Castles & Crusades Diary: Barrowmaze, Session 98

Summary:
Part II of the Army of the Light’s battle with the Necromancers of Nergal. More than 20 zombies walk through a wall of fire and burn away! A wraith surprises the group through a stinking cloud, Nathalas the Despicable escapes from the Army of the Light, and Gorgat becomes the next major figure of power in the Duchy of Aerik.

PC’s:
Rolando, Hobbit Rogue 6/Pacer 5 of Brandobaris Fleetfoot
Llewelyn, Elf Cleric 8/Wizard 7 of Sehanine Moonbow
Martin, Human Rogue 10 of Bacchus
Gorgat, Half-Orc Barbarian 9 of Haephestus
Tiberius, Human Cleric 6/Paladin 3 of St. Ingrid
Magni, Dwarf Fighter 5 of Barundar Battleaxe
Balthazar, Elf Wizard 8 of Arcanus
Zen, Human Monk 8 of St. Agathos
Rosaline, Half-Elf (Elf lineage) Druid 8 of The Daghda
Astrid, Human Skald 5 of Loki

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

Game Diary:
We ended the last session in the middle of combat. Nathalas had disappeared and left his steel skeleton constructs behind to keep the PCs busy, with two attacks around, a 21 AC, and magical resistance, they were formidable opponents. But with all other enemies gone, the group could focus on them and destroy them.

They heard some noises outside the corridor. Zombies had been commanded to attack them. They placed a wall of fire to protect themselves and as the mindless zombies poured through (20 in all) the flesh was burned off their bones and they fell into a pile of bones. Another spellcaster summoned monster allies (which happened to be bugbears from a few corridors away), they cleared up the bones, the wall of fire was dismissed, and the bugbears and several adventurers headed out to get whatever necromancer stragglers they could find. A few necromancers had been clearing out the belongings from their barracks while the zombies had kept the group pre-occupied, and now they had some more bugbear mercenaries continue to hold off the PCs while they grabbed some final items.

As some members of the group needed into the corridor to take on the remaining necromancers and their bugbear companions, a few others remained in the main chamber. A glyph of warding was now placed on the entrance to provide more protection for them.

This was fortunate, for a stinking cloud suddenly appeared outside the room separating those inside the main room from those who had headed out to get the necromancers and bugbears. Fearing what might happen those in the main room stepped back from the entrance at just the right time as a wraith (disguised by the noxious cloud) swiftly entered the room – but activated the glyph of warding! It took heavy damage and the group was able to lay in and destroy it before it could drain them of their life force!

With the necromancers now in retreat and the major threats out of the way, the PCs now entered the former barracks of the necromancers (which had been mostly destroyed from the sinkhole that Rosaline had placed above them from the Barrowmoor a couple sessions prior). Most items had been taken, however, they did find a 3,000 lb gold sarcophagus worth 12,500gp (and similar xp if they could find a way to get it out of the dungeon!). Of course, this group is really creative and with multiple characters per player (some multiclass), the players have a lot of options, especially at the levels they are now reaching. After some calculations, it was worked out that floating disc can hold up to 1,000 lbs, so they summoned three of them to take the sarcophagus out of the Barrowmaze! It did take some time and the spells had to be cast a few times, but they succeeded!

The group returned triumphantly! Gorgat the barbarian made 9th level from this adventure, and as with the old-school feel I want to present, means that he has now become famous enough to get followers, immediately as they entered Helix and Ironguard Motte people noticed his authority and power. Upon returning to the caves with the cavepeople in the southern Barrowmoor (who had already become impressed by him), more cavepeople began arriving for him to serve as their leader. To the cavepeople Gorgat was GorGod! A new major player has now taken his place in the Duchy of Aerik. Viscount Kell Ironguard is interested in making arrangements with Gorgat as one of the new influencers in the realm for peace and trade between the people of the Duchy and the cavepeople.

No time to rest, however, for the group wants to head back to the Barrowmaze as soon as possible to try and find and get Nathalas before he can regroup with what remains of the Nergal faith. That will happen next time!

Castles & Crusades Diary: Barrowmaze, Session 97

Summary:
The Army of the Light enters the chambers of the leaders of the Necromancers of Nergal and begin their showdown with Nathalas the Despicable and Thala-Kul, his second-in-command (surrounded by mirror images), protected by Black and Steel Skeletons and dodging lightning bolts and stinking clouds sent forth by the spellcaster leaders!

PC’s:
Rolando, Hobbit Rogue 6/Pacer 5 of Brandobaris Fleetfoot
Llewelyn, Elf Cleric 7/Wizard 7 of Sehanine Moonbow
Martin, Human Rogue 10 of Bacchus
Gorgat, Half-Orc Barbarian 8 of Haephestus
Tiberius, Human Cleric 6/Paladin 3 of St. Ingrid
Magni, Dwarf Fighter 5 of Barundar Battleaxe
Balthazar, Elf Wizard 8 of Arcanus
Zen, Human Monk 8 of St. Agathos
Rosaline, Half-Elf (Elf lineage) Druid 8 of The Daghda
Astrid, Human Skald 5 of Loki

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

Game Diary:
The session began with the group entering an old dwarven crypt to Drambuin Hilsmith. They battled a stone golem guardian and afterward collected his mithril warhammer, plate mail, and a nice helm.

After that, they chose to explore an area that was seemingly under the rubble of a sinkhole they created in the Barromoor above in the previous session. Passing through a secret door they saw a corridor filled with rubble and a zombie with tools to clean up the rubble, water, and mud (the 10-foot wide corridor was effectively only 5 feet wide to pass through). Approaching double doors they saw symbols of an Egyptian god Anubis but was clearly defiled and reconsecrated from the Egyptian Hound of the Dead to Nergal, the Babylonian Lord of the Underworld. Upon entering the room from the east two brass jackals came to life and attacked the adventurers. Bugbear leaders (Gblug and Kakta) of the Red Fang clan (that had become hired mercenaries of the Nergal necromancers) emerged from the northwest room covered by a tapestry. From the central west room hidden behind columns and a giant statue as a necromancer with a voice that commanded authority (Nathalas the Despicable) was accompanied by black and steel skeletons. Finally, there was a necromancer (Thala-kul) emerging from a southwest room, accompanied by two more brass jackals.

Nathalas the Despicable, leader of the Necromancers of Nergal (art from Barrowmaze Complete)

Several members of the Army of the Light rushed northwest to take on the bugbears, Nathalas sent out a half-a-dozen black skeletons to try and destroy them. Nathalas sent out a powerful lightning bolt toward the entrance to the room where most of the group still stood. It did devastating damage to them. However, a player chose to use a card they had from the Deck of Dirty Tricks – a limited wish! – and the lightning bolt was canceled. Nathalas was outraged! Thala-kul in the southwest also hurled a lightning bolt, but he was not the high-mage that Nathalas was and his lightning bolt was less effective.

The next wave saw Nathalas surround himself by a magical protective sphere of energy (spellcasters recognized it as a globe of invulnerability), but the spellcasters in the Army of the Light successfully dispelled it! As the adventurers attacked Thal-kul’s brass jackals, he surrounded them by a stinking cloud. But the spellcasters in the Army of the Light created a wind tunnel through the cloud to the PCs that opened up breathing space for them! The player’s clever use of counterspells, dispel magic, and combat tactics put the leaders of Nergal on the back foot!

The bugbear leaders in the north didn’t last long and the black skeletons were at best only keeping about one-third of the group pre-occupied. Thala-kul in the south had now lost his brass jackals and his stinking cloud was no longer effective as PCs charged through the wind tunnel and others circumnavigated the outskirts of the cloud. Thala-kul had summoned mirror images to give himself a fighting chance, but the shere skill and perseverance of the Army of the Light struck them down, and soon enough with no illusionary defense and no constructs to protect him he went down.

Nathalas was the high-mage of Nergal for a reason, however. Clearly possessing greater magical skill and physical fortitude than others, he passed his saving throws against the spells of the heroes trying to ruin his concentration, and when he saw his bugbear mercenaries and black skeletons go down as well as his second-in-command, he had his two powerful and formidable steel skeleton constructs remain behind to prevent the warriors from getting to him while he summoned a swirling vortex and lept through it as it closed behind him!

What happened next? Well, it was the end of the session, so we had to leave this adventure on a cliffhanger!

Valheim and Computer Gaming

I began playing the open-world survival game Valheim a week ago. I have become hooked. It has exactly what I want in a computer game. This is mostly because of the stunning visuals and music, exploration and structure building, and using cheat codes in moderation to do away with the things I don’t like (slowly building up crafts and skills through time-consuming grinding of the materials) and spend my time focusing on what I do want to spend hours doing (exploring the landscape and building fortresses).

First a little background. I am not much of a computer gamer, TTRPG gamer, yes, but not computer games for the most part. I played the Atari 2600 when it came out, but all subsequent console systems haven’t interested me and I haven’t owned any of them. When PC games like Icewind Dale came out I gave that a chance, but I found those too limiting and preferred sticking with TTRPGs.

The first PC game that captured my attention was the Age of Empires real-time strategy game in the late ’90s. I still play the game regularly more than 20 years later. My favorite way to play that game is to pick the largest map with the most resources to work with and then build my empire. Warring with AI-generated enemies is secondary to building an environment. I love world-building (this explains why I am always a GM over the 30 years that I’ve run Dungeons & Dragons and Castles & Crusades).

The other computer game that captured my attention was World of Warcraft. I joined it in 2008. I loved the open-world aspect of it. You could go anywhere and do anything. I, however, was not your traditional WoW player. I had no interest in end-game raiding and obsessing over clothes (sorry, I mean “gear”). My WoW friends told me the game began when you hit max level, yet I found the endless raiding for gear to be tiresome and boring and it was all in vain when the new expansion came out and all that work was for nothing. No, I wanted a very different experience from WoW. I wanted to wander the landscape with the beautiful music playing in the background while questing and being in the queue for battlegrounds. Eventually, though, the endless grind of that game wore me down as well as becoming clear that the world and storyline had long since passed its time.

So, why am I now so taken by Valheim? Primarily it is because of how it takes the things I like from Age of Empires and WoW and brings it together in a new way.

Graphics and Sound
I was immediately taken by the aesthetic of the game. I find seeing Yggdrasil’s branches reach across the sky breathtaking. When night falls the sky is then filled with stars and constellations (and the presence of Yggdrasil is still seen and felt). Whether it is day or night I am always looking up into the sky in awe.

The music is also beautiful. It is subtle, peaceful, and warm when you are wandering through the meadows regions and when you enter the black forests the music causes goosebumps with its dark, sinister tones. When I hear the low growl of a troll, or enter the eerie burial chambers I am filled with fear!

The music and visuals caught me right away and I can’t get my fill of it!

Crafting and Worldbuilding
I enjoy crafting and slowly building up skills over time. Age of Empires does this well, but in a strategy format over 1-2 hours and in a limited space. WoW is much richer, but the grind is frustratingly long and after maxing my skills during one expansion (Wrath of the Lich King) I decided I had better things to do with my time than max out skills with my toons. Valheim is a great middle-ground. You have a character to craft tools and upgrade skills, but it is not as irritating as WoW.

When you get your tool skills you can then build various fortresses for yourself. WoW had their garrisons, but I always found them lacking that personal touch. Since reaching bronze age technology in Valheim, I have spent hours going to various places in the Meadows and the Black Forests to build fortresses from scratch or modifying and expanding the ruins I discover. It is by far the activity I spend most of my time doing. Just like in Age of Empires, the combat can be fun with the enemies, but I mostly want to enter new landscapes and build structures. I might spend 2-3 hours modifying or creating an earthen wall to keep out trolls and heavily fenced-up areas to keep out the Greylings, Greydwarfs, and Skeletons (all I’ve encountered so far as I am in no rush to leave my starting island, in fact, I have only defeated the first boss (Eikthyr) and my practice so far has been to build resting spots or a settlement in the distance my character can travel in roughly one day, so it will take me a long time to explore this world at that pace!).

Exploration
Like WoW, the activity I enjoy doing most is simply wandering through the landscape and soaking in the sights and sounds, and like Age of Empires, I can always open up a new randomly generated world when I want a new world. I may spend 1-3 hours building an encampment/settlement/fortress, then sit back and enjoy it for one game day and night, and then head on off into an area of the map under the fog of war wondering what I will see next and where I can build my next home.

Flexible Game Play with Cheat Codes
With any game, there are bound to be things that you don’t like and wish you could do without and alter to make it more enjoyable based on your preferences and what you want to get out of the game. Valheim is mercifully easier to elevate your skills in crafts. Still, I would rather have my Age of Empires approach of having massive amounts of resources and then use my time to build things. Thus, when I discovered that Valheim allows cheat codes in the 1-player mode I am in, I was overjoyed!

I use the cheat codes to build the exact level of fun and progression I want. So, for weapons and armor, I had worked my way up through the stone age and was on the verge of shifting to the bronze age. However, grinding for the mats was not what I wanted to focus my playtime on, so I gave myself the bronze equipment (even though I could obviously give myself endgame weapons/armor I simply want to avoid getting one hit by most monsters and have a fighting chance).

When I do find a location where I want to build I might enter “ghost” mode and make myself invisible (e.g. in the dangerous Black Forest) so that I can build my fortress in peace. Then, once I am done I turn “ghost” off, becoming visible, and then wait for “the forest is moving” and the awakened beasts come in for the attack and I can see how well I built my defenses, seeing what worked, and what didn’t.

Using the “ghost” command can also be useful when you are close to death. During the first few days playing this game, I died endlessly and always had to run back to my grave marker to retrieve my items and I always had a chance to die again (similarly in WoW you would run back to your body in ghost form and then reappear and hope you wouldn’t die again by the threat in the area). That can be very time-consuming and quickly becomes really frustrating and irritating for me. So, by having the chance to “ghost” and either not get killed, or, if I do die, “ghost” and run back to where I died to retrieve my belongings without dying again is a huge breath of fresh air (I could also simply come back to life and “spawn” the items that I lost and move on to something else and not waste time running back to that location if I was ready to move on).

Finally, when I find a location on which to build some new type of fortress to see how much my engineering knowledge in this landscape are up to the tasks, the cheat codes allow me to “spawn” a few hundred stone and wood and get to work instead of spending most of that time mining stone and cutting down trees (much like in Age of Empires when I always have a large number of resources to build what I want which allows me to focus on building things). The cheat codes allow me the perfect means of time management. I want to spend my time exploring and building, not needlessly dying/rezzing and manually acquiring the materials to build.

So, there you have it. I have found the perfect game to spend hours wandering through a beautiful landscape filled with music that pulls you into the world. I can spend hours building great structures, testing them out in a combat situation, and then moving on to a new location to do it all over again. The world feels endless, but when I eventually do make my way through it all, I can begin a new randomly-configured world and start over. I still have a long ways to go to upgrade my skills and abilities and I am happy to take my time in those areas. The cheat codes are simply used to allow me to focus on what I want to spend my time doing. This flexibility makes this game a most amazing experience!

Castles & Crusades Diary: Barrowmaze, Session 96

Summary:
1. Charon takes back his cleric corrupted by Zuul. 2. The use of five fireballs, two explosive runes, and the creation of a giant sinkhole causes a portion of the swampy Barrowmoor to begin flooding the Barrowmaze. When added to a sinkhole created a year ago and mass flooding that occurred several weeks earlier, the environment within the Barrowmaze is experiencing noticeable changes with disease-filled standing water in the corridors, and the arrival of molds, oozes, puddings, snakes, and crocodiles.

PC’s:
Gnoosh, Gnome Rogue 10/Illusionist 8 of Baravar Cloakshadow
Llewelyn, Elf Cleric 7/Wizard 7 of Sehanine Moonbow
Martin, Human Rogue 10 of Bacchus
Gorgat, Half-Orc Barbarian 8 of Haephestus
Kiaria, Human Seeker 7 of Bast
Arthur, Human Oathsworn 9 of Celestian
Edward, Human Bard 7 of St. Cecelia
Kyron, Human Cleric 8 of Charon
Balthazar, Elf Wizard 8 of Arcanus
Zen, Human Monk 8 of St. Agathos
Rosaline, Half-Elf (Elf lineage) Druid 8 of The Daghda

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

Game Diary:
Last session we left off with Kyron having his clerical powers taken from him when he had tried to heal a companion of his that his god put into a coma. Kyron had originally been a cleric of Charon, the Greek god of death, repose, and the underworld. However, after examining a scroll of Zuul, the god of chaotic elements forcibly changed his alignment (after he failed a saving throw) from neutral to chaotic neutral and he became a convert to Zuul. For many months this has caused great upheaval for the character and the campaign.

However, with Zull withdrawing his powers from Kyron, Charon took advantage of the severed connection and appeared in a vision to Kyron standing in a boat in the flooded Barrowmaze corridor with his hand out offering to take him back from the chaos. Kyron accepted and as the Boatman pulled his hand back Kyron saw a ghostly image of the chaotic presence that Zuul had pushed into him now pulled from his body, glide to the boat, and Charon took it with him on his journey back to the Underworld, thus ensuring that Kyron was back to neutral alignment could never be forcibly turned chaotic again. The ferryman also restored Kyron’s spells. Kyron had moments before dropped the Staff of Zuul and threw his holy symbol into the filthy peaty water and with these actions, he heard a howl of anger from Zuul – the god of chaotic elements was furious that in this brief moment Charon and Kyron had re-united – Zuul’s attempt to humble the cleric had failed!

Charon beckons Kyron back to the faith…
The Army of the Light explored 210 and 212. They launched their two fireballs against the door and secret door located on the left side of the shaded area. In the previous adventure, they had also launched two fireballs east down that long shaded corridor into the chamber that has room 227.

The Army of the Light chose at this point to head into a section north of where they were (210 and 212 in the map). The corridor was unusually dark (light sources were slightly suppressed). They closed the door and moved forward. They soon discovered it was an old dwarven burial area. They explored some rooms discovering ravenous zombies, brown mold, and black pudding (which destroyed one person’s double-bladed dagger), but before they could break through the final three bricked up walls, the members in the back of the group heard noises indicating that the door they had closed behind them before entering the dwarven tombs was being tampered with. Those good at listening made out human voices and worked out that they were necromancers of Nergal. The group decided to deal with them before going on. Detect magic provided insight that the door was now magically enchanted. Wizards guessed that a glyph or rune had been magically applied. The sense of magic was strong on it so this group decided to throw aside subtlety and launched a fireball safely from 60 feet away around the corridor (in area 201 near the door to Q2). It blew the door to smithereens but also activated the magical glyph that had been placed on it. After the fireball explosion subsided they heard more noises of necromancers and some glowing on a secret door on the stone wall across from the now destroyed door. They launched another fireball to both destroy the secret door and the magical rune on it (and hopefully some of the necromancers if they were nearby).

When the fireball hit the secret door it activated the glyph on it and again a magical explosion erupted from it. However, the secret door miraculously remained in place.

The group approached the secret door but was attacked by black skeletons (from area 213 on the map). The fear aura they had scattered some characters, but magic missiles and powerful blows from weapons took them down.

A total of five fireballs has been cast in these corridors in a matter of a couple of hours along with several powerful glyphs going off. When you take into account the flooding that had occurred on the surface from Zuul’s vengeance (from previous adventures) and how it soaked through the ground and was coming through into the dungeon, the ceiling, and walls in the area were now crumbling from the spells and natural disaster. Large chunks of stone were falling from the ceiling, and water was pouring in from the surface. The Army of the Light had exhausted a lot of their spells, lost health, and had fought many undead, so they decided it was time to leave.

Upon reaching the surface, Rosaline, the druid, looked toward an indentation in the surface several hundred feet away which she could tell was directly above where they had cast their fireballs and activated the glyphs in the Barrowmaze and which now the flooded barrowmoor was pouring swamp water toward the holes in the ground. She cast a sinkhole spell and the ground further gave way and water now became rapid floodwater, crashing into that portion of the Barrowmaze where the Necromancers of Nergal had been located!

The Army of the Light was heading back to Ironguard Motte to relax, but the Necromancers of Nergal were going to have their hands full dealing with flood conditions!