8.25.2026

Castle Xyntillan Journal - Part Six

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.

For this scheduled session, many of the players at our table, myself included, could not make it. Instead, please enjoy this short fiction. 

Narrow alley and old houses in a medieval village. Black and white photograph.
Source: Wikimedia Commons


August 18, 2026

Norg turned, and a pair of bloodshot eyes met his gaze. The wood brown face in the mirror frowned at him. It was his face. His long white beard, typically worn long, neatly combed, and tied at the end, was tangled. His favorite red cap was stained brown from tobacco smoke. He had been up for hours, too many to count, and now Baravar Cloakshadow, the gnomish god of illusion and deception, weaved his tricks and illusions at this small hour of the night. Thick pipe smoke filled his cramped room at the Vulgar Unicorn, not that it mattered to one of his stature. Was it true, or was he being paranoid? He needed to clear his head.

He hopped down from his chair, the soft leather of his boots lightly kissing the rough wooden floor. The gnome strode to the window, and his small but strong hands pushed open the shutters. Leaning on the sill, Norg let his head rest in his palms as the strongly scented smoke rushed outward. Baravar may be the god of deception to his people, but he is also the god of protection. Only Garl Glittergold stands higher in regard amongst the gnomish people. 

Watery blue eyes gazed out over the city, scanning rooftops and chimneys as they rose higher, eventually settling on the moon. She was waxing crescent, glowing softly as cotton puff clouds slowly sailed past. It was a good sign, one of new beginnings. Now is a time for setting intentions, especially ambitious little fellows like Norg.

The last haul was good. He and his companions from the delving company made it back with their lives, as well as a nice little haul of booty. The Malevol's vintage was easily sold, and having sampled it in the castle cellars, it was easy to see why. It was certainly one of the finest wines he's ever tasted in seventy-five years of walking the world. They would have to go back and secure the rest. Unfortunately, that likely means putting Ambrosius down. It was clear he wouldn't easily part with the family's special reserve. A shame, as Norg genuinely liked the jolly monk. 

They called him Leadbelly for a reason. Like his dwarfish cousins, gnomes are a merry making folk, and in his youth Norg whiled away many hours in drink, dancing and song. But he was never destined to be a goldsmith or gem cutter. Instead, he drifted into adventuring, joining a long gnomish tradition of rebels and mischief makers. Hopefully he would be one to truly strike it rich! Coin passes quickly through gnomish fingers. Or at least they did for him. 

Norg had seen many things within Castle Xyntillan. Disturbing things that went against the grain of life. While no friend of Law, neither was he a servant of Evil; Norg simply wanted to get rich just as much as the two-bit delvers with whom he trucked around. Today was the day where his fellowship would make their weekly foray into the castle, ready to help its residents part with what wasn't nailed down.

However, it wasn't meant to be. His brothers and sisters in the pursuit of fame and fortune each faced setbacks that kept them from making the trip out to the castle grounds. Spud wouldn't stop mooning over the painting of Philomone, which the delving company recovered during an earlier expedition. Whim injured himself during fighting practice. Carl simply stared wistfully out the window of his room, musing on when they might visit 'tina once more. Sister Riley was kept back to attend to business with her order. And Brother Jean faced similar restrictions with his holy brothers. And Norg made the sixth member of this company.

Six is a sacred number, one of harmony and balance. Things have been sailing smoothly as these companions became more regular in their expeditions to the castle. But something must be lacking for the balance to so suddenly slip out of alignment. Would a seventh companion tip the scales back into his favor? It is the divine number after all. Or was this a prank from his gods, meant to teach him some lesson in humility?

The gnome rose to his feet and moved toward the tall desk on the opposite end of his room. He scooped the carafe that was sitting there with trained hands, tilting it to fill his tankard. Ruby red drops trickled out. The wine was gone. He had spent the day drinking, chasing the memory of the Malevol family's special reserve. Norg realized now that he was quite drunk. 


8.18.2026

Sexploitation Classic Angel (1984) Provides a Gritty Look at 80s LA

1984's Angel has been on my to watch list for some time now. I finally got around to it. For those of you that don't know about this cult classic, Angel follows the story of Molly, a straight-A honor student by day, and street walking Angel by night. As a serial killer begins targeting prostitutes, Molly finds herself swept up in events that culminates in a bloody showdown in this sexploitation flick. I only knew this movie by its cult reputation, and original trailer, but you can watch the full thing here.

Press photo of Donna Wilkes promoting Angel (1984). New World Pictures
"Angel" press photo. Source: Wikipedia

Angel was co-written and directed by Robert Vincent O'Neil. From what I've seen online, Angel is the work he's best known for, and I haven't seen any of his other works. 

Cast

Donna Wilkes stars as the titular Angel, and it's her best known role. While the original movies spawned several sequels, she retired from acting not long after shooting this flick. Donna holds her own as the movie's lead alongside its ensemble cast. They work hard to empathize Molly's young age in the movie, putting Donna in pigtails, frilly socks, and other affectations to center her youth. 

Cliff Gorman plays a LAPD detective investigating the killings. While watching, I thought the actor had a lazy eye. I was wrong. Gorman actually has a glass eye, and it sometimes proves distracting in his scenes. I think he nailed the vibe of a tough city detective, and brought a noir edge to his character. 

Western legend Rory Calhoun supports the main cast of characters as Kit Carson, a Hollywood cowboy legend of the silver screen. And honestly, his is one of the best characters in a movie loaded with great characters. 

Susan Tyrrell is Solly Mosler, Angel's eccentric painterly landlord, who shows up later in the movie than the main cast of street characters, but she is sure to eat up her screen time with a spirited portrayal. I wish her character had more screentime. 

Dick Shawn plays Mae, a streetwise drag queen and prostitute who serves as a parental figure to Molly. Dick is blessed with some of the best dialogue in the movie. For this movie being made in its time, Mae's character is surprisingly well served. I just wish they could've taught Dick how to better walk in heels. 

Plot

The core story of Angel centers on Molly, an honor student in high school. Abandoned by her parents, Molly turned to prostitution at age twelve to make ends meet. She survives with the help of her friends, a colorful cast of street people from all walks of life. 

After a serial killer murders a sex worker close to Angel, Molly and friends band together after an unhelpful police response. Things culminate in a final showdown, where the killer is put down for good. 

My Thoughts on Angel

First, I can see why this is a cult classic! A solid piece of B-movie schlock, Angel thrives on the grimy streets of 80s LA. Mostly shot on location within Los Angeles, Angel shows us the bygone LA of yesteryear, with a healthy layer of grit underneath the city's glitter. There are many great framing shots of the city, as a well as long shots down the Boulevard. It captures a look of the city that's mostly long forgotten, but reminds me of the time I spent there years and years ago. 

Angel has a solid soundtrack, largely supported by synth and written by Craig Saffan. I found the scoring very pleasant, and reminds me strongly of John Carpenter's own attempts at scoring his work. I think it's one of those things you either love or hate. But you should love it. 

The ensemble cast is a wonderful found family of characters, with some really solid casting throughout. Seasoned actors like Rory Calhoun and Dick Shawn are great support for the rest of the cast, and really help elevate everyone's performance when they're on screen. Dick Shawn's Mae is surprisingly well rounded in an age when queer representation was low, and typically relegated to the butt of a joke. 

Angel is technically a sexploitation flick, but mostly fails to live up to the title. While there are many gratuitous topless shots throughout the movie, there is little actual sex, and the violence is relatively tame for a time when R-rated movies were pushing boundaries in this space. John Diehl does shine as the serial killer, and performs some amazing bits through method acting. 

The writing and dialogue are serviceable, but definitely clumsy at times. I could feel the struggle Wilkes had with some of the lines she was delivery. But one thing that makes movies like these cult classics is the earnestness and hard work of the cast. The relative newcomers were well supported by the more seasoned members of the cast. 

I enjoyed watching Angel, and the movie kept my interest through its runtime. I recommend it to those who enjoy exploitation movies, 80s movies, and anyone who wants to discover another cult classic.


8.11.2026

Norg's Exhaustive Guide to Common Dungeoneering Equipment

Being well prepared with good gear can mean the difference between life and death. With that in mind, what follows are examples of how I've used equipment, as well as ideas I've considered for using various pieces of common dungeoneering gear. No doubt you'll come up with many more! Just be sure to share these ideas with your favorite   adventuring company, local mercenary guild, roustabouts, scoundrels and rascals. 

Black and white version of image found on the front page of the Scottish chapbook 'Bonny Scot'
Bonny Scot. Source: Wikimedia Commons


Ale, pint: You can drink it of course but also use ale as a mild cleaner or disinfectant. 

Backpack: A default piece of equipment; also good for smuggling gnomes.
Barrel: In some campaigns we've used barrels for their intended purpose of transporting wine and spirits. You can also pour certain slimes and oozes into the bunghole (teehee). 
Bedroll: Why sleep in one when you can use it for hiding bodies? Or setting up a double cross if you're expecting an ambush?
Bell: With some twine, it's easy to fashion a makeshift alarm when making camp. They can also be used for signaling. 
Belt: Most folks use them for holding up their trousers. But you could also use it for ziplining or binding a prisoner or bundling loot. 
Blanket, woolen: Ideal for staying warm in cold climates. Good for quickly extinguishing a fire or fanning one. Dip in oil or wax to help weatherproof the material. 
Block and tackle: Most people would use this for hoisting heavy items up and down vertical passages, like a well or air shaft in a mine. 
Boots, soft: Perfect for a sneakthief or a Pisces. Great if you're expecting rough terrain, like in the mountains. Or perhaps a swift kick to the pants?
Bottle (wine), glass: A barrel too large to haul? Decant a sample for transport and identification. Or build a ship inside. Or break it and spread the glass as a makeshift trap and alarm. 
Box (empty): Put something inside, like a toad or gold. Wrap in festively decorated paper to make it a special gift!
Bracer, leather (archery): Protect your wrist from the snapping of bowstrings. 

Caltrops: Useful to spread around the perimeter of camp as a trap, especially if camping in dungeons. Just place them in front of the entrance! Or spread them behind you if needing to flee. Coat them in poison for extra fun, or see if your Dungeon Master will let you toss them with a sling!
Candle, beeswax: Useful as a small light source. You can use the melted wax to weatherproof a cloak, or to coat items for preservation. A candle or wick can be trimmed and used as a timer.
Canvas (per sq. yd): A multitude of uses! A convenient drop cloth if you need to keep an area clean. Cover a pit trap and camouflage with local materials. Useful for bundling bulky but light loot. Wrap up stuff you need to drag, like bodies. 
Cauldron and tripod: Brew ale with the alewives. Brew potions with the magic users. Cook soups and stews with the inn keepers. Conduct profane rituals with the lost and the damned. Use as a crucible if you need to melt things down. Or as a pestle if you are grinding things up. 
Chain (per 10 ft): For when rope just won't cut it, or keeps getting cut. Imitate a ghost!
Chalk, piece: Mark areas in dungeons. Leave messages. Grind into dust to measure foot traffic. Blow it into your enemies eyes. Load into a bellows and puff it out to cover invisible things. Draw ritual circles. 
Chest (empty): Put treasure into here. Bury it for later retrieval. Put bodies into here. Bury while they live if they annoy you!
Cloak: Every thief needs at least one. Use it to conceal your body. Treat with wax or oil to weatherproof. Wrap it around your body for warmth. If you are brave, use it as a parachute!
Crowbar: Good for prying things open and bashing kneecaps. Decent fire poker. 

Dice, bone, pair: Pass the time at camp or the tavern rolling bones. 
Dice, loaded, pair: Pass the time at camp or the tavern rolling bones (and win).
Doublet, linen: Look fancy, feel fancy. The pillowy nature of this garment is good for concealing small items. 

Firewood (per day): Start a campfire! Or commit arson! I'm not your father. 
Fish hook: Land some trout to feed your party. Dangle from threads suspended from the ceiling for a nasty surprise. Do not swallow. 
Fishing net (per 25 sq. ft): Great for catching fish. Rig with a sapling for small game, or small humanoids. Or suspend with a tripwire trigger for tangling opponents. Great for catching things alive. 
Flask (leather): This holds your booze. Share with your friends. It's also great for collecting samples to bring to your local alchemist. Fill with air if you need a small buoy. 
Flint and steel: Start fires. Watch the world burn. Don't leave home without it!

Gloves, kidskin, pair: Most useful for protecting your hands from direct contact with surfaces while preserving your sense of touch. Look dashing at court.   
Gown, woolen: Stay warm in winter when at home. Great for underdressing armor if you're expecting inclement weather. 
Gown, linen: Stay cool during summer when at home. Pretend to be a ghost (see Chain above).
Gown, silk: Stay comfy in all weather. Give as a gift to impress the upper crust. Soak in water for a strong material. 
Grappling hook: Great for climbing. Chuck it at a speeding wagon to hitch a lift, but be sure to wear heavy boots. Decent club, in a pinch. 

Hammer (tool, not war): You need this for your pitons and spikes. Tap on walls when searching for secret doors. Tap on heads for detecting thoughts. 
Holy symbol, silver: Show the gods you really care. Or show that you have serious coin.
Holy symbol, pewter: When you want to show off, but have to slum it. Good for a quick and easy disguise if you're trying to impersonate high-ranking clergy on a budget. 
Holy symbol, wooden: Use to show your piety, and/or empty pockets. Better than nothing. 
Horse, cart: You'll need one if you're planning a big haul, like from a castle or temple. The cart isn't pulling itself!
Horse, nag: This is an old horse. Good for light work, or maybe swindling an idiot.
Horse, palfrey: If you've made it as an adventurer, this is a great riding horse to show off your wealth. 
Horse, rouncey: An all purpose horse. If you are of an equine mind, grab one as your starter horse. Great for riding, hauling, or light combat (with training).
Horse, war, heavy: Fighters and Paladins love these. If you're wearing heavy armor most of the time, it's a great choice. 
Horse, war, light: Better for lightly armored adventurers that still have need of a well-trained steed. 
Horse, war, medium: A great options for skirmishers like rangers or clerics that are ready to tangle. 
Hose: Well-chosen hose is an excellent way to show how your well-toned calves. For men, it's a must. 

Iron spikes, dozen: Use as a doorstop. Hammer in with a mallet to keep a door shut longer. 

Ladder (per 10ft): If you're short, like me, a must have for around the house. Great for reaching windows during second story work. Decent as a makeshift bridge. Don't walk under a standing ladder.
Lamp (bronze): Give to your favorite genie. Fill with oil to use as a light source. Bonk over your head for sweet dreams. 
Lantern, bullseye: Unlike your standard lantern, these can focus their light source to a specific area. Great for searching, and maybe signaling. Some models let you fully mask the light for quick hiding. 
Lantern, hooded: A hood can be dropped to dim the light source down to that of a candle. Great for quickly hiding while exploring. Also great for blinding the unaware during an ambush. 
Lock: Secure your goods in a chest or behind a door. Place in a sock for a fun and easy blackjack. 

Manacles: Useful if a humanoid needs to be taken alive. Or for securing a creature to a structure, like a portcullis. 
Mirror (small steel): A sheet of polished steel. Use for peeking around corners, signaling outdoors, blinding opponents during an archery contest, and more!
Mirror (small silver): As above, but usually better because silver is more reflective. 
Mule: Small fellows like me might enjoy them for riding, but most use them in dungeons for hauling loot and gear. A bit expensive, but unintelligent monsters might take them as bait if you need to flee.
Musical instrument: Now I'm a fan of a good mouth harp, and I can play the spoons decently enough, but there is a class of folk that prefer strings like a lute or lyre, or winds like the bagpipes, or percussion, like a drum. Can be useful to make a good first impression. Can be bashed over someone's head to leave a final one. 

Needle and thread: Pick some up! They are cheap and weigh next to nothing and you'll be glad to have it when you need to mend up your cloak or tunic. If you have enough needles, they can be useful as an annoyance if buried vertically in soft ground. Do not place in mouth!

Oil (lamp) (per pint): You'll need oil if you're carrying a lantern. They also make great weapons against trolls and other beasties that fear fire. Or you can use them to control the battlefield by creating slip and trip hazards, or lighting things on fire! You can grease yourself up to traverse tight spaces (don't ask).
Ox: Use a team to pull your wagon. Spare one to feed the dragon. Trade the last for a flagon. Retire. 

Parchment (per sheet): Magic users will want them to record magical formulae. Laymen will want them for note taking and mapping. Useful for detecting fine gaps in walls when searching for secret and concealed doors. Cheaper than vellum, and generally lower quality. 
Pin (cloak): Keep your cloak secured! Stab a foe in the eye! Secure bandages! Place under cushions for hours of fun!
Piton: These are best for climbing, but I suppose you could use them to fix someone (or something) to the wall if you're trying to send a particular kind of message. More reliable than an iron spike in this way.
Pole (per 10ft): A ten-foot pole is a traditional piece of adventuring kit, don't leave home without it. Use it for poking things from ten feet away. As a gnome, I tie chalk to the end to mark ceilings in dungeons. Most monsters DON'T look up. 
Pony: The preferred mounts for halflings, dwarves and gnomes. Reliable and usually a bit more mild mannered than a horse. They can still be mean and deliver a bite that smarts! 
Pot, iron: Can be used for cooking or as a makeshift helmet. Great for scooping liquids. Trap small critters underneath them. Cook them up!
Pouch, belt, large: Keep the bigger things you need quick access to inside. 
Pouch, belt, small: Keep the smaller things you need quick access to inside. 

Quill (pen): If you're planning on writing, you'll need one. You could also tickle the nose of your most annoying companion while they sleep. 
Quiver (holds 12 arrows): If you fire a bow occasionally, you'll want this.
Quiver (holds 24 arrows): If you fire a bow often, you'll want this instead. 
Quiver (holds 12 bolts): Occasional crossbow users will want one.
Quiver (holds 24 bolts): Frequent crossbow users will want one. 

Rations, standard (per day): You'll want enough to feed your entire company when venturing into the wilderness, or underground. One per person, per day of travel plus enough for three additional days beyond your estimated travel time is recommended in case you lose your way. 
Rations, trail (per day): These taste like old boots, but last just as long. If the weather is a concern, or you will be traveling far from civilization, they make for an excellent choice. 
Reins, bit and bridle: You'll need a set for any four-legged creature you're bringing along. Let your groom hireling deal with the animals, however. 
Robe, linen: Magic users seem fond of them. I assume they enjoy the spaciousness and freedom of movement. Not too scratchy. 
Robe, silk: When your magic using friend starts to make some serious coin, this is what they always choose. Good for them. 
Rope, hemp (per 50 ft): You'll want to bring rope. Use it for ascent, descent, bundling, capturing, measuring depths, creating tripwires, playing tug-a-war, skipping rope, lashing timber for rafts, and much, much more!
Rope, silk (per 50 ft): Like hemp rope, but stronger. Worth the cost if you can spare the coin. 

Sack, small: For small treasures.
Sack, large: For large treasures. 
Saddle and stirrups: If you're planning to ride a horse, pony or mule, you will need a set. 
Satchel: If a large belt pouch is insufficient, this is the way to go. Great for protecting valuables from the elements. 
Scrollcase, bone: Fancy but fragile. Typically more water resistant than leather. 
Scrollcase, leather: The old standby. Useful not just for scrolls, but also maps, notes and other cylindrical objects. In a pinch, use them for breathing while submerged in water. 
Shoes, common: What you'll want if you can't afford boots. Otherwise, you'll go barefoot or have to wrap your feet in cloth. 
Shoes, noble: Worth the investment (along with matching clothes) if you are frequently rubbing elbows with the upper crust. 
Shovel: Just bring one along. There will be times where you want to dig and wish you had one. You can also bash idiots over the head with it, of which I approve!
Signal whistle: Useful for signaling over distances, or waking up deep sleepers. Or annoying your comrades. 
Skillet: Fry eggs, sausages, and more! Melt wax or other objects. Hit someone in the head (see shovel). 
Soap (per lb): Useful while traveling. Keep clean and hygenic! Grind against stone to create slippery surfaces for an ambush, or early alarm at your dungeon camp. 
Spell book (blank): Magic users should own at least two spell books. One to keep at home, and one for traveling. 

Tent: Useful for traveling outdoors, or in large underground areas. If weather is a concern, you'll want one!
Thieves' tools: Practically necessary for picking locks and disarming mechanical traps. If you can't afford these when starting out in thieving, get a set as soon as possible. 
Torch: Your cheapest and most practical source of light! Can be used to set things alight. Don't leave home without at least a dozen. Hire a boy to carry the torch when you can so your hands can stay free.
Tunic, woolen: Pick one up if you're traveling in the hills or mountains. 
Tunic, banqueting: Grab one of these if you need to schmooze with nobles. Otherwise, you're just advertising that you have money and are a mark. 
Twine, linen (per 100 ft): Use for rigging up simple alarms with a bell, or a tripwire for a simple crossbow trap. Mark the twine before delving so that you can use it for measuring distances in a dungeon or ruin. Can be used as a thick thread for repairing lighter armor, like leather. In a pinch, can be used to stich your friend back together. 

Vellum (per sheet): The fancy paper monks use, made from calfskin. Use this if you need your records to be long lasting and of high-quality. 

Wagon, small: You'll want this if you have a larger party, or have the opportunity to carry large booty. Many can be pushed by one or two people, but you might find it more convenient to use a draft animal.
Wagon, large: For carrying more. You'll also need horses or oxen to move this contraption. 
Water, holy (per vial): These can hurt the undead if you splash them will it. Carry a few if you can spare the coin and are expecting the unliving!
Waterskin (3 pint): It's important to stay hydrated on the road, don't leave home without it! Can also be used to carry other fluids, and many can be squeezed to create a stream of liquid. Do with that knowledge what you will. 
Whetstone: Keep your blades honed and in good repair while traveling. Take care of them and they will take care of you.
Wine, pint: While it comes in pints, you're actually allowed to have much more! Like ale, it works as a cleaning agent in a pinch, or as an antiseptic. 

-Daz



8.04.2026

Castle Xyntillan Journal - Part Five

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.

Ancient castle ruins on a winter day surrounded by water
Author: Mike Cottam. Source: Wikimedia Commons


The Fifth Expedition, August 4, 2026 

There has been much to mull over since our previous foray into the Castle Xyntillan. The last campaign was one of the most profitable so far, and it has my comrades eager to reap more riches from the crumbling stones of the Malevol's home. Finally, they are starting to think like gnomes! We had many irons in the fire in preparation for our first visit of the month. 

Our adventuring company arranged as follows: 

  • Norg, a thief (and yours truly) 
  • Whim, a fighter (and gnome at heart) 
  • Spud, a fellow thief (and hopeless romantic)
  • Carl, my favorite cleric 
  • Riley, my second favorite cleric (apologies if you are reading this, Riley) 
  • Jean, a new cleric, and quickly becoming my third favorite cleric! 
  • Noz, our faithful torch bearer rounded out our company 

Rumours Heard in the City 

The city was abuzz with gossip surrounding the castle. No doubt, the riches I and my companions recovered have set the tongues of the gossips wagging, as they were more than happy to part with new details concerning the dungeon.  

"I'd love to get into the cellars! Sometimes the real treasure is in the casks" Author's note: This confirms stories I've been hearing since my very first expedition, as well as what the butler shared during our previous visit. 

"Jean Gascard Malevol is concerned that he's considered a traitor to the family." Author's note: This may well be true, as I am learning that the Malevols are factitious and not necessarily unified.  

I also made inquires into gargoyles, as I'm still hoping to approach the right one regarding its tale, based on rumours I've heard previously. This lead me to The Church of Boniface, where I found our company's clerics in conversation with Father Bernard. Poor Bernard is the relief for Father Chlodowig, who went missing under mysterious circumstances. Father Bernard is a man of great faith but little experience, and the poor lout seems to have drawn the short straw after graduating the seminary, but I digress! The gargoyles! 

Father Bernard shared with me, in great confidence, that he has observed the gargoyles lurking in the gothic architecture of the church moving. And when he's traveling, he informed that Pagan men are watching him from the wood. Truly, men and women of Faith struggle with things us lay people never consider! 

In general, it seems that gargoyles are protectors of places, and at times can be tricky. As a gnome, I can understand this. For one must, at times, be devious to protect hearth and home. Notably, it seems that some believe gargoyles are created with purpose, similar to how many golems are produced. Could this rumoured tale-telling gargoyle be built for the purpose of sharing stories? Or have they simply existed long enough to witness many things? I would very much like to speak with one and learn the truth, one way or another.  

In addition, the holy symbol we recovered during our previous campaign does match that of the Bonifician faith. So perhaps the body in the mess hall is that of Father Chlodowg? I am not particularly curious unless there is coin involved in solving this mystery, and Father Bernard seems quite poor. 

Finally, we convince the good Father to allow us to store the evil items we recovered within the hallowed grounds of the church. I feel this is a better alternative to keeping them at the Vulgar Unicorn, where there is no telling what fate my befall them! 

One more thing: Father Bernard was more than happy to equip our party with tools to employ against the undead. Spud sprung for holy water, and I and Carl gathered garlic and stakes in case we were to encounter vampires (but hopefully not, as they sound dreadful). 

The Grand Foyer 

Our party decided to continue the pursuit of good booty, and once again enter through the main entrance. The apparition of James is still present, and still crying. His undeath seems to haunt him, and the spirit could barely recall our previous visit. This leads me to believe that some undead are stuck in cycles, and are fated to repeat certain behaviours and actions for eternity.  

Asking after the wine, James did inform us that Jean Gascard is in charge of the vintage. But also knowing in the mortal realm that he left Castle Xyntillan, I am led to believe my theory concerning his spirit exists in a certain kind of stasis of belief.  

Doors, Doors 

Previously, we only followed a path to the portrait gallery. This time around, we decided to check the many other doors from the foyer; at least this way we could see where they might lead.  

  • Southwest: leads to an empty room of about 30' x 40' 
  • Northwest: opens into a long hallway, turning north about halfway down and turns south near the end.  
  • Northeast: this opens into a large room, described below. 

The Strange Study 

Coming from the northeast door of the study, this door opens into a large chamber spanning 30' and 60. The eastern wall contains a fireplace, the northeast wall has a door. To the south there is another door, and the north wall has both a desk with neatly stacked notes as well as a grandfather clock. There is also an armoire against one of the walls.  

This room is unnaturally dark, and swallowed up our torchlight. Jean cast a holy light spell, and it did nothing to banish the strange darkness of this room.  

The grandfather clock is ticking, but it runs backwards. When Riley used her clerical powers to detect evil, it scintillated with a deeply evil aura. This leads me to believe it's quite valuable, and I regret for a third time not investing in a cart. Next time I will bring one! 

Spud shared an interesting theory that the clock might cause time to run backward. But when they exited the room they were able to continue holding conversation with the company who stayed in the room. The theory warrants further inquiry, but I believe that the clock will make for valuable loot and I wish to sell it. Let the antiquarians ponder its mysteries!  

Jean examined one note, which appeared unsealed and unsent and unsigned. It is requesting that the men-at-arms who oversee the defense of the nearby town submit to the authority of the castle. The remaining notes we stuffed into one of our burlap sacks so that we could spend our time reviewing them.  

The armoire contained a great deal of clothing, but nothing valuable. It was all for servants. However, Spud shook them out and found a signet ring stamped with the initial 'M'. It is made of gold and later proved to be valuable enough!  

We also found a chest in the standing closet. Losing the contest between myself and Spud, I then proceeded to investigate it for potential traps. Finding none, I opened it away from mine own face as well as my party. Inside we found a plain dagger and a vial marked with a skull. The obvious assumption is poison, but I know the apothecary in town will identify these kinds of things for a small sum of twenty-five pieces of gold.  

The fireplace was unlit. However, the body of a dandy was stuffed awkwardly inside. I don't wish to speculate on how he wound up there! Carl and I secured him with a rope, and attempted to hoist his body out. This only let to him crumbling to ash and fragments of bone. Sadly, stirring up the remains resulting in no further precious objects being found.  

Father Carl did search further into the fireplace, and found a concealed lever. Rigging up twine and a hook from my thieving tools, we were able to activate the device, revealing a hidden smokeroom. An entire ham, parted into individual slices, was all that we found. Sadly, they were not worth much back at town.  

It may be worth the effort for me to climb the chimney, but I am hesitant to do so. We gnomes are not great natural climbers, preferring our earthly burrows. In addition, who knows what might be found at the top of that smokestack? 

Serpentina Malevol 

Whilst we were preoccupied with our pokings and proddings of the study, a figure espied upon us. A young woman, clearly of the Malevol lineage (based on her features), observed us. Dressed garishly, I can clearly recall her lacquered boots, costume bat wings, and devil's horns, wrapped up in a bodice threatening to burst. She introduced herself as Serpentina, to which Father Carl shortened to 'tina.  

This Malevol looked us over, fixating between myself and Carl. And while I am the handsomer of us two by a country mile, humans are unable to appreciate the refined beauty of gnomes. As a result, Serpentina gravitated toward our dear Father.  

Serpentina Malevol is very eager in her courting of our cleric, which I felt she approached in a traditional gnomish way, though I am unsure of human mating rituals. Several times she invited Carl to join her in her room at the tower to indulge in the game of mancala. A gentleman, and recalling his priestly vows, Father Carl gently rebuked 'tina's advances. This did nothing to her drive, and she promptly attached herself to his hip. As this did not immediately endanger our venture, our party did not intervene. To me, it seemed that the good priest was enjoying himself. And I thought I caught a look of envy, or longing, in the eye of young Spud. But what do I know? The more time I spend with humans, the more mysterious they become.  

Stairs to the Cellar 

The south wall of the study opens to reveal a staircase, about 40' long. It descends into a cellar, and I am delighted to share with you, dear reader, that there is wine! There were many casks and vats for making wine in this immediate area.  

Descending the stairs, we encountered a fat monk by the name of Ambrosius. Yes, he seems to be yet another Malevol. A true connoisseur of wine, we encouraged him to give us a tour of the grounds. The monk made sure to share that he carries a flask of fine champagne, to which I would greatly enjoy relieving him of in the future.  

Ambrosius lead us to an adjoining chamber, and brought us before the "best cask he can provide guests." However, with some prodding, he turned us over to a finer cask for the family, and I tasted a sample. To my inexperienced palette, it is a very fine wine indeed. While he was unwilling to bargain for my bottle of ghost gin, I did manage to convince him to part with a full bottle of the family vintage, and it fetched a pretty sum back at the village.  

It was here that Spud brought up their theory once more, and Father Jean easily dispelled the concept by asking Serpentina what the current year might be, to which she responded "1213," which is the current year by human reckoning.  

Brother Ambrosius was also sure to point out a barrel of soured wine, to which I surreptitiously marked with chalk so that we might avoid it in the future. I only wish to loot that which might make me and mine companions wealthy men and women! 

Of Note 

We must bring a cart for the grandfather clock and wine. 

Barrels may be necessary for emptying the casks.  

Serpentina is aware that we are staying at the Vulgar Unicorn inn. I am unsure if she is still smitten with my favorite cleric, or if it was simply a passing fancy.  

We should keep an eye on Father Carl, as some affection seemed to be returned. Whether this is normal human mating behaviour, or some trick of the Malevols, I am uncertain.  

-Daz