
the game seems to love springing somewhat unreasonable ambushes on the player, with multiple enemies appearing out of nowhere, and often somewhat overpowered. Not much in general for a rogue-class character to do. There seems to be not much in the way of loot to find and relatively few traps and locked doors/containers. many of the areas are quite lacking in terms of things the PCs can interact with (very few containers to explore). the plot is very weak and the game seems generally quite lacking in direction.

So, KotB seems like it would be worth a try.Ĭriticisms of the ToEE campaign have been listed in many places, but the main issues I have with it are: I have often thought it would be great to see the engine being used for a different, better-designed campaign. I have tried to play it several times and just can't get through it. I have always really liked the excellent ToEE engine and combat system however, I find it difficult to enjoy the ToEE campaign (even with Co8/Temple+), as it seems to be fundamentally quite poorly-designed.
#KEEP ON THE BORDERLANDS 3.5 MOD#
WotC chose to make one key fit both locks in the playtest version.Hi, I am just wondering if anyone has played the Keep on the Borderlands mod and, if so, what your impressions of it are? Being related to the previous omitted key, the natural fix is to have the keys be the same, or to add two keys to #12. One keyless lock you didn't mention is on a chest in room #12, sub-area #1 (marked t on the map for some reason). Notably, this is the fix that WotC made to room #12 in the D&D Next playtest version of Keep on the Borderlands ( D&D Next Playtest: Caves of Chaos, 2012, p. The key should be added by the DM to room #12. Given the functional and social situation in those rooms, it makes sense that the orc chieftain would have it just as the kobolds' chieftain has theirs, and therefore The room being the orcs' food storage room, as #3 is the kobolds'. It seems that the key should be nearby, based on The key for #11 appears to have been inadvertently omitted, not deliberately made lost or non-existent to pose an intentional lockpicking or door-bashing obstacle:ĭue to the contents of the room, it doesn't make sense to conclude that the room is inaccessible and the key lost. the key to room #3 is in room #5, described on page 15.In the revised original B2: Keep on the Borderlands (revised, 1981) I'd give him the key.Īll information is drawn directly from the 1980 Keep on the Borderlands module. However, the commentary in there indicates that the contents of the cell are intended for sacrifice by the Priest, in area 59. As with other 'store room' keys, I would give the key to the area tribal leader, in this case a gnoll.Īlso not explicitly called out with a location. In the guard room, hanging on the wall, Room 39Īgain, not explicitly called out. In room 36, in the possession of the Bugbear Chieftain But the actual module does not say.įor further reference, Door 37 is also locked and the key is Following the pattern used elsewhere in the game, I would, personally, rule that the Orc Leader in Room #12 had the key. Not explicitly called out as being anywhere. Not called out.but I would assume the Kobold Chieftain has it. There's a locked chest in #5 and the key is


In the possession of the Kobold Chieftain in room #5. One of these is covered, the other is not mentioned I've tagged this question dungeons-and-dragons although the adventure's for basic D&D and my campaign uses the D&D 3.5e rules because the adventure's been published for, I think, every D&D edition, and I suspect answers might need to range beyond the version I'm using.

#KEEP ON THE BORDERLANDS 3.5 SERIES#
I tried researching this question myself, but the Google kept returning results for Borderlands 2 golden keys (which is okay-I like the Borderlands series (though Pre-sequel is better)-but definitely not what I wanted!). Further, despite my age, I neither ran Keep nor played it back in the day, so pity my inexperience and unfamiliarity and forgive me if this is an old and obvious question to all my fellow grognards. I'm prepping for the PCs' assault on the caves and only part way through (hence the second question, above), but this detail was bothering me. Note: My current campaign involves several adventures from the Dungeon #116 article "The 30 Greatest D&D Adventures of All Time" (68-81) and The Keep on the Borderlands is the campaign's start. Does the adventure disclose the location of each door's key? Are there other hard to find keys elsewhere in the adventure that I've overlooked that I should be aware of? In The Keep on the Borderlands (1980) in the Caves of Chaos the doors to rooms 3 and 11 are locked.
