Thursday, October 2, 2025

The Keep on the Borderlands 2025 - Session 7 - Divide and Conquer

It's session 7, and the party is ready for a fight. They left the Keep before sunrise, leaving the drovers behind. In six days, the drovers will come to see what befell the party. 

Rety and the Knights lead the group, followed by the mule-drawn wagon and everyone else strung out behind them. They used the Eyes of the Eagle from the treeline and spotted some changes in the valley of the caves. 

From Session 4.5 and Session 5, the kobolds completed their improved defenses. Good-sized mounts for the giant rats ring their cave entrance while spear-armed guards patrolled the slope. Also, several kobolds were working with axes to clear away the debris of the burned trees. A new barrier of brush covered the approach to the kobold cave. 

Rety wasn't worried. Originally, her plan was to hit the kobolds' cave, as they were the weakest creatures in the caves. Now that the goblins have been swept out of several rooms of their cave complex, Rety believes they are weaker. She was unaware that the goblins and hobgoblins were in cahoots. 

Solvo the Elf reported seeing motion up the slope above cave B and cave F. On further inspection and a couple of die rolls with OSR Solo, the party decides that everyone in front of cave F has moved to the slope above cave B. They were totally wrong. There were two separate groups of watchers.  

The party makes a dash to cave D. They were immediately spotted by the combined group of goblins and hobgoblins, but the hobgoblins waited for the goblins to return from the slope above cave B before doing anything. The kobolds retreated inside their warren. 

The cart entered the caves, and the mules refused to move more than 30 feet down the hall. Norin the dwarf, and Celia wedged the wheels while the party split up. Belaphon, the two clerics, and Solvo drag timbers to the east. Sybil, Slammer, and Rety ran ahead of Punch and Lefty, who escorted Norin. Rety and Slammer readied their bows. Punch and Lefty marched with polearms. 

There was a hell of a racket throughout the Caves of Chaos. The goblins and hobgoblins raced through the halls. In the confusion, the other guards rushed to the entrance, where a heated conversation ensued. 

The eastern party reached room 17 and discovered the barricade. Flommox, they dropped their lumber and ran westward, screaming their alarm. 

Rety's team had the goal of finding and blocking the hidden door in room 21. In their last foray, they saw too many goblins disappear in that direction, so they correctly guessed there must be a door. They just didn't know where. They set out 4 lanterns to assist them in the search.

The western team heard the ruckus behind them from Solvo's team, but didn't know what it meant, as it was not a part of the plan. The goblins and hobgoblins also heard the yells of alarm and quickly came to the conclusion that the party was in room 21 searching for the secret door. The six spearmen and the 8 crossbow-armed guards run for the secret door in a disorganized horde. 

Norin, Sybil, and Rety spread out to search for the door, under the cover of the Knights and Slammer's bow. To everybody's horror, but no one's surprise, the secret door went "Clunk!" and swung open. 

I rolled for which way the door opened against the table in OSR Solo. I asked myself, "Does this door open outward?" The result was "no and..." The next question I asked was, "Does the guard's order make sense?" The answer was "no", so I determined that 4 crossbow men are in front of and behind the spearmen. 

I took this scenario from real life. I used to work in a hardware store, and you'd be surprised how many people purchase doors without considering which way they open and swing. Nothing is more funny than seeing someone mount the hinges on the same side of the door as the doorknob. Extensive consumer testing has shown this does not work. 

I rolled initiative. Since the party won, I determined that Rety could pull her bow, which is the "no and..." result. One of the crossbowmen takes an arrow to the face and drops. Slammer hits a second one for 3 points of damage. Sybil unleashes charm on an exposed spearman. One crossbow bolt whistles over Slammer's head, and a second bounces off Punch's armor for just a single point of damage. Punch and Lefty can't or won't advance due to the missile fire as Norin stays out of sight in the corner, ending the combat round. 

Two things happen at nearly the same time. The guards lose their morale check and decide to close the door. They missed by one, so they are fairly sensible and reasonably choose to close the door. The party wins initiative. 

Rety shouts, "Lantern!" and Lefty and Punch look around, confused. 

Slammer was not confused and picked up a lantern and hurled it into the crowd of monsters. I decided that two of the crossbowmen are unhitable because of the door, but the third was spattered, as was the dead one. They fall into room 21, very dead. I forgot oil does 1d8 until it burns out. 

Through the crack of the closing door, the charmed goblin saw Sybil make a slashing gesture across her throat and smiled. 

Sybil doesn't speak goblin or hobgoblin, but the message was heard, loud and clear. The charmed goblin killed one of the hobgoblins holding the door in his surprise round. He managed to wound the other hobgoblin at the door before a flurry of spearpoints dropped him. 

The five remaining goblins held the door closed, conveniently helping Norin and Rety hammer in spikes. As they worked, Sybil Wizard Locked the door. Norin complained as he thought he would be securing a door that swung the other way. He returns to the wagon for more lumber and tools. 

He grumbled, "Magic is good, but mechanics is better." 

The eastern party explained the blocked stairway, which raised eyebrows. The two Clerics returned to Celia and set watch on the cave mouth, while Rety plans a formal search of the complex. Solvo, Slammer, Punch, and Lefty are ordered to guard Norin's back as he works his dwarven skills on the first secret door, then the second secret door leading to the Ogre's lair. 

The party is tired, and it is not even midday. Rety pushed on, with the Magic-Users and Elf in tow, searching every wall for more secret doors. Celia served a cold lunch. Rety asked the rest of the party to help with the search, and after about 10 minutes, determined the Knights were unsuited for the job and sent them to secure the mules in one of the dead-end tunnels. 

This presented a few problems for Punch and Lefty. One mule refused to calm down, and the decision was made to run it out of the cave. Slammer wanted to eat it, but EVERYONE ELSE objected. The mule delivered a couple of bites and one brutal kick to the Knights before galloping off in the direction of the road and presumably the Keep. 

By nightfall, the party convinced itself that there were no more secret doors or traps in the area they claimed. 

Norin declared, "Those stairs are blocked, well and completely. Nothing short of dragon fire or prune juice can unblock that!" 

Everyone had a good chuckle. They set their quarters in the Chieftain's quarters. It was nicely appointed, although slightly smelly. The party rested in shifts as they knew the night would be long and the coming days longer. 

Wednesday, October 1, 2025

The Keep on the Borderlands 2025 - Session 6.5 - Book Keeping, Guards, and Wards

Session 6 went sideways. Hardly anything was said about the party. So we have session 6.5. The party spends the week in the Keep. Hender and Sonny depart the party. They both had near-death experiences, plus Hender can get his job at the tavern back, and Sonny can court the drover girls. Who wouldn't want that? 

Rety takes 3 days to interview several replacements for Hender and Sonny and brings on Sybil for a fair cut of the treasure. Rety also makes sure she is good with the drover team, Hender, and Sonny, distributing a few more silvers to all. She charges the drovers with obtaining 2 or 4 mules and a long, slim cart. 

Using OSR Solo, the drovers can get the cart and mules, but it takes an extra day. Rety obtains some mundane but odd material for the cart. She has water barrels and tons of food, plus lumber and tools packed into it. Unfortunately, the party is not able to obtain more healing potions. 

Rety advances Sybil and Belaphon some coins to do herself and them a favor. They spend the next couple of days examining each other's spellbooks. This means the party spends the full week in the Keep.  

Let's take a "My Table Tradition" detour. I have special rules for spell casters with spellbooks. Each Magic-User can memorize a specific number of spells per day. In OSE, the MU sleeps for 8 hours and studies their spells for 1 hour. That seems fair and easy. 

In a scenario like what we have here, the party retreated to town early and has tons of free time. I have a special rule for this non-combat case. 

What if Belophon, with two 1st-level spells, studied Magic Missile twice but really needs Detect Magic today? Since he has access to his spellbook and is not in combat, he can spend 1d6 rounds reviewing the spell in his book and swap the memorized spell for one they have in their book. Having cast that new spell, he does not get to study again. That daily spell is spent. This is only good for non-combat situations, like the example of sitting in town for a week. 

This scenario doesn't really matter much. It saves time and paperwork. 

There is a second scenario that is much less friendly. Let's say you have access to an enemy's spellbook. A Magic-User can use Read Magic to decipher a spell and cast it right from the spellbook. This works just like a scroll, meaning the Magic-User doesn't use his memorized spells. It also means the spell is deleted from the book. This cannot be done with one's own spellbook. 

What Rety has asked both mages to do is share spells. Sybil has both first and second-level spells; Belophon can only copy the ones he can cast. He knows what the second-level spells are because Sybil can explain them, but can't scribe them. Sybil could scribe a second-level spell into her book, but not in Belophon's book. Sybil can scribe any spell from Belophon's spellbook as they are all 1st-level. 

Rety also hires two additional heirlings. OSR Solo provided the yes-no answers. I simply rolled 2 twenty-siders, comparing each roll to the NPC chart in B2. She hires one Dwarf and one Halfling. They are 1st-level characters. Norin the Dwarf is brought on as a mining and construction advisor, while Celia the Halfling will cook. They do not receive a share of the treasure, only a salary. They are not expected to undertake dangerous or combat duties.

Back in the Caves, the agents of Chaos are also taking action because they have a week to prepare for the next invasion. The hobgoblins and goblins have integrated. Room 27, the Storeroom, has been consolidated with the Armory in room 28. The goblins are now using Room 27 as quarters for the 10 males and 14 females. Six guards with spears, shields, and daggers are in the hallway to cover the stairs and secret door. 

The stairs leading to Room 23 have been completely clogged up with whatever trash and rubble the goblins and hobgoblins could find. The one section of stairs is packed floor to ceiling, with only a ten-foot area outside the door so spear-armed goblins can get in to defend the entryway.  

Outside, just north of Room 23, sit 3 goblins. They are instructed to quietly watch the entrance to D. They are not to engage in a fight; instead, they are to report any intruders. These are some of the adult golbins who are not included in the guard. They are not inclined to fight, but they do have spears. 

Near cave entrance F, 6 hobgoblins patrol outside. Two of the six have moved down to the floor of the valley to watch entrance E, while the other 4 stand watch. All of them are armed with crossbows. Even though the ogre is dead, they will not enter his abandoned cave. Why tempt fate?  

When the party returns, the denizens of the Caves will have some surprises for them.