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.
Learn more about the Castle Xyntillan Campaign.
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| Author: Martin Soulstealer |
The Eighth Expedition, October 6, 2026
The time between our last foray and the next was spent hotly debating on how to handle the castle's vampire, and if the presence of an adjoining balcony meant another vampire. Ultimately, it was decided we would spend time exploring other parts of the castle so that we could hopefully lay low while we planned on how to bestow a final death upon the undead monstrosity.
While I worked on settling some last minute business, I assured the companions in my adventuring company that I wouldn't be far behind. In my stead, I sent a youngster I recently met - Stray Dog. What the young man might lack in couth and brains, he makes up for with an impetuous spirit and strong sword arm.
Meanwhile, most of the usual suspects assembled:
- Stray Dog, a meathead of a half-orc fighter
- Carl, one of our two beloved clerics
- Quirky, an elven fighter and my longest known companion
- Riley, the other cleric in our cherished pair
- Malachai, a human fighter and new joiner we picked up
Rumours Heard in Town
You would think that after so many adventures into the castle during this months-long campaign, stories of the ruins would dry up. But you'd be wrong, as the townspeople are only more than glad to relieve one of their coin in exchange for stories about the ancient building and its inhabitants. Here is what we learned:
"The enchanted portraits know more than they let on." Author's note: I call bunk on this tale. We have seen several magical paintings in the castle and they all seem stuck going through the motions, like a visual Magic Mouth spell.
"The Hero Roland himseslf was buried under the castle with a relic." Author's note: This story comes from a more reliable source - but just barely. However, we did find a ladder in the wine cellar which leads below the castle. Likely, it is more dangerous, but I'm nearly ready to risk it.
The Return to the Castle
As we approached the castle, a quick survey amongst the companions resulted in us choosing the front entrance. Perhaps it is foolish, but it is a known element. Despite past encounters, no zombies were ready to greet us, and the foul statues stood silent.
With the foyer, James was present as usual. He was also miserable, as usual. If I come across a convenient way to put him to rest, I swear upon Garl's glittering beard to see it through. It is anathema to the gnomish way of life to watch such miserable bastards persist (unless they're kobolds, of course).
Through the Chapel
For this expedition, we moved eastward, through the chapel, which was as we left it. Moving further west from this place, we could hear off-key, raucous singing, much like we heard in the northeastern hall (from the foyer) in a previous visit. It was agreed that we would join in if we came across the revelers, and we pushed through the hallway.
The Southern Door
At the end of the hall, with the singing still west to our position, we came across a door leading south. After a quick check of agreement, we forced it open to find it empty, sadly. It was completely cleaned out.
The Northen Door
Another door was in the hallway, and leading north. This contained a staircase going down, and the room has a door to the east. It was decided to skip a descent for the time being, and instead push through the eastern door of this 10-foot square room.
Hallway from the Eastern Door
Ten feet wide, it runs about 30-feet north/south, with a door to the east, and another to the north, also along the easter wall. Listening at the door, the sounds of smashing dishes could be heard. After a short debate, we decided to peek inside.
What we beheld was a 30 x 30-foot chamber, with a door to the north. The source of breaking dishes was the apparition of an elderly and matronly chef with a foul disposition. Only the rolling pin in her ghostly hand appeared real. Besides this, there were all the accoutrements one would expect in a kitchen.
Before we could know what was happening, she wheeled around and began to deliver a most terrible tongue lashing. Not wanting to fight a ghost, we backed out before more harm could be done and move to the northeast door in the hallway.
This adjoined to the north part of the same kitchen, and we decided to make haste while the ghostly chef looked distracted. Unfortunately, she took notice of Quirky, and she was struck in the back of the head by the very real rolling pin, knocking her unconscious.
However, we were able to grab her by the collar and drag her into the adjoining chamber, without further harassment from the cook.
Another Kitchen
This room almost makes one wish they were dealing with the spirit in the other room! Inside, we found five four ghouls, busily and gleefully carving up a fresh cadaver. Our clerics began reciting prayers of censure, and they turned from us. One or two managed to flee while we dispatched the others.
Not much was found searching the kitchen. Carl barely avoided one guillotine trap, ensuring that Malachai was able to avoid the other. We managed to scavenge up some silverware, as well as various rations (in various states of decay).
North from the Ghoul Kitchen
From a northern door, found an interesting chamber. Measuring a good thirty-foot square, various tapestries hung from the walls, depicting flowers. In addition, there were hanging pots with dead plants inside. The floor was sparse and bare, with an indented flagstone in the corner.
While we were excavating the disturbed flagstone, presuming there was loot to be found, our work was interrupted. A twisted creature, with the head of a rooster and the horns and body of a goat, sauntered into our workspace.
It was easy enough to dispatch the wretched monstrosity, but young Stray Dog made the mistake of brushing his hand against the horn while sacking up the creature to offer our local alchemist. As a result, the youth was petrified on the spot! We hauled his body over the mule, and determined we'd try to have him revived in town, should that be possible.
This is about when Yours Truly enters the scene. We quickly got back to work and uncovered a shallow grave. The simple coffin contained the body of a young woman with bloated features. As far as we could tell, she didn't favor the Malevols. Dressed in a yellowing gown, to her chest was clutched a leather satchel.
It was decided we would approach this corpse as we did the vampire, and hit the cadaver with everything we got, while it was pinned in place with a hafted weapon. The woman's body rose, and maggots poured out. I made ready with the torch, putting them to light, fearing rot grubs. Once the body went limp, we carefully excavated the satchel from her grasp, and used oil to ensure the restless dead was fully cremated.
Of Note
All in all, it was a lucrative expedition! The silverware fetched a fair penny, and the satchel we retrieved was heavily laden with gems, enabling us to train up our new ally Malachai, as well as pay for Stray Dog's healing. And not to mention, the rest of our company made out quite well, enabling several debts to Quirky to be settled.
Continue with Part Ten (circa Nov 2026)

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