Eternalknight
First Post
Right, there was some very interesting discussion regarding Tomb of Horrors, so I thought I would see what you all thought of Keep on the Borderlands.
I used the adventure to kick off a 3rd edition campaign, a campaign that eventually got to 24th level before we called it quits. The first 9-10 levels were spent using the Keep as a base; after clearing out the caves, they had to deal with certain reprecussions of their actions (they killed some hobgoblin children that were cowering in fear; this was the trigger for what would later be a huge war between the goblinoid tribes of the area and the residents of the Keep, a war that would lead to the Keep being taken by the goblinoids and the PCs then re-taking it later on).
This module gave us so much to do that I am rating it 9 out of 10. I would give it 10, but nothing is perfect; whilst it does give the DM something to work with, several areas could of been detailed a bit more.
I used the adventure to kick off a 3rd edition campaign, a campaign that eventually got to 24th level before we called it quits. The first 9-10 levels were spent using the Keep as a base; after clearing out the caves, they had to deal with certain reprecussions of their actions (they killed some hobgoblin children that were cowering in fear; this was the trigger for what would later be a huge war between the goblinoid tribes of the area and the residents of the Keep, a war that would lead to the Keep being taken by the goblinoids and the PCs then re-taking it later on).
This module gave us so much to do that I am rating it 9 out of 10. I would give it 10, but nothing is perfect; whilst it does give the DM something to work with, several areas could of been detailed a bit more.