Prep for PFRPG: Rewriting The Keep on the Borderlands


3.5/d20/OGL


In preparation for the release of the Pathfinder Core Rule Book I want to update the classic adventure The Keep on the Borderlands.

I started just by updating the stats for all of the encounters but then decided why not take it further and actually rewrite it, keeping core spirit and things that work and redoing the things that don't. Of course what works and what doesn't is subjective but general this is how I see it.

- Good

- The keep as a base site for multiple adventure and it being a lone outpost is a dangerous land full of monsters and evil

- The Caves of Chaos as a vast network of connecting tunnels which are the home of many beasts some of which are incorporated into a conspiracy of evil.

- Jovial the friendly and helpful priest who allies and then betrays the PC's at the opportune time.

- inhabitants of the keep have been taken prisoner, their whereabouts or condition is unknown, people fear searching after them.

- The Mintaur - just bad ass

- The Church of Evil Chaos - as a device to link adventure into a coherent story arc.

- Bad

- different factions of groups each with separate lair set with no reason or justification.

This thread will serve as a sounding board and I will update as I go along.

My first question for those who have played it.

What did you like about the adventure? What did you dislike? What stood out and if you have or were to make changes what would they be.

thanks!

Sovereign Court Contributor

What a great, fun idea!

Liberty's Edge

Weird; I was thinking about it last night. I didn't come up with a formal plan of action or anything, just thinking about it.

spoiler for the 3 people who haven't played this...(lol)

Spoiler:
I guess the first thing that comes to mind is...something more cohesive that the evil cultists were up to....instead of just sitting around in their evil cultist caves waiting to be rolled on by some delverduods.


What I'd change would be the randomness of it. I like your conspiracy of evil idea and so I would make it that the evil cult have actually invited the various monsters there and the keep doesn't really get what's going on yet.


I agree the evil cult needs to have a good hook to it. I am also thinking that it should involve the kidnappings.

There is an undead vibe to the church of evil chaos and a couple of undead encounters within it. So I was thinking perhaps something along the lines an evil priest has started practicing making undead creatures such as zombies and needs subjects to practice on.

The borderlands is an extremely dangerous place and as a result while terrorizing the increased raids have not yet caused the Keep inhabitants to become suspicious of something larger at work and have chalked up the violence to raiders.

So why are all the other monsters in the caves? I think we can break them into two groups to begin with.

Group 1 are monsters or the bordelands and are natural inhabitants of the caves and surrounding areas. I'm thinking of things like Owl Bears, Cave Bears, Giant Spiders, Nomad Cannibals, Snakes etc. Again this a very dangerous place.

Group 2 These are the intelligent or semi intelligent groups the are now making their home in the caves. Kobolds, Orcs, The Minotaur, Goblins etc. These are here of a specific reason.

In writing up group 1 I might have stumbled upon an answer. If the Borderlands is so dangerous then why do people seek it out, why live in the keep or travel to it? What is these lands used to house ancient civilization (like the Aztecs for example)which is now extinct. Yet within the Borderlands lies vast amounts of ancient treasure and magic. Enough to cause all types to risk their life in search of it, or to otherwise profit from it. Additionally, the surrounding forests have proven to be fertile grounds for trapping of many fine furs, etc.

This is where group 2 comes in. Long ago within this ancient civilization there was an Evil Cult which rose to power. The Church of Evil Chaos! This evil priest is recruiting these creatures because he wants to once again bring the cult to power.

what do you think?


Isn't there a cave tunnel leads off from the cultists to B1 Inseach of the Unknown - Caverns of Quasqueton...

The last time I ran the game I had the cultists hiring the goblins and bugbears to extend the tunnel to the Keep so they could invade it from beneath.

The cultists were doing their best to control the various factions so that they could use them in their invasion.

The priest may have once have been good and was corrupted while exploring the caves himself.

It may be worth looking at B5 "Horror on the Hill" for an evil monastery and B4 "The Lost City"...


The 8th Dwarf wrote:

Isn't there a cave tunnel leads off from the cultists to B1 Inseach of the Unknown - Caverns of Quasqueton...

The last time I ran the game I had the cultists hiring the goblins and bugbears to extend the tunnel to the Keep so they could invade it from beneath.

The cultists were doing their best to control the various factions so that they could use them in their invasion.

The priest may have once have been good and was corrupted while exploring the caves himself.

It may be worth looking at B5 "Horror on the Hill" for an evil monastery and B4 "The Lost City"...

I really love The Lost City adventure and have thought before about linking it to The Keep on The Borderlands making a 2 part adventure. This actually works out pretty well as I can have the Priest and Church of Evil Chaos be agents for Zargon by raising an Army and providing with him slaves/sacrifices via the kidnappings. The "end of The Keep on The Borderlands would provide clues and hook resulting in the characters searching for The Lost City.

This also fits perfectly with the ancient and now fallen civilization theme I was looking for.

Thoughts?

Thanks


I gave some thought today about the types of "wandering" monsters the Borderlands would contain. I picture them as a twisted almost apocalyptic high desert setting. Mountains, lots of rock and tall trees. I also want it to be dangerous a place where food is scarce and only the strongest survive.

For wandering monsters either in the Borderlands or Caves themselves I came up with

Giant Rats
Giant Spiders
Giant Centipedes
Rooming deranged barbarians (filthy, crazy and deadly)
Stirges
Wolves
Cave Bears
Owl Bears.

leaving anything out? does anything not fit?

Liberty's Edge

The Outlaw Josie Whales wrote:
does anything not fit?

Only the "rooming" deranged barbarians. I think they'd work better in a sitcom. I can see it now. Six unkempt berserkers share a two-bedroom apartment on the lower east side of Manhattan while getting into all sorts of zany hijinks often involving the cute 20-something barista next door whose coffeehouse serves as their hangout spot when they aren't hunting and killing tourists in Central Park or pillaging convenience stores and flipping over taxis on Broadway. They could call it something like "Room and Broadsword."


I created the map for the Kobold Lair. MAP

I added more traps (red boxes and lines) made the rooms more interconnecting so it doesn't feel as much as a straight line and additionally I added a couple of areas outside the kobold lair which if followed will lead the characters into more than they can handle.

My aim is to A) make the kobold lair unique from the others (added traps) and B) make the caves an over all very dangerous place. I have one passage that is blocked by various branches, beams, and rubble [ room 3](intentionally made so by the kobolds) If the PC's clear the passage it leads to/releases a very large and very hungry giant spider!

I also created a small escape route (10) for the kobold chief. The route splits in two and if the wrong passage is taken and followed it ultimately leads to the home of either a Cave Troll or Cave Bear (haven't decided yet) which clearly the PC's are no match for causing them to escape back through the passage which the beast is to0 large for.

Dark Archive

Having the 'evil chaos cult' be a cult to Lamashtu would serve to explain some of the monsterifficness of the Caves of Chaos. The Goblins and human cultists would logically be there, worshipping their Dark Mother, while the monsters might either have been attracted by the shrine, or deformed spawn of local creatures warped by the location (so that the owlbear might be a deformed spawn of a normal bear, or something).


Set wrote:

Having the 'evil chaos cult' be a cult to Lamashtu would serve to explain some of the monsterifficness of the Caves of Chaos. The Goblins and human cultists would logically be there, worshipping their Dark Mother, while the monsters might either have been attracted by the shrine, or deformed spawn of local creatures warped by the location (so that the owlbear might be a deformed spawn of a normal bear, or something).

I like this. I went to PathfinderWiki and it really fits the caves of Chaos right down the inclusion of Medusa which is actually the last encounter in the original adventure and something I was going to leave out.

It would even make sense to the priest of evil chaos actually be a priestess and make her a Medusa.


The Outlaw Josie Whales wrote:
Set wrote:

Having the 'evil chaos cult' be a cult to Lamashtu would serve to explain some of the monsterifficness of the Caves of Chaos. The Goblins and human cultists would logically be there, worshipping their Dark Mother, while the monsters might either have been attracted by the shrine, or deformed spawn of local creatures warped by the location (so that the owlbear might be a deformed spawn of a normal bear, or something).

I like this. I went to PathfinderWiki and it really fits the caves of Chaos right down the inclusion of Medusa which is actually the last encounter in the original adventure and something I was going to leave out.

It would even make sense to the priest of evil chaos actually be a priestess and make her a Medusa.

Medusa Cleric of Lamashtu, who goes by the moniker of "Black Widow" (petrifying those she gets tired of 'engaging in her required ritual activity') is a possibility here as well ...


Set wrote:
Having the 'evil chaos cult' be a cult to Lamashtu would serve to explain some of the monsterifficness of the Caves of Chaos.

Yeah, that works a lot better. Otherwise I am wondering why these inhabitants are not attacking one another.


I updated this adventure to 3.5 and ran my party through it about 2 years ago. I left the number and types of creatures the same, which in many cases can lead to very difficult encounters. However, it did teach my group to use tactical retreats and utilize some strategy in combats (such as scouting before attacking, utilizing hit-and-run tactics).

One way to lessen the effect of running into too many creatures is to degrade their armor and weapons from those listed in the monster manual. I used pretty much the weapons they were listed as using in the original adventure (things like spears and no armor instead of falchions and studded leather for orcs). It may not seem like much, but having monsters with a bit less AC and ability to deal damage makes a big difference with the numbers of foes the party will be facing. It also added more flavor to the 'higher ups' of each tribe when the leaders and body guards were utilizing more effective equipment.

Two of the best parts:
- The goblins bribing the ogre to help them in a fight with the party was great, it really changed the feel of the goblin cave.
- Finding and releasing prisoners in the hobgoblin and bugbear caves also was interesting in that the party was never sure who would fight for them or turn on them at any moment.

Dark Archive

Biggest problem is that the threat level is tied to locations of the caves.

Having the hardest cave being at the top but with no indication to the party as such, could be a problem for some level 1 characters.

I would make the high caves (J and K) be obvious temple openings guarded to the hilt, you can even steer the party that way first. Then maybe when they are discouraged they will look around the ravine for another way in. The lower caves (the actual first caves A, B, C) could also be intimidating since the hold the various humanoid clans who are thralls to the temple proper, but they are far less organized and maybe easier to infiltrate and eventually get to the top from the inside.
I would also cover the ravine bottom with fog. All about the perception of timing and luck.

Just an idea.

Edit: roaming barbarians...not so intimidating, bloodthirsty berserker humans serving a monster cult as they slowly become more and more inhuman - it might work.

I've always used mountain/hill folk living on the outskirts of traditional euro type cities and nations. These more savage clans (not evil) could easily be losing people to the temple as some of their warriors are captured and subjected to horrific rituals. Just another angle besides sending the heroes out from the Keep.

Sovereign Court

Quote:
In writing up group 1 I might have stumbled upon an answer. If the Borderlands is so dangerous then why do people seek it out, why live in the keep or travel to it?

No taxes? Civilised lands have the infrastructure and population to support organised tax collection, which in turn supports infrastructure et al.

I have always wondered why someone would build a wooden cabin way out in the wop-wops and risk bears, wolves, native attacks with bows and arrows... but then I realised from reading various historical information that "civilised" society could be unbearable if you thought or looked different from what was held to be the "norm". And the tax burden? Well, people still complain about it :-)

And what happens when the Borderlands are clear? In come the tax collectors, and drive off all the adventurers to another wild place...


Glen Irving wrote:
Quote:
In writing up group 1 I might have stumbled upon an answer. If the Borderlands is so dangerous then why do people seek it out, why live in the keep or travel to it?

No taxes? Civilised lands have the infrastructure and population to support organised tax collection, which in turn supports infrastructure et al.

I have always wondered why someone would build a wooden cabin way out in the wop-wops and risk bears, wolves, native attacks with bows and arrows... but then I realised from reading various historical information that "civilised" society could be unbearable if you thought or looked different from what was held to be the "norm". And the tax burden? Well, people still complain about it :-)

And what happens when the Borderlands are clear? In come the tax collectors, and drive off all the adventurers to another wild place...

Yes I like this very Deadwood-ish which I loved and envision the keep very similar. A place where people go to escape the law, seek their fortune or make their fortune off of those seeking.

The Exchange

Actually when I redesigned keep on the borderland it became part of a collection of Adventures (along with B5 HORROR ON THE HILL and Elwyn's Sanctuary from B9 CASTLE CALDWELL & BEYOND) that were part of the Dark Theocracy which was an attempt to establish a Theocracy of Chaos in the Hilly uplands of Eastern Karameikos in that wedge of land bounded by two Rivers.

While the Humanoids of the Caves are different factions, it is the Clerics who employ them as Warbands and slowly bring them together in a single millitary assault on the KEEP along with an army of Undead.

Once the Keep on the Borderland Falls, They are able to push humans out of the region and the Rivers becones the New Border of their Theocracy (Philosophical Chaos) The Warbands begin raids west into the Kings Road cutting trade with Darokin if they destroy KingsRoad Keep.

Once the Kingsroad keep falls and trade is cut off, Kelvin feels the effects because 80% of the population is dependant on traders bringing in supplies from the north.

Dark Archive

Auxmaulous wrote:

Roaming barbarians...not so intimidating, bloodthirsty berserker humans serving a monster cult as they slowly become more and more inhuman - it might work.

I've always used mountain/hill folk living on the outskirts of traditional euro type cities and nations. These more savage clans (not evil) could easily be losing people to the temple as some of their warriors are captured and subjected to horrific rituals. Just another angle besides sending the heroes out from the Keep.

Keep on the Borderlands with a dash of the Hook Mountain Massacre?

Yowza!

"You got a purty mouth, boy."

The Exchange

Set wrote:
"You got a purty mouth, boy."

101 ORCish Pickup lines


That could also be a whole new twist on The Mad Hermit.


I scratched out a rough outline of the adventure. Some of which is just rough notes

1: Travel to The keep
A) Kobold raiders ambush.
I want the adventure to start off with a bang so I put in an ambush as the PC's travel to the keep. This hopefully leads to the characters hunting down the kobold warband which will contain clues to a greater conspiracy (cult of Lamashtu) and ultimately travel into the Caves of Chaos and temple.

2: Inside The Keep
A) PC's learn from The Keep's Captain of the Guard about the Kobold raids & kidnappings & and all around evil chaos. Posse is formed to take out Kobolds
B) Characters meet the very helpful Jovial who guides characters into helping get rid of the Kobolds. Jovial has secret orders to have the Kobolds eliminated due to their failure and over zealousness which has brought too much attention.

3: Exterminate the Kobolds!
A. Travel into Borderlands
6 hour march (1 wandering encounter (sadistic, cannibal berserkers: deliverance meets Texas chainsaw massacre ), travel through borderlands involves difficult terrain, possibility of getting lost resulting in more wandering encounters
B. kobold area
Kobolds area contains lots of traps, if successful PC's find prisoner transport log, and 1 human prisoner girl kept as slave

4. Return to keep.
A. Get PC's interested in further investigation
B. Jovial will pledge to help PC's and travel with them (he was not expecting kobold chieftain to have log or to have kept a slave)

5. Travel to Temple & Caves of Chaos
A. 2 days travel - more wandering encounters
B. Temple sits atop hillside and appears heavily fortified, Jovial knows of another way in from his studies of local history and lore (THE CAVES OF CHAOS!!!!)
C. Caves entrance is at the bottom of ravine with dense fog, makes getting lost a real possibility.

6. The Caves of Chaos!!!
A. Caves are series of networked tunnels, caves, holes (combination of man made + natural) forming a labyrinth containing several (maybe more so) monsters
B. There are temple patrols who have been sent in to find possible lost magic that can used and to seek alliance with Minotaru, most are now lost
C. Caves are also home of Minotaur who hunts through caves
D. As characters get closer to temple patrols and temporary camps increase in frequency

7. Temple of Evil Chaos
A. Cult is led by Medusa-priestess of Lamashtu
B. PC's find prisoners (maybe Jovial offers to take them back?)
C. Jovial betrays PC's in their fight against the Medusa.

I know this is long but would appreciate any thoughts or suggestions anyone has.

Thanks

Dark Archive

The overall outline is good but I do see a few problems.

1st-The slave prisoner can finger Jovial unless his appearance is not know at the actual temple site, or if he wears some form of cover as a member of the cult so he doesn't fear direct identification.
Unless of course she can't communicate.

2nd-If Jovial is leading the party in through the caves then the party should be killed or captured. It would be a stretch that someone in the cult would waste so many resources in laid out traps and wasted soldiers without expecting a return. Even if those resources are considered one notch above rabble if the Temple eventually plans on marching on the countryside then they wouldn't waste the fodder on PC's who are slowly infiltrating their complex.

A)Of course you could have them get captured but you would need a few leaps in plausibility for the players to be able to escape, plus most players hate escape modules where they lose all their gear, etc.

B)Jovial could have done this to multiple groups of previous troubleshooters in the past but maybe with some luck or guidance he doesn't end up going with the party to the caves.

C)Or Jovial could be an agent of Rovagug and knows about some aspect of the caves. He could have been a member of the Lamashtu cult, but his loyalties to the Rough Beast were exposed and he was almost killed and barely escaped. The final betrayal could end up in a three way fight- party, Medusa and Jovial. For him it would be revenge and eliminating a rival cult.

3rd-The minotaur could be the defacto reclusive power behind the loosely aligned lower cave tribes. The upper caves/temple need to deal with him if they want anything done with the humanoids. Maybe they have plans on eliminating him, or solidifying control by folding him in a little more. Your list about finding items to use on him is good, but I would say more as bribes and trade to buy his service.

Having a rogue Minotaur so close to the temple is an issue. Having him snatch up a temple slave or cultist every once in awhile would be a reasonable cost of operation for the temple, but such a powerful and close rogue agent would be a bit much as a tolerance for the cult.

I like the write up, I would say that the Jovial betrayal with the Medusa is a bit lethal. Medusa leader is bad enough, an agent in the party who knows all their weaknesses and tricks would/should be terminal.

I like the slimy uber scummy concept of Jovial, but integrating him so much without a party TPK or capture is hard for me to reconcile.

Just my take, I like what you have as is and I think it would work.
I just try to make my npc motivation as clean and realistic as possible.


I'm not really sure how you'd work it into the overall plot but I always loved the Rahasia adventure that was part of that series.

Dark Archive

Auxmaulous wrote:
C)Or Jovial could be an agent of Rovagug and knows about some aspect of the caves. He could have been a member of the Lamashtu cult, but his loyalties to the Rough Beast were exposed and he was almost killed and barely escaped. The final betrayal could end up in a three way fight- party, Medusa and Jovial. For him it would be revenge and eliminating a rival cult.

This is the best bet, IMO. Having Jovial wanting to use the party to get revenge on the Medusa for kicking him to the curb (hell hath no fury like a psychopathic boyfriend scorned?) would fit better than having him lead the party through the destruction of the cult's entire power base before turning on them.

Jovial might enjoy a little too much the assault on his former high priestesses forces, hinting at his bloodthirsty nature, and might make very reasonable-sounding arguments (about the good of the surrounding communities, etc.) for not leaving any survivors in the various kobold, etc. encounters. He might consider this betrayal and slaughterfest to be a grand sacrifice in the name of Rovagug, and follow a 'heresy' that Lamashtu and Rovagug are intended to be the mother and father of apocalypse (considered a heresy by both mainstream faiths, as the official party line is that each diety is all-by-itself a walking apocalypse, and doesn't need the other to seal the deal), mirroring the Judaic concept of Leviathan and Behemoth, two legendary beasts so large and destructive that they were forbidden to ever mate, as their offspring would ravage the world.


Thanks for the feedback. You make lots of great points and I'll try to touch on them as I have time throughout the day.

The PostMonster General wrote:

1st-The slave prisoner can finger Jovial unless his appearance is not know at the actual temple site, or if he wears some form of cover as a member of the cult so he doesn't fear direct identification.

Unless of course she can't communicate.

My thinking story wise was this. Jovial is a secret agent of the cult unknown all but the highest up cult members. Essentially working directly for the Medusa Priestess.

The Kobolds were contracted by the cult to conduct raids and take prisoners for which they are paid. Prisoners are taken to the kobold lair and then turned over to a bug bear slave master who brings them to the temple.

However the Kobolds have recently become too umm bold and have started conducting their raids without permission from the cult for their own wealth building. Which is what the ambush on the PC's was. The Kobold warband has now become a liability and needs to be made example of. The Medusa sends word to Jovial that the Kobolds have outlived their usefulness and he's sees the PC's as the perfect opportunity.

Thus the freed slave girl (who the kobold boss decided to keep for himself without permission) won't have any knowledge of Jovial other than knowing him as a friendly priest from the keep. What she will know and tell the PC's is that the other prisoners were given over to a hideous group of creatures one very large the other's smaller (A Bug Bear and goblins) putting the PC's on the trail of a much larger conspiracy.

Her existence will be quite the unpleasant surprise to Jovial and the Priestess who will now have to deal with the growing problem in the form of the PC's.


just had a quick idea concerning the slave girl. What about having her murdered (by one of Jovial's acolytes) the night upon her return? I'm thinking I really play up how grateful she is, she provides the PC's info and gets close to them (and them to her). Then bam she gets snuffed out during the night giving the first hint that there are threats within the keep as well.

hmmm, I could even make her a kid somewhere between age 13 & 16,so as to make her even more sympathetic and her murder even more infuriating.


The Outlaw Josie Whales wrote:

In preparation for the release of the Pathfinder Core Rule Book I want to update the classic adventure The Keep on the Borderlands.

thanks!

Outlaw... sounds very cool!

I'd love for you to submit it to the Pathfinder Database when it goes live!


I'm going to skip over your 2nd item for right now as I need to think about it more. It's a great point and needs to be cleaned up but requires more work then the others.

The PostMonster General wrote:

3rd-The minotaur could be the defacto reclusive power behind the loosely aligned lower cave tribes. The upper caves/temple need to deal with him if they want anything done with the humanoids. Maybe they have plans on eliminating him, or solidifying control by folding him in a little more. Your list about finding items to use on him is good, but I would say more as bribes and trade to buy his service.

Having a rogue Minotaur so close to the temple is an issue. Having him snatch up a temple slave or cultist every once in awhile would be a reasonable cost of operation for the temple, but such a powerful and close rogue agent would be a bit much as a tolerance for the cult.

My original plan was to just have the Minotaur as basically a general of the cult. Essentially #1 guy and all around bad ass. Which I could return to.

I changed that because the more I thought about it the more I want the Caves of Chaos to be an almost mini adventure unto themselves. A super scary and dangerous place that everyone with a half working brain avoids but that the PC's must or are convinced they must go through. The Minotaur then serves as the defacto "big boss" of the caves. A free agent of destruction. I see it playing out as almost a game of cat and mouse in which the Minotaur once aware of the PC's starts hunting for them and if the PC's become of aware of the Minotaur they may start actively running or hiding from it, or decide to stand and fight. Jovial knows of the Minotaur and thus sends the pc's in assuming that will be the end of them.

However your point is excellent. What about this scenerio. The Minotaur is still a general for the cult. The Priestess and Jovial conspire to send the PC's into the caves. Jovial tells the PC's about the back route to the temple but does not tell them just how complicated and dangerous the caves are. Meanwhile the Minotaur General is sent down through the caves from the other end along with a handful of "search (&kill)" parties to intercept the PC's. The Minotaur as he is Minotaur is able to navigate the maze of caves fairly easily.

This still sets up the Minotaur hunting for them and additionally provides a mechanism for small groups of goblins and knolls also being in the caves.

So what about Jovial? Well what would he do in this situation? Clearly he would not want to go too far into the caves with the PC's and additionally he would want to make sure they do not come out alive.

What about feigning an injury at some point and sending the PC's on without him "for the children held captive" or what about setting up some sort of planned cave-in which cuts the PC's off from him and their way out?

I'm hesitant to involve another group because of the complexity involved. Although a 3 way fight and double betrayal would be pretty cool.

Dark Archive

The Outlaw Josie Whales wrote:

So what about Jovial? Well what would he do in this situation? Clearly he would not want to go too far into the caves with the PC's and additionally he would want to make sure they do not come out alive.

What about feigning an injury at some point and sending the PC's on without him "for the children held captive" or what about setting up some sort of planned cave-in which cuts the PC's off from him and their way out?

What has to happen in this sort of situation, is for Jovial to be friendly and eager to help and a bit hapless seeming. In the 2nd or so group encounter in the darkened tunnels, he gets hit, goes down, and is dragged screaming off down a tunnel behind a fresh wave of kobolds (or gnolls, or whatever), leaving the impression that he's been captured or killed. This should happen fast enough to be shocking, but also occur in such a way as not to feel like DM fiat (perhaps he's dragged through a door that shuts and locks, and the PCs don't have time to deal with the door until the combat is over, giving plenty of time for him to be 'dragged away'). Perhaps he even falls into a pit and disappears with a scream into the darkness (with a splash?). Perhaps he's snatched up by grappling hooks on lines, hauled off into a hatchway in the ceiling, which bangs shut behind him, like some freaky Hellraiser homage, followed by blood dribbling down from the seals around the hatch (fresh pig's blood, for versimilitude).

Later, he can be found, any real injuries healed, fresh un-bloodied robes in place, as a hostile in a later encounter.

None of this 'go on without me' stuff, that a stubborn party will end up bollixing by refusing to leave the helpless wounded NPC behind in enemy territory. In this case, a little bit of railroading can be useful, to prevent the party from hanging out waiting for the NPC to be well enough to travel, or just returning with him to the Keep to recover!


The PostMonster General wrote:

What has to happen in this sort of situation, is for Jovial to be friendly and eager to help and a bit hapless seeming. In the 2nd or so group encounter in the darkened tunnels, he gets hit, goes down, and is dragged screaming off down a tunnel behind a fresh wave of kobolds (or gnolls, or whatever), leaving the impression that he's been captured or killed. This should happen fast enough to be shocking, but also occur in such a way as not to feel like DM fiat (perhaps he's dragged through a door that shuts and locks, and the PCs don't have time to deal with the door until the combat is over, giving plenty of time for him to be 'dragged away'). Perhaps he even falls into a pit and disappears with a scream into the darkness (with a splash?). Perhaps he's snatched up by grappling hooks on lines, hauled off into a hatchway in the ceiling, which bangs shut behind him, like some freaky Hellraiser homage, followed by blood dribbling down from the seals around the hatch (fresh pig's blood, for versimilitude).

Later, he can be found, any real injuries healed, fresh un-bloodied robes in place, as a hostile in a later encounter.

This is perfect!

Dark Archive

I have to go with Set on this one.
Players, especially low level ones who may feel a limited amount of control or influence in the world would never leave a perceived friend behind - not if they could really help it. So a distraction and fake capture could serve as a good temporary exit for Jovial -keep in mind that this maneuver can be really, really risky as a DM. What if they decide to go full bore after their captured friend?

If he goes away it needs to be airtight, and fair IMO. Since he is pulling the strings it shouldn't be too hard, just be prepared for the unexpected by the party.

I still have a big problem with Jovial leading them in and the party still surviving. If he is a plant leading them up into ambushes there should at least be one very difficult encounter which should come close to taking out the party. Sort of the main ambush designed to take out the PCs. With some luck they may limp out, and then maybe Jovial decides that they are a bit more powerful then he expected - then falls back on leaving the party/escape.

Which leads me to some other issues. Again, this is all just from my experience from running many different kind of games so you can use or disregard as much as you like -it can be a bit daunting:

The Caves are not a static place. Sure there maybe be some infighting and this may even be promoted as furthering Chaos, culling the weak, etc. That will affect communication and response time, but there will be a response. What is going to happen once the show finally gets on the road? How are they going to react (the denizens of the Caves) to the parties intrusion?
This can become a major problem for the party, especially once Jovial bails on the group with all the intel, group strength, used spells, items, etc. Wave after wave of monsters or relentless ambushes will make your most common low-level encounters incredibly difficult to deal with.

Unless the party is lucky, or has some kind of ace up their sleeves they are done. That is why from a logical point I have a real hard time accepting Jovial as an inside agent and the party not getting TPK'ed. Wouldn't even be fair to the PC's really. Unless, there was some other hook or variable.....

I look at fortifications, manned dungeons, bases, etc as I would any real life situation/secured facility. What is their security protocol -patrols, sensors, traps (in D&D), physical obstructions, etc? What is their response time, how do they respond - with individual reactions, as organized squads setup to deal with different threats? Do they come together, do they hit the party in waves? Or do they act disorganized and start wasting each other?
The Temple (at least the Temple) has to have to have a game plan if the forces from the Keep eventually decide to attack- what is it? Again, having Jovial as their inside man to me at least, would mean certain death to the party. Unless they find him out early on, torture him...err extract info from him, then send him to his afterlife reward (or bring him to justice at the Keep).

Again, it may be a bit overwhelming but when I run organized bases I keep patrol rosters, sleep areas, rotations, etc. I know the mod has some suggestions on how the forces at the Cave would react after an attack an break off. Even creatures of Chaos have brains.

I am bit of a hardass DM, you probably can fudge alot of this with similar effect and less work.

Just my take on it


The Outlaw Josie Whales wrote:


- Bad

- different factions of groups each with separate lair set with no reason or justification.

I played it back in the 70's and a few times since. Even from the first, I countered this flaw by noting that the groups were gathered for a competition, with the church promising the winning group reward and exclusive raiding rights on the surrounds. Of course, such seems to require a set of rules set by a chaotic group, which is seemingly more lawful. However, the church's true intent is to spur chaos not only among local raiding victims, but the competing groups as well... mayhem for all... Meanwhile, the groups are required to lair closely for monitoring, again fomenting occasional outbreaks of chaos when a member of one group sneaks into another camp... This chaotic competition can add to the story if well played.


The PostMonster General wrote:

I still have a big problem with Jovial leading them in and the party still surviving. If he is a plant leading them up into ambushes there should at least be one very difficult encounter which should come close to taking out the party. Sort of the main ambush designed to take out the PCs. With some luck they may limp out, and then maybe Jovial decides that they are a bit more powerful then he expected - then falls back on leaving the party/escape.

This is a good point. It doens't make much sense for them to be led to the caves and then have survival left to chance. It would make more sense for Jovial to lead to the caves, have a strong ambush and for Jovial to turn on the PC's at that point.

I am fine with have a hard enough encounter where PC death or multiple deaths is a possibility (but not certainty)

I would think though that having the minotaur and jovial be in the same encounter would be too much.

So instead it could go something like this.

Jovial convinces PC's to head for caves, he accompanies them and brings his acolytes. PC's are ambushed by goblin/knoll/bugbear team, and Jovial turns on PC's at that moment basically catching them in the middle. This results in an almost climatic fight and one that should push the PC's pretty far with real possibility of death.

I don't know if this is as dramatic or as good as having Jovial disappear and then comeback for the betrayal but still works and is also easier to manage.

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