Wednesday, June 22, 2016

Via Paul V, a post on the Against The Wicked City blog about revamping B2 for more opportunities to interact with...

Via Paul V, a post on the Against The Wicked City blog about revamping B2 for more opportunities to interact with the humanoid tribes. It's in the second half of the post.

Originally shared by Paul Vermeren

Aurrgh, now I want to try running Keep on the Borderlands as suggested here! It sounds great!

(Don't tell anybody that I've never played or even read that module. I legit have no idea what the "bree-yark" joke is all about. No spoilers!)

2 comments:

  1. The guy has some good variant Keep ideas.. reminds me of the time I ran the Keep in the post-Greyhawk Wars See of Medegia, near the border with Rel Astra and not far from the Grandwood.

    The Keep had belonged to a lawful evil nobleman who died in the GH Wars, and without an heir fallen into the possession of its Castellan. All of the inhabitants were LN/LE, and the humanoids were some of the former dependents of the dead nobleman - now gone rogue and preying on their former human masters. Most of the nobleman's troops had also perished in the wars, with only the Watch troops truly belonging to the Keep and loyal to the Castellan. The soldiery in the rest of the Keep was Rel Astran, sent to "help" the Castellan hold the Keep; their loyalty was strictly to the Captain of the Guard, with Rel Astra's long term design being to secure permanent ownership by installing a new noble as soon as practicable. The Scribe was an old servant of the Castellan's, but the Advisor was a secretive newcomer - actually an emissary from the elves of the Grandwood who sought to negotiate a trade and defense pact with the Castellan to expand their sphere of influence and secure a base outside the Grandwood itself. The "bandits" lurking nearby were actually chaotic good foresters (Ranger types) living secretly nearby in case the Advisor needed an "extraction" should the situation go bad. Fun stuff..

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