Keep on the Borderlands was one of the very first D&D adventures, so seasoned gamers remember this product from their early days, and newer gamers will recognize it from the 25th anniversary rerelease. Greyhawk novels are based on the classic D&D modules from this world and provide listeners with the same kind of feeling that they get playing classic D&D modules.
©2001 Wizards of the Coast LLC (P)2013 Audible, Inc.
I really wanted to like this book, but it was okay at best. The performance was fine, the story just takes entirely too long to get going. Those of you who are D&D players likely like me have fond memories of this module. Remember how the background and information about the environment around the keep was there but relatively short, and the information about the caves was extensive? This book is the opposite. I did not hate the book, it was an okay read, but I was disappointed and it is by far the weakest book of the six in this series.
Yes, but just barely. I finished it and didn't quit listening, if that means anything.
Read the other books in this series, there are some real gems in there.
the keep on the borderlands was a great adventure when it was first written ages ago. In fact, I went back and pulled out the old adventure just to see how well it lined up with the story. Come to find out, it lined up perfectly. Including, treasure, monsters, & a surprise bit near the end. overall, this is a great story taking a classic Dungeons and Dragons adventure, and putting what we do around the table into a novel.
No, I was excited to read this book because The Keep on the Borderlands was my introduction to D&D and had a lot of great memories. However, this was like reading a transcript of a table top game. The characters were shallow and nondescript. It took over half the book to get to the caves. Great opportunities for plot twists and suspense were lost, for example, when the evil priest from the caves were discovered for what they were at the keep, almost as a side note, instead of being able to join the party and turning against them at the worst moment.
On the good side it had the true flavor or D&D and it was like placing you at the table of play. Great ideas about what a prepared party does and realistic view about what personal is needed to carry out such an expedition.
I would not have wasted so much time adventuring outside the cave area. Instead of the large force predictably plodding through a tedious dungeon crawl though all the caves, I would have made a smaller more diverse and tricky party that goaded the monsters from the caves fight each other weakening their forces making for an easy clean up and sacking. There would be no systematic genocide of monsters just because they are monsters. A character would take in a young kobold or goblin to raise it as a cohort and adoptive child. I would have included a good chase through the labyrinth and beyond with the minotaur. The higher level caves and evil temple would have been a dungeon crawl and concluded the story by saving a character who touched the cursed religious items. There would have been plot twists with the evil undercover priests and rescued prisoners and when things looked hopeless a quickly rescued medusa saves the day.
Did a good job
"Very dull story"
I've listened to all the Greyhawk adventures so far. I enjoyed the stories with the Justicar: they had some good jokes, exciting situations and memorable characters.
This story doesn't. It's basically an account of a group of adventurers that arrive at a keep and plan an excursion against bandits. All the characters are annoying and non-memorable. The scenery doesn't evoke a sense of wonder. Nothing much to recommend.
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