In an earlier post I gave my views on the classic module B2: The Keep on the Borderlands. The module has a map of the nearby land shown here.
This map shows the Keep and the nearby Caves of Chaos set in woods with river running through a cleared area. However, in Gaz1: The Grand Duchy of Karameikos the writers at TSR placed it up in the northeast of Karameikos in the mountains, where the Black Peaks range meets the Altan Tepes mountains. This is shown in the map I adapted for
Tarrag Duun. I know here the Caves of Chaos are marked as being in the neighboring hex (not correct), but at the time I wanted the Caves to have their own mark on the map.
Does this directly contradict the map in the module? Not completely but it requires a certain explanation, namely that each hex does not necessarily show all the terrains within it, only the dominant terrain type. So the hex that Castellan Keep is in is predominantly mountains but not necessarily only mountains. Thus in my previous post I postulated the idea that Castellan Keep sits in a river valley in the mountains. The fact that there is a nearby river in the mountains (the Castellan River) on the hex map supports this.
And now I have put together a rough map to show this valley. The small grey-white rectangle in the middle is a shrunk-down version of the original outdoors map from B2, showing how it fits into the predominantly mountainous hex. I am naming this valley Castellan Valley.
B2 is a sandbox module where the PCs are not compelled to do any specific tasks or missions - the adventurers can wander and explore, and this expanded map will give them more to find and do. I have taken the opportunity to add a few new locations and encounters, similar in theme to the wilderness encounters described in the original module. Some of these are tougher - the Valley of the Wolves and the Ogre Den are both beyond the capabilities of a 1st level party, while others are a bit easier and more suitable for novice adventurers such as the goblins of Grayhammer Valley and the orcs of Cracked Skull Hold.
1) Castellan Keep. This is the Keep on the Borderlands, detailed in the module
2)
The Caves of Chaos - The main dungeon of B2, detailed in the module, home to several bands of humanoids temporarily brought together by the
Cult of Chaos.
3) The Cave of the Unknown. This has been left blank for DMs to develop for themselves.
4)
Torrag Sheddor. This is a small
dwarf stronghold of 130 members who mostly keep to themselves. There are 3 main sites
a) Torrag Sheddor Iron Mine
b) Torrag Sheddor main hall
c) Torrag Sheddor Copper Mine: This mine has been abandoned recently after the miners broke into an orc Shaman's Tomb and disturbed the undead creatures therein.
5) The Sylvan Vale. This break in the mountains is densely forested. In here are several colonies of sprites and pixies as well as a trio of dryads and a centaur, Borrolloy, with the spellcasting ability of a 6th level druid. The residents will be initially cautious, observing humans while invisible, but then if they feel bolder playing tricks on the outsiders. They are not malicious unless they see wanton killing and destruction. It is possible, if the jokes and mischief can be endured, for the sylvan folk here to be allies, providing food and information and possibly minor magic. The pixies and sprites have no love of the humanoids of the Caves of Chaos and may help adventurers defeat them.
6) Cracked Skull Hold. This used to be an outpost of 70 dwarves working a tin mine associated with Torrag Sheddor, but 40 years ago they were violently ousted by a warband of orcs. These orcs are aware of the Caves of Chaos but are not swayed by the offers from the Cult of Chaos. The surviving dwarves retreated first to Castellan Keep and then on to Torrag Sheddor.
7) The Ruined Watchtower. Initially built during the same time as Castellan Keep, this watchtower was overrun enough times by various monsters and humanoids that civilized folks no longer claim it. These days it is home to an evil sorcerer who has ties to the Cult of Chaos in the Caves of Chaos and the chaotic raiders described in the wilderness outside the keep. He has both human and hobgoblin underlings as guards and servants.
8)
Haagnel's Junction. This is a hamlet of 120 humans and 30 dwarves that provides some food and services to Castellan Keep. In return the residents will retreat eastwards to the keep if Haagnel's Junction is under serious attack. The centre of the hamlet has a pallisade containing a watchtower, the inn, the general store and the squire of the manor, though there are farms on the outside as well. The road north leads deeper into the mountains along the Tarrag River, eventually reaching the abandoned dwarf stronghold of
Tarrag Duun. There are several sheep and goat farms in Haagnel's Junction and a number of vegetable patches near the river bank. The village sits next to a wooden bridge over the Castellan river which is vital for carts and wagons trying to reach Castellan Keep.
9) Valley of the Wolves. This is the home territory of a population of wolves. There are 4 packs here, with 4d6 adult members and 2d4 pups each. The packs may roam the surrounding mountains for food but always return to their dens here. In the centre of this valley there is a lone lodge of a fur trapper Korlon,who will tell those he meets he has an understanding with the wolves and they leave him alone. He occasionally visits Castellan Keep to sell the pelts he gathers and buy provisions. What he will not reveal (until he has the element of surprise) is that he is a werewolf. Korlon is torn about his lycanthropy and part of him really does not want to hurt innocent people, hence he has isolated himself in this valley. But if people seek him out, then they kind of bring it on themselves, don't they? Asking to stay the night in his lodge is a really bad idea.
10)
Grayhammer Valley. This used to be a dwarf village associated with
Tarrag Duun with various dwarf dwellings dug into the mountainside around this valley. However, since the fall of that mighty dwarven stronghold to goblins. Grayhammer Valley has become an outpost of goblins and hobgoblins, scattered in numerous small lairs among the dwarven ruins.
11) The Brigands' Peak. This mountain has an encampment of human brigands (chaotic bandits) who will sometimes send patrols or raiding parties down south into Karameikos to attack vulnerable farms. They stick to the west side of the Castellan River so as to avoid Drellid's Tower. The soldiers at Castellan Keep have been asked to deal with these brigands by various authorities in Karameikos but they do not have enough soldiers to spare for an assault on the brigands while defending against humanoids of the Caves of Chaos.
12) Drellid's Tower. This large stone watchtower is garrisoned by a platoon of 20 soldiers of the Karameikos Army, and they stay in communication with Castellan Keep where their commanding officer, the Captain of the Guard, is based. The tower watches over the river and road and acts as an outpost for the military force at the Keep. The commander here is Lieutenant Tallena (human female, 4th level fighter, align Lawful). Although they are not particularly welcoming, the soldiers will allow travellers to stay the night in Drellid's Tower in emergencies, though they are encouraged to move on as soon as possible. No bedding is provided for guests but at least they are surrounded by stone walls and can share the fire in the hearth. The soldiers here try to keep a good relationship with the villagers of Haagnel's Junction who may provide them with food and tidbits of information such as monster sightings.
13)
The Ogre Den. This is a natural cave in the side of a mountain that has become home to a band of fifteen ogres and an
ogre leader. They are joined (at least for the moment) by a
minor red ogre. There is some tension within the den as the leader wants to stay independent but the red ogre believes they should ally with the cult of chaos that now holds sway over the Caves of Chaos.
I like it. Are you adjusting the scale of the map though? that's a lot of stuff in what is basically a 3-mile hex.
ReplyDeleteYou are right there is a bit of fudging the size of the module map for the wilderness around the keep. It is 40 x 52 squares, so it is 4000 yards x 5200 yards (2.2 miles x 3 miles) so it should be larger in my placement of it in my map (the 3 mile high module map should be nearly half the height of the 8 mile hex). But I wanted it to fit into the valley without the valley taking up the whole hex so I shrank it a bit. As for the number of encounters, I don't think they are any more dense than the wilderness encounters in the module, just over a wider area. Besides, DM's borrowing this can say PCs don't encounter some of the things on the map - either the encounters are completely removed, or the PCs aren't in quite the right spot to notice it (just the wrong side of a mountainous ridge or clump of trees or the like).
Delete