Whizbang Dustyboots
Gnometown Hero
Pretty sure that one won Ennies!One day I'm going to pick your brain for all the weird RPG products that you seem to know about that I've never seen...
Pretty sure that one won Ennies!One day I'm going to pick your brain for all the weird RPG products that you seem to know about that I've never seen...
Pretty sure that one won Ennies!
Indeed. A timely release to introduce new players to the "new" D&D...October of 2025 is a crazy release date, though.
People always say this, but I don't recall it in the module. In the very brief "Background" section, we get this:Weren't the goblins etc there first? It's a Keep on the Borderlands. It's their land. Justified to take out the Keep.
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them.
People always say this, but I don't recall it in the module. In the very brief "Background" section, we get this:
What little setting context there is makes it seem like the humanoids are the settler-colonists and the Keep guards the Realm from them. This would fit with their respective Alignments, which did actually mean something in B/X even if the concept has since fallen into disfavor. Maybe the forces of Chaos use the caves as an outpost from which to launch raids into the Realm (they certainly are full of civilian prisoners, hostages and slaves). Maybe it's the vanguard of a larger imperial project to enslave the Realm. Maybe the forces of Chaos were drawn there by the Shrine of Evil Chaos--I've seen many people suggest this over the years, but I don't recall anything about it in the text itself. It seems to me as though the desire to subvert tropes explains the later tendency to treat the Realm as imperialist and the "forces of Chaos" as simple tribal folk just chilling in their ancestral caves (warring, torturing and enslaving each other).
Of course, even if the Realm is the indigenous resistance and the forces of Chaos are the imperial aggressor, that doesn't necessarily justify murdering or taking noncombatant civilians as hostages in the course of that resistance...
This time, it's set on the border of Canada.Keep on the Borderlands. Sold. I wonder how it will differ from the original?
Most of the changes will be positive ones, I'd wager.Keep on the Borderlands. Sold. I wonder how it will differ from the original?
Indeed. "Only the PCs can save the poor benighted natives for the evil colonisers" is also not a healthy trope.I think the module works best when treated as a 'border war' where neither side is indigenous. The keep is a military outpost protecting the marches, the Cult has moved in to the caves due to a preexisting altar and are recruiting monsters for an invasion army.
So noone is indigenous both PCs and Monsters are mercenary groups newly arrived in the contested area jockeying for status - thus there are no children, and all loyalties are volatile with everyone ready to turn them against each other. Sure the PCs are likely to join the Keep, but not neccessarily.
The Minotaur might be the only remnant of the natives left - a new mystery for further investigation...