# Library Xyntillan Session 1


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## The Party

Several library game regulars from another DM's table.

## Party Deaths Thus Far in the Campaign

None

## Treasure

5 1d6+1 healing potions, 1 potion of extra healing that forces charging into melee, and a cursed cross.

## Report

A somewhat uneventful scouting expedition still yielded a little magical treasure and some useful information about Castle Xyntillan. No party deaths, no fights, but odd sights and persons were met.

Before setting out, an archer was hired.

- The party entered through the gatehouse and went in all directions to examine the garden.

- They awakened Tristano Malevol The Love Lost who was disinterested and wandered outside the castle. 

- Marc took a rose and fell in the thorny rose garden when a detached limb tripped him. 

- Liz climbed to the hayloft in the stables and found fiery wine (later identified as extra healing potion but must save or charge into melee until a full rest.)

- They entered a smithy's room and were attacked by a floating hammer.

- They walked E then through a S door through a hall and past a zombie statue with an incense burner to a mess hall of skeleton soldiers singing ancient drinking songs. They persuaded the skeletons they were at the wrong party and were employed at the ballroom. They got directions which they meant to use as an aid in finding the main entrance in order to exit before session end.

- Following these (vague) directions, they went east to a small chapel which they spent some time searching in a general manner but didn't find anything. Monks entered and the party pretended to be in attendance as the monks chanted. When a cleric saw enough of one monk to see the paleness of the skin, he **Turned* them to dust.**

- Trying to exit, they instead found a luxurios clerical repose and a hidden liquor cabinet with 5 healing potions worth 150gp each. 1d6+1hp.

- Some explored his attached prayer room, finding a cursed silver cross. Barely escaping its curse, Owen slowly, carefully tied it to a stick.

- The party rushed out, finding their way through another stables back north to the outer court, back to the entrance passage, and out through the garden and gatehouse.

## GM notes

The players were mostly level 5 or 6, which might bypass too much danger and fun. 2 hours wasn't enough time for them to do much during a first delve.
