Keep on the Borderlands
Ahead, up the winding road, atop a sheer-wailed mount of stone, looms the great Keep. Even from the road, the 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. Here, at one of civilization’s strongholds between good lands and bad, you will base yourselves and equip for forays against the wicked monsters who lurk in the wilds. Somewhere nearby, amidst the dark forests and tangled fens, are the Caves of Chaos 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 and 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 travelled for many days, leaving the Realm, and entering the wilder area of the Borderlands. Farms and towns have become less frequent and travelers few. The road climbed higher as you entered the forested and mountainous country. You now move up the narrow, rocky track towards the Keep. A sheer wall of natural stone is on your left, the path falling away to a steep cliff on the right. Crenellated battlements line the walls of the Keep, 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 overlooks the path – clearly your approach has been noticed.
Following the curve of the path around to the side, there is a small widening ahead, where lies the main gate to the Keep with a drawbridge flanked by thirty-foot-high watchtowers. The drawbridge allows passage across a chasm, a break in the trail before the gate. The blue-clad men-at-arms who guard the entrance shout at you to give your names and state your business. All along the wall you see curious faces peering down at you - eager to welcome new champions of Law, but ready with crossbow and pole arm to give another sort of welcome to enemies.
You six are outside the Keep having just made the climb up the road. You can decide where on the road from the more civilized lands to West you met. Up to about a day's march from here there are traveler's inns along the road. You haven't seen one all day, since you left the last one last night. The sun is low behind you and the Keep is the only civilized place in sight. Each of you introduce yourself to the Men at Arms, when all six are declared they will open the drawbridge.