CNY 39.0


【图】Fantasy Grounds – D&D Classics: B2 The Keep on the Borderlands(截图 0)【图】Fantasy Grounds – D&D Classics: B2 The Keep on the Borderlands(截图 1)


D&D Classics: B2 The Keep on the Borderlands

This module includes a cover folder with maps and a complete description booklet to form a ready-made scenario for DUNGEONS & DRAGONS(R) Basic Set. It has been specially designed for use by beginning Dungeon Masters so that they may begin play with a minimum of preparations.

Within are many features to aid novice players and Dungeon Masters: legends, history and background information, a list of adventuring characters, tips on how to be an effective Dungeon Master, plus an interesting area for characters to basethemselves in (the Keep) before setting out to explore the Caves of Chaosl

Product History

"B2: The Keep on the Borderlands" (1979), by Gary Gygax, was printed by TSR in December 1979. It was probably TSR’s twelfth adventure, and the first one to use a full-color cover, rather than the monochrome covers that had been used for the previous 11 adventures.

Basic Sets. Like its predecessor, "B1: In Search of the Unknown," this adventure was created for use with the first edition of the Dungeons & Dragons Basic Set (1977), created by J. Eric Holmes. Once it was printed, "Keep on the Borderlands" immediately replaced "In Search of the Unknown" in the Basic boxed set.

However, "Keep" is much better known as the adventure packaged with the second edition Dungeons & Dragons Basic Set (1981), which was revised and updated by Tom Moldvay. It remained a part of that package throughout its life (1981-1983).

From 1980-1983, Dungeons & Dragons was seeing its most explosive growth, and the Basic Set was the prime entry point to that game. As a result, B2 ended up the most printed D&D module of all time. Much later estimates suggest there might have been 1.5 million copies printed in all, between the two boxed sets and standalone sales.

Introductory Ideas. Like B1, "Keep on the Borderlands" was positioned as an "introductory" module; it provided instructions not just on how to run the campaign contained within, but also on how to run combats and to be an effective GM. However, it varied notably from its predecessor B1 in one area: Where the previous adventure had been a bit of a toolkit – with GMs learning to create dungeons by actually filling in the monsters and treasures – this one was a complete, ready-to-run adventure.

The Caves of Chaos themselves showed off the introductory nature of B2 in another way: They’re pretty much a who’s who of the humanoids you could meet in Basic D&D, with separate caverns inhabited by kobolds, orcs, goblins, ogres, hobgoblins, bugbears, gnolls, and even a minotaur. Gygax later admitted that the result wasn’t "ecologically correct," but that wasn’t really the point.

Adventuring Tropes. "Keep" is also of historic note because it detailed not just dungeons to explore, like most adventures of the period, but also a home base for the players to use: the eponymous Keep, which spans about 6 pages in the adventure. PCs can interact with the various inhabitants there and thus have plenty of roleplaying opportunity before they ever strike out into the Caves of Chaos.

This would have been a huge innovation for TSR if Gygax hadn’t done the same thing just a a few months earlier in "T1: The Village of Hommlet." As it was, these two modules set "home base + nearby adventure point" as a standard adventure design element (though towns would be more frequently used in the future).

There’s also a page of wilderness adventuring. Though pretty scant, it was an innovation for the Basic adventures.

Future History. "The Keep on the Borderlands" has been revisited many times, most notably in Wizards of the Coast’s Return to the Keep on the Borderlands (1999) for AD&D. In more recent years, the setting made a thematic return as the Chaos Scar, which was spotlighted in D&D Encounters Season 3: Keep on the Borderlands – Season of Serpents (2010-2011) and in Dungeon #171 (October 2009) through Dungeon #197 (December 2011), all for 4e. The adventure may still have a future in D&D too, as it was released as Caves of Chaos at D&D Expo 2012 as a playtest for D&D Next.

About the Creators. Gary Gygax wrote "The Keep on the Borderlands" at the end of his period of greatest adventure productivity, from 1977-1979, shortly after creating "T1: The Village of Hommlet." By this time, actually managing TSR was taking up increasing amounts of his time, which kept Gygax from doing more creative work. He hired Jean Wells and Lawrence Schick to form a Design department in 1979. Going forward, this department would be the main source of TSR’s adventures, not Gygax.
Converted by: Rob Twohy

Requires: An active subscription or a one time purchase of a Fantasy Grounds Full or Ultimate license and a one time purchase of the 2E Compatible ruleset.
Converted by: Mike Wilson and Rob Twohy

Requires: An active subscription or a one time purchase of a Fantasy Grounds Full or Ultimate license and a one time purchase of the 2E Compatible ruleset.


D & D经典: B2边疆的保留

该模块包括一个带有地图的封面文件夹和一个完整的描述小册子,以形成DUNGONS & DRAGONS(R) 基本集的现成场景。它已经被专门设计用于开始地下城大师赛,这样他们就可以开始玩最少的准备。

里面有许多功能来帮助新手玩家和地下城大师: 传说,历史和背景信息,冒险角色的列表,如何成为有效的地下城大师的提示,再加上一个有趣的区域,让角色在开始探索Chaosl洞穴之前将自己放在 (the Keep)


《B2: The Keep on the Borderlands》 (1979年),由Gary Gygax著,于1979年12月由TSR印刷。这很可能是TSR的第十二次冒险,也是第一个使用全彩色封面的,而不是之前11次冒险都使用过的单色封面。

基本集合。就像它的前身《B1: 搜索未知》一样,这次冒险是为了与J.艾瑞克霍姆斯.一经印刷,《Keep on the Borderlands》立即取代了Basic盒装套装中的《搜索未知》。

然而,《Keep》更出名的是与第二版Dungeons & Dragons Basic Set (1981) 打包的冒险,该集由Tom Moldvay修订和更新。它在整个生命周期 (1981-1983年) 一直是该一揽子计划的一部分。

从1980年到1983年,龙与地下城看到了它最具爆炸性的增长,基本集是那个游戏的主要切入点。结果,B2最终成为有史以来印刷最多的D & D模块。后来的估计表明,在两套盒装套装和独立销量之间,可能已经印刷了150万份。

介绍性想法。与B1一样,“保持在边疆” 被定位为 “入门” 模块; 它不仅提供了关于如何开展其中包含的运动的指示,还提供了如何开展战斗以及成为有效的全球机制的指示。然而,在一个领域,它与它的前身B1有很大的不同: 以前的冒险是一个工具包-GM学习通过实际填充怪物和宝藏来创造地牢-这是一个完整的,随时可以运行的冒险。

混沌洞穴本身以另一种方式展示了B2的入门性质: 他们几乎是你可以在Basic D & D中遇到的人形动物的谁,有不同的洞穴,分别居住着科博德、兽人、妖精、食人魔、黄精、牛角,甚至是牛头犬。Gygax后来承认,这个结果并不 “在生态上是正确的”,但这并不是真正的重点。

冒险托拉斯。“Keep” 也具有历史性意义,因为它不仅详细介绍了要探索的地下城,就像该时期的大多数冒险一样,还提供了玩家使用的大本营: 同名的Keep,在冒险中跨越了大约6页。个人电脑可以与那里的各种居民互动,因此在他们进入混乱洞穴之前就有足够的角色扮演机会。

如果吉盖克斯几个月前在 “T1: Hommlet村” 中没有做同样的事情,这对TSR来说将是一个巨大的创新。事实上,这两个模块将 “家乡基地附近的冒险点” 设置为标准的冒险设计元素 (尽管未来城镇将更频繁地使用)。


未来历史。“The Keep on the Borderlands” 已经被重访了很多次,最引人注目的是在Coast的Wizards’s Return to the Borderlands (1999) for AD & D。近年来,这一设置作为主题回归为混沌之疤,这在D & D相遇第3季: 继续在边疆-蛇季 (2010-2011) 和在地下城 #171 (2009年10月) 到地下城 #197 (2011年12月),全部用于4e。这次冒险在D & D领域也可能还有未来,因为它在2012年D & D世博会上以混沌洞穴的形式发布,作为D & D Next的一个玩法测试。

关于造物主。加里 · 吉盖克斯 (Gygax) 在他最伟大的冒险生产力时期的末期,1977-1979年,在他创造了 “T1: The Village of Hommlet” 之后不久,他创作了 “T1: the Village of Hommlet”。到这个时候,实际上管理TSR占用了越来越多的时间,这使得Gygax没有做更多创造性的工作。他在1979年聘请了让 · 威尔斯和劳伦斯 · 席克组建了一个设计部门。展望未来,这个部门将是TSR冒险的主要来源,而不是Gygax。
转换为: Rob Twohy

要求:主动订阅或一次性购买Fantasy Grounds或Ultimate许可证,一次性购买2E兼容规则集。
转换为: 迈克 · 威尔逊和罗布 · 特沃伊

要求:主动订阅或一次性购买Fantasy Grounds或Ultimate许可证,一次性购买2E兼容规则集。