Converting on the fly - (Return) to Keep on the Borderlands

Post/Author/DateTimePost
#1

Napolean_Warlord

Jan 22, 2015 21:02:40

Hi all!

 

This weekend I'm running a bunch of 10-14 year olds through (Return) to Keep on the Borderlands as a lead in to Night Below.

 

I'm probably just going to photo copy the mobs from the MM and try to adjust number of critters on the fly.

 

Any advice for handing out treasure and magic items in an easy fashion.  LMoP seemed to be highly variable for treasure.  The DMG guidance was confusing to me.  Old Gary Gygax handed out tons of loot in Keep on the Borderlands.

 

Any other tips welcomed!

#2

Ath-kethin

Jan 23, 2015 3:29:11
I have been running modules from the Thunder Rift sub-setting on the fly for my 5e group, and I have been just ignoring the treasure listed, especially magical treasure, except when the treasure is either A) relevant to the plot or B) interesting but valueless. Instead, I roll on the 5e lair treasure tables occasionally and use that. I honestly just play it by ear; individual monsters carry maybe a few bucks, leaders and treasuries have more, but BECMI stuff just dropped stuff like +2 swords like crazy. The other thing to watch out for is that BECMI encounters are realistic, not balanced, so in 5e terms they can be super lethal for players who take a fight-everything-you-see approach.
#3

Noctaem

Jan 23, 2015 3:30:51

hand out lots of low tier magic stuff such as potions, scrolls, etc..  Make an actual magic item a surprise occurence.  5e doesn't actually like handing out lots of magic swords compared to previous editions.

#4

Napolean_Warlord

Jan 23, 2015 6:21:24

Yep.  I was thinking lots of consumables + using the "minor features" list in the DMG to give away things that have cool small effects but no bonus.

 

And then trying to give out roughly 1 real magic item per 4 players per four hour session.  DMG says you should level up every other session, so that's 1 item every two levels.

#5

CCS

Jan 23, 2015 9:54:03
Just hand out the magic items (and other treasure) as listed. Why? Because when your a kid/new to this game, getting magic items (& loot) is one of the coolest aspects of playing.
#6

BRJN

Jan 23, 2015 20:22:42

Go ahead and give the kids +1 swords / armors / &c.  It's fun to see your to-hit number climb from "maybe" to "usually" to "hardly ever miss".

But do be sure to tell them that the KotB adventure, when done, will also be the end of those particular characters; new campaign brings forth new heroes.

Also tell them that this adventure has a lot more magic items than the normal adventures will.  So they know not to get used to it.

#7

Lashan

Jan 24, 2015 5:28:14

I'm running Keep on the Borderlands for my 9 yr old and his friends.  Actually, I'm running a mix between the original version (which was my first module), the Return to, and the D&D Next playtest module.  The playtest module was the original one and just redone for 5E.  They didn't have all the new rules for monsters, so you need to watch the numbers.  The DnD Next has much better treasure results.  They get excited when they see electrum pieces.  They are at lvl 3 and the only magic they found was some +1 Arrows from the Ogre.  

 

When it comes to numbers, you might need to do things on the fly a bit.  Start them off with a little bit lower numbers until they hit 2nd level.  After that, they should be fine.  At lvl 3, they are still in the goblin caves and I'm starting to up the numbers a little.  They did hit the Hobgoblins, but the special rules for them (extra dmg when near an ally) makes them mean, though.  They are scared of hobgoblins.  I say play things on the side of being safe, but throw in a 2nd wave into a combat of reinforcements if things get too easy.  

 

Since they hit 3rd level, I've also switched to the chart on page 84 or so of DMG that gives XP based on their level and the level of the challenge.  If it's easy, I'll just give them the 150 pts or so for it that they can then split between them.  

 

Some bit of advice.....the kobolds have guards outside their cave.  Give the players a chance to spot them.  This will probably lead them towards that cave first....which is what you want.  Don' forget that kobolds have disadvantage in the daylight, so the first fight will be an easy one for them.  

 

I'm going to take my players through all the classic modules.  I'm running in Greyhawk w/ an Iuz theme.  I'm setting it right after Iuz escaped prison and has returned, but no one knows it yet.  The King of Furyondy is trying to start an offensive vs the Horned Society, but gets blocked by southern lords not wanting to pay for a war.  Players move towards the borderlands to help in offensive when it evaporates.  The caravan they were with is hit by Orcs from Caves of Chaos and they investigate.  The temple in the caves are priests of Iuz who are using ancient sacred grounds to revitalize Iuz's power with human sacrifice.  Players will eventually find the temple and insane priests babbling about Iuz being back, but no one in civilization will believe that Iuz is back.  There is a lvl 4 Dragon magazine module called Fiend's Embrace that deals with Iuz's mother, Iggwilv.  I do that and a few other low level stuff.  They will learn who Iuz is and who Iggwilv is.  I'll then send them looking for Lost Caverns of Tsojcanth, but they will find Hidden Temple of Tharizdun first.  Then they will do Lost Caverns.  I'll eventually have it where Iuz makes his public apperance and lead it into the Greyhawk Wars.  

 

Good luck!

(Reply to #7)

Napolean_Warlord

Lashan wrote: