You can listen to the
audio recording here, I'm just including the transcript for part one here, where we talk about the keep and how my dad DMed in general. we originally recorded this on January 9th 2019
Lance
Okay, so we're going to talk about module B2
keep on the Borderlands. First we're going to start with the introduction
section. My first question for you is: did you play or run any games with this
module with groups before you did it with us children?
Bruce
Yes, I did. It was with our friends,
Dwayne Hanson, Mark East, And oh, I can't remember his name now, Eastern, Bobby
Easton.
Lance
Do you want to describe, Do you remember
exactly what you guys did there?
Bruce
Basically we follow the prescribed
module numbered encounters. I wasn't very creative. I just took what they said
was supposed to be there and that's all. So a lot of the rooms are totally
empty. And you know, not even a trap or anything. I didn't start developing
other things for those empty rooms until I started working with my children . .
. Also had one adventure with Lance's namesake and his two sisters. But they
went through that place pretty rapidly because of the lack of things to do in
them. It was quick, anything in this room, No, On to the next room. They went
through the module rather rapidly.
Lance
So you always just ran the module, you never
actually played through it.
Bruce
Correct.
Lance
So the only time you've played it is when I
ran it for you.
Bruce
Yes.
I'm not
sure if you actually played at the times I did it. I don't remember. I've run
it a couple times. I don't know who played.
Bruce
I never played in it except for when you
were running it.
Lance
Okay, next question: How many times do you
remember running this module for us? I know it’s more than once
Bruce
for you guys, almost every time you
brought a new person to play with us. I ran it almost every time. So like, it's
got to have been at least 10 times.
Lance
Okay. That's more than I thought, I knew it
was a lot, but 10?
Bruce
Yeah, I'd say 10
Lance
Okay, do you remember, Well, you said
basically every new character so that answers that question. I was gonna ask
which characters
Bruce
all the new ones
Lance
Was there anything you altered or
consistently altered that you can remember?
Bruce
Yes. the speaking voices
Lance
I don't think that was this dungeon. I think
that was the other one.
Bruce
Oh, yeah, that was the other one. Okay,
no, this one. This was the keep on the Borderlands. Yeah. Okay. Yeah, things
that I would alter would be in the valley itself. Whether or not the
inhabitants of the Warrens would see you coming and would attack from hills go
out into the valley, that was always altered. And which group saw you coming
and which group would then attack. Every time we played it, it was a different
group.
Lance
That's interesting. So you made you made
them be proactive and not just stay in their layers. I don't think I've ever
done that, or been in another group that does that
Bruce
Yeah. Well, you know, when you think
about it, they're not going to just wait for you to come on them. They're going
to have centuries out. They're looking for people coming up the valley. And so
every time you guys played one time, it'd be the kobolds. One time, it'd be the
goblins one time, it'd be the ogres. One time it'd be this one. Every time we
played it would be someone else.
Lance
Yeah. Okay. So, general question about all
modules in general. So you know how the descriptions are pretty brief. And they
don't have A lot of detail, right? Do you prefer them to be brief? So you can
add your own detail, or do you prefer more detail? So you know what exactly is
there and how they'll react?
Bruce
Well, when it's just the outskirts?
Yeah, I prefer brief so that I can do whatever I want. But when there's
actually something that needs to be done here, and these are the people or
occupants that are there doing this. No, that actually needs to be more
detailed than what the module has. Because I wind up having to change a lot of
the stuff each time that's played. Because of the players that are coming. Are
they going to be able to be strong enough to take on this threat? If so, are
they too strong for the threat and are just going to walk through it and that
should never be the case. In my opinion, it should always be a challenge, but
then it shouldn't be so much of a challenge that they can't do it. I mean,
yeah, they might get hurt and decide, they themselves decide they don't want to
continue, but they truly had the ability to go through it and that I left up to
the characters. The inhabitants of the dwellings, though, when I got to the inner
workings of each section, each group of combatants, they all had a specific
task that you were supposed to do. either get them to join with you or totally
annihilate them or get them to fight with others or whatever. If you were not
if you did not accomplish that task, then you would not receive full experience
points for that encounter. Yeah, you get the experience points for killing them
and finding their treasure and stuff. But if you didn't do what was actually
necessary for that particular group, there was an extra bonus that you would
not have received. The idea is to be proactive and try to actually rule
whomever you find. And only on a couple occasions were the adventurers able to
do that. And they got all kinds of bonuses for doing that.
Lance
Okay, um, so, the book recommends a party of
six to nine first level characters. First of all, what was the most common
number of players? What was the most, what was least, and with small groups did
you give them retainers and Magic items to start like it recommends in
the book?
Bruce
Yes. And the smallest group was three.
And yes, they each had they each had a retainer. So I guess the total number of
groups, I liked the amount of people that were actual participants in the game
itself, I'd liked about six people. But as far as retainers and stuff I could
deal with effectively about seven or eight. That includes retainers and
participants. The most I've ever had was 10. And that was a nightmare.
Lance
Well, I remember, well it wasn't this game.
Speaking of large groups, I remember You DMed a Group of 14 players.
Bruce
Yeah, I remember that one too. That was
more than a nightmare. The trouble with doing it that large of a group trying
to keep everybody occupied and keep their attention and give everybody
something to do. was so difficult for me that as you say, I only did that once.
Lance
Okay. So usually had six to seven PCs.
Bruce
I'd say five to seven five to seven.
Yeah.
Lance
Okay. so, on the first page, it recommends
the monsters of the different caves act together and act intelligently. That's
kind of opposite. Well, a lot of people recommend to have the monsters act as
smart as they should be. But people think of Goblins And kobolds as
stupid,
Bruce
which they technically are supposed to
be.
Lance
So the book recommends Yeah, the act
intelligently. how Well, did you follow that, you kind of already touched on
this and, you know, how much did they actually act to get work together?
Bruce
Well kobolds and goblins hate each
other. So getting them to work together is difficult, at best, getting them to
work against each other. And you're the one to inaugurate that, would have been
fairly easy if that's what you thought you were supposed to do. The goblins and
hobgoblins get them to work together Yeah, but the thing is the hobgoblins made
the goblins slaves
Lance
well and like all of the different cave
groups like there's Knolls and goblins and, or I think, I don't think there's
actually goblins, I think just hobgoblins But yeah,
Bruce
All of the larger
Lance
like the the temple and all that stuff,
Bruce
yeah the hierarchy is the further back
you go the more powerful the beings are And the more powerful the beings are,
the less they deal with the lowest level of power and they have beings in
between that deal with them for them. If a runner from the kobolds came to the
temple, they would have been shot on site. But if one of the larger things like
the knolls or the hobgoblins came, they would have at least listened to why
they were intruding before they killed him although the people in the temple
they could go anywhere they want and they would have to receive respect from
all the lowers or else They would have a mass genocide and start over again
with that particular group with people that would do it the right way with the
right authority. That's how I played it anyway.
Lance
Okay. So it also recommends that the keep,
the actual keep itself can act as a home base for the players. How often did we
actually make use of that?
Bruce
quite a bit. It was a place to restock.
It was a place to sell stuff when you're all full. And it was a place to,
someone lost an arm, to recover through magic means that arm. only once Did I
make them carry the severed arm with them back to the temple to have it
reattached. Most of the time it was just magically regrown.
Lance
Okay, let's, Can't find the exact quote, I
think it's on page one, it recommends. . . So if exploring the wilderness, the,
when the players go out to go find the caves of chaos, they have to go through
the wilderness. And it says if they go off the map, they recommend you to make
your own wilderness map,
Bruce
which I did.
Lance
And was that associated with the map from
the expert set or not?
Bruce
I think it was, but I did it before I
had the expert set. And so I had to modify that map to match the expert set
once I got the expert.
Lance
Okay. I guess well, I'll mention that later.
. . how long, so back in the early days, how long did character creation take
for you usually? Well for your players starting out?
Bruce
I could just get four characters created
in about an hour and a half, maybe two hours max. And I would tell the people
look, the first time we're here, we're going to do nothing but create
characters. And if we have enough time, we'll give you an example of how your
characters work in a game scenario, which would, I would leave about a half an
hour for that,
Lance
And you often use pre-generated characters
for new players?
Bruce
I loved using that because they didn't
know what they really wanted. And would get stats, that are way off the charts
or something that they didn't want to be. But they want to be this and their
stats don't work that way. So by having pre generated characters, I let them
see okay, this is what's needed for this type of character. Now, later if you
want to generate your own character, Bear in mind, These are the numbers you
want for this type of character. About eight times out of 10, they would go
with a pre generated character. And maybe after they've played for good four or
five games, want a new character, and that's where their new character would
become an NPC. And eventually, if their character that was pre generated by me
died, which they had a tendency to do, then their other character that they
generated would then takeover,
Lance
So did you ever restrict certain classes
from the game?
Bruce
Yeah
Lance
if you didn't want elves in the
game?
Bruce
Oh, no, elves were always included. But
the only thing that was restricted was the sorcerer class where you didn't need
to memorize spells,
Lance
which wasn't even in The basic game
Bruce
correct, so there were people that tried
to tell me that you could have that and I kept telling not in my game. Oh and
time traveller
Lance
of the seven basic classes you never
restricted those?
Bruce
No, never
Lance
okay. But basically things from ad&d or
Bruce
Yeah, elves, not elves Pixies. You know,
and oh, what was the other one? Someone? Someone wanted to be an orc. And I
wouldn't let them be an ork. Yeah.
Lance
Okay, so that, okay, that answers that.
Okay, so in here it gives, it generally talks about that they're gonna have to
journey to the caves of chaos to the wilderness. So how, how often did or how
much did the players actually travel through this wilderness off the road? Did
they, actually How often did we actually explore?
Bruce
That was mostly a rare thing. I would
tell them if you want to find this, if you want to do that you've got to go
through here to get there. And that was to, you know, just give them a little
bit different taste of what's available, such as the meadow behind the cave,
the caves. When they came through the temple, they had to go through that
meadow because if they'd gone back out, the amount of chaos that they had
caused would put all of the monsters out in the valley with the caves. And you
did not want to go that way. Go this way, right, going the other side of the
river or the road, to the river, the spiders, other things like that, or
something that was obtainable. But you had to make an effort. And if you were
staying too long, something in that area would become much more powerful than
you and drive you out.
Lance
But most of the time we went along the road
straight to the caves?
Bruce
Correct. And most of the time, you
didn't encounter much. If you did, it was mostly bandits or other merchants
traveling the road.
Lance
Okay. it talks about, it talks about playing
different NPCs and monsters, you know, being their personality, How easy was
that for you to play these different monsters and NPCs
Bruce
as long as I could keep to the story,
and keep the attention of the people, fairly easy, because it's pretty well
laid out and what they're supposed to be doing. But when the players would
decide they want to do something different than what's in the story of the
Module became more difficult because I'm trying to steer them on to the game
rather than the ideas of youth. just exploring, well, can I do this? Can I do
that? And yes, you can do that. But that's not what the storyline is about.
It’s not what you're supposed to be doing. And I have to do it in such a way
that they know that I'm not leading them. that becomes difficult.
Lance
Speaking of NPCs, Did you, How much did we
actually interact with the people in the keep?
Bruce
other than to get what you needed out of
the people in the keep? Not much.
Lance
So we didn't just go and talk to them to
find out who they were?
Bruce
No, like the innkeeper. Yeah, you knew
who he was because you'd see him frequently. The blacksmith. Yeah. The captain
of the guard at the gate. Yeah. Those people you had much contact with and you
knew their personalities and they knew who you were and some of them liked you.
Some of them didn't, you know, that was all in the module itself. But I did
throw a couple of urchins in there. And they were fun because they would do
things that would distract you from your task. Someone stole one of the
favorite swords of someone and it was the effort to go get that little urchin
Lance
okay, so talking about the wilderness How
would you actually, just cuz we usually went on the road. So how would you
actually describe that to us? Usually would it just be 'ope you're there now,
or how would you describe that?
Bruce
on describe the type of road It was?
Yes, you cross this little bridge on a small creek. There are trees right
aligning the road or Meadows on the road. Oh, there's a hill over here. You
know, are you suspicious of the hill? Are you suspicious of the trees? Are you
suspicious of the bridge across the creek? If you're suspicious, then we take
time to figure out what's going on. If you're not suspicious, roll for
encounters if you have an encounter, whoops. If you have no encounter, just
continue on.
Lance
Okay. You wouldn’t describe the square or
anything?
Bruce
No.
Lance
Okay. Oh, it talks about okay. I want to
read it. So, “as a judge moderator referee the DM is constantly dealing with
the players just as the referee of a sporting event the DM must be fair he or
she cannot be out to get the players nor should he or she be on their side. All
the time the DM must be neutral.” And then it goes on.
Bruce
Yeah,
Lance
so how neutral were you?
Bruce
I wasn't; I was a Monty Hall. And the
reason behind that is if you kill off everybody on their very first adventure,
they're not gonna want to play anymore. If you give them everything on their
very first adventure, they'll get bored. So the trick is to have a happy medium
between being monty haul and being the devil's advocate so that they will want
to play again. That was a difficult thing to accomplish. But I thought I did
pretty good. Most of the Time.
Lance
Okay. So here it talks about keeping track
of time.
Bruce
That was my most difficult part. Yes.
Lance
Because it also talks about in conjunction
with is keeping track of your resources.
Bruce
Yes.
Lance
So we didn't really do that as much?
Bruce
No we didn't, your rations usually
lasted as long as you needed them to last. The weight that you carried
generally was enough that you could carry it. You had this much time to go
through this area. It took that long unless you had an encounter. You know,
it's just time was really basic in its usage. Okay, I did not really elaborate.
Well, you took 10-15 minutes to find this trap door in the meantime, you got
attacked. no, I did not do that That often.
Lance
And then it talks about treasure and
experience. So it recommends that the DM divide experience evenly, and that the
players can divide up treasure however they want. And there. Yeah. So how did
you work that out?
Bruce
Yeah, the experience value was given out
evenly most of the time. If someone made a fantastic hit and killed more than
their fair share, Yeah they would get extra bonuses because they are doing what
their character was designed to do. So like if a magic user cast paralyze to
all the people in there in there and then everybody goes through and kills
them. Yeah, they get their experience for killing each individual thing. Shared
but the Magic user got a special bonus for paralyzing everybody
Lance
Yeah. What about like if thieves found some
treasure and kept it to themselves?
Bruce
then they kept it to themselves as long
as they didn't tell anybody.
Lance
But did they get experience with that?
Bruce
I don't remember. I might have given a
few people experience for that. But it wasn't the norm. Because most of the
time, even the most devious humans that we know. Were very honorable. And they
didn't play their characters the way they should have the way they were
aligned. It was interesting. I couldn't I couldn't get someone to actually play
an evil backstabbing thief.
Lance
No, that's why mom made us call them spies.
Yes. so experienced, um, did you, Did you ever give like when dividing
experience divide some of that to the retainers?
Bruce
Sometimes, if the people who were using
the retainers use them in their skills properly would give it to the retainers.
But that was only in the case when their retainer was another character that
they had rolled up and wanted to continue to play. If there were normal NPCs No,
Lance
okay. Cuz because basically, it tells you to
include include your retainers in how much you divide. So if you have three
characters and two retainers, you divide by five, right? but the retainers only
get half of that; half their share.
Bruce
I did read that, but I didn't like that.
And I would do that if they had rolled their own retainer. I would do that. But
if they were playing a retainer that came through the game, no,
Lance
Okay, so here it recommends to read the
module thoroughly and maybe even up to three times. So how many times did you
usually read a module before running it? And how many? How well did you get to
a new module before you ran it?
Bruce
I am not good at reading. I'm also not
good at memorize verbatim. But I am very good at getting a general idea as long
as I read something four to five times. And I did read several times through
from cover to cover all the modules that we played, certain sections I would
read in more in depth because that's where I wanted the characters to go
through, areas that Didn't feel that were that important. I would read only
twice maybe sometimes. And if they went there, I would tell them wait a minute,
I got to read this make sure I got it right. And everybody was fine with that.
It seemed you know, for the lull in the gameplay and that gave them a chance to
check on all their stats and everything else. But most of the time, I would use
the book, the module to jog my memory, okay, what's in this room number, oh it's
got kobolds in it. Okay, I know what this one is. But that's basically how I
ran the systems.
Lance
Okay, um, so here it talks about how the
keep, how most of it, The floor plans aren't detailed and recommend you make
your own floor plans. Did you ever do that?
Bruce
Sometimes, not always. I did when I felt
that the floor plan would actually make a difference as to how the game was
going to run. But most of the time, I would say no, I took whatever they said,
and I let the players map it out Specifically
Lance
Okay. we were talking about pre
generated characters. Oh, rumors. How did you handle giving players rumors
before the game? Because it recommends that each player knows at least one
rumor.
Bruce
Yeah, didn't do that that much. Because
I figured all of you were new to the area that you're going into. You have no
idea what's going on. You all need to figure out. You all need to get your own
rumors. You all need to understand something. I always played as if you were
not from the area that you're adventuring in. because you never adventure at
home because you already know what's going on at home.
Lance
Home is boring.
Bruce
Yes. That's why you're out Adventuring
Lance
anyway. Okay, it also talks about marching
order and callers and mappers. Did we do marching order? Did we ever have one
person in charge as a caller? And did one person do the map or we work on it
together?
Bruce
Usually one person did the mapping. But
everybody would try to tell the mapper that they did it wrong I noticed. And
also, one person being in charge didn't not always work well, because,
Lance
well, oftentimes, Cassie would kind of be
our leader, but I wouldn't call her the caller.
Bruce
No, she was definitely not the
caller, in fact I don't think we ever had a caller, everybody had what
they thought they wanted to do. And if it helped out the game, then we'd do it
sometimes if it didn't help out the game. I would let Jared do it just to get
everybody else involved.
Lance
Well, what about the caller with the with
your older groups?
Bruce
with my older groups, Yeah,
definitely, there was one that was in charge and everybody went along with that
person, different person would be mapping. And everybody would try to help the
mapper understand exactly what was visually seen for the map. In their idea, it
brought more color to the map more understanding. Because when you talk to
someone and tell them something, this person is going to get this out of it.
That person is going to get that it's just like watching a crime scene in many
people around the corner.
Lance
Well, what about marching order, did we
often actually use that?
Bruce
Yeah, sometimes, you'd put your most heavily
armored person in front and your most weak armor person in the back which most
of the time worked out unless you were being attacked from the back without
knowing it. which happened a lot. You know, also, they never really understood
that your weakest person should be in the middle and protected on both sides.
Lance
Yeah. Going back to maps, did you correct
the player's maps?
Bruce
I wouldn't say I corrected them. But I
would tell them when they go back into the area that something's changed, and
they don't know what it is, they're going by their map or something's not
right. And therefore, they would have to revamp because they didn't get it
right the first time.
Lance
Yeah. Um, let's see, what's this? How many
Okay, so how many game sessions did it usually take for us to go through this
module?
Bruce
this module? Oh gee. Depending on who it
was, Took as few as, the fewest sessions it took was five sessions. The most
was something like 15 sessions. Yeah. And that I would equate to the age of the
people. The older they were, the easier was to go through the session. The
younger they were, the more difficult it was to go through
Lance
Um, it also recommends at the end of each
game session, not necessarily the day or anything, but you know, when you want
to end the session, it recommends going back to the keep and leaving the caves.
Bruce
Yeah. it Does suggest that
Lance
did we, did you actually have us do that?
Bruce
Sometimes I would. Unless you were in
the middle of something and you would have, just to get back to the keep would
have taken too much time, to get back to the keep and rest there. And we didn't
have enough time in The time we had allotted to play the game, right at which
point we would just say okay, freeze. No one gets experience points this time
around because we don't have enough time to calculate it. We'll pick up where
we left off when you come back
Lance
and it also recommends if you're gonna rest
during the game, like it talks about resting in the dungeon and possible
encounters, did groups you ran often rest inside the dungeon?
Bruce
Oh, yeah. And sometimes they'd receive
encounters and sometimes they wouldn't it depended on which dungeon they were
in. And how rested everybody was. If, if everybody was totally exhausted, and
they had to run shifts, and the random encounters, if the random encounter roll
said that you encountered something. You guys wouldn't get any rest at that
point. If you didn't get any random encounters, then you would get the rest
that you needed.
Lance
Okay, so then there's a whole background
section in the start section, which is kind of same thing. Did you read, Did
you often read these big introductory sections to your groups?
Bruce
to the groups most of the time? No. I
would try as much as I could to recite the general idea of what was happening
if it was actually necessary with some adult players. It was, I would photocopy
sections, and then cross out parts that I did not want them to see.
Lance
Okay, um in the background, it talks about
the realm of mankind. Did you see that as one kingdom? Did you try to
incorporate that into the map of the expert set?
Bruce
I think the realm of mankind was supposed
to have been the base. everything else was an ancillary to that
Lance
you're on the Borderlands of the realm.
Bruce
And so, with that in mind, that part
would be given to them because they're supposed to already know all of that.
It's the other stuff that would be questionable whether we give it to them or
not, because the other stuff would Be rumor, hearsay, did they hear this as
they were walking through the town? Did someone else say that? then that stuff
is what would come up
Lance
Okay, so the very beginning it has the
watchmen ask the player, ask the characters what their business is coming here,
and they can't come inside unless they say something reasonable, were you
strict about that?
Bruce
No. Because most of the time, they'd
say, well, we're here to adventure. We're here to kill bad guys or something
along that line. And then the guy, depending on who they were, if they could
take a joke or not, that would determine whether or not I was going to let them
just waltz in or give them a hassle.
Lance
Right. Okay. Oh, it also talks about PCs
being well Basically criminals and the catching and punishment of criminal PCs
did that ever happen?
Bruce
Yes. There were several criminals that
were caught and punished and also got away. But basically, there were no no one
that survived from your attacks into this place. No one that survived would
have been just scot free.
Lance
No, I mean like player characters
Bruce
Oh Player Character . . . Well, I never
I never had any player characters that wanted to be bad guys. Like I said,
Lance
like steal from the innkeeper and stuff.
Bruce
Yeah. Most of the player characters that
we had were, how shall I say, They were basically good people trying to help
out. That's what it seemed like to me. Because no one would ever try to get a
true rogue. No one would ever try to get a conniving Bard. Granted, those
aren't the names of the characters that are available to play, but that doesn't
mean your character can't do those types of things if you want. And no one ever
did. So I never had to punish anyone. closest to punishing anyone was when
Jared when he was too young, not knowing what his limitations were wanted to go
into the arena and fight the fire giant,
Lance
which wasn't this adventure.
Bruce
No
Lance
we'll talk about that later. Oh, okay. And then there's the rumor table. How'd
you handle out us getting access to some of the rumors?
Bruce
Well, most of the time If I felt you
needed a particular rumor, I would roll up and see if I got that rumor on a
roll of dice. When asked, Can we hear any of the people next table over? Or do
we see anything? If they asked, then I would roll up and see if they got
something that would lead to them going on an adventure. If I felt that the
rumor that they had received was would send them right into the fray so
strongly that they would encounter things beyond their levels to accomplish. I
would make the rumor sound so horrifying that they wouldn't go on it yet. but
it would still be the same rumor it just there's more embellishment to it,
making it more difficult. If it was something that was really quick and easy.
Yeah, yeah, the rumor came out is something quick and easy.
Lance
Okay. it talks here about the inner Bailey
and access to the inner Bailey can be gained. If the adventures perform a
heroic act on behalf of the keep. So basically, they can't gain access to the
inner Bailey unless they prove themselves, you know,
Bruce
correct.
Lance
How well did you enforce that?
Bruce
Pretty much. Their charisma roll would
also have something to do with that usually, you know, like convinced Well,
look, I went out and did this and this and this. And then if their charisma
roll was high enough, then the guard would be impressed and say, Wait here and
go get someone of higher rank and then come back and Oh, you are the guys that
did that. And then give them access. It wasn't an automatic entrance into the
Bailey. You know, even if someone from the inside the Bailey gave them the
assignment to do something, it was never automatic. Not until you had done
enough heroic adventures that everybody inside the Bailey are recognized you.
That's when you get automatic entrance.
Lance
It says here, the party might become traders
operating out of the keep hoping to find adventures as it's traveling the
surrounding area. Did we ever become traders?
Bruce
No one. None of my players ever became
traders in this particular module. I never gave them the option.They would have
had to come up with that theory and idea on their own and no one ever did.
Lance
Oh, here's an interesting bit, in describing
the corporal of the watch it says he admires outspoken brave fighters and can
easily taken in by a pretty girl. Did that ever happen?
Bruce
I tried to make it happen, but most of
the time, the people that were playing the pretty brave girls didn't appreciate
the tension. because they're either too young or married.
Lance
Alright, so it was a player problem,
Bruce
yeah, it was a player problem. It wasn't
a well, it might have been my problem, my ability to portray that. but
basically, it never really worked.
Lance
let's see. Talking about the Guild merchant,
it says that he'll buy and sell gems. Did We ever make use of that?
Bruce
You tried several times. And he tried to
gyp you as many times as you tried to sell him stuff. And depending on your
charisma, determined whether or not you were able to get him to give you a
reasonable price for the gems. you guys usually weren't very successful. but I
never told you that.
Lance
Okay, so in the description of the priest,
so he's got the priests and his two acolytes and he's supposed to betray us.
You remember that? Did that ever occur? Did we take him with us and he betray
us?
Bruce
Yeah, a couple of times.
Lance
Did it ever kill anyone? Did we all die
because of it?
Bruce
No, never did anybody. never did any
party all die. A lot of times people did get to get to death, but not Die and
were able to retreat to the point where they could restore the health of the
injured person and nobody went off on their own chasing him or his acolytes
that survived
Lance
So the priests wasn't extremely detrimental
to.
Bruce
It was during, it was essential to the
game but not essential to he wasn't there to kill you specifically, otherwise
he would have stayed and killed everybody. no matter how many acolytes he loses
Lance
Oh, and the description of the tavern. There
is mercenaries, or it says there will be mercenaries sometimes, did we ever
hire mercenaries from the tavern?
Bruce
Yes. When there were a few of you. And
the mercenaries were at best chaotic neutral.
Lance
Okay. Oh, a general question about the keep
in general, did any party ever try to attack the keep or pillage it or, you
know, act against the keep?
Bruce
Yes. There were two adventures where
they were spending the night in the cave and the alarm rang out and there was a
whole horde of I don't remember what type of creatures because you know
Dungeons and Dragons creatures like goblins or whatever. They were attacking
the keep and they were as far as the eye could see, that many, and therefore it
was required that every resident every person in the keep was required to
assist in the Defense. now this, in both cases I had traitors within the walls
that were required to be found out, and only once did they get found out. and
they were promptly put up on the wall shown to the enemy in a lull of when they
were rushing the walls and let's see what oh yeah then then they were put in
the Trebuchet on top of the tower and flung right at them which demoralized
some of them. And yeah, that actually went well and that, all that was their
idea when they found the traitor, hey you want a traitor here, here's one, one
of your own.
Lance
So the player players didn't try to actually
attack the keep themselves.
Bruce
No, players never Attack the keep, that
was a safe place, don't attack it. but that I think is only because I played
the keep with the ruler as someone who was fair and just. if he had not been
fair and just, like the Black Eagle barony, they would have made different
plans.
Lance
Okay. The cave of the unknown. Did you ever
map out anything for that?
Bruce
I did. And I lost it Part of it went to
the temple shrine. And part of it went out into a valley somewhere. Like I
said, I lost the map and I don't know where the valley was in relation to this
whole module. But that was with your namesake and his wife and his sister. And
that's one of the earlier times I played this game. And in fact, that was the time
when they threw the traitor over the wall. And right after they threw the
traitor over the wall, that's when they were able to go back to the caves and
find this cave of the unkown and Go adventuring in that.
Lance
Okay, so here it talks about traveling
through wilderness, talks about travel time. really annoys me. Yes. Okay. So if
you look at the scale on the map, and you measured the number of squares, it's
about three miles to the caves.
Bruce
Yes, I've noticed that
Lance
and it says, normal movement rate, and we're
assuming this is on the road, you know, it says because it gives different
rates for the forest and the wetlands, is three squares for one hour of walking.
Bruce
That is totally ridiculous.
Lance
Which is, I calculated, It's about a sixth
of a mile per hour. It's just over a sixth of a mile. And that's just walking
because it gives different rate for searching. But you know, the walking,
you're walking along the road.
Bruce
Yeah, I never went with time movement as
far as the module went with. Mostly what I did was calculate how the distances
and stuff and I know that I walk. During that time of my life, I can walk three
miles an hour and be very observant of everything around me.
Lance
If we changed the scale to the time
movement, each square would be about a square mile.
Bruce
Yes, that is correct.
Lance
changes the whole adventure.
Bruce
It does.
Lance
Okay, so we kind of already talked about
provisions, track provisions Do we ever stopped to go hunting? or run out of
provisions?
Bruce
Yeah, if I wanted you to get a little
bit more adventure into the traveling part of it. That was part of the random
encounters. And if you actually had a random encounter of something that you
could use for provisions, and you made the effort, generally speaking, you
could get it. If your attack roll or whatever was off, then you missed and you
guys had to ration your provisions a little tighter.
Lance
Did we ever encountered the lizard men?
Bruce
Yes, they did. And with Cassie and you
guys, you did quite well, with averting them to something else and not working
on you guys. Your charisma scores and rolls were high enough that you convinced
them to not kill you.
Lance
Okay, what happened when we met the spiders?
Bruce
Everybody focused battle on one spider
at a time. And because of that some were actually attacked and had to receive
anti poison or healing potions or something, but because of the considered
effort one at a time they were able to get rid of all the spiders.
Lance
Did we ever actually find the camp of the
Raiders to the south?
Bruce
Oh yeah. And once again, charisma and
rolls were such that you convinced them that you were bandits and when you went
back to tell the keep where The bandits actually were and give descriptions,
then the army that was kept in the keep, went and surrounded them and forced
them towards the keep. Whereupon you guys were in charge of defending the keep
while the army was out drawing these people so that they get Crossfire from the
keep and army
Lance
and the Mad hermit and his lion?
Bruce
He was fun. It was difficult for me to
play the mad hermit, but I tried my best and sometimes he was coherent
sometimes he wasn't. Sometimes you guys understood what you were supposed to
do. And sometimes you didn't. Going to see the mad hermit did not always end
with a successful visit, and the lion did whatever The Mad hermit told him to
always.
Lance
Alright, well that's it for now, next time
we'll talk about the caves of chaos.