Our Land of Azurth game continued last night with the third session of my adaptation of X2: Castle Amber. We had ended on a cliffhanger with the chaplain in gold armor about to attack. He got in a couple of blows, but the party made short work of him and stole his loot.
They also found a chest containing a meteorite, which unfolded into Astra, one of the Shooting Star Folk. She was vague as to how she got here, but just as eager as the party to find a way out, so she joined them.
|Astra by Jeff Call|
Next was a room full of skeletons in cassocks, a four armed one had a silver key around its neck. The party took heavy damage, but prevailed. Searching for a place to rest, they found more gold and a cockatrice, but no one else got petrified. Our heroes left the chapel feeling they had either killed or allowed to be killed a person with information they needed to get out.
They passed through the garden again, wisely avoiding a field of poppies, and came to the other wing of the house. The bard, Kully, shook off an attempt at possession in a throne room full of skeletons. They chatted with a well-mannered ice salamander, but had nothing they would allow him to freeze to trade for more information.
Finally, they came upon the first generally helpful person they've met in the whole mansion: a mastiff-headed man named Claudas they encountered in the library. He showed Shade a scroll that revealed they needed several magic items to lift the curse and escape the house. These items are on Earth in a place called France. The players realize they have some of the Silver Keys they surmise open to the gates to France, but now they just have to find those gates.