The Keep on the Borderlands

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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 1Arrival at Kendall Keep — The party arrives at the Keep, secures lodging, and gathers information from Cob the huntsman and Jess the serving girl about the dangers in the region. They learn of ritual murders, fleeing gnolls, and the mysterious Hidden Temple.

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.