William Ronald |
I too would enjoy a copy of this.
Please send me one at
boosemptypockets@hotmail.comThank you in advance and to all others enjoy. This was one of the best in the days of yore.
First, sorry that I have not checked this of late. I have been very busy.
Secondly, check your e-mail. Enjoy!!
Sir_Wulf RPG Superstar 2008 Top 16 |
UndeadViking |
Awesome idea. I'd also have the humanoids sending out sorties each day to attack and sack nearby villages. You could run encounters where the party must rush in to save a village in mid-sack, or the party gets there ahead of time and helps the villagers fortify with makeshift defenses such as overturned wagons, brush pile barriers lit on fire, concealed pits dug into the wheat fields, etc.
Also, I'd have the humanoids react to the party's assault on their lair by sending out patrols and adding more fortifications, themselves. They might also send out word to other tribes calling for reinforcements. The party must track and stop their messenger(s) before he/they reach the other tribes. If they don't stop the messenger, they find themselves between a rock and a hard place in the ravine once reinforcements arrive. The reinforcements could even be bringing their sacred war machine - an unholy mobile altar with hideous evil powers or something along those lines.
Fun stuff!
William Ronald |
Awesome idea. I'd also have the humanoids sending out sorties each day to attack and sack nearby villages. You could run encounters where the party must rush in to save a village in mid-sack, or the party gets there ahead of time and helps the villagers fortify with makeshift defenses such as overturned wagons, brush pile barriers lit on fire, concealed pits dug into the wheat fields, etc.
Also, I'd have the humanoids react to the party's assault on their lair by sending out patrols and adding more fortifications, themselves. They might also send out word to other tribes calling for reinforcements. The party must track and stop their messenger(s) before he/they reach the other tribes. If they don't stop the messenger, they find themselves between a rock and a hard place in the ravine once reinforcements arrive. The reinforcements could even be bringing their sacred war machine - an unholy mobile altar with hideous evil powers or something along those lines.
Fun stuff!
Well, intelligent opponents should react intelligently. So, at a minimum, characters could expect more resistance as they progress through the caverns.
SirXaris |
Mr. Ronald:
I have just discovered this thread in my effort to find a Pathfinder conversion of The Keep on the Borderlands and would very much appreciate it if you would be kind enough to email me a copy of your conversion.
My son and some of his college buddies have requested that I run a campaign and that I begin with the Keep since none of them have experienced it it.
Though I write for Pathfinder (TPKGames), my first love is the World of Greyhawk, so I place the Keep on the north bank of the Deepstil River in the northeastern Vesve Forest. The evil priests are clerics of Iuz and the various tribes of humanoids are small bands that have managed to infiltrate that far into the frontier lands of that woodland and, nominally, serve the evil demi-god.
Thanks!
arlanni |
hwkies wrote:Glad to help. So, check your e-mail boxes.Ooh, this looks awesome. Could I please get a copy too?
Bmc_mkelly at yahoo dot com
The kids will love this one soooooo much
William,
I can't believe you are still sending this out. Kudos!
I would greatly enjoy a copy, if you don't mind.
doylecl@aol.com
Thank you!
andrew dockery |
William Ronald |
Dagada wrote:Same request here please, Mr. Ronald
** spoiler omitted **
Thanks for such a prompt reply Sir William Ronald! This looks amazing. I cant wait to run it for my girlfriend and her group.
Thanks so much!
I am not a British citizen, so I am definitely not a knight in that sense. I do appreciate the sentiment.
I do recall reading that a previous edition of the Inner Sea Campaign setting put the Keep in Ustalav. I did not know this when I did my conversion, so I picked Lastwall. A good location might be on the borders between Ustalav, Lastwall and reasonably close to the Hold of Belkzen.
William Ronald |
If you're still sending out copies, I'd love to have a look at it.
I was thinking of placing it in the far north of Ustalav, north, north-east of Lepidstadt.
Thank you in advance
galahad3791@gmail.com
That could work, although I set my version in Lastwall. (I used a selection of Slavic/Baltic and Germanic names so it will work well for Ustalav.) As long as there is a way for the orcs and other humanoids to make it there, it should work. (Don't forget underground passages.) Check your mail.
Mark Hoover |
I converted this mod as well, though not as thoroughly as yours. I did it for a homebrew and gave the keep the name Mistwatch. It was a continuation of 3.5 so I had the evil clerics worshiping a heretical sect of Wee Jas with clues in a nearby ruined monastery (the actual draw to the "keep" that jumpstarted the adventure).
I haven't read through the whole thread WR, but how did the one-shot turn out in Chi-town way back when? Are you still using this conversion or running other con games? Did you get into Wrigleyville for a beer or over to Ginos for a stuffed pizza while you were there?