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  1. The Keep on the Boarderlands
  2. Lore

P. 11 Keep

CHAPEL: The spiritual center of the Keep is opposite the Guild House. This building has a peaked roof two stories tall; the interior is one large room. The altar is located at the eastern end, with a colored glass window (worth 350 g.p. intact) above it; the window is 20’ tall and 8’ wide. An offering box is fastened securely atop a heavy pedestal in the southeast corner; it contains l-100 c.p.and 1-100 s.p. at any time of the day. It is emptied each evening by the Curate (5th level cleric), who deposits the coins with the Banker (11., above). A small stairway in the northwest corner, behind the bare wooden pews, leads to the cellar, where the Curate and his three assistants have their quarters. The Curate is the most influential person in the Keep except for the Castellan (26., below). He has a + 1 ‘to hit’, due to his high level; (AC 0 due to plate mail $1, normal shield, and a ring of protection +1, C 5, hp 24, #AT I, D see below, ML 10). He will wield either a mace + 1 (D2-7) or a snake staff. The snake staff adds + 1 to “to hit” rolls and does 2-7 (1d6+1) points of damage. On command the staff turns into a snake and coils around the person hit. The victim is held helpless until The Curate recalls the staff (or for 1d4 turns maximum). The snake staff crawls back to the cleric on command. He rarely wears his armor (unless the Keep is threatened), but is never without his ring and Staff. His three Acolytes (AC 9 or 2, C I, hp 6, 5, 5, #AT I, D 1-6, ML 7) have plate mail and shield (AC 2) and mace. They are normally clothed in robes (AC 9) but will arm for battle on command of the Curate. The Curate normally carries the following spells: cure light wounds, detect magic, bless, hold person. He will only use the cure on a member of his congregation, such as an officer of the Guard or a shopkeeper. All of the clerics’ armor and weapons are stored in the Curate’s locked room in the Chapel cellar, which has normal but sparse furnishings. The Chapel also owns many magic potions (3 of healing, 1 or ESP, 1 of gaseous form) and a magic scroll with one cure disease (a higher level spell which will cure any one normal disease), one hold person, and three cure light wounds spells on it. All of these magic items are hidden in a secret compartment underneath the offering box pedestal. The door of the compartment cannot be found unless the pedestal is moved. The door has two locks in it; the Curate and the Castellan have the only sets of keys. If questioned closely by a friend, the Curate might (50% of the time) reveal his distrust of the Priest (7b., above) who visits the Keep regularly. The Acolytes, however, think very highly of the Priest, and will say so to any who ask about him.

INNER GATEHOUSE: This stone structure is itself like a small fort. The southern portion is only about 15’ high, plus battlement; the rear part is some 30’ tall, plus battlement. There are arrow slits in the southern section of course, and along the walls of the 20’ wide, 10’ high passage through to the north. This passage slopes upwards towards the inner courtyard. The heavy gates are doublebound with iron and spiked. There are six guards on duty at all times (two inside the gateway, two on the lower battlement, two on the upper), plus one officer on call (see below). No visitor is allowed beyond this point except by invitation or unless he or she has special permits. The first floor of the place is the main armory. There are dozens of shields and of each sort of weapon. Two small rooms are quarters for the Sergeant and Captain of the Guard (furnishings are sparse). The second story on the north houses the Guardsmen stationed here. Captain of the Guard: (AC 0, due to plate mail + I and shield +1, F 3, hp 24, #AT I, D 1-6 plus magical bonus, ML II). He has a sword +2 and a spear +1. This man is very kind, friendly and an excellent leader. (He will sometimes move about in the Outer Bailey disguised as a mercenary.) He has 15 gold pieces and a 150 g.p. gem in the pommel* of his dagger. Sergeant of the Guard: (AC 2, due to chain mail with a shield +1, and a ring of protection +1, F 2, hp 16, #AT 1, D 3-8 due to Strength plus magic weapon bonus, ML 11.) This very strong fellow (strength 17) is a hard fighter and loves to drink and brawl He wields a sword +1 and a dagger +1. He carries d6 each of gold, electrum, and silver pieces. (There is a potion of healing in a chest in his room under a spare cape.) Guardsmen: There are 24 quartered here. Each has chain mail and shield, sword, dagger, and hand axe. Eight are crossbowmen, eight are long bowmen, and eight have pole arms. (AC 4 or 5 when not using shield, F I, hp 5 each, #AT 1 or 1/2 for crossbows, D 1-6, ML 10.) Two from each group are on duty at any given time; the rest take a full turn to armor and arm and turn out. (Each has 2d6 silver pieces.) SMALL TOWER: This typical tower houses eight guardsmen who are all armored in chain mail (AC 5) and carry crossbows and swords. Shields are stored below, so in hand-to-hand combat they are AC 4. (AC 5 or 4, F I, hp 5 each, #AT 1 or 1/2 for crossbows, D I-6, ML IO.) Two are on duty atop the tower at all times. The other six are in the chamber below. The base of the tower is solid except for the small stair up.

GUARD TOWER: This 50’ high structure houses 24 guardsmen (as in 18., above). Their commander is the corporal of the guard (AC 0, F I, hp 9, #AT I, D 1-6 plus magic bonus, ML II.) He is armed with a sword and a dagger +1. There are supplies of food, weapons, and oil on the upper floor. The rest of the building is barracks and a room for the leader. INNER BAILEY: This entire area is grass-covered. The troops drill here, and there are practice and jousting areas. During the daylight hours they will always be a dozen or more soldiers engaged in weapons practice. CAVALRY STABLES: There are 30 war horses (AC 7, HD 3, hp II each, #AT 2, D I-611-6, ML 8) and 1-4 riding horses (AC 7, HD 2, hp 8 each, #AT 2, D I-411-4, ML 7) kept within. They are tended by two lackeys’ (AC 9, LVL 0, hp 2 each, #AT 1, D I-6, ML 7) and guarded by two men-atarms (AC 4, F 1, hp 4, #AT I, D 1-6, ML 8). GREAT TOWER: This 60’ high structure houses 24 guardsmen, one-third with crossbows, one-third with bows, one-third with pole arms, and another corporal as per 20., above. (See 18. for tower details and so on.) 24.

THE KEEP FORTRESS: This place has many tiers and is solidly built to withstand attack. The lowest level consists of a 15’ high front section. The round flanking towers are 60’ high, while the main building is 30’ high. All sections have battlements. The door is solid iron, Inside are a great hall, an armory for the cavalry, and several side chambers for small dinners or meetings. The cellars below have vast stores of provisions, quarters for a score of servants, a cistern*, and a dungeon area with four stout cells. The Castellan’ lives in area 27. (see below), but he and his assistants will be in the lower part of the building during the day, tending to business and holding audience. There will always be eight guardsmen in plate (AC 3) with crossbows and swords on duty on the wall, and the same number with plate & shield (AC 2) and swords stationed inside. (AC 2, F 1, hp 5 each, #AT 1 or 1/2 with crossbows, D I-6, ML 8.) The whole place is well decorated, and the furniture is heavy and upholstered. Second Floor: There are rooms here for up to 36 cavalrymen, plus two chambers for special guests. There are 12 heavy cavalrymen with plate &shield and sword and dagger (AC 2, F I, hp 8 each, #AT 1, D I-6, ML 10). There are also 18 medium cavalrymen in chain, each with crossbow and axe, quartered here. (AC 5, F I, hp 6 each, #AT I or 1/2 for crossbows, D 1-6, ML 10.) Their rooms are sparsely furnished with only a cot, chair, and armoire* for each. Two couriers, men-at-arms with leather armor and swords, are currently quartered in one side chamber. (AC 7, F I, hp 3, #AT 1, D 1-6, ML 8.)