"Read the module thoroughly; you will notice that the details are left in your hands. This allows you to personalize the scenario, and suit it to what you and your players will find most enjoyable"
- E. Gary Gygax, Keep on the Borderlands Notes for the Dungeon Master
As directed by the Master himself, the end goal of this endeavor is to personalize the scenarios, to come up with an over arcing campaign that my kids and myself will find most enjoyable. So, if you are looking for tools and advice on how to play the Keep and the other modules we'll be covering "as written" or "by the book" look elsewhere, this blog is not for you.
Still here? Good. After many months of researching everything I could find on the internet that was even remotely related to the classic Gygax modules, I felt I was ready to start tackling the nuts and bolts of updating B1 & B2 for 1e. I started here for two reasons. First, it's the Keep. How could I not start here, where countless novice players had taken their 1st steps into the "land of imagination." Second, because somebody else had already done it before me. No, really, most of the hard work had already been done. I like that.
Starting with the Keep, DMPrada over at Knights and Knaves painstakingly converted the entire module (caves and all!) to 1e. I used this as both a template and as inspiration for "personalizing the scenario." The .pdf version of his conversion can be found at http://www.knights-n-knaves.com/dmprata/B2.pdf. And as for B1 (which we are using as the caves of the unknown), a literal ton of material has been accumulated and edited by Demos Sachlas (aka Paleologos) in his In Search of the Unknown Campaign Sourcebook https://sites.google.com/site/osrgrimoire/B1sourcebookwithmaps.pdf?attredirects=0. Specifically, I used the suggestions for stocking by Aldarron, which combines several excellent ideas from other authors, and (as he did) paired it with Mike of Beaverton's revised map for level 1.
The end product, my complete conversion of B1 & B2 to fit in my Gygax Module Campaign, can be found on the archive. You will find major changes to both the original modules. The backstory of Zelligar and Rogahn have been linked to the Battle of Emridy Meadows, which occurs 80 years before the Campaign stars. All of the encounters outside of the Keep, along with the humanoid forces gathered at the Caves of Chaos, are linked to the grand designs of Mareth, the evil cleric of the Shrine of Evil, who was sent there by Lareth the Beautiful (her brother) to further his ultimate goal of releasing the Lolth from captivity under the Temple of Elemental Evil. Elements that do not fit the narrative, or are not appropriate for younger players (such as including females and children in an evil army) have been removed.
With these tools (and your copies of B1 & B2) in hand, you will be fully prepared to start your own group of Junior Adventurers on their first journey into the land of imagination. Depending on the attention span of your group and the length of the session, there is enough material here to cover several weeks to months of adventuring. And who knows, they may even pick up a little math along the way.