Having decided to convert 'B2 Keep on the Borderlands', that is where I began - re-reading the original module... Actually, I began by skimming through the original Basic & Expert rulebooks that came with the original boxed sets. Wow, that was an eternity ago! From an initial glance and comparison, it sure felt like the 5e SRD/Basic Rules (updated link) was much tighter than the original ruleset.
At any rate, I did re-read the complete original B2 module - it sure seemed bizarre compared to my memory of some of the modules I played later in my 1e era. Everything seemed so random, so much so that the story line scarcely made sense! As an adult, I wondered how my initial experience in this module actually lured me in and got me hooked?
I began doing some research online - surely some other nostalgic folks had figured out a technique for converting the original material to 5e? I certainly did not want to reinvent any wheels... I was ecstatic to find a multitude of resources, ranging from formulas and strategies to completely converted modules (many available on DM's Guild). Here is a list of the main resources I used:
- My original copy of 'B2 The Keep on the Borderlands'
- Wizards of the Coast Conversion Tips
- Stan Shinn's 1e to 5e Combat Tracker
- Wizards of the Coast Return to the Caves of Chaos
- The Caves of Chaos (conversion)
Most of the conversions threw out 'The Keep', and only included the Caves, and some suggested adventure hooks. I liked the idea of having a prepared location - complete with a map of specific places and some NPCs; I did not want to have to create those things from scratch, so I simply used the original module material, and converted the NPCs to 5e.
I had my son generate two 1st level 5e characters. The parameters he was given:
- Choose any Race & Class
- Use either the 'Standard Array' technique (15, 14, 13, 12, 10, 8 distributed among abilities to match the character), the '72 point method' (players have 72 points to "spend" on the abilities, and place them where they see fit), or the traditional dice rolling method (roll 4x d6 for each ability; discard the lowest of the 4)
- Write a background narrative for each character (doing so forces players to really think about their character and see things through the character's eyes - which leads to better role playing)
I also created two 1st level 5e characters: a Half-Orc Ranger with a Soldier background and a Human Cleric with a Soldier backgorund. The shared background was the link between the characters, and figured into the background narratives that the I prepared. It is worth noting that my son's and my characters shared many common traits and background story elements (he created a Dwarven Barbarian and a Gnomish Druid)! My characters were designed as NPCs that the PCs could link up with at the Keep for the adventure to the Caves. (Although the intention was to use them as straight-up NPCs, the commonalities in all four characters' backgrounds has lent itself well to group dynamics and role playing.)
The DM placed the Keep and the Caves within the Forgotten Realms, in the Dessarin Valley of the Sword Coast region. The rationale was that by embedding the adventure in the current 5e world, it could be the starting point for future campaigns with the same characters, or at least build player knowledge and continuity within the current official D&D geographical context. Specifically, going with the notion that travel times/rates dictate much of the placement of resources (outposts, settlements, etc.) within a world, I placed the Keep at the southwestern foot of the Dessarin Hills, in order to keep overwatch of the Long Road between Triboar and the village of Westbridge; I placed the Caves in the northwestern portion of the Sumber Hills (east of the Long Road).