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  1. The Keep on the Boarderlands
  2. Lore

P. 8 Keep

MAIN GATE: Two towers 30’ high with battlements*, flank a gatehouse 20’ high. All have holes for bow and crossbow fire. A deep crevice in front of the place is spanned by a drawbridge (usually up). There is a portcullis’ at the entry and large gates at the far end of the passage. The passage is about 10’ wide and high, the ceiling above pierced with murder holes*, and walls to either side slitted for archery. It is obvious that the building is constructed of great blocks of the hardest granite, undoubtedly common throughout the entire fortress. Two men-at-arms (AC 3, F I, hp 5, #AT I, D 1-6, ML 10) will approach when the drawbridge is lowered and the portcullis raised. Each is clad in plate mail and carries a pole arm*. They require that persons entering the KEEP put their weapons away, and then will escort them through the short tunnel into area Entry Yard.

FLANKING TOWERS: Atop each tower are four crossbowmen with crossbows cocked and ready to fire. Each is clad in chain mail (AC 5), wearing a sword and dagger, and has a shield (AC 4 when picked up) nearby. (AC 5 or 4, F I, hp 4, #AT 1 or 1/2 with crossbow, D 1-6, ML 10.) Inside each tower are 12 other men-at-arms, four being “on-duty” and armored and armed as the menat-arms on the tower tops. The other eight in the tower are resting, and it will take one full turn for these men to ready themselves for battle. They are exactly like the others, except instead of crossbows, they carry long bows. (AC 5 or 4, F I, hp 4, #AT I, D 1-6, ML 10.) The three floors of these towers will contain supplies of bolts and arrows, spears, rocks, and several barrels of oil (all for hurling down on attackers). There will also be pallets* for sleeping, pegs with clothing belonging to the soldiers, and some small tables, stools, and benches. Each man-at-arms will have (d6) copper pieces and (d4) silver pieces on his person.

ENTRY YARD: This narrow place is paved. All entrants, save those of the garrison, will be required to dismount and stable their animals (area 4., below). The corporal of the watch is here. He is dressed in plate mail and carries a shield, with sword and dagger at his waist. (AC 2, F 2, hp 15, #AT I, D 2-7; his sword is a +1 magic weapon, ML II . ) The corporal is rather grouchy, with a low charisma, but he admires outspoken, brave fighters and is easily taken in by a pretty girl. Beside him is a man in robes (a scribe) who records the name of each person who enters or leaves, and flanking each man is another man-at-arms in plate with pole arms as noted in I., above. (AC 3, F I, hp 5, #AT 1, D 1-6, ML 10.) When dismounted, lackeys* will come from area 4. (the stable) to take the mounts or mules. Any goods which are not carried by the adventurers will be stored in area (the warehouse). Another lackey will then show travelers to the Traveler’s Inn.

COMMON STABLE: This long building is about 15’ high, with a 3’ parapet* atop its flat roof, so that it can be used in defense of the gate. The gate side wall is pierced for archery. There are always 5-8 (d4 + 4) lackeys inside tending to horses and gear. Each is unarmored (AC 9) but can fight with various available weapons (pitch forks and the like - treat as pole arms) and each has 1-4 hit points. There will be various light horses (AC 7, HD 2, hp 8 each, #AT 2, D I-411-4, ML 7) and draft horses (AC 7, HD 2 + 1, hp 9 each, #AT 0) here, 2-8 of each, as well as 1-4 mules.

COMMON WAREHOUSE: Visiting merchants and other travelers who have quantities of goods are required to keep their materials here until they are either sold to the persons at the KEEP or taken elsewhere. The building is the same as the stable (4., above) with respect to height, parapet, etc. Its double doors are chained and padlocked, and the corporal of the watch must be called to gain entry, as he has the keys. Inside are two wagons, a cart, many boxes, barrels, and bales - various food items, cloth, arrows, bolts, salt, and two tuns’ of wine. (Average value is 100 gold pieces per wagon-load).

BAILIFF’S TOWER: The superintendent (or bailiff) of the outer bailey* of the fortress lives here. (AC 1, F 3, hp 22, #AT I, D 2-7 due to sword +1, ML 12.) He is wearing magic plate mail +1 or wields a sword +1, and is also able to use a longbow which is hanging on the wall. He and the scribe share offices on the lower floor. Their quarters are on the second story. (Usual furnishings of bed, chest, armoire*, table, chairs, rug, etc.) (The bailiff has 3d6 gold pieces with him always, the scribe has 2d6 silver pieces and d4 gold pieces in his purse. There are 50 gold pieces hidden in the bailiff’s old boots in the armoire*, and hanging on his wall is a quiver with 20 arrows, 3 of which are magic arrows +1. The scribe has a jewelled ink pot worth 100 gold pieces, but it is dirty and ink covered, looks worthless, and is on his table in plain sight.) The third floor is a storage area, and the fourth story quarters twelve men-at-arms. Six are armored in leather and shield (AC 6) with pole arm and hand axe, the other six have chain mail (AC 5), crossbow, and sword and serve as the escort of the bailiff from time to time. (F I, hp 4, #AT I, D 1-6, ML IO.) Each carries 2d6 copper pieces and 1d6 silver pieces. Their room contains pallets, pegs with cloaks and other clothing, two long tables with benches, a supply of 180 bolts, and several dozen large rocks. The whole tower is 40’ high, with a 5’ tall battlement atop it. All walls are pierced for archery.

PRIVATE APARTMENTS: Special quarters are available for well-to-do families, rich merchants, guildmasters, and the like. The five small apartments along the south wall are occupied by families of persons dwelling within the Outer Bailey of the KEEP. The two large ones (indicated by 7a. and 7b.) currently house a jewel merchant and a priest: a. Jewel Merchant: This normal man and his wife are guarded by a pair of 2nd level fighters in chainmail and shield with sword and dagger. (AC 4, F 2, hp 17, 12, #AT I, D l-6, ML 8.) The four are lodged in the eastern portion of the building, the merchant and his wife being on the upper floor most of the time. Each guard commands a huge dog trained to kill. (AC 6, HD 3, hp 12, II, #AT I, D 1-6, MV (60’) Save F 2, ML 9.) The merchant has a locked iron box with 200 platinum pieces and 100 gold pieces inside. Secreted in his belt are 10 gems of 100 gold piece value each. He will buy gems at 60% to 90% (d4 x 10 + 50%) of value. He sells at 110% to 140% (d4 x 10 + 100%) of value. His wife wears a jeweled bracelet, necklace, and earrings (600, 1,200, and 300 gold piece value respectively), also available for sale as per gems. They are awaiting a caravan back to more civilized lands. All persons here have 3d6 silver pieces each upon their person.