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 20, 2025

Book Review - A Fine and Private Place by Peter S. Beagle

Title: A Fine and Private Place
Author: Peter S. Beagle
Year: 1960
Pages: 272 pages
Rating: 5 of 5 stars

Peter S. Beagle’s A Fine and Private Place is a novel that doesn't fit neatly in a category. Part fantasy, part meditation, part quirky slice-of-life, it’s the sort of story that sinks its teeth into you. This is Beagle's first book, published about 8 years before his best-known book, The Last Unicorn

The links above are to AbeBooks, I earn money from your qualifying purchases. 

Honathan Rebeck was a former pharmacist who transferred to the Yorkchester Cemetery in an unknown big city for reasons unknown. While reading the book, I kept flip-flopping between Chicago and New York City in my mind, but it isn't either. It's a snapshot of a bustling city wrapped around green spaces, subways, museums, and cemeteries. It's anywhere in the 1960s. 

The setting is brilliant: Yorkchester Cemetery. It’s here that Jonathan Rebeck, who has withdrawn from the world, has chosen to live. His home is a mausoleum. He is befriended by a talking raven that delivers food and news as needed. The raven is one of my favorite characters in the book. He’s blunt, greedy, funny, and oddly wise in his way of constantly reminding Rebeck that, no matter how withdrawn from society you become, the living have daily needs. 

The cemetery is also home to the newly dead, who linger as ghosts for a while. Among them are Michael and Laura, two spirits who meet after death and fall in love. Their romance is heartbreaking and beautiful at the same time. They know their time together is limited. They will eventually move on and fade to an unknown fate, but they cling to one another anyway. Their relationship is the emotional anchor of the story. 

Gertrude Klapper, a widow who visits her husband’s grave and ends up entangled in Rebeck’s strange little world. Unlike Rebeck, Gertrude isn’t hiding from life. At least not exactly. She’s practical, witty, and a little sharp-tongued. She offers Rebeck something he hasn’t had in years: real conversation, companionship, and the possibility of a future. The romance between them unfolds slowly, but it feels real, grounded not in passion or youthful idealism but in shared loneliness and the desire to live again.

As much as Rebeck has withdrawn, Gertrude only superficially interacts with the living beside Rebeck. Appearing more engaged, Gertrude is looking and failing to find more in life outside of the cemetery. But inside, she joins Rebeck's weird little clan and demonstrates rather than learns acceptance. 

The title of the novel is from Andrew Marvell's poem, To His Coy Mistress: “The grave’s a fine and private place, but none, I think, do there embrace.” Beagle takes that line and asks: What if people do embrace them? What if love and hope could still flourish after death? That’s the novel’s central question, and answered well. 

And that’s what I love most about A Fine and Private Place: it isn’t about excitement, instead focusing on characters and adventure. There are no battles, no magical systems, no apocalyptic stakes. The drama comes from conversations, small choices, and fleeting connections. It’s a novel about people learning, very quietly, how to live, how to let go, and most importantly, how to love.

The ending manages to be both sad and hopeful. Some characters move on, both literally and figuratively, while others take tentative steps back into life. There’s no neat bow tied around everything, but that’s exactly the point. Life and death don’t work that way. What Beagle offers instead is a reminder that impermanence doesn’t make love or connection meaningless. It makes them precious and joyous. 

You can also purchase this book on Amazon.com with this link. As an Amazon Associate, I earn from qualifying purchases.

Wednesday, September 17, 2025

Old School Essentials - Experience Tables

This is an addendum to the Keep on the Borderlands Sessions. When we last left the party, several characters were leveling up. It turns out that only three of the PCs will level and not the three I expected: Rety the Thief, Donian, and Thomas, who are both Clerics. Although I had a good record of experience earned, I hadn't consulted the experience tables before making this declaration.

So now I have only 2 first-level characters, Left and Punch. The other two first-level characters have left the party for safety and sanity. I would imagine that Hender and Simon, the two fathers of young adult children, will stick together back at the Keep. Simon has two daughters and probably needs a drink if they hang out with Hender's son, Sonny. 

First 5 Levels


Class 1 2 3 4 5
Basic OSE
Cleric01,5003,0006,00012,000
Dwarf02,2004,4008,80017,000
Elf04,0008,00016,00032,000
Fighter02,0004,0008,00016,000
Halfing02,0004,0008,00016,000
Magic User02,5005,00010,00020,000
Thief01,2002,4004,8009,600
Advanced OSE
Acrobat01,2002,4004,8009,600
Assassin01,5003,0006,00012,000
Barbarian02,5005,00010,00018,500
Bard02,0004,0008,00016,000
Drow04,0008,00016,00032,000
Druid02,0004,0007,50012,500
Duergar02,8005,60011,20023,000
Gnome02,0006,00012,00030,000
Half-Elf02,5005,00010,00020,000
Half-Orc01,8003,6007,00014,000
Illusionist02,5005,00010,00020,000
Knight02,5005,00010,00018,500
Paladin02,7505,50012,00024,000
Ranger02,2504,80010,00020,000
Svirfneblin02,4004,80010,00020,000

Looking back at the table, I am not sure why I put in level one because it always starts at zero. I am writing directly to code, not with a WYSIWYG editor so fixing it is a pain.

You can simplify the table by combining characters into their sequence of progression.


Class 1 2 3 4 5
Basic OSE
Cleric (Assassin)01,5003,0006,00012,000
Dwarf02,2004,4008,80017,000
Elf (Drow)04,0008,00016,00032,000
Fighter (Bard)02,0004,0008,00016,000
Halfing02,0004,0008,00016,000
Magic User (Half-Elf, Illusionist)02,5005,00010,00020,000
Thief (Acrobat)01,2002,4004,8009,600
Advanced OSE
Barbarian (Knight)02,5005,00010,00018,500
Druid02,0004,0007,50012,500
Duergar02,8005,60011,20023,000
Gnome02,0006,00012,00030,000
Half-Orc01,8003,6007,00014,000
Knight02,5005,00010,00018,500
Ranger02,2504,80010,00020,000
Svirfneblin02,4004,80010,00020,000

This reduces the number of character types by progression to 15. I find this format handy.

My next step is to return for Session 6, but since I have started writing in HTML, I might make a detour through fixing my horrible Index page for reviews. That really needs some love.

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.