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Eliminating some of the heavy hitters would weaken the clergy.(I view intelligent chaotic evil foes as capable of having fairly complex plans. My thought is that the clergy of Lamashtu have enlisted some of the heavy hitters at the Caves of Chaos (such as the minotaur) to their efforts to destabilize the region. Players should have an opportunity to exploit that, and some may even try to frame some of the other tribes for their actions. There should be a lot of rivalry between the various tribes.
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(I am currently running the Slavelords mods, converted to PF of course, and they finally recently cornered the ogre mage and killed him after he attacked them in their innroom at night while most of them were unarmored!) (It didn't actually have any class levels, it was just a straight-up, out-of-the-Bestiary ogre mage.) It remained invisible in the ravine outside the caves, waited until the party had cleared out a few more caves and were wounded/low on spells, and then surprised them with a cone of cold that almost wiped them out! They succeeded in beating it, but it escaped and vowed revenge, becoming a recurring villain even after KotB was completed. If the humanoids all work too closely together, the logical outcome would be a mass slaughter of the party by ALL of the tribes, led by the clerics, after (or even during) the party's first foray, unless they use great caution and stealth.Īn addition I made to my own recent running of a PFized KotB: After the party had cleared out almost half of the lairs and had reached 6th level, the evil clerics hired an unusual and deadly assassin - an ogre mage - to ambush the party. OTOH, there probably should be some underlying dislike between the various humanoid types, so the party has the option of starting some in-fighting between the various tribes with successful Diplomacy or Bluff checks. The original module never mentioned them cooperating, and I had a hard time buying that they wouldn't kill each other off in a final bloody battle in the ravine, living in such close proximity. I think it's a good idea you have of making the humanoids cooperate under the banner of the evil clerics in the back caverns. I have run previous events but is there any particular advice that anyone can give in converting an adventure to the Pathfinder rules or running an adventure for the first time with the rules system? Is there a good list of common trade goods beyond what is in the Pathfinder RPG Core Rulebook?
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However, I would imagine that they would not send armed forces everywhere for all problems - hence the need for adventures. Does this scenario sound reasonable? Lastwall would obviously take any humanoid incursions seriously.
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The humanoids in the Caves are being directed by the followers of Lamashtu to destabilize the region and weaken Lastwall. The Keep and a small surrounding village with farmland, is a stop on a road that goes through the wood and ultimately towards the border with the Hold of Belkzen. I am planning to set the adventure in Golarion, specifically in Lastwall in or near the Fangwood. However, I thought I would ask some questions and share some of my ideas.
Keep on the borderlands 3.5 pdf pdf#
So far, my conversion is coming along well (especially considering I can't find my copy of the original module and had to use a Fantasy Hero PDF and a 3E conversion document. I plan to run a version of Keep on the Borderlands at the ENWorld Chicago Gameday on February 27th.