Showing posts with label The Keep on the Borderlands 2025. Show all posts
Showing posts with label The Keep on the Borderlands 2025. Show all posts

Monday, October 6, 2025

The Keep on the Borderlands 2025 - Session 8 - Chaotic Assault

The next session or three will be a little bit different. In the last post, I only explained what the party could see. This will continue for a while. 

At sundown, Rety had Sybil cast a spell for her before the Magic-User went to bed. Belaphon, Rety, and Solvo crept out of the cave mout
h and up to the overwatch post that the goblinoids used to the party's cave. Finding no one about, Rety placed a pot against a tree and tied a string to the lid. They unwound the string 40 feet to the east before retreating. Lefty and Punch traded places with them, lying in the brush with the end of the string.   

In the meantime, Norin, Thomas, and Doian placed a heavy spike in the ground at the mouth of cave D. Norin attached a heavy chain to the spike, and the Cleric dismantled the carts' four wheels. They strung the wheels on the chain and affixed the chain to the ceiling of the cave, 30 feet back from the entrance. While not an impenetrable barrier, the wheels and chain will slow any attackers. 

The Knights took turns resting and watching for enemies in the brush. Back at the cave, Solvo, Slammer, and Sybil slept. A couple of hours into the Knight's watch, 6 goblins ventured into view and did their best to hide themselves from the cave mouth. Unfortunately for them, that was done in full view of the Knights. 

At midnight, Rety, Celia, and Belaphon took Slammer and Solvo's place. The dog followed Celia rather than Sybil, as he knew where the food came from. Thomas, Dorian, and the Dwarf were taking turns resting between the mule's makeshift stable and the hall leading to the mouth of cave D.  The Elf and Fighter crept to the mouth of the Ogre's cave. After a moment, they strolled out in plain view. The goblins spotted them immediately and gave a warning call like a strige, the only bird-like thing they've heard in a while. 

The six hobgoblins with crossbows readied their weapons and exited their cave. 

Lefty pulled the string, lifting the lid off the pot. The Sybil had cast continual light on its interior. The goblins spun around and were dazzled by the bright light. They were also silhouetted by the spell. Two of them were struck by arrows and fell dead. The Knights charged and took another goblin down. 

The hobgoblins were expecting enemies on the valley floor, but were distracted by the melee to their east and missed seeing the Elf and Fighter. They advanced toward the obvious fight. Punch took down another goblin as Lefty danced back and forth with the last two. Slammer and Solvo unleashed another pair of arrows, this time at the hobgoblins for 3 and 5 points of damage. The two struck hobgoblins shot back, hitting Slammer for 4 points of damage and Solvo for one. 

There are six targets.
Lefty was hit for 3 points of damage but downed his opponent. Punch and the last goblin exchanged a series of parries and feints. The four hobgoblins continued their advance on the Knights while the other two exchanged missile fire with the bowmen below. All four missiles hit. The hobgoblins struck first for 2 and 3 points against the Elf and Fighter, but died moments later. 

Lefty covered the pot, plunging everyone into darkness again. Punch splits the last goblin in two. Confused, the hobgoblins open fire. Lefty was hit, but the other three bolts found nothing but air. Solvo injured one, but a second was killed. 

Punch dropped the pot on the ground, freeing himself to melee the hobgoblins. Again, the hobgoblins are dazzled and confused, and they drew swords. Punch and Lefy slew two, and Solvo got the third. Unfortunately, Slammer's arrow whistled by Lefty's head, nearly hitting him. Slammer rolled 5 against the hob and a 9 against Lefty, which was also a miss. 

If you read the comment from Ruprecht, (here) this is how I handle missile fire in melee. First, all even-numbered misses occur because the shooters held their fire, knowing they would miss. They are that good. Since the roll was 5, Slammer loosed an arrow. He was then forced to roll against Lefty's AC of 3. The arrow was already in the air, no even number roll would protect the second target in this case. I played this up a bit for drama, as 9 isn't remotely close to a hit. 

In the next round, Lefty and Punch overwhelmed the last hobgoblin standing. The four fighting men beat a quick retreat back to their respective hiding places. 

An hour or so later, a lone goblin was sent to check on the guards. The hobgoblins can only surmise that something went horribly wrong, as no one reported back in. Concerned, they sent 2 more crossbow-armed hobgoblins as overwatch for the lone goblin. The pot trick works again. Solvo and Slammer dispatched the three guards while the Knights stayed out of sight. This time, Lefty and Punch collect the pot, weapons, and change purses before retreating with Solvo and Slammer into the ogre cave. 

The party heard a ruckus from the hobgoblin caves as the two chieftains exchanged words and maybe blows. In response to the noise, 4 kobolds and 4 rats ventured outside to see what was happening. Solvo and Slammer took a shot at them. They missed by a mile, but the kobold heard the arrows go by and dropped to the ground. Over the next three rounds, a pair of kobolds and one rat were killed as they first advanced on the fighter's location, then fled on their bellies back to the cave. 

At dawn, all four fighting men and Clerics retired. Celia and Norin set about their daily tasks with strict instructions not to expose themselves to the enemy. As the others ate and slept, Sybil and Belaphon took to silently studying in room 21. They heard the guards on the other side of the secret door moving about. Sybil silently pointed to two spells Belaphon should study for the day. 

If I painted these,
I'd have proper pictures for you. 

Once they were done learning their spells for the day, Sybil stood up and let out a theatrical yawn, right in front of the secret door. It looks like Sybil is way more chaotic than the party. The shuffling of gob and hob feet stopped. 

She cast a spell on the door, making it turn invisible. Her dog barked at the goblinoids. The four hobgoblin crossbowmen fired on her, but the bolts stopped dead as they hit the invisible, but still stone door. Sybil lifted the digitus impudicus at them. The goblin spearmen charged. The invisible door shook, as dust roiled from the edges with the impact. 

The Magic-Users laughed at the guards. "Bel, goblins. Just goblins." 

He nodded at her. 

It took the four stunned goblins two rounds to get reorganized, and by that time, all four were charmed. The Magic-Users gave the dread signal of finger to throat, as Sybil released the invisibility spell and the door faded back into view. 

(I dislike low-level spells that give a permanent effect. I have no particular answer to them, other than to allow the spell caster to end them at will. The first link is to the SRD for OSE. Old School Essentials is by Necrotic Gnome. They have a wide array of products. You can view and purchase them here.) 

Although they didn't know it, everything happened simultaneously on the other side of the door. Over the next 3 rounds, they heard the deathrattle of 4 hobgoblins and 2 goblins. The bewitched goblins killed one more goblin and injured several others before they fell. 

Rety was peeved when she learned her spellcasters had used up almost all of their spells in one go, but couldn't complain about the results. In her mind, the Fighters combined were as strong as the Magic-Users, and the Clerics plus Rety formed a third powerful group. Now, with the fighting men sleeping and the magic users out of spells, it was only Rety, the heirlings, the Clerics, and a dog to defend them for a whole day. 

For the rest of the day, they heard alternating bouts of activity and silence from the hobgoblin caves. At nightfall, the goblinoids recovered their dead. Rety quietly watched them from the mouth of the cave. They saw her, too, but had no response. 

For this session, the party killed or caused the deaths of 12 goblins, 12 hobgoblins, 2 kobolds, and 1 giant rat. This, with the treasure and a 10% bonus, equals 651 total experience. I also give each a bonus of 150 exp for planning and creativity. 

At this point, several characters level up again. I should scan their sheets in and walk thru who has what. 

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. 

Wednesday, September 24, 2025

Observations from The Keep on the Borderlands 2025 All Sessions - Part 2

Here is part of my observations on all sessions to date for B2 Keep on the Borderlands. I really hope you bought a copy, so I can stop posting the link to DriveThruRPG. 

I have mentioned the map scale several times and the headache that it gives. The valley for the Caves of Chaos is far too small, and the distance from the Keep is tiny. The module gives travel times as 1 square (100 yards) per hour when searching, which seems fine, but then gives non-searching speeds of 300 yards per hour. That's 0.17 miles per hour or less than 6 hours to cover one mile. 

I'm a little chubby and I walk much faster than that. 

Keep on the Borderlands was published a year before the Basic and Expert sets. These sets combine to codify indoor and outdoor travel speeds. It was a welcome choice and a great option. I politely ignore the travel times in the module, and as a consequence, I don't let much happen on the road. 

The next issue with scale is the sheer number of people inside the Keep itself. I counted 239 fighting men and 47 non-fighter types. I will not die on these numbers. I am probably wrong because I counted quickly. Gary Gygax's writing can be obscure or unclear, to say the least. But I did my best. If I had read it more slowly, I would have gotten it right because I'm sure it is all there. 

A castle similar to Bodiam Castle
This population fits my historical thinking. In keeping with my quick, back-of-the-envelope calculations, the Keep is roughly 3 times bigger than Bodiam Castle. This "castle" is more of a fortified estate, a family home over fortification. Much of its defences revolve around big walls and surrounding features instead of manpower. The walls and moat were two defences, but it also had satellite ponds designed to slow someone down and force them to take in the grandeur of the site. That was the intent: to slow an attacker so everyone got a look at everyone else. Sometimes, that is all you need to stop an opposing force. 

I found a notation that Bodiam Castle was 1/3 the size of the Keep in B2 and that it could support up to 80 people for a limited time. Those would have been guests and merchants, not fighting men, most of the time. If the Keep is 3 times bigger, the number of troops is perfect. The Keep is not overpopulated; it's overmanned by soldiers. I tend to describe it as an up-and-coming Keep, where the 47 non-fighting types are just the tip of the iceberg when it comes to population. They are the people the characters notice, not all of the people. I often introduce several huts, a few camping fishermen by the river, a small farm, and a woodsman's shack near the Keep. This is flavoring and landmarks for the party, so they know roughly where they are. 

This also gives me something to do with the raiders and spies south of the Keep. They sit near the road, the only road to the Keep. This road has to bring in thousands of gold pieces of cash and goods to the Keep, because the Keep has no means of support in the surrounding empty territory. The raiders could actually steal a wagon or bribe the caravan guards and do serious harm to the Keep, even if they only stole food. That's a really good plot point. One quick raid hands the Castellian a big loss. 

Better yet, the raiders already have something in their description that hints at a possible avenue of profit and, in a way, an economic attack. Since they hunt the forests, they have fresh game meat to trade. They don't want to walk into the Keep to do this; they sell it to the caravan, which in turn sells it to the people in the Keep at a good profit. Everyone knows what is happening. There is no real surprise that the Castellian doesn't try to remove them if he discovers them, because everyone loves fresh food. 

As spies, they don't have to do too much. I would imagine the captain and lieutenant would try to spy and make contacts in the Keep itself. There is not much to keep them out. The rest of the "raiders" would also venture to the Keep for major news. They wouldn't do anything nefarious. They simply want to know if something "big" is happening in the Keep so they don't surprise themselves. 

As described, the raiders do represent a minor threat to a party of about equal size. They can't really get a TPK, but they can brain-drain a party by wiping out Magic-Users, Clerics, and Thieves. 

One thing that WILL cause a TPK is giving the raiders horses if the party is on foot. Those spearmen become very deadly on horseback. The same happens if more than 2 guys have bows or crossbows. Gary Gygax must have thought this out with the intent of a fair, but tough fight. 

I'll need to create a plotline for the raiders in one of the upcoming sessions.  

The Keep on the Borderlands 2025 - Session 6 - Book Keeping and Wishes

I had planned on doing a longer session today, but my blood sugar bounced. It tends to put me in a reflective mode. 

My main goal was to update the character sheets for Rety and the Clerics. Rety is level 2, finally, and the Clerics are level three. I had planned to have Rety hire a second Magic-User and something funny happened. 

I used the OSE NPC Generator. It is super easy. I must have clicked on "create" 2 dozen times, looking for the right combo of stats, spells, and magic items. As per normal, I wanted this character to have a Bag of Holding or a Ring of Protection. 

This is what I got: 

Wow. A ring of wishes on a second-level character. That is fun! Since I am in charge here, I decided to change that to 2-4 wishes instead of the original 1-2. 

Why? 

It's my game, plus I am the referee AND the player characters. Who wouldn't want a ring of 4 wishes? I have every intention of swapping this character's Wisdom and Dexterity before he starts making wishes. 

Additionally, it gives me a chance to tell a really offbeat story. 

I had a bunch of players who refused every adventure hook, running around town doing everything they wanted and nothing that I planned. Because: PLAYER CHARACTERS!

They were having the time of their lives, and I was going out of my skull planning stuff that would never be used. I came up with a great idea that I stole from Robert Asprin's Myth Adventures. You can purchase this book on Amazon.com with this link. As an Amazon Associate, I earn from qualifying purchases.

Someone offered to sell them a great mansion in a nice location. The party declined and selected a smaller place in a horrible part of town. Since I was reading a lot of Robert Asprin, this town was a lot like Sanctuary in the Thieves World books. 

(Again, you can purchase this book on Amazon.com with this link. As an Amazon Associate, I earn from qualifying purchases.) 

Basically, the town was hell on earth, and the party decided to move into the worst circle of that hell. Of course, since this was a railroad, I used the same floor plan as the original house I had thought of, with all the tricks and secrets I had originally planned. 

This house had doors and cubbies that led to other places like mines, and dungeons, and a castle in the sky. Somehow, the party avoided investigating them all. It wasn't like they were trying; they were having too much fun doing their own thing to look in cabinets and cubbies. 

Instead of trying to trick them or kill the party off, I spent most of my time gentrifying the neighborhood. Sanctuary is a hard city to have fun in, and it really didn't fit with what the party was doing. 

I threw in a gag where the party was robbed, but the robbers noticed the cleric, and covered their ill-deeds with an offering to the priest. Then, it happened again right after they spent all of their cash on workmen to clean up the house. The thieves took pity on their lack of funds a second time and gave them a few coins for soup. 

Once the house was in order, I decided to inflict a comical plague on them. Their neighbors were the Bumpuses from A Christmas Story, complete with the pack of hounds. The hounds and thieves became minor backing characters in the party's wild rumpus throughout my wrecked campaign. 

I'm sorry, I get overly wordy and ramble when my blood sugar drops and bounces back. 

We are finally at the part where the party gets a ring of wishes. It was a random treasure roll, nothing I had planned, but I foolishly let it happen anyway. And comedy gold ensued. 

Two different characters wished for two very useful and interesting things. I wish I could tell what those exact wishes were, but besides being well thought out and sincere, I can't remember because the third wish blew them right out of my memory. 

Forever.

The Fighter snatched up the ring and wished for: "A Magic Dog!" 

No stipulations, no modifying phrases or clauses, and no explanation at all. Just "A Magic Dog!" at a time when the party was surrounded by dogs. 

What the hell, Fighter! 

So, obviously, our new Magic User character will burn that fourth wish on "A Magic Dog!" 

I will be back when I feel better and explain what happened once the party rejoins the adventure at The Keep on the Borderlands. I am sick of posting this link to DriveThruRPG, so why don't you try Return to Keep on the Borderlands for 2e? 

Saturday, September 13, 2025

Observations from The Keep on the Borderlands 2025 All Sessions - Part 1

We are five sessions into this mess. The party has returned to the Keep after suffering several losses that were not evidenced in the last session. Run as two parties, they suffered the deaths of Duskin and Pavel, the 3 drover characters stepping away, and from session 5, Sonny and Hender were hurt badly. NPCs and characters run in a solo campaign can act in very meta ways. 

There is nothing meta about dying, but the 3 drover characters were offered a huge paycheck to take a supporting role. Simon and his daughters are very aware of how far 300 gps goes in life and realized it was much safer to stay in the background. Hender is Sonny's (Henderson) father. Having watched his son almost die, you know he is thinking about taking that secondary role, too. 

My rationale for taking these steps is to increase the types of characters while reducing the amount of paperwork to keep this project going. 

Back to looking at this series, I am assuming that you play the way I do. My campaigns are very high magic. Magic is concerning, but not a source of terror. In some cases, magic is a consumer product. Rety wanted a bag of holding, so she bought one. The challenges she has in making the purchase are that the Keep is a wayward outpost with fewer resources than normal. This might be the normal state of affairs in your campaign, but not having a magic shop is very weird for me. 

In playing through B2 Keep on the Borderlands, you may notice that the monsters come in either singletons or groups of 6-8. I think this harkens back to the Dungeons and Dragons connection to Chainmail. (That is a link to DTRPG for purchasing.) It is almost like Gary Gygax selected figurines and assembled them in unit-sized groups and stat'd them up. You'll notice that the party is 6-9 player characters of levels 1-3, against groups of monsters in 4, 6, and 8. Those are tiny units, but units nonetheless. And they are almost on part with each other. 

This messes with time and space. In session 3, I mentioned how small the valley floor is when tripling movement and ranges. I know that this was done for artistic reasons; the scale indoors was imparted to the scale outdoors, so one did not have a giant map of empty, uninteresting exterior space. It works, until it doesn't. 

A round is 10 seconds. An unencumbered player normally moves 40' a round or 120' at a sprint. That is 4 feet or 12 feet a second indoors. Outdoors, that cranks up to 12 feet or 36 feet a second. Whew!  

People are fast, and monsters are faster. Here is a clip of a football player going endzone to endzone. The clip is a little longer than 10 seconds for clarity. This guy is dodging tackles and perhaps not running flat out the whole time.  

 

Because people are so fast, as a general rule, combat is abstract. The 6 points of damage a character or monster probably isn't a single hit. Here is a 10-second clip of a fat, old ninja swinging nunchucks. 


While I only make one slashing attack transition towards the end, notice how slow I am moving and how unfocused my eyes are. I am not even trying. This is also a very confined space; my feet are rooted, and I couldn't extend my arms. It's kind of like being in a dungeon. But it is still quick. Any one of those spins could have been a slash. Imagine how fast a fencer would move and how lethal a sword point is vs. a slap from a nunchuck.  

(This is an unedited video; you should see the outtake where I hit a pipe and made the house ring.) 

In light of these observations and many more, characters and monsters can get in and out of combat or trouble quickly. By the rules, characters are limited to a fighting retreat at no penalty or worse, giving up attacks to run for it. The first doesn't allow a character to exit combat if his or her attacker presses the attack. The second is an invitation to get hit in the back. As a DM, I choose a sort of middle ground where someone can do a fighting retreat as per the rules, or choose to forgo an attack to disengage, and of course, the disastrous spin and run. Disengagement requires A) space to move back a good distance and B) remain facing your opponent. Being faster than an enemy is good enough. Having someone available to tag in or threaten a flank or rear is best. And players intuitively handle these scenarios very well when asked.  

You see this a couple of times in session 3. When Belaphon outruns the owlbear with Pavel chasing both; then again, when the chase swaps Belaphon and Pavel; and finally, when Slammer tries to pull Pavel's body away while the Knights cover him. Monsters under threat aren't going to ignore an obvious threat, giving PC's extra time to do extra things. Slammer's attempt to pull a body from a creature isn't wise, but it makes sense. He traded an attack for a grab, but failed. 

In sessions 3 and 5, the characters experience blocking. Many of the missile-armed characters find themselves behind their friends engaged in melee. They can't shoot. Oddly, Belaphon does shoot. It is one of the joys of Magic Missile - you can't miss. Rety, the Clerics, or Sonny could have tried to shoot into melee, but friendly fire sucks.  

Being blocked is a give-and-take. You can't be hit, but you also can't hit back. 

I've forshadowed events in session 6, given my rationale for certain events, and explained how I use certain rules. There will be a part two where I get into alignment and motivation, plus hit points.

Friday, September 12, 2025

The Keep on the Borderlands 2025 - Session 5 Beak, Bone and Stone

Welcome back to The Keep on the Borderlands. There is your link to DrivethruRPG. I hope you click through and purchase this classic module. 

Camp
The party left the Keep at dawn to arrive in the Valley early. As Rety promised, Simon, his daughters, and their guard detail are left to set up camp near the road. The party was armed for a war, with all of the fighting men wielding spears, in addition to their regular weapons. They march west into the valley. 

A quick look around surprised everyone. The kobolds' trees were gone, their cave entrance clogged with branches. Several mean-looking giant rats were sunning themselves. Mud was churned up in front of D and F caves. Scattered bones surrounded a fire pit in the middle of the valley. 

"The goblins," muttered Punch. He is assuming the folks in Cave F were also goblins. 

As much as she wanted the owlbear's beak, Rety decided to enter Cave D to secure a flank. The party was organized into 3 groups: Rety, Sonny, and Belphon took the lead to scout; Slammer, Punch, Lefty, and Solvo, with spears ready, brought up the rear, with Dorian, Hender, and Thomas guarding the cave entrance. They move quietly with no lights. 

I have marked these teams as R, L, and T, for Rety, Lefty, and Thomas.  

I used OSR Solo to determine that the party saw no one in the east and west rooms. They saw candlelight from both rooms, and they heard voices to the east. Rety motion for Lefty's team to move eastward, while her group moved west. 

Yeah, I made this hard on myself. Lefty's team is moving to the right, and Rety's team moves left.  

As each team creeps down the hall, all hell breaks loose. Rety spotted two goblins running away. Lefty's team was confronted with 5 of 6 goblins advancing with spears leveled. By previous arrangement, the clerics and barbarians lit torches but held their position. 

Ladies first, round 1. Rety and Sonny loose arrows, one per goblin. One was killed instantly, while the other struggled on, dragging a bag. 

The fighting men and the goblins struck simultaneously, like miniature phalanxes colliding. Four goblins go down, while Solvo and Slammer were hit for 1 and 3 hp damage. 

Next round. 4 goblins sprang from the western room. Arrows flew, and a goblin fell. The attempt to close the gap, but they won't arrive until the next round, as they are moving in formation. Solvo and the goblin exchanged blows, and the last goblin went down. The four men turn to help Rety's team. 

Punch and Lefty wear armor
Round 3, chaos ensues. The party won initiative. Rety, Sonny, and Belaphon manage to slide through the fighting men's formation, and the four men met the goblin's spears. A goblin was killed. Punch took a slash to the face. Belaphon was struck from behind by the last eastern goblin's spear. 

Round 4. The eastern goblin ran back to the room for another spear while Rety and Sonny stalked after it. Two more goblins were killed, and Slammer took a good hit. Arrows clatter against walls as the archers miss. The clerics and barbarians move down the tunnel, torches lighting up the area. 

Round 5. The phalanx took empty room 18. Rety and Sonny killed the last eastern goblin with arrows. Combat ends because the party swapped sides. No one in room 18 knew the last goblin escaped through the secret door. 

This provoked an "Oh, shit!" moment for the ogre and goblin. The goblin wasn't supposed to enter the orge's cave, and it killed him. The ogre's "Oh, shit!" moment was when the bag of gold hit the ground. He took a moment to decide what to do with the body. 

In the meantime, the whole party met up in room 17. While the party searches the room, the Clerics attend to Belaphon and Solvo, who were the most injured. 

Combat sequence 2. No was surprised, but the ogre won initiative. This beast has AC 4, HD 4+1 for 25 hp, and does 1d10+2. This is above average for an OSE ogre. I decide the rule of funny is in effect. The ogre makes two missile attacks; the bag of gold and the body of the goblin become projectiles. Punch was struck by the gold, and Lefty by the body for 5 and 3 hp damage. 

Lefty struck for 2 points of damage while Punch missed. A magic missile hit for 4 points of damage. Sonny, Solvo, Hender, and Slammer melee. Hender and Solvo did 10 points of damage. Rety and Clerics can't strike due to the wild melee.   

Round 2, combat is simultaneous, except for Belaphon, who unleashed another magic missile for 6 hp first. The ogre was down to 3 hp. It pounded Sonny to the ground, while the ogre was cut down. Punch and Lefty get back up. All of the noise brought the roving band of goblins to the party. They came from the western doorway. 

Round 3 was again simultaneous. The Clerics snatch up Sonny and pour a healing potion down his throat, restoring him 2 hp. Six goblins exchange blows with Solvo, Slammer, Hender, Punch, Rety, and Lefty. Two goblins were felled, Hender was knocked down to 5 hp, and Sonny was KO'ed. 

Rety's prize
Rounds 4 and 5 were the party's time to shine. Thomas grabbed Sonny while the party attacked. In round 4, all but one goblin were killed. It did not survive round 5. There was a flurry of flight as the chieftain led his remaining people out of the cave mouth and up to the hobgoblin caves, taking all the treasure they could carry. Everything not in the rooms the players entered was taken. 

The party divided again. The Hender runs off to the camp for the drover cart. It will be needed. Rety and Belaphon gather up Rety's owlbear beak and bones. She offers a salute to the goblins and hobgoblins watching her. The rest of the party found the ogre's treasure. In the mouth of cave D, the treasure piles up. 

Ogre
Sonny was loaded in the cart before all the other treasures. The drovers declined to help, as it was beyond their contract, but they sent one of the crossbowmen to help. Quietly and grusomely, Rety claimed the orge's teeth. 

Back at camp, Rety wisely declares victory and prepares the team to move back to the Keep. She explains that healing would be faster in a warm bed. The drovers were somewhat put out, as they had set the camp for a week. Rety pays them an additional 10 gp each, including the crossbowmen. The drovers let Rety and the crossbowmen do most of the work. 

Rety humbly works her butt off to get everyone out of camp and back on the road to the Keep. The players earn 1500 exp from this adventure. I need to total up Experience because I think a couple of characters may be leveling up.  

One more link. The image I have labeled as Ogre is a Cyclops drawn by Jeremy Hart. He has a massive collection of paper minis and Stock Art on DrivethruRPG, all reasonably priced. I have a ton of them. 

Wednesday, September 10, 2025

The Keep on the Borderlands 2025 - Session 4.5 Intermission

I didn't have a picture of
a gravestone,
so please pretend.
In the last session, the party lost two characters: Duskin the Elf and Pavel the Ranger, but also reunited both teams. 

This presents Rety and the gang with some problems. They took the bodies back to Rety's camp on the concept that Thomas the Cleric could do something. Sadly, he could not. 

This left Rety in a lurch. Her objection to the A Team's handling of injured people was the cause of the NPCs abandoning the party. Now that she has to deal with those people, she is obligated to treat them better. That and cover the theft of many items. 

She elects to go back to Keep, to ensure the Elf and Ranger receive proper burials. The B-Team forms a proper escort back to the Keep. Rety does not make any promises beyond a burial to her former employers so as not to disappoint. She pays for rooms at the inn, too. 

By mid-morning, they are on their way, smoke filling the valley behind them.


Let me tell you a bit of backstory on the name Rety. I encountered this name in a David Brin book called Brightness Reef. I've always liked this name despite the character being slightly unlikable at the start. She was a young Sooner woman, a tribe of people falling down the societial path. Her tribe is brutish and barbaric, but she knows there is a better way out there, some place in the 5 galaxies. 

She never really escapes her rustic roots, but becomes a force to be reckoned with. I like that sort of character and stole her. As a D&D character, she should properly be a Barbarian, but I made her a Thief due to the circumstances. 

Here is my link to DriveThruRPG for Keep on the Borderlands. I might be trying too hard. If you don't have this by now, you never will. 

Anyway, back to the Keep. 

Being a bit of a rustic sort, Rety had no problem accosting the Curate and demanded magic and rituals for the dead. She was very humble and honest, offering service, allegiance, and even money to care for the dead. While completely overboard, the Curate found it charming in a weird way. This also reinforces Lefty and Punch's loyalty to her as she has shown respect to a higher power. It also makes the rest of the A Team more amenable to her. That and she paid for proper rooms for all of them at the inn, plus food and drink to honor the fallen.  

She paid for the burials. She made an offering and hinted that Punch and Lefty should consider service to the Curate's congregation. She assisted the A Team with contacts to help them sell their treasures. 

There was a welcome but startling discovery as the party dispensed with their loot. The Curate's followers recognize the amulets as a hazard. They will pay for the privilege of destroying these evil devices. The Curate's men advise that not only do they make it hard to turn undead wearing them, but should a cleric hold or possess an amulet, the holder loses their ability to turn undead. This explains why Dorian couldn't turn undead at the end of Session 2 and why he received a couple of rolls when he should not have. This also makes the amulets slightly cursed.

Rety tries to purchase some magic items. This is not entirely accounted for in the module. I used OSR Solo to generate some answers to Rety's desire. 

First, she wants a bag of holding. The other characters are unwilling to sell theirs, so she approaches the Curate and the loan bank. The Curate has access to one, but the price is too much. The loan bank has one but will only trade for the beak of an owlbear. Hmm. That was a bust for now. 

Rety knows the potions of healing saved the party, so she repeats the process for more potions. The Curate will not provide healing to anyone outside of his congregation, so that is not an option. Rety rolls a 6 when dealing with the loan bank. They will sell her 4 for 100 gps each. He does this because he really wants that owlbear beak. Rety has essentially doubled down on this objective. 

Despite making all the right moves, Rety gained 4 followers but lost 3. She proposed selling off the horses to adventure in the Caves. The remains of the A Team liked this idea and threw in with her. But Bela, Liz, and Simon are lifelong drovers; they hate this idea and said so. Rety was understanding and paid them to stay at the Keep, venturing out on Sundays to resupply the party. The drover family agreed to this as Rety gave them 300 gps to support the party's interest in town. One-third was salary, the next 100 was for supplies, and the last 100 was to hire an appropriate guard. This was way too much money to pass on, so the drovers agreed. 

Promises made, the party rested before heading back to the Valley of the Caves of Chaos. Rety learns of the gems in the cave of skeletons and wants them. However, she will need a good plan to secure their flanks and back before striking against the shrine. 

One of the nice things about this module is that you can make it a living place by implementing changes on the fly. I introduced the ruins, the fact that sometimes the kobolds, striges, and other monsters appear to operate together without seeming to conspire against the party unfairly. 

We need to head back to the Valley and the Caves of Chaos. 

The PCs left the body of an owlbear and a horse on display for all to see. It didn't take long for kobolds, goblins, and others to decide to butcher them. The kobolds are a thorn in everyone's side. The goblins chased them off. To add insult to injury, they cut down the kobolds' trees and burned them. This was the smoke the party saw on leaving. 

While the kobolds are the weakest creatures in the Caves, they are not helpless. To make up for their losses to the party, they adventured Cave G and herded the giant rats to their cave in the dead of night. Around the top of their cave, they dug warrens for the rats and camouflaged them. As a final step, the kobolds gathered broken branches for makeshift spears. They have no heads, but they fireharden the points. All of the kobolds will be armed from here on out. 

The Clerics in the Shrine suffered worse losses. They cannot replace their zombies, but they steal the kobold bodies for future animation. They send word of the losses to the Priest at the Keep. The priest networks and burns his platinum pieces in an attempt to hire 6 crossbowmen as reinforcing mercenaries for the shrine. 

I decided to use the book OSR Solo for this hiring task because the Priest needs to assure himself that the mercenaries are evil or at least amenable to his cause. OSR Solo provides a handy table for this sort of thing. With one die, you get results of "yes" and "no", "yes, but...", "yes and...", "no and...", and "complications". 

One crossbowman turns him down flat and is "disappeared". Two sign up right away, the third signs up but demands twice the money, a fourth accepts and brings his shieldbearer along. I also rolled two"complications". 

In this case, I decided to make the complication rather simple. The crossbowmen have a bad feeling and accept a competing offer... to guard Simon and his daughters. This handy book saved me a couple of die rolls.

I really like this tool. You can pick it up on DriveThruRPG. It is super short at 19 pages, but you don't read this sort of book. As an added bonus, the examples are from B2! 

Now, the Caves of Chaos are ready for the party to return. 

Sunday, September 7, 2025

The Keep on the Borderlands 2025 - Session 4 Run Away to Reunion

Welcome to Episode 4, Run Away to Reunion. 

Here is your weekly link to DriveThruRPG's page for Keep on the Borderland. If you click this link, I may receive remuneration for this. While I am at it, the Keep was revisited for AD&D, Second Edition

Let's check in with the parties. Rety leads her two Knights to the eastern edge of the valley, so they can select a cave to explore. The A Team is at the top of the western side of the Valley. 

In the meantime, the A Team has spotted them from their hilltop vantage point and decided to go down and attempt a meeting with the Knights. Remember, the A Team has not recognized any of these people due to the distance. They have forgotten to use their Eyes of the Eagle. They used the Ropes of Climbing on the rougher portions of the climb and descended to an area just south of cave G.

During the descent, both teams sighted each other a few times, but once the A team reached the valley floor, there were too many trees in the way. Rety and the Knights hold their position. The A Team took a moment to get out their weapons before marching east. 

On the map below, the A Team starts in the green circle while Rety's B Team is in the purple circle. The map looks large, but when people are sprinting, it's very small. I've been calling this a valley, but it's not that big. 


Round One, the set up. Pavel the Ranger and Belaphon the Mage were wearing leather armor and robes, respectively. They both move at the same speed, 120' a round, while everyone else moves 90' due to their heavier chainmail. Belaphon heard something from cave G and moved to 2. M. Pavel moved to cover him. A shadow moved to the mouth of the cave, but everyone waited for whatever to emerge. 

Sorry about starting everyone at point 2. It was an oddity that everyone moved in round one but didn't move in round 2. 

Round 2, the excitement begins! An owlbear appeared from the mouth of the cave. If the Rule of Funny were in effect, instead of shrieking, the owlbear would parroted: "Run Away! Run Away!" The party gets ready to run as the owlbear looks over the menu. 

Round 3. The party won initiative and runs for it. In three different directions. The Ranger moved to 3. R, while the Magic User bolted to 3. M. Everyone else moved to 3. E. The Knights heard the shriek. They readied their spears and dropped their visors. The owlbear loped in a zig-zag course after the Magic User. Belaphon was just as fast as the owlbear and managed to stay just ahead of it. The others watched in horror as the owlbear raced after him. 

Round 4. As Belaphon approached cave A, the kobolds popped out of the trees. This causes the Knights to swing away from them. Belaphon uses the distraction to put a magic missile into the owlbear, reducing it to 26 hp. Pavel fired an arrow as the others caught up with him. The owlbear was struck for 6 more points of damage and turns on Pavel. 

Due to all of the running and lack of combat, I was playing fast and loose with allowing movement and shooting. All of this is technically feasible, but there should probably be an extra round inserted here. 

Round 5. The Owlbear swung in a circle, dodging through the trees and kobolds with Belaphon in hot pursuit. Pavel went down under a flurry of blows. He was down to 6 hp, even with his magic armor absorbing damage. The owlbear avoided the furious response from the rest of the party. 

In round 6, things go from bad to worse. Pavel is down with -2 hp. The party rallied to his defense. Slammer struck for 7 points of damage, while everyone else missed. Belaphon readied his last spell. 

This round, the owlbear won initiative. Pavel was killed by a bite to the head, while Dunkin the Half Elf and Solvo the Elf were struck for 5 hp each. The A Team saw Punch and Lefty explode from the trees, spears leveled and pulled back to make room for their attack run. The Knights did a total of 12 points of damage, while the magic missile did 3 points. The owlbear has just 5 hp left. Slammer attempted to pull Pavel's body away and failed. 

Round 8, the party manages to win initiative. Lefty and Punch need to wheel around and come back. Slammer and Dunkin finish the beast off. Rety finally reached the battle, too late to help. 

But not too late to take charge. She decided they needed to move Pavel's body to a horse and bring him back to camp. She wanted a second opinion* from her Cleric. 

*As an aside, Rety is expressing hopes and a little superiority, instead of actually knowing something special. A second Cleric isn't going to do any better. I allow for this all the time with NPCs and player characters. No one can be 100% sure of anything in a fantasy setting. It also keeps your options open as DM. 

As the party attended to Pavel's body, the kobolds returned in force. The 8 from the trees and the 6 from the guardroom ambushed the party. It was a brutal fight with lots of targets. 

I won't run through another chaotic battle, but the party switched to missile weapons as the Knights slashed through the enemy forces. Only 3 kobolds survived to run away. 

Horse-mounted knights plus missile fire was deadly. But not quick. Dorian, Dunkin, and Solvo went down along with Punch's horse. Belaphon used the party's healing potions, but it was too little to save Duskin. 

With heavy hearts, they retreated to Rety's camp. 

Saturday, August 30, 2025

Observations from The Keep on the Borderlands 2025 Sessions 2 and 3

B2 Keep on the Borderlands (A DriveThruRPG link to purchase the module) was published in 1979 and was often the first module players encountered. It was contemporaneous with B1 In Search of the Unknown from 1978. These two modules are teaching modules, designed to guide the DM and the players through the mechanics and world of Dungeons and Dragons. Both are stripped down to the bare bones of a setting, and they plug in nicely to any campaign setting. 

I find B2 to be superior to B1 because I encountered it first. That's it. It is the "Why do you think chocolate is better than strawberry?" argument. It has no answer and no end. So, here is where I drop it. If you like B1 better, that is your option. I won't even call it a choice or an opinion; you are just as right as I am. 

The great thing about these two modules is the license granted to DMs to change stuff up, to merge it with their world. 

In Sessions 2 and 3, I do just that. I gave the A-Team a ruin to operate out of. This drawing looks like an island. It is not what I was going for. 

I didn't have a good idea of what I wanted, and the sketch above is what I came up with. As the session progressed, I reworked it into this: 

It is ragged and rough. It leaves plenty of details for players to fill in, which fits with this module. 

I think DMs should always work out little maps for the party to use to make tactical choices. I don't think these maps should take much time or skill, and should rarely contain surprises. On the left side of these ruins, I imagined some sort of root cellar. I didn't add it. To the south is a collapsed cistern, also not drawn. 

Back to the actual sessions. In giving the party a ruin to sleep in, I provided them with cover, a +2 bump to armor class. It's not as good as actually wearing armor, but it does afford tactical advantages. And believably allows characters to shuck their armor to sleep. 

In Session 3, I allude to the fact that the A and B Teams operate completely differently. The A Team is a tactical unit, while Rety's Team is more strategic in thinking. Morale is more important to the Rety's team than fighting power. Lefty and Punch do some very dangerous things and are rewarded with discovery and praise, as does the rest of the party. Rety is the one holding this team together as a leader. 

The A Team is almost leaderless. They have a job, they do a job. 

I would like to take a moment to discuss a topic of great interest to me: Alignment. I like it, but it doesn't work without motivation. I think that murder-hobos happen because the player is acting with no real motivation. A lich in an impregnable fortress doesn't really have an alignment because nothing flows in or out. All NPCs and characters should have some motivation AND agency that interacts with their alignment. This makes interesting characters. 

Rety is chaotic to be sure. It's built into her nature. Rety robs from the party. She is a thief. However, she is not particularly evil. In AD&D, she would be Chaotic Good or Chaotic Neutral. Her motivation for stealing from the party was a series of slights, almost universal slights against all of the NPCs. She lashed out, and now she is probably done. Or not. We'll see.  

My choice to make Lefty and Punch Knights is based on this concept. Lefty, the former mercenary, experienced a near-death experience at the hands of the hermit. How does a mercenary become an honorable Knight? Especially when Lefty and Punch have no leige to follow? 

Well, that is where Rety's vs. the A Team's actions come into play. The A Team healed Lefty, but then forced him to stay in his would-be killer's home. That is a harsh cut. They expected the NPCs to do stuff after dealing with a near-death death. Once Rety's morale failed, so did his. Having no one to follow, Lefty followed Rety and dragged Punch with him. While Lefty was probably good and Punch was neutral, they both follow Rety.  

There is no description of liege in the OSE rules because they are so setting light. Even if there was, I would have let Lefty become a liege-less Knight anyway. A mercenary is not so different than a Knight, just the currency is different. Honor vs. coin. His Knighthood comes from an internal compass; he doesn't need a liege. Punch being neutral is simply hanging on to Lefty's compass as a good friend. 

I hope by now I have highlighted how players of differing styles can advance through the Caves of Chaos and how B2 can be an evolving moment in your gameplay.