- Bartolomea (C3)
- Jaquet (F2)
- India & Rivka (porters)
- Corpse head with crystal teeth
A smaller-than-usual detachment makes its way to the castle. The plan is to do a quick hit-and-run expedition. If they pull it off, any treasure XP will only need to be shared by two player-characters…
They use rope and a grappling hook to climb up to the balcony on top of the countesses’s suite. The door in is still spiked from the previous expedition, so breaching the castle turns out to be trivial. They quickly move through the room with crusade frescoes and into the game room. Here, Bartolomea casts detect magic. Even though there are more than a few weird things on display, nothing lights up as ensorcelled.
They head further south into another small room decorated with murals of bucolic country scenes, made disturbing by the presence of fat ravens and people with empty eye sockets oozing blood. They decide to quickly move on.
They check the next door to the south and find an opulent bedroom notable for a large pitcher holding a gold-coloured fluid — which detects as magical — and a lady sleeping on a bed in the nude. The company sneaks back out of the room, collects themselves and ready holy water. Then, they pull open the door, jump inside and toss two vials at the woman on the bed. Before the vessels can hit her, she jumps up with a shout of surprise and easily dodges them. Bartolomea presents her holy symbol and begins preaching. The lady hisses like a cat and enchants Jaquet, who suddenly considers her a trusted friend and ally. Meanwhile, Bartolomea sees the lady’s true nature, which involves a forked tail, tiny horns, and bat wings. Still no clothes though.
The fighter is disturbed that two friends are having an argument, and moves to interfere with Bartolomea. The cleric hurls an oversized container of holy water at the woman but misses again. In response, the lady snaps her finger and the company suddenly hears wheezing skeletons slowly approach from behind. The lady jumps off the bed, reaches into the air, and a sword suddenly appears in her hand. She slashes at the cleric but misses.
The company decides to cut and run. They retreat into the dining hall. The skeletons give chase, as well as the lady, who once again snaps her fingers, and from up the stairs a large group of undead lords comes running into the dining hall. The company makes for the frescoed room and out onto the balcony, managing to evade their pursuers. They slide down the rope and make it down to safety. One porter does suffer bruises from a hard landing. But it could be a lot worse. The undead lords shake fists and shout insults from the balcony, and begin to pull up the rope.
They take a breather, and decide they are not done yet. Leaving behind the porters, Jaquet and Bartolomea clamber up the first floor balcony leading to the suites of the count and countess. They check the door to the countess’s room. It appears to be padlocked. Jaquet bashes the door open, and they run inside. Bartolomea makes for the dresser and begins to hurriedly stuff her pockets with cosmetics. Meanwhile, Jaquet makes for the fireplace, where on the mantelpiece stands the severed head of a corpse with a crystalline toothy grin. He uses his backpack to scoop up the head, and makes for the exit. Bartolomea, having finished looting the dresser, snatches a whip from its top, and follows the fighter outside.
Outside, they are amazed to have gotten away with this without any interference, and clamber back down. They briefly debate pressing their luck further, but decide to quit while they are ahead, and travel back to town.
Upon return they sell off their loot, buy a healing potion, and peruse the curio shop’s inventory. Bartolomea visits father Brenard in the church, who has received a message from the bishop saying he certainly doesn’t mind that they have eliminated Gilbert, who was undoubtedly a sinner, but that he is specifically interested in the evil Malévols. Bartolomea writes back another letter, asking for reinforcements, and attaching the hit list they found several expeditions back. She also asks the father about the crypt. He admits to having the key, but says he’s never been inside. Bartolomea donates 400 GP to the church and leaves.
Meanwhile, Jaquet also spends 400 GP, but not on charity. He acquires a suit of plate.
We end this final session of the season with a scene in The Black Comedian, where the fighting man and the cleric are approached by a man introducing himself as Dario, a clerk in the employ of a lawyer named Stadelmann. The gist of the conversation is that Stadelmann and his associates are creditors of the now-deceased Gilbert Malévol, and that they consider the company to be the inheritors of his substantial debt. They expect prompt repayment, and if the company cannot afford to pay, they will have to work for it in stead. Bartolomea and Jaquet plead ignorance, but Dario is not fooled, and after a final warning leaves them to ponder their fate.
This session proves a small party can still be successful in the castle, provided they rely on finesse more than force.
We had a nice chase scene this time around, which works surprisingly well without any additional mechanics, because we roll group initiative every round (this I took from Knave). That, and strict enforcement of classic D&D’s encumbrance and movement rules are sufficient to make for tense and interesting chases.
At the top of this session, Bartolomea’s player asked if they could create what amounts to a holy water bomb. I allowed for it but enforced a -2 to-hit penalty. It did not hit, but if it did it would have done the equivalent of 5 holy water vials of damage! Upon reflection, I don’t think that’s a good way to handle it, because scaling damage like that just completely breaks classic D&D’s game balance. I think in future I would bump the damage die size up from a d6 to a d10 at most, while sticking with the to-hit penalty. That seems about right.
The “lady” cast charm on Jaquet, but it did not figure into the encounter as much as I would have liked. Roleplaying the effects of a charm spell is just hard for a player. I think the only thing that works is if the referee takes control of them, but that removes player agency, which I am not a fan of. Maybe next time I will exchange it for the more focused and short-lived “suggestion”.
This was the last session of this first season. We ended up playing 12 proper sessions of 2-3 hours each, plus a session zero. As mentioned before, I find CX a dream to run. The only real prep I need to do is to pre-roll random encounters, and even that is optional, strictly speaking. This, paired with the one-expedition-per-session format, makes for an incredibly low-overhead game. I get to explore the castle along with my players and be surprised almost as much as they are, which is an absolute delight.
The vote is still out on what we will be doing next. However, it is looking increasingly likely a second season of Castle Xyntillan will happen in the new year, which makes me very happy. But first, we will be taking a bit of a break for the next couple of weeks.