TSR 9034 - B2 - Keep on the Borderlands.pdf

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B2
Dungeon Module B2
The Keep on the Borderlands
by Gary Gygax
INTRODUCTORY MODULE FOR CHARACTER LEVELS 1-3
This module includes a cover folder with maps and a complete description booklet to form a ready-made scenario for
DUNGEONS & DRAGONS ® Basic Set. It has been specifically designed for use by beginning Dungeon Masters so that
they may begin play with a minimum of preparations.
Within are many features to aid novice players and Dungeon Masters: legends and background information, a list of
adventuring characters, tips on how to be an effective Dungeon Master, plus an interesting area for characters to base
themselves in (the Keep) before setting out to explore the Caves of Chaos!
If you enjoy this module, lok for more releases in the D&D ® family from TSR, The Game Wizards.
© 1980, 1981, TSR Hobbies, Inc. All Rights Reserved.
DUNGEONS & DRAGONS ® and D&D ® are registered trade marks owned by TSR Hobbies, Inc.
TSR Hobbies, Inc.
POB 756
LAKE GENEVA, WI 53147
PRINTED IN U.S.A.
9034
©1980 TSR Hobbies, Inc. All Rights Reserved
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Dungeon Module B2
The Keep on the Borderlands
by Gary Gygax
INTRODUCTORY MODULE FOR CHARACTER LEVELS 1-3
This module includes a cover folder with maps and a complete description booklet to form a ready-made scenario for
DUNGEONS & DRAGONS@ Basic Set. It hus been specially designed for use by beginning Dungeon Musters so that they
muy begin play with a minimum of preparations.
Within are muny features to aid novice players and Dungeon Musters: legends, history and background information, a list
of adventuring characters, tips on how to be an effective Dungeon Muster, plus on interesting area for characters to base
themselves in (the Keep) before setting out to explore the Caves of Chuos!
If you enjoy this module, look for more releases in the D&D@ family from TSR, The Gume Wizards.
Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House
of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.
C 1981 by TSR Hobbies, Inc., All Rights Reserved.
DUNGEONS & DRAGONS@ and D&D@ are registered trademarks owned by TSR Hobbies, Inc.
TSR Hobbies, Inc.
POB 756
LAKE GENEVA, WI 53147
PRINTED IN U.S.A.
ISBN 0-935696-47-4
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acters are to adventure, be sure to have a non-player char-
acter or two go along, as well as a few men-at-arms. In ad-
dition, give the player characters a magic dagger or some
magic arrows and at least one potion of healing - family
bequests to aid them in finding their fame and fortune
when they go against Chaos.
The DM should be careful to give the player characters a
reasonable chance to survive. If your players tend to be
rash and unthinking, it might be better to allow them to
have a few men-at-arms accompany them even if the party
is large, and they don’t attempt to hire such mercenaries*.
Hopefully, they will quickly learn that the monsters here will
work together and attack intelligently, if able. If this lesson is
not learned, all that can be done is to allow the chips to fall
where they may. Dead characters cannot be brought back
to life here!
Using the KEEP as “home base”, your players should be
able to have quite a number of adventures (playing
sessions) before they have exhausted all the possibilities of
the Caves of Chaos map. Assuming that they have played
well, their player characters will certainly have advanced
a level or two in experience when the last minion of dark-
ness falls before their might. While your players will have
advanced in their understanding and ability, you will like-
wise have increased your skills as DM. In fact, before they
have finished all the adventure areas of this module, it is
likely that you will have begun to add your own separate
maps to the setting. The KEEP is only a small section of the
world. You must build the towns and terrain which surround
it. You must shape the societies, create the kingdoms, and
populate the countryside with men and monsters.
The KEEP is a microcosm, a world in miniature. Within its
walls your players will find what is basically a small village
with a social order, and will meet opponents of a sort. Out-
side lies the way to the Caves of Chaos where monsters
abound. As you build the campaign setting, you can use
this module as a guide. Humankind and its allies have es-
tablished strongholds - whether fortresses or organized
countries - where the players’ characters will base them-
selves, interact with the society, and occasionally en-
counter foes of one sort or another. Surrounding these
strongholds are lands which may be hostile to the bold ad-
venturers. Perhaps there are areas of wilderness filled with
dangerous creatures, or maybe the neighboring area is a
land where chaos and evil rule (for wilderness adventures,
see DUNGEONS & DRAGONS@ EXPERT SET). There are natural
obstacles to consider, such as mountains, marshes, deserts,
and seas. There can also be magical barriers, protections,
and portals. Anything you can imagine could be part of
your world if you so desire. The challenge to your imagina-
tion is to make a world which will bring the ultimate in fabu-
lous and fantastic adventure to your players. A world which
they may believe in.
Dungeons & Dragons
Dungeon Module #B2
The Keep on the Borderlands
Introduction: Welcome to the land of imagination. You are
about to begin a journey into worlds where magic and
monsters are the order of the day, where law and chaos
are forever at odds, where adventure and heroism are the
meat and drink of all who would seek their fortunes in un-
common pursuits. This is the realm of DUNGEONS &
DRAGONS@ Adventure Game.
If you plan to play in this module and participate in the fun
of adventuring, stop reading now. The information in the
rest of the module is for your Dungeon Master or DM, so that
he or she may guide you and other players through a thrill-
ing adventure. Knowing too much about the contents of this
module will spoil the surprises and excitement of the game.
Dungeon Masters, if many copies of this module are avail-
able to the players, you may wish to alter sections of the
Keep and the Caves of Chaos. If you do this, you will be sure
to have new surprises for players who might be familiar with
some of the contents of the module. You are not entering
this world in the usual manner, for you are setting forth to be
a Dungeon Master. Certainly there are stout fighters,
mighty magic-users, wily thieves, and courageous clerics
who will make their mark in the magical lands of D&D@
adventure. You, however, are above even the greatest of
these, for as DM you are to become the Shaper of the
Cosmos. It is you who will give form and content to all the
universe. You will breathe life into the stillness, giving mean-
ing and purpose to all the actions which are to follow. The
others in your group will assume the roles of individuals and
play their parts, but each can only perform within the
bounds you will set. It is now up to you to create a magical
realm filled with danger, mystery, and excitement, com-
plete with countless challenges. Though your role is the
greatest, it is also the most difficult. You must now prepare
to become all things to all people.
NOTES FOR THE DUNGEON MASTER
The basic instruction book for DUNGEONS & DRAGONS@
Game has given you the information necessary to under-
stand this game and start play. This module is another tool.
It is a scenario or setting which will help you to understand
the fine art of being a Dungeon Master as you introduce
your group of players to your own fantasy world, your inter-
pretation of the many worlds of DUNGEONS & DRAGONS@
Adventure. THE KEEP ON THE BORDERLANDS is simply of-
fered for your use as a way to move smoothly and rapidly
into your own special continuing adventures or cam-
paigns. Read the module thoroughly; you will notice that
the details are left in your hands. This allows you to person-
alize the scenario, and suit it to what you and your players
will find most enjoyable.
NOTE: Several words in the following text will be followed by
an asterisk (*). This means that the word will be explained in
the Glossary at the end of this module.
This module has been designed to allow six to nine player
characters of first level to play out many adventures,
gradually working up to second or third level of experience
in the process. The group is assumed to have at least one
magic-user and one cleric In It. If you have fewer than six
players, be sure to arrange for them to get both advice and
help in the KEEP. For example, they should have advice
from a friendly individual to “stay near the beginning of the
ravine area, and enter the lower caves first”, to avoid their
getting into immediate trouble with higher level monsters.
Likewise, the services of several men-at-arms* must be
available to smaller parties, If only two or three player char-
NOTE: For your convenience, whenever a monster or non-
player character (NPC*) is described in the text, the details
will be listed in the following order:
Name (Armor Class, Class/Level or Hit Dice, hit points, Num-
ber of Attacks per round, Damage per attack, Move-
ment (per round), Save as class and level, Morale)
Armor Class = AC; Class: Cleric = C , Fighter = F, Magic-
user = M , Thief = T , Dwarf = D, Elf = E, Halfling = H, Normal
Man = LVL 0 or NM; Level = #, Hit Dice = HD, hit points =
hp, Number of Attacks =#AT, Damage = D, Movement =
MV, Save = Save, Morale = ML.
Class/level is only used for non-player characters (NPCs),
while Hit Dice is used for all other monsters. Movement in a
game turn is three times the movement given for one com-
bat round. NPCs save at the same level as their class level
of experience.
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When dice are used to randomly determine a number, the
type of dice used are abbreviated ‘d#’ (‘d4’ means a four-
sided die, ‘d6’ a six-sided, and so forth). If more than one is
rolled, the number required is placed before the ‘d’ (‘2d6’
means two six-sided dice). If any number is to be added to
the total of the dice, it is indicated afterward (‘d4 + 2’ means
to roll a four-sided die and add 2 to the total: ‘2d8 + 1’ will
thus give a number from 3 to 17). You will quickly get to
know all of these abbreviations, and may use them when
you design your own dungeon.
Examples: Taverner (AC 9, LVL 0, hp 6, #AT I, D 1-6, ML 8)
Guard (AC 4, F 1, hp 7, #AT 1, D 1-6, ML 10)
Kobold (AC 7, HD V2, hp 3, #AT 1, D 1-4, MV (40’)
Save NM, ML 6)
#AT l/2 indicates that the player may only attack once
every 2 rounds.
An asterisk after Hit Dice indicates an experience point
bonus.
* * Two asterisks after Hit Dice indicates double the normal
experience point bonus.
Become familiar with this module, then make whatever ad-
ditions or changes you feel are necessary for your cam-
paign. Once you are satisfied, gather the players together
and have them create their characters. This will take some
time, so at first, don’t plan on getting much playing done
unless there is a lot of time available. After each person has
rolled the numbers for his or her characteristics (Strength,
Intelligence, etc.), selected a class, and found how much
money he or she has to begin, you should introduce them
to the setting by reading the Background section to them. If
you wish, feel free to limit the classes your players may
choose as suits your setting. You might wish not to have
elves or halflings in the KEEP, or you might not want any
thieves as beginning characters. It is all up to you as DM to
decide the shape of the campaign. Likewise, you can opt
to give the player characters a special item of equipment
to begin with - possibly mules, a weapon, some trade
goods, or virtually anything of small value (within reason).
After you have explained the background, allow your
players to begin interacting with their characters. Give
them time to wander around the KEEP, learning what is
there, finding the limits of their freedom, and meeting the
other “inhabitants” of the place. They may quickly estab-
lish their base in the Traveler’s Inn, purchase their equip-
ment, and then visit the tavern - where they may gather
bits of information for their coming adventures. All of this
play, as well as what will come afterwards, requires that the
players play the personae (personalities) of the characters
that they will have throughout the length of the campaign,
much like an actor plays a role in a play. You, however,
have a far greater challenge and obligation! You not only
must order and create the world, you must also play the
part of each and every creature that the player characters
encounter. You must be gate guard and merchant, inn-
keeper and orc oracle and madman as the situation dic-
tates. The role of DM is all-powerful, but it also makes many
demands. It is difficult to properly play the village idiot at
one moment and the wise man the next, the noble clergy-
man on one hand and the vile monster on the other. In one
role you must be cooperative, in the next uncaring and
non-commital, then foolish, then clever, and so on. Be pre-
pared!
Whether the first time you play or the next, the players will
set forth to find and explore the many Caves of Chaos. You
must describe the journey to the place and what the char-
acters see, and allow them to choose how they will go
about their adventuring. In such situations, the DM must be
a truly disinterested party, giving information as required
by questioning and proper action, but neither helping nor
hindering otherwise. When the players experience their first
encounter with a monster, you must be ready to play the
part fully. If the monster is basically unintelligent, you must
have it act accordingly. Make the encounter exciting with
the proper dramatics of the animal sort - including noises!
If the encounter is with an intelligent monster, it is up to the
DM to not only provide an exciting description but also to
correctly act the part of the monster. Rats, for instance, will
swarm chitteringly from their burrows - a wave of lice-
ridden hunger seeking to overrun the adventurers with
sheer numbers, but easily driven off squealing with blows
and fire. Goblins, on the other hand, will skulk and hide in
Determining Armor Class:
Armor Class
Type of Armor
9
None
Shield only
Leather
;
Leather&Shield
Chainmail
:
Chainmail &Shield
4
Plate Mail
Plate Mail &Shield
i
Plate Mail & magic Shield +1 (or other
combinations)
1
Note that an Armor Class (AC) of less than 2 is possible for
characters wearing magic armor, carrying a magic shield,
having a higher than normal Dexterity score, and/or wear-
ing a ring of protection. Players using these items will sub-
tract bonuses from their AC - for example, a fighter using
both Plate Mail + 1 and Shield + 1 would have AC 0.
Using the Combat Tables:
To find the die roll needed to hit any Armor Class, look at
the HOW TO ATTACK section in the D&D Basic Set rule-
book. Compare the Level (if a character) or Hit Dice (if a
monster) with the AC of the target to find the number
needed ‘to hit’. For Armor Classes lower than 2, adjust the
number upwards; a character needing a roll of 17 to hit
AC 2 would need an 18 to hit AC I, 19 to hit AC 0, and so
forth. Unless magic or silver weapons are needed to cause
damage (and not available), a roll of 20 will always hit,
and a roll of 1 will always miss!
A bonus of +1 should be added to the “to hit” die roll of
high level characters, for they have more training and ex-
perience in fighting. This bonus will apply to Fighters of 4th
level or above, to Clerics and Thieves of 5th level or above,
and to Magic-Users of 6th level or above.
Movement in Combat:
Combat movement is usually very short and quick. In a
combat situation, only short charges or retreats are al-
lowed. After combat is resolved, movement rates return to
normal. The movement speed for characters is:
Unarmored, unencumbered man:
40 feet per
melee round
Metal armored or encumbered man:
20 feet per
melee round
10 feet per
melee round
Metal armored, encumbered man:
To determine a monster’s movement speed in combat,
divide its base movement speed by 3.
Note: Movement speed may be different if the optional en-
cumbrance rule is used.
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