- Marredorn (F1)
- Fernando (T1)
- Anna (F1)
- Mattia & Giulia (bowmen)
- Mattia — fried by a razzle-dazzle’s lightning bolt
- Flask of fortified wine
- Bag of dancing beans
- Mysterious metal wand
We resume last session’s action immediately after the death of Iacopo at the hands of a couple of skeleton guardsmen. Marredorn’s bowman Mattia holds it together, merely raising an eyebrow at the sight of Iacopo’s corpse. Bowman Giulia, who was in the employ of Iacopo, loses her cool and requests she be let go. An argument develops and culminates with Anna hitting the bowman with her mace to make her point, to which Giulia responds by high-tailing it out of there.
The company continues their exploration of the courtyard. They make their way to several buildings attached to the interior of the castle wall. Fernando cautiously peeks through a bunch of murder holes and is surprised to see a hammer work at an anvil of its own accord, in what appears to be a smithy. They sneak through a door in an adjacent structure and find themselves in a stable. A search of the stalls does not uncover anything except debris crawling with gross bugs. Searching through the hayloft does turn up a flask of what appears to be a wine-like substance.
A door leading off from the stables is cautiously opened and peeked through. It opens on what appears to be a barracks where a bunch of skeleton guardsman are using the plate-clad corpse of an adventurer hanging from the rafters for target practice. Managing to remain unseen, the company quietly closes the door again on this grisly spectacle, and makes their way out of the building.
Back in the courtyard the company scale parapets and enter a tangled rose garden. The heady smell of the roses makes them drowsy and they spot decaying limbs writhing in the flower beds. Not wasting any time they quickly force open a door leading into a tower and are somewhat surprised to find it has been converted to a gardener’s shed. A search of the shed turns up nothing noteworthy except for a bag of beans that appear to jump and dance of their own accord. The bag is secured to a cask with some twine and the company continues on through a door into an empty hallway inside the castle wall. The door at the other end leads into one of the gatehouse’s ruined towers. They find nothing of note.
The company makes their way back to the shed, grab the bag of beans on their way out, and nervously cross the rose garden to the door on the other end that appears to lead into the castle. It opens onto an empty room. Fernando cautiously inspects one of the doors leading off from it and hears the sound of galloping horses. Carefully peeking beyond the door he sees a hallway strewn with smashed furniture and a thoroughly trampled corpse. Two ghostly horses speed past, one seemingly made of a bright light, the other of dark clouds.
The company decide to try another approach. They enter another empty room and from there move into a room filled with rotting banners decorated with Malévol heraldry. After a search of the room they move on and open a door onto a hallway where a weird wind continuously pushes and pulls on them as they stand in the doorway. They shut the door and try another one. This leads into the same hallway where they spotted the phantom horses earlier. From this vantage point they can see several doors not too far down the hallway.
Marredorn volunteers to make a run for one of the doors. He waits for the horses to pass and sprints towards it. To his dismay it is locked not once but twice. Barely keeping it together while the horses fast approach he bashes into a door across the hallway and stumbles into another passage, this one strewn with withered leaves.
The remainder of the company take turns rushing across the hallway to rejoin Marredorn. After briefly debating some way of cracking the locks on the mystery door they decide to try their luck elsewhere instead. Turning a corner in the leaf-strewn hallway they bump into two headless manservants. Both parties confusedly observe each other until Anne boldly commands them to go into the phantom horse hallway to clean up the terrible mess it contains. Impressed by the fighting-woman’s show of authority, the manservants pass the company by and exit through the door into the hallway. Not much later, the crunch of manservants trampled by horses can be heard.
The company continues down the leaf-strewn hallway. Three doors lead north, east and south. They take the south door and enter a bedroom in disarray. Beans have collapsed into the room, the statue of a robed man has been knocked from its pedestal, and a large pile of leaves lies in front of an impressive painting of an autumnal park scene. The room is searched. When Marredorn replaces the statue, it comes to life and offers him a metal wand. He accepts the offer and the statue returns to normal. After taking a moment to loudly ask themselves what in the world just happened, they turn their attention to the leaf-pile. It is prodded with several implements and a massive mound made of moss and vines rises from it. They stagger back but the thing does not pursue. The company gingerly backs out of the room, and closes the door.
Losing her patience, Anne decides to make a run for the locked door back in the galloping hall. She smashes a lock with her mace and knocks it clean off. Just when the horses are about to trample her she dodges back into the leaf-strewn hallway. Although successful, it turned out to be a closer call than she liked and so she decides against going for the other lock as well.
The company goes back down the hallway and opens the east door at its end. Beyond is a hallway with curtains of moss hanging from the rafters. Deciding they need less plant matter, not more, they close the door and open the north one in stead. It opens on a small room filled with toadstools, and five clusters of flickering lights floating above it. Before they can close the door on this eery sight both Marredorn and Mattia are assaulted by the entities with lightning bolts. Marredorn barely survives the attack and Mattia collapses. Their companions drag the bowman’s lifeless body back into the hallway and Marredorn slams the door shut.
We leave the company there, standing in a leaf-strewn hallway, with the fuming body of poor Mattia lying at their feet.
Our first full CX session did not disappoint. Play moved at a fair clip and some tense and interesting situations developed. The main pleasure for me as a referee is that I honestly can’t predict which way players will go, can’t really read ahead, and therefore am almost as much surprised as they are by the things that transpire.
We had a significantly smaller party with no spell-casters this time around. Our group consists of seven players and we game once a week. Who can make it to any single session varies from week to week, which I don’t consider an issue so long as we have a minimum of three players.
The only real question is with multi-session expeditions, how to handle absentee player characters, or characters joining mid-expedition. In our previous campaign we tried various approaches to this, but ultimately settled on just hand-waving it and having characters pop in and out depending on if their player is present. It’s a minor knock against verisimilitude, but the overhead introduced by most procedures for mitigating it just isn’t worth it for us.
I’d pre-rolled a bunch of random encounters and diligently checked for them at the top of every exploration turn. I also made reaction rolls for everything except when the encounter description clearly stated what a monster’s disposition would be. I believe this applied only to the phantom horses and the razzle-dazzles. I particular enjoyed the scene with the headless lackeys. Anna’s player intuitively grasped a way to resolve it with some bluffing and I just let them succeed.
They started the game with two retainers and ended with none. One was lost at the start due to a failed loyalty check, the other at the very end expired from a monster’s attack. I wonder if they’ll press on or cut and run. I guess there’s only one way to find out.