OSE Return to the Keep (on the Borderlands). Of Halflings and Dogs
Rolling Solo Actual Play Solo Season 4 : Dungeons Dungeon Solo RPGs

OSE Return to the Keep (on the Borderlands). Of Halflings and Dogs

Duncan Thomson
Mother told us the importance of dogs to adventurers, but we never quite believed her. Now I do. Two undead monsters were using the Arcane against us, and we should have fallen. But instead three hounds paid the price and we live because of it. I'm agreeing with Renalfnoc to have the Guild pay for future war hounds.

Continuing on with soloing Return to Keep on the Borderlands using OSE. Deaths and exploration abound. RPG Thoughts and more Scenes.

OSE solo - intro | start | partway | end | all season 4 | all dungeon solo

Disclosure - I'm a DriveThru RPG affiliate

Thoughts on OSE

ose thoughts | keep | solo tools | scenes | chars | threads & extras

Continuing on from last time's notes.

OSE Advanced continues to pootle along as a reliable workhorse. I've used a couple of rules from Dolmenwood such as the dying rules and thief skills (actually from a Carcass Crawler). And a natural 20 does an extra d6 damage when attacking.

The party has settled down after losing several members at 1st-2nd level. This is fairly common in Basic & Expert D&D / Old School Essentials / Dolmenwood. 1st level characters are fragile, so it's best not to get too attached to them.

It's been interesting to use the encumbrance by armour worn. Having a speed of 30 for chainmail instead of 20 for platemail actually gives a reason to wear the lighter armour.

Throwing Holy water seems more effective than I remember in other editions of D&D (2e-5e). This could also be that it's an effective combat action for wizards and priests in OSE against undead.

Return to the Keep

ose thoughts | keep | solo tools | scenes | chars | threads & extras

Building on previous Keep Notes.

Return to the Keep on the Borderlands is rammed full of magic items. Most of the NPCs have one or two and the group has turned up several more from the caves they've cleared.

I think that was a trend for adventures from the end of the D&D 2E era. For solo it's fine as it's hard to worry about balance with just the one player.

The module does feel bloated, with too much text. Lots of text compared to earlier modules and especially compared to other OSE modules (such as Winter's Daughter or the Incandescent Grottoes). Sometimes it's hard to find the details in the sea of verbose text and asides.

There's also far more the group could be doing at the Keep. But the focus of Season is dungeons, so I'm trying to get to the Caves of Chaos over time at the Keep.

Having a focus is a good idea when soloing with an rpg (such as OSE) and a GM Emulator (such as Chaos Solo Engine or Mythic 2e). Otherwise it's easy to wander from thread to thread and meander around your adventure. Unless that's what you enjoy, of course!

Soloing with an Existing Module

ose thoughts | keep | solo tools | scenes | chars | threads & extras

Following on from Solo Tools notes.

Running a module from one version of D&D in another version is an acquired skill. I'm lucky to have run group adventures in both 2e (edition for Return to the Keep on the Borderlands) and Old School Adventures (the system I'm actually using). As well as different rules (but not that different), late-era 2e adventures had quite different expectations than OSE or many earlier D&D ones.

This experience makes converting things much easier in the moment. Or making changes to the adventure, such taking away the necklace of fireballs away from the opponents of the level 1-2 party. (it would probably end many level 2-3 parties).

Running solo rpgs is already hard enough when starting out. If you want to solo a module/adventure, try to use one written for that edition of the RPG. Once you're comfortable with the rpg and running a module solo, then trying other adventures from other editions and games becomes much easier!

Tales of the Greenfinger Guild

ose thoughts | keep | solo tools | scenes | chars | threads & extras

Continuing from Starting Scenes.

The viewpoint character is Burunild Greenfinger.

Scene 12 - Ambush Goes Awry

Many warriors start their career as a caravan guard, sticking with it for a year or two or ten. Too much work for my liking. Been talking to caravan's guard captain, Gerard, about the life. He's sound but talks too much about his last lover, who left him for a rich merchant.

At a flooded river crossing beside a crude wooden temple, bandits prepared an ambush (Event - Important Find). One of Renalfnoc's dogs raises alarm by barking, spooking some bandits sneaking up.

A pair of halfling bandits halt the lead wagon, demanding payment. Soon other bandits launch ambush. Most on caravan shelter behind wagons, but Burunild leads a group that scatters the bandits attacking the front. In the ensuing skirmish, a few guards and half-dozen bandits perish. A group of halflings manage to steal one wagon and drive it away.

The bandits break and a couple are captured. Nore is recognised among their ranks, the leader the Greenfinger Guild captured in their first foray into the Caves of Chaos.

Push onto the Keep and Greenfinger Guild plan to face bandits the next day. Cob takes his leave, disappearing into the woods. Gerard, leader of the caravan guards, accepts offer to join for an equal share.

Scene 13 - Assaulting the Caves

A couple of the merchants complimented me and the Greenfinger Guild. We've sworn to find their companion captured by the bandits, probably at the Caves of Chaos. My destiny lies in these caves, I can just feel it.

On return to the Caves of Chaos, party find wagon from caravan in woods nearby. Decide on frontal attack on bandit cave, leaving Renalfnoc and dogs to guard other exit. (Event - Extra Takes Action). Meet Cob on edge of Caves, carrying a dead boar.

Take out sentries and plunge in, overcoming main bandit group in their quarters. Have a stand-off with halflings, who hole up in their defensible cave. (Event - Link Revealed). One captured bandit offers info for freedom. Reveals that spy in keep is Jocelyn the tanner and tells them Nore is further in, but group find no sign of her now.

Scene 14 - A Fitting End

Gerard is a skilled warrior and fine companion to have with the guild. These halflings are tough, though and I'd prefer not to face them as they defend their lair. I dreamt of mother last night, tending the plants in her garden.

(Event - Thread Becomes Harder). As negotiate with halflings, Renalfnoc warns of undead approaching. Leaving Stuma to guard halfling door, group find animated corpses and bones, led by a priest distracted by arrows from hidden gnolls.

Some undead flee before Opal's holy symbol, others by arrow and blade and dog before Igone captures their acolyte controller.

Group return to negotiating with halflings (Event - Companion Joins or Leaves). Halflings release a merchant they'd captured, in hope of being left alone. But instead they get Gerard followed by dogs. Desperate fighting ends in a costly victory for the Greenfinger Guild. A few halflings manage to escape, but Igone and Burunild lie lifeless, and others wounded or down.

In a daze, group retreat to Keep with loot, freed merchant and their prisoners.

Scene 15 - Changes in the Guild

Adwen becomes Viewpoint Character

My sister is dead. Burunild is dead. My younger sister who was the warrior to my wizard in our childish games. She died with sword in hand, as she'd wish. But I never wished it...Mother warned us we would see many companions die if we survived ourselves. But Buru...

Hold funeral for Burunild and Igone at chapel in the Keep. Adwen, Opal, Gerard and Igone's friends from Keep speak.

Spend a few days rest, drink and reflecting at the Keep. No-one else steps up when Adwen takes on leadership of the group.

A halfling locksmith from the Keep called Mouse offers to join them. And Ilbert Stalwart offers to repay debt for rescuing him by joining them for one foray.

Leaders of the Keep put out a bounty on the remaining halfling bandits of 50gp apiece.

Scene 16 - Gnoll Negotiations

It was Buru who wanted to be a famous adventurer, not I. But here I am, leading a group of adventurers. People always look to me, wanting my attention. Well they can have it if they help destroy the evil at the Caves of Chaos. The evil behind the bandits and undead, whatever form it takes...

Return to the Caves of Chaos, following river through chasm to it's source, a cavemouth. (Event - Thread Progress - Gnolls make contact). Before they enter, a gnoll hails them. Ilbert manages to communicate in Goblin, gnolls and adventurers tense as they converse.

The gnolls are foes of the Hidden Temple, a group of priests taking over the Caves of Chaos one cave at a time, filling them with undead and their bandit minions. Greenfinger Guild agrees to a joint attack on the Hidden Temple and a way to contact then.

Gnolls withdraw and group wait a while before entering the river cave.

Scene 17 - Source of the River

Although feared at the Keep, the gnolls are clearly foes of this Hidden Temple. I'll make use of whatever comes my way. Better to have them out of the way than at our throats. I'll use them and any other creatures here willing to fight these priests. I'll focus on whatever it takes to finish what my sister started.

Group lure out stirges in cave with a mule, shooting the bloodsuckers down or letting dogs savage them. Mouse scouts out caves, returning to report a muddy pool one side and a beholder the other. Ilbert sends in one of his dogs, which is slain by what is actually some strange fungus, and not a beholder.

(Event - Important Find). Find body with magic chainmail and a trio of ioun stones Adwen recognises, magic stones that float around the bearer's head. Mouse scouts more with great enthusiasm, only to be ambushed and absorbed by a gelatinous cube. Chased by the cube to the cave entrance, the group retreats from the cave for now.

Scene 18 - Goblin. Skeleton. Wizard. Dog.

Are all halflings driven by a greed that outsizes their stature? Any companion falling is a sad loss, but Mouse is the one I'll miss the least. We'll return to retrieve his corpse, but for now we'll see if Ilbert can talk the goblins to aid us against a common foe.

(Test the Scene - a major detail is worse). When group advance into goblin lair asking to parley, they are met by arrows. Slaying some goblin sentries, they chase the rest to a room of hobgoblins, who barricade a door against the party.

Retreating from the cave, Adwen consults with Gerard and Opal. Next they try the former hobgoblin cave, destroying some trapped speaking skulls by the entrance. (Event - Thread Progress - Hidden Temple sends force).

Smashing down door with an axe, meet skeletons easily overcome by Opal's faith. Beyond skeletons hear hobgoblins behind another door. Leaving the hobgoblins, Opal leads the Guild down narrow stairs to more skeletons they easily destroy. Signs of a wizard sleeping in room.

Finally they find more skeletons and zombies, led by a pair of strange undead wizards. Ignoring attempts to parley, the group engage in close fight with undead. Renalfnoc's dogs from the rear help them to win.

More mindless undead attack from the rear, but they bottleneck them, destroying them one by one at the bottom of the stairs. Loot much treasure and return to the keep with no losses beyond a few dogs.

Scene 19 - Magic and more Magic

Mother told us the importance of dogs to adventurers, but we never quite believed her. Now I do. Two undead monsters were using the Arcane against us, and we should have fallen. But instead three hounds paid the price and we live because of it. I'm agreeing with Renalfnoc to have the Guild pay for future war hounds.

Ilbert leaves to go home to Neverwinter. Group trade a manual of golem creation to have other items identified. Wheeling and dealing between members of group for items. One gem worth 5000 is bought by Renalfnoc for 500 gp, as he's their gem specialist and that's what he told them it was worth.

The mage who identifies their items, Dubricius, asks to join the party and is accepted. Renalfnoc puts on a cursed amulet (changing alignment from Chaotic to Lawful).

(Trimmed list of Extras)

Scene 20 - Bandit Justice

Renalfnoc's whole demeanour has changed. I think losing those dogs really affected him. He's far more helpful and proactive, and he's found a place we might get more dogs. I far prefer this Renalfnoc to the quiet, watchful gnome we've been used to.

(Test the Scene - Extra Involved - Bandits) Reach a hamlet a few hours from the Keep. Don't find any dogs, but do find the halfling outlaws with a couple other bandits. Make tense, polite conversation with the bandits, and find out from a scared local that a farm nearby has a couple of dogs they might sell.

The Greenfinger Guild leave first, then follow bandits, catching up among some woods. Lose two more dogs, but slay most of the bandits and capture one.

Get two more dogs from the mentioned farm. Return with bodies and prisoner to Keep, claiming their bounty.

Scene 21 - Forest Respite

Well I guess Buru's slayers are dead. It rarely seems to end well for bandits in the tales of adventurers I've heard. Though many an adventurer is barely more than a bandit really. It's another step to defeating this Hidden Temple.

(Test the Scene - Moment of Reflection). Going via the forest, group stop at Opal's temple. There are a few locals working on it. The party have a small meal and remember those who've fallen.

Together they take an oath to cleanse the Caves of the evil that haunts it.

Head through forest to the Caves, meeting gnolls who greet them and accompany to destination.

Scene 22 - Fungi and Rats

I've had a chance to talk more with Dubricius. It's good to talk magic with another magician, although this one does have strange ideas and plans and is eager to go toe to toe with our foes. He'd lead us all to a quick death if he was our leader.

Returning to the river cave where they lost Mouse, group smoke out stirges and destroy the gelatinous cube. They burn away green slime and find nothing left of the halfling, except his magical dagger.

Further into the cave, they disturb shrieking fungi. After fighting a couple of fungi, they back away to be attacked by giant rats. Driving these off, they burn and shoot remaining fungi before catching breath.

Renalfnoc volunteers to clear out the narrow tunnel beyond fungi, using the dogs. Savage fight between dogs and cornered rats, with one particularly vicious rodent. Slay the last and surprised when vicious rat turns into a human in death.

Taking the treasure they find, they feed a dog to more giant rats as they leave. Meet a caravan on the road and join it back to the Keep. Delighted to find three more dogs for sale.

Scene 23 - A Quick Rest

Had a long conversation with Stuma. He was asking why gnolls, goblins, orcs and others were all making their home in the Caves before the priests came. How did they all survive? He's the smartest of my companions, but often lets his emotions ruin friendships with others.

Rest at the Keep and make plans for next foray. Decide to take on skeletons and scout what's beyond, then meet gnolls to liberate their cave.

Expected Next Scene - Smashing Skeletons at a Burial Mound.

Characters and Adventure Notes

ose thoughts | keep | solo tools | scenes | chars | threads & extras

Updated from previous Character Notes. Group as it is at end of the scenes.

Retainers, Hirelings and Treasury

  • Sibling Mart (human m baker, lawful cleric 2 of Jude the Loyal, retainer - Adwen)
  • Daw (human m roper, chaotic bard 1, retainer - Adwen)
  • Kenna (human f baker, chaotic fighter 1, retainer - Adwen)
  • Treasury (325 gp, 2 mules with saddlebags, shortbow and arrows, warhammer, spellbook, scroll of prot from normal missiles, 6 goblets - 35 gp each, 4 flasks of holy water, 5 flasks of oil)

Adwen Greenfinger

human f blacksmith, neutral illusionist 2, friendly, leader of GG, wears bright colours, aims to defeat the evil in the Caves of Chaos responsible for her sister's death

STR 11 (+0) DEX 11 (+0) CON 18 (+0) INT 13 (+1) WIS 7 (-1) CHA 18 (+3) HP 12

Abilities - Arcane Magic (spells 2 x 1st, Languages (Common, Dwarf), Leadership (11), XP 3449 (+5%)

Equipment - robe of useful items, spellbook (audible illusion, chromatic orb, light/darkness, read magic, detect illusion), staff, 4 daggers, backpack, 5 oil flasks, 4 flasks of holy water, flint + steel, 6 torches, rope, small hammer, weeks rations, waterskin, 12 iron spikes, quartz (10 gp), ruby (50 gp), 100 gp gem, 1 war dog, 1630 gp

Renalfnoc "Ren"

gnome m jeweller, lawful (chaotic) thief 3, well-groomed, melodic voice, rhyming slang, aims to get a set of ten perfect gems. Infected with lycanthropy.

STR 7 (-1) DEX 13 (+1) CON 13 (+1) INT 10 (+0) WIS 10 (+0) CHA 9 (+0) HP 14

Abilities - Defence Bonus, Detect Construction Tricks, Infravision, Languages (Burrowing Animals, Common, Gnome, Thieves' Cant), Resistance +3 (magic), Thief Skills (Climb 6, Find/remove Traps 6, Hear Noise 2-6, Hide in Shadows 4-6, Move Silent 6, Open Locks 4-6, Pick Pockets 5-6, XP 2829 (+5%)

Equipment - lapis ring (+1 Prot, +4 vs ench magic), cursed scarab of opposite alignment, leather, dagger, shortbow, backpack, rope, 2 small sacks, 6 torches, flint and steel, thieves tools, 3 oil flasks, gems (5800 gp), 1 war dog, 10 gp

Opal of Macscen Keep

human f cheesemaker, neutral cleric of Lady Moon 3, positive/proactive/unpredictable/calm (varies by moon phase), aims to build temple to Moon in woods)

STR 14 (+1) DEX 10 (+0) CON 15 (+1) INT 8 (+1) WIS 14 (+1) CHA 9 (+0) HP 15

Abilities - Divine Magic (spells 2 x 1st), Languages (Common), Leadership (8), Turn Undead, XP 3429 (+5%)

Equipment - plate, shield, warhammer, symbol of Moon, week's food, backpack, cheeses, 415 gp (plus 1300 gp for temple fund)

Gerrard Glass

human m glassblower, neutral fighter 3, driven, shaven head, was caravan guard, healing a broken heart, aims to find one true love

STR 13 (+1) DEX 9 (+0) CON 9 (+0) INT 9 (+0) WIS 10 (+0) CHA 13 (+1) HP 20

Abilities - Languages (Common), Leadership (9), Stronghold, XP 4962 (+5%)

Equipment - pouch of accessibility, plate, longbow + arrows, xbow+1 (party item), battleaxe, silver spear, 10 ft pole. jade ring (50gp), backpack, 10 oil flasks, torch, rope, lantern, caltrops, romantic gifts (50 gp), 1250 gp

Stuma Nettlehill

halforc m woodcutter, neutral fighter 2(3), gets stuck in, lover of Opal, likes halflings, aims to travel lands with group of halflings

STR 13 (+1) DEX 8 (-1) CON 13 (+0) INT 14 (+1) WIS 7 (-1) CHA 7 (-1) HP 20

Abilities - Infravision, Languages (Common, Halfling, Orcish), Stronghold, XP 2795 (+5%)

Equipment - pale green ioun stone, chainmail +1 (party item), (plate on mule), shield, dagger, warhammer +1 - holy symbol of Silver Knight (party item), silver longsword, backpack, 1210 gp

Dubricus D'amberville

human m bowyer/fletcher, chaotic magic user 1, famous wizard family, not malicious, not scared of melee, loony schemes, sent manual of flesh golem creation to family, follows Mandark the Unlikely Hero, aims to get trappings of a great wizard

STR 13 (+1) DEX 8 (-1) CON 13 (+0) INT 14 (+1) WIS 7 (-1) CHA 7 (-1) HP 5

Abilities - Languages (Common, Dwarf), Leadership (9), Magic (spells - 1x1st), XP 630 (+5%)

Equipment - dagger, biter +2 (party item), spellbook (read magic, burning hands, light, ventriloquism, identify), staff, silver dagger, 4 oil flasks, backpack, week's rations, 440 gp

The Fallen and Departed

  • Mauth, dwarf f cooper, Cleric 1 - eaten by a sentient tower
  • Squire Cedar Jade, halfelf m furrier & fisher, Knight 1 - eaten by a sentient tower
  • Hykka, half elf f seafarer and artist, townsfolk - left to travel world
  • Cob, human m hunter, Ranger 1, left to drink and hunt
  • Burunild Greenfinger, human f baker, Fighter 1, sister of Adwen, slain by halfling bandits
  • Igone Nantan, human f furrier, Acrobat 1, slain by halfling bandits
  • Mouse, halfling m pawnbroker, Thief 2, slain by a gelatinous cube
  • Ilbert Stalwart, human m noble, Fighter 2, went home to Neverwinter

Threads and Extras

ose thoughts | keep | solo tools | scenes | chars | threads & extras

Threads

  • Help Opal finish temple to Moon in the woods
  • Return with blunt weapons to mound with skeletons
  • Plan strike with gnolls and Tammuz on Hidden Temple
  • Hidden Temple send force to deal with group ☑☑☑☐
  • Renalfnoc feels guilt at fleecing group for gem
  • Strike at former gnoll caves
  • Renalfnoc becomes wererat (27/11, sign on 21/11)

Extras

  • People of the Keep (Macsen Keep)
  • Abercrombie. Priest (L) of the Silver Knight, fiery, chaplain of keep.(ally)
  • Jadele. F3, Militia leader, popular, go-getter, sent letter to Marge (ally)
  • Cob. Ranger guide from keep, wanders wilds, helpful (ally)
  • Priests / Acolytes of the Caves. Hidden Temple, treat Guild as a threat (foe)
  • Ilbert Stalwart. Fighter 2, Scholar, , noble, aloof, rescued from bandits, went home to Neverwinter (ally)
  • Orm the Sly. Bandit leader, prisoner at the keep (foe)
  • Mendel the Merchant. Slaver, wizard, pg 19 (foe)
  • Jocelyn (Tanner) and Nore (former bandit leader). Sisters, fled keep, lying low
  • Tammuz. Gnoll leader (flind), seeks to use guild against the Hidden Temple (ally)
  • Gnolls. Watching. May aid if nearby.
  • Goblins and Hobgoblins. Scared of group (foe)

Finishing Up

Should complete writeup tomorrow! I'm liking the revised format for the scenes. No idea the challenges that face Fireborn next!