B2: The Keep on the Borderlands - 3.5 conversion by Diego Calugi. I'm converting module B2 to 3.5 edition: here. I was thinking about how to set it more deeply into Mystara, for using it as a standalone adventure for my group, but also for the fun of it! Then I have found that already exist a lot of material on Pandius.com! Dec 26, 2017 - $3.99 † So What's For Sale, Anyway? II $3.99 † So What's For Sale, Anyway? Encounters Keep On The Borderlands Pdf. This module includes.
Awesome and terrible! The Keep on the Borderlands was often the starting point of adventure into the world of Dungeons & Dragons for most. As basic as the D & D Basic Set it came with, The Keep. Was never intended to be great literature, even so it wasn't even a particularly good game. It was, however, a useful tool for the beginner.
And boy, was I a beginner. Confusing to a young, undeveloped mind, who didn't understand that this was meant to be a framework for adventure and not a fu Awesome and terrible! The Keep on the Borderlands was often the starting point of adventure into the world of Dungeons & Dragons for most. As basic as the D & D Basic Set it came with, The Keep. Was never intended to be great literature, even so it wasn't even a particularly good game. It was, however, a useful tool for the beginner.
And boy, was I a beginner. Confusing to a young, undeveloped mind, who didn't understand that this was meant to be a framework for adventure and not a fully realized story with a navigable plot, The Keep. Was meant for gamers to use their imaginations to make up the story out of the elements Gygax provided: the officials at the borderland outpost, the bandits of the surrounding lands, the tribal monsters, the evil cult in the nearby cave complex. Even so, I felt taking up one third of the module (the name D&D gave to these slim booklets) was too much time spent on detailing the outpost.
Sure, the players would have interactions with the tavern-keepers, traders and moneylenders, but aside from an evil priest who might join the group and trouble them out in the wilds, there was no adventure to be had here. This was meant to be a base for operations elsewhere. But dang, the place was a veritable king's castle with its own army! The Caves of Chaos (gotta love that name) was the place where all the action was at!
Boy howdy there was a lot going on in those caves! Minotaurs, medusas, ogres, orcs, goblins and more all crowded into a dozen or so caves clustered together in a relatively small ravine just waiting to slay or be slain. That was the unrealistic part. Sure, it's fantasy and so reality shouldn't matter, but it does.
Ask any fan of fantasy lit. There have to be certain rules and boundaries. If anything at all can happen, what's the point? So, when Gygax took his monstrous humanoid tribes, who were warring against one another, and stacked them close-packed in a cave complex that resembled a high-rise apartment complex, it was hard to stomach. When brutal violence is the order of the day on both sides and you live one hundred feet away from your enemy, one or other side is going to be wiped out pretty quick. If you cared to, this game could be modified to be more realistic or to fit your specific campaign.
However, at the early age I started playing D&D, connecting cult to outpost, rearranging the map or organizing the tribes of monsters into a community that would naturally defend itself against sword swinging jerks hacking through their front doors was more imagination than my ignorant 9 year old mind could muster. The most roleplaying I remember being capable of pulling off at the time was with the isolated mad hermit hiding in the woods with his pet mountain lion. But here too I was flummoxed.
I didn't understand how the multiple maps that came with this module related to one another. I mixed up the entries and accidentally stuck the hermit in the kobolds' cavern.
I also didn't know what a contour line was (ahem, there's a glossary of terms in the back of the booklet.why didn't I look it up?) and thought the blue lines were meant to be streams. Yup, four lovely little streams flowing unimpeded in unison through solid rock between caverns, doing a nice loop about the ravine before heading on out. I was DMing this once for a friend and he was confused to say the least, but we both enjoyed playing so much that we just let the nonsensical details slide. Hey, it was Dungeons & Dragons, with all its books and books of rules, you still did what the hell you wanted to do. That was the point.
For all its faults, The Keep. Was a great resource for those just starting out. It was more than a module, it helped guide the players through their first gaming experience giving them pointers, not only on how to interact with this new world, but also how to get along with your fellow players. Subsequent rules books made this obsolete, but it was helpful at the time, at least to those who were old enough to understand the concepts.or even the terms for that matter.
I'm talking about me. Rating: Could give it the 5 stars my heart desires, should give it the 1 or 2 star rating it deserves, but I'll go with 3.5. Where Rolling and Playing Begins: The Keep on the Borderlands Odds are, your first tabletop roleplay encounter was Dungeon's and Dragon's, 'Keep on the Borderlands' so is it the best module ever? Dungeon magazine ranked it 7th (in 2004), but its a contender for most nostalgic.
In childlike fashion, let's consider the art first. Jim Roslof's impressionistic cover-by impressionistic I mean, compositional nightmare-wouldn't strike most as the work of the TSR Art Director. The tree has a t Where Rolling and Playing Begins: The Keep on the Borderlands Odds are, your first tabletop roleplay encounter was Dungeon's and Dragon's, 'Keep on the Borderlands' so is it the best module ever?
Dungeon magazine ranked it 7th (in 2004), but its a contender for most nostalgic. In childlike fashion, let's consider the art first. Jim Roslof's impressionistic cover-by impressionistic I mean, compositional nightmare-wouldn't strike most as the work of the TSR Art Director. The tree has a twinge of Monet's-eyes-are-going charm, and this work (or lack of it) qualifies because it gives the perception regardless of the, 'I put the background on last to match the module,' look.
This pink-fuschia-whatever border was a bold move for macho game and time. The first full-color (non-monochrome) module cover does stand out on a shelf. A trio of blue-nosing hobgoblins won't keep these fashion challenged elves from the Caves of Chaos! Not with this Bow of Recoiling singing its death dirge! If you glance, the orc shields make cave doors.
Beware of Senior Assistant Frozen-legs of the Falldown Clan. If you're unfamiliar with RPG's, this owlbear offering his joy buzzer was the Big Boss to beat.
Picture drawn shortly before banning halflings from polearms. After consulting Unearthed Arcana, my best guess is: the dreaded super hobbit poleaxe. Watch out for that tail sweep, Merry! 'I just want hugs! B+ on the Roslof Scale. Gary's Monster Condo: Rooms for Rent A frequent criticism of B2 is bad monster ecology. How do monsters live so close and not fight?
A) Kobold Kamp B) Orc Love Lounge C) Second Orc Tribe G) Don't Buzz the Owlbear H) Bugbear Lair, “Safety,security and repose for all humanoids who enter.' I) Minotaur's Maze J) Rollin' Gnolls K) Shrine of Evil Chaos: 'Hellooo, medusa nurse!' You may also recall the Mad Hermit who lives in the tree with his wildcat.
Gygax later admitted that the result wasn't 'ecologically correct,' but that wasn't really the point. He intended the module as a primer for DM's and players. By the time a noob finishes he can identify all the beat-on humanoids without having read, The Hobbit. 'Hopefully, they will quickly learn that the monsters here will work together and attack intelligently, if able.'
'There are signs beside the entrance cave in kobold, orcish, goblin, etc. Each says: Safety, security and repose for all humanoids who enter - WELCOME! (Come in and report to the first guard on the left for a hot meal and bed assignment.)' Do people interpret this as: bugbears eat everything? My take: the forces of Chaos won't cooperate, until pressured, as opposed to some race war mentality where no humanoids can get along. Humanoids get sanctioned as player characters in second edition anyhow.
The unbreakable rule is: there are no rules. It could go either way. Like when a writer says: 'My characters have their own minds. I didn't want him to turn into a left-handed, lesbian, midget, albino, but she's such a free spirit now.' That sounds like lack of craft or it's just using a more intuitive approach. The first print even had a blurb saying it was for Basic D&D but could be used with Advanced with some modifications.
The Keep allows you to raid, regenerate, and recruit retainers. D&D can be world focused or you can go dungeon diving in the caves. You could try to sack the Keep or focus on the Chaos Caves Still feel you could build a better dungeon?
Many have rebooted Keep, as shown in the history that follows. I imagine Gary would've liked that. If reading for pleasure, skip the Keep. This following history draws upon Shannon Appelcline's Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to [email protected].
'B2: The Keep on the Borderlands' (1979), by Gary Gygax, was printed by TSR in December 1979. It was probably TSR's twelfth adventure, and the first one to use a full-color cover. Like its predecessor, B1: In Search of the Unknown, this adventure was created for use with the first edition of the Dungeons & Dragons Basic Set (1977), created by J. Once it was printed, 'Keep on the Borderlands' immediately replaced In Search of the Unknown in the Basic boxed set.However, 'Keep' is much better known as the adventure packaged with the second edition Dungeons & Dragons Basic Set (1981), which was revised and updated by Tom Moldvay. It remained a part of that package throughout its life (1981-1983).From 1980-1983, Dungeons & Dragons was seeing its most explosive growth, and the Basic Set was the prime entry point to that game.
As a result, B2 ended up the most printed D&D module of all time. Much later estimates suggest there might have been 1.5 million copies printed in all, between the two boxed sets and standalone sales.' The Keep on the Borderlands' has been revisited many times, most notably in Wizards of the Coast's Return to the Keep on the Borderlands (1999) for AD&D.
In more recent years, the setting made a thematic return as the Chaos Scar, which was spotlighted in D&D Encounters Season 3: Keep on the Borderlands - Season of Serpents (2010-2011) and in Dungeon #171 (October 2009) through Dungeon #197 (December 2011), all for 4e. The adventure may still have a future in D&D too, as it was released as Caves of Chaos at D&D Expo 2012 as a playtest for D&D Next.About the Creators. Gary Gygax wrote The Keep on the Borderlands at the end of his period of greatest adventure productivity, from 1977-1979, shortly after creating T1: The Village of Hommlet. By this time, actually managing TSR was taking up increasing amounts of his time, which kept Gygax from doing more creative work. He hired Jean Wells and Lawrence Schick to form a Design department in 1979. Going forward, this department would be the main source of TSR's adventures, not Gygax.'
Succeeds as a basic D&D primer and launch mechanism. In conclusion: 'You know that you have certainly discovered the Caves Of Chaos.' Click here for another B2 article on, 'How I got started.' For a toasty roast of B2, from Apple to Jellyfish, try Denada's, Let's Read: Keep on the Borderlands. Free PDF: Beneath the Little Keep 2, Expansion for The Little Keep Stuff that didn't fit in the module.
Creator's Blog and article on sacking the Keep: Secret of the Keep on the Borderlands Careful you don't lose your soul to Blackrazor. Read my review of B1: In Search of the Unknown.
The classic Dungeons & Dragons module 3 December 2011 So, I have reviewed the original box set and now I come to the first Dungeons and Dragons module that I ever owned. This is a classic module, and pretty much all of the roleplayers of my generation will fondly remember it. It is not a great module, it has no real quest in it, and if it is to be run properly, the dungeon master does have a lot of work to do. It was not until the third module in the series that there was an actual quest. How The classic Dungeons & Dragons module 3 December 2011 So, I have reviewed the original box set and now I come to the first Dungeons and Dragons module that I ever owned.
This is a classic module, and pretty much all of the roleplayers of my generation will fondly remember it. It is not a great module, it has no real quest in it, and if it is to be run properly, the dungeon master does have a lot of work to do. It was not until the third module in the series that there was an actual quest. However, this one module almost seems to be the defining element of the early game. Basically the players arrive at a keep on the borderlands, and then using the keep as a base, go out into the wilderness fighting bandits and such, and then travel into the Caves of Chaos for more adventure. However, there isn't a strict plot in this module.
Some have described it as an open adventure, and while that is true, the actual module has very little outlining the interaction between the keep and the caves. This is a good module to introduce new players to the game, but once again it has become quite outdated.
The Dungeons and Dragons game has evolved a lot since then, and if dungeon masters want to run this adventure, then a lot of work needs to be put into it. Yes, the caves do have a nasty cult operating out of it, but as mentioned, there is little in the module indicating any plans that the cult has, or how the residents of the keep are affected by this cult. It is also interesting to note that when the Dungeons and Dragons computer games appeared, especially the ones that allowed you to create your own adventures, many of the authors returned to this module to bring it into the game. As said, this is a classic module, not because of any skill or outstanding aspect, but rather because it seems to always bring back the good old days. This was the first D&D adventure I was introduced to, and it remains for me a kind of model of the “best” possible dungeon-crawl for that game. It is also deliberately written as an introductory dungeon for new Dungeon Masters and includes some good advice for first-time DMs on running a campaign.
It’s not especially sophisticated or clever, but it establishes a good baseline of what to expect from D&D. The title is interesting, in that it describes the “home base” from which the adventur This was the first D&D adventure I was introduced to, and it remains for me a kind of model of the “best” possible dungeon-crawl for that game. It is also deliberately written as an introductory dungeon for new Dungeon Masters and includes some good advice for first-time DMs on running a campaign. It’s not especially sophisticated or clever, but it establishes a good baseline of what to expect from D&D. The title is interesting, in that it describes the “home base” from which the adventurers will set out, rather than the dungeons they will explore – which are called “The Caves of Chaos,” a perfectly good adventure title if ever I heard one. The Keep is an outpost of lawful humanoid civilization on the edge of an untamed wilderness, and it includes all of the things a party needs to prepare for their journeys outward, including an inn, a tavern, and a shop, as well as a chapel (with higher-level clerics), a smithy, a bank, and various military and defensive structures to maintain order in case of attack or internal criminal action. Several NPCs with varying motivations, personalities, and interests are prepared, and there is also a list of rumors for the PCs to hear and possibly act upon.
The Keep is not the primary location for the adventure, but it does have enough detail and potential to give some interesting side-adventures. The first task the players have is to venture out into the wilderness in search of the Caves of Chaos.
This can take a while, depending on their choices, how good the advice and rumors they picked up at the Keep, and simple luck. The wilderness includes some areas stocked with monsters as well as a chance of wandering monsters, and if the characters are on foot (as first level parties often are), they may have to make several journeys out to search the nearby region, using up food and supplies and possibly suffering damage from monster fights along the way, without much chance to earn treasure to replace losses.
A kind DM may want to hasten this part of the adventure before PCs start starving. The “real” dungeon, however, is the Caves. Which are accessed through various openings in a ravine-mouth, with the easiest to find/enter being the lower level challenges, and various hidden, trapped, or more difficult ones holding more powerful monsters and greater treasures. There are eleven entrances, listed as “A” through “K” in the module. Some of them lead to caves which inter-connect with other entrances, while some are discreet caves.
Monsters within include goblins, orcs, kobolds, giant rats, bugbears, stirges, fire beetles a minotaur, an ogre, a gelatinous cube, a medusa, and an evil priest with undead minions (mostly skeletons and zombies). Since the party is presumed to begin at first level, some of these creatures are a bit weaker when encountered than you might expect, but some are powerful enough to slay a party foolish enough to directly attack something more powerful than they are.
The players have to learn what is and is not reasonable behavior as they proceed, sometimes by losing characters to unfortunate mistakes. In all, there’s nothing that exceptional about this adventure, but its value comes from the fact that it is such a generic dungeon that it can easily be used as the basis for beginning a new campaign, allowing DMs and players to learn the ropes in a “normal” D&D environment before trying to get creative and riff on the common themes.
Funny enough, I find it all the more appealing because of its very banality. This was a dungeon with nothing to prove, just hours of fun for everyone involved.
The one thing that confused me about this module: the map on the inside of the cover is not labeled. The first time I read through it I assumed the map was for The Keep as the Keep is outlined first.
It wasn't until I came to the page with a map of the Keep - confusingly placed in the Caves of Chaos section - that I realized I had been using the wrong map as reference. I could have missed it but asterisks are always left unresolved. I would come across one and look for the note it referred to but The one thing that confused me about this module: the map on the inside of the cover is not labeled.
The first time I read through it I assumed the map was for The Keep as the Keep is outlined first. It wasn't until I came to the page with a map of the Keep - confusingly placed in the Caves of Chaos section - that I realized I had been using the wrong map as reference. I could have missed it but asterisks are always left unresolved. I would come across one and look for the note it referred to but there never was one. Its not great but its not horrible for an old school D&D module. I think it was pretty advanced for its time- not really a railroad adventure, a developed open setting (the Keep) that the characters could explore and interact with its varied inhabitants.
The Caves of Chaos were a collection of opposing monsters in close confines, but they were separated by terrain and the author did attempt to provide a somewhat plausible explanation on how this was possible, as well as discussed the possibi Its not great but its not horrible for an old school D&D module. I think it was pretty advanced for its time- not really a railroad adventure, a developed open setting (the Keep) that the characters could explore and interact with its varied inhabitants. The Caves of Chaos were a collection of opposing monsters in close confines, but they were separated by terrain and the author did attempt to provide a somewhat plausible explanation on how this was possible, as well as discussed the possibility of the player characters trying to manipulate the various factions to fight against each other. Overall a pretty decent introductory adventure (and setting). I have no idea how to review this.
It's an 'introductory module' for the Basic D&D game from 1980. I owned it 35 years ago or so, but I don't remember that my middle school D&D group ever played the whole thing.
We may have played a single session, but since 'Advanced' D&D came out, we didn't want anything to do with 'Basic' D&D. I bought a PDF copy recently and read through it for the nostalgia value.
As a piece of fiction, it's terrible; but that's not why it exists. As a fantas I have no idea how to review this.
It's an 'introductory module' for the Basic D&D game from 1980. I owned it 35 years ago or so, but I don't remember that my middle school D&D group ever played the whole thing. We may have played a single session, but since 'Advanced' D&D came out, we didn't want anything to do with 'Basic' D&D. I bought a PDF copy recently and read through it for the nostalgia value. As a piece of fiction, it's terrible; but that's not why it exists. As a fantasy role playing game adventure, it's not even all that great, since so much of it makes no sense in the modern context of gaming.
![Keep on the borderlands maps Keep on the borderlands maps](https://i1.wp.com/www.neuronphaser.com/wp-content/uploads/2015/10/Restwell-Keep.png?fit=1024%2C825&w=640)
But since the style of FRPGs has evolved so much, it's a great historical document to show how the originator of Dungeons & Dragons, Gary Gygax, intended the game to be played. It's all about the dungeon crawl - hack and slash.
As is often the case with these old modules, you will find a lot more content herein than its page count would lead you to believe. This is one of the very first module I ever played and therefore, my rating might be biased, but I think that no matter the rule set you are using, this is a good example of an adventure adapted to beginner GMs. The first part of the module provides guidelines on how to run the adventure and how to add your own material (end of the book).
The second part presents the As is often the case with these old modules, you will find a lot more content herein than its page count would lead you to believe. This is one of the very first module I ever played and therefore, my rating might be biased, but I think that no matter the rule set you are using, this is a good example of an adventure adapted to beginner GMs. The first part of the module provides guidelines on how to run the adventure and how to add your own material (end of the book). The second part presents the Keep, the place where the characters can resupply and gather information as well as hire help to explore the Caves of Chaos.
The third part is a description of the Caves of Chaos and its inhabitants. The adventure is pretty straigthforward and does not necessarily contain surprises, but it is a solid classic in which new players can learn how to play the game and veterans reminisce some of their first experience. I really enjoyed reading it one more time! Ernest Gary Gygax was an American writer and game designer, best known for co-creating the pioneering role-playing game Dungeons & Dragons (D&D) with Dave Arneson in 1974, and co-founding the company Tactical Studies Rules (TSR, Inc.) with Don Kaye in 1973. After leaving TSR, Gygax continued to author role-playing game titles independently, including another gaming system called Lejendary Ernest Gary Gygax was an American writer and game designer, best known for co-creating the pioneering role-playing game Dungeons & Dragons (D&D) with Dave Arneson in 1974, and co-founding the company Tactical Studies Rules (TSR, Inc.) with Don Kaye in 1973. After leaving TSR, Gygax continued to author role-playing game titles independently, including another gaming system called Lejendary Adventure.
Gygax is generally acknowledged as one of the fathers of the tabletop role-playing game.