Saturday, September 19, 2026

X2 - Castle Amber 2026 - Session 8 - Rety to Atone

It looks like a chapel
It's hard to believe most of this motley crew has survived for over a year. That is 13 months of me trying to track 26 different characters. Rety started in the driver's seat last August in the Caves of Chaos and, after the loss of many of her friends, drifted along with events. With the death of Nononn, she is ready to take the reins again.

In this post, the party will get back to basics, and so will I. This post is about bookkeeping and character roles. 

The issue with Session 7 was that the party had long ago stopped paying attention to roles and supplies. With no one in charge, their behavior was limited to simple reactions. They entered a massive space with nooks, crannies, and more than a boatload of nasties to contend with. And Nononn died as a result.

From my end, I had scattered notes, and as the DM, I lost track of things. Since this is largely a solo endeavor, with me planning the actions of nearly a dozen characters and twice as many monsters, I skimped on the basics, such as tracking inventory.

It's time to fix that.

I've taken the first step and stated the problem: a lack of foresight. When you are the DM, you may notice your players stop wanting to be their characters. If you see this happening, you can throw in an event that allows the party to recuperate and gather their thoughts, remake or reforge themselves, so to speak. 

One option is to simply let them get lost in a minor way. Being lost is defined as not knowing where one is, which is a perfect description of what is happening to the party. Getting lost can be beneficial to a party. No one knows where they are, so they can take a breath and recollect, away from constant threats.

I also favor a mini-event where the party encounters people who allow them a moment to get a grip on their perspective. We see this in movies and books a lot, so it's fair game in my opinion. Atreyu encounters Morla the Turtle, the Hobbits meet Tom Bombadil, and the children in Narnia meet Father Christmas. I have a pre-generated duo named Jen and Flameheart that I can throw into almost any campaign... except this one, because the party is trapped. 

However, three people could fill the role instead.



Let us return to the party in the chapel, panic in progress. The party collected Nononn's remains. Sybil lies next to him, paralysed. Belaphon sat, trapped in blindness. Dorian discovered the curse when he tried to heal Jude. Merry and Gabby whisper about evil curses and take over the healing process. The zombies howled and hammered on the doors. 

Rety took it in and was outraged. She took charge of the situation. 

Why would she take charge? She has an 18 Charisma and she turned it on. 

"Mon Seigneur Gronk, Chevalier du Bois de Lilas, le Défenseur des Voies Anciennes et Secrètes. Rally my troops!" barked Rety. This was something the rabbit dreamed of. He barked orders at the party, sending them this way and that. 

Nonplussed, Gabby's mouth dropped open. 

"Lady Gabrielle Durant, benefactor of this party, we must ready your quarters for the wounded," said Rety in a near-reverent whisper. Gabby, who was no slouch in the charm department, found this both respectful and needful. 

Gronk had the fighters gather up the treasure. They looted the cleric's and magic user's quarters. He ordered all the doors to be checked and spiked closed. While the party didn't know it, Gronk heard the bees and the cockatrice in the room with the holes. Not wanting a fight, the party forgoes more treasure.

They use bedding to make two litters for Nononn and Sybil. 

Destination selected, the Rety led them south and out of the chapel. They traversed the Indoor Forest and made it to the door to Area 5, before encountering trouble. 

William Amber bellowed, "Who the hell are you?" as he stuck Dorian with a hold person spell. 

Rety, Lance, and Khouri loosed arrows at him. With only 29 hit points and no chance to ready a spell, the party handled him easily. The arrows did little, except that every hit prevented the preparation of a spell. Wizards in B/X shouldn't travel alone, or the DM should prep the wizard with spells instead of using the listed suggestions. Fireball or lightning bolt would have made this a challenge. 

Rety grumbled as Lance picked up Dorian. She was losing more men to carrying people. They raced to the Study and barred the door. 

I find that spells like sleep and hold person are more traps than effective attack spells. The consequences come after combat, usually not during combat. William tied up two, possibly 3 characters with one spell, since Dorian needed to be carried away. 

This looks like a study

Once inside the study, wounds were attended to, and armor and weapons cleaned. Rety and Gabby prepared a meal for the party and discussed a few things. They asked the party to arrange their equipment on one table while the other table was set for the meal. 

The Rakastas left a lot of mundane items behind, which the party took advantage of. Sybil, Dorian, and Bela all rested on fine furs. Nononn was draped in silk. 

Since the party was at rest, the hold person's spells faded away naturally. Surprisingly, Sybil's first act was to cast Continual Light on Belaphon to relieve him of his curse. When Dorian rose, the three recovered heroes added their equipment and treasure to the pile on the table. 

Sybil's sword glowed ominously as it reacted to chaotic creatures, in this case, Sybil.  

"Sybil, sheath your sword," she ordered, and the Magic-User took it back. This is a character-defining weapon, and Rety had no intention of putting it in the party's sharing pile.  

The silverware and plates were rather large for humans and demihumans, but they made do. As they ate, Rety spelled out her simple plan. 

"To attend to our friend, Nononn, we must first attend to ourselves," she announced.  

The party drank their wines and spirits to honor their fallen friend as she continued. Rety encouraged this, as booze is one less thing to carry, and toasting their friend showed self-control rather than a drunken pity party. The party has 4 bags of holding, a tremendous carrying capacity, yet they aren't using it effectively. They need to get rid of some stuff and replace it with others. 

"Once this task is complete, we must provision ourselves for a long foray into the castle. We should no longer plan on retreat," she said. The party nodded in agreement. 

"We shall check our animals, gather what we can from the forest, and start our journey. I know not how long we shall be, but I would like to be free of this place by the end of the week." 

This garnered many grunts of approval. None knew how extensive this adventure would be. They aren't even halfway through it. My personal plan is to get them to Averoigne by mid-October. I will have to enlist my kids to help with all of the combat rolls. 

After dinner, Gronk arranged the party into frontline fighters, second-rank fighters, and rearguard. Gabby and Rety dressed them as needed, with many fighters trading weapons and armor with one another. Jude and Merry wholeheartedly agreed with this process, while Lance and Khouri grumbled as her kit was replaced. However, as the two women dressed Lance in the finest armor and gave him the best sword, Khouri's objections tailed off, and Lance was well pleased. He looked like a proper knight. 

Rather than detail how everyone was armed individually, I will explain it as Rety did. She used a chessboard to explain it to everyone. 

The front rank of fighting men had the heaviest armor with lighter sidearms. These were Parker, Warren, and Lance. The next rank has slightly lighter armor, bows, and swords, with the exception being Jude, who doesn't use a bow. Khouri and Merry rounded out the second rank. The third rank was made up of the two magic users on the flanks and Dorian in the middle. Rety took the rear position with her bow, as a tail gunner. Jude, being centrally located, could issue commands and warnings. 

Lety distributed the 4 Bags of Holding among the ranks. Lance, Jude, Dorian, and Lety each have one. The vast majority of the party's gear was placed in the bags, leaving everyone carrying very light loads. However, for their very next task, no one will be carrying a backpack. 

The party readied Nononn for his final foray to the burial site in the Indoor Forest. 

Friday, September 11, 2026

X2 - Castle Amber 2026 - Session 7 - Can I Help You? Part II

In my last post, we left the heroes in the Chapel, where Simon confronted them. I should have labeled the map last time, but this is what we roughly have: 

Technically, no one is surprised, but Simon's marked out like a Shakespearean actor and said his line: 

"Can I help you!" 

On target for a haughty D'Amberville, but a poor plan for picking a fight. He is denoted by the red S. Behind him were the bone golem and the pack of skeletons. On the left, I have marked out the 3 groups of Zombies. 

Parker and Warren tense and begin advancing on him, with Jude following. They know the D'Amberville family well. In reaction to this, the snap-case characters react. Khouri and Lance loosed arrows as they are a team. Although separated, they think alike. Rety joined in the fun. Sybil ripped off a magic missile. Alexei starts playing the organ to set the tone. 

Simon paid for his mistake, taking 13 points of damage. 

Sooooo many targets.
Round 2. I roll 3 dice for initiative. The skeletons and golem burst through the door behind Simon while the zombies start moving towards the sound of Simon's voice. Parker, Warren, and Jude continue their advance. Lance, Khouri, Rety, Nononn, and Merry loose arrows. Gabby and Dorian merely watch while Sybil steps out of Bel's way so he can loft his
magic missile. 

Simon took another 12 points of damage and can't cast a spell. He readied a mace. He is down to 12 HP. He allows the skeletons and golem to interpose themselves between him and the party. 

Round 3. The party continues to roll well for initiative. Parker, Warran, and Jude sweep past Merry and Nononn. Nononn drew his sword and followed them. Sybil and Bel were out of magic missiles and split up. Sybil ran after Jude's team while Bel made for the stairs. 

The dynamic of the combat changes. Merry and Dorian turn all of the skeletons but are perplexed by the golem, which they can't identify at range. 

Lance and Khouri kept firing arrows, but missed. This gave Simon a chance to cast hold person on Sybil, rooting her in place. 

Round 4: The bone golem and Jude's team met. Parker and Warren were struck for 3 and 7 HP. The zombies burst out of the western door. Merry could hear them, but couldn't see them as they were behind the statues. He stopped and turned. Simon struck Bel with continual darkness. Bel stumbled into a statue, triggering it. It bestowed a very ironic gift on him: a scroll of protection from magic. Helpful, but not really. 

The fighting men go at the golem, dealing 12 points of damage. 

Khouri, Rety, and Lance target Simon again. They do one point of damage, knocking him to 11 HP. 

Gabby ran down the stairs, intending to help Sybil. She was blocked by Bel, flailing between two statues, enshrouded in darkness. She yelled at him to stop moving. Luckily, he didn't trigger either statue again. 

Round 5: The golem gets the drop on the party again, this time with Simon helping. Warren, Parker, and Jude took 8, 7, and 3 HP damage, respectively. Khouri was not able to get an angle on a target and advanced in on the melee, bow still drawn.   

At the bottom of the stairs, Bel flailed against the statues, thinking he was under attack. Gabby grabbed him and pulled him away. The darkness spell was far more effective than I thought it would be. Lance followed her into the chaotic situation.  

Jude managed to strike Simon for 6 HP, leaving just 3 HP. 

Rety climbed over the railing and down to the chapel floor. Climb is a wildly under-used and under-rated ability.   

Round 6: The party tied with the monsters for initiative. Merry easily turned the zombies, and they retreated back to their cells. Khouri continued her advance, while Lance stumbled towards Gabby and the confused Bel. Sybil was still held. 

The golem was struck for 18 more points of damage, leaving it with just 7 HP. Simon backed up but used Finger of Death on Nononn. He handily saved. 

Charles opened the eastern door and muttered: "What's happening?" This woke Madiline and her bloodlust for Charles. She charged for the stairs with Doian in hot pursuit. 

Round 7: The party goes first. Nononn slipped around the golem and narrowly missed Simon in the doorway. The three fighters pummeled the golem to death. 

Lance, Merry, and Khouri continue their advance on Simon. Dorian and Madiline made it down the stairs, while Rety sprinted to the altar. Lord, this room is big. 

Simon took a second go at Nononn with Finger of Death and this time the fighter lost. 

Round 8: The three fighting men breached the door and killed Simon. Gabby finally restrained Bel, while Madiline raged at Charles. Rety paused, not knowing which way to go. 

Charles smiled evilly and darted forward to cast a spell. Nononn rose from the chapel floor and shambled to intercept Madiline. Due to the nature of his death, Nononn rose with his full hit points, armor class, and weapon. 

Narrative rounds: The chaos was complete. Madiline and Nononn raced at each other, with the whole party in pursuit. Charles protected his retreat with a wall of ice. Rety separated from the party, entering the northwestern door to stalk Charles. The animated Nononn slew Madiline and turned on the party. Sadly, the party defeated their former ally.

Rety had followed Charles back to his lair in room 30 and observed from the shadows, hidden off to the right of his door. Charles readied himself for a battle, securing his room the best he could. He cast darkness at the northwestern turn of the hallway. He sent his wizard eye down to the northwestern doorway of the chapel to watch the party. Rety silently watched, bow in hand, while Charles searched his library for anything that could assist him in the upcoming fight. 

Khouri led the fighting men down the northwestern hallway, taking a moment to swipe at the wizard's eye. Alerted by the attack on the eye, Charles took a final frantic look around the room. That was when Rety loosed an arrow into his back. She had surprised him. 

His shriek caused the fighting men to move in double time. Merry and Khouri took the lead to get the others through the darkness. 

In the next round, Rety stepped into the room and hit him with another arrow. And that was all the time the angry fighters needed to enter the room themselves and put an end to him. Jude and Merry threw up a stink about dismembering the body. The other grumbled but agreed.   

They circled back to kill the skeletons before everyone banded together to spike the zombies' cell door shut. 

We leave the party with Sybil held, Bel enshrouded in darkness, and Nonnon dead. Everyone except Dorian, Gabby, and Lance had some wounds. 

The party had defeated 18 zombies, 9 skeletons, a bone golem, and three of D'Amberville. 

There will be a lot of mopping up before the next session. I will post bookkeeping, share Warren and Parker's character sheets, and award experience. 

Wednesday, September 9, 2026

Module Review - S2 White Plume Mountain

As part of my campaign to improve the website, I am rewriting some of my oldest posts, focusing on reviews first. 

This was originally posted on June 1st, 2016. Depending on what happens to the party, I might make this module my 2027 series. B2, X2... S2 seems to track. 

I can't believe I've been doing this for that long. 

Title: White Plume Mountain
Code: S2
Author: Lawrence Schick
Rule Set: D&D
Year: 1979
Pages: 16
Number of characters: 4-10
Levels: 5-10
Rating: ★★★★☆

White Plume Mountain is part of the Special series of modules. It is meant for Advanced Dungeons and Dragons and expects a large number of characters at relatively high levels. Interestingly enough, the scenario spells out that many adventures into the dungeon will be required and may cause a rotation of adventurers through many sessions. That is a nice touch. I like the long-term play and replayability, similar to what I did with B2 and X2

Written by Lawrence Schick and published in 1979, this standalone module plunges players into the subterranean maze of a volcanic dungeon located in the Shield Lands. The story kicks off when three legendary magical weapons named Wave, Whelm, and Blackrazor were brazenly stolen from the vaults of richie-rich collectors in Greyhawk. When the owners received a mocking poem signed with the symbol of the wizard Keraptis, they tempt a party of plucky heroes to brave the volcanic tunnels with promises of cash and prizes. 

I love this style of play. Early failures and setbacks to the player characters are muted by the ability to retreat to the complete safety of the nearby town. This is very different from most dungeon crawls where characters must hoard limited resources. Instead, players find themselves on a quest to obtain those 3 magical weapons at all costs. Monsters and puzzles and challenges protect them. Backtracking enables inspired progress along with resupply and fairly realistic gameplay. Players can leave their horses at a local village or hide them in a natural cave before entering the south-facing Wizard's Mouth cave. This adventure takes the learning curve for games and makes it a positive. White Plume Mountain is more like The Moonshot than D-Day.

The dungeon itself is a masterclass in puzzle-box design. It forces players to combine brains and brawn to overcome hazards that cannot be solved by simple violence. Navigating the complex requires dealing with everything from a gynosphinx offering riddles to terrifying environmental death traps. Razor-sharp blades and a heat-induction tunnel chop and wear the party down. Players must carefully manage their character's resources as they tackle distinct branches to recover the stolen artifacts.

The Heroes encounter a wild array of off-theme challenges. Wave, the trident, is protected by a watery monster inside a force field under a boiling lake. The warhammer, Whelm, is protected by a crazy waterpark gone wrong with a resident vampire. Blackrazor, the mythic sword is protected by a friendly hobbit. Even if a party manages to run these gauntlets and collect the weapons, they face a final twist at the exit. Powerful efreet named Nix and Nox attempt to intercept them and herd them toward Keraptis' final trap. 

This module also features wonderful artwork. My personal favorite is the fighter on page 6. It isn’t the best, but it captures the character's reaction so perfectly. The fighter’s confused look is classic. Who jumps platform to platform over hellishly hot mud? Everything in fighter school trained me not to do this. This illustration perfectly highlights the terrifying suspended disk challenge where heroes must leap across chains above boiling mud while dodging active geysers. The images for Blackrazor and the Mountain itself and Keraptis are iconic of classic Dungeons and Dragons.

You can find this as part of a set, S1-4. DriveThru RPG also has Dungeon Tiles and a new version for 3.5 Adventures to supplement your collection. 

Monday, September 7, 2026

Planning Session 7.1 - Keys and Oops

We left the party in the Chapel, in the middle of a massive brawl in Castle Amber

This post is kind of spoiler-heavy, so you might want to stop reading here. I am going to tell you what happens to the party in the future. I am already 3 sessions ahead of the Chapel, although you can't know that. 

While this is a solo playthrough, "solo" is not 100% accurate. I often point this out within individual posts. 

First, I have been using AI to assist me in tracking the whereabouts of the party when it splits up. This helps me track time and locations. I don't use AI for grammar checking because it gets excited about dashes, dash-em, commas, and semicolons. AI cannot assess sentence complexity very well and will suggest these bits of punctuation far too often. It will also battle with my built-in Chrome spellchecker, which is crazy. It also cheats if asked to roll dice or "randomly" select an option. We'll see that happen again shortly. 

Second, I often ask my children to throw dice and select character actions. They don't really want to sit and play, but occasionally they help me with this series by helping roll through large combats or throwing plot twists at me. 

I also use my copy of OSR Solo, an old-school oracle book for solo play to generate ideas, which I guess is a third modifier in this less-than-solo adventure. 

Let's get to the second big oops of this series. Pizzalla, Solvo, and Thomas have all died. Alexei has been turned insubstantial. Alexei's items are just as insubstantial as he is. But Solvo's backpack contained a bag of holding, and were both were transferred to another character's bag of holding in a second backpack. Technically speaking, I lost track of those supplies, and the party did, too. 

After the Battle of the Chapel, the party will discover their mistake and Parker and Warren will be properly provisioned as fighters, complete with bows and arrows, plus some other kit. 

Next item. I should have tracked the keys. I had forgotten that the party needed 3 keys. Here are their locations as of now: 

3. Study (In Gabby's possession.)
18. Fountain of Death (The Rakshasa took it)
27. Consultation Room (We are almost there)
52. Bobbing for a Key 

The module does suggest reducing the number of keys depending on how the party is doing. Essentially, I have hard-coded a reduction of one key by allowing the Rakshasa to take one from the fountain. I figured they would either die and the party would loot the key from the corpses, or the Rakshasa would make it to the gate and the party would find one key already there. 

First, I asked AI if the Rakshasa should enter Averoigne. I asked it to ignore mechanics, the module, and just give me a yes-or-no answer. It said yes and backed it up with all kinds of mechanics and hallucinated details about the module, Clark Ashton Smith's writings, and D&D in general. 

Sigh. AI, you kind of suck. 

I was going to roll a die and consult my copy of OSR Solo but then decided that Rakshasa in Averoigne would be fun. No random die rolls, no AI. It's fun. I am doing it. 

Why? Because I want to introduce a new NPC to Averoigne, a person named Madeline. She is a chef. She was created using my very own ruleset for NPCs called Zero to Hero: Uncommon Commoners.

However, this set of rules isn't the one that has been downloaded hundreds of times. 

No, this is a complete rewrite specifically meant for Old School Essentials and I will use their Open Game Content license. I hope to have this done by Christmas, and it will be my first non-PWYW title. I will not take the old edition down. It will continue to be PWYW. 

I plan on 2, maybe 3 booklets in this new edition. The first is the rules, and the second booklet will be a helper PDF and zip file so that others can build content off of it. I have to comply with their OGL, and I plan on being as helpful as possible to other creators. I haven't decided if a 3rd booklet is necessary. 

In order to assist with this project, I have created an OSE character generator. Critical to this project is the ability to generate characters using average dice, which this generator does. I AM using AI to create this generator, BUT as a crutch for the coding skills I have lost. As time goes on, I am recovering my coding skills and my reliance on AI is dropping. 

I hope you stick with me in these year-end endeavors and stay for what is to come in 2027. In the next post, we will see how the party fares in the Chapel and possibly beyond. 

Tuesday, September 1, 2026

X2 - Castle Amber 2026 - Session 7 - Can I Help You? Part I

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, Dorian, 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 the doors were well maintained and set up to open into the space they protected, 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, nocked 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 whether 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 died 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. 

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 loosed 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 didn'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 Paladin 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 typical 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.