Heroes of the Borderlands is the best way to say “yes” to adventure. Designed to get you playing in just 20 minutes, this new starter set teaches new players and Dungeon Masters the basics of Dungeons & Dragons as the adventure unfolds—no prep required.
Threading Together the Story
Inspired by B2. Keep on the Borderlands, an introductory D&D adventure first published in 1979, Heroes of the Borderlands takes an emergent approach to storytelling. While there are plots and secrets to uncover across the adventure's three settings—the Caves of Chaos, the Keep on the Borderlands, and the Wilderness—the story that manifests is the one your group tells together.
The Three Adventure Booklets
Each of the adventure's sections emphasizes a different pillar of D&D.
The Keep on the Borderlands is rich with social interaction, bringing roleplay opportunities and a host of Friendly NPCs. The Wilderness is ripe for exploration, sending the characters into the wilds of the Borderlands, where characters can experience random encounters across four unique regions. Meanwhile, the Caves of Chaos offers combat aplenty through a series of dangerous dungeon crawls.
These settings are split into three separate adventure booklets to help keep everything manageable and allow players to rotate into the DM chair.
Swapping DM Duties
This modular approach makes it easier for DMs and players to swap roles and learn the fundamentals of D&D; they don't need to read ahead, balance a web of interconnected events, or worry about spoiling major plot details or the rest of the adventure when one DM runs another portion of the adventure. It also allows us to break the adventure down into bite-sized pieces suitable for 30- to 90-minute game sessions.
Despite this approach, players and DMs alike will no doubt notice narrative threads that span the adventure's three sections, from NPCs to lurking dangers. If you'd like to weave these threads together to create an overarching plot, continue reading!
Warning! This article is intended for DMs running Heroes of the Borderlands and contains spoilers for that adventure. Turn back if you don't wish to see such forbidden knowledge.
Running the Adventure

Heroes of the Borderlands introduces your party to the Borderlands, a sandbox-style frontier brimming with danger and opportunity. Player characters chart their own course, deciding which areas to explore and often returning to familiar locations to rest, spend hard-earned gold, or uncover deeper mysteries.
While you can jump in from any of the three booklets, we recommend the order below for the cleanest flow. That said, you can run these sections in any order.
If something grabs your players' attention, it's okay to veer off the path and let them explore. When running adventures, it never hurts to embrace what interests your players and use that to steer the adventure in the right direction!
The links below will work for users with the Heroes of the Borderlands Digital Adventure Pack on D&D Beyond.
1. Set the Scene
If you'd like to further set the scene, you can begin the adventure by reading or paraphrasing the following boxed text inspired by the read-aloud text that introduced the original Keep on the Borderlands:
The forces of chaos press on the borders of civilization. If it were not for a stout few, many in these peaceful realms would succumb to the evil that surrounds them. Yet, there are always certain exceptional and brave individuals, heroes who boldly rise above their stations to stave off the darkness that would otherwise overwhelm the land.
You are indeed members of that exceptional class, bold adventurers who have sought out the Keep on the Borderlands in search of fame and fortune—and to fight evil wherever it rears its ugly head.
You have travelled for many days with your fellow party members, leaving comforts you knew and entering into the wilds of the Borderlands. Farms and towns have become less frequent and travelers few in these forested and rugged lands.
2. Start with the Wilderness Booklet
Begin in Region 1: Trail of the Wilderness Booklet. Although the booklet states that the trail location is situated to the east, between the keep and the Caves of Chaos, the encounters still make sense when approaching the keep from the south.
Run some of the random encounters from the Trail Encounters table. For a good mix of combat, exploration, and social interaction, you can run them in this order:
- Looted Wagon: The characters discover the looted wagon and learn about the presence of bandits in the area.
- Game Trail: The characters meet Haldryck and learn about the keep, ensuring they know where to go and who to talk to for more information about its inner workings. In later forays to the trail, the characters might encounter Mallyn the traveler and have a tale of adventure or two to share with her.
- Bandit Ambush: The characters are set upon by Pral and his bandits. Combat with Pral and his not-so-merry band is likely, encouraging the characters to rest at the keep afterward. If Pral is victorious, he might become a recurring antagonist along the trail or elsewhere in the Borderlands.
3. Arrival at the Keep

After these encounters, the characters arrive at the keep, where they are intercepted by the gate guards, Bartho and Gala, who encourage the characters to lend their services to the keep and report to the castellan and his advisers at the keep's fortress.
If the players aren't sure where to go after the outer gatehouse, direct them toward the tavern (area 9) for a warm meal and maybe a rumor or two that might aid them in a future quest. They can then reunite with Haldryck at the traveler's inn (area 8) and get some rest.
As the characters interact with the inhabitants of the keep, use each NPC's rumors (located on the back of their respective NPC Card) to pique the players' interest in stories within the keep and the untamed lands that lie beyond it. Through social interaction with these citizens and keep-based quests, you can determine what motivates each player character—be it treasure, gold, glory, or the greater good. Use that information to spur them to action, especially when they meet with Winvarle, the keep's castellan, who tells them about the Caves of Chaos.
4. Go to the Caves of Chaos
At the castellan's behest, the characters depart the keep for the Caves of Chaos. Here, the characters gain levels by completing caves, slowly working their way up to greater challenges and threats.
As the characters explore the caves, they learn about the forces of chaos that operate within, especially the evil Cult of Chaos and the source of its power: the dreaded Chaos Bell. Here are a few ways the characters might discover the cult's presence:
- The iron tome in the library (area C3) of Cave C: Nothic Lair describes the Chaos Bell and its power, along with how to destroy it.
- Oggdug the ogre mercenary (see Cave E: Ogre Lair) might tell the characters about the Cult of Chaos if they ask about either of his off-limits caves. Oggdug's brother, Zurf, was slain by the owlbear in Cave G: Shunned Caves and subsequently reanimated by cultists to serve as a bodyguard in Cave K: Shrine of Evil Chaos.
- The characters might encounter members of the Cult of Chaos in the cult barrack (area G6) in Cave G: Shunned Caves.
At your discretion, other inhabitants within the Caves of Chaos might be able to impart information about the Cult of Chaos and its wider activity throughout the Borderlands. Two options include the captured spelunker, Vinx (see Cave D: Goblin Lair), and the hobgoblin combatants in Cave F: Hobgoblin Lair.
Keep in mind that the player characters don't have to visit every cave, slay every creature, or loot every crevice in this section to progress (though they certainly can if they are having fun).
5. Move Back and Forth Between the Caves, the Keep, and the Wilderness

Because they can take Long Rests only within the Keep on the Borderlands, the characters move back and forth between the keep and the Caves of Chaos. If you'd like to incorporate travel encounters during their journeys, use the ones provided in the Wilderness Booklet.
For instance, the characters might decide to travel through Region 2: Woods as a more direct route between the caves and the keep. In this case, you can use the random encounters provided in the Woods Encounters table.
These encounters and the ones in the Keep on the Borderlands Booklet present additional opportunities to foreshadow the Cult of Chaos, such as happening on cultists performing an occult ritual in the woods and learning that the previous priest of the keep's temple (area 11), Ivlis, left under mysterious circumstances.
6. Eventually, Confront the Cult of Chaos in the Shrine
Exploring the cave system will eventually reveal Cave K: Shrine of Evil Chaos, the cult's primary base of operations.
After fighting, sneaking, or convincing their way through, the characters will discover the Chaos Bell—the source of the cult's power—at K5: Altar of Evil Chaos and be able to confront the cult's leaders, Narthus and Ivlis.
7. Destroy the Chaos Bell
With the cult vanquished, the characters might want to destroy the dreaded Chaos Bell so no one else can wield its sinister power. To destroy the bell, the characters must submerge it in the Sacred Spring at night while the spring is bathed in moonlight.
If the characters missed this information in the library (area C3) of the Cave C: Nothic Lair, you can have Fazzir the temple's priest provide it to them during their next visit to the keep. (The party might want to inform Fazzir that his predecessor was an evil cult leader!)
8. Congratulations and Celebration
With the Borderlands saved, Winvarle throws a celebration in the characters' honor, as detailed in the Heroes' Return section of the keep's fortress (area 14) location.

Onward to Adventure!
With Heroes of the Borderlands, your table has everything it needs to leap into adventure: a living sandbox, premade characters, and a quest for glory.
The Borderlands are full of secrets to be discovered, so what are you waiting for? Gather your friends, swap into the Dungeon Master's seat if you dare, and set forth to defeat chaos together.

Great article. One of the only issues with the set was the lack of an overarching story.
Enjoying it and would pay for other class boards and such :)
I really love how you need to have the original Keep on the Borderlands if you want an introduction to the adventure. Great design!
That's a feature, not a bug. The best RPGs feature situations, not plots. The story should emerge through play. You should discover your characters, your world, and your story as you play. If you're coming up with elaborate backstories before you've even started playing, you've missed the whole point. That's a modern thing and not how D&D was played for the first 30 years of its existence.
I think this mischaracterizes the criticism. For instance, the original Keep on the Borderlands does not have the problem that people are criticizing the new one for having. That box set had a clear intended structure for how you would play, using the Keep as a home base, hearing rumors there, and traveling through the wilderness to follow up on those rumors, especially to the Caves of Chaos. It also assumed that you would be moving between the Caves of Chaos and playing them off of each other, instead of visiting them one at a time and treating them as separate adventures.
There's good reason for the adventures in the new box set to be so modular, but it doesn't feel like they quite delivered on a structure that a group of new players who are all rotating out of the DM chair could easily follow in order to have motivation for what to do next. Most groups will figure it out, though.
But this isn't complaining about the lack of an overarching pre-determined narrative arc, it's about the structure of getting adventure hooks, following up on them, and returning for more.
I think the lack of a clear adventure hook is a fair criticism. I was able to get players to the table, but they had no motivation beyond a random pick. They didn't know why they were in the woods to be attacked by spiders; they just were because they blindly picked it. Even an initial adventure hook of why they are on the trail to the keep would have been helpful.
Now that I have started the game once, I know how to start it next time. But I'm an experienced DM who honestly tried to start the game in 20 minutes. 2-3 sentences would have helped my group.
Noice.
Great map. In my recounting of the Keep on the Borderlands, there is a wonderful open transition to CM7 Tree of Life if and when parties reach high levels. To me, Keep on the Borderlands is the Moldvay 7 Magical Planets' concept of Venus, which represents Freya and other forms (e.g., Frouwa, Sif, Freo, Fraujo) in our own real-world pantheons, but the area -- the region itself -- also includes Tree of Life as a nearby touchpoint. This is why I have stitched these together, but it's likely better to mire in the time between the adventures!
Great map. In my recounting of the Keep on the Borderlands, there is a wonderful open transition to CM7 Tree of Life if and when parties reach high levels. To me, Keep on the Borderlands is the Moldvay 7 Magical Planets' concept of Venus, which represents Freya and other forms (e.g., Frouwa, Sif, Freo, Fraujo) in our own real-world pantheons, but the area -- the region itself -- also includes Tree of Life as a nearby touchpoint. This is why I have stitched these together, but it's likely better to mire in the time between the adventures!
Pewno nie planujecie wersji polskiej. Oczywiście w wersji cyfrowej po polsku. Zapomnieliście o Nas, choć przez parę lat były wydawane podręczniki i nawet Zestaw Startowy. Nie każdy zna tak płynnie angielski by spokojnie czytać i prowadzić potem z podręczników napisanych w angielskim.