Swords & Stitchery - Old Time Sewing & Table Top Rpg Blog
A blog about sewing machine repairs,but mainly my hobbies which include old school role playing games, science fiction,films, horror, and general geekery. Sit down and stay a spell.
Barrows & Borderlands (B&B) is an indie OSR (Old School Renaissance) powerhouse that mashes together 1970s-style tabletop gaming with a "cracked-reactor" aesthetic.If you’ve ever wanted to play a game where a 17th-century pikeman and a psychic mutant explore a radioactive dungeon, this is it. This blog post picks up from Adapting B4 The Lost City By Tom Moldvay.For Barrows & Borderlands Rpg
Pairing it with the classic module X2: Castle Amber is a match made in weird-fiction heaven. Here is the breakdown of the system and how it interfaces with that legendary module.
1. The System: Barrows & Borderlands
Created by Matthew Tapp, B&B is technically a bridge between OD&D (0E) and 1st Edition AD&D, but with a heavy dose of pulp science-fantasy.It is typically sold as a four-volume "Little Brown Book" style set or a single "Black Label" omnibus.
Core Pillars
The Vibe: "Solomon Kane fighting a sorcerer with a raygun while riding a velociraptor."It’s dark, radioactive, and unapologetically "gonzo."
The Rules: It uses the DNA of early D&D but adds "swingy" mechanics like Roll-to-Cast magic (where spells can literally blow up in your face) and a dedicated Psionic Duel system.
Classes: Beyond the classic Fighting-Man and Thief, you get the Gamma (a mutant scavenger) and the Psychic.
Radiation & Mutation: The world is a wasteland; players frequently deal with fallout, black-powder weapon misfires, and bizarre physical mutations.
2. The Module: Castle Amber (X2)
Originally written by Tom Moldvay for the D&D Expert Set in 1981, Castle Amber (Château d'Amberville) is widely considered one of the "weirdest" modules in D&D history.
Why It Fits B&B
Castle Amber isn't a standard dungeon crawl—it's a surrealist fever dream.
The Plot: The party is trapped in a magical mist and forced to enter the mansion of the Amber family—a clan of insane, bored, and immortal nobles.
Literary Roots: It is heavily inspired by Clark Ashton Smith’s Averoigne stories and Edgar Allan Poe.
The "Weird" Factor: You’ll find things like an indoor forest, a banquet hall with undead diners, and a trip to a parallel-Earth version of medieval France.
3. Running Castle Amber in B&B
Because B&B is built on the bones of Original D&D, it is 95% compatible with Castle Amber out of the box. However, the B&B flavor transforms the experience:
Element
Standard D&D Feel
Barrows & Borderlands Feel
The Ambers
Eccentric wizards.
Radiated, psionic-warping aristocrats.
The Mist
Magical barrier.
A shimmering wall of chronal radiation.
Combat
Tactical swordplay.
Flintlocks barking in narrow hallways while the Gamma player tries to eat a brain collector.
Magic
Predictable slots.
High-stakes gambles where a "Magic-User" might accidentally summon a cosmic horror instead of a Shield spell.
Pro-Tip: Use the B&B Radiation Tables for the Grey Mist surrounding the castle. Instead of just being "deadly," make it cause minor mutations or psychic echoes for those who touch it.
4. Why This Pair Works
Both products share a "Pulp Weird" soul. Castle Amber is often criticized by "serious" gamers for being too random or chaotic. Barrows & Borderlands, however, thrives on that chaos. The Amber family’s bizarre sense of humor and reality-warping mansion feel perfectly at home in a world where "star-metal" and "black powder" coexist
Whether you are trekking through the Haunted Steppes or navigating the back alleys of a decaying city-state, here is a d100 Random Encounters table designed for the gritty, high-adventure tone of Castles & Crusades. This blog post picks up from
The Chain-Gang: 2d10 weary captives being led to the salt mines by a cruel Overseer (Lvl 4 Fighter) and 6 Guards.
06-10
The Obelisk: A black stone pillar pulsing with faint violet light. Touching it requires a CL 4 Wisdom save or suffer a temporary curse.
11-15
Desert Raiders: 3d6 Nomads on horseback. They are scouts for a larger warband; they may trade info for water or steel.
16-20
The Dying God: A fallen minor deity or titan, now just a massive, breathing hill. Scavengers (1d8 Gnolls) are carving "divine" meat from it.
21-25
The Lotus Eater: A lone hermit offering "The Brew of Forgetfulness." It grants a temporary HP boost but causes a -2 penalty to Intelligence checks.
26-30
Ruined Sky-Ship: The wreckage of an ancient brass vessel. It’s guarded by a Mechanical Sentinel (HD 6) protecting a cache of strange gems.
31-35
Slaver's Ambush: Hidden nets and pit traps. A band of 10 Slavers (Lvl 2 Rogues) waits to capture the party for the arena.
36-40
The Sorcerer's Duel: Two wizards are locked in a magical stalemate 100 yards away. The surrounding terrain is warping into glass and sand.
41-45
Plague Village: The inhabitants are suffering from "The Silver Chills." They beg for a cure or a mercy killing.
46-50
Giant Scorpion: A massive, chitinous beast (HD 5) stalking the party from the dunes or shadows.
51-55
The Witch-Queen's Herald: A beautiful woman on a white camel, flanked by two mute executioners. She demands a "toll of secrets."
56-60
Mercenary Company: The "Iron Vultures" (20 heavy infantry). They are looking for their next contract and might be hired... or might rob you.
61-65
Ghostly Caravan: A translucent merchant train that appears at midnight. They sell items that disappear at dawn.
66-70
Primitive Tribe: 2d12 Barbarians protecting a sacred site. They view steel weapons as an insult to their ancestors.
71-75
The Pit of Bones: A natural sinkhole filled with skeletal remains. 1d4 Wights rise if the pile is disturbed.
76-80
Meteor Fall: A glowing rock crashes nearby. It contains "Star-Metal," but also a Space-Leech (HD 4) that feeds on magic.
81-85
Corrupt Tax Collector: A local Lord’s official demanding an exorbitant "Road Use Fee." He has 8 professional crossbowmen.
86-90
The Basilisk's Garden: An area filled with incredibly lifelike stone statues. The beast (HD 6) is nearby and hungry.
91-95
A Forgotten Shrine: A statue of a snake-headed god. If offered gold, it grants a one-time +1 bonus to a single Save.
96-00
The Beastman Warband: 2d20 Beastmen (HD 2) on a frenzied raid. They carry a banner made of flayed skin.
Implementation Tips for the Castle Keeper (CK)
Check for Surprise: Use the standard C&C 1-in-6 chance (or modified by Dexterity/Ranger abilities).
The Reaction Roll: Not every encounter is a fight. Use a 2d6 roll:
2-5: Hostile/Immediate Attack
6-8: Neutral/Wary/Uncertain
9-12: Friendly/Willing to Negotiate
Environmental Hazards: In a Swords & Sorcery setting, the heat, thirst, and terrain are often as dangerous as the monsters. Consider adding a Constitution Check (CL 2-4) if the party hasn't rested properly before an encounter.
Mystic China is a prominent sourcebook for the Palladium Books library, primarily designed as a supplement for Ninjas & Superspies, though it is fully compatible with Rifts, Heroes Unlimited, and Beyond the Supernatural. This blog entry picks right up from Mystic China by Erick Wujcik (Author) For OSR Games
Released in 1995 and written by Erick Wujcik, it is widely regarded as one of the most mechanically dense and flavor-rich books in the Palladium catalog. It shifts the focus from the high-tech espionage of the base game toward ancient Taoist sorcery, internal alchemy, and Chinese mythology.
Core Content & Mechanics
The book introduces several unique systems that differentiate it from standard "point-and-shoot" Palladium settings:
1. Chi Mastery
Instead of just tracking Hit Points and S.D.C., Mystic China introduces Positive and Negative Chi.
Positive Chi: Used for healing, protection, and maintaining harmony.
Negative Chi: Often associated with "Dim Mak" (Death Touch) and destructive supernatural forces.
The balance of these energies dictates a character's spiritual health and combat effectiveness.
2. Atavistic Resurgence
One of the more unique concepts in the book, Atavisms allow characters to tap into "genetic memories" or primal animal spirits. This can grant physical transformations, increased animalistic senses, or specific combat bonuses, effectively turning a human character into a partial lycanthrope or spiritual hybrid.
3. Mudras and Mantras
The book details specific hand gestures (Mudras) and vocalizations (Mantras) that monks and martial artists use to focus their Chi. These function similarly to spells but are often integrated directly into combat rounds.
4. New Martial Arts Styles
Expanding on the styles in Ninjas & Superspies, it adds over a dozen new forms, including:
Chi-Zhi (The Finger Lock): Focused on internal damage.
Drunken Style: Focusing on unpredictable movement and defensive counters.
White Crane: Emphasizing fluid, circular blocks and strikes.
The Supernatural Setting
Beyond player mechanics, the book serves as a bestiary and world guide:
The 10 Hell States: A detailed breakdown of the Chinese underworlds, each with its own specific tortures and demonic bureaucracies.
Celestial Bureaucracy: Information on how the gods and spirits interact with the mortal realm.
Geomancy (Feng Shui): Rules for how the physical layout of a room or building can affect the flow of Chi, providing bonuses or penalties to those within.
Integration with Other Systems
Because of Palladium’s "Mega-Damage" (M.D.C.) conversion rules, Mystic China characters can be surprisingly formidable in a Rifts campaign. A highly trained Chi-master can often go toe-to-toe with power armor or supernatural monsters by using internal energy to bypass physical armor or strike the opponent's spirit directly.
Note: Like many Palladium books from the 90s, the layout is "classic" (dense text, black and white illustrations), and the rules for Chi can be quite complex to track during fast-paced combat.
While the original Ninjas & Superspies (N&S) established the groundwork for diverse fighting styles, Mystic China (MC) pushes the mechanics into a "high-fantasy" tier.
The primary difference is the shift from physical mastery (N&S) to spiritual/internal power (MC). Here is how they compare across the most important mechanical categories:
1. The Power Source: Skills vs. Chi
Ninjas & Superspies: Styles are largely collections of physical bonuses (Strike, Parry, Dodge) and specific maneuvers (Snap Kick, Joint Lock). Most "powers" are grounded in extreme training, like Body Hardening Exercises (S.D.C. boosts) or Arts of Invisibility.
Mystic China: Introducing Chi as a spendable resource changes everything. You aren't just hitting harder; you are spending Chi to perform "supernatural" feats like Dim Mak (the delayed death touch), healing others, or projecting energy. If N&S is John Wick, MC is Crouching Tiger, Hidden Dragon.
2. Character Building (O.C.C.s)
N&S Structure: Uses Skill Programs. You pick a "Worldly Martial Artist" or "Dedicated Martial Artist" and get a set number of styles. These characters are often "combat monsters" but lack versatility outside of a fight.
MC Structure: Uses the Occupational Character Class (O.C.C.) system found in Rifts or Heroes Unlimited. This makes MC characters more flexible. For example:
The Chun Tzu (Philosopher): A warrior-scholar hybrid who masters both weapons and modern firearms.
The Wu Shih (Meditative/Open Hand): Specialists who focus entirely on internal Chi or external physical perfection, often gaining "Mudra" powers (hand gestures) that act like psychic shields.
3. Comparison of Specific Styles
Many styles in Mystic China are "exclusive" versions or expansions of concepts briefly touched on in the core book.
Feature
Ninjas & Superspies Styles
Mystic China Styles
Typical Styles
Aikido, Jujutsu, Karate, Muay Thai
Bak Mei (White Eyebrow), Hsing-I, Snake, Drunken Style
Focus
Combat Efficiency & Tactics
Chi Development & Spiritual Attacks
Weaponry
Focus on standard melee (Katana, Nunchaku)
Emphasis on "Celestial" and traditional Chinese weapons
Endgame
Master of physical techniques
Immortality or becoming a "Chi Spirit"
4. The "Power Creep" Factor
There is a noticeable leap in power in Mystic China.
Atemi Strikes: In N&S, Atemi (pressure point) strikes usually paralyze or stun. In MC, Atemi can affect the soul, drain Chi, or cause internal "rotting."
Mudra & Zenjoriki: MC introduces Mudras, which are essentially "martial arts spells."A character with the right Mudra can deflect any incoming attack (including bullets or energy blasts) with a single hand gesture.
Compatibility: While N&S is balanced for modern espionage, an MC martial artist is significantly more "Mega-Damage" ready. In a Rifts setting, an MC master is a legitimate threat to supernatural horrors, whereas an N&S agent might struggle without high-tech gear.
Gemini said
The "forbidden" techniques in Mystic China are legendary in the Palladium Megaverse for their lethality. Unlike standard martial arts strikes that chip away at S.D.C. or Hit Points, these techniques target the victim's Internal Chi, often bypassing physical armor entirely.
The most infamous of these is Dim Mak, the "Touch of Death."
1. Dim Mak (The Death Touch)
In Mystic China, Dim Mak is not a single move but a sophisticated "Art of Invisibility" or specialized skill. It requires a deep understanding of pressure points and the flow of Chi.
The Mechanic: The attacker makes a successful strike (usually requiring a "called shot"). Instead of immediate massive damage, the attacker "disrupts" the victim's internal energy.
The Delayed Effect: One of the most terrifying aspects of the Palladium version is the delay. The victim might feel fine for hours or even days. Then, at a predetermined time or after a specific trigger (like a spike in heart rate), the "poisoned" Chi collapses.
The Damage: It typically deals massive damage directly to Hit Points (bypassing S.D.C. and even some magical protections). In some variations, it can cause instant death or permanent paralysis if the victim fails a Save vs. Lethal Poison/Death.
2. The Five-Finger Death Touch
While often used interchangeably with Dim Mak in pop culture, Mystic China differentiates specific "Finger" techniques under the Chi-Zhi (The Finger Lock) style.
Internal Rupture: This isn't about breaking bones; it's about using the fingers as "conductors" to inject Negative Chi into the opponent's organs.
The "Vibrating" Palm: Similar to the death touch, this technique sets up a harmonic resonance in the victim's body. The master strikes the chest, and the "vibration" eventually shreds the internal organs from the inside out.
3. Atemi Strikes (Advanced)
While Ninjas & Superspies has basic Atemi (pressure point) strikes, Mystic China introduces several "forbidden" variations:
Neural Atemi: Completely severs the connection between the brain and a specific limb or the entire body.
Blood-Flow Atemi: Causes internal hemorrhaging or stops the heart instantly.
Chi-Interrupt Atemi: "Plugs" the victim's Chi flow, preventing them from using any of their own supernatural martial arts powers or healing abilities.
Comparison: Why These are "Forbidden"
In the game's lore, these techniques are restricted because they are considered dishonorable and spiritually Corrupting.
Feature
Standard Martial Arts
Forbidden Techniques
Damage Type
Physical (Blunt/Cutting)
Spiritual/Internal (Chi)
Armor Utility
Blocked by Body Armor/S.D.C.
Often ignores physical armor/Natural S.D.C.
Recovery
Healed by rest/medicine
Requires specialized Chi-healing or Taoist magic
Cost
Stamina/Actions
High Chi cost + potential Alignment shift
Use in Campaigns
In a high-stakes campaign, these moves are the ultimate "equalizers." A martial artist who has mastered Dim Mak can theoretically walk up to a Rifts Glitter Boy pilot, tap them on the shoulder through a joint in the armor, and the pilot would drop dead three hours later while the robot is still perfectly intact.
Note: Because these moves are so powerful, GMs often require a character to be at least 7th or 8th level before they can even begin to learn them, and usually only from a "Hermit" or "Ancient Master" NPC.