Thursday, April 2, 2026

Into the Borderlands (West Marches Campaign using OAR #1) Session 2

 


     So, the other day I had the second session of my Into the Borderlands campaign. Three of the four original players returned (the fourth does intend to return, as far as I know, but had mentioned that she had a big trip coming up on the date of the session). I'm using the pregens that Goodman Games published on their website to use with this module (which, in turn, were based on AD&D 2nd edition characters that appeared in the 2E adaptation, Return to the Keep on the Borderlands that was part of D&D's "Silver Anniversary" series). Anyway, I have a whole set of available pregens (mostly very traditional races and classes - no dragonborn or tieflings or warlocks or anything, but mostly humans, elves, dwarves, and halflings, and pretty basic classes like clerics, fighters, wizards, rogues, etc.). Once a player has taken a character, that character will only be used by that player - new players have to choose from the remaining characters.

     The party consisted of a human fighter named Third (who doesn't speak Thyatian Common and communicates with the party by means of gestures - also, kind of a variant human who has the ability to see in the dark), a dwarven paladin named Manu, and a halfling rogue named Mouse as the returning characters, as well as a half-elf bard named Myrna and an elven ranger whose player changed their name to Athanasios. All characters are still first level. 

     At the beginning of the session, there was a debate about which leads to follow. The three returning characters wanted to return to the Cave of the Unknown/Quasqueton, while the bard's player suggested investigating the disappearance of a local merchant in the Keep, and the ranger's player, somewhat out of nowhere, suggested, "Let's go investigate the swamps and fens to the south!" The bard's player then said, "I'm fine with investigating the Cave of the Unknown," so they decided to pursue that lead. 

     The party fought their way past the guardian living statues (figuring out that they had resistance to slashing and piercing weapons, and that blunt bludgeoning weapons were most effective). Two characters were severely injured, but the bard's healing spell and paladin's lay on hands ability saved them. They looted the corpses of some other adventurers who had died in the Cave of the Unknown/Quasqueton, and explored some of the massive complex - they found a kitchen and dining room. 

     Upon return to the Keep, I noted that there were no real plans to divide up loot - each character just kept what they personally found, except for some cookware looted from the kitchens that was sold off for 25 gp and divided up for 5 gp each. There were some efforts to gather more information and rumors (so I gave them some more rumors from the rumor tables for their successful checks). XP was divided to 67 points each - which means the three returning characters each have 117 XP each, and the two newer characters have 67 each. XP gaps are very possible running this kind of West Marches sandbox, and I welcome the disparity. Some characters will advance more quickly than others, and that is OK! One player, who had more experience with 5E than the others, commented that they had only used milestone leveling before, and had never really had to deal with tracking XP before. So that's going to be a fun new experience, I hope - a chance to highlight the virtues of more Old School style gaming! 

Monday, March 30, 2026

Into the Borderlands (West Marches Campaign using OAR #1) Session 1


 Two weeks ago I ran the first session of West Marches style campaign using Goodman Games' OAR #1 (Original Adevntures Reincarnated), Into the Borderlands, combining D&D 5E updates of B1 In Search of the Unknown and B2 Keep on the Borderlands. It was set up to be an open table, drop in/drop out, West Marches style campaign, run at a nearby branch of the local library (The Fuller Creative Learning Center, part of the East Providence Public Library system). I'm using Mystara as the campaign setting, so the Keep is Castellan Keep in the Grand Duchy of Karameikos. 

     Since the players can change from week to week, the general setup is of an Adventurers' Guild at the Keep with a logbook of leads and rumors to pursue. Whoever shows up to play gets a pregen character (I'm using the pregens created by Goodman Games for this module specifically) and can consult the logbook of the Adventurers' Guild to look for clues and leads. When the players who are present decide a course to pursue, they head out and go looking for adventure. The main leads in the beginning pertain to the Cave of the Unknown/Quasqueton (based on B1) and the Caves of Chaos (based on B2), though I also threw in a lead for the Fifth Edition Fantasy module from Goodman Games FEF #14, Beneath the Keep, which is designed to be inserted into the Keep on the Borderlands (based on B2).

     I had four players show up for the first session. We ended up with a dwarven paladin, a human fighter, a human wizard, and a halfling rogue.  At our first session, the party agreed to check out the Cave of the Unknown first. They arrived at the location of the cave and noticed the Lonely Tower on the cliffs above the cave. They decided to check out the Lonely Tower before entering the Cave, and ended up in a fight with some winged kobolds. The party triumphed (barely), but retreated from the Tower without breaching it. They checked out the Cave of the Unknown and discovered that it did appear to be the long-lost underground stronghold of Quasqueton, the fortress of the wizard Zelligar and the warrior Rogahn. Not wanting to bite off more than they could chew, the party retreated back to the keep and did some shopping for vital equipment (grappling hooks, rope, etc.). 

     At least one of the players said she would not be at my next session in two weeks (tomorrow, now, as I write this) because of a scheduled trip, but hoped to be back for the next one two weeks after that. Again, the campaign was designed for this, so not a problem - players can drop in and drop out at will. The next party may return to the Lonely Tower, or to the Cave of the Unknown/Quasqueton, or do something else entirely. It will be fascinating to watch how this campaign develops organically!