Château des Faussesflammes (Castle Xyntillan) – Session 14

A full-fledged adventurer dies in the Château…

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

1 hour session.

Castle Xyntillan, by Gabor Lux. https://emdt.bigcartel.com/products, compatible with Swords & Wizardry

Set in Clark Ashton Smith’s Averoigne

TTRPG System used: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Noah (Isaac), crafts stuff, has a repeating crossbow and a magic sword called Scrupulous, Expert lvl 5
  • Pierrot (Isaac), caravan hand, dealmaker extraordinaire, Warrior lvl 2
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 5
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 5
  • Paul-Jean Paul (Olivier), apprentice alchemist, don’t confuse him with Jean-Paul Jean, Warrior lvl 5
  • Constant Jean (Olivier), vigorous member of the Jean clan, heavily armored, Warrior lvl 4

Retainers:

  • Raymond (NPC), Man-at-Arms, gruff, vassal of the Comte de la Frenaie, Morale 7
  • Raoulet the Pimp (Marjorie), undead pimp with a semblance of life, Morale 12
  • Valentin (Isaac), shoemaker, Morale 7
  • Gaston (Edmond), poacher, not very bright, Morale 6
  • Hyacinthe (Edmond), caravan hand, very calm and attentive, Morale 9

Crypt

  • Zachary, Elementalist, electrocuted in front of the Anteroom (corpse in castle)
  • Pierre-Jean Pierre, ex-monk, clawed to death by a dark monk (RIP)
  • Edgar, daytaler, throat slashed by a dark monk, (corpse in castle)
  • Charles, daytaler, skewered by a drunken skeleton (corpse in castle)
  • Hercule, caravan hand, seized off the raft by the Lake Monster (MIA)
  • Pierre Laroche du Rocher, mason, pierced by the Huntsman’s arrows (corpse seized by Charon, RIP)
  • Alphonse, crusader, savaged by Count Giscard’s Children of the Night. (corpse in castle)
  • Jacques, daytaler, got hit in the face by an Empty Armor’s halberd (corpse thrown in the lake)
  • Stuffed Jean-Paul,  killed by stuffed animals, stuffed himself, bursted into flames (RIP)
  • Georges, militia man, killed by an axe blow from a rival adventurer. (corpse in castle)

Previous Infractions in the Château:

Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. Eliminated Aranéa Malévol. Eliminated Runcius the Dark Man of the Woods. Eliminated Countess Maltricia Malévol. Eliminated Agénor Malévol. Eliminated Béatrice Malévol. (+1)

Smoked the Ruined Quarters: 1/2 Angered a werewolf washwoman: 1/2 Stole the Reliquary of Bygone Kings: 1 Failed to convince Jean-Honoré the butler of their lies: 1/2 Stole a treasure chest full of gold from the Lake Grotto treasury: 1/2 Interrupted Runcius Malévol’s pagan ritual: 1 Slightly annoyed Count Giscard Malévol while he drank « wine »: 1 Stole the Scepter of the Merovings: 1 Defaced living portraits with holy water: 1 Bullied Jean-Honoré the Butler: 1/2 Smashed the busts in the Bust Gallery: 1 Stole the Oil of Cleansings: 1 Stole the Crown of the Lost: 1 Burglarized Count Giscard’s room (+1) Put holy water in Count Giscard’s « wine » (+1) Total: 12 1/2

Vanquished Aranéa Malévol’s retributory patrol -5

Vanquished Béatrice Malévol’s retributory patrol -4

Played ball with the werepups -1

Current Infractions rating: 2 1/2

Rumors:

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

Alchemy lab: one more dose of oil of revelation

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

Grand Entrance

  • The PCs wish to go to the catacombs and they enter at the Grand Entrance. The two statues do their usual thing but nothing special happens.
  • Past the vestibule and the portrait gallery, into the Entrance Halls, they go in the corridor leading to the Throne Room. The adventurers see rocks and rotten cabbages bouncing off the corner’s wall. They soon encounter Étienne the Lapidated, he’s not hostile but complains about the constant deluge of projectiles aimed at him that appears from thin air. He says this is unfair treatment for the small pécadilles he did back in the day (proceeds to enumerate all the heinous crimes he commited in his life). The PCs move on but some of them are hurt by Étienne’s deserved punishment on their way out.
  • Thence they get into the Throne Room, activate the elevator and get down into the underground level, in the Lake Grotto area. They soon hear some metal grinding sounds, like someone sharpening a tool or weapon.
  • Constant puts a dose of Oil of revelation on his eyelids and has a vision of a probable future. He sees the party going into a fight against Mortagu the Executionner, slaying him but not before he slays Noah himself…
  • Now the adventurers try to find Mortagu but he’s the one who takes them by surprise. In a kind of self-fulfilling prophecy he chooses Noah as his target and swings his heavy axe at him. Noah, unaware, dodges the attack inadvertently (Lucky) as he slips and falls right at that moment. Monmon stabs Mortagu with his spear and wounds him grievously. Mortagu swings his axe again at Noah who’s still on the floor and decapitates him. The Executionner then gets overwhelmed and is killed soon after.
  • Monmon gets hold of Noah’s body and head and the adventurers start backtracking their steps to leave the Château as they have a solution in mind for Noah’s predicament.
  • On their way out back in the Entrance Halls they encounter Olivier Malévol, the one who has turned into a slime before their eyes in their last delve. He seems content enough to be free to roam the Château and don’t seem to hold a grudge against them for trying to kidnap him. He even tells the party that if they succeed in capturing Claude, he would be rather glad as he would become the rightful heir in lieu of his twin brother. He may be a bit delusional.
  • Leaving the Château behind, the PCs want to buy back the Sacred Cloth that they had foolishly sold for a derisory amount several delves ago. The buyer, a benedictine monk from the abbey of Périgon is reluctant to sell back this holy item but he finally accepts on the condition that the adventurers would undertake a somewhat perilous mission, they must investigate Bishop Azédarac’s pratices in dark arts and bring back incriminiating evidence to the church.
  • And so, with the acceptance of this mission the PCs get back the Sacred Cloth and with the proper ritual the holy powers bring Noah back to life, a bit more frail than before and with a very impressive scar all around his neck.

Closing Comments:

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

Château des Faussesflammes (Castle Xyntillan) – Session 13

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

3 hours session

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

Set in Clark Ashton Smith’s Averoigne

TTRPG System used: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Noah (Isaac), crafts stuff, has a repeating crossbow and a magic sword called Scrupulous, Expert lvl 5
  • Pierrot (Isaac), caravan hand, dealmaker extraordinaire, Warrior lvl 2
  • Monmon (Edmond), has a powerful antique spear, Warrior lvl 5
  • Paul Nareff (Olivier), friend and sponsor of the numerous Jean clan, Warrior lvl 5
  • Paul-Jean Paul (Olivier), apprentice alchemist, don’t confuse him with Jean-Paul Jean, Warrior lvl 4>>5
  • Constant Jean (Olivier), vigorous member of the Jean clan, heavily armored, Warrior lvl 3>>4

Retainers:

  • Raymond (Isaac), Man-at-Arms, gruff, vassal of the Comte de la Frenaie, Morale 7
  • Raoulet the Pimp (Marjorie), undead pimp with a semblance of life, Morale 12
  • Georges (Edmond), militia man, Morale 7
  • Valentin (Isaac), shoemaker, Morale 7

Crypt

  • Zachary, Elementalist, electrocuted in front of the Anteroom (corpse in castle)
  • Pierre-Jean Pierre, ex-monk, clawed to death by a dark monk (RIP)
  • Edgar, daytaler, throat slashed by a dark monk, (corpse in castle)
  • Charles, daytaler, skewered by a drunken skeleton (corpse in castle)
  • Hercule, caravan hand, seized off the raft by the Lake Monster (MIA)
  • Pierre Laroche du Rocher, mason, pierced by the Huntsman’s arrows (corpse seized by Charon, RIP)
  • Alphonse, crusader, savaged by Count Giscard’s Children of the Night. (corpse in castle)
  • Jacques, daytaler, got hit in the face by an Empty Armor’s halberd (corpse thrown in the lake)
  • Stuffed Jean-Paul  killed by stuffed animals, stuffed himself, bursted into flames (RIP)

Previous Infractions in the Château:

Eliminated Tristano Malévol the Love-Lost. Eliminated Merlerik the Ancient. Eliminated Aranéa Malévol. Eliminated Runcius the Dark Man of the Woods. Eliminated Countess Maltricia Malévol (+1)

Smoked the Ruined Quarters: 1/2 Angered a werewolf washwoman: 1/2 Stole the Reliquary of Bygone Kings: 1 Failed to convince Jean-Honoré the butler of their lies: 1/2 Stole a treasure chest full of gold from the Lake Grotto treasury: 1/2 Interrupted Runcius Malévol’s pagan ritual: 1 Slightly annoyed Count Giscard Malévol while he drank « wine »: 1 Stole the Scepter of the Merovings: 1 Defaced living portraits with holy water: 1 Bullied Jean-Honoré the Butler: 1/2 Smashed the busts in the Bust Gallery: 1 Stole the Oil of Cleansings: 1 Stole the Crown of the Lost: 1 Burglarized Count Giscard’s room (+1) Put holy water in Count Giscard’s « wine » (+1) Total: 12 1/2

Vanquished Aranéa Malévol’s retributory patrol -5

Played ball with the werepups -1

Current Infractions rating: 6 1/2

Rumors:

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

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

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

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

Grand Entrance

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

Closing Comments:

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

Frosthaven – Pylon Problems (115)

This time we’re doing the sequel to the Work Freeze scenario which is part of what I’m calling the Capitalist Venture mini-campaign.

Characters

  • Grayzill the Snowdancer (David) lvl 3>>4, General Winter is on the field
  • Britney the Banner Spear (Mathieu) lvl 3 a great leader, might be related to Bruce
  • Boson the Blink Blade (Guillaume) lvl 3, Master of the 4th dimension

We must protect the Pylons against angry indigenous people. We’re totally the bad guys aren’t we?

Seven Pylons, three of us and six opponents. Things will get rough.
But wait, here’s Britney’s banner of Hope, we should be fine!
A first pylon crumbles under the assault, all is left is rubbles.
A second wave of attackers. We’re starting to get seriously overwhelmed.
On one side, the Banner Spear and her torch-bearing sidekick against an Algox warrior and an annoying Snow Imp.
On the opposite side of the map…
A whole bunch of people want to smash a brittle pylon and only me and a bird stand in-between. How can I have any hope of surviving?
Time’s up! Wait, really?! It’s Victory for us!

Closing Comments:

  • With a set 10 rounds timer, all we had to do was to accept to take some damage ourselves (and lose cards in the process) to protect the pylons. Still, we saved only two.
  • Math’s quote after seeing the Blink Blade and a poor use of his Lucky Dice item: « You had some highs and lows. Mostly lows… »
  • One pylon had received the brittle condition (double damage) in the very first round but still got through intact at the end!
  • My Snowdancer, with its low damage output and not enough time to set up anything was less than optimal in this situation.
  • Hadn’t any time to loot, the pain!

Frosthaven – The War of the Spire (A) (29)

The frosthaven campaign offers several mutually exclusive pathways, that’s great. We now have a choice to make: do we try to promote peace between the two warring Algox clans or, do we side with the war party and help annihilate the opposing clan?

Characters

  • Grayzill the Snowdancer (David) lvl 3, General Winter is on the field
  • Britney the Banner Spear (Mathieu) lvl 2>>3 a great leader, might be related to Bruce
  • Boson the Blink Blade (Guillaume) lvl 2>>3, Master of the 4th dimension

Math let me decide on the matter as I have an Algox character and all. But I really have a hard time thinking in roleplay terms in this game. I mean, after all this second character of mine will soon retire after only a few (in-game) weeks of adventuring, how invested can one be? So rather than rp the decision, I’m just going with the realpolitik/murderhobo ethos, let’s divide & conquer our foes in ruthless fashion!

I choose violence.
The goal is to destroy the magic spire.
Mandatory for the scenario is to split the party. Here’s the Blink Blade, the Banner Spear and one Algox ally beside them.
Now’s the perfect time for a morale boost, banner mode on!
Meanwhile, I’m on the other side of the map with two Algox allies.
« Pull. Watch you step! Hehe. »
The diminutive Blink Blade gets into a duel.
« He’s hurt, finish him! »
And now the Spire. Oh wait, is that a chest over there? Snowdancer whistles.
One big chunk removed.
Ew, the enemies don’t like that at all! Here they come!
Banner Spear: « Too late for you, I’ll meat grind this spire into oblivion! »

Closing Comments:

  • We had to finish destroying the spire in a hurry. Both the Blink Blade and Banner Spear were seriously depleted.
  • Lot of hazardous terrain for my Snowdancer to use. I could afford to be the single PC on one side.
  • The Banner Spear AOE attacks helped a lot to smash down the Spire.
  • The chest was really disappointing, I’m telling you!

Frosthaven – Under the Influence (120)

That’s it, now that the Geminate has retired we’re all playing with our second character. Here’s another optional scenario, one that was unlocked by a particularly gruesome town event.

Characters

  • Grayzill the Snowdancer (David) lvl 2>>3, General Winter is on the field
  • Britney the Banner Spear (Mathieu) lvl 2 a great leader, might be related to Bruce
  • Boson the Blink Blade (Guillaume) lvl 2, Master of the 4th dimension

Remember the strange event in town when the Drifter turned crazy and slashed open our bellies after he did the same with his own? Well, now we’re investigating the source of this malign influence, right outside of town.

Guards and hounds from town turned murderous by the influence.
I guess it’s okay to kill them? Sorry guys, we’re adventurers, we’re not paid to ask ourselves morale questions…
Vermlings now, a lot of them! Quick, door manoeuvre!
We’ll kill them one by one hehe…
Hey, you’re not supposed to do that, that’s not fair!
And now the pièce de résistance, the Evil Disco Ball of Mind Control!
And machines protecting the Disco Ball while the villain flees the scene. Coward!

Closing Comments:

  • We’ve killed everything except in the final room, It was not necessary to win but we felt we had not much choice to avoid being surrounded on all sides.
  • The vermlings put us under a lot of pressure when they got a « jump » card that allowed them to get inside the room.
  • The Banner Spear is tanky, has superior HP and do good damage if he manages to be in position which is not always easy.
  • Can’t say that our characters have that great a synergy. The Blink Blade is a great hit & run damage dealer that mostly do his own thing. My Snowdancer is support with healing and some repositioning of enemies. The Banner Spear need allies (or summons) to work effectively. Our current group is functional/good but don’t have any emergent combos or such that would make it more impressive.

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)

Frosthaven – The Ice Cave (111)

Another side scenario, this one could be found inside the last scenario we did – an item we’ve looted is leading to further adventure with promises of riches. As my character is pretty much obsessed with gold I voted for this one and my fellow players were happy to oblige.

Characters

  • Grayzill the Snowdancer (David) lvl 2, General Winter is on the field
  • T-Gee/Mina the Geminate (Math) lvl 5>>6>>retirement, two competing hiveminded insect swarms in a single body
  • Boson the Blink Blade (Guillaume) lvl 2, master of the 4th dimension

A magic mirror, that’s what we had found, but we promptly damaged it just as we were transported inside some dimensional pocket. Unfortunately this is no treasure-laden lair (dammit) but rather a prison of sort for a savvas called The Shimmer. The place is split into two symmetrical halves with some effects manifesting into one another. The incarcerated Shimmer is in both halves at the same time.

« Sorry Boson, you’re the new guy, you go alone… » Boson proceeds to get almost killed immediately.
The Shimmer knows how to create a mood! (surely if Math’s decors weren’t improving each time we would be sorely disappointed! No pressure.)
« You’re all alone now, the both of you. »
We’ve vanquished the Shimmer, even with his ridiculous amount of HPs. But look, here’s the magic mirror lying on the ground! What, you see a chest? No it’s a scenario item and thus, a magic mirror I tell you!
In a most fitting moment, the Geminate are reflected/doubled or is quadrupled? This is getting complicated…
Hey, we’ve killed the boss already, why don’t you just gently **** off?
The Geminate: « no it’s fine, more XPs yesss!
Finally we get out of the mirror world. Note how I didn’t forget to take a final picture this time, incredible!

Closing Comments:

  • The start of the scenario was disastrous for the Blink Blade but fortunately he managed to clear his side of the room with a bit of luck and then he could recuperate before going on.
  • Hard but well-designed scenario, with an unusual gimmick that gave it a lot of flavor. Could have given it a better title though!
  • The Geminate retires, the last of the original trio to do so. His personal quest (of getting 150 xps through cards) was also more demanding.
  • Frosthaven (as Gloomhaven did) almost always offers a solid tactical experience. The narrative experience is mostly hit & miss though IMO. This time was definitely on the hit side, the events (before and after the scenario) were interesting and flavorful.

Frosthaven – A Strong Foundation (65)

Character retirement in Frosthaven/Gloomhaven can be quite fast, maybe a bit too fast. The idea behind this obviously is to have the possibility of playing every characters within the span of the campaign. Aside from trying a new character, a further incentive for the players to get it done is that it also unlocks town buildings. Now, if only we could unlock a merchant shop or something, that’d be great.

Characters

  • Grayzill the Snowdancer (David) lvl 2, General Winter is on the field
  • T-Gee/Mina the Geminate (Math) lvl 5, two competing hiveminded insect swarms in a single body
  • Boson the Blink Blade (Guillaume) lvl 2, master of the 4th dimension

Our new friend, Boson the Blink Blade, convinces us of helping him with his personal quest that got something to do with a group of aesthers, weird ethereal beings, with this particular group even weirder than usual as its members act as a single mind. Stop talking in unison, it’s disturbing! Anyway, they want us to retrieve/save the Elemental Array, whatever that is.

Inside the Aesther Outpost:

Living Bones, Frozen Corpses and Snow Imps. All former members of the Ice Capades I think.

This one has botched his acrobatic figure.

Geminate and Snowdancer from afar: « Let’s go Boson, you’re doing great! »
Still more ex Ice Capades finishing lacing their skates.
This diminutive fellow is a killing machine!
The star of the show, Rime Heart, doing something bad to the Elemental Array.
Huh, yeah, one more pic showing us defeating the monsters would have been great!

Closing Comments:

  • This scenario is the start of Boson’s personal quest and leads to something else in 6 weeks of in-game time.
  • The Blink Blade looks like a stronger than average character, with interesting mechanics of fast and slow turns that accomplish a lot of different things in a single turn.
  • Rime Heart was a more beefy version of an Icy Wraith but it didn’t picked is more annoying cards fortunately.
  • Snow Imps are an absolute priority to kill as the brittle condition they give with their attacks make everything else very lethal.
  • Looting the final chest unlocks another side scenario, one with promises of treasure.

Frosthaven – The True Oak (70)

Tredir the Drifter is asked to save the True Oak because some unhinged folks claim it’s not that true of an oak and want to turn it to ashes. Ain’t it all a bit excessive? Can’t each have their own oak and y’know, be happy and let be? And what do the squirrels think of all of this? Are there even squirrels in the frosthaven universe? So many questions…

This is the final scenario in the Drifter’s personal quest after which he will retire.

Characters

  • Grayzill the Snowdancer (David) lvl 1, General Winter is on the field
  • T-Gee/Mina the Geminate (Math) lvl 4>>5, two competing hiveminded insect swarms in a single body
  • Tredir the Drifter (Guillaume) lvl 5>>retirement, versatile Inox fighter
While the Drifter rummages through his stuff and prepares himself, it seems like the Geminate is particularly eager to help save the True Oak for their own unscrutable motives (yeah, it’s for XP) … They rush forward, activate a shield/retaliate combo, inflicting heavy damage to the hounds and fanatics.
But they get in a bit of a pickle… The fanatics are firm believers of « an eye for an eye a tooth for a tooth » maxim. Fortunately the Drifter joins the melee and bashes skulls left and right. I patch up the Geminate as best I can thereafter and we’re good to go.
And here’s the True Oak in all its splendor, assaulted by fanatics and Sun Demons.
I channel life energy and heal the sacred tree almost faster that he can be damaged whilst my companions kill the offenders.
More fanatics and their leader, the so-called « White Flame » sporting a flaming sword. Well, it won’t be long before he’s extinguished! Tredir uses the Decanter of Mist that he just found, reducing the ranged attacks of the Sun Demons and it’s time for a Firefly Swarm from the Geminate.

Closing Comments:

  • Math sat on the True Oak mini and almost crushed it before he could even use it for the first time!
  • I used the persistent loss card Cold Therapy that allowed me to do a massive amount of healing during the scenario. As the True Oak was considered an ally I could heal it and it finished with full hit points!
  • We had our first winter outpost event. An evil influence in town is leading to bizarre acts of violence. We ourselves fall victim to this when the Drifter disembowels himself and then went after us (successfully, we’ll be wounded at the start of our next scenario)! We were joking afterward that it’s much better for this maniac to retire and he won’t be missed!
  • The retirement of the Drifter boosted our prosperity level to 3 and that means that our characters can’t be lower that level 2 as of now, that means that I’m bumped up to lvl 2 and Guillaume’s new character will start lvl 2.

The Maker of Gargoyles (The House of Rogat Demazien) – Session 11

Our first bifurcation of the campaign where the players aren’t exploring the Château des Faussesflammes/Castle Xyntillan but are investigating the rumors about gargoyles attacks in the city of Vyônes. The premise is directly inspired by Clark Ashton Smith’ The Maker of Gargoyles story and I’m also using an adventure provided into Gabor Lux’s Trail of the Sea Demon module. This scenario was already close enough thematically speaking so mixing the two together wasn’t too cumbersome.

Friday evening, 4 1/2 hours session.

Trail of the Sea Demon, by Gabor Lux. https://emdt.bigcartel.com/products

Set in Clark Ashton Smith’s Averoigne

TTRPG System: Worlds without Number, by Kevin Crawford

Adventurers – Player Characters (PCs)

  • Cordélia Lenoir (Marjorie), using the dark arts for Good (probably), Necromancer lvl 4>>5
  • Bruno the Wolfman (Marjorie), controlled lycanthropy, Warrior/Skinshifter lvl 3
  • Noah (Isaac), crafts stuff, has a repeating crossbow, Expert lvl 5
  • Pierrot (Isaac), caravan hand, dealmaker, Warrior lvl 1
  • 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), don’t confuse him with Jean-Paul Jean, Warrior lvl 3>>4
  • Constant Jean (Olivier), vigorous member of the Jean clan, Warrior lvl 3

Retainers:

  • Raymond, (Isaac) Man-at-Arms, gruff, vassal of the Comte de la Frenaie, 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 in castle)
  • Stuffed Jean-Paul  killed by stuffed animals, stuffed himself, bursted into flames (RIP)

Rumors: n/a

We start in the city of Vyônes. The adventurers want to know what’s up with the gargoyle attacks in the city. They learn without much efforts (within the monastery archives) that it had happened before, decades ago, when Archbishop Ambrosius had commissioned gargoyles for his cathedral and those had somehow been animated with an evil intent. Many people had been found horribly mangled, innocent bystanders mostly, but one of the victim was revealed to be the very sculptor (Blaise) that had created the killer gargoyles. So the first step for the PCs is to find the sculptor’s grave…

  • The cemetary where he lies, a place of repose for the poor or frowned-upon, is a bit outside the city’s walls. The PCs manage to find Blaise’s discreet tombstone and start to dig. After a few minutes of work they see the graveyard attendant’s lantern closing on them. Monmon sends his toy soldiers, they disperse and rattle their spears on stone and manage to spook off the attendant.
  • They resume their digging and finally find a skeleton (coffin has rotten away), less the skull!
  • The graveyard attendant is back with city watchmen but the PCs boldly claim that they’re investigating on behalf of the Church (they’re not) and THEY will ask the questions!
  • The graveyard attendant reveals that Blaise’s grave has been opened up a couple of weeks ago. 2+2= someone has been here before, took the sculptor’s skull for some unscrutable purpose. With some more cooking the graveyard attendant describes the gravedigger and his helpers as he had been bribed to let them do their foul work.
  • The PC’s new trail lead them to one Rogat Demazien, a cloth merchant that has his house and shop in the dilapidated (recently purged) cathar district of Vyônes.
  • Close to the house and adjacent shop, Cordélia sends her homonculus to do some reconnaissance. It sees much activity in the shop, drunks and filles de joies going in and out of the three-story building. It also sees a figure on the roof jumping from the shop-turned-brothel to Rogat Demazien’s house. The homonculus flies to the top of the house, there’s a smashed trapdoor (like it bursted out from below), it goes inside and soon comes before a gruesome scene as a man, the one who had jumped between roofs, is dying of horrible wounds. The culprit is obviously the gargoyle sitting on its pedestal, blood dripping from claws and fangs…
  • Cordélia calls back her homonculus. The party decides to enter the brothel to gather information. The place is a mess, there’s not much left pointing to its former function. The PCs are approached by a large bearded man, Raoulet the pimp, who in a threatening manner wants to know what they’re doing here. Cordélia improvises that she’s here to entertain the crowd. She offers a « performance » (best left undisclosed) that even this disreputable crowd can appreciate.
  • The pimp, now a lot more amiable, accepts to answer their question. He knows the owner of the place, Rogat Demazien. Yes, he can even lead them to him and he starts to walk them to a door nearby. But Cordélia has a better idea, she seduces him into being alone with her, and huh, slits his throat in a moment of distraction shall we say. She them promptly casts a Raise Dead on his corpse along with a Terrible Liveliness that will ensure that he looks and acts like a non-dead person (albeit under her control).
  • Only then do they open the door, the undead pimp in tow, and find a flight of stairs going down.
  • Below, they are in a room with storage for dyes. Paul finds that one barrel has a corpse inside, a man, but fully soaked in the mixture and hard to see any specific features.
  • The adventurers then get through a secret passage, it’s trapped, both Monmon and Bruno are hit by javelins.
  • There’s a large room with a basin filled with water. Ghostly whispers can be heard, tales of disquieting pratices. Cordélia takes a look in the basin and has to resist the urge to dive in.
  • Further in the undercity, in a room with many pillars, a dozen robed cultists are kneeling before a grotesque and unsettling statue (Tsathogga). The PCs attack. They kill cultists left and right, it’s a massacre. But then, the dead cultists jump back on their feet baring vampire fangs and hurl themselves at the invaders! Monmon, Paul and Pierrot each receive a few bites but fortunately the cultists aren’t true vampires, not that hard to kill and are dispatched for good this time.
  • With the cultists eliminated, the PCs examine the room. They find a map of the marshy region south with an X marking a location. They also find a vial with an eye symbol on it that was hidden in a secret compartment. Cordélia puts holy water on the statue but it doesn’t do anything good, a deep sinister laugh can be heard and Constant and Monmon fall uncousious on the spot! One dose of the Oil of Cleansings on Monmon restores him but with Constant still unconscious and many of them sporting a few wounds, the adventurers choose to leave the area and come back later.
  • Leaving the wounded behind to recuperate, the PCs go see the alchemist Luc Le Chaudronier in Ximes for him to identify the vial found in the cultists room.

The alchemist will be working on the identification for a while. Cordélia had time to interrogate the undead pimp and it has been revealed that the owner, Rogat Demazien, is in fact dead. Raoulet met the latter outside of his house as he was apparently fleeing and was severely wounded (something like a claw mark) and instead of helping him, he accelerated his demise. He soon claimed the cloth shop for himself. But now he’s a zombie under Cordélia’s control, there’s some kind of poetic justice going on here I tell you!

Three days later, the adventurers are back the house of Rogat Demazien. They have procured some equipment for the work ahead: two hands hammers, heavy shields and iron nets.

  • The PCs try to enlist Raoulet’s thugs to accompany them in the house but after having lost several men in a prior attempt at burglary they want nothing to do with it anymore.
  • The PCs decide to enter via the rooftop, they get some planks and go from the cloth shop to the house.
  • They enter the 2nd floor through the trapdoor and are prepared to fight the gargoyle they know is there. Constant and Bruno rush the gargoyle with shields , Paul and Monmon cover it with the heavy net. Everyone who can bash it with hammers and break the gargoyle to pieces. So far so good.
  • The adjacent room is dimly lit by an ever-burning brazier as well as from the curtained balcony. They remove the curtain revealing a gargoyle that was hidden in the shadows. They start to repeat their tactical manoeuvre but Noah fail to resist a mind-control attack and he shoots two crossbow bolts on Constant’s back, fortunately missing. The gargoyle jump on Constant and wounds him. Paul counters with a big swing of his Guts sword that removes a big chunk of stone. Noah shoots Paul in the back, piercing him with two bolts. The surrounded gargoyle is shattered soon after and Noah is freed from the enchantment. They find a crystal prism inside a gold-inlaid wooden box, Noah takes it.
  • Down a stairway to 1st floor, they see a corridor covered in cobwebs that have glittering sparkles in them (which the kids refer as skittles) but don’t enter. They instead turn left into a dark room, their torch is oddly weakened to a faint glimmer. Cordélia casts an Extirpate the Arcana that removes the magical darkness. There’s another gargoyle, toad-like with a big smiling head, This one has a mental attack that hurts Paul badly. It wounds Bruno with its claws before being overwhelmed and defeated. They find black garments of fine quality in an exquisitely-made wardrobe.
  • They loot an adjacent bedroom.
  • They go down at ground floor. They enter a workshop with an half-finished gargoyle that they smash to bits for good measure. They pick up schematics of various models of gargoyles.
  • There’s a kitchen and then they go at the main room of the floor. The place is messy (and apparently the last gargoyle is playing a video game and looks just like the kids’ uncle Jason and there’s empty candy (skittles) bags everywhere). Not much to be found here except the entrance door.
  • As they haven’t found Blaise’s skull yet, they go back up on the 1st floor on the corridor with sparkly cobwebs. On closer inspection those were nodules of pure lunar silver.
  • Pass the corridor they find Rogat Demazien’ study. There’s a bunch of scrolls and letters on a desk. With the help of Noah’s magic sword Scrupulous they find a hidden closet behind a portrait on the wall depicting a young attractive woman. Inside the closet are many interesting objects, Blaise’ skull not the least which was covered by an ornamented leather piece. There’s also a leather-bound booklet, two vials of exotic oils, a gnarled piece of dark wood, a cup with not-quite liquid green light, a preserved transparent lizard and another scroll.
  • That’s it, they finished rummaging through Rogat Demazien’s house. Hopefully they’ll discover a few things perusing the letters and booklet. A bit of necromancy with Blaise’ skull could be in order too…

Closing Comments

  • This session was a nice change of pace to our usual castle-crawling. If I had been more subtle with the rumor given earlier (not mentionning the gargoyles as the de facto culprits) it could have been a proper investigation scenario. Instead, as written the rumor was more of an easter egg, a nod towards Clark Ashton Smith’s oeuvre. Ah well, what’s done is done.
  • In the adventure as written, Rogat Demazien was only absent. With how I changed it, discovering his whereabouts was optional (but worth 1 xp), as was learning the cause of his death.
  • This campaign, its backbone being Castle Xyntillan, will live to be Gabor Lux & friends heavy I’m thinking. I’m slowly getting to know this game designer’s catalog and there’s a lot I like about his style and furthermore, a lot that I can potentially use for this present Averoigne campaign.
  • XP: participation 1, treasures 3, secrets 2
  • Treasures: Oil of ?, Crystal Prism (400gp), decorative box (80gp), Surcoat of the Assassin (800gp), 9 nodules of lunar silver, Blaise’s skull, ornamented leather piece ?
  • Quote: Olivier: « Skittles, skittles everywhere! »
  • Fatalities: None