Mystara Monday: Module B2 – The Keep on the Borderlands

Here it is, arguably the most well-known adventure module in D&D history. Today we're taking a look at Dungeons & Dragons adventure module B2: The Keep on the Borderlands.

Mystara Monday: Module B2 - The Keep on the Borderlands

The Keep on the Borderlands was written by Gary Gygax as a new introductory module to go with the D&D Basic Rules. It replaced In Search of the Unknown in the original Basic Rules set and was included with the Moldvay edition of the Basic Rules throughout its publication run. The Mentzer revision of the Basic Rules did away with module B2 in favor of the castle adventure included in the Dungeon Masters Rulebook. If I had to guess, I'd bet that it was decided that a simpler adventure should be included due to the younger audience that edition was aimed at.

Being an introductory module, the first few pages consist of much the same information that was provided at the beginning of module B1; advice for the dungeon master, information on tracking time, how to divide treasure and compute experience, and so forth. Of particular note, it's stated that the module is designed for 6 to 9 players, and is intended to require multiple sessions to complete. B2 has a reputation as a challenging adventure and I'd bet that more than a few under-manned parties found themselves in way over their heads. The adventure adamantly states that smaller parties must have the services of several men-at-arms made available to them and should be advised to keep to the lower caves.

The eponymous Keep is presented as a base of operations for the players situated near the border of 'The Realm' where the forces of Chaos are forever trying to invade. Shops, temples and so on are detailed with NPCs to interact with (although not a single one is given an actual name, titles only here). The intention is clearly that the players can use the keep as a staging point to first clear out the nearby Caves of Chaos and then go further afield to whatever dungeons the DM comes up with next. In practice, I suspect a lot of parties began murdering their way through the keep for all the nifty magical loot within.

The actual adventure area is made up of nearly a dozen caves scattered in a sort of box canyon area not far from the keep. Most of the caves are populated with humanoid tribes of various types who have ongoing alliances and enmities with each other that the players can take advantage of if they're particularly clever. It's easy for the players to get in over their heads here since a lot of the tribes will call others to their aid if given a chance; in particular the goblin tribe has an agreement with a nearby ogre who is entirely capable of making some level 1 characters exceptionally dead. There's also one cave populated by an owlbear and three grey oozes.

Mystara Monday: Module B2 - The Keep on the Borderlands
You'd be cranky too if you looked like that.
We're still very much in the old school of D&D here; the players are sent out to kill monsters and take their stuff without any real plot beyond 'they're monsters, they have cool stuff'. B2 is a step up from B1 though in that it sets up opportunities for some memorable encounters (the aforementioned mercenary ogre, an evil priest with a veritable army of undead, an imprisoned medusa, and so on).

We're still quite a few years away from Mystara coming into existence at this point, but it's worth noting that the Keep was given an official location in the Mystara campaign world. Like most low level adventures it's placed in the Grand Duchy of Karameikos, in this case in the mountainous region in the far north of the Duchy.

Unlike module B1, I've run Keep on the Borderlands a few times. Not many, as I tend to prefer to either use more plot-driven modules or write my own for early play, but I've definitely made use of the Caves of Chaos. Curiously enough, the parties I ran it for were actually pretty competent so I don't have any stories of utter PC failure in the face of overwhelming odds. Knowing when to retreat is, I think, the most important lesson this module teaches; there's no way an adventuring party will clear the entire cave complex in a single attempt and some encounters really require the players to be prepared ahead of time to realistically handle them.

Next week we'll continue our trek through the B-series modules with a rather infamous one. Join me for a look at Adventure Module B3 - Palace of the Silver Princess and learn why the terrifying decapus is a whole lot creepier than you might have thought.

#Blaugust Day 31: Mystara Monday: Module B1 – In Search of the Unknown

Today for Mystara Monday, we'll have a look at the first of the B-series modules: In Search of the Unknown. Written by Mike Carr, it was first published in 1979 as an introductory module to be included in the first version of the Basic Rules. For reasons we'll see shortly it was replaced after about a year by Module B2: The Keep on the Borderlands.

#Blaugust Day 31: Mystara Monday: Module B1 - In Search of the Unknown
Here we see three adventures breaking one of the cardinal rules of dungeon-delving.

B1 is out of the ordinary in a number of ways. TSR had only just begun publishing adventure modules in 1978 and nearly all those released up to this point had been pre-existing tournament adventures. B1 was instead deliberately designed to be an introductory module both for the players and for the dungeon master. The first five pages consist almost entirely of advice for the new dungeon master regarding adventure preparation, the awarding of treasure and experience, and how to be an effective dungeon master.

In the back of the adventure a full 4 dozen pre-rolled characters are provided (although these consist simply of a name, class, and statline) including such luminaries as 'Eggo of the Holy Brotherhood', 'Trebbelos, Boy Magician', and 'Norrin the Barbarian'. Tables and rules for hiring retainers are included too; retainers were still an expected part of D&D at this point, although rather than poor nameless torchbearers and trap magnets B1 presents retainers as NPC adventurers who get a full share of treasure and experience and are mostly intended to fill out an under strength party if you have fewer than six players.

The art for B1 is mostly by David Sutherland, who provided a lot of art for D&D over the years. The copy I have is a later printing that uses a piece by DARLENE that reimagines the scene drawn by Sutherland for the original cover.  In both cases, I really think those adventurers are going to regret going around poking at strange fungus.

#Blaugust Day 31: Mystara Monday: Module B1 - In Search of the Unknown
Seriously, it's probably a shrieker. Quit messing with it.

The adventure itself is a classic two-level dungeon crawl through the Caverns of Quasqueton, presented as the stronghold of Rogahn the Fearless and Zelligar the Unknown, a pair of now deceased adventurers of some renown. The dungeon itself is a sort of build your own adventure kit. Maps of the dungeon are provided along with keyed descriptions of each room but monsters and treasure are each presented in separate lists and must be placed within the dungeon by the dungeon master. It was later decided that this method was overly hard on the GM, which led to B1 being replaced by B2. As far as I'm aware no future modules ever used this method, although some provided additional maps to be used to continue an adventure beyond its published limits.

B1 is one of the few B-series modules that I've never run in a game. In the B1-9 anthology that I used early on, it's represented only by the dungeon maps without even the room descriptions included. It's very much in keeping with the feel of early D&D adventures with strange and possibly PC-damaging features like magic pools, a rock that can permanently raise or lower player attributes, and many fine furnishings and statuary for the PCs to try to lug out and try to sell.

In the end, In Search of the Unknown isn't a bad module, but there's just nothing particularly special about it. In particular the decision to separate the monsters and treasures from the rooms means there aren't any particularly memorable encounters within the adventure. Some of the rooms are interesting, but the monsters are nothing special with no unique or named foes at all.

Next week we'll take a look at arguably the most famous D&D module ever written, B2: The Keep on the Borderlands. Prepare yourselves for adventure in the Caves of Chaos, and remember: 'Bree-yark' is Goblin for 'we surrender'.

#Blaugust Day 24: Mystara Monday: Basic Rules

Today we take a look at where it all began, the first Dungeons & Dragons product I ever owned, Dungeons & Dragons Set 1: Basic Rules.

#Blaugust Day 24: Mystara Monday: Basic Rules
Adventure lies within

If you played Fourth Edition D&D you may recognize that art and cover design as being nearly identical to that of the Fourth Edition Starter Set. This was the third boxed set to be released as the Basic Rules. The first came out in 1977 and was intended to introduce players to Advanced Dungeons & Dragons. The second, often referred to as the Moldvay rules was a heavy revision done by Tom Moldvay in 1981. I was in this revision that the Dungeons & Dragons rules split from Advanced D&D. What I have here is the third Basic Rules set, revised by Frank Mentzer in 1983.

In this box, I got a 64 page Players Manual, a 48 page Dungeon Masters Rulebook, and a set of polyhedral dice. Sadly, the dice were stolen along with all my others nearly 20 years ago. I've bought plenty of dice since then, but I still miss that very first set I ever owned. The books have almost the exact same cover layout as the box cover.

The art on that box, by the way, is by the famed Larry Elmore, and the Players Handbook is full of more. Jeff Easley contributed a fair bit as well, but Elmore's art is what I always think of when I think of these books, and of D&D in general. The Dungeon Masters Guide mostly has art by Jim Holloway which is a bit rougher. Elmore's adventurers look like high fantasy characters, almost superheroes even; Holloway's look more like rough and ready mountain men.

#Blaugust Day 24: Mystara Monday: Basic Rules
And that is what elves, halflings, and dwarves should look like

Based on my internet research, the rules differences between the previous version and this are pretty minor. The big change is in how the information is presented. The box says for ages 10 and up, and the books are very well suited for just that. The writing is aimed young without being pedantic or insulting. The set was also clearly designed as an introduction for someone with no prior experience.

Rather than starting out with rules to create characters and so forth, the Players Manual first explains what 'role playing' is and then runs the character through a simple, linear solo adventure. Throughout the adventure concepts are introduced as they come up, so constitution and hit points are explained when you fight your first monster, a goblin. Saving throws are introduced in a fight with a poisonous snake, and so on. By the time you reach the rules for new character creation, 48 pages in, you've played two solo adventures and should have a pretty good concept of how the game works.

The Dungeon Masters Guide is set up in a similar way, starting out with a pretty straightforward castle adventure to run for your group. I recall playing this adventure with my best friend at the time, with each of us running two characters and me serving as DM. Eventually I put together a more typical gaming group in high school where I DMd for a group of friends every day at lunch, but in the beginning it was just the two of us.

That first adventure was a great introduction, even if it did contain more than one of the classic PC killers (a carrion crawler, yellow mold, and harpies). It also connected to the solo adventure from the Players Handbook through the character of Bargle the Infamous, an evil magic user who served as the main villain in each. In the solo adventure, Bargle kills a beautiful female cleric named Aleena whom you have befriended and now the town (and you) want him to pay. Bargle is a fantastic, and well-loved (hated) villain who reappears in later supplements and adventures and makes a perfect Big Bad for an ongoing campaign. When this mini-adventure was reworked for 3rd edition and published in the final issue of Dungeon, it was even titled 'Kill Bargle.'

#Blaugust Day 24: Mystara Monday: Basic Rules
Seriously, Bargle is the worst

This box was what kindled my love of tabletop role-playing games, and nearly 30 years later I still treasure it. I had played a few computer RPGs prior to this, notable Might & Magic, so I had a decent idea how the dungeon crawl part was supposed to go. I actually found the character sheets for the two PCs I played in that first campaign with my friend, and I had even reused the names of two of the default Might & Magic PCs for them. But this box was what made me realize we could create our own adventures, and that they could involve more than just killing monsters. It was the beginning of something wonderful.

Next week I'm going to take a look at the first adventure released specifically for the Basic Rules (although for an earlier revision); Adventure Module B1: In Search of the Unknown. Let's see how many ways to kill a player we can find in this one!

#Blaugust Day 17: Mystara Monday: The Beginning

Many years ago, when I was but a lad, my best friend came into possession of the newly published Second Edition Advanced Dungeons & Dragons rulebooks. We were fascinated by the system and the concept, and I wanted my own copies. At Waldenbooks an employee suggested I might want to start with the Dungeons & Dragons Basic Set, which would be an easier introduction to the game. I bought it, and the rest was history. It's because of that choice that instead of Faerun, Oerth or Krynn my favored game world, the one that I return to time and again, is Mystara.

#Blaugust Day 17: Mystara Monday: The Beginning
Mystara in its earliest form, from the D&D Expert Set

Over the years, I played and ran a lot of games of Dungeons & Dragons set in Mystara (originally just called The Known World) and I built up a large collection of adventure modules and supplements. I had come in at the perfect time, as TSR had recently begun to actively detail the setting through a series of Gazetteers that detailed each of the major nations of Mystara in turn. Dave Arneson's Blackmoor setting was incorporated as the distant past of Mystara, prior to a great nuclear apocalypse. The world was revealed as hollow, with ancient extinct civilization preserved within. The great airship Princess Ark crossed the world and even reached the moon (which is populated by samurai cat people). A worldwide calamity stripped Mystara of magic for a full week.

Eventually TSR decided to retire the Dungeons & Dragons rule set and only support Advanced Dungeons & Dragons. For a short period, Mystara continued to be supported and new AD&D supplements were released for it. After only a few however, Mystara was retired as well. It's mentioned every so often in newer editions, most recently in the 5th edition books as one of many campaign worlds that exist, but there hasn't been an official Mystara supplement published since 1995.

Every Monday I plan to bring out an item from my collection and show it off a bit. I'll talk about what it is, where it fits into the setting as a whole, and maybe tell a few stories about games past. Next week I'll be starting with the very first Dungeons & Dragons books I ever owned, the Dungeons & Dragons Basic Rules.