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Keep on the Borderlands - your experiences?
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<blockquote data-quote="SiderisAnon" data-source="post: 3885066" data-attributes="member: 44949"><p>In my early days, we used very few modules, so I never got to go through this or most of the other classics. However, I had just started a 2nd Ed campaign and one of the players had requested the module because it was a classic he remembered. The group had a blast rampaging through the caves.</p><p></p><p>Ultimately, I felt the need to add some twists to the whole thing. By the time the party had finished the caves (which took quite some time), the plot I had going on in the keep itself finally came to fruition. (Needless to say, no one in the party had payed any attention to the clues.) The evil cult in the caves had used a Helm of Evil (or some other alignment shifting device) to convert a bunch of the top people in the keep. The rest of the people were turned into zombies to serve the evil cult. (Including the party's henchman, who was not only a zombie, but someone had painted a bullseye on his chest just to upset the party.)</p><p></p><p>The party ended up having to assault the keep and wade through all the zombies and skeletons. This resulted in a rogue who had one of the funniest multi-monster kills I've ever seen. He got a large group of skeletons chasing him up some stairs on onto a roof. He then ran and jumped off the roof, landing near the party. The skeletons, blowing their Int check, followed him. He survived with a tumbling landing, but only one of the skeletons did. </p><p></p><p>In the end, the party had to basically sack the keep. The party's paladin was thrown off a roof by a large demon. The NPC cleric died something gruesome. Their other surviving NPC lost an arm. I'm pretty sure at least one of the PCs died as well. The keep was left partially on fire. There was a huge pile of copper coins at the main gate because the party decided they were too heavy to be worth carrying around.</p><p></p><p>One the way out, some bandits attacked the party. (I don't remember if they were in the module.) The PCs were talking to dark and crazy after what they'd been through, the actually scared the bandits off.</p><p></p><p>The player who originally requested the module (and provided me with his copy to use) still brings up that adventure from time to time nearly a decade later. It was one of the most memorable parts of that campaign. </p><p></p><p>Oh, and the kobolds, they got away clean. The party made two assaults on their tunnels, and never got past the first T intersection in either assault. (My kobolds are nasty trap makers.) After wiping out all the other monsters, the party asked the kobolds to leave peacefully. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 3885066, member: 44949"] In my early days, we used very few modules, so I never got to go through this or most of the other classics. However, I had just started a 2nd Ed campaign and one of the players had requested the module because it was a classic he remembered. The group had a blast rampaging through the caves. Ultimately, I felt the need to add some twists to the whole thing. By the time the party had finished the caves (which took quite some time), the plot I had going on in the keep itself finally came to fruition. (Needless to say, no one in the party had payed any attention to the clues.) The evil cult in the caves had used a Helm of Evil (or some other alignment shifting device) to convert a bunch of the top people in the keep. The rest of the people were turned into zombies to serve the evil cult. (Including the party's henchman, who was not only a zombie, but someone had painted a bullseye on his chest just to upset the party.) The party ended up having to assault the keep and wade through all the zombies and skeletons. This resulted in a rogue who had one of the funniest multi-monster kills I've ever seen. He got a large group of skeletons chasing him up some stairs on onto a roof. He then ran and jumped off the roof, landing near the party. The skeletons, blowing their Int check, followed him. He survived with a tumbling landing, but only one of the skeletons did. In the end, the party had to basically sack the keep. The party's paladin was thrown off a roof by a large demon. The NPC cleric died something gruesome. Their other surviving NPC lost an arm. I'm pretty sure at least one of the PCs died as well. The keep was left partially on fire. There was a huge pile of copper coins at the main gate because the party decided they were too heavy to be worth carrying around. One the way out, some bandits attacked the party. (I don't remember if they were in the module.) The PCs were talking to dark and crazy after what they'd been through, the actually scared the bandits off. The player who originally requested the module (and provided me with his copy to use) still brings up that adventure from time to time nearly a decade later. It was one of the most memorable parts of that campaign. Oh, and the kobolds, they got away clean. The party made two assaults on their tunnels, and never got past the first T intersection in either assault. (My kobolds are nasty trap makers.) After wiping out all the other monsters, the party asked the kobolds to leave peacefully. :) [/QUOTE]
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