Keep on the borderlands pdf download 4plebs






















Gygax was all about the sandbox. KotB was a sandbox. Even when a plot hook led you to a dungeon e. Vault of the Drow was the ultimate sandbox, and it best demonstrates the principle. Initially, the party presumably goes there to avenge the people killed by the Drow-organized giant invasions, but if they stop there, they never encounter Lolth.

Clearly, players were meant to explore and develop new missions in response to what they found. Striking alliances with potential enemies was expected. Ditto attacking and robbing targets of opportunity. I don't think Gygax would have been shocked if a party had tried to loot the keep. He would have rolled with it. When you put the players in your sandbox, you give them permission to play within and often beyond its parameters.

If KotB were a CRPG, my little party could be sneaking around pickpocketing everyone, peeking into everything, trying to get as many resources as possible before hitting the Caves. Take Exile: Escape from the Pit for example. In that CRPG, towns have their treasuries detailed and though well-protected you can often make off with them.

It's possible to steal from a dragon who you're supposed to get information from, making it hostile to you. They didn't go the route of Pool of Radiance's silver dragon in the NW corner of the overland map dragon has no treasure and you can't kill it, it just flies away. The programmer of Exile put the treasury there and it's up to you whether you want to try to steal it or not. It's kind of like JRPGs where you wander around looting people's cupboards for random potions and 3 GP here and there.

Baldur's Gate was bad about that, and Neverwinter Nights made it a continual mini-game to spot the containers you could loot. And the Keep can be repurposed as a bad guy fortress. Now you have a bad guy keep that you can assault. For those who missed it, James Raggi is a genius. His post includes a comparison between the treasure found in the Caves of Chaos the local dungeon and the treasure found in the Keep, with a startling realization: the Keep yields the bigger payday in terms of magic items and outright treasure than the Caves…by a wide mile.

That is to say, pillaging the keep should be the main goal of any adventuring party. This becomes immediately apparent with a little scrutiny for any player that grew up pre-Mentzer, pre-2nd edition. Exhibit A: The title of the module. The Tomb of Horrors. The Lost Shrine of Tamoachan.

White Plume Mountain. The Lost Caverns of Tsojcanth. The Hidden Shrine of Tamoachan. Aerie of the Slave Lords. Obviously, the Keep IS the target. This explains the detailed key of the Keep, front and center to the module. Everything else is an afterthought. Adventure Outside the Keep Indeed. But the implication is one must first have an adventure or two within the Keep. Each tower, its contingent of men, info on their shifts, info on their supplies and armaments, is detailed…information that can only be useful in the case of an invasion.

And yet no part of the module involves any incursion from the Caves, or the outlying monster communities the lizard folk keep to their swamps and the bandits rob folks traveling the road. In fact, the implication is that while the Chaotic temple at the Caves has an interest in keeping tabs on the Keep, the humanoid tribes are too disorganized to launch an actual assault on the Keep.

Why indeed. Unless it is designed to be stolen. And if an NPC were to steal a jeweled set of writing implements or whatever why would the actual gp value of such an item be important to know? It only becomes important for PCs who want to steal it and pawn it.

The Keep IS the objective. The Caves, for the most part, are simple monster dens. Not the dungeon…the Keep! Little Keep is page softbound book with color cover and black-and-white interior.

The interior line art is well-executed. The many dungeon maps are simply drawn and easy to reference. The cover painting of an owlbear slaughtering an adventuring party is a nice spoof of the illustration on the first page of the original module. Like the original module, Little Keep describes an isolated keep, which serves as the adventure base, and a nearby dungeon complex.

Unlike the original module, Little Keep actually has a back story and information about the area of Garweeze Wurld in which it is located NPCs even have actual names! An appendix provides statistics and background information for the more than fifty NPCs that call the keep home. The amount of background information on the NPCs and potential adventure hooks is impressive.

The keep prefect even has ties to the first HackMaster adventure, Quest for the Unknown. The book contains a few wilderness encounters including an encounter with the infamous hermit , but the thrust of the adventure will probably involve multiple forays to clean out the sprawling mines of chaos. The mines are essentially a big dungeon that is divided into two main levels with each level divided into five sublevels.

Each sublevel is dominated by one humanoid race and the book addresses the sometimes uneasy relationships between the neighbors. The sheets also have handy checkboxes for tracking things like monster hit points and armor damage.

I hope that Kenzer will see fit to make them available as a PDF download on their website at some point in the future. Our group played in this module for 5 months of weekly sessions and had a blast!

Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! Both allegedly have workarounds for MediaFire. They are Huge. You need to go to each one and look at them.

They often have over links each. Part II is the Alphabetical Section. If you are online, go directly to the Generals, they may be more up to date and the people there often know the subject better. Please buy a copy of a book if you use it.

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Fallout Wastelands v2. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Return to the Keep on the Borderlands 2e. From Wizards of the Coast. Selected Option:. Watermarked PDF. Softcover, Standard Color Book. Average Rating 17 ratings. So what fills the extra page count?

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See their Original Adventures Reincarnated series. The "Into the Borderlands" book is a combination of B1 "Into the Unknown" and B2 "Keep", adding some tenuous content binding the two dungeon crawls to the same region. As conversions to 5e go, "Keep" is deadly if your level 1's wander into the wrong cave. And as in the original, there's no real material explaining the presence of so many diverse humanoid tribes in one place.

If you take time to find that justification, it's a glorious time; I ran it for several months and have spun it off into a separate location that's still running now PC's are level 7. In a few days or weeks I should be receiving their most recent, the holy grail of 1e: The Temple of Elemental Evil.

Can't wait. I just down loaded and I'm missing most of the caves map, has this happened to anyone else? I just got the shady dragon inn I thought it was perfect.

Great to be able to finally find this, however, the scan job is not very good. Every page is grainy making screen reading difficult. Would like to see an update or a fix on this. When can we expect to get a print-on-demand version of this adventure? Warren H.

Closer to a mini campaign than the original module this is set 20 years since the original module and the new power groups in the area. Thomas I.

Nice dungeoncrawl adventure! Especially if you played B2 Keep of the Borederlands, [ See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d



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