We had an occasional player request an additional session because they were in the neighborhood. I was only too happy to oblige. This was a fairly straightforward bit of dungeon delving, a nice palate cleanser after all the high-stakes urban shenanigans of the previous week. Here’s the usual AI-generated capsule summary.
In which our adventurers explore The Balok, suffering repeated attacks on Pholgon’s unfortunate armor from both green slime and grey ooze, engage in snack-based diplomacy with cavemen until it goes badly wrong, lose two light foot to the ensuing melee, but ultimately escape with a healthy haul of coins, tools, and a potion of giant’s strength.
We sat down to play again last Friday and had an almost entirely improvised session roaming the wilderness, and in a nearby city. Sparked in large part by a few carelessly tossed-out rumors. In other words, the best kind. Here’s the usual brief summary and a link to the full report.
In which our adventurers journey to Khodang, acquire exotic pets, capture boogiemen for sacrifice, perform a bloody ritual to enchant an alien artifact, and surgically attach said artifact to Xull’s arm – all while losing two companions to the perils of the wasteland.
After a 17-week hiatus, we finally sat down for another session the other week. And what do you know? On the very first encounter roll of the night, I nearly TPK’d the party with a random wilderness encounter. Twelve titanotheres and a failed surprise check will do that to you. One player, who runs a powerful psionic magic-user, made their save vs. death after hitting zero hitpoints by one point exactly. Close call! The rest of the session was fun as well. Below is the usual capsule summary.
In which our adventurers brave the perilous Mirror Hills, suffer a tragic encounter with titanotheres, regroup to explore the mysterious Balok, and delve into its dangerous depths, facing shadows, centipedes, and sleeping pigs while uncovering valuable treasures and magical artifacts, only to emerge victorious but not unscathed from their subterranean exploits.
We managed to sit down for a game of D&D just before the end of the month. Notably, the players have breached the third level of the campaign’s tentpole dungeon. They also ‘burned’ a tremendous amount of treasure to level up their characters.
In which a group of adventurers, led by Ploikal, the swift-footed mage, and his daring comrades embark on a treasure-seeking journey into the depths of the eerie Balok dungeon. They encounter giant rats and hostile albino neanderthals, manage to gather a modest haul of gems and silver pieces, and face a terrifying horde of zombies. Tragically, one of their own falls in the undead melee. Despite this loss, they return safely, their spirits lifted by the successful acquisition of treasures, which they celebrate with a legendary bender.
A short but sweet session on my birthday, in which I got to kill two characters, both run by the same player. My players really really know me so well.
In which adventurers Kaplull, Gita, Xull, and Gorakal set out to explore The Balok, encounter a robot named Sterling, and face fierce bonecrushers. Tragically, Kaplull and Gita fall in battle. Amidst their losses, the group secures enchanted boots and a valuable figurine, returning home with tales of bravery and sorrow.
The marathon D&D session I have been daydreaming about for a long time finally occurred last weekend. Six players and I spent most Saturday playing, only stopping for the occasional break and pizza. I was completely exhausted by the end, but we had a blast. Felt like old times. Below is the usual machine-generated summary of the play report.
In which an intrepid party of adventurers, comprising Ploikal, Xull, Gorakal, Konn, Kaplull, and Pholgon, embark on a daring journey through the treacherous landscapes of Buraith and beyond. Their quest leads them to the ruins of a crashed spaceboat and the lair of bone crusher dogs. Amidst encounters with ochre jellies, zombified Visitor soldiers, and formidable space crabs, the group skillfully acquires a trove of treasures, including valuable engine parts, ancient surgical tools, magical potions, and exotic weaponry. They skillfully navigate threats and surprises throughout their expedition, emerging unscathed and significantly wealthier. Their adventure concludes with a triumphant return to Batbeng, laden with spoils and eager for future escapades.
We played another game the other night. Below is a short machine-generated summary. Click through to read the full report. This was a fully improvised affair. Players latched on to a tossed-off rumor about mysterious goings-on in the farmers’ guild hall, and wouldn’t you know it, they wanted to go “investigate.”
Planet Karus session 19, in which the party, comprising Konn and Ploikal, embarks on a stealthy heist at the Farmers’ Guild Hall, uncovering its secret as a base for a cult devoted to the harvest goddess Yiggub. Utilizing magic, invisibility, and summoned creatures, they navigate through guards and a sudden onslaught of skeletons, successfully looting treasure, including gemstone eyes from a statue, before making a narrow escape into the night.
I figured I could post summaries of our current campaign’s actual play reports here, seeing as how I write full reports on the campaign website anyway. These are generated with a little help from ChatGPT 4.
Session 18 was the first after a 29-week hiatus and the first in-person game since we switched to online play after the first lockdown of March 2020. It was a tremendous joy to do this while sitting around a table, slinging physical dice and all the rest.
Planet Karus session 18, in which the party navigates a series of challenges and encounters, such as dealing with large spiders, disarming traps, and fighting bonecrusher dogs. They find treasures like gold pieces, platinum machine parts, silver idols, and an unusual crossbow. The session concludes without any casualties, and the party successfully avoids detection by bearded pigs in a room they explore.
Hendrik spends several weeks in the hospital to recover from the curse bestowed on him by the pendant he picked up in the previous expedition.
Meanwhile, Jürg experiments with his ring of invisibility, to ensure he fully grasps its functioning. He also asks around about The Beast, and learns a number of strange and troubling things about it.
Although the recent demise of several retainers have made hired hands reluctant to join the company, they do manage to find a few foolhardy enough to join them.
***
And so, on Wednesday, January 1st, 1528, the company find themselves once more at the gates of Castle Xyntillan, for what will turn out to be their very last expedition. They steel themselves, for they have resolved to go after the count and countess, both vampires, and among the most powerful of the remaining family members.
They head towards their suites, along the south wall. While passing by the grand entrance they spot two headless manservants, standing around, waiting. The company draw their missile weapons, take pot shots, and kill one almost immediately. They hit the other, who drops something, and stands around confused. They fire at him again, hit once more, and the servant turns and runs back into the castle. They decide not to pursue, but do go to see what they dropped. It turns out to be an invitation from the count and countess to the company to attend a dinner that night, in the grand dining hall, where they may come to an understanding.
They guffaw, and continue on their way, figuring it is better to confront vampires while the sun is still out.
At the suites, Claus climbs up to the balcony, ties off a rope, and drops it so that the remaining party can climb up easily. Next, Claus picks the lock to the countess’ suite with some trouble. Inside things appear all quiet. They enter, open curtains to let the sun in, and turn to the casket that is sitting on a stone altar underneath the window. It is pushed over, and crashes to the floor, spilling soil all over it. Otherwise, it appears to be empty.
On a hunch, they push against the slab atop the altar, and sure enough, it slides away to reveal a space holding a second casket. They pull it up, and carry it out onto the balcony. Jürg opens it, and a noxious cloud of dust puffs out into his face. He manages to cover his mouth and nose in time to stave off its lethal effects. Inside the casket lies the countess in her satins and silks. She immediately begins to smolder in the sunlight, awakes, and cries out in agony. Jürg chops at her eck with his axe but it bounces off her skin as if it is steel. Claus leaps out and plunges a stake straight into her chest. Hendrik fires off a bunch of magic missiles.
They make to repeat their devastating barrage of attacks, but she transforms into a cloud of gas, and floats back into the castle. They pursue, puzzled about what to do to stop her. Hendrik fires off more magic missiles. Claus fishes out a vial of holy water from his pack. Jürg removes his helmet and readies his horn of blasting. Meanwhile, the countess squeezes through the cracks around a door leading off from her suite, several swarms of vampire bats begin to emerge from the suite’s shadowy corners, and two skeleton guardsmen barge in through the suite entrance.
They manage to bash open the door, revealing a study. Hendrik’s protective magics keeps the conjured bat swarms at bay. Claus tries to spray the cloud with holy water from his flask, but fails. Jürg blows his horn and completely dissipates the cloud. They hear a hair raising scream recede into the distance. Meanwhile, one of the skeletons is cut down. The other flees, and so do the vampire bat swarms.
They search the study and the suite. Hendrik finds a curious worm-eaten tome amidst bookshelves full of decaying volumes. Jürg finds a necklace in the dresser, and also scoops up a bunch of cosmetics. In the casket, they discover a ruby ring.
Next, they head to the count’s suite.
They cross the balcony, and Claus once again picks the lock. Opening the door to a crack, they find all is quiet here as well. They enter, and immediately fling open the casket that sits on a couch. It is empty. They push the casket to the floor, and rip open the couch’s seating, but find nothing.
Continuing the hunt, they enter the count’s study and lab, but remember they more or less picked it clean during their hunt for the gelatinous cube all those expeditions ago. Impatient as ever, Jürg whips out his horn and blasts a horn through a wall of the lab. When the dust has settled, they see on the other side a bedroom with silver crosses on the walls, and yet another casket! They enter, open the casket, but it holds only grave dust. They hear a disembodied sigh, all the crosses blacken and crumble, and then the sounds of a person breathing heavily and dragging chains leave the room through its doorway. They give each other a look, shrug, and tip the casket’s contests on the floor. They find nothing.
Deciding this won’t get them to the count, they backtrack, and make their way to the vestibule, with a plan in mind.
As they leave the count’s suite they are faced with two more skeleton guardsmen who sound the alarm but are destroyed before help can arrive.
As they arrive in the vestibule, they hear the familiar sobbing of the ghost of James, the family butler. Not missing a beat, they immediately begin to tidy up the vestibule. James expresses his gratitude, and the company ask him about the count’s whereabouts. James tells them the count is inspecting the family treasures in the crusader’s tomb. They thank him, and head off to descend into the castle dungeons.
It just so happens Jürg had the presence of mind to bring the Heart of Roland with him. He holds it up, and the secret door behind the fresco slides open. They enter, gingerly avoiding the slicing blade trap in the entrance. They pass into the pool room, and open the door to the treasury. Sure enough, with his back to them, the count is standing there, inspecting the treasure hoard on the elevation in the center of the room.
The count has heard them enter, looks over his shoulder, and greets them, the company without a name. He tells them he wants to come to some agreement. After all, they have absconded with several of the family’s most valued heirlooms, and have destroyed several of its most powerful members. What would it take for the company to leave the castle and its inhabitants alone? They humor him for a moment, and then close for the attack.
Jürg drops his axe. Claus plunges a stake soaked in holy water and rubbed with garlic into the count’s chest. The vampire shrieks, punctuated with a comment about how he adores garlic. The count claws at Claus but fails to harm him. Jürg picks up his axe. Claus steps back from the count. The vampire howls like a wolf, and dark shapes begin to emerge from the room’s corners. He’s hit by a barrage of magic missiles, and explodes into a cloud of gas. Jürg grabs his horn, and Claus fishes out the sun medaillon.
They chase the cloud, which isn’t very fast, and it is blasted by the horn and hit by a bright ray of sunlight from the medaillon at the same time. They hear the count’s voice scream out “cuuurrrssseee yyyooouuu” and then recede into nothingness. The medaillon turns to slag. Everything is silent.
The company can almost not believe their luck. They book it out of the castle, which has gone even more eerily quiet than it usually is.
On the way out, as they pass the gatehouse, Jürg tells his companions to wait for a moment, and heads back into the garden. A moment later, he returns, holding in his hand a single perfect rose.
We fade to black. The end.
Referee commentary:
Well, that’s it for our play-through of Castle Xyntillan. We had decided this would be our final season, and fittingly, this last session of the run had the company face off against the count and countess, a confrontation that was long in the making.
Sure, we could play on, there is plenty of castle left to explore, but as most characters hav reached level 5 or 6, and have also amassed a frightening array of magic items, very few of the castle’s denizens pose any real threat to them anymore. Case in point: the ease with which Giscard and Maltricia were dispatched.
I rolled very few random encounters, and forgot about monster saves against damaging magics. I also at one point decided to skip actually having reinforcements appear because it would just delay the inevitable.
But they played smart as well. Leveraging James the butler was clever. I rolled for the count’s location randomly and came up with the treasure room in the crusader’s tomb. Just too perfect a place for the final showdown. They were agin lucky that they had brought the Heart of Roland, otherwise they may have been stuck.
The big question I was left with after this session was: vampires, how the hell do they work? How to play them well? There’s this rule about them turning into a gaseous cloud when they reach zero hit points and then returning to their casket to regenerate. But what if the casket is destroyed? And they can also turn into such a cloud at will, but why is that so advantageous? Maybe a lesser party would be stumped, but after a quick glance at the first edition dungeon masters guide I decided things like magic missile, as well as that horn of blasting, would affect the cloud. They also had protection magic to keep conjured creatures at bay. So all of that combined with some lucky initiative rolls made it so that they made quick work of the vampires. And maybe I wasn’t playing as viciously as I should have, but I also felt they had earned it. And honestly I don’t see how those vampires could have come out on top.
So fittingly, with those last small referee ruminations, I end this last session report. I might at some point blog a reflection on running the campaign and the module overall. But for now I will just say I am very happy I came across it at the time I did, just when we were about to hit a strange few years wherein circumstances would make it that I could referee more D&D than I have ever had up to this point. Castle Xyntillan also helped me experience what it is like to run a megadungeon campaign, and it is a revelation. I have never felt more like a player just like the rest of our group than while running this. So my hat’s off to Gabor Lux for creating it.
Ironically, after this I don’t think I will go back to running modules any time soon. We ran this game with homebrew rules, and now I want to push on to have my next campaign be homebrew everything, as Dave and Gary intended it in the beginning days. Castle Xyntillan has given me the confidence and the insight into what I do and don’t need when it comes to prep, and I think it is more doable than I had ever previously thought.
Session reports and other excerpts from that next campaign might appear here at some point. At the moment I am not sure when that might be. I hope these reports have been enjoyable and useful. In any case, writing them has been a great help in sorting out my learnings from our weekly sessions. For now, I will just thank you if you have read this far.
Casualties: Kjell, Agnes & Enie, frozen stiff by a reflected cone of cold); Jonas, sucked dry by a glittercloud.
Report:
The company decide to postpone their assault on the count and countess due to the absence of their heaviest hitter, Jürg. Instead, Hendrik wants to have another go at finding a lab that should be somewhere in the north-east part of the castle’s ground floor, the so-called Summer Wing.
They approach the grand entrance, and find yet another pile of dead adventurers, stripped of their belongings. They get rid of these in the usual manner, dumping them in the river, and make their way to the throne room.
As they make their way across the room towards the doors leading to the ballroom, they hear noises from the shooting gallery behind the east wall. They duck for cover and remain still. The noises disappear.
Thinking nothing further of it, they plug their ears with wax, and enter the ballroom. Another spectral dance is underway, and they spot the ghost of their lost comrade Niemir again, dancing away with a hopeless look in his eyes. They skirt the dancefloor and make their way towards the salon without issue.
Once safe from the dance’s influence they decide they do want to check the gallery. They open the secret door leading to it, and see an empty gallery. As they are about to turn around, doors open behind them, and masked murderers fire at them with crossbows. Claus immediately dives behind a couch and disappears. Hendrik hides behind his men, who form a shield wall in front of him. The attackers close for melee, and several go to try and find Claus.
The retainers fend of the murderers’ attacks. Claus is spotted, and the attackers make to stab him. Desperate, the murderers try to grab the heavy foot soldiers and drag them away. The retainers duck out of the way, and Hendrik whips out his wand of lightning. He zaps four of the murderers, killing them instantly. The remaining attackers flee. The company attempts to pursue but quickly lose sight of them.
The continue on their way in north-western direction, and arrive at the overlook suite.
They head west, and enter a room with once comfortable, now gutted seating. The ghost of a mountebank is focused on a floating orb in which several people appear to be trapped. The company cheerfully greet him, the ghost loses focus, and the orb drops to the floor, shattering. Its tiny inhabitants run off and disappear in various directions. The ghost is not pleased, obviously, but they do talk for a while. Then, Claus sneaks up behind him, and backstabs the ghost with his magically electrified sword, instantly destroying it.
They search the room but find nothing. The seating, however, looks very inviting, so they allow several retainers to take a load off and sit for a moments. The men at arms immediately begin to nod off. So, they wake them, and move on.
The room is connected with a passage leading west to the next room.
It’s another large space with a lot going on. Purple bubbles float through the air. Bones are scattered across the floor, and skulls line the mantle of a fireplace. The apparition of a sleeping lady, only dressed in a white nightgown, also floats through the air, apparently sleeping in a reverie. Several glitterclouds accompany her.
As the company observe the room from the hallway, the bones begin to assemble into… something… Meanwhile, the glitterclouds approach, flickering ominously.
Claus ducks into a corner and disappears, as usual. Hendrik and his men retreat, attempting to draw the clouds with them into a chokepoint. The clouds stop at the edge of the room. Hendrik takes his wand of cold and blasts them. The cone that shoots out hits the purple bubbles in the room, and is reflected back at Hendrik and his retainers. Kjell, Agnes and Enie are instantly killed, and Jonas is severely injured. The clouds make to attack. Hendrik and Jonas run away, but the clouds manage to suck the final heavy footman dry regardless.
As this is going on, Claus sneaks into the gallery beyond the room with the bubbles. He decides to study the nameplates on the portraits hanging here, careful not to look at the paintings themselves, and trying to remain hidden. The portraits do spot him, though, and attempt to engage him in various ways, none immediately harmful. Maximilian tries to trip him with chains, Hortensia offers flowers, Jerome asks Claus to hold out his hand, Merton asks about a book he has lost, Reynard offers to bless Claus in return for a little favor, and Eustace wails and moans about his ill fate.
Meanwhile, Hendrik patches himself up, casts invisibility, and goes to find Claus in the portrait gallery. He also makes Claus invisible, and they decide to begin their retreat.
They head back to the parlour where they encountered the ghost, and try a door leading west. This opens on a room with four beds which has been thoroughly ransacked. It smells vaguely of roses and is decorated with lewd frescoes. One image depicts a woman holding a pomegranate, which appears to be real. They pluck it, and it turns into a beating heart, while the frescoes disappear in a wash of blood.
They leave the room, and pass through the doors leading south. In this large empty hall they take the first door east, which leads to a small empty room with one door leading south.
The next room is dark, with a canopy of yellow eyes looking down from above. A blindfolded skeleton wearing a dark cloak sits on a chair, a curious-looking pendant around its neck. Claus stays behind while Hendrik enters to investigate, both still invisible.
The pendant is a shapeless lump of some sort of metal. It radiates magic and evil intent. Regardless, Hendrik can’t resist the temptation to pluck the thing from the skeleton’s neck, using a small sack to scoop it up. Hendrik immediately feels burdened by the heaviest of loads, unable to move. The skeleton’s head detaches, floats up into the air, cries something about “only the blind can see!” and drops to the ground.
A second skeleton enters the room carrying a platter with several pairs of eyes on it, and holding a spoon. The skeleton observes the floating necklace, but nothing else. It looks around confused, in search of someone to relieve of their eyes. Claus sneaks up, still invisible, backstabs the skeleton, instantly destroying it. The thief turns visible again.
Hendrik drops everting he carries, and finds he can move again, except very slowly. However much he likes to, he is unable to let go of the necklace. Claus picks up all of Hendrik’s gear, and they crawl out of the castle without further issue, luckily.
Back in town, Hendrik admits himself in the hospital, hoping the nuns will be able to cure him of the curse of the pendant in good time…
Referee Commentary:
Every time I think we might be growing tired of this module, we have a session like this with a ton of weird and interesting rooms and fun and challenging situations that emerge from players unable to help themselves.
I also enjoy the fact that the players are finally beginning to take an interest in the portraits. They never really had an incentive it seems, and I was a bit heavy handed in the beginning with some of the hazardous ones. So they steered clear of them for the most part. But now they want to get an idea of how many Malévols are actually in the castle and how many they eliminated already.
The moment the cone of cold reflected off of the bubbles was a nice “oh fuck” occurrence. It’s always fun when a tried and true strategy suddenly backfires because of a strange new situation.
I’m also getting better at keeping combats dynamic and interesting, I think. The encounter with the masked murderers being a case in point. It was fun to try and ambush the players, and then once combat was engaged, this rule that I have sort of set for myself where I am not allowed to have monsters do the same thing two rounds in a row, also makes a big difference.
On the other hand, encounters with NPCs kind of drag lately. The ghost in this session being the case in point. I should get back to the approach where we roleplay an opening exchange, and then zoom out and establish stakes for the social encounter and resolve them with a reaction roll or two. Only go back to speaking in first person if it really adds something.
Our pace of sessions has slowed slightly due to various circumstances, but we are still playing, and the players are intent on properly finishing up the module somehow. So stay tuned for more!