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Keep on the Borderlands Player's Guide 1.0.

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by Ernie Noa
enoa42001@yahoo.com
http://enoa4rpg.blogspot.com/
http://enoa.rpgs.sytes.net/
Module Level Range : [1-3]
Only tested for solo play, but multiplayer should work. 3 companions are
Suggested Number of PCs:
included.
Play Time: Solo, 4-8 hours; Multiplayer, 4-8 hours (let me know how long it took you)
Setting: Any.

Setup and Installation: The mod file (B2 Keep on the Borderlands.mod) should be
copied from the modules folder in your rar/zip file into your ‘Neverwinter Nights
2\modules’ directory. The campaign files and the ‘Keep On The Borderlands’ folder
should be copied from ‘Campaigns’ in your zip/rar files into ‘Neverwinter Nights
2\Campaigns\’

To run Keep on the Borderlands, first select the ‘New Campaign’ options, and then select
‘Keep on the Borderlands’.

Introduction
Keep on the Borderlands is a conversion of paper and pencil module written by Gary
Gygax, first published by TSR in 1979. The paper and pencil module, The Keep on the
Borderlands, was ranked the 7th greatest Dungeons & Dragons adventure of all time by
Dungeon magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game.

Players arrive at the Keep on the Borderlands, where they base themselves before
investigating the Caves of Chaos, a series of nearby caverns full of humanoid tribes
poised to destroy the keep. It typifies the dungeon crawls associated with beginning
D&D players, while permitting some limited outdoor adventures.

The module is primarily a hack and slash adventure, although I have tried to add
opportunities for role playing and there are some tricks and traps.

It is intended for new characters. It should work for multiplayer but I did not have the
opportunity to run a multiplayer test.

Notes
The module was written to help me learn how to use the new toolset. I am family with
the NWN1 toolset, but many changes were made to the toolset for NWN2. I converted
C1: The Hidden Shrine of Tomoachan for NWN1 as a way to learn the toolset and I
thought converting another PnP module would give me the same opportunity now. Keep
on the Borderlands was intended to be a short, easy project and a learning experience. I
was surprised at how long it took me to complete the project. The new toolset is very
powerful and I am impressed with the capabilities it offers, but I am unsure if I will invest
the time to write another module. I will do my best to debug and support this adventure.

Companions:
Three companions are included in the adventure. You will be required to take a the
fighter with you and you will have the opportunity to include a rogue and a wizard.
Death
The standard NWN2 death and dying system is in effect.

Known Issues
I am sure there are typos. I have done my best to remove them. I wrote most of the
dialog in word then copied it over I was surprised to see apostrophes turn into double
quotes in NWN2. I did my best to remove these as well, but I am certain some remain.
If you find any bugs or have suggestions please e-mail them to enoa42001@yahoo.com
and I will try to address them.
Campaign Files
All campaign files can be found in the rar or zip file you downloaded. Copy the entire
‘Keep on the Borderlands’ folder from the compressed Campaign folder into Neverwinter
Nights 2\Campaigns\ directory on your computer.

DMs
I did not build in extra DM support, but would welcome comments or suggestions from
any DM who attempts to run the module.

Questions and Additional Information: Please visit http://enoa4rpg.blogspot.com or


http://enoa.rpgs.sytes.net/ for more information or e-mail me at enoa42001@yahoo.com
I will correct bugs, fix typos and implement suggestions as I am able to.

Resources Used:
Thanks to the authors of the following resources that were used during the construction of
this modules.

 Cleitanious for Cleitanious' Prefabs 1.3


 Seraldin for NWN2Mapper Plugin
 Lanessar for Lan's Placeable Groups v1.1
 Sunjammer for DLA World Map Guide

Thanks and Credits:


Many thanks to my good friend Darmok for his assistance testing Keep on the
Borderlands.

Special thanks to my wife and kids who put up with me while I worked on the module.
Thank you to Balgin Stondraeg, Lariam, Berlaid, Hugie, Maerduin, Red Siegfried, Mike,
Wyrin_D'njargo, steelfiredragon, Axilian, jclef, Ken and flem1 their posts and words of
encouragement on the bioware forums and my blog.

Thank you to anyone I didn’t remember to thank. (let me know or whack me with a two
by four to remind me).

Good luck to all the other module makers out there.

Updates:

1.0 Released 4/21/2007

1.0.1 Released 4/23/2007

 Tried to fix problem with freed prisoner (wild man) causing alignment
shift if killed.
 I added map points showing the entrance to each cave in the valley.
 Curate now casts greater restoration in addition to heal when curing the
PC & party.
 Curate sells multiple remove disease scrolls.
 Added a few magic items to the stores in the keep.
 Evil clerics started out wounded. Fixed.
 I got a few comments on the lighting. I turned down the shadow intensity
for the default lighting in the caves. I don’t really know what I’m doing here. It’s
a guess. It was approx .42 (default). I changed it to .22
 Added map points to cave exits (interiors)
 Folks have noted Castellan should be spelled Castlian. In the original mod
it is consistently spelled Castellan. I stuck with the original mod.
 I gave Elwe a hat to make it easier to tell him apart from his brother.
 Fixed 3-sided pillar in goblin storeroom.
 Made the sarcophagus in the hobgoblin torture room static.
 Bags in the kobold store room were floating. Fixed.
 Floating wall lamp in the hobgoblin store room deleted.
 The lizard man chief now will drop his club and shield.
 Tried to alter death GUI (unsuccessful, rolled back to default version).

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