The Keep on the Borderlands (1981) [/]
Dec 11 2023
Dungeon Module B2: The Keep on the Borderlands for Basic Set Dungeons & Dragons is meant to be an introductory module and was included in the 1981 Basic Set. On DriveThruRPG it is $5 and includes a scanned version and an OCR version. I've been running this module for half a dozen short sessions using BECMI Basic Set rules (which is an edition later).
Part 1 is GM Advice. The module is intended for large groups with at least one magic-user and one cleric -- smaller parties should get hirelings. The Keep is intended to be home base from where the PCs can range out. There is a repeat of the Armor Class chart and notes that To Hit roll of 20 always hits and 1 always misses. Repeat of movement rates. Then advice on how to read the module,
More advice on being a good GM (be a neutral arbiter). Notes on time and sleep and natural healing (BECMI Basic Set doesn't specify natural healing rates). Notes on dividing up treasure and computing experience (which BECMI Basic Set kind of neglects).
Then a bit about the background of the area, notes about the keep, and a rumors table.
I like this section since older Basic Sets were not great with GM advice (BECMI is a little better). I found the rumors to be too much information to give to players, especially since there are also false rumors.
Part 2 is a description of the Keep. There is a map and each building is described along with inhabitants. Strangely nobody gets proper names so a GM has to come up with their own.
This section seems very old school. It's basically the same amount of detail as a dungeon, I guess in case PCs want to try to loot keep. Just listing the services available (with costs) and personalities would be sufficient. I don't need how many guards in each tower.
Part 3 is the area outside the Keep. There is a grid (squares) map, notes on exploring, and four encounter areas besides the Caves of Chaos (the main dungeon) and the Cave of the Unknown (a place where a GM can put in their own dungeon). I've run this area when I was a kid and wandering around was quite boring so I really simplified it into a hex for the keep and the six surrounding hexes to explore and then a die roll to see if the encounter is found.
Part 4 is the Caves of Chaos. 10 caves each with a different race of monsters. None, except maybe the last, are that big so each cave can be done as one adventure day. There are notes about what happens after a party attacks each cave. Vague notes about which races are allied.
This is very traditionally described. Each room is static and sometimes there is a bit of a plot set up with this format. It's up to the GM to start adjusting once the PCs intrude into each cave. There is no overall plot so the GM can make up their own (or borrow the one from Dungeons and Dragons Online wherein the Temple of Evil Chaos is trying to control all the caves and there are factions for and against the Temple).
Part 5 has a list of NPCs with a table for random personality. Notes on how to design a floor plan and includes a floor plan for the Guild House in the Keep. Player tips and a glossary.
Overall this is sort of the standard for introductory modules. A lot of GM advice packed into a few pages so necessarily broad not deep. A home base area though no subplots (i.e. none of the inhabitants have any sub-quests for PCs). An outdoor area without wilderness rules (found in Expert Set). A simple though big dungeon with enough stuff for several sessions.
It does the job well. I suppose lack of any plot or sub-plots means a GM doesn't have to worry about them or they can come up with their own. I think this is still a good first module for Basic D&D.
Part 1 is GM Advice. The module is intended for large groups with at least one magic-user and one cleric -- smaller parties should get hirelings. The Keep is intended to be home base from where the PCs can range out. There is a repeat of the Armor Class chart and notes that To Hit roll of 20 always hits and 1 always misses. Repeat of movement rates. Then advice on how to read the module,
More advice on being a good GM (be a neutral arbiter). Notes on time and sleep and natural healing (BECMI Basic Set doesn't specify natural healing rates). Notes on dividing up treasure and computing experience (which BECMI Basic Set kind of neglects).
Then a bit about the background of the area, notes about the keep, and a rumors table.
I like this section since older Basic Sets were not great with GM advice (BECMI is a little better). I found the rumors to be too much information to give to players, especially since there are also false rumors.
Part 2 is a description of the Keep. There is a map and each building is described along with inhabitants. Strangely nobody gets proper names so a GM has to come up with their own.
This section seems very old school. It's basically the same amount of detail as a dungeon, I guess in case PCs want to try to loot keep. Just listing the services available (with costs) and personalities would be sufficient. I don't need how many guards in each tower.
Part 3 is the area outside the Keep. There is a grid (squares) map, notes on exploring, and four encounter areas besides the Caves of Chaos (the main dungeon) and the Cave of the Unknown (a place where a GM can put in their own dungeon). I've run this area when I was a kid and wandering around was quite boring so I really simplified it into a hex for the keep and the six surrounding hexes to explore and then a die roll to see if the encounter is found.
Part 4 is the Caves of Chaos. 10 caves each with a different race of monsters. None, except maybe the last, are that big so each cave can be done as one adventure day. There are notes about what happens after a party attacks each cave. Vague notes about which races are allied.
This is very traditionally described. Each room is static and sometimes there is a bit of a plot set up with this format. It's up to the GM to start adjusting once the PCs intrude into each cave. There is no overall plot so the GM can make up their own (or borrow the one from Dungeons and Dragons Online wherein the Temple of Evil Chaos is trying to control all the caves and there are factions for and against the Temple).
Part 5 has a list of NPCs with a table for random personality. Notes on how to design a floor plan and includes a floor plan for the Guild House in the Keep. Player tips and a glossary.
Overall this is sort of the standard for introductory modules. A lot of GM advice packed into a few pages so necessarily broad not deep. A home base area though no subplots (i.e. none of the inhabitants have any sub-quests for PCs). An outdoor area without wilderness rules (found in Expert Set). A simple though big dungeon with enough stuff for several sessions.
It does the job well. I suppose lack of any plot or sub-plots means a GM doesn't have to worry about them or they can come up with their own. I think this is still a good first module for Basic D&D.