Tuesday, November 4, 2025

The Keep on the Borderlands 2025 - Taking Stock

I have finally gotten around to scanning all of the character sheets I am using. I hate my HP scanner, and I am on the lookout for a new printer/scanner combo.  

My default character sheet is the one from OSE/Necrotic Gnome. This is a funny choice for someone who created their own character sheet, but this one is better than mine. At least for B/X games. The one I created was done in 1989 for AD&D 1e with Unearthed Arcana. You can get it at DriveThruRPG at that link. 

Here are the characters in alphabetical order: 

You can also download a single PDF of all of them here. All of these links lead to my Google Drive. I don't believe they require an account to view and download. 

The individual characters have a lot of resources and gear. 4 of them have Bags of Holding. Rety made sure that everyone with a Bag of Holding had enough food and water inside to support the whole party for a day or so. 

Also, as mentioned in Session 6.5, all of the magic users have shared their spellbooks. This was done at Rety's request to strengthen the party. Solvo, Belaphon, and Sybil have access to the following spells: 

1st-level spells:

  • Charm Person
  • Detect Magic
  • Floating Disk
  • Light
  • Magic Missile
  • Read Magic 
  • Read Languages 
  • Shield 
  • Sleep

2nd-level spells:

  • Continual Light
  • Invisibility  
  • Phantasmal Force
  • Wizard Lock

This is a devastating array of magic. 

Rety also made the fighters and clerics pre-stage weapons in locations. In each room the characters control, there is water, food, 40 arrows in two quivers, 6 crossbows and 60 bolts, and 12 spears. Slammer, Solvo, and the two Knights also have shields and polearms prepositioned in the locations they believe they will be most. They don't have enough to supply every room. 

The heroes are now divided into two groups, one at each entrance to their system of caves. This is a problem as they can't communicate and support each other. Also, the fighting men are separated from the spell casters. 

The party does have a pair of minor advantages. First, the escaped mule is causing distractions outside; various factions want to eat it. Second, the drover band is waiting at the base camp for the heroes with six archers. Since they see the smoke, they are on their way to see what is happening. 

I have actually played this scenario out three times, with very mixed results. One was a TPK, one was a near TPK, and the third was a victory for the party. I will have a short post for the two TPKs and why those happened, but I will have an extensive post on the heroes' victory. 

Having the party succeed required careful gameplay by the characters and a ton of adjudicating by the DM. Part of my reasoning for posting these solo sessions was fun, and the other part was to talk about how I make choices as a DM. The last post in this series will show how a DM can fairly referee a session that results in a win for the party without turning monsters into dumb zombies. However, some of these choices can come back to haunt the DM later.