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Thursday, March 3, 2016

Beyond B2: Hacking the Keep on the Borderlands

TABLE OF CONTENTS


1. Introduction
2. Scenario
3. Secrets
4. Allegiances, Quotes, & Rumors
5. Fatal Flaws
6. Location Notes
7. Wandering Monsters
8. Bestiary
9. B2 Conversion Chart


1. Introduction



Kurtz is a legendary warrior, renowned for his valor and cunning. For years, he served as Castellan of a Bloodfist Keep, an outpost on the infamous Penal Colony. But now he's gone rogue.


The PC's are thugs, recruited by the Empire to stop Kurtz. They are expendable mercenaries, sent to clean up a mess. Their goal is simple: kill Kurtz by any means necessary.


Should they fail, the PC's will be branded as traitors to the Empire, and bounties will be placed on them. On the other hand, if they succeed, the Imperial authorities will reward them with a new, even more deadly mission, a mission created for the sole purpose of killing them off.


2. Scenario



Beyond B2 is a hack for the classic module "Keep On The Borderlands." It is inspired in part by the book Heart of Darkness, and the movie Apocalypse Now. To use this scenario, you will need to acquire a copy of B2, and make the following changes.


A. Create your own hex crawl map, and set the adventure on an island.
B. Use the map and entries from B2 for the keep, but make the following changes:
  • Commander Kurtz, aka "The Castellan," resides in the Temple of the Black Flame. His residence at the keep is empty.
  • Roll on the Fatal Flaws table to give each NPC in the keep a fatal flaw.
  • Publicly, all keep NPC's support the Empire and denounce Kurtz; privately, allegiances are mixed. The Priest always support Kurtz; roll on the allegiances table to find out who where allegiances lie for other keep NPC's.
  • Use the provided rumors table, or create your own, to determine what information the players learn while in the keep.
  • To determine which NPC's and monsters are encountered in the wilderness, use the provided conversion chart, wandering monster table, and bestiary.
  • Use the provided dialogue tables to determine things that Mad Herman and Kurtz say.


3. Secrets

  1. Commander Kurtz is going mad; the cause of his madness is a tome of eldritch sorcery called The Book of the Black Flame.
  2. An ancient abomination known as The Beast once inhabited the Primordial Caves; now its spirit haunts the surrounding swamp.
  3. The Blood Apes have allied with Kurtz and the tribal clans; they are preparing to mount an assault on the keep.
  4. The Empire will stop at nothing to regain control of the island's lotus plantations.


4. Allegiances, Quotes, & Rumors

Table A: Keep NPC Allegiances
1-2.
Commander Kurtz
3-4.
Neutral
5-6.
Empire


Table B: Mad Herman Quotes
1.
Commander Kurtz, he’s  a visionary, a genius.
2.
Kurtz is no ordinary man.
3.
When he  looked at me, I felt like he could read my mind.
4.
“Search for wisdom in the depths of the earth,” Kurtz said.
5.
He told me, “Who is not thirsty, shall not drink.”
6.
They call him Lord of the Black Flame.


Table C: Commander Kurtz Quotes
1.
I watched a scorpion crawling on the edge of a dagger...
2.
Obliterate them. Exterminate them all.
3.
Not with a scream, but with a whimper.
4.
I am the fire that dwells in the void.
5.
They guardians of flame arise from the abyss!
6.
There shall be no peace until this world has been devoured.


Table D: Keep Rumors
1.
Kurtz loves the taste of human flesh.
2.
The skin of a purple jaguar grants special powers.
3.
The island’s Blood Apes are growing more aggressive.
4.
Kurtz is the avatar of a god; he has returned to this plane to fulfill an ancient prophecy.
5.
Kurtz has the power to read minds and control thoughts.
6.
Some of the clan leaders are secretly jealous of Kurtz and want him dead.
7.
Kurtz is invincible.
8.
Weird and demented rites are performed at the site of the Crimson Obelisk.
9.
No mortal has ever visited The Forbidden Caves and lived to tell
of it.
10.
Something unspeakable is poisoning the swamp, and causing the dead to rise again.
11.
A curse will fall upon those who enter The Primordial Caves with impure hearts.
12.
Kurtz has allied with pirates and is smuggling Lotus Powder throughout the Empire.


5. Fatal Flaws



Table E: Roll d30. The NPC is...
1.
Arrogant.
16.
A flatterer.
2.
Full of hubris.
17.
A sadist.
3.
Driven by duty.
18.
A cultist.
4.
Obsessed by honor.
19.
Greedy.
5.
Loyal to a scoundrel.
20.
Overly optimistic.
6.
Lazy.
21.
Too trusting.
7.
Paranoid.
22.
Flamboyant.
8.
Corrupt.
23.
A cheat.
9.
A libertine.
24.
A miser.
10.
An addict.
25.
A loudmouth.
11.
A drunkard.
26.
Pursuing an insane quest.
12.
A bully.
27.
Prone to rage.
13.
A backstabber.
28.
A coward.
14.
Obsessed with revenge.
29.
A fraud.
15.
Superstitious.
30.
Going mad.


6. Location Notes

Wilderness

The atmosphere should grow progressively darker and spookier as PC’s travel up river.


  1. Reptilians. The Reptilians will attempt to capture the PC’s and sell them as slaves.
  2. Jungle Raptors. These tropical dinosaurs are fast, smart, and hungry.
  3. Pirates. The Pirates will attempt to ambush PC’s as they travel up the river.
  4. Mad Herman. Mad Herman is devoted to the cause of Commander Kurtz, and will try to win PC’s over to Kurtz’s side.

The Primordial Caves

The Primordial Caves contain ancestral shrines that are sacred to the clans; currently, many clan members also worship Kurtz, who lives like a god within the Temple of the Black Flame.


  1. Loaka Lair
  2. Scorpion Clan Ancestral Shrine
  3. Dingo Clan Ancestral Shrine
  4. Bat Clan Ancestral Shrine
  5. Blood Ape Lair
  6. Lizard Clan Ancestral Shrine
  7. Jungle Raptors Lair
  8. Turtle Clan Ancestral Shrine
  9. Caves of the Minotaur
  10. Monkey Clan Ancestral Shrine
  11. Temple of the Black Flame


7. Wandering Monsters

Table F: Swamp
1.
Cursed Corpse
2.
Jungle Raptor
3.
Python, Giant River
4.
Swamp Sloth
5.
Toad, Giant
6.
Vine Thing
Day  & Night = 2:6 chance
Table H: Hills
1.
Human/Humanoid
2.
Cursed Corpse
3.
Dingo, Giant
4.
Flying Fox, Giant
5.
Groo
6.
Purple Jaguar
Day = 2:6 chance, Night = 1:6 chance


Table G: Jungle
1.
Human/Humanoid
2.
Cursed Corpse
3.
Jungle Raptor
4.
Purple Jaguar
5.
Python, Giant River
6.
Vine Thing
Day  & Night = 2:6 chance
Table I: River
1-2.
Human/Humanoid
3.
Flying Fox, Giant
4.
Python, Giant
5.
Toad, Giant
6.
Vine Thing
Day = 2:6 chance, Night = 1:6 chance


Table J: Human/Humanoid
1.
Blood Ape
7.
Clan Warrior, Bat Clan
2.
Loaka
8.
Clan Warrior, Dingo Clan
3.
Reptilian Warrior
9.
Clan Warrior, Lizard Clan
4.
Escaped Slave
10.
Clan Warrior, Monkey Clan
5.
Imperial Soldier
11.
Clan Warrior, Scorpion Clan
6.
Pirate
12.
Clan Warrior, Turtle Clan

8. Bestiary

Creatures

Cursed Corpse

#ENC d4, AC 8, HD 2, #AT 1 [Claws: d6] MV (40’), Save F3, ML 9. SPIT ACID.


Immune to sleep, charm, and paralysis. 1:6 chance that opponent wounded by claw attack will die of plague in d6 days.
SPIT ACID: Every four rounds, a Cursed Corpse can spit acid at 1 target within 20’. The target must save or be paralysed for d6+2 rounds.

Dingo, Giant

#ENC 2d4, AC 6, HD3, #AT 1 [Bite: d6] MV (50’), Save F3, ML 7.

Flying Fox, Giant

#ENC  d6, AC 6, HD 3, #AT 1[Bite: d4] MV (10’/60’ when flying), Save F3, ML 7. SWOOP.


SWOOP: If two Giant Flying Foxes successfully attack the same opponent in a round, the opponent must save vs. Wands or be carried away by the Giant Flying Foxes’ to their lair.

Garoo

#ENC  2d6, AC 7, HD 2, #AT 1[Punch: d6, Tongue Whip: d3] MV (60’), Save F2, ML 8. FAST, TONGUE OF DEATH.


FAST: Because of their quick tongues, Garoos get +2 to initiative rolls.


TONGUE OF DEATH: Each round after a successful tongue whip, a Garoo will use its tongue to strangle its opponent, causing an automatic d6  damage per round until the victim dies.


Jungle Raptor

#ENC  d4, AC 5, HD 3, #AT 1/2* [Claw: d4, Bite: d6] MV (50’), Save F3, ML 9.
VENOMOUS BITE.


* After any successful claw attack, a Jungle Raptor will make a 2nd bite attack in the
same round.


VENOMOUS BITE: Anyone bitten by a Jungle Raptor must save v. poison or hallucinate
2d6 rounds.

Purple Jaguar

#ENC  d6, AC 4, HD 3, #AT 2[Claw: d3, Bite:d6] MV (50’), Save F3, ML 9.


Purple Jaguars have a 4:6 chance of surprising opponents in the jungle.

Python, Giant River

#ENC  d3, AC 6, HD 4, #AT 1 [Bite: d4] MV (30’), Save F4, ML 8. CAPSIZE, CONSTRICT.


CAPSIZE: The Giant River Python has a 1:6 chance of capsizing any rowboat, canoe, or
small raft.


CONSTRICT: After any successful Bite attack, a Giant River Python will automatically constrict its prey for an additional 2d4 damage, and will continue to constrict its victim for 2d4 damage per round, until the victim is dead.

Swamp Sloth

#ENC  1, AC 6, HD 5, #AT1 [Claws: d8] MV (30’), Save F5, ML 8. POISONOUS VAPOR.


POISONOUS VAPOR: Once every 8 hours, the Swamp Sloth will use its breath weapon, and release a 30’ long and 20’ wide cloud of toxic  gas. The gas cloud does 3d6 damage per round (save for ½ dmg.), and dissipates in d6 rounds.

Toad, Giant

#ENC  d6, AC 6, HD 3, #AT 1[Bite: d6] MV (30’), Save F3 ML 7.


Vine Thing

#ENC  2d6, AC 5, HD 1, #AT 1[Strangulation: d3] MV (10’), Save F2, ML 10. REGENERATION, EAR FEAST.


REGENERATION: For every 2 points of damage a Vine Thing inflicts on its opponents, its hit points increase by 1.


EAR FEAST: After any successful Strangulation attack, there is a 1:6 chance the Vine Thing slides a tentacle into the victim’s ear, and feeds on the victim’s brains, paralyzing the victim, and reducing their Intelligence score by d3 per round, until the victim’s Intelligence reaches zero and they become brain dead.


Humans & Humanoids

Blood Ape

#ENC  d6, AC 6, HD 3, #AT 2 Melee / 1 Missile [Claw: d4, Club: d8, Thrown Rocks: d6 - 20’/40’/60’] MV (40’), Save F3, ML 9. THIRST FOR BLOOD, BLOOD FURY.


THIRST FOR BLOOD: A Blood Ape temporarily gains d6 hit points by drinking the blood of a slain foe. The effects last for around one hour.


BLOOD FURY: If a Blood Ape is slain, its companions became enraged, and all surviving Blood Apes gain a +1 bonus to attacks.

Human, Clan Warrior

#ENC  d6, AC 7, HD 1, #AT 1 [by weapon: scimitar, spear, net] MV (40’), Save F1, ML 9.

Human, Escaped Slave

#ENC  2d6, AC 9, HD 1 (use d6), #AT 1 [by weapon: club, axe, dagger, sling] MV (40’),
Save F1, ML 7.

Human, Imperial Soldier

#ENC  d6, AC 5, HD 1+2, #AT 1 [by weapon: pole axe, sword, crossbow, whip] MV (30’),
Save F2, ML 8.

Human, Pirate

#ENC  2d6, AC 7, HD 1, #AT 1 [by weapon: scimitar, shortbow, dagger] MV (40’), Save F1, ML 8.

Loaka

#ENC  d6, AC 6, HD 1, #AT 1 [by weapon: club, javelin, fists: d2] MV (50’), Save F1, ML 9.

Reptilian Warrior

#ENC  2d6, AC 6, HD 2+2, #AT 1 [by weapon: long sword, spear] MV (40’), Save F3, ML 9.


9. B2 Conversion Chart

Area
B2
Beyond B2
1.
Lizard men
Reptilians
2.
Spiders
Jungle Raptors
3.
Raiders
Pirates
4.
Mad Hermit
Mad Herman
A.
Kobolds
Loaka
B.
Orcs
Scorpion Clan
C.
Orcs
Dingo Clan
D.
Goblins
Bat Clan
E.
Ogres
White Apes
F.
Hobgoblins
Lizard Clan
G.
Owl Bears
Jungle Raptors
H.
Bugbears
Turtle Clan
I.
Minotaur
Minotaur
J.
Gnolls
Monkey Clan
K.
Shrine of
Evil Chaos
Temple of the Black Flame


DESIGNATION OF PRODUCT IDENTITY
The names Clock & Castle and Temple of the Black Flame, when used in any context, are product identity. The text of section 1. Introduction, 2. Scenario, 3. Secrets, and 4. Allegiances, Quotes, & Rumors is product identity.

DESIGNATION OF OPEN GAME CONTENT
All text and tables with the exception of material specifically excluded in the declaration of product identity, is open game content.

OPEN GAME LICENSE Version 1.0a
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