- Davignon (C2)
- Ynes (T4)
- Heintz (F1)
- Bartolomea (C4)
- Jaquet (F3)
- Gene (C1 retainer)
- India (porter)
- Jürg (porter, Bartolomea’s husband)
- Alembic holding the spirit of famed alchemist Girolomo Bartholdi
- Trunk of neatly folded, dated nobleman outfits
- 6 fancy goblets
- 4 flasks of brandy, identified as potions of extra healing, of which 1 poisoned
- Decanter filled with blood
- Aristide Malévol’s crystal ball
- 1.600 GP
Jürg disappears for a couple of days and when he next appears on Bartolomea’s doorstep he is reeking of booze, and no longer in possession of the 200 GP he was gifted after the previous expedition.
Bartolomea asks around for information on the castle’s plumbing but does not find any. She also does some research on gelatinous cubes and learns quite a bit. The cleric also haggles with a merchant at The Tap over an iron masque he is selling, which he claims belonged to a famed Gaul warrior. She decides not to buy it in the end.
Jaquet goes out and buys himself an arquebus, and spends some time training up India on how to reload it for him.
When they get to the castle, the expedition’s goal is clear: Find the bathroom where the gelatinous cube that absconded with Aristide’s crystal ball was last seen, and recover the item, so that the company is released from their geas.
They know the most direct approach will be through the count’s suite, so they head to the eastern balcony. Along the way Ynes scales the wall to inspect a couple of murder holes. She sees some objects hovering in a large room that is otherwise shrouded in darkness.
When they arrive at the count’s suite, Ynes once again climbs up to a murder hole to make sure the count is not present. However, the hole is covered with a thick curtain.
Moving on, the thief easily makes it up the balcony. She checks the door, hears nothing, and carefully opens it. She sees it is also secured with a padlocked chain on the inside. The thief easily picks it, and parts the curtains. The count’s suite is more or less as they last left it, and the vampire itself is not present, to everyone’s relief.
The rest of the company make it up the balcony with the help of a rope. They resist the temptation to immediately loot the room, and head to the south door instead. It opens onto an empty hall.
They cross the room to another door. Bartolomea impatiently kicks it open, and sees a study holding more than a few remarkable things: Shriveled toads twitching on copper wire, a thief’s corpse on a spiked throne flanked by goat statues with bleeding eye-sockets, a ghostly disembodied head floating over an alembic on an alchemical workbench… but most notable of all are the chairs dancing through the air around a large table. When the cleric steps into the room she is immediately attacked by the haunted furniture.
A huge fight happens in which new company member Heintz is nearly kicked to death by the table, but the company ultimately prevails. When the dust settles, they find themselves amidst the debris of wooden furniture.
Wasting no time they head straight for the door to the south, but it opens on an empty closet. Certain that there must be some way leading further west they begin to search the room for secret passages. But they are interrupted by a posse of headless manservants. These are easily turned away by Bartolomea.
Ynes inspects the fireplace and sees an opening one floor up from which a strange light flickers. She also hears faint breathing and occasional mumbling. Steeling herself, she climbs up. The light turns out to come from weird black flames that emit no heat. Beyond, she can see yet another study, decorated in scarlets and blacks. She crawls through the flames and drops a rope down to her companions below.
The breathing and mumbling are more prominent here, but does not appear to come from any particular direction. The room has a striking portrait of a man dressed in crimson robes, holding a scythe. It is also host to an impressive large bookcase holding many thick tomes. When they search the bookcase, they recover a particularly evil-looking book titled “The Dancing Plague: Its Causes and Consequences”. When one particular book is pulled out, they hear a loud click and a section of the bookcase swings open. At the same time, however, another secret door next to the fireplace rotates open, and into the room flies a crimson-robed specter that swings its scythe at Jaquet, barely missing him.
Bartolomea begins to preach and manages to keep the reaper at bay. Meanwhile, the company rushes through the secret door behind the bookcase and down the stairs beyond. Bartolomea is the last to follow, and the door is quickly shut behind her.
They carefully creep down the stairs and emerge into a pleasant den furnished with an ebony table and leather chairs. A number of portraits are on the walls. Everything is covered in silvery cobwebs. A smell of rot and mildew emanates from behind the west door, which is boarded up. There is also a door to the north.
Then, several things happen at once. Jaquet abruptly breaks down the west door. Ynes carefully peeks behind the the north door, and is surprised by a cluster of dazzling lights on the other side, which immediately zaps her with a bolt of lightning. Bartolomea pulls a random portrait from the wall, the horned young lady in it comes to life and tries to kiss her. Ynes manages to slam the door shut before the dazzling lights can do more damage. Bartolomea can just avoid the demon’s kiss and hangs the portrait back on the wall. The company turn their attention to the room to the west from which water vapors and the smell of rot are wafting into the den.
Upon entering they see it is a bathroom gone to seed. Mildewed towels hang from racks, a large shallow pool makes up the majority of the room. In it lies a mermaid, thoroughly cooked and rotting. Across the pool they see two doors shrouded in mist, with skeletons slumped against the nearby walls.
They poke the mermaid, and toss various items into the pool. Each time a substance hits the water’s surface it begins to swirl. Larger items simply disappear after being engulfed by a vortex.
Preferring not to enter the pool itself, the company drags the ebony table from the den and tips it across the pool, making a bridge to the other side.
They cross and carefully open one of the doors on the other side. Through it they can see a bunch of coins and a crystal ball suspended in mid-air behind the other door. Jaquet takes aim with his arquebus and fires in the general direction of where he is confident the gelatinous cube must be. A loud bang reverberates through the room. The bullet penetrates a jelly-like mass, splattering goo all over the place, and comes to a halt amidst the suspended coins. The thing begins to crawl towards the fighter.
Everyone runs back into the den and awaits the cube in formation. It crawls across the table, squeezes through the doorway, and extends a pseudopod to grab and paralyze one of the companions, but fails. In response, it is met by a barrage of stabs, shots and strikes. The cube‘s structural integrity fails and it collapses in a wave of goo across the den floor.
The company begin to pick the generous amount of gold pieces from the goopy remains of the cube. Bartolomea picks up the crystal ball, wipes off some of the pudding, and from inside sees the lich stare back at her. In her head she hears its voice boom “Ah. You’ve found it… Good.” The geased companions feel a heavy burden lifted from their bodies and minds. Bartolomea, surprised they are not compelled to return the item, mumbles to herself “The guy was just screwing with us.”
Moving quickly, they make their way back the way they came without incident. In the downstairs study Heintz can’t resist poking around the alchemical workbench. The ghostly head floating above it is sucked into the alembic with a loud moan. The fighter, intrigued, stows the container now filled with a coursing ectoplasmic mass in his pack.
In the count’s suite they loot the liquor cabinet, and drag the trunk with them outside. Giddy with the satisfaction of a successful mission, they climb back down the balcony, and head back to Tours-en-Savoy.
Back in town they have a bunch of stuff identified, and most of the loot is sold off, including, notably, the brandy spiked with a connoisseur poison. Bartolomea had intended to gift the creepy occult tome to the magic-user Hendrik, but discovers the thing is cursed with an awful disease and so is forced to hold onto it. The cleric also gives 400 GP to her husband Jürg and tells him not to spend all of it on drink this time, but also give some of it to his poor bedraggled parents. Jaquet, a little stingier, gives 10 GP to his trusty porter India, in the hopes of boosting her morale. The fighter also goes off on a drinking spree, and manages to piss off a bunch of musketeers, the leader of which, unbeknownst to him, is a high-ranking officer in the local militia…
Another session that demonstrates what a difference it makes when a party has a clear goal in mind and sticks to it. We covered a lot of ground, had more than one combat encounter, but still only spent maybe two hours of our session inside the dungeon.
The players were a little lucky with the random encounter rolls. I only triggered two over the course of more than a dozen exploration turns. I also rolled at the end of every combat, and every time Jaquet fired his gun. They also rolled well in combat, and when trying to turn the undead. By comparison, I think many of my attack rolls were whiffs.
Those turn undead rolls in particular can make a big difference. Without the protection of a cleric, Castle Xyntillan’s many undead can really gum up the works. One of these days though, they will fail their checks when faced with a significant threat. I for one can’t wait for that moment to happen.