Keep on the Borderlands


#1

I am looking to use Keep on the Borderlands for the kids at school and I am seeking advice from anyone who has ran/converted it in the past. Tips, warnings, or any weird things I should know before diving in?

Thanks in advance,
Looten


#2

Professor DM has some great video on this very module and uses target numbers for different areas. Pretty much a ICRPG hack for KOB.


#3

yeah! i’ve been watching some of his stuff, that’s great advice. Thank you.


#4

Hey Looten,

I’ve run KOTB several times across many systems (1E, 2E, 5E, ICRPG, and a system of my own making). It’s a great introductory adventure zone and you have a lot of room to work. Here are some of the big takeaways I’ve had.

(1) The area is actually quite small. Look at the distance between the KEEP and the CAVES. This is on purpose! With a short travel distance, adventurers can go out on an expedition, put in some work, come back and rest, and repeat the process. That is actually vital to the open game table and the megadungeon style of play. And don’t let the map distract you - the CAVES are a megadungeon.

(2) There are places in the CAVES that will TPK your group. While much of this is telegraphed in the module itself, one thing often overlooked is that the creatures living in the caves aren’t stupid. If they hear fighting in the next room over, there is no reason they won’t respond and help the rest of their tribe, set a trap, retreat and fortify, etc. Your group should be cautious, and you should try to telegraph danger when possible.

(3) It is more than a hack and slash module. There is a political situation between the different tribes, and the PCs should be able to leverage that to their advantage. For example, perhaps the PCs agree to ally with the hobgoblins in order to root out the orcs in exchange for their lives. Only play, at the table, will show you how to do this. Make use of reaction rolls! Why would the encountered goblins be FRIENDLY towards the PCs? Maybe they’re being exiled from the tribe and can therefore be of use to the party.

(4) You should make great use of the KEEP and it’s denizens. Name them, give them some personality, and let them be key players in the adventure. Create a job board, or let the PCs overhear an NPC looking to hire an armed escort out to gather some rare herbs. Just because an adventure hook isn’t included in the module doesn’t mean it doesn’t exist!

(5) Be thinking about how you can tie the events of the module into other adventures. For example, there are a few evil priests lurking around. What is their goal? Who do they worship or work for? My dad, when he ran this for me many years ago, made the evil priests in the CAVES be lead by the RAHIB - a character from another module set (Rahasia). That in turn lead us eventually to the Slavers set and, eventually, to the Isle of Dread. I suspect that would have lead finally to the Drow/Spider Queen series had we continued playing.

I also have some useful resources that I can provide to you in case you want to take a look. Happy gaming.

AC

(Mentioned resources) https://drive.google.com/drive/folders/14THBacvGoBpUcUiOpbN8CINQCy0PspA3?usp=sharing


#5

These are great! Thank you for sharing.


#6

This is great, thank you so much! Lots of good stuff to get the ideas rolling around.