Castles & Crusades Diary: Barrowmaze, Session 104

Summary:
1. Koschei the Immortal Sorcerer is awakening!
2. When you see the end of a campaign in sight yet the players are still having fun and may want to continue, what do you do? I discuss campaign pace and development.

PC’s:
Llewelyn, Elf Cleric 8/Wizard 8 of Sehanine Moonbow
Rolando, Hobbit Rogue 6/Pacer 6 of Brandobaris Fleetfoot
Remi, Gnome Rogue 6/Illusionist 6 of Hermes
Belden, Gnome Bard 7 of Aengus
Sir Arthur, Human Oathsworn 9 of Celestian
Roulf, Half-Orc Drachentöten (Dragonslayer) 7 of Crom
Edward, Human Bard 7 of St. Cecelia

Game Diary:
This was a full roleplaying session. The last session ended with the players encountering a strange, pale humanoid that was not undead and may have a connection to another realm. Edward and Belden, the bards attempted Legend Lore research, Llewelyn drew on his wizardly and clerical knowledge which goes back a long way considering he is an elf over 100 years old. Sir Arthur, the Castellan of Ironguard Motte (when not banishing evil from the Barrowmaze) spoke with the Viscount, Sir Kel Ironguard. Other characters went to an elven wizard sage in Ironguard Motte, Hulda Schnell, whose legs had been turned to whispy smoke after an encounter with a sorcerous entity (later discovered to have been Koschei the Deathless).

As you can imagine with characters doing research and speaking with many NPCs there was a lot of roleplaying. From the several hours of roleplaying, they learned that Koschei the Immortal was a Kolduny (i.e. a Slavic wizard) King in the lands before the Ironguard family moved in from the west fleeing the rise of Unklar and the beginning of the Winters Dark (and well before the Barrowmaze was built in what is now called the Duchy of Aerik).

Several key things were developing this game session:
* A new story was introduced (Koschei) that precedes what is contained in the Barrowmaze setting and may return after the Barrowmaze.
* This new plot point builds on my desire of bringing forth folklore that I acquire through my folklore and mythology studies (in this case the classic and varied stories from Slavic culture of Koschei the Immortal, or Deathless).
* This also begins to tie together the current campaign with other campaigns from the past (Dragonclaw Barony) and those that are yet to come (Aufstrag is the next big campaign that we will shift to when this campaign is complete). My goal is to give the players a much larger-picture view of where this campaign fits within the larger world. In my experience when starting a new world you should start small and expand it over time. My C&C game world is in its 4th year, and enough has happened that I can now pull back and reveal more of the world at large to the players and allow them to see how plot threads from one place are connected to others.

A player at one point in the session asked “is this new plot that’s appearing going to extend the campaign for another 6 months?” I did pause to point out that after three years and over 100 sessions of gameplay that players seem to be having just as much fun (perhaps more?) than even a year or two ago. As characters are entering high level (9th-12th) and some can see domain level in view (13th+) it was my thought that as long as people are having fun is there a reason why the campaign needs to stop?

In the next few months, the players should defeat the foes in the Barrowmaze. We have several characters on the verge of some pretty cool stuff: there may be a Griffon breading area on a mountain top (Kiaria), another runs a castle and may become even more influential (Sir Arthur), there are guild masters running ever more powerful guilds in the area (Gnoosh and Martin), an elven wizard/cleric begins to rule part of the wilderness (Llewelyn), a druid runs their own druid circle on a mountaintop cliff (Rosaline), and a barbarian rules a cave people civilization (Gorgat). If you’ve somehow survived and defeated the Barrowmaze, that is a major achievement and if you now have groves, towers, guilds, castles, and temples, under your control, you would want to enjoy using them, wouldn’t you after all that effort?

Perhaps this sense of accomplishment and domain rulership phase only needs an extra few game sessions after the Barrowmaze is defeated and the campaign will feel complete at that point. We could end on a nice happy ending with a clear “The End.” But are the wild areas of the Borderlands ever truly safe? It could also be fun to end the campaign on a cliffhanger, giving the players a chance to say “we are finished for now – the Barrowmaze is defeated – but the doors are open in a year, or two, or three, to come back and do something epic (Koschei is returning!).”

I’ve never had a campaign with this much momentum and continued interest in my 30+ years of GMing, so I am entering new territory here. I don’t want to be too ambitious and accidentally create campaign fatigue, but if players are still interested in seeing what their characters can do once they’ve conquered the powerful Barrowmaze villains and reached high/domain level, then I want to have something for them to pursue on this higher journey. The challenge is balancing these tensions.

In the case of the Koschei storyline I developed, I drew from several Slavic folk stories around Koschei the Immortal (there are a lot!). I hinted at his desire for immortality. The players learned that he had supposedly negotiated with Baba Yaga herself (who is a Slavic goddess of witches in my homebrew) to acquire the fastest horse in the lands (and I let the players know that they themselves could at some point seek her out to acquire a horse of similar supernatural skill and speed…after they complete a challenging task for her, of course!). Koschei is known for kidnapping wives and seeking money for their return (this is tied to the Ironguard family going back generations). It is also rumored that Koschei may have even been imprisoned by someone once but was released or escaped…but by whom and why? Finally, the players learned that Koschei may, after all these many centuries, want to reclaim the lands the Ironguards took from him so long ago. Will he do this himself, or does he have followers to assist him?

You can imagine why some players thought this could really extend the campaign. But as I told them, this campaign will last as long as they are interested in being part of it. What seems like 6 months of plot and storyline could very well last that long, but it doesn’t have to. I have incorporated a significant amount of flexibility into this campaign, and situations can be sped up to an end or expanded outward as needed to meet the needs of the gamers.

“Koschei the Deathless” by Tatyana Kupriyanova

It is always good to end a gaming session on a good cliffhanger or hanging plot point. In this case, after Sir Arthur spoke with Viscount Sir Kel Ironguard about the Viscount’s missing wife, how Koschei kidnapped many Ironguard wives over the centuries for ransom, and how now after such a large span of time Koschei now apparently wants to reclaim the lands the Ironguards took from him. But Arthur was also reminded that Koschei is patient. When you are immortal your plans move at a pace of years, decades, or centuries, not the weeks or months of those whose time is limited by a mortal lifespan. Koschei may move tomorrow, but he might wait a long time to make his move.

Sir Arthur went to sleep that night and while he thought he was dreaming he saw an image before him that seemed so real. It was that of a pale man. I showed the zoomed-in face of the Koschei art above on my 32″ monitor with only the mouth and eyes in the entire monitor frame. From there I zoomed out and Arthur could see a finger over the figure’s mouth as he said “shhhhh.” And this suggested…what? Arthur sat upright in bed and didn’t know whether this had been a dream, a vision, or an image projected in front of him. Only time will tell what this means and what will happen.

Castles & Crusades Diary: Barrowmaze, Session 103

Summary:
Taking a break from the main Barrowmaze campaign, the group encounters Slavic demons – Chort. They also have a mysterious encounter with what may be Koschei, the immortal and deathless sorcerer!

PC’s:
Llewelyn, Elf Cleric 9/Wizard 7 of Sehanine Moonbow
Rolando, Hobbit Rogue 6/Pacer 5 of Brandobaris Fleetfoot
Remi, Gnome Rogue 6/Illusionist 6 of Hermes
Belden, Gnome Bard 7 of Aengus
Kyron, Human Cleric 9 of Charon
Balthazar, Elf Wizard 8 of Arcanus
Arthur, Human Oathsworn 9 of Celestian
Roulf, Half-Orc Drachentöten (Dragonslayer) 7 of Crom
Edward, Human Bard 7 of St. Cecelia

Game Diary:
It is early October. Winter is coming. The gnome bard Belden hears stories in the Gnome tavern where he lives and performs between adventures that the burrowing animals are disturbed by rumblings in the earth. Edward, the bard of St. Cecelia also hears from fellow saint worshippers that rumors have emerged that the populace has increased their worship of dark demonic forces. With the harvests in the Duchy of Aerik ruined this year due to the several month drought caused by the return of the god of elemental chaos – Zuul – and the devastating floods that followed, many farmers have become desperate and may have begun worshipping whatever gods they think may help them survive the winter to come with no food. The Army of the Light a year before found a farmer outside the gates of Ironguard Motte where a gate had opened to Chernobog’s realm below and had to fight his demons. Several winters before that Chernobog sent his demons down from the sky to destroy neighborhoods within the town. And so the group went in search of misguided but desperate farmers trying to get by through making bargains with dark forces.

Chort – Slavic demon spirit (art by ForestNymphCa, DeviantArt)

They quickly find a farmer that may be responsible. As evening falls the wind is strong, but they stay downwind and follow the sounds that are carried to them. Sounds of conversations with dark forces and the flickering of torches in an underground area underneath a grain silo.

Edward uses an ability he has to create silence all around himself, but this also silences his friends as well, preventing the spellcasters from casting spells with vocal components. The problem was that when the massive silence occurred, the conversations that were occurring under the farmer’s silo were suddenly stifled and the farmer and the demons belowground knew something was wrong and the demon beasts emerged in haste to destroy those that had caused this!

With no spellcasting in a 50-foot radius, Rolando moved to get behind the silo so that he could sneak up and attack creatures from behind, and some of the spellcasters backed up so that they could cast spells from outside the silenced area. This left the warrior types to confront these swift-moving demons.

The attacks from the Chernobog demon spirits known as Chort were strong and several adventures got hit hard. But veterans from previous encounters knew that if the silence hadn’t been created lightning bolts and other devastating magic could have struck them (the Chort have some devasting magical abilities beyond their melee destruction), and so they stood strong and fought back with their weapons.

But something peculiar was also happening. Some characters began attempting to attack themselves or attacking their friends. Roulf, the mighty Drachentöten began swinging at his companions with his two-handed sword. Those close to the wooden doors with stairs that led to the underground area under the silo caught glimpses of some eerie and strange skeletal creature sticking his head above the opening and moving his hands as if manipulating puppets.

Koschei in a wilder and less coherent form (art by michalivan, DeviantArt)

When Balthazar had gotten out of the silenced area he sent a massive array of magic missiles to this skeletal creature and they all impacted his visible head and he seemed to drop from sight into the earth.

The Chort were soon killed and everyone could move to the entrance of the underground area. Several jumped down and saw the strange skeletal creature with pale skin pulled tight over his body. His eyes were closed and there was a peaceful smile on his face as he lie peacefully on the ground with his arms crossed on his chest. The clerics realized that this being was not undead, the wizards began speculating that this was some type of entity from another realm. They also noticed that all the attacks that had been done on it had not apparently hurt it at all (or at least there was no physical evidence of damage).

So why was it lying like this? They decided to cut off its head! It seemed to work, but then a portal opened beneath it and the strange entity was pulled into it before it suddenly closed.

One bard got an insight, the name “Koschei” entered his mind. But who or what is “Koschei”?

Well, the game session was at an end, but next session this adventure will continue and they may discover more about the stirrings under the earth. The bards will also soon discover that the appearance of this being could be the return of a dark force from long long ago. What might this mean for them?

Review: Castles & Crusades Players Archive

The C&C Players Archive collects and provides summaries of character classes from the C&C Players Handbook, Adventurers Backpack, Players Guide to Aihrde, some from Amazing Adventures, and Hallowed Oracle Players Guide. Additionally, it provides an impressive array of options for multiclassing. Although made for Castles & Crusades, its options can add value and inspiration to any D&D or OSR game. This review will look into all these areas.

Here is a quick breakdown of the book. It is 128 pages. The first 92 pages provide the essentials of over 35 character classes. You will find the core classes like fighter, cleric, and wizard, and unique twists on the core classes such as the archer, skald, warrior priest, rune mark, warrior priest, and primal druid. Another nice addition is the inclusion of race-as-class options for elf, dwarf, goblin, gnome, and halfing (taken from the Aihrde setting). C&C core classes closely resemble AD&D and the Adventurers Backpack shift in some places to D&D 3E in style, with race-as-class options you can bring in a BECMI approach to your game. There is a LOT of versatility here, giving you the opportunity to emphasize D&D 1E, 3E, BECMI or any other combination to your D&D-type game.

When it comes to interior appearance, you have a simple, practical, and easy-to-read black and white book with sporadic black and white art taken from the books where these classes first appeared.

In the picture sample below you see the Bard. You immediately can consult the bullet point summary of the class abilities and the chart showing class progression (great if you need to make a quick reference during a game). Explanatory paragraphs of the abilities follow.

However, the book offers even more from pages 94-128. Over these 30+ pages, you are provided detailed but elegant ways to expand your class options. If you want to make an Assassin the character class is available at the beginning of the book. But what if you want to be a Fighter and want Assassin to be a supporting class and receive the abilities at a slightly delayed rate. The Expanding Classes section gives you a chart showing the additional XP cost that is added to your Principal Class and the levels at which you receive the abilities. However, what if you just want the killing ability of the assassin and nothing else to support your main class? Then you could take as your support class the Killer option (it requires less XP than a full Assassin support class). Finally, what if you want the tracking abilities of the Assassin but not the killing part? Then you could take the Spy supporting class. Again, less of an XP class with just the essentials to create the class you want (the charts for what I have just described are shown in the picture below). If you want to see how to create one of these options, in January I did a character creation challenge post making an Assassin/Scout which you can see here.

The last couple pages of the book explain Class Plus which allows you to get a few class abilities at the 0-level for a 5% XP additional requirement. So, you could take Fighter as Class Plus and you are proficient with all weapons, armors, and shields. It is not a lot, but it might be just what you want to give your principal class a nice twist.

There is also information on changing classes, dual classing (taking two classes as one single class), and reclassing.

A note about issues with some of the classes.
After having used several classes from the Adventurers Backpack, I felt that about half were imbalanced for my game and I ended up taking them out of my game. The Oathsworn, for example, allows players to eventually make called shots at +4 by 11th level (normally a called shot is -8 to hit for a chance at a critical hit). When you allow a critical hit to hit easier than the normal swing of your weapon, something is seriously wrong). I also use critical hit dice in my game so when a player made an Oathsworn in my game they were destroying everything in their path every round they swung their weapon. It was madness. Even when I had them switch to a simpler critical hit option for that character of max damage plus 1d4 as the result of a critical hit, they still broke the game. So I banned the Oathsworn. But using the Expanding Classes chapter you can take the Oathsworn as a support class and at that slower advancement rate the Oathsworn only arrives at a called shot of +0 by 14th level. I still strongly think a critical hit should never be easier to do than a critical hit, this is much more reasonable. So rather than outright ban the class, I am giving thought to allow the Oathsworn in my game as a support class.

All in all, I really like this book. Is there anything missing? Yes, the classes from the Codex books are missing (which is frustrating for me since the Codex books are vital volumes in my campaigns and I would like to see them all available in one volume). The Haunted Highlands campaign setting classes are also missing.

Still, GMs and players alike will have endless permutations to ponder and play with when creating characters. I think this is worth looking at for anyone seeking new approaches to character class creation!

If you are looking for a book to expand the spell options for your spellcasting classes, take a look at my recent review of the C&C Adventurers Spellbook. And if you are a GM looking to discover new advice to expand your game I have reviewed the C&C Castle Keepers Guide (which I think is one of the top GM books that have been put together).