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It should be noted that there are many guards in various locations throughout the Keep to include the Tavern to ensure there is no trouble from any of the many visitors that come there. There is a ton of role-playing ideas provided the DM has fleshed them out or just reactive to how the players themselves deal with the civilians within the Keep. NOTE: The map of the Keep is well done as is the description of the aforementioned places above. It is very specifically stated that the majority of the inhabitants of the keep are LAW-ABIDING citizens and that any behavior that is indicative of criminal/boorish activity is extremely frowned upon.
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There is a smithy, an armorer, all sorts of stores that provide equipment for adventurers in need, stables, the Inn, the Tavern, guild houses, and a church/chapel.
#KEEP ON THE BOARDERLANDS FOR FREE#
There is a Loan Bank that can exchange money or gems at a 10% fee, store a players wealth for free if left for a month, provide loans to players with an interest rate of 10%, and so on.
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This is perhaps one of the best parts of the module that it provides the DM a really detailed area where the players can interact almost anywhere and get some type of result which in most cases will be positive. It is basically a small city with all the amenities as usually encountered in a locale of its kind. THE KEEP: The Keep is huge and is well stocked with supplies, weapons, and NPC’s to defend it well. This is the most opportune moment to ensure the players are prepared because this module is very deadly without some type of strategy in facing the monsters at the Caves. If a DM chooses this course of action, the DM must ensure they read up and familiarize themselves with the area the players will be playing in and travelling. NOTE: The theme is extremely open-ended to allow the DM no restrictions on how the players start the game, meet each other, journey together or separately to the Keep, and role-playing with random NPC’s along the way.
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The players will learn one way or another that the best place to enter the Borderlands is an area where a large and majestic Keep has been built to prevent the overflow of evil monsters from running rampant into the more peaceful countryside.
#KEEP ON THE BOARDERLANDS FULL#
As it is explained in the module, the players are leaving their various cities or abodes to seek fame, fortune, and/or possibly their deaths by travelling to the Borderlands that is described as corrupt, full of evil monsters, and rich full of treasure for the taking. THEME: The theme of Keep on the Borderlands is very simple. This module is a bit more tougher on a DM because now he/she has a lot of decisions to make concerning the various factions that reside in the Caves of Chaos, the evil NPC priest, and the most important of all things, time management (especially if the party is in the Caves of Chaos area with a ton of monsters running around). KotB is like B1 – In Search of the Unknown an introductory module for new DM’s and new players. Now, As a DM, I always used the method of travelling to the Keep because this enabled me the ability to let NPC’s join the party because the party will need them especially if they are just 1st or 2nd level. To expedite the game, starting in the Keep is a good method but I also like the option of travelling, knowing the land, a few random encounters along the way (good or bad), and just having a good time at the table with some friends. There were some other instances as a player that we started in the Keep itself. In most instances of me being a player, the DM had set it up that our gaming group was travelling toward some city and that we were privy to rumors of a serious monstrous threat to a large keep that “bordered” the lands of good and evil. I have personally played through this module about 2 dozen times and DM’ed it a good 3 dozen times in the past 30 years or so. B2 – Keep on the Borderlands by Gary Gygax