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The real strength of the old KOTB was that not only did it serve as a fertile seed from which a full-blown campaign could grow, it was also a terrific vehicle for introducing new players to the game and lots of fun even for experienced players starting out a new group of PCs. The new version loses none of that and also adds considerable text aimed at fledgling DMs that explains the various game mechanics, how to handle them in play and brief treatises on the monsters that will be encountered in the module. The advice and ideas presented are quite sound, even an experienced DM is likely to find a useful idea or three.
While the terrain and creatures are going to be familiar to anyone that played or DMed the original, Return is set several years later and there have been considerable changes, some obvious, others less so, since the first bands of adventurers ventured into the Caves of Chaos all those years ago. The new order of things is well-thought out and there will probably even be several amusing moments for veterans of the original adventure when they get to see the results of "their" handiwork through the eyes of their current crop of PCs.
Like the original, RKOTB is split into two main sections, the Keep itself and the adventuring area, the Caves of Chaos. The Keep is finely detailed with numerous NPCs, most of whom are fully described and who frequently have nifty secrets that the DM can employ as plot devices when desired. The Caves are likewise described in detail with useful notes on what the inhabitants do when the PCs arrive and the kind of steps that they will take after the PCs have shown up a time or two. Some of the lairs are similar to those in the original, others only look that way and some are completely different.
Overall, Return could easily provide fuel for many weeks if not months of campaigning as the PCs explore the various caves, get to know the inhabitants of the Keep and investigate the many and varied mysteries of the area. It doesn't matter whether you are introducing the D&D game to a group of neophytes or old hands that have been through the original KOTB a dozen times, they (and you) will still get a solid kick out of Return to the Keep on the Borderlands. Highly recommended.
There are a few problems, however, which is why this only gets a 4 star review. First, the artwork dispersed amongst the text is pathetic. But that's a minor issue. More importantly, there are several inconsistencies that old Greyhawkers will surely notice. For instance, the location is not quite right, and the background for a few NPCs strongly conflicts with Greyhawk history. Additionally, a few of the potential encounters could easily wipe out a low level party, leaving all characters dead, or severely injured (missing limbs, etc.). Fortunately for you and me, some individuals were kind enough to publish "fixes" for the Return to the Keep on the Borderlands. The article is in an on-line journal called the Oerth Journal. It is a Greyhawk journal where DMs (and players, I suppose) write articles about Greyhawk. In the most recent issue, someone modified the new Keep on the Borderlands to make it a bit more survivable for low level characters, and to fit with actual Greyhawk canon material. No, it does not contain the complete module, that would be illegal, only suggested re-writes for a few paragraphs, and a great suggestion for more appropriate placement of the Keep in the World of Greyhawk.
The URL for the site is: http://members.xoom.com/cogh/ This is the Council of Greyhawk website. The Oerth Journal that has this article is OJ#11
With the corrections in this article this module would easily receive a 5 star rating, with out hesitation. As I stated, I strongly recommend you purchase this most excellent Adventure Module, sure to be enjoyable for months. And stop by the above mentioned web site to obtain the few fixes that will make this module truly outstanding!
Enjoy the Chaos!