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Actual Play

Castle Xyntillan – Session #0 – A Halberd to the Back

The Company:

  • Heinz (MU1)
  • Robain (C1)
  • Marredorn (F1)
  • Fernando (T1)
  • Guillemette (T1)
  • Iacopo (F1)
  • Luna (light bearer)
  • Isabel, Raul & Michelle (porters)
  • Mattia & Giulia (bowmen)

Casualties:

  • Iacopo — chopped in the back by skeleton guardsmen

Loot:

  • Bejeweled snuff box
  • Perfume bottle

Report:

Our freshly minted company of fortune seekers find themselves at the gates of Castle Xyntillan on the morning of Wednesday, September 27, 1525. Briefly considering their options, they decide against first exploring the castle perimeter and choose to cross a bridge over a muddy moat and barge straight through a ruined gatehouse. A flock of ravens quietly observes them from the parapets.

They find themselves in a destitute garden. To the north an island pavilion in a small lake piques their curiosity. Heinz, Iacopo and Robain wade across and discover the pavilion contains a grave marked with the name “Tristano Malévol” and four hands. Heinz and Iacopo shove the lid aside while Robain stands at the ready brandishing cross and stake. They are greeted by the sight of a four-armed skeleton dressed in ragged courtly attire. It awakens with a cackle and responds with chagrin to the sight of the cleric’s holy symbol. When its request for the adventurers to leave it in peace is met with hesitation, it lashes out at the magic-user with its four claws. Before it can do any damage it completely disintegrates in response to the clerics’s vigorous preaching. A hurrah rings out across the silent pond. The trio searches what remains of the creature for treasure, pockets a snuffbox, a perfume bottle and a dried rose, and wades across the lake to rejoin their companions.

The company continues their search of the courtyard. While Robain pokes around the vegetable patch, Iacopo wanders off towards two brightly painted guardhouses in poor repair. He spots two skeleton guardsmen, both armed with halberds, apparently snoozing on the job. Iacopo turns to return to his companions but is unaware of the skeletons quietly pursuing. Before his companions can intervene one of the halberds strikes home, dropping the fighter to the ground. A flurry of bolts and arrows from the bowmen and Marredorn make short work of the skeletons. But the damage is done: Iacopo has expired.

Referee Commentary:

  • The majority of the session was taken up by character creation, a rules overview and some session zero questions. Some time was also spent on acquiring retainers. So we did not get in as much actual play as we normally would, but it was still an atmospheric and action-packed start to a campaign I have been looking forward to kicking off for some time.
  • The outright destruction of Tristano was due to a very lucky roll by Robain’s player. We are using turning rules by Brendan over at Necropraxis. Succeeding by 5 points or more on a d20 against 10 + the undead’s HD means they are destroyed. Tristano is a 4HD undead. They rolled a natural 20. There you go. Otherwise they could have had a pretty bad time fending off the skeleton.
  • Conversely, Iacopo met his demise due to a combination of careless play and bad rolls. I felt a little bad about this afterwards because the encounter happened when we were already pushing our usual stopping time and we were all a bit tired and prone to mistakes and bad decisions. I made a hidden roll to see if Iacopo would remain unnoticed, and failed the roll. Iacopo then rolled for surprise when he was being stalked by the skeletons and also failed. Because his companions were able to warn him I allowed a roll for initiative anyway, and they failed that roll as well. So the skeletons got to attack first, one hit, and I rolled 8 on the 1d8 for the halberd, enough to fell most level 1 fighters. Finally, they failed their death save, and that was it. My only real regret is that I forgot to make a reaction roll for the skeletons. They may not have attacked immediately. It’s a habit I still have to develop. I also go back and forth on hidden rolls for stealth and such. After this experience I’m inclined to go back to rolling everything in the open, even if that spoils things sometimes. It just doesn’t feel right to spring things on my players in this way. It verges on “gotcha” GM’ing which I strongly dislike. The book also has details on the skeletons, which upon reflection should have made it harder for them to wake up. But because of the hour and my fatigue I forgot all those things. For all these reasons I gave Iacopo’s player the option of making his death save after all. But being the good sport they are, they declined the offer, and the party will be rejoined by a newly rolled up fighter on the next session.

2 replies on “Castle Xyntillan – Session #0 – A Halberd to the Back”

Sounds like you had an auspicious start of a campaign!

Maybe it’s just my inner evil GM, but I think getting lucky with the turn undead attempt and losing one character to a series of bad rolls cancel each other out nicely 😛

At any rate, I wouldn’t worry too much about the details; CX is well-suited for fast-paced, action-packed games where luck is fickle and fortune favours the bold. Sometimes they gain riches beyond their dreams, and other times they all fail their saves against an incoming fireball that deals 5+6+4+5+3 damage.

Thanks for dropping by and commenting, Ynas! Indeed, maybe the character death was the ttrpg equivalent of karma. I should indeed not worry too much about getting every detail in the module right — at the table I prioritize keeping things moving, and that does sometimes mean I overlook subtleties in encounter descriptions.

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