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| A castle similar to Bodiam Castle |
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.
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| A castle similar to Bodiam Castle |
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?
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.
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.
| Class | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Basic OSE | |||||
| Cleric | 0 | 1,500 | 3,000 | 6,000 | 12,000 |
| Dwarf | 0 | 2,200 | 4,400 | 8,800 | 17,000 |
| Elf | 0 | 4,000 | 8,000 | 16,000 | 32,000 |
| Fighter | 0 | 2,000 | 4,000 | 8,000 | 16,000 |
| Halfing | 0 | 2,000 | 4,000 | 8,000 | 16,000 |
| Magic User | 0 | 2,500 | 5,000 | 10,000 | 20,000 |
| Thief | 0 | 1,200 | 2,400 | 4,800 | 9,600 |
| Advanced OSE | |||||
| Acrobat | 0 | 1,200 | 2,400 | 4,800 | 9,600 |
| Assassin | 0 | 1,500 | 3,000 | 6,000 | 12,000 |
| Barbarian | 0 | 2,500 | 5,000 | 10,000 | 18,500 |
| Bard | 0 | 2,000 | 4,000 | 8,000 | 16,000 |
| Drow | 0 | 4,000 | 8,000 | 16,000 | 32,000 |
| Druid | 0 | 2,000 | 4,000 | 7,500 | 12,500 |
| Duergar | 0 | 2,800 | 5,600 | 11,200 | 23,000 |
| Gnome | 0 | 2,000 | 6,000 | 12,000 | 30,000 |
| Half-Elf | 0 | 2,500 | 5,000 | 10,000 | 20,000 |
| Half-Orc | 0 | 1,800 | 3,600 | 7,000 | 14,000 |
| Illusionist | 0 | 2,500 | 5,000 | 10,000 | 20,000 |
| Knight | 0 | 2,500 | 5,000 | 10,000 | 18,500 |
| Paladin | 0 | 2,750 | 5,500 | 12,000 | 24,000 |
| Ranger | 0 | 2,250 | 4,800 | 10,000 | 20,000 |
| Svirfneblin | 0 | 2,400 | 4,800 | 10,000 | 20,000 |
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) | 0 | 1,500 | 3,000 | 6,000 | 12,000 |
| Dwarf | 0 | 2,200 | 4,400 | 8,800 | 17,000 |
| Elf (Drow) | 0 | 4,000 | 8,000 | 16,000 | 32,000 |
| Fighter (Bard) | 0 | 2,000 | 4,000 | 8,000 | 16,000 |
| Halfing | 0 | 2,000 | 4,000 | 8,000 | 16,000 |
| Magic User (Half-Elf, Illusionist) | 0 | 2,500 | 5,000 | 10,000 | 20,000 |
| Thief (Acrobat) | 0 | 1,200 | 2,400 | 4,800 | 9,600 |
| Advanced OSE | |||||
| Barbarian (Knight) | 0 | 2,500 | 5,000 | 10,000 | 18,500 |
| Druid | 0 | 2,000 | 4,000 | 7,500 | 12,500 |
| Duergar | 0 | 2,800 | 5,600 | 11,200 | 23,000 |
| Gnome | 0 | 2,000 | 6,000 | 12,000 | 30,000 |
| Half-Orc | 0 | 1,800 | 3,600 | 7,000 | 14,000 |
| Knight | 0 | 2,500 | 5,000 | 10,000 | 18,500 |
| Ranger | 0 | 2,250 | 4,800 | 10,000 | 20,000 |
| Svirfneblin | 0 | 2,400 | 4,800 | 10,000 | 20,000 |
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.
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.
Welcome back to The Keep on the Borderlands. There is your link to DrivethruRPG. I hope you click through and purchase this classic module.
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| Camp |
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.
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| Punch and Lefty wear armor |
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.
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| Rety's prize |
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.
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| Ogre |
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.