6.16.2026

Castle Xyntillan Journal - Part Two

Before you proceed, please understand that this is an in-character record of my gaming notes. Be aware that it contains spoilers for the Castle Xyntillan mega dungeon module. Turn back now.

Start at Part One.

Map of Castle Xyntillan from the module.
Map of Castle Xyntillan.


The Second Expedition, June 16, 2026 

Two weeks have passed since my previous expedition into the Castle Malevol (I must apologize to the family, as I finally came across materials with which I could confirm the spelling of the name; previous errors will remain intact, as we are learning creatures). 

I have assembled a new party: once more I was joined by Quirky the Elven Fighter. In addition, another fighter was recruited – a human by the name of Whim (“The Almost Wise”). With him came Carl, a human cleric. To which gods he prays I do not know. With them, we paid the coin for a fighting man, Margard, and a torch bearer, Noz.  

Rumours Learned in the City 

We courted and paid the rumor mongers in town, learning the following: 

“There are multiple libraries and laboratories in the castle.” 

“The ancient incantation ‘pho gig’ will keep the lesser undead at bay.” 

Courtyard Developments 

The castle courtyard was mostly as we left it during our previous delve. Notably, the sarcophagus lid was restored to its position. Also, the ravens are still present. I offered them tidbits from my rations. The birds ignored everything save for the jerky. Next time, I will bring them more meat. Whim also suggested shiny trinkets, so I left ten copper coins as we were leaving. It may take time, but I believe I may be able to befriend them, and commune with them as my people do to learn more of the castle and its environs.  

Skeletons in the Stables 

With a larger party, I proposed a plan to deal with the skeletons in the stables. The fighters rushed in, giving us surprise. Two skeletons were hewed down before they could react, evening the odds for our party. They then gained the initiative, wounding Quirky. Carl uttered the censure prayer, turning the rest which we then easily disposed of. Unfortunately, our hired blade Margard fell alongside the animated bones. I will see to it that his family is informed of his death, and I will spare some gold so that the townsfolk know I am a gnome of good disposition as a poor reputation can ruin many things.  

Our fellowship recovered their spears, as well as a full suit of plate mail. Time was taken to clean it, and Whim doffed his ring mail, favoring the greater protection of the hammered steel plate. In exchange, he ventured that he will be the first into rooms to the great acclaim of my companions.  

On the wall hung a poster advertising a bounty for Claude Malevol. No doubt, something “malevolent.” Some three thousand pieces of gold will go to they who can bring in Claude Malevol, dead or alive.  

A trunk also occupied this room. I spend some time examining it before deeming it safe. Inside were more of these posters as I described above. They should make good kindling.  

Lastly, a final ominous discovery. In this chamber we chanced upon a tattered banneret. A gules field featuring a decapitated head. Is this the heraldry of the Malevol family? I will attempt further inquiries.  

From the Eastern Rose Garden Door 

Previously, we took the western door from the Rose Garden into the tool shed, and discovered a secret door. This time we entered the dungeon through the eastern door.  

The first chamber is approximately 50’ by 20’ running north-south. Few things of interest were in this chamber, unless you consider rags and a broken chair leg interesting? Perhaps I’ll have a closer look at it on a future expedition... Besides the entryway, doors exit to the north, east, and south.  

The south door brings you to another chamber that I reckon is once again about 50’ by 20’, while an exit door occupies the south corner.  

Following it leads to a chamber of about 30’ by 30’. There are two doors on the eastern wall. Rotting banners in the same red and severed head (headraldry?) hang by tatters from the walls.  

The southernmost door here opens into a hallway. Our torchlight did not reach its end, and we did not explore further at this time.  

The door above it opens into what appears to be a small armoury. Racks of weapons and armors were present. I am no expert, but they seemed to be in good enough condition. These we bundled up, so that we wouldn’t return to town empty-handed. On my next visit to these ruins, I plan to bring a cart and mule to make carrying our booty much easier. And perhaps a groom to manage the animal? Adventuring costs add up quickly it would seem.  

Four training dummies are also here. We investigated them with spear and ten-foot pole, and they were deemed to not be a threat.  

Notably, a loud banging could be heard. On the western wall are two metal doors. The loud banging seems to be coming from the southern door. My attempts to listen were futile, and we attempted to knock out a rhythm to which a sentient creature might respond. This seemed to do nothing to abate the banging noise from that chamber. 

Smashing the padlock on the northern door, we opened it to see a creature in cell of about 10’ by 10’ and not a hair more. Something like a turtle or armadillo, but with twin tails, pair of antennae and burnt orange scales. Quirky identified it as a rust monster. Knowing what one is from stories my granddad shared, we decided to spike this door shut. It made no movement as we did so, and I am not entirely sure if it was still living. Whim hypothesized about why a create that eats metal would be trapped, but I cautioned that such questions gives one headaches that only good brandy can solve. For now, this mystery remains unsolved.  

The bundles we brought to the broken gate. About halfway through moving the arms and armor, we encountered a fright! A hazy red spectre presented itself, demanding a sacrifice of blood. Thinking quickly, I drew blood from my palm and flung it as an offering to the ghast, which he found pleasing. He bade us, “Hugo counts you as a friend.” Is Hugo one of the Malevols? This bears further investigation.  

While hauling another lot of loot, a gang of servants dressed in livery meandered down the hall. Not one of them bore a head. They advised, “You don’t look like a servant or a master.” We informed them thus that we are friends of Hugo, which they questioned. However, as a keen observer of the tall folk, I understood that servants and lordlings have a one-sided relationship. Bearing this in mind, I chastised the headless man, which snapped him into shape! My advice to future delvers – do not let the help question you. I may not get the World of Men, but I will adapt to their ways as the situation merits. Gold does not care! 

Finally, on our last trip to strip the armoury of its wealth, we once again encountered those black-clad figures; five in total. They made to take our haul, to which we decided to let them. At this point, we didn’t wish for any more trouble. To our nervous surprise, they followed us to the broken gate and placed those goods with the rest. Does this mean they are to be trusted? I do not think as such, and I would suggest to other would-be delvers to accept their help with caution, and watch for a dagger to your back! 

Of Note 

Bring the ravens meat and trinkets. I believe they know things about this castle. It will be worth the time to earn their trust.  

Acquire either a cart, a mule, and perhaps a groom to manage the animal. If there is more loot like that in the armoury, it is simply much too much with which to bother crawlers! Spending coin here is sure to save on future troubles; most notably a free sword arm! 

Continue with Part Three.

-Daz

6.02.2026

Castle Xyntillan Journal - Part One

Before you proceed, please understand that this is an in-character record of my gaming notes. Be aware that it contains spoilers for the Castle Xyntillan mega dungeon module. Turn back now.

Gnome thief spying ahead of his party.
Source: Forgotten Realms Wiki


Expeditions to the Ancient Castle Malabeaux 

A true and accurate accounting by Norg Leadbelly, Gnomish Treasure Hunter 

Foreword 

I am Norg Leadbelly, sometimes known as Norg Nine-fingers, and at other times Norg the Tinker, or Norggert Nimblethumb. Some may consider me a petty thief, and while it is true I have done my share of second-story work, I am also a treasure finder and adventurer. 

What follows are the true and accurate accountings of my expeditions into the ruins of Castle Malabeaux. Where possible and reasonable, I recollect my impressions and memories of these ruins. If you have found this, I am dead. Toast to my memory if this memoir aids your adventures. If you have paid for this, I am alive, and you have paid a fair price! No refunds! May Garl Glittergold smile upon you and yours.  

Rumours Learned in the City 

While asking after the castle ruins and surrounding environs in the New City, I heard many tales from a cast of unsavory characters who I am quick to forget. The choicest morsels follow.  

“If you see the sign of the cross, you can rest safely.” 

“The ancient forest cult is working in the mountains, beware the stone circles.” 

“A party recently went out and saw undead monks chanting in a chapel.” 

“Someone sold old wine they scavenged from the castle.” 

“The long-lived Malabeaux family has been producing wine for centuries.” 

The First Expedition, June 2nd 2026 

My first foray into the castle was made with my companion, Quirky the Elf Fighter. She was well provisioned, wielding a halberd, battle axe, and spear she claimed is magical. The Elven Damsel was also appointed with torches and other mundane goods expected of an adventuring companion. She fought well when needed and showed good judgement. A fledgling, I tried my best to impart upon her the importance of mapping and avoiding messy confrontations.  

The Castle Courtyard 

A cobblestone road leads up the castle gate. The gate was destroyed long ago and is a heap of rubble. It is easy enough to climb over, even for one of smaller stature like myself. 

The cobblestone road leads around to the rear of the castle. A bridge or other structure connects at the rear. At this time, it remains unexplored.  

The castle exterior is in disrepair. It is falling apart, mossy, and gargoyle statues and ravens watch the comings and goings. Arrow slits, otherwise known as “murder holes,” survey the inner courtyard. I suspect the ravens are watchers for a power within the castle ruins.  

The north courtyard contained a large, overgrown rose garden. A ten-foot climb is required, but it is easy enough. My companion and I used the ladder from the stable hayloft to make this easier. The garden contained roses that emit a sleeping perfume. Arms and legs were buried here which attempt to trip and disrupt adventurers. Both were burned out with oil and fire. It is no longer a threat.  

To the west of the rose garden is a garden shed. It contains a secret passage into the castle, which I have further detailed in the next section of my notes. Otherwise, the shed contains a variety of garden tools. An exit also leads south, and remains unexplored.  

In the middle north of the courtyard is a pond, shallow and clear enough to be wadable. A small island sits in the middle, with a pavilion at the center. A stone sarcophagus is here. It is inscribed with the name “Tristano Malabeaux.” And inscription reads, “The Love Lost.” An icon of four handprints is on the lid. The prints are the same size. An entity, finely dressed, was loosed upon our first visit. He lamented that he wasn’t brought a woman for courting and took his backpack and left through the ruined gate. If you hear of a four-armed man in your travels, it is likely to be Tristano. I thought him kind, if not odd.  

To the east of the pond is a stone statue of a young woman wearing robes. Her arm is outstretched, and palm upward. Her expression is wistful, and she is classically depicted.   

To the south and east of the pond are two small guard posts. Each post contained one animated skeleton, armed with a halberd. Each was subdued, and relieved of their halberds, to be sold for extra coin. To the east of the posts are large double doors, presumably the main entrance to the castle. At this time, they remain unopened.  

South of the pond is a small garden. The scarecrow is only half intact and is missing its legs. In the garden grow potatoes. The potatoes are unsampled. If you try them, please tell me how they turn out! 

South of the garden are stables. The stables are empty. A refuse pile is there. Disturbed by a ten foot pole, vermin spilled out but nothing more. A ladder leads up to a loft. A saddle bag was found here, containing a bottle of “fiery wine.” Back at town, we were able to identify it as a potion of greater healing. Or was it superior? Either way, it went to my companion, Quirky.  

Connected to the stables is a forge, with a stoked burning fire. Upon entering, a hammer flew at me. Iron ingots were suspended in the air around the forge. Attempting to remove them resulted in the hammer flying at me again. I buried the hammer in the dirt floor of the stable and removed the ingots.  

To the east of the stables is a door. On the other side we found seven animated skeletons. They appeared to be taking target practice with an eighth figure, suspended by rope from the rafters. The figure is wearing plate armor, and the skeletons were taking turns to hurl a spear into the figure’s chest. We remained unnoticed, and I sealed the door with an iron spike. 

Beyond the Secret Door 

Starting in the rose garden shed, you will need a torch.  

The first room contains a bar. We encountered apparitions, engaged in a discussion on what to do with the living. When I stepped out of the shadows to engage them in polite discussion, they melted away into ectoplasm. I recovered a bottle of “ghost gin.” The label says there is enough for three servings. I haven’t mustered the courage to try the spirits. A door leads to the north.  

The door is clearly labeled, “Do Not Disturb.” Inside this room are eight cradles. Before entering, I could hear the sounds of a lullaby being sung, followed by a baby’s laughter. My companion and I passed through, heeding the message of the sign. On the walls hung many daggers. Our imaginations suggested many ways those daggers might react to a disturbance. This chamber exits to the northeast.  

From the nursery you will come into a large hall which runs north to south. About 30 feet north there is a door on the west wall. The hallway continues further north, with another door on the western wall. The hallway turns to the right, too, and continues eastward until it turns to the south. We did not explore further in that direction. While in the hallway, we could hear the cry of a wolf. Sadly, pinpointing the direction of the howl was impossible, as the cry seemed to come from everywhere and nowhere.  

The first door north of the nursery contains what appears to be an armoury. Seven rotting, standing bodies polish spears. An enormous floating head, the size of a boulder, floats here observing the maintenance. We were able to exit before being noticed until the last moment, when it called out a query, “What are you doing here?” I spiked the door shut and we were not pursued.  

North of the armoury was a room containing a multitude of things. Fluttering white sheets at the walls, framing a swarm of severed hands. The hands are chasing after a sparkling small thunder cloud. At the center of this thunderhead is a purple heart-shaped bottle. My companion and I both tried to snatch it up with sacks, but to no avail. We managed to flee.  

The hallway also heads southward before turning a corner to the east. Rounding this corner, I espied a group of men in finery. Sneaking close, I eavesdropped on their conversation. The five men were plotting to create a scandal against the performer Matricia Malabeaux. Their plan is to ruin her performance by mistuning a piano key to make it appear that she made an error in her performance. It is unknown when the performance is to take place.  

Of Note 

When leaving the castle grounds, we encountered a small party of man-sized figures. There were four or five. Our torches extinguished, no features could be made out in the darkness. They appeared to be covered from head to toe in heavy clothing. Hugging the walls of the bar room, they passed us by and continued into the nursery. By Garl’s glittering beard, I am thankful for this.  

The halberds and ingots were sold for twenty pieces of gold, which were split evenly with my companion. I gifted her the healing wine, and I retained the gin. 

Continue with Part Two.

-Daz