
Adventure B2/B5 Guido’s Keep on the Borderlands & the Hills of Horror & Chaos:
The Realm of Mankind is narrow & constricted. Always the forces of Horror & Chaos press upon it’s borders, seeking to enslave its populace, rape it’s riches & steal its treasures.
If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them.
Yet, there are always certain exceptional & brave members of humanity, as well as similar individuals among its allies,
– Dwarves, elves, & haflings – who rise above the common level & join battle to stave off the darkness which would otherwise overwhelm the land.
Bold adventures from the Realm set off for the Borderlands to seek their fortune.
It is these adventurers who, provided they survive the challenge, carry the battle to the enemy.
Such adventurers meet the forces of Horror & Chaos in a testing ground where only the fittest will return to relate the tale.
Here these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief.
They will be tried in the fire of combat, those who return, hardened & more fit.
True, some few who do survive the process will turn from Law & Good & serve the masters of Chaos,
but most will remain faithful & ready to fight horror & chaos wherever it threatens to infect the Realm.
You are indeed members of that exceptional class, adventurers who have journeyed to Guido’s Keep on the Borderlands, in search of fame & fortune.
Of course you are inexperienced, but you have your skills & a heart that cries out for adventure.
You have it in you to become great, but you must gain experience & knowledge & greater skill.
There is much to learn, & you are willing & eager to be about it!
Each of you has come with everything which could possibly be given you to help.
Now you must fend for yourselves; your fate is in your hands, for better or worse.
Ahead, up the winding road, atop a sheer-walled mount of stone, looms the great Keep, founded 30 years ago by Lord Guido Macsen Wiedig.
Here at one of the civilation’s strongholds between good lands & bad, you will base yourselves & equip for forays against the wicked monsters who lurk in the wilds.
Somewhere nearby, amidst the dark forests & tangled fens, are the Cave of Chaos, while across the great mile-wide river Shrill, lies the Hill of Horror,
where fell creatures lie in wait.
All this you know, but before you dare adventure into such regions you must become acquainted with the other members of your group, for each life will depend upon the ability of the others to cooperate against the common foe.
Now, before you enter the grim fortress, is the time for introductions & an exchange of information, for fate seems to have decreed that you are to become
an adventurous band who must pass through many harrowing experiences together on the path which leads towards greatness.
You have traveled for many days, leaving the Realm & entering into the wilder area of the Borderlands. Farms & towns have become less frequent & travelers few.
The road has climbed higher as you enter the forested & mountainous country.
You now, turning from off the North road, move up a narrow, rocky track. A sheer wall of natural stone is on your left, the path falling away to a steep cliff on the right.
Even from the road, Guido’s Keep is an impressive sight: a mighty castle perched on a flat-topped Hill, with a path climbing steeply up beneath frowning guard towers until it reaches the main gate.
Crenelated battlements line the walls, offering plenty of cover for archers to attack any foe coming up the exposed path.
As you draw near, a clanging as of a great gong goes up from one of the towers that overlook the path – clearly your approach has been noticed.
You continue on your way, your back itching as you try not to think about deadly arrows suddenly being launched in your direction.
Following the curve of the path around to the side, you come to the great gate – a drawbridge flanked by 35-foot-high watchtowers.
The ground immediately outside the walls has been set with spikes & strewn with caltrops, making it very difficult to approach other than by the carefully watched path, upon which you now stand.
One of the Blue-Clad men-at-arms who guard the entrance, from the right-hand tower calls out: “HALT! Who goes there? Friend or foe?”
All along the wall you see curious faces peering down at you – eager to welcome new champions of Law, but ready with crossbow & pole arm to give another sort of welcome to enemies.
