Rate B2: Keep on the Borderlands

Rate B2: Keep on the Borderlands


  • Poll closed .
Dog_Moon2003 said:
As a side question: Is the original better or worse than the Silver Anniversary Return to the Keep on the Borderlands?

Im my option it is just as good. Just in a diffrent way. Both are solid adventures and great points to start a campaign, in my option.
 

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10!

For a mod to be this old and still enjoyed at gaming tables regardless of edition, definitely rates it a 10 and a classic.
Bree Yark! :)
 

10.

It had everything one could one. Room for expansion, a detailed settlement for the PC's to return to, evil plots, example of Goblin language, ambushes, secret doors, undead, a crazy hermit in the woods, evil cultists that had spread out, mosters that worked together and preyed upon one another.

It's one that the PC's can start in, and easily keep going with, eventually becoming the Castellans of the keep, clearing out the area, etc.

Plus, it had DMing tips, a rumor chart, and all kinds of things.

How many modules have you seen lately that have that much stuff. IIRC, it even had a player's map of the Keep.
 

I voted 7, although I actually meant to vote 8. Not sure how I managed that. Oh well.

Keep on the Borderlands is a great beginner module offering a great location in which to adventure. The only thing I think it lacks is detail of the NPCs at the Keep. This is something a good DM can easily add in, but since its focus is towards beginning DMs and players, I think it would have benefitted from giving a little bit of information about the people who reside there. Otherwise, great module!
 

I rated this one a 10 as well. I still love the pink boxed set with the orange dice. This is the module that started it all for me. Call me biased, I dont care.

Ive DM'ed this one at least a half dozen times in first edition, adapted and expanded it for 2nd edition Forgotten Realms as well. A classic way to start a campaign, and generic enough to place anywhere.
Lots of good memories here. Nostalgia kicks it up some. I'ts just good D&D.
 


As with so many others, Keep was the first module I ever ran.

Of course, I was a kid, and I ran it wrong. I didn't use the map; I just assumed that the encounter numbers represented the order in which the PCs came across the rooms. :heh:

Never the less, that module's always had a special place in my heart. I didn't give it too high a score, simply because I prefer the more modern conceit of modules having something in the way of plot and a good mix of non-combat challenges, but to this day, I'd love to play in (or maybe, with the right group, even run) and updated version of it.
 

Its status as a classic is well deserved. Well thought out, evocative encounters, a freeform environment and a lot of cool ideas - in just 32 pages, we have a home base, a wilderness and several types of underground, from evil temples to caverns inhabited by slimes and an owlbear!
 

In general, an adventure module improves with age in the minds of players. Consider all votes for it to include a +2 nostalgia bonus if it is over 15 years old. +3 if it is over 20 years old.

Add another +2 if it is written by E. Gary Gygax.

For me, with nostalgia removed, I rate it a 4. And it is one of my most favorite modules.

Quasqueton
 
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