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The Keep on the Borderlands and its various installments https://blackmoor.mystara.us/wfi/viewtopic.php?f=1&t=59 |
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Author: | Rafael [ Thu Mar 15, 2007 2:09 pm ] |
Post subject: | The Keep on the Borderlands and its various installments |
Hi all, I think I'll run a *Keep on the Borderlands* campaign later this year, depending on when I finish my current games. Now, my question is, which of the various editions/revamps/bastardizations. So far got the original and *Little Keep on the Borderlands*, but would also be interested in *In Search Of Adventure* and the *Return to...* module. My current favourite is, the childish little geek that I am, of course the HACKMASTER module... :haha: (I posted this here because KotB has tradtionally belonged to various settings. I, however, think that I will place it in my all-time favourite, WL. ) Any suggestions and opinions are welcome! Yours, Rafael |
Author: | Glgnfz [ Thu Mar 15, 2007 4:03 pm ] |
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i could lend you "in search of adventure" - i've got a tattered copy which is of no interest to a collector, but in order to play it's absolutely okay. |
Author: | Cab [ Thu Mar 15, 2007 4:16 pm ] |
Post subject: | |
In search of adventure has the caves of chaos, but no keep, so its a nice adventure but not in itself a mini campaign. Although as a single resource in search of adventure is very hard to beat, theres a lot in there! Little Keep is okay. Return to the Keep is just about the worst RPG product ever produced for any game, ever. Dreadful beyond belief; the writers looked at B2, read through it, completely missed the point and spewed out complete tosh. Oh, in case you hadn't noticed, I hate it |
Author: | Rafael [ Fri Mar 16, 2007 9:22 am ] |
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Author: | Cab [ Fri Mar 16, 2007 10:16 am ] |
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Author: | Rafael [ Fri Mar 16, 2007 10:29 am ] |
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Author: | Cab [ Fri Mar 16, 2007 10:41 am ] |
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The Keep is a great starting point for adventures, theres just enough in there to keep a party going, and you can hang adventures off the temple, the merchants, missing travellers, etc. The party can get hirelings, resupply, and make contacts there... In fact, its really the keep that makes the module, the caves of chaos just give the PCs somewhere to visit. You can also put B1 in place of the Caves of the Unknown (many DMs seem to do this), and place B3 off in the mountains off the map somewhere... Once the PCs have sorted out THAT little mess, it would open up a trade route leading to the adventure laid out in B4, or even (by that point) get them down to the coast for X1, X3, or they may even end up at Castle Amber (X2). Those modules chain together really well, and B2 is an excellent start. |
Author: | Rafael [ Wed Mar 21, 2007 12:29 pm ] |
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Doesn't sound bad. - I have no idea how my party will continue if they come to complete the adventure; since I think my Keep will end up somewhere north of the CSIO, I can see the party continue with something related to the dwarfs, or maybe hunting the Orc Queen of the Dearthwood... Still, no idea, however... |
Author: | Lord Kjeran [ Wed Mar 28, 2007 3:13 pm ] |
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Author: | Rafael [ Thu Mar 29, 2007 8:46 am ] |
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