

The economy is unbalanced: you gain a lot of gold and there's nothing to spend it on. Most combats are "you enter the room, here's the enemies, roll dice until one side is dead". In 5e, it'd be like 23, which is just mean. The "final boss" of sorts is wearing +1 plate armor, a +1 shield, and a circlet that gives him +1 against Good opponents. The various caves lie open in the ravine, and players could just as easily stumble into a kobold ambush or walk up to an ogre who will one-hit-KO 90% of level 1 characters. If you run it out-of-the-box in the original Basic rules, it even recommends that the players hire or be given hirelings so that they don't die from many of the killer encounters that players can face in the wilderness, or in the module's main dungeon, the Caves of Chaos.

For many of them, it was also their last. It was first dungeon for literally millions of new D&D players. If nothing else, I think Keep is worth a playthrough for the history of the game alone. For years, it held the distinction of being the most-played D&D module, because it was included in every Basic Boxed Set from 1979-1983. Keep on the Borderlands was made by Gary Gygax way back in 1979, the 12th adventure ever printed by TSR. I got a chance to DM for my father and mother and my youngest brother, and I decided to run Keep on the Borderlands. He introduced to the game, and recently, I was able to return the favor. I was first introduced to it by my father, who played it with his friends and brothers back in high school. I have been playing D&D since I was young.
