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  • Re-Introducing The Keep on The Borderlands

    4e D&D, Dungeon Masters, Encounters

    For those of you who’ve been in the game for a number of years this is a throw back to nostalgia.  For those of you new to the game, well welcome to some of my earliest gaming memories re-done 4th edition style.

    I’m sure I’m not the only one out there doing updates and retakes on old modules, but this should interest you anyway.

    Over the next few weeks I’ll be posting my changes and updates to Module B2 Keep on The Borderlands, published for Basic Dungeons and Dragons, in 1981.  I doubt that the majority of the readers have the module or access to it, but no need to worry.  I’ll post revised maps, encounter information and all that.  Though I do recommend that if you can get a copy that you do so.  I had a ton of fun re-reading it.

    First a bit of background.  This module (like many others put out in the early days) was more of a framework than a complete story.  It has a couple of interesting locations, some hints at possible story arcs, some maps, and some monsters and traps.  What it doesn’t have are fleshed out NPC’s, or a story tied to a larger campaign.

    What I’ve done is to redo the encounters into my own personal campaign while maintaining as much as possible the original flavor.  I’ve redone the maps, and fleshed out NPC’s.  I’ll post all of this here, and as I get feedback I’ll make changes that make sense and eventually compile it together as a downloadable .pdf.

    Part 1: The Keep

    Drell’s Keep was recently re-established on the borders between Cormyr and Netheril by Kavmen Drell.  Lord Drell was awarded this post for his unfailing performance of his duty during the recent troubles with Netheril.  He has been ordered to secure and rebuild the keep and to establish it as an outpost and restocking station.  In order to accomplish this Lord Drell understands that he will have to find some long term resources rather than continue to rely on irregular supplies from Cormyr.

    Location: Drell’s Keep is located in the foothills of the Storm Horns near the Stonelands near Netheril.  The exact location can, of course, be applied to any campaign.  I use forgotten realms because I like it.  The keep was originally built centuries ago in motte and bailey style, and is located on a low hill.  There is one road going up the hill and only one gate in.

    The area surrounding the keep is a series of low valleys and hills.  The river Shrill, a relatively small river runs out of the mountains into the Stonelands.  The ruins of an ancient abbey lie on a hill across the river, though Lord Drell has no interest in the abbey at this time because it appears to be relatively calm.  More pressing are the caves only a few miles away in a nearby valley.  Scouts have confirmed that these caves are inhabited by various humanoids.  At least two scouts have not returned, and the area is considered to be dangerous.

    The map on page 15 of the module shows more or less the general area that the keep occupies.  I didn’t redo the map of the general area because the one in the module is adequate.

    Map of Drell’s Keep Wilderness.

    Background and History for the DM:

    Drell is a good man and an excellent leader.  He is also highly ambitious, though thoroughly loyal to Cormyr.  He hopes that he can draw enough followers here to build a thriving town.  Unfortunately he knows that in order to build a town he will have to encourage industry.  There is lumber in abundance, and he has plans for a sawmill.  Iron, however, still has to be brought in.  The humanoids in the area have been seen using crude iron weapons.  Old trappers tell about mines that used to operate in the past, but which were taken over by raiders.  He would like to clear out the caves and begin mining operations again.

    Furs are also available in abundance, but the kobolds and goblins continually raid the trappers.  He is not willing to risk taking his forces out in strength against any single group for fear of reprisals.  He is willing to hire a party of adventurers to either eliminate or negotiate a peace with the various humanoid races that occupy the caves of chaos.

    The bottom line is that Drell will have to clear out the caves in order to establish any kind of base.  He has received permission to commission an adventuring group and is willing to pay them 5 gold per right ear of any orc, kobold, gnoll, or goblinoid.  If there are hostiles in the abbey across the river they have not crossed the river to cause problems and can be ignored for the present.

    The caves are occupied by refugees from different spellplagued outlying regions.  Small families of gnolls, goblins, kobolds, orcs, bugears, and hobgoblins all fled here when their original homelands were destroyed by various other large forces.  Individual motives and ambitions are given in with their individual sections.  The other major force is the domain of Simiobolt Hold, a priest of Cyric.  Because the followers of Cyric have been outlawed and pursued by most, Simiobolt has come here to find peace and to recruit followers.  Simiobolt has discovered that the keep is occupied again, and has sent his servants to find more information.  Until now Kavmen Drell is unaware of Simiobolt’s presence, though he would eradicate the priest if he knew of his activities.

    These rules are posted at the entrance of the keep, as well as on the wall near all government buildings.

    1.    The gate is closed after dark.  It is opened for nobody.
    2.    Cursing in public. Fine 1 sp.
    3.    Spitting in public. Fine 1 sp.
    4.    Loitering. Fine 1 sp.
    5.    Public drunkenness. Fine 2 sp.
    6.    Public indecency. Fine 2 sp.
    7.    Brawling. Fine 5 sp.
    8.    Use of weapons to commit violence.  Fine 1 gp
    9.    Use of magic without authorization. Fine 10 gp
    10.    All persons not registered as permanent residents shall be able to provide proof of employment or purpose to remain more than 3 days within the keep.

    More to come later …

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