Jump to content

Keep at the Borderlands


thorgrim103

Recommended Posts

My suggestion is for an adventure mod.

This would be a direct adaption of the Classic adventure

Keep At the Borderlands.

by Gary Gygax

 

The adventure is for low level characters

Yet due to the lack of creatures from D&D and Skyrim it would be a great under taking. Such as the addition of Owl bears or a Minotaur.

 

The adventure will involve hirelings to aid the player in the adventure. the hirelings will be of low level as well.

A hireling of each class would be preferred for the player to choose from. A cleric and magician are needed for support in this adventure.

--------------------------------

The Main meat of this is a new Hub town

Only Known in the Adventure as: The Keep At the Borderlands

 

Background:

The Realm of mankind is narrow and constricted.

Always the forces of Chaos press upon its borders seeking to enslave its populace, rape its riches, and steal its treasures.

If it were not for a stout few many of the Realm would fall prey to evil which surrounds them. Yet there are always certain exceptional and brave of humanity as well as similar individuals among its allies- Dwarves, Elves, and Halflings - who rise upon the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold Adventurers from the Realm set off for the Borderlands to seek their fortune. If these exceptional individuals, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these exceptional individuals will become skilled in their calling, be if a Fighter or Magic-User, cleric or thief. They will be tried in the fire of combat, those who return hardened and more fit. True, some few who survive the process will turn from law and good and serve the Masters of Chaos, but most will remain faithful to good and ready to fight evil wherever it threatens the to infect the Realm.

 

You are indeed member so f this exceptional class, adventurers who have journeyed to the Keep at the Borderlands in search of fame and fortune. Of course you are inexperienced but you have the skills and heart that cries out for ADVENTURE! You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Each of you has with everything given to you which could possibly help. Now you must fend for yourselves; your fate is in your hands, for better or worse. Ahead, up the winding road, atop the sheer-walled mount of stone, looms the great KEEP. Here at one of civilization's bulwarks between good lands and bad, you will base yourselves and equip for forays against the wicked monsters who lurk beyond. Somewhere nearby, amidst the dark forest and tangled fens, are the CAVES OF CHAOS where fell creatures lie and wait. All this you know, but before you dare adventure into such regions you must become acquainted with other members of your group, for each life will depend on your ability of others to cooperate against the common foe. Now, before you enter the grim fortress, is the time for introductions and exchange of information, for fate seems to have decreed that you are to become and adventurous band who must pass through many harrowing experiences on the path that leads towards greatness.

 

Start:

You have traveled for many days leaving the Realm and entering into the wilder area of the Borderlands. Farms and towns have become less frequent and travelers few. The road has climbed higher as you enter the forested and mountainous country.

 

You now move up a narrow, rocky track. A buttress -like wall of natural stone is on your left , the land falling away to a sheer cliff on the right. There is a small widening ahead, where the main KEEP is. The blue-clad men-at-arms who guard the entrance shout at you to give your names and state your business. All along the wall you see eager faces peering down at you- eager to welcome new champions of law, but ready with cross bow and pole-arms to give another sort of welcome to enemies.

---------------------------------------

 

There are several areas to the keep a large part consists of the officers etc are:

The gate

Flanking Towers

Entry yard

Commons stable

Common warehouse

Bailiff's tower (guard captains place)

Watch Tower

Inner Gatehouse

Tower (east and west corners)

Small Tower

Guard Tower

Inner Bailey

Cavalvry stables

Great Tower

Central towers

The Keep fortress

Castellan's chamber(leader of the Keep)

--------------------------

The town in the keep has:

Black smith

Provisoner ( sells tools misc)

Trader( deals with armor weapons and mounts and other commodities and ingredients)

Loan bank ( buys gems and other jewelry sells rare items such as magical items has several items for sale that are specifically rare.)

Fountain Square

Tavern( sells food)

Guild House

Chapel

--------------

There are two major NPCS that have a minor subplot to the keep

Jewel Merchants (A jewel merchant and his wife who is guarded by a pair of sellswords.)

Priest( A priest and his acolytes will help you but has larger motives.)

------------

Areas outside the keep

Mound of lizard men

Spiders lair

Bandit Camp

The Mad Hermit

--------------------------------

 

The Caves of Chaos:

The forest you have been passing through has been getting more dense, tangled, and gloomier than before. The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briers all to warn you and ward you off, but you have forced and hacked your way through regardless. Now the strange growth has suddenly ended- you have stepped out of the thicket into a ravine-like area. The walls rise rather steeply to either side to a height of about 100' or so - dark streaked earth mingled with earth. Clumps of trees grow here and there, both on the floor of the ravine and up the sloping walls of the canyon. The opening you stand is around 200' wide. The Ravine runs at least 400' west(actually 440") where the western end rises to a steep slope. here and there on varying heights on all sides of the Ravine, you can see black mouths of cave-like openings in the rock walls. The sunlight is dim, the air dank, there is an oppressive feeling here - as if something evil is watching you and waiting to pounce upon you..

There are bare, dead trees, here and there and upon one a vulture perches and gazes hungrily at you. A flock of ravens rise croaking from the ground, the beat of their wings and sound of their cries magnified by the terrain to sound loud and horrible. Amongst the litter of rubble, boulders, and dead wood scattered about on ravine floor you can see bits of gleaming ivory and white - on closer inspection it appears that these are bones and skulls of men, animals and other things.....

You know you have certainly discovered

The Caves of Chaos

--------------

Monsters in the adventure consist of

Bandit

Orcs

Spider

Kobold ( A smal skinny fuzzy goblin, looks lizard like in new D&D)

Goblin

Orgre

Hobgoblin ( A larger goblin)

Owl Bear ( A Bear monster with a owl face and beak)

BugBear (a anthropromorphic bear monster)

Minotaur

Fire Beetles

Stirge( small flying bug like creatures)

Gnoll (Wolf like goblins)

zombies ( draugers)

Skeletons

The Evil Priest

-----------------------------

 

This adventure is fairly big, but with some modification to the monsters I think it could be done well. The keep is fairly complex and can be made up, Yet it needs to hold the things listed and included in the D&D module.

 

The Dungeon will involve several interconnected parts.

The keep will be a new starting point for the player.

To remedy other players hirelings will work.

I haven't ever seen any D&D adventure adapted into skyrim.

I think a cool place to set this is out of map. south of falkreth into the inaccessible areas. Yet I do not know if this is possible.

Or set it in a pocket dimension of its own.

 

I do not have experience in geck or etc.

A person would need to have a copy of the module to properly do this.

Along side this adventure I think the base adventure in the basic D&D set would be great to adapt.

 

I hope you like my idea and someone is interested in making it real.

 

 

 

 

 

 

Edited by thorgrim103
Link to comment
Share on other sites

  • 3 months later...

This is a classic D&D adventure. A really really old one. It was fun to DM and play. It would make an interesting Skyrim adventure but would not be very lore friendly.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...