Year in Review: 2021 (and looking ahead to 2022)

Summary:
1. Campaign updates. 2. Shifting away from online gaming. 3. Changing game style. 4. Ending RPG crowdfunding. 5. Welcoming new interests into my life.

Castles & Crusades Campaigns
Dragonclaw Barony: This campaign came to an end in October after 18 months. The campaign began when the pandemic started as an attempt to keep gaming alive online. There were successes and some misses. You can read about that here.

Barrowmaze: This campaign has been going on for roughly 3 years. It is my longest-running campaign with over 90 four-hour game sessions played. It is also my most successful campaign. It has been my high point in 30 years of gaming. It will come to an end sometime next year.

Aufstrag: This is the campaign that will begin when Barrowmaze is completed. I did a preliminary blog about it a few months back here. It is taking place in my world, not the world of Aihrde (for which it was designed), and there is a bit of reimagining involved to get it to fit my world and my pantheon of gods. I will post more about that next year as the time approaches for it to be unveiled (posting about it too early may restrict me when it comes to changes I may need to make closer to launch).

Online Gaming
When the pandemic hit in 2020 in-house gaming ended and games moved online. I spent most of 2020 adjusting to that shift in the environment. I was initially slow to adopt some technology like VTTs since I find they overcomplicate games and I don’t enjoy them that much. However, I discovered Owlbear Rodeo and during 2021 and it became a welcome part of my game allowing me to keep things simple. However, by the summer of 2021, those in my home Barowmaze game gathered again at my table and I was reminded that this is a vastly more enjoyable environment to game in and I plan to stick with running in-person games moving into next year.

Change in Game Perspective
When I gave up Dungeons & Dragons 5E at the beginning of 2018, discovered the OSR, and dived into Castles & Crusades as my game system (so that I could draw on all eras of D&D) I was on fire with creativity, and that creativity continues to exist today. Since 2018 I’ve run more than 180 Castles & Crusades games at my home, FLGS, and online. In that time I also played roughly 160 RPG games at FLGS, conventions, and online. I’ve never had such open and creative players and I’ve never gamed this much before as a player either. But all that gaming has worn me down.

I’ve gone through several phases since 2018.
– 2018 to 2019. I shifted to OSR game-play. All the players in my games from the 1980’s-2018 were not interested in leaving 5E to join my new C&C campaigns, so I had to start from scratch. That required a lot of recruiting at game stores to bring people in.
– 2020. I continued using OSR material, brought in material from non-D&D games, as well as my own academic research into folklore and mythology. Gamestore games were put on hold due to covid, most of the people I had recruited at the game stores from 2018-2019 suddenly disappeared, and I had to recruit all over again online to get new players.
– 2021. I shifted even more to my own research, other RPGs, and became annoyed with some aspects of the OSR.

I now have a firm home crew that games in my house and that is all I need. After all that recruiting at FLGS and online from 2018-2020 through the 180+ games, I want to take a breather from recruitment. I’ve probably introduced more than 100 people to C&C and handed out dozens of books to these players. But after three years only about a dozen or so are still in touch with me and a half dozen are in my weekly game. That is a lot of money and work I’ve done and I am feeling a bit empty inside from it all.

There are also a group of folks in the OSR that seem to enjoy slamming WotC, D&D 5E products, and 5E players. I have grown weary of this behavior. I may have quit 5E, but that was simply because I found other things I enjoyed more – a mixture of old school with other viewpoints and practices. Why waste time whining about 5E gamers or WotC?

I am also finding that nearly 50 years of D&D lore has given me a feeling of “been there, done that, I want to see something new.” I have been moving in recent months toward wanting to bring in new perspectives that D&D hasn’t looked at or focused on. Whether it is the OSR rehashing the same ideas from the 70s-90s (I no longer care about yet another woodgrain or a white box for an OSR rule set), or 5E converting yet more classic adventure ideas to 5E. D&D and the OSR have become too self-referential. There is too much navel-gazing. I still love D&D as a system (which is why I use C&C, the SIEGE Engine mechanic models the best of AD&D through post-2000 D&D), but I want different lore and new perspectives for that system.

Thus, I am moving toward finding something different to place within the C&C SIEGE Engine. For example, in 2018 when I began C&C I left behind the post-2000 reptile kobolds to return to the yapping dog-like kobolds from the 70s-90s. But in Germanic folklore kobolds are neither reptiles nor scaly dogs, they are very different, and in my upcoming Aufstrag campaign, I am bringing in the Germanic kobold and taking them in a new direction. I am going back to source material that is centuries-old and want to do something new with it.

Ending Kickstarter and Crowdfunding
I joined Kickstarter in 2018 and have spent way too much money on it over the last 3 years. I now have enough products to run two weekly campaigns for the next 30+ years. Owning this much stuff is madness, and it was costly. Too costly. In 2021 I shut down my Indiegogo account and began winding things down on Kickstarter. If I needed any more motivation to shut down Kickstarter, I got it when I learned they were moving their crowdfunding platform to blockchain. That put the nail in the coffin, and I backed out of the last few small projects I was supporting on that platform. I now wait patiently for the final products to arrive early next year before shutting everything down.

Crowdfunding is too frustrating for me. I typically get excited during the 2-4 weeks when a project is running. Then I wait 6-12 months for the (big) projects to arrive, at which point the reason I supported them has usually faded, and far too often the product arrives either far too late, it is not the quality I expected or my need for it is gone. I am going back to buying things after they have been published so I can see the product, check its quality, layout, and content, and decide if I actually need them.

New – and Renewed – Interests
I have reacquired a passion for what I did my graduate degrees in – philosophy. I have created a new blog that will revolve around philosophy and I look forward to digging into classic philosophy (e.g. Hegel, Kant, Husserl, Heidegger) and applied philosophy (e.g. environmental ethics, the negative effects of social media on thinking/behavior). Slowing down to engage in more careful and deep thinking is what I want to return to as 2021 comes to an end and I prepare for 2022.

I may now have two blogs I will post content to, but I am already spending less time online and more time reading, writing, drawing, and getting back to hiking and the outdoors. There is so much noise online. Everyone seems to be trying to grab your attention for this or that reason. I am tired of it all. It is time to step back from that world. For this blog, I will be continuing game diaries (Barrowmaze and the Aufstrag) and I would like to do more product reviews and deep dives into products and homebrew campaign ideas. I own so many RPGs and I now realize that some of them – probably most of them – I will never use so at the very least I can read through them and share thoughts and reviews on them for others to ponder. So, I feel a change and shift are needed for 2022. Let us see where I end up!

Review: Book of Lost Lore & Book of Lost Beasts

Today I look at two books that will enhance any retro-clone game system, the Book of Lost Lore and the Book of Lost Beasts.

I really enjoy the work Joseph Bloch’s Adventures Dark and Deep. It is a hypothetical look at what AD&D 2nd edition might have looked like if Gary Gygax could’ve designed it.

During the summer of 2021, a Kickstarter was run for two books – the Book of Lost Lore and the Book of Lost Beasts – that took many ideas from Adventures Dark and Deep plus some previous work he had done and adjusted them to fit AD&D and other retro-clones. I was excited to support this product and wrote about at the time. The books were going to be delivered in early 2022, but they were finished several months early (this is rare for Kickstarters in general, especially so during these covid times).

So, what is in the books? The Book of Lost Beasts gives any classic gamer alternate rules for monsters, both old and new. The Adventures Dark and Deep Bestiary is my favorite monster manual with more than 900 monsters (I use it nearly every game session). There is a lot of incredible material in it. This new Lore book has a lot of similar monsters to the Bestiary, but I don’t mind some duplication. My love for the Bestiary simply means that I have another book I can use at my game table to scare my players when I reach for it and page through it (Lost Beasts is 130 pages, as opposed to the nearly 460 from the Bestiary). The Book of Lost Beasts will allow you to fill in those empty spots in your monster manuals and/or expand the options you might have from other monster sources. It also possesses nice black and white art (I wish more monster manuals went back to this, I find it gives the viewer the ability to use their imagination for color and shading more than when a specific color array is thrown at them in color art).

As for the Book of Lost Lore, here you get new AD&D-like character races, such as centaurs, forest gnomes, and half-drow. There are new character classes: bard, jester, skald, blackguard, mystic, savant, mountebank. For those running an AD&D-style game, this will really flesh out your class options. I have borrowed ideas from the centaur for my next Castles & Crusades campaign, and elements of these classes have made their way into my Castles & Crusades class options as well, so these aren’t just helpful for AD&D/OSRIC users.

After races and classes, you get an approach to secondary skills where you spend XP to acquire a skill and can spend more to raise it. For example, you can spend 3,000 XP and with a strength check you can make horseshoes, nails, agricultural tools, bars, gates, etc. The blacksmith skill tells you how many gold pieces worth of forge, workshop, and materials you need, as well as how many items you can make a month based on your skill level (take the skill again and you improve). In Castles & Crusades games I have been using my own system of spending gold and time off for players to acquire new professions or enhance previous ones as they level up, but I am considering playtesting this system to see how it works out.

You will also find in this book optional rules for spell material components and 30 pages of really fun spells. Let’s face it when players find spell scrolls in monster lair loot, it becomes boring quite quickly for them to find yet another spell from whatever Player’s Handbook you are using. This really broadens and sweetens your options. For example, we have spells like alter animals and alter plants allowing you (amongst other options) to change a carnivore to a herbivore, or a poisonous plant to a non-poisonous plant. Druids could have fun with these. Clever GMs could also use some of these spells to augment their monsters. New enchantment and illusion spells could augment faerie creatures they might use, for instance, making their faerie magic seem even more unusual and mysterious to adventurers that encounter them in the woods not knowing what they are seeing or what they are making a saving throw against.

The book ends with alternate combat options, delving into surprise, initiative, melee/missile/unarmed combat, and 20 pages of treasure and magic items. Again, who doesn’t want new presentations of treasure and magic to liven up the game when the players begin to predict what an item might do, or they begin to predict what some dice rolls might result in if you allow players to roll random dice as you consult the treasure tables when they loot a monster lair.

The layout of both of these books is very much like the “orange spine” era of AD&D 1E. That was my first D&D system, so I am quite comfortable with that presentation.

Finally, I will end this review by providing a promotion to the really well made Adventures Dark and Deep gamebooksPlayer’s Manual, Game Master’s Toolkit, Bestiary, and Adventures Great and Glorious (this last book presents advice on clearing territory, attracting followers, becoming functionaries and courtiers, governing territories, collecting taxes, mass combat, etc.). I may not run this game system (but I want to play in this game session sometime!), but I consult them constantly. These are great books. I hope you take a look at them.

Christmas 2021, Part II

Opened the gifts provided by Father Christmas today and I got some nice stuff!

Feeling festive!
The Wilderness Book of Battle Mats, as well as action cards, a massive d20, immersive GM screens, and a massive book of encounters by Loke Battle Mats (this was a very successful Kickstarter). This will go well with The Dungeon and The Towns & Taverns set I previously acquired and now gives me everything I need to set up nearly any scenario. I am mostly a Theater of Mind GM, but there are occasions when this comes in useful.
Vault of Magic by Kobold Press. I can always use some new and unique magic items and Kobold Press produces good material.
I have maintained a complete collection of ALL Doctor Who serials 1963-present (I am a huge Doctor Who fan – with an emphasis on Classic Who). Here you find the most recent arrival of modern Doctor Who (top), and recently released “lost” episodes from the 1960s that have been brought to life by matching the available audio with new animation (bottom).
I want to acquire some basic Desktop Publishing skills to create more professional and engaging material for my Castles & Crusades games, and with the recent purchase of Affinity Photo and Affinity Publisher, I have the means to do so.

These are the latest books to enter my reading list and the notebooks on which to take notes. I have recently re-acquired a passion for returning to my previous academic background in philosophy and history and have begun a new blog to feed that interest of mine. Kraghdiacu’s Thoughts will be the place where I will discuss my reading and thoughts on philosophy and culture (including these books). This blog has only been up for a week, so there is not a lot of content at the moment, but I hope that will change as 2022 approaches and I shift gears a bit on my personal interests and focus.

Castles & Crusades Diary: Barrowmaze, Session 91

Summary:
Epic Night! The Army of the Light defeated 250+ undead and nearly 20 necromancers through the use of 6 fireballs, 2 cones of cold, 1 lightning bolt, 1 flamestrike, and 2 patches of frost. They then find a Deck of Many Things and go wild picking cards and the group is forever transformed by the results!

PC’s:
Gnoosh, Gnome Rogue 10/Illusionist 8 of Baravar Cloakshadow
Llewelyn, Elf Cleric 7/Wizard 7 of Sehanine Moonbow
Martin, Human Rogue 8 of Bacchus
Ria, Human Pacer 6 of Loki
Kyron, Human Cleric 8 of Zuul
Balthazar, Elf Wizard 8 of Arcanus
Clarke MacAurther, Half Elf (human lineage) Dragonslayer 1 of Goibniu
Kiaria, Human Seeker 6 of Bast
Gorgat, Half Orc Barbarian 8 of Haephestus
Belden, Gnome Bard 7 of Aengus
Oswyn, Human Cleric 6 of St. Jasper
Sir Arthur, Human Oathsworn 9 of Celestian

NPC:
Dhekeon “the Disgraced,” fallen skeletal paladin of St. Justus (seeking redemption)

Game Diary:
The Army of the Light discovers a nearly sealed chamber in the Barrowmaze with an immense stench of death and decay (fail a Con save and they would vomit for 10 minutes, luckily spellcasters had some bubble of air spells they could cast on a few to knock down the bricked-up wall). Upon breaking down the bricked-up wall they see 200 hundred undead shackled and packed tight in a room in suspended animation. One character could sense magic items and knew there was something powerful on the other side of the room, but with no room to maneuver in the room due to the undead and only a 7-foot high ceiling, they backed away and prepared to awaken and lure the undead into the chamber next to it and then from a further room next to that hurl the most powerful spells they had at them. First, they covered the floor of the room they hoped to lure the undead into with a patch of frost which would cause high damage to the undead and potentially cause them to slip and fall prone. Then Llewelyn fired magic missiles at the undead.

The shackles fell to the ground, the undead awoke, and they surged into the room! Balthazar and Kyron had their magic items and spells ready and launched fireballs and cones of cold into the room. The damage caused by the frost patch, the fact that so many slipped and fell prone, and they were hit by wave after wave of fireballs and cones of cold round after round caused the dead to pile up in the room making it difficult terrain even if they managed to avoid the patches of frost. One player played a Deck of Dirty Tricks card that summoned a random encounter to come to their aid and so I brought in a nearby adventuring party and then magic missiles from a wizard, arrows from an elf fighter, and axes from dwarven warriors added to the arsenal of power (the Army of the Light had 12 characters on this adventure, the NPC Dhekeon, and now 6 more NPCs from an adventuring party making 19 characters launching spells and ranged weapons into the room – it truly was an ‘Army’ of the Light!

The groans of hundreds of undead and a half dozen fireballs going off are bound to attract attention! And so two groups of Nergal Necromancers converged on the group from opposite directions. Each group of necromancers was comprised of roughly half a dozen wizards, a cleric leader, several ghouls, and special steel skeleton constructs.

From one direction a Nergal cleric launched a flamestrike on the group in the room they were holding their ground in. Llewlyn took out his mirror of opposition, and others charged down the corridor to take on this group of Necromancers.

Meanwhile, Kyron walked through earth to surprise the other group of necromancers with a cone of cold. Low-level wizards are rather fragile and they went down quickly.

Although there were necromancers on two fronts and an awakened undead army on another front, folks like Ria, Gorgat, and Arthur battled them with their powerful weapons, and the spellcasters launched the spells they had from their staves and wands as if there was never going to be another chance again.

This battle lasted nearly the entire 4-hour session! We were all exhausted! But with not much time remaining before the end of the session, they looted the tomb, found a deck of many things, and brought it back to the Ironguard Motte headquarters.

Results from the Deck of Many Things:
After bringing the deck to their headquarters in Ironguard Motte, they surrounded the card deck like a pack of hungry dogs and began picking cards, as soon as one character finished pulling them and dealing with the result the cards immediately appeared back in the deck for the next to draw. Once they were finished picking cards the deck disappeared. Here are the results they will have to deal with (each number represents the number of cards they picked in the order they were taken):
Kiaria: 1. Gained a small castle and has +6 on diplomacy-related checks.
Remi: 1. May voluntarily change into a wolf. 2. Gained the service of a 4th level fighter.
Martin: 1. Has -4 to Wisdom saving throws. 2. Acquired boots of striding and springing.
Rosaline: 1. Lost 10,000 XP.
Astrid: 1. Gained the service of a 4th level fighter. 2. But when she pulled the second card something frightening happened, although her body still functions, her soul is now elsewhere.
Aturash: 1. May restart one encounter from the last safe place. 2. Has -4 to wisdom saving throws. 3. Acquired a small castle and +6 on diplomacy-related checks. 4. Alignment changed from Chaotic Neutral to Chaotic Good.
Jaspar: 1. Will be visited by some entity from another realm of existence sometime in the future. 2. Gained the service of a 4th level fighter. 3. Has -4 to Wisdom saving throws. 4. Afflicted with a -1 to all saving throws (making Wisdom saves -5). 5. May avoid any situation they chose, once.
Clarke: 1. Must single-handedly defeat a death wraith. 2. Acquired a mirror of life trapping. 3. Single-handedly defeat the next monster they meet to gain one level. 4. But then the ground opened beneath them and they were pulled into the earth, imprisoned, with all their gear and spells gone!
Sagira: 1. Lost 10,000 XP. 2. Gained +4 to Wisdom saving throws. 3. Avoid any situation they chose, once. 4. Gained 50 gems worth 50,000 gold pieces.
Edward: 1. Will involuntarily turn into a wolf. 2. Lost 10,000 XP. 3. Gained 50 gems worth 50,000 gold pieces.
Thaddeus: 1. Acquired two wishes! (one remains).
Zen: 1. All magic items he possessed disappeared. 2. Know the answer to their next dilemma.
Magni: 1. All magic items he possessed disappeared. 2. Know the answer to their next dilemma. 3. Restart one encounter from the last safe place. 4. Has -4 to Wisdom saving throws.
Quric: 1. Alignment changed from Neutral to Chaotic Good. 2. Gained the service of a 4th level fighter.

So, was this utter madness, or what?!

The Deck of Many Things!

Christmas 2021, Part I

Tomorrow is Christmas Eve, the day when I open presents (and then allow Christmas Day to enjoy them). Here is what my house looks like with my holiday decorations and wrapped gifts (before I open them tomorrow).

My Christmas Tree is looking nice this year.
The Advent-ure calendars by Black Oak Workshop are always great as I get to open a panel and get a new die every day leading up to Christmas.

Castles & Crusades Diary: Barrowmaze, Session 90

Summary:
When characters reach high-level (9+) they begin to have an influence on the world around them. Members of the Army of the Light are now reaching that point and their diverse ancestries/classes are at odds with other characters’ faiths and desires to settle and build castles, towers, and sanctuaries. What might happen?

PC’s:
Gnoosh, Gnome Rogue 10/Illusionist 8 of Baravar Cloakshadow
Llewelyn, Elf Cleric 7/Wizard 7 of Sehanine Moonbow
Martin, Human Rogue 8 of Bacchus
Ria, Human Pacer 6 of Loki
Kyron, Human Cleric 8 of Zuul
Balthazar, Elf Wizard 7 of Arcanus
Clarke MacAurther, Half Elf (human lineage) Dragonslayer 1 of Goibniu
Kiaria, Human Seeker 6 of Bast
Gorgat, Half Orc Barbarian 8 of Haephestus
Belden, Gnome Bard 7 of Aengus

NPC:
Dhekeon “the Disgraced,” fallen skeletal paladin of St. Justus (seeking redemption)

Game Diary:
When important things happen to characters at low-level it typically just affects themselves. When the Army of the Light sealed the Pit of Chaos more than a year ago and then explored it as residual chaotic energy remained, some gained levels through the flood of memories of the previous dead whose memories remained floating in the area. Another acquired a rotting disease, and a third experienced a transformation acquiring the upper body of an ape and head of a lizard. Times have changed. Now they are much higher level and the changes that happen to them affect others and the landscape around them.

Kyron, Zuul, and the drought that is parching the lands.
Recently the group explored the Grand Sepulcher of Elements, Kyron awoke and then became an immediate convert to the god long thought dead of Chaotic Elements – Zuul. Upon leaving the Barrowmaze that session (spring in game time), he saw rain outside and thought “I wish it were sunny” and surprisingly the clouds drifted away and the sun came out bright and orange. The thing is, it has remained that way as May, June, and now July come to pass in the game. No clouds. No rain. Just the bright sun beating down on the lands every day (and cloudless skies with no weather change at night). The crops in the Duchy of Aerik are dead or dying from the heat of the sun. The people of Ironguard Motte, Helix, and Bogtown line up at the wells hoping that this bucket of water will not be their last. There is unrest in the towns as people begin to fight over an ever-shrinking amount of resources.

In their ever-growing panic and need for water and food, some have begun converting to the chaotic neutral Zuul in the hopes of appeasing the long slumbering god and getting on his good side. This has meant that there is growing interest in becoming followers of Kyron as their priestly and spiritual leader (he is 8th level now, but upon turning 9th they will become convinced of his powers and become his followers).

However, there are others that have come to see Kyron as the person responsible for this and he has just been expelled and banned from Ironguard Motte (as well as Helix and Bogtown). It is also whispered that assassins within the Shadow Thieves (located within Bogtown) are getting inquiries as to what it might cost to assassinate this bringer of drought to the lands. Kyron has taken up residence in some caves in the southern barrowmoor with some cave people that desire to have his power over the elements on their side.

When will the endless sun and drought end? Does Kyron have any power to change it?

Arthur, the new Castellan of Ironguard Motte
In a previous session, Arthur reached 9th level and he was going to be knighted by the Viscount Sir Kell Ironguard and made Castellan and become the commander and govern the castle in Ironguard Motte. The player who runs Arthur couldn’t make this session so we had to postpone it, but this knighthood will give him great influence and power within Ironguard Motte. He is clearly working his way up in rank and power in the Duchy of Aerik now becoming an advisor to Kell Ironguard and will be descending into the Barrowmaze under the sponsorship and support of the Duchy so as to purge the land of its chaos and undead and bring balance and peace to the lands.

However, there is Krothos Ironguard, the son of the Viscount. Krothos clearly thinks he should be the close advisor and be shifting into a more important position of power in the Duchy. In truth, he is an arrogant playboy, a gambler, and an overall poor choice to lead anyone or anything. Will he simply sit back and accept this, or does he have other plans to regain power and influence?

Gnoosh, founder of his own guild
Gnoosh and his friend Martin have been carefully working out plans to build their own guild ever since they entered mid-level (5th). Martin is now 8th level about to shift over to 9th and take his place of leadership and influence, and Gnoosh is now a 10th level rogue and 8th level illusionist, and his position of power is established. What they are doing (which is still a bit of a secret) seems to be going well. But, what will the Shadow Thieves and Silver Standard Caravan Company (the other two main guilds in the Duchy) think of the new guild Gnoosh and Martin have formed?

Kiaria’s Griffon
On the way back from a Viking Allthing the previous year, griffons attacked the party and after they defeated them and sought out their lair, a griffon egg was found. Kiaria acquired it. She cared for it last year and this spring it hatched and now she works to train it to become her mount and companion. Flying mounts are rare in this region of my world, so to have something like this can be worth a king’s ransom. The griffon will be fully trained this year and rideable next year, what effect will this have? One guild has already approached Kiaria to utilize her services as a messenger and transport service for the elite. She could become very wealthy if she accepts. What will she do?

Gorgat, wielder of the Spear Predestined, is viewed as a god to the cave people in the south barrowmoor
Gorgat acquired the Spear Predestined from the burial chamber of a once-powerful Barbarian Lord named Uthuk Amon Thar. The spear is made from a strange alloy from the stars and provides impressive power against chaos and the undead. The cave people who live in the southern portion of the barrowmoor view the spear that is made from a rock fallen from the stars as a weapon useable only by a god. They refer to him as “Gorgod.” Gorgat is still 8th level and they have given him a place to live in their main cave, but he is swiftly approaching 9th level, and when he does so he will have them as his followers.

I did make a reference earlier to some cave people attracted to Kyron and his powers as a priest of Zuul. This is a splinter group. Gorgat has been building up influence with the cave people ever since he acquired the Spear Predestined. However, when the sun in a cloudless sky appeared several months back, some fractured off and moved to a different cave system to welcome Kyron, their lord of the elements. The cave people have fractured into two rival groups, the main group is becoming followers of Gorgat (who was turned Lawful Good when the Spear Predestined attached itself to him), the other group follows Kyron (who was turned to Chaotic Neutral by Zuul). Two very different worldviews are now represented!

So, while the Army of the Light continues to push forward through the Barrowmaze in the hope of destroying the Necromancers of Nergal, the Acolytes of Orcus, deal with a dragon within its halls and discover what the Tablet of Chaos is, they are also setting up their future lives once this threat of chaos and undead is quelled and they can retire and enjoy their glory and gold. But how will they deal with the seemingly diametrically opposed needs and desires of characters, their magic items, and their gods?

Castles & Crusades Diary: Barrowmaze, Session 89

Summary:
Fresh off recent successes, this session saw the tides turn and two characters fell victim to the Barrowmaze! A fiery blast from a glyph of warding sent a low-level thief/illusionist into the beyond. And a warrior priest was assaulted by the keening from a groaning spirit, dying from the death wail when they rolled a 1 on their saving throw. However, Gnoosh became high level and ascended to the head of his own thieves guild. Arthur also entered high level and will be made castellan of Ironguard Motte.

PC’s:
Gnoosh, Gnome Rogue 10/Illusionist 8 of Baravar Cloakshadow
Llewelyn, Elf Cleric 7/Wizard 7 of Sehanine Moonbow
Astrid, Human Skald 5 of Hel
Calista, Elf Thief 2/Illusionist 1 of Loki [deceased]
Noro, Human Warrior Priest 4 of Hyperion [deceased]
Arthur, Human Oathsworn 9 of Celestian
Jasper, Dwarf Cleric 4/Fighter 4 of Dumanthoin Deepdelver
Edward, Human Bard 6 of St. Cecilia
Kyron, Human Cleric 8 of Zuul
Balthazar, Elf Wizard 7 of Arcanus
Sagira, Human Cleric 4 of Horus
Wright Dawnbreaker, Human Paladin 5 of St. Luther

NPC:
Dhekeon “the Disgraced,” fallen skeletal paladin of St. Justus (seeking redemption)

Game Diary:
The last few adventures saw triumph envelop the Army of the Light after they cleared the Chaos Sepulcher of the Elements and collected many great magic items. Taking a few weeks off to recover from some undead encounters, the group headed back and headed to the northern reaches to begin taking on the Necromancers of Nergal again, especially so when a sorrowful mother came knocking on the door to their headquarters and explained how she thought her teenage son had become a necromancer in training. They promised to seek her son, Oliver, out.

Upon arriving in the rough area they thought Oliver might be (after making use of some divination), they were intrigued by some sounds they heard and some graffiti on the wall. Upon entering a room, Callista, an inexperienced rogue in the party used their elven and rogue abilities to search for secret doors and traps. Upon finding a secret door they triggered a glyph of warding. The fiery blast was immense and they failed their saving throw, sending them to below -10 hit points. Very dead. This player has been in this campaign for over 1 1/2 years and up to this point was the only player who had not lost a character to the Barrowmaze. I could tell this shocked them a bit.

As the group progressed forward they found a portcullis in their way, but the strong members of the group lifted it easily (but it did make a lot of noise). Gnoosh’s hat of telepathy picked up thoughts of approaching necromancers. Balthazar decided to keep this encounter quick and easy, and as the necromancers opened the door from their room into the room where the group was, hurled a fireball at them. The necromancers and their zombie minions were obliterated. Among those destroyed? The teenage necromancer acolyte, Oliver! The battle-hardened group shrugged at the loss and continued on!

The Army of the Light chose to examine one more chamber nearby. As they approached the room down a nearly 100-foot long corridor, they triggered a trap that sent a blade down upon them from the ceiling. As they made Dexterity saves to dodge out of the way, an incorporeal undead appeared before them and let out a death wail. Everyone rolled saving throws. Noro rolled a 1. The undead keening shocked him with such power that he was sent to his grave! The others that failed their saves fell to the ground and entered a catatonic state. The few that remained conscious managed to destroy the groaning spirit, and the clerics took turns restoring mental sanity to those that had fallen into unconsciousness. Noro, however, was the second character in this session to be lost by the same player. Again, this was turning into a rough night for the player!

With two dead characters, the group chose to return to Ironguard Motte, bury the dead, regroup, and then return.

After a few days off the Army of the Light returned to the northern part of the Barrowmaze and into some old crypts. Arriving at the first door they came to Gnoosh noticed the door he was checking for traps was warm to the touch. Very warm.

art from Barrowmaze Complete

After opening it they looked inside and saw an area filled with fire 20 feet wide and more than 50 feet long. Hanging from the ceiling were chains with platforms spaced roughly 3 feet apart, although the distance changed as they did swing back and forth, especially when fire would burst forth from the unseen bottom of the room (one old school gamer in my group recognized this as a homage to one of the rooms from the classic White Plume Mountain adventure).

This group had by now collected a lot of useful spells and magic items. So even though the walls were smooth and unclimbable by normal means (as well as being too hot for those climbing on the stone, since the fire had been heating up the walls for centuries), several characters had the ability to spider climb, so Kyron used his Staff of Zuul and blasted a wall with cones of cold to subdue the heat on the walls long enough for Gnoosh and a few others to run along the wall to the far side where Pinto the Pyromancer had been buried. Balthazar cast air walk on himself and a companion and the two of them began walking down the middle of the room next to the chains. But nothing can ever be easy, can it? Although Gnoosh and his friends ran across the walls to the sarcophagus of Pinto, Balthazar and friend discovered that as they approached the mid-point of the room the air walk spell magic being drained fast and they were beginning to drift down into the fire. They had a split second to decide what to do. Balthazar decided to cast dispel magic on the effects in the room that might be causing his air walking magic to get drained. His roll with modifiers entered the 30s – he succeeded! But then Kyron and Balthazar realized that this was simply causing the magical fire in the room to build up rapidly outside of the dispel magic area of effect to what would in mere moments a horrific blast of fire and fury! Balthazar and friend lept back towards the entrance of the room, and Gnoosh and his friends lept behind the sarcophagus for shelter.

The room erupted in a fiery inferno! Gnoosh and friends inside the room passed their saves (the sarcophagus gave them 3/4 cover and a bonus to their saves as well as reduced the damage they took). As Balthazar and his group re-opened the door they saw Gnoosh and companions looting the sarcophagus (collecting Pinto’s staff and a magical ring). A couple more cones of cold directed at the wall allowed the sarcophagus looters the chance to run on the walls back to the entrance. The game session was now coming to an end and they decided to head back to Ironguard Motte.

All these adventures had given those that had survived a healthy amount of experience points. Gnoosh had been elevated to a 10th level rogue (the first person in this group to reach that level). The guild that he had been carefully cultivating since roughly 5th level was now ready to be brought to fruition. Since I draw upon an AD&D idea that when you reach 9th level you can begin building/creating your establishments and those you may have previously been hiring will now become your followers. After more than two years in the Barrowmaze campaign, this player finally was going to be able to enjoy becoming a person of power and influence!

But he was not the only one. Arthur reached 9th level and he could now get his reward. The player who runs Arthur once ran Cobalt, the paladin who tragically died a while back (Cobalt was his main character and several sub-plots were built around him, and when he died adjustments had to be made). Arthur, as an Oathsworn, is quite paladin-like and a lot of Cobalt’s plot points were transferred to Arthur. One of those was becoming the castellan of Ironguard Motte as an adviser to the Viscount Kell Ironguard, who rules the Duchy of Aerik. When our next session begins Arthur will be knighted by Lord Ironguard, he will meet some of the new people who are now under his command, perhaps meet some new enemies jealous of his new power, and perhaps a secret or two will be revealed to him…

Castles & Crusades Diary: Barrowmaze, Session 88

Summary:
The Army of the Light enters the Grand Sepulcher of the Elements and defeats Zvin Lorktho, a mummy lord, and his 12 mummy followers. The fighting was fierce and elven archer Elfgiva became a casualty of the massive battle.

PC’s:
Gnoosh, Gnome Rogue 7/Illusionist 6 of Baravar Cloakshadow
Elfgiva, Elf Archer 3/Cleric 3/Wizard 3 of Sehanine Moonbow
Ria, Human Pacer 5 of Loki
Zen, Human Monk 7 of St. Agathos
Arthur, Human Oathsworn 6 of Celestian
Oswyn, Human Cleric 4 of St. Jasper
Gorgat, Half-Orc Barbarian 7 of Haephestus
Tiberius, Human Cleric 5/Paladin 2 of St. Ingrid
Kyron, Human Cleric 7 of Zuul
Balthazar, Elf Wizard 7 of Arcanus

NPC:
Dhekeon “the Disgraced,” fallen skeletal paladin of St. Justus (seeking redemption)

Game Diary:
Last time Kyron was had taken control of 2 16 hit die water and air elementals, and 11 8 hit dice air and water elementals and with them destroyed 15 undead (mummies, wraiths, and rot grub zombies). The group was largely out of spells from these battles and many needed healing. They decided to rest while the elementals remained on guard. However, Kyron discovered that if he tried to rest the elementals would break free of his control and destroy them all. So, he remained awake during the time his companions rested. More than 8 hours later he was getting fatigued from trying to retain control of the elementals, but at least his companions were rested. They were prepared to enter the final Grand Sepulcher of the Elements and take on Zvin Lorthko, the final high priest of Zuul, a forgotten god of Elemental Chaos. He had since been turned into a zombie by the Tablet of Chaos in the Barrowmaze and Zuul whispered into the mind of Kyron – his newly converted priest – that once he destroyed Lorthko, he would be on the path to renew his religion and become his new high priest.

Using Gnoosh’s robe of eyes and hat of telepathy, as well as other characters’ ability to detect evil, they worked out that there were going to be roughly 12 mummies they would have to get through before Zvin Lorthko could be reached. However, Lorthko was aware of them and waited for them. Kyron also realized that if he confronted Lorthko with all the elementals under his control, that Lorthko would most likely try and wrest control of them from him, and considering Kyron was just mid-level, and Lorthko was once a high-priest who had, perhaps, been the one who originally summoned them in the first place to guard the sepulchers, Kyron left them at the exit point to this final tomb (this turned out to be a good decision!).

art by Rabeen Aas, Deviant Art

The group initially proceeded slowly down a long 100+ foot long corridor running into a few isolated mummies and they destroyed them rather easily. During this time Lorthko taunted Kyron, egging him on, but they continued slowly. To force the hand of the Army of the Light the walls exploded outward and four mummies charged forth toward the group, an aura of fear emanated from them and several characters failed their saving throw and fled back down the corridor. This was where the water and air elementals had remained and the characters were prevented from leaving the area by hitting a wall of wind and water.

The clerics at this point turned undead – successfully! – and the mummies turned and fled.

Where the mummies going to be dealt with this easily?

No!

As the group approached a stairway that headed down, a mummy with a staff – Lorktho – aimed his staff, which was crackling with electrical energy, and shot a lightning bolt down the corridor. It dealt a lot of damage. Fortunately for most of the party, they had good Dexterity saving throws and took half damage. Unfortunately, Elfgiva, the elven archer/cleric/wizard failed her save and was destroyed from the blast. She also had a magical elven bow that was incredibly powerful. I told the player to roll a saving throw for it, and said that that because it was so powerful that only a roll of a 1 would be a failure. The player rolled a 1 – the elven bow was destroyed!

Balthazar next used a card from the Deck of Dirty Tricks that allowed him to use an enemies magic item for one round. Suddenly “the gods” seemed to favor the Army of the Light and Lorktho’s staff suddenly appeared in Balthazar’s hand.

Arthur had now lept into action and jumped down the stairs directly in front of Lorktho and fought him one-on-one. A series of magic missiles also found their way to Lorktho and he was being battered down. Arthur then discovered rushing toward him four more mummies to fight by the side of Lorktho! Plus, even without his magical staff, Lorktho was a powerful priest, and he began pondering what powerful spell he could use next – would it be flamestrike or harm? Lorktho chose to cast harm on Arthur, which would reduce him to a mere 4 hit points and from there a simple slam attack from a nearby mummy would kill him.

The plan was set. We rolled initiative – the players beat me and this changed everything! They continued to throw spells at him, Arthur attacked, and then Dhekeon lept from the top of the stair and with two strikes of his two-handed sword struck the former high priest down mere moments (in initiative sequence) before Lorktho would’ve cast his spell and his mummies would have killed Arthur.

One character had died in this battle and another was just a portion of an initiative away from joining her. I then realized after the battle that Lorktho had a magic item that gave him magic resistance and he should’ve been able to ignore several of the spells that had been cast at him. But as I was trying to manage 12 mummies, plus all the spells and other magic items that Lorktho had, this had slipped my mind! Oh well, that happens! The adventure was still a lot of fun! The adventure ended with the group entering the final chamber and collecting thousands of gold pieces in loot and a healthy amount of magic items. The Sepulcher of Chaotic Elements had taken several game sessions and once everyone made it back to Irongaurd Motte several characters leveled up from all that hard work, including Gnoosh, who became the first character to reach 9th level in this campaign. Since I operate this element of my game like AD&D, that means that he will now be getting followers, and the slow work he had been doing in recent levels to begin his own thieves guild will finally fall into place!