The Keep on the Borderlands
Return to the Keep on the Borderlands
An AD&D 2nd Edition Campaign
The Borderlands
The Borderlands—a frontier region at the edge of civilisation where law gives way to chaos, and only the brave or foolish venture forth. Here, amidst ancient forests and treacherous swamps, stands Kendall Keep: a bastion of order against the encroaching darkness.
Twenty years ago, the legendary warrior Macsen Wledig carved this domain from the wilderness. He drove back the humanoid hordes, cleared the infamous Caves of Chaos, and established a haven for honest folk seeking new beginnings. But Macsen never returned from the great war against the Horned Society, and in his absence, darkness has crept back into the land.
The Current Situation
Now his son, Macsen the Younger, rules from the Keep. Trade caravans still travel the North Road, but bandits grow bolder by the day. Travelers speak in hushed tones of gnoll raiding parties, of lights in the abandoned caves, and of a Hidden Temple where dark rituals summon things best left undisturbed.
Something stirs in the Caves of Chaos. The old evils are returning—and perhaps something worse has taken their place.
The Campaign
This campaign follows a band of adventurers who have come to the Borderlands seeking fame, fortune, or perhaps something more personal. They serve as agents of the Temple of St. Cuthbert, investigating rumours of evil gathering strength in the wilderness beyond the Keep.
The Party
| Character | Class | Player | Status |
|---|---|---|---|
| Zeale | Human Fighter (Party Leader) | Tim | Active |
| Brother Marcus | Human Cleric of St. Cuthbert | NPC | Active |
| Finnegan "Finn" Cole | Human Thief | NPC | Active |
| Mira Ashwood | Human Mage | NPC | Active |
Adventure Locations
The fortress that gives the region its name. A walled community of soldiers, merchants, and craftsmen, the Keep serves as a safe haven and base of operations for adventurers exploring the Borderlands.
The untamed lands surrounding the Keep, including:
- The North Road — The main trade route, plagued by bandits
- The Forest — Home to the mysterious Bee Man and other dangers
- The Swamp — Haunted by lizardmen and worse
- The Shy Tower — A structure that appears and disappears without warning
A ravine in the hills north of the Keep, riddled with cave entrances. Each cave houses different creatures:
| Cave | Inhabitants | Difficulty |
|---|---|---|
| Cave A | Kobolds | Easy |
| Cave B | Bandits | Moderate |
| Cave C | Dead Orcs/Undead | Moderate |
| Cave D | Goblins | Easy-Moderate |
| Cave E | Troll | Dangerous |
| Cave F | Undead (Skeltar & Zombire) | Moderate-Dangerous |
| Cave G | Fungus Cave/Wererats | Moderate |
| Cave H | Bugbears | Moderate-Dangerous |
| Cave I | The Labyrinth (Minotaur) | Dangerous |
| Cave J | Necromancer Tarlech | Very Dangerous |
| Cave K | The Hidden Temple | Deadly |
Key Factions
The Keep
The lawful authorities, led by Castellan Macsen the Younger. They seek to protect the trade routes and eventually cleanse the wilderness of monsters.
The Hidden Temple
A secretive cult dedicated to the goddess Erishkigal. They have been slowly consolidating power in the Caves, using undead, bandits, and necromancy to eliminate rival humanoid tribes.
The Humanoid Tribes
Various goblinoids—kobolds, goblins, hobgoblins, bugbears, and gnolls—who have their own feuds and alliances. Some oppose the Hidden Temple; others serve it.
Session Logs
Session logs will be added as the campaign progresses.
- Session 1 — Coming soon
Maps
| Map | Description |
|---|---|
| The Keep | Detailed layout of Kendall Keep with numbered locations |
| Area Map | The wilderness surrounding the Keep |
| Caves of Chaos | The ravine and all twelve cave entrances |
Based on Return to the Keep on the Borderlands (TSR 11327), the 25th Anniversary Silver Edition adventure by John D. Rateliff, adapted from the original B2: The Keep on the Borderlands by Gary Gygax.