It has been far too long since I posted the adventures in Castle Amber. We left the party in the Chapel.
It's easy to forget how big the Castle is. Each square is 10 feet, not five. Since I am discussing size, the party now has 3 extra characters. I have decided that Alexei will be present until the party exits the Castle. He is non-corporeal, so he is limited to magic only.
Parker and Warren have taken the class of Fighter. Since the beginning, they have had 24 HP. On average, they must be equivalent to 5th-level fighters, with no Constitution bonuses. As Fighters, they are much more dangerous than Demos Magen, mostly due to armor and weapon selections. Given the party is trapped in the castle, they have only the halberds and breastplates they were pictured holding. The party also gives them some daggers and slings, the only extra weapons the party had.
We left the party in the corner marked 25, with a sleeping Magdalene D'Amberville. Alexei wandered away, up the stairs, to inspect the organ in the Choir Loft.
Simon's room (32) is an odd place, with 3 secret doors leading to it. Charles's room (30) makes more sense. Rooms 26a-f contain Zombies, while Room 27 holds the bone golem and skeletons.
I mention this as Alexei approached the organ. The party was not being quiet, so we are about to experience a lot of combat. Remember I mentioned how big the castle and chapel are? It turns out, all of the creatures in here are faster than most of the party. That will play into combat.
Zombies in D&D are fast-moving but slow-fighting. They can run down a party, but once they catch them, Zombies are always last to act. That is an interesting dynamic.
Let's put the players on the field and take roll call.
Alexei, Rety, and Lance went upstairs. Rety and Lance have bows out to act as overwatch for the party, while Alexei wondered if the organ worked. Dorian administered care to the sleeping Magdalene D'Amberville, while Merry, Nononn, and Gabby guarded the area. Belaphon and Sybil, ever incautious, explored area 24 near the trap door and altar.
Parker, Warren, Jude, and Khouri had a plan. They moved to the east side of the chapel and breached the door leading to 26a-c. I made a judgment call and decided all of the doors are well maintained and are set up to open into the space they protect, like monastic cells rather than prison cells. Jude listened at the outer door and the door to 26b. He heard nothing and opened the door.
The zombies bellowed at the intrusion, and Jude slammed the door closed.
In the first round of combat, the lead Zombie threw the door open, and Jude hit him with his polearm. Khouri stepped in and fired an arrow into its face, finishing it. Parker and Warren retreated back into the chapel, with Warren dropping his weapon to hold the door open and keep the torch high. Parker guarded his back.
Lance and Rety, alerted by the noise, knocked arrows and leaned on the railing. Everyone else in the party looked to action, uncertain as to what was happening.
Round 2: Khouri darted through the open door and turned around, bow leveled. Jude and the next Zombie exchanged blows as Jude retreated through the door. Warren slammed the door closed.
Rety and Lance could see the melee, but had no targets. Bela and Sybil could see movement, and Bela cast light on the altar. The rest of the party drew weapons, but couldn't decide to retreat or move to Jude and the others.
Unbeknownst to the party, Simon decided to check on the noise. Simon moved to the western door to the chapel and would not arrive for 5 more rounds, even if he ran. Charles hates noise and does nothing. Also unknown to the party, the remaining 6 zombies advance from 26a and 26c to back up their brethren.
Doors can be a real problem.
But the statues are worse.
Round 3: Khouri moved south along the wall, while Jude, Warren, and Parker formed a wall of polearms. The two Zombies die in the hedgehog of long weapons.
Charles was on the move, while Simon cursed the noise of battle.
The rest of the party made a choice and started moving to the stairs to the choir loft. Merry and Nononn drew bows and covered Dorian, the sleeping woman, and Gabby. In stepping out of the space, the Fighter and Paladin almost triggered a statue. Bela and Sybil moved southward, still facing the action, unsure where they were needed most.
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| I really need to paint these guys. |
Round 4: The doorway to 26a-c was blocked by the bodies of Zombies, so the four heroes backed up. The three Fighters, ready for combat, didn't think of the danger of the statues. They almost triggered. Bel and Sybil paced them, moving south. The damned statues prevented anyone from firing, except Khouri, who was on the south wall. Since she hadn't tried to cross the row of statues, she was not in danger of triggering them.
Khouri hit the first Zombie through the door with an arrow. It turned to face her, but she was out of reach. The three men faced the remaining five zombies, but only three were in reach. One was dropped.
Round 5: Charles made a stop to collect the bone golem and the skeleton crew.
Khouri lofted an arrow not at the zombie pursuing her but into one of the last two Zombies leaving area 26a-c. She struck well. The 3 fighters downed two more Zombies. To collect, one Zombie pursued Khouri while the remaining four pursued Parker, Warren, and Jude. Finally, everyone could see the Zombies.
Nononn and Merry sprinted to support Jude's battered team. Again, the party was lucky as the men didn't trigger the statues. Khouri dropped her bow and darted between the statues. One of them triggered and touched her, raising her Constitution by a point. She had only a 9, so this bonus doesn't really help her. She and the Zombie exchanged blows, with Khouri taking the worst of it: 8 HP. Her Zombie was down to one hit point.
The fighters tore into their remaining foes. Two down and two to go. Jude and Parker took minor damage.
Round 6: Bel and Sybil ran to the stairs, making it most of the way. Nononn and Merry slowed as the fighters dispatched the remaining Zombies.
Round 7: In the silence, Khouri moved to recover her bow, this time remembering to inch between the statues to prevent another triggered curse or boon. The Palidin and the remaining fighters rallied on the eastern side of the chapel.
I don't think Moldvay meant for this area to become a battlefield. I suspect the intention was to ambush the party in the nooks and crannies of 26a-f before letting the party stumble into different pitfalls of the northern end of the chapel.
This area is a wonderful place to let a young party cut loose and learn the ropes of mass combat. It presents so many challenges. The doors and statues are barriers to sight while also representing problems. The magic users are too young to unleash combat-ending spells. The distances and darkness caused issues with turning undead, simply because no one knew they were undead. Picking different areas to pass through meant that some characters weren't even in the melee. Also, the speed of the monsters matched the characters, making retreat a possible losing proposition. By clustering together, the party managed to avoid getting overrun and slaughtered.
Speaking of clusters, Simon stood listening at the door on the northwestern side of the room, with his gang of undead behind him. In typically D'Amberville fashion, he threw open the door and shouted:
"Can I help you?"
Alexei knew what he had to do; he took a seat before the organ and began to play. Next time, we will see the other half of the Chapel Blitz.