![]()
Search Posts
![]()
![]() The Borderlands An untamed wild region far-flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds. Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don’t forget at least one 10-foot pole. Adventure awaits those with the mettle to confront evil and chaos in the Borderlands! ![]()
![]() Into the Borderlands: Tales of Swords and Wizardry! The Borderlands. An untamed wild region far-flung from the comforts and protection of civilization.
Hi. While I've run Tabletop games for years, this will be my first foray into PbP GM'ing and have decided to start from the beginning. Kind of. This will be an homage to the origins of Adventure that began decades ago with B1: In Search of the Unknown and B2: The Keep on the Borderlands...the original first edition adventure modules.
The System: Swords & Wizardry
****** For ease of play, survival, and consistency, I’m adapting the following rules and policies:
Stats:
There are six abilities for each character: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. For each one of these, players will roll 2d6 for each stat, in order. And then you have a spread of values = 6, 5, 4, 3, 3, 3, which you can add to those rolls as you want. This plan liberally “borrowed” from a post by Albion, and I really liked it. ****** Skills:
1. Every class can make any skill checks using a d20 (roll over a target #). 2. No defined skills the GM decides what attribute bonus (str, dex, etc) you will use on the check. 3. Each class has two attributes they specialize in (one based on class and one they can choose). 4. Skills based on Specialized attributes always have a target # of 12 otherwise it is a target #18. 5. You add your attribute (and your level generally for skills based on specialized attribute) to your roll. 6. The GM adjusts the target number up to +6 based on difficulty. This plan suggested in a post by Smiles-a-Lot, and as with Attributes, I just like it a lot. ****** Wizards:
Obviously only the luckiest magic-users survive in this game, because they are squishy and weak. Intentionally. Since we unlikely to reach high levels with these characters, I decided to have a little mercy on this class. Nothing game-breaking. To show the uniqueness of their arcane nature, each Wizard will roll a d20 on the following chart, (borrowed from the optional Aasimar race...one that is not allowed in this game)). This ability will represent either something they can do innately or one that they have somehow mastered. Any ability requiring “casting” can be used 3 times a day, and will work identical to the spell. 1.Detect Evil
****** Classes
Races
Hit Points:
Starting Gold:
One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). ***************** The Party:
I plan to keep the Recruitment open until December 30th at 11:59pm, though I reserve the right to end it early if it fills up quickly and then goes quiet. I’ll announce the group sometime between the end of recruitment and the end of the first week of January, with a goal of starting by the 6th of January 2023. ![]()
![]() Into the Borderlands
The Borderlands. An untamed wild region far-flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds. Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don’t forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands! Hi. I'm considering my first foray into PbP GM'ing and have decided to start from the beginning. This would be an homage to the origins of Adventure that began decades ago with B1: In Search of the Unknown and B2: The Keep on the Borderlands...the original first edition adventure modules. Goodman Games offers a series of modules under the banner "Original Adventures: Reincarnated", with new additions of a handful of some of the earliest modules, available in both 5e and the original versions...with some additions and editing. I'm honestly not sure which way I'd go yet, as I've never DM'd 5e or OSR, so I figured I'd see first i they're be any interest, and if so, which edition would be prefered. My thought would be to start with Into the Unknown first, and if that goes well, launch into Keep on the Borderlands as a starting point for a sandbox campaign of sorts. So, anyone wanna play? |