I am using the Old School Essentials rule set. For the most part, these are available on Drivethru. You might like the Rule Tome, or you can carry on with whatever old-school D&D product. I've played it with AD&D e1, B/X, BECMI, and RC. There is no real reason to change what you are comfortable with. None of these rule changes should break X2.
Carry on as you see fit.
I have already outlined the characters that will be adventuring in Castle Amber in this post. The party is loaded towards physical combat, having only 2 Magic Users and 3 Clerics. Two elves give the party a little more magic. For brevity, I will simply list all 13 characters:
- Merry the Halfling, Paladin, 4th level
- (Ana) Khouri, Post Human, Fighter, 4th level
- Lance, Human, Fighter, 1st level
- Alexei, Elf, Bard, 2nd level
- Pizzaballa, Elf, Cleric, 2nd level
- Nodonn, Human, Fighter, 4th level
- Solvo, Elf, 3rd level
- Thomas, Cleric, 3rd level
- Jude (aka Punch), Knight, 2nd level
- Rety, Thief, 3rd level
- Dorian, Cleric, 3rd level
- Sybil, MU, 4th level
- Belaphon (aka Bel), MU, 3rd level
- Horses tied to the hitches will magically release themselves to graze.
- The hayboxes will refill every morning.
- Dogs will find bones and small prey easily, as if set out for them.
- If a character mentions a type of fruit or berry that has not been described previously, it will appear the next morning.
Alexei and Rety scope out the Foyer doors and deem them safe and free of traps, while everyone else readies their gear. The Foyer's inner doors open by themselves, jump-scaring everyone. The weapons come out and the party assembles into a marching order:
Merry, Lance, Jude, and Nodonn take the front rank.
Ana, Alexei, Solvo, and Thomas are in the second rank.
Dorian and Thomas bracket Sybil and Bel, who want to go first.
Lance, Pizzaballa, and Rety take the rear.
The party bypasses the door to room 2 quietly and moves into the main hallway. Entering the majestic hallway leaves the party perplexed. They put away their weapons, except for Solvo and Lance, who keep their bows out. They quietly send Rety and Alexei down the hall, creeping down the right and left walls respectively.
Rety listens at each door, but hears nothing. She detects a musky and smoky smell from the second door. She also notes this is the only door with a keyhole. The door is very thick and has covers on both sides of the keyhole, so she can see nothing. Once they reach the end of the hall, they pull out their bows to cover the rest of the party.
Merry, Jude, and Nodonn quietly advance to Rety and Lance's position. At this point, I roll for wandering monsters, and the result is nothing. Bel and Sybil follow the three men to the door to Indoor Forest. Merry signals for everyone to draw weapons and open the door.
Curious glances are exchanged as they view the Indoor Forest. Cautiously, the rest of the party advances to get a look. Confused by the sight, Lance and Alexei are sent back outside to get a better look. They return and confirm that this forest is actually inside the castle. I roll again for wandering monsters, and again the result is nothing.
The whole party exits the castle to regroup.
They know three doors have locks, but do not try them. These are the two bedrooms and the study. The party opens and closes the door to the Indoor Forest. They know there are no traps in the hallways, and the carpet nicely silences footsteps. They have no reason to believe there are wandering monsters, but this is wrong.
Rety, Nodonn, Merry, and Jude convince the party to start at the first door, searching room by room until they discover someone or something.
We will pick up there in Session 1.


