- Guillemette (T1)
- Jaquet (F1)
- Bartolomea (C2)
- Alina & Benjamin (heavy foot soldiers)
- Lucas (porter)
We begin the session with some downtime shenanigans. Various loot is sold off to a number of buyers in Tours-en-Savoy. The resulting XP is for the most part dumped into Bartolomea, the newly rolled up cleric. Some funds are spent on the identification of magic items, retainers are once again acquired, and what remains of the company’s wealth is squandered by Jaquet and Guillemette on a carousing spree. The latter promptly loses her newly-acquired +1 dagger to an ill-advised gambling bet. (Groans around the table when that happens, but the players agree it is true to form.)
With town activities out of the way, the company sets off once more for the castle, and gains access through what by now can be referred to as the “rose garden entrance”.
Their first goal is to find the body of Els and administer the last rites as prescribed by the church (better late than never). Trouble is, the phantom horses have returned to the galloping hallway, making what would have been a short walk to the room where they left the cleric’s body, a potentially lethal enterprise. To reduce risk, the party chooses to take a roundabout route, although this does mean braving the menagerie once more, where they previously encountered the huntsman. Timing their crossings exactly they run across the galloping hallway into the corridor leading to the menagerie. They then send Guillemette ahead to ensure the exit from the menagerie is unobstructed. She manages to sneak past any potential threats and finds the north door unobstructed. Taking their cue, the remainder of the company then begins to trundle across the room towards the door. However, several stuffed animals begin to shamble towards them menacingly. The company double times it, and makes it through the door before the animals can get to them. They spike the door shut with a crossbow bolt, and swiftly move on.
When they arrive in the rag-filled room, they are disappointed to find Els’s remains have vanished. Taking it in stride, they head west, crossing the room with the casket from which they retrieved the +1 dagger that Guillemette subsequently gambled away. Taking the north door, they enter a hallway with red plush carpets. At its eastern end they find a vaulted chamber with a fountain shaped like a dragon, gold pieces and gold fish in its water basin.
Bartolomea orders Alina to fish out a gold piece from the fountain, which the heavy foot soldier reluctantly obeys. Thankfully the water does not appear to have an adverse effect. Alina hands her employer the gold piece and asks her to please not order her to do something like that again.
The company proceeds to thoroughly search the room, but is alerted to the presence of something when the temperature suddenly drops. The ghostly apparition of a lady in white, holding her fair-haired severed head in her hands enters their torchlight and proceeds to absentmindedly search for something in the room. A cordial exchange develops between the phantom, who introduces herself as Claudette, and Jaquet. The lady has lost her wedding ring and is looking for it, but can’t remember where exactly she misplaced it. She does recall there being something hidden near the donjon’s torture chamber though, perhaps she should go and look there again some time. The company agrees to keep a look out for the lady’s ring, and the spirit, finding the party reasonably agreeable, departs, but not before emphasizing how she will be very grateful if the company returns her ring to her.
Giving up on the fountain, they head down the carpeted hallway in western direction. They recklessly barge into a room and are surprised to see a wolf-woman dressed in a gown care for six man-wolf whelps who are savaging a life-sized dummy dressed as an adventurer. They swiftly back out of the room and head south.
In a subsequent hallway they find a large closet stocked with carpets. Although they may be of some value they are also unwieldy, so they leave them, at least for the time being.
Turning a corner north, a long hallway stretches before them with several doors on their left hand. The first opens on a nursery, cots gently rocking, propelled by an unseen force, disembodied baby-noises filling the air. The walls are covered by razor-sharp daggers and one kitchen knife the size of a short sword. Furthermore, a door to the south is labeled “do not disturb” and drunken singing can be heard coming from beyond. Slightly disturbed, the company retreats back into the hallway.
Listening at the next door they hear a thundering voice talk about how everything must be polished to a shine, and how brilliant their plan is. The company decides to leave it be.
After another quick listen, the last door is opened, and a strange spectacle greets the company: a swarm of severed hands in pursuit of a cloud with a glowing nucleus, in a room filled with fluttering sheets hanging from lines. The hands are trying to pluck a giant purple heart-shaped bottle suspended in the cloud’s core, while the cloud is lazily zigzagging through the room. Remaining unnoticed, the company makes a note on their maps and once again backs away.
Deciding to end the expedition there, they return to the carpet closet and pull two of the nicest specimens from it. One person holding each end they carry the cumbersome plunder back to the rag-strewn room and ponder how to get them across the galloping hallway without being trampled by the phantom horses. Ultimately, they simply opt to make a run for it, Jaquet in front, ready to bash down the door across. They make it, and head back out through the rose garden.
Thinking they are home free, they are rudely surprised by the emergence of a small army of bandits on the gatehouse parapets, taking aim with their bows and demanding the company give up any loot they took from the castle. Seeing as how they are severely outmatched they drop the carpets and insist that is all they took. Satisfied, the bandit leader allows them to leave. Empty-handed but unscathed, the company begins the trek back to Tours-en-Savoy, bandits mocking them until they are out of sight.
Another fun and satisfying session. Insisting on one expedition per session is working out well, I feel, building in a natural arc.
We lost quite a bit of time to downtime stuff at the top of the session. But I expect this will speed up as we all get used to the new system. I have also resolved to in future immediately handle XP for treasure at the end of a session, to further simplify bookkeeping.
Last time, I allowed myself to become overwhelmed trying to maintain a breakneck tempo. This time around I paced myself, asked for breaks when I had to take in a new room description, and generally just allowed things to unfold at a more leisurely clip. It made for a more fulfilling experience on my end, and I don’t think the player experience suffered much for it. (We hit far fewer random encounters this time around too, which I guess made a difference as well.)
This marked the first time players rolled on the carousing table (I’m using the notorious Jeff Rients classic) and players were shocked to discover failing their save could lead to some pretty dramatic consequences. Nevertheless I expect the lure of additional XP will keep them rolling on it.
The act of dumping almost all of their XP into a newly rolled up character was a bit surprising, and partially a function of the fact that I failed to hand out XP at the end of the previous session, when Bartolomea’s player lost their previous cleric, Els. I think in future I will enforce the rule that only PCs who were part of the expedition that acquired the XP can benefit from it. But for this once, I don’t think much harm was done.
So far, the players have been somewhat conservatively sticking to combing through the north-west corner of the ground floor. I wonder when they will decide a different approach. Perhaps the hint pointing them to the donjon will tempt them elsewhere next time.