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I am running the Keep on the Borderlands (B2) with new stories added to the sandbox for players to explore or ignore as they wish. I placed a strong hook in the game for the party to trek out to the Caverns of Thracia during this session.
The Cast of Characters were as follows. Levels of the characters are as of the beginning of the session:
Player Characters:
Wyngate, Gerald: He’s a strong tough, charismatic level 2
fighting man who wears heavy plate mail armor. He wields the Blood-Drinker
Blade which is a sword that sucks the blood from all enemies he kills in
battle; healing Gerald after the fight commences. It drips blood everywhere,
elsewise. He arrogantly refers to himself as a golden god. He is quite
pragmatic when it comes to life, death, and adventuring. (Player: Chris)
Rita: She’s an elf from a level 1 magical forest. She can
speak many languages, such as Hobgoblin and Gnoll… and medusa, but she doesn’t
trust the creatures whose language she knows. She will kill any poor sod that
she doesn’t trust and begrudges the humans in the party for bossing her around.
So watch out! (Player: Leybel)
John Henry: He’s a level 3 thief from Loftwick. He’s
looking for easy money and some high stakes poker games to cheat at, I mean
play in. He steals from the Keep when he thinks he can get away with it and
hasn’t been caught (yet). He travels with Kate and their romance in the stuff
of legend. (Player: Bryant)
Kate: She’s a level 2 cleric of Norebo, the god of
gambling. She is John Henry’s woman and tags along with his gambling
expeditions since it pleases her god. She has no fear, broad shoulders, and
wades into battle with her mace and heavy armor. (Player: Heather)
Heime Stein: He’s a level 2 Magic-User from Ekbir. He’s
whip-smart but will blurt out a rude comment now and again (who in this party
doesn’t?). He’s an accomplished silver-smith and known about the Keep for his
skill. He has a tendency to cast Sleep spells as soon as any serious danger
arises. (Player: Carl)
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Theo is not about sowing. |
Tar-Tar: He’s a level 1 Halfling from the nearby shire.
He was named their Champion and given instructions by their Sheriff to travel
to the Keep and find out what might be done to stop the attacks from orcs and
bandits on their wagon trains. It’s unclear if he takes this quest seriously or
sees it as an excuse to be a murder-hobo like the rest of the party. He comes
off as friendly and eager for adventure. (Player: SB)
Brumhilda: She’s a level 2 fighting woman who worships an
odd unknown god named Freya. She speaks in long monologues about how all of her
actions are to glorify “her lady” Freya. Some think her a bit touched. (Player:
Renee)
Retainers (NPCs):
Raggle: Level 1 thief retainers for Gerald Wyngate. He’s a guard at the Keep but the Captain dismissed him for being a useless old senile drunk. He has a positive and respectful attitude (while sober) and Gerald has designated him as Torch-Bearer. Quite an honor.
Brother Giles: Level 1 Fighter retainer for Theo Greyjoy.
He is an acolyte of Geshtai who wanted to be a cleric but his goddess never
answered him.
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Kobold retainers ready for battle! (Except Virgil... he didn't get armor) |
Kanye: Level 1 Kobold retainer for Theo Greyjoy. Theo
raised Kanye after slaughtering his family. He beat Kanye mercilessly until the
boy would ‘act right’. Now Kanye is grown and ready for battle.
Virgil: Level 1 Kobold retainer for John Henry. Virgil is
weak and John Henry is disappointed in him. Virgil wishes to fight for his
master but John Henry found him too pathetic to even hand him a dagger. Kate
still loves the useless pup and is proud of his doggie tuxedo.
Session Log:
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The Castellan couldn’t spare such an expanse and he
couldn’t send his men to attack the bandits as more than half of them were out
ranging, ironically enough, for the bandits. He introduced Brumhilda to our
intrepid adventurers who were busy stuffing their face at the Frolicking Fox.
After some hijinks where the party refused to dismiss
their kobold buddies from the tavern at the insistence of the Castellan’s honor
guard, the party went about hatching a scheme to save the Collector and collect
some phat stacks. The Castellan tired of the party’s general disrespective
attitude and retired to his chambers.
Brumhilda, between monologues about the greatness of her
goddess Freya, relayed to the party that The Collector was coming to The Keep
to meet with the party and offer them grand rewards for any artifacts they
brought back from the Caverns of Thracia.
Major Artifact: 600 Gold Pieces
Epic Artifact: 2,000 Gold Pieces
The bandits were actually in the process of trying to unlock
and de-trap the three chests full of riches that The Collector was travelling
with. To no avail, for his locks and magical traps were quite serious and
sinister, respectively.
Their eventual scheme (the planning time of which allowed
the DM to mix a delicious rum and coke) involved filling wooden crates
three-fourths full with junk and them placing some fine steel on top of that.
Their assumption was that they could bluff their way through a meeting with the
bandit leader, have The Collector freed, and be long gone by the time the
bandits realized the depth of the party’s shenanigans.
The next morning, they set off, arriving at the Abandoned
Village around second breakfast of the following day.
The party approached the bandits on horseback and ass-wagon
on the road towards the Abandoned Village. Brumhilda took the lead on guiding
the diplomacy as she had already dealt with the bandits before.
John Henry snuck off with his thief skills and skirted
the edge of the Abandoned Village hiding in the high grass. The bandits didn’t
notice him because their attention was on the very large crew of adventurers
gathered just outside the village in front of them.
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Bandits are always Counting money and looking ragged. |
John Henry, for his part, had gotten to the back of the
Abandoned Village and found the steel horse that the bandit leader was rumored
to have. There was one mentally challenged looking bandit oiling its joints.
The bandit leader sent one of his men to check out the
party’s ransom of steel. Brumhilda made her bluff check and the bandit
red-shirt gave a thumbs up to his boss across the windswept field. Soon-after
The Collector was released, hands tied, and urged across the field. The party
unloaded the crates from the wagon because the cost of the wagon and mule had
left them dangerously close to starvation (apparently).
John Henry didn’t get the memo that a peaceful solution
had been found to the hostage stand-off
and he proceeded to murder the
slope-head oiling the steel horse, scatter the 6 regular horses in the bandits'
possession, and ride off laughing on the steam spewing steel horse. He left a
playing card behind so the bandits would know who ripped them off. It was some
slick thievery.
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Steel Horse pictured above. Bon Jovi sold separately. |
The party caught up to each other about a mile down the
road towards The Keep. They arrived back at the Keep the next day because they
road through the night. One can assume the bandits couldn’t make chase because
they were too busy rounding up their horses that John Henry had scared off. The
thief spent the travel time seeing what the steel horse could do and flaunting
its ability in front of The Collector with the attention of selling it to him
at a later date.
The party arrived back at the Keep and the Castellan was
happy to see The Collector safe. He praised the party they received a decent
reward of 100 gold pieces each from the Castellan and then the same reward (100
GP each) from The Collector. (That’s 200 experience points each for you kids
keeping track at home.)
John Henry was able to convince the Collector to purchase
the steel horse for 800 gold pieces. (The DM gave John Henry 100 of the
experience point value and the other 700 to the rest of the party split evenly,
rationalizing that the slick feat of thievery skillfulness wouldn’t have been
possible without the party. It takes a village.)
The Collector met with the party the next day at the
tavern to enlighten them as to his purpose of being there.
The Collector’s Crafty Classy Climactic Hooks:
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The Collector. |
2. All of the party except Tazimack and The Collector
were killed. But The Collector was fascinated by the Caverns and the artifacts
there. He wears some metal gauntlets depicting the image of Zeus, the king of
the Thracian’s gods. The Collector will reward the party with gold (see above
for values) for artifacts from Thracia. Some may be quite large, some quite
small.
3. Thracia was a grand civilization in the mountains long
before the Twin Cataclysms. They fell when their mongrel-men guards turned on
them and killed or ran off the humans. The mongrels infest the caverns and the
place is dangerous.
4. Tazimack has a home in the forest east away from the
Keep and closer towards civilization. The Collector is certain that there are
many magic items there and Tazimack recently died, leaving it unguarded (by him
at least). The place is called Shadowbrook Keep.
5. The Collector will remain at The Keep until the middle
of Harvester. He wants to depart back for Loftwick before summer ends.
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A collector. |
7. The Collector won’t join the party because he is over
a hundred years old. His soul is still hanging on but his body is a mess. His
teeth fell out and were replaced with a gold grill. Bling!
7. The Collector gave the party a delightfully colorful
hex-map of The Borderlands. Useful!
After The Collector departed the party debated what sort
of adventure they should partake on. Many options still lay in their path.
For Instance*:
B. Shadowbrook Keep
C. White Dragon on the Loose: somewhere in the forest to
the north of The Keep.
D. Crazy Elf Girl Named Toxic on the Loose: somewhere in
the swamp
E. Mermaids Gone Wild!
F. Shrine of Geshtai that is infected with some sort of
poison
G. Talking Fish that Grants Wishes near the Shrine of
Geshtai
H. The Caverns of Thracia
I. …and much much more!
*(some of these hooks are according to rumors that may be
unsubstantiated.)
The party chose a combination of A and H, planning to
“make a pit stop” at the Caves of Chaos on their way north towards the Caverns
of Thracia. One hopes the denizens of the Caves can make a good cup of coffee.
Heime and Rita petitioned the party for two days of study with The Collector so
they could stock their paper-thin spellbooks with spells that would confound
their future enemies. The party agreed to rest a few days for the purpose.
The Collector happily hung around the Frolicking Fox
Tavern (and Gaming Emporium) for two days to allow Rita and Heime to copy
spells from his book. Rita copied Shield and Light from the Collector’s book.
Heime took different spells so that the two of them could trade spells between
each other at a later date. (DM Note: I am using a house rule where a spell can
be copied to a Magic-User or Elf’s spell book for 100 Gold Pieces per level of the
spell. Each spell copied in such a way takes one day of work regardless of the
spell’s level.)
Theo spent the two days of down time searching for
retainers as he had become jealous of Gerald Wyngate’s many red-shirts. Theo
found a retainer named Brother Giles; a fighting man who worships the goddess
of Geshtai and wishes he could be her cleric.
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Team Kobold! |
The party departed north along the road. Their first
destination was the Caves of Chaos then The Shire. Both locations were on the
way to the Caverns of Thracia. The Caves of Chaos would be their last stop this
session, however.
Three days after leaving the Keep the party came upon the
Caves of Chaos. The climbed up the hill towards cave K. A few feet into the
cave revealed a long and wide passageway going north and south. The floors were
well travelled and smooth. Their boots echoed their steps all through the cave
system. They were certain they would sneak up on no one in this eary place.
They went all the way south until they discovered two large
chambers without doors at the end of the hallway. There was also a large pile
of boulders and rubble blocking another passageway. This rubble could be dug
out given enough time and would almost certainly lead to great adventure and
treasure! The party decided against manual labor and explored the open
chambers.
In the first chamber they were attacked by 8 zombie
guards hiding along the walls in shadows. The group dispatched the zombies
without much trouble thanks to Kate and Theo turning undead. Most of the
zombies were turned and the rest were sliced and diced into mush. The zombies
were wearing amulets which the clerics believed made them resistant to turning.
But not resistant enough.
The next chamber was the Hall of Skeletons. A dozen
skeletons lined the walls of the hall and a throne stood at the other end. The
throne was encrusted with 4 huge gems (500 GP each) which John Henry coveted
immediately upon seeing them. The rest of the party encouraged John Henry to go
on up to the throne and pry out a gem because they had his back…way back. The
skeletons sprung to life when the thief got close to the throne, of course, but
the party had little trouble turning and smashing the bony minions into dust.
The party looted the gems.
They turned north up the wind and echoing hallway and
came to three decisions: a door on the north wall, the east wall, and a left
turn of the wide passage turning west. John Henry heard a slight hissing sound
from behind the door to the east; lots of snakes? The party saw lamplight
flickering under the door on the north wall. They opened the northern door and
the lamplight turned off suddenly. Someone was trying to pretend they weren’t
home.
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Rita will shoot you right in the face. |
Heime was a bit disgusted about the party murdering
un-armed humans and started for the door to leave the room of their unfortunate
brush with homicide. Tar-Tar the Halfling grabbed Heime’s arm when he heard
some echoes in the hallway on the other side of the door. It seemed someone was
planning to ambush the party when they exited the room.
Before entering the room to converse with (murder) the
cultists the party had laid combat oil all about the floor just outside the
room. Heime realized that the would-be ambushers were likely standing right in
the oil. He lit a torch and dropped it down in the oil that was leaking from
under the door. Great barking and angry pained howls were heard on the other
side of the door. The door itself set up in flames and smoke filled the small
chamber and the hallway beyond.
The door swung open and burnt up gnolls came barreling
into the room with vengeance on their mind. Tar-Tar and the rest of the party
easily killed the injured gnolls that had survived the fiery sneak attack
before they could lay a hand on any of our heroes (murderers). There were 4
gnolls set to ambush the group. Two died from the flames and the other two died
soon after. The gnolls were looted but no gold was found on them.
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She looks friendly, right? |
Travelling west then south the party came to an evil
looking chapel. It had a bloody altar, bloody goblets and pitcher, and a
disconcerting tapestry on the back wall. The tapestry depicted “a black
landscape, barren trees, and unidentifiable but horrible black shapes in
silhouette – possibly demons of some sort –holding aloft a struggling human”
(great description, Gary). John Henry quickly realized that the goblets and
pitcher were worth thousands of gold so he shuffled on up to grab one. And the
fun began.
John Henry failed his save versus magic and decided that
he REALLY liked the evil looking blood-stained goblet that he had picked up. He
was certain that he would never sell it. He started getting images of human
sacrifice and of an atropol in his mind. These waking nightmares should have
horrified him but, instead, he thought they were pretty sweet.
Kate had never seen John Henry with such a wild and evil
look in his eyes even though she had been at his side for years. The party
asked her what they should do. “I don’t know!”
Theo tried to exorcise the evil from him by pressing his
holy symbol to his head. The symbol burned John Henry’s forehead with pain,
leaving a red mark in the shape of Theo’s holy symbol (the god of Xerbo, god of
the seas).
John Henry left the party to go and find the corpse of
the cultist he had personally killed earlier, got some of the victim’s blood in
the goblet, and returned to the evil chapel. The party had had enough when John
Henry began some bloody cultist ritual with the goblet and they slapped it from
his hand and smashed it.
John Henry got a massive jolting headache as the goblet
was smashed and a large gong sound quaked through the halls. The bad guys would
be here soon! (John Henry may stay have lingering effects from dabbling with the possession of dark artifacts...)
The party scurried up to the T intersection they had come
from and set up a defensive position. It was their intention to fight back
whatever came from the north (the only un-explored direction) with great
tactics and planning. Just for a change of pace.
It worked. The Priest of Evil Chaos sent wave after wave
of skeletons and zombies at the party and Kate and Theo drove them away or
destroyed them with the power of their gods Norebo and Xerbo. The plate mail
wearing party members kept the waves at bay since the undead had much trouble
landing a damaging attack on them. Gerald and the fighters blocked and absorbed
the undead attacks with little injury.
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This fight was easy. But we had trouble with the kobold cave... |
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