in this instance? They’re not specifically named. Of course we can infer who they are from their description (and their stats in some instance) in the Rogues’ Gallery and ultimately, as always, it’s up to the dungeon master to decide which one of the Malévols are the leaders. But that whole process highlight a gap in Castle Xyntillan’s design (in an otherwise great product), as central as they are to the module the Malévol family members aren’t well fleshed out and furthermore, we know next to nothing of their relations to each other. I’ve seen the author argue it was a deliberate choice to keep it simple, and I can see the argument for it. But… Well, I’ve cut my teeth (bad pun) on Vampire: the masquerade/dark ages when I was a teenager and was writing characters relationships charts all the time! The difficulty is that there’s 50+ Malévols but it seems obvious to me that not every one of them should be treated equally.

With that in mind I aim to share my own classification of the Malévols next week but for the moment I’ve gone on a bit of a tangent…

Malévols, Rumps and Ambers oh my!

(Gabor Lux, feel free to write to me if I get anything wrong)

Castle Xyntillan was originally written as to be a revamped Tegel Manor. The project was sidelined and many years later, and much playtesting (and characters deaths), it became its own thing. I would describe it as a generous serving of Tegel Manor, accompanied by a portion of Castle Amber and spiced up with folklore tales.

Both Tegel Manor and Castle Amber are funhouse modules and each feature an extensive family of crazy people at its heart. Tegel Manor has the Rump family, 13 generations of them (with only 3 members alive, in bright red below).

We see CX’s roots in Tegel Manor’s map (as a chassis), use of family « living portraits » (no its not from Harry Potter, haha) and its terse room descriptions. There’s also a similar thing going on with the few living relatives amongst a mostly dead/undead family if we squint a little. I have to mention an interesting twist in TM as the evil Rumps want the lone « good » (he’s not a paragon of virtue by any means) Rump dead in order to complete their ritual!

With Castle Amber we have the d’Ambervile family (shortened to Amber). The Ambers are definitely cursed folks but (most) aren’t undead per se. They’re all very blasé and each have their own brand of wicked hobby to pass time (i.e sponsor of bareknuckle matches!). Also, of particular interest here is its treatment of the Amber family members as random encounters. We can readily see that CX has taken quite a few elements from this ole module too (i.e the indoor forest).

Aside: CX borrows a character (Madeline) from CA which itself had borrowed it from Poe’s The Fall of House Usher.

Aside 2: CA borrows Clark Ashton Smith’s Averoigne characters and, contrary to the stories, lump them in the same time period, something that I myself will definitely do!

An easy take then is to see Castle Xyntillan as a mix of its two predecessors with of course new inputs from its author’s own ideas. The same goes with its own brand of cursed family; the Malévols are mostly undead and portrait-linked like in TM, but also I think in a way more along CA’s whimsical fantasy. Where CX diverges from the two is with its inclusion of folklore material (i.e The Beast as in the beauty and the beast).

Upcoming: classification of the Malévols

Château des Faussesflammes (Castle Xyntillan) session 6

Life has been hectic the past few weeks, which is usual for this time of the year, but more so this year as my wife is trying to adapt to a new job whilst still having to tie ends at the one she’s leaving behind. We’ll go at a much-needed trip at our cabin next week one last time before winter but for now, it’s gaming time!

Olivier is with his father this week end so no Team Jean this time. Well, that’s not entirely true as Stuffed Jean-Paul has seemingly disinterred himself and somehow got at the rendez-vous point (I’m sure Olivier will protest vehemently when he’ll hear about that!) and so he’s back as Cordélia’s creepy beads-eyed retainer.

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

System: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Cordélia Lenoir (Marjorie), using the dark arts for good (probably), Necromancer lvl 2
  • Noah (Isaac), crafts stuff, Expert lvl 2
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 3
  • Loic Leblanc (Jason), healbot, Adventurer (expert/healer) lvl 2

Retainers:

  • Eudes le Bâtard (Marjorie), Comte de La Frenaie’s young bastard son, Morale 9
  • Stuffed Jean-Paul (Marjorie), killed by stuffed animals, now stuffed himself, Morale 12
  • Conrad (Jason), crusader, heavy drinker, Morale 9
  • Jacques (Isaac), daytaler, grumpy, 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 in castle)
  • Alphonse, crusader, savaged by Count Giscard’s Children of the Night. (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

Infractions rating: 5

Rumors:

  • My uncle once tried to rob the place with his pal, the miller. He was killed by a cupboard.
  • Alchemists and practitioners of dark arts have been seen in the company of Azédarac, the Bishop of Ximes!

We start in Vyônes. Noah have crafted himself a fast-loading crossbow. Noah and Loic fail to find a buyer for a regal outfit. Loic hires the Troubadour de l’Automne to help find competent hirelings. He hires ex-crusader Conrad this way. Noah hires one Jacques who seems to have a bad temper. Stuffed Jean-Paul simply show up at the rendez-vous point near Périgon, even if he had been put in a grave the previous week. Bruno is back but Cordélia isn’t interested as she’s been put off by his weird demeanor and his suspicious absence last delve. He begs to be in, without pay if need be, but to no avail. Instead, Cordélia forcefully gets him in the care of the monks at Périgon, hoping that they would find what the hell is wrong with him. Cordélia buys vials of holy water from the monks.

Grand Entrance

  • Near the Château Cordélia spot someone hiding behind a bush and send Stuffed Jean-Paul after it. The man in hiding start to run away and Cordélia shoots him with her bow. Loic heals him just enough so he can be interrogated. They learn that Gilbert the Fox want to ambush them once they exit. Loic slit the wounded man’s throat ruthlessly.
  • The adventurers try to interact with the 2 monstrous statues at the grand entrance but fail to have any reaction.
  • They open the great doors and see that Jean-Honoré the butler is there again in the vestibule. He seems lethargic, with his head down, but still hold a platter with goblets ready to serve. Cordélia sucessfully shoot the platter off his hand, the butler is dismayed at the spill and hurry away through a door to re-fill the drinks.
  • Nearby in the Entrance Halls the PCs find a Portrait Gallery. They interact with the portraits (Harry Potter-style): Philomène Malévol smiles and invites them upstair; a bureaucrat is annoyed with the interruption; skeletal and richly-attired Aristide Malévol ignores them; a paint his covered over and bleeds when scratched and a voice says « I’ll be vindicated, you can’t prove anything! »; an executioner is sharpening his axe; Marcel the Malnourished begs for food, Cordélia gives him a ration and ask him a few questions after but he’s sleepy after eating and takes a nap.
  • Cordélia sprinkles holy water on the living paints, except Marcel’s, they cease to be « alive »
  • A bit further they hear loud singing and much ruckus from a mess hall, they turn left instead in another corridor
  • They open a door into the Summer Wing, push aside a heavy curtain and get into a vast throne room with much cobwebs. There’s empty armors each standing in front of columns in rows facing each other. The PCs want the team to coordinate to tie up the armors with ropes, and using the curtain also (as they don’t have enough rope) to immobilize them in case they would get hostile. The plan mostly works, 5 armors are tied to columns but then they animate suddenly and Loic didn’t have time to tie his. And the 2 armors under the curtain just slice it open and free themselves. Combat ensues. Jacques takes a halberd hit on the face and dies instantly. Monmon manages to push an armor on the ground with the help of Cordélia, the armor disassemble with the impact, a swarm of (little) spiders get out of it, quickly scattering away. Loic slam his hammer on another’s helm and dislodges it from its shoulders with the same result. They then team up to break apart the last free armor.
  • They inspect the decorated throne. They find a jeweled scepter in a hidden compartment. They also find a button and when pressed it makes the throne descend into the catacombs.
  • They go down with the throne into the Lake Grotto area.
  • Next room Cordélia does a Smite the Dead, annihilating a bunch of undead nuns.
  • A bit further, now into the Oubliette area, they get inside an impressive statuary, they’re attacked by 3 Stone Reapers (statues with scythes). Monmon uses his magic spear to good effect. He and Conrad got wounded too but are immediately healed by Loic. A tough fight but they prevail. They find a precious necklace, a mundane lantern and sheet of paper with a spell of warding (single use) inscribed on it.
  • Right next to the statuary are prisoner cells. There’s 3 prisoners, one weirdo is chewing on a dead rat, says that this way the vampires will choose to drain somebody else. Another, Jaubert, gets a promise from the adventurers to kill Mortagu the warden/executioner and bring back the keys. The other one is a gaunt woman that keeps silent.
  • They leave the captives behind and go in search of the warden. Past a clammy corridor they get into a root cellar. There they see giant beets, almost humanoids in shape, slumbering. Careful to not disturb the beet creatures they go inspect a statue of a woman that seems out of place. They find a secret passage behind and go inside.
  • They get into a cistern room. There’s a well entrance above them. There’s corpses in the water, zombies that animate when they get near. The PCs hurry away and spike the door behind them.
  • They get further, evading a trio of cackling witches in a kitchen.
  • Next room is empty except for an axe and a stump. And dried blood everywhere. Monmon takes the axe, thinking it will piss off the executioner to be weaponless! (there was chance of finding Mortagu here but it didn’t happen)
  • Next room there’s a weird thing going on as heavily-armored Monmon is attracted in the center where a spiked ball attached on a chain is rotating furiously. He got hit 2 times before he could extricate himself from the magnetic field (but he can take it).
  • Nearby they find a secret door and get into a large circular room bordered by alcoves. They have time to search a few before alerting the resident rats. A whole horde of rats, hundreds. The PCs flee through the only door and quickly close it behind them.
  • They leave the angry screeches and scratching and now see that they’ve circled back to the clammy corridor and root cellar. From there they get to a wine cellar. There’s many barrels along the wall and messing with them they find one that is empty, behind is a secret passage.
  • They enter and once they get out of a man-made tunnel they arrive in a cavern. Oddly, they can see the light of day entering at the other end of the cavern. There’s also a satyr wearing robes. He let them pass with the promise that the adventurers bring him alcohol on their way back.
  • The PCs enter the Indoorness, a primordial forest unstuck in time and space.
  • They follow a path and soon get into a clearing where they see a gazebo surrounded by wildflowers. They get inside. (the players are not old-timers, they have no fear of gazebos) The gazebo fly up at vertiginous speed and reach a splendid cloud garden. They get back on the ground after a while, feeling refreshed.
  • Further on the forest path, they come across another clearing, this time there’s a mill. The miller talks about giant mice, trolls under bridges and a druid who’s master of the forest. They pay good money for a cask of whiskey and leave.
  • The adventurers were worried at the thought of encountering trolls and decided it was time to turn back and call it a day. They gave the satyr the cask of whiskey which he seized and gulped down without another word. They entered back the catacombs, found their way up to the throne room and managed to get out of the castle yet again… with grumpy fellow Jacques as casualty.

(I had planned to have the players ambushed by bandit Gilbert the Fox and his men as they exited the castle, as it was pretty much telegraphed from last session’s rumors and today’s foreshadowing (the man in hiding) but it was getting late and so it’ll be another time.)

Session wrap up:

  • 5 hours session with a lot accomplished, a lot of exploration done if a bit haphazard. They found the way to the « Indoorness » which frankly I’m quite surprised by. When I read the book the first time I wasn’t sure they would ever find it at all. Interesting…
  • First time the players get to interact with portraits, even if they’re like everywhere in the castle. That was fun.
  • No random encounters, not a single one, against the odds, as I’ve rolled like 30 times (with a 1 on d6 needed)!
  • XP: Participation: 1 Treasure: 2 Secrets: 3
  • Treasures: Scepter of the Merovings. Jeweled Necklace.
  • Fatalities: Jacques, got hit in the face by an Empty Armor’s halberd
  • Quote: Marjorie: « Eeeekkk, spiders! I squash them all! Every single one of them! »
  • New Infractions: Stole the Scepter of the Merovings, Defaced living portraits with holy water.

Clark Ashton Smith – Averoigne: vol 4, excerpts

The fourth and final volume of the collection have three Averoigne stories within. Among them is The Beast of Averoigne, one of the best, and quite inspirational for my present endeavor. In fact it even directly serves as a backdrop for my Château des Fausseflammes/Castle Xyntillan campaign.

The Mandrakes

Now, in the old legend of Averoigne which I recount herewith, it is told that the impious and audacious wizard, fearing neither God nor devil nor witch-woman, dared to dig again in the earth of Sabine’s grave, removing many more of the white, female-shapen roots, which cried aloud in shrill complaint to the waning moon or turned like living limbs at his violence. And all those which he dug were formed alike, in the miniature image of the dead Sabine, from breasts to toes. And from them, it is said, he compounded other philtres, which he meant to sell in time when such should be requested.

As it happenned, however, these latter potions were never dispensed; and only a few of the first were sold, owing to the frightful and calamitous consequences that followed their use. For those to whom the potions had been administered privily, wheter men or women, were not moved by the genial fury of desire, as was the wonted result, but were driven by a darker rage, by a woeful and Satanic madness, irresistibly impelling them to harm or even slay the persons who had sought to attract their love.

The Beast of Averoigne

At first, it did not strike at living men, but assailed the helpless dead like some foul eater of carrion. Two freshly buried corpses were found lying in the cemetary at Ste. Zénobie, where the thing had dug them from their graves and had laid open their vertebrae. In each case, only a little of the marrow had been eaten; but as if in rage or disappointment, the cadavers had been torn into shreds from crown to heel, and the tatters were mixed inxtricably with the rags of their cerements. From this, it would seem that only the spinal marrow of creatures newly killed was pleasing to the monster.

Since then, the middle summer has gone by with nightly deeds of terror, beneath the blasting of the comet. Beasts, men, children, women, have been done to death by the monster, which, though seeming to haunt mainly the environs of the abbey, has ranged afiled even to the shores of the river Isoile and the gates of La Frénaie and Ximes. And some have beheld the monster at night, a black and slithering foulness clad in changeable luminescence; but no man has ever beheld it in the day.

« You, Messire le Chaudronnier, » said the marshal, « are reputed to know the arcanic arts of sorcery, and the spells that summon or dismiss evil demons and other spirits. Therefore, in dealing with this devil, it may be that you should succed whre all others have failed. Not willingly do we employ you in the matter, since it is not seemly for the church and the law to ally themselves with wizardry. But the need is desperate, lest the demon should take other victims. In return for your aid, we can promise you a goodly reward of gold and a guarantee of lifelong immunity from all inquisition and prosecution which your doings might otherwise invite. The Bishop of Ximes, and the Archbishop of Vyônes, are privy to this offer, which must be kept secret. »

Unquestionning, with ready weapons, the two men-atarms companioned me in that vigil. Well they knew the demonian terror which they might face before dawn; but there was no trace of trepidation in their bearing. And knowing much that they could not know, I drew the ring of Eibon from my finger, and made ready for that which the demon had directed me to do.

From the pieces of the lighly shattered gem, the disemprisoned demon rose in the form of a smoky fire, small as a candle-flame at first, and greatening like a conflagration of piled faggots. And, hissing softly with the voice of fire, and brightening to a wrathful. terrible gold, the demon leapt forward to do battle with the Beast, even as it had promised me, in return for its freedom after cycles of captivity.

The Disinternment of Venus

Prior to certain highly deplorable and scandalous happenings in the year 1550, the vegetable garden of Périgon was situated on the southeast side of the abbey. After these events, it was removed to the northwest side, where it has remained ever since; and the former garden-site was given to weeds and briars which, by strict order of the successive abbots, no one has ever tried to eradicate or curb.

Wild whispers were circulating among the monks; and it was said that several others besides the eight culprits had been drawn to touch the sorcerous marble in secret, and would succumb anon to the overpowering nympholepsy which they had incurred. It was said that the image was no mere lifeless lump of stone, but had sought to entice with wanton smiles and harlot gestures those who had labored in the garden after Paul, Pierre and Hughues.

Clark Ashton Smith – Averoigne: vol 3, excerpts

I can’t recommend highly enough this collection. Just look at those covers! Note the inclusion of CAS himself, from young to mature from book 1 to 4. Volume 3 has three Averoigne stories: The Holiness of Azédarac, The Makers of Gargoyles and the Colossus of Ylourgne. Those are less evocative than the previous ones in my opinion but in some ways they offer more background material for the Averoigne setting and, moreover, excellent gaming material.

The Holiness of Azédarac

  • […] I wisely thought to review my library; and I have found that the Book of Eibon, which contains the oldest incantations, and the secret, man-forgotten lore of Iog-Sotôt and Sodagui, is now missing.
  • In a chill flash of horror, his memory told him that the thin, pointed features behind the square beard were dubiously similar to those of Jehan Mauvaissoir, whom he had often seen in the household of Azédarac, and who, as he had reason to believe, was implicated in the Bishop’s sorceries.
  • « I am Moriamis, the enchantress, and the Druids fear my magic, which is more sovereign and more excellent than theirs, though I use it only for the welfare of men and not for their bale and bane. »
  • He [Azédarac] was the wisest and the mightiest of sorcerers, and the most secret withal ; for no one knew the time and the manner of his coming into Averoigne, or the fashion in which he had procured the immemorial Book of Eibon, whose runic writings were beyond the lore of all other wizards. He was a master of all enchantments and all demons, and likewise a compounder of mighty potions. Among these were certain philters, blended with potent spells and possessed of unique virtue, that would send the drinker backward or onward in time.

The Makers of Gargoyles

  • At that time, in the year of our Lord, 1138, Vyônes was the principal town of the province of Averoigne. On two sides the great, shadow-haunted forest, a place of equivocal legends, of loupsgarous and phantoms, approached to the very walls and flung its umbrage upon them at early forenoon and evening. On the other sides there lay cultivated fields, and gentle streams that meandered among willows or poplars, and roads that ran through an open plain to the high châteaux of nobles lords and to regions beyond Averoigne.
  • Of course, as in all medieval towns, there had been occasional instances of alleged sorcery or demoniacal possession; and, once or twice, the perilous temptations of succubi had made their inroads on the pious virtue of Vyônes. But this was nothing more than might be expected, in a world where the Devil and his works were always more or less rampant. No one could possibly have anticipated the reign of infernal horrors that was to make hideous the latter months of autumns, following the cathedral’s erection.
  • Armed with holy water and aspergillus, and accompanied by many of the towns-people carrying torches and staves and halberds, the priest was led by Maspier to the place of the horro; and there they had found the body of Mazzal, with fearfully mangled face, and the throat and bosom lined with bloody lacerations. The demoniac assailant had flown; and it was not seen or encountered again that night; but those who had beheld its work returned aghast to their homes, feeling that a creature of nethermost hell had come to visit the city, and perchance to abide therein.

The Colossus of Ylourgne

  • The thrice-infamous Nathaire, alchemist, astrologer and necromancer, with his ten devil-given pupils, had departed very suddenly and under circumstances of strict secrecy from the town of Vyônes. It was widely thought, among the people of that vicinage, that his departure had been prompted by a salutary fear of ecclessiastical thumbscrews and fagots. Other wizards, less notorious than he, had already gone to the stake during a year of unusual inquisitory zeal; and it was well-known that Nathaire had incurred the reprobation of the Church.
  • Among the people of the city, there was one man who took no part in the somber gossip and lurid speculation. This man was Gaspard du Nord, himself a student of the proscribed sciences, who had been numbered for a year among the pupils of Nathaire but had chosen to withdraw quietly from the master’s household after learning the enormities that would attend his further initiation. He had, however, taken with him much rare and peculiar knowledge, together with a certain insight into the baleful powers and night-dark motives of the necromancer.
  • Ylourgne, a great, craggy pile that had been built by a line of evil and marauding barons now extinct, was a place that even the goatherds preferred to shun. The wrathful specters of its bloody lords were said to move turbulently in its crumbling halls; and its châtelaines were the Undead. No one cared to dwell in the shadow of its cliff-founded walls; and the nearest abode of living men was a small Cistercian monastery, more than a mile away on the opposite slope of the valley.