. Priest: The western portion houses the jovial priest who 8. 9. is taking advantage of his stopover at the KEEP to discuss theology with learned folk and to convert others. Everyone speaks well of him, although the two acolytes with him are avoided, as they never speak - the priest says they must follow vows of silence until they attain priestly standing. His well-appointed chambers are comfortably furnished and guests are always welcomed with a cozy fire and plenty of ale or wine. The priest is a very fine companion and an excellent listener. He does not press his religious beliefs upon any unwilling person. He is outspoken in his hatred of evil, and if approached by a party of adventurers seeking the Caves of Chaos, he will certainly accompany them. He has plate mail +1 and a shield +1 (AC -1) and a mace +1, and has a Dexterity of 15 (thus the low AC). He also has a magic cleric scroll with a hold person and a silence, 15’ radius spell on it. He appears very robust (18 hit points), as do his assistants. The latter wear chain mail, carry shields and have maces. (AC 4, C I, hp 7 each, #AT 1, D 1-6, ML 7.) (Note: All are chaotic and evil, being in the KEEP to spy and defeat those seeking to gain experience by challenging the monsters in the Caves of Chaos. Once in the caves the priest will use a cause light wounds (does 2-7 points of damage to the creature touched, a normal “to hit” roll must be made to touch the victim) or a light spell as needed to hinder and harm adventurers. Betrayal will always occur during a crucial encounter with monsters.) Each cleric carries 4d6 silver pieces, and each wears a gold chain worth 100 gold pieces (the priest’s has a bloodstone gem worth 500 gold pieces in addition). (A small sack hidden in the priest’s chair contains 30 each of platinum, gold, electrum, silver, and copper pieces, plus one jeweled clasp worth 300 gold pieces. These are for bribes for sub. version or to use to gain freedom if necessary.)
SMITHY AND ARMORER: This building is about 20’ high, with the usual 5’ parapet above and walls pierced for defense. The lower floor is occupied by a forge, bellows, and other items. Here horses and mules are shod, weapons made, armor repaired and similar work done. The smith is also an armorer, and has two assistants. (Smith: AC 7 from leather armor, F 1, hp 11, #AT 1, D 1-6; he uses his hammer as a weapon, ML 8. His two assistants: AC 8, LVL 0, hp 5 each, #AT 1, D 1-6; they will pick up any weapons handy if need be, ML 8.) There are 2 swords, 1 mace, a suit of man-sized chain mail, and II finished spears in the shop. In the second story are rooms where the smith, his family, and his assistants live. (The rooms have normal furnishings, but a jar hidden in the smith’s bedroom holds 27 electrum pieces.) The smith carries d4 gold pieces, and each assistant has 2d6 silver pieces.
PROVISIONER: This low building houses a shop where all of the equipment needed for dungeon adventurers (as listed in the rulebook) are sold. He does not sell weapons other than spears, daggers, arrows and bolts. He has a few (7) shields, but does not sell armor or mounts. He will direct any persons interested in such items to the trader next door. Prices are as shown in the rules. He will buy equipment from adventurers at 50% of listed price. The provisioner is a normal man: in time of need he has leather armor and shield (AC 6) and will man the walls or otherwise fight with a spear. (In the shop he is AC 9, LVL 0, hp 3, #AT 1, D 1-6, ML 7.) His wife and two children live in a small apartment in the place. He carries d6 gold pieces. He has a strong box with 100 gold pieces, and 30 copper pieces.
TRADER: This place deals in all armor, weapons, and large quantities of goods such as salt, spices, cloth, rare woods, etc. The trader is very interested in obtaining furs. (Prices are as per the rulebook, purchases from adventurers are at 50% of listed cost, except for furs which will be bought by him at whatever their stated value is if the seller demands.) He is a normal man (AC 9. LVL 0, hp 2, #AT 1, D 1-6, ML 7); his two sons are likewise (AC 9, LVL 0, hp 3 each, #AT 1, D l-6, ML 7). All have leather armor and shields (AC 6) and pole arms and swords for use when necessary. [Hidden under the floorboards of their small apartment are 500 gold pieces and 1,110 silver pieces. Each carries 2d6 gold pieces in his purse.)
LOAN BANK: Here anyone can change money or gems for a 10% fee. The banker will also keep a person’s wealth stored safely at no charge if it is left for at least one month, otherwise there is a 10% fee. Loans at an interest rate of 10% per month can be obtained for up to 5 gold pieces with no security deposit; over 5 gold pieces requires some item of at least twice the value of the loan. A sign on the shop states clearly that this place is under direct protection of the KEEP, and there is always a man-at-arms in chain mail with long bow and sword watching the place from tower 12.. (AC 5, F I, hp 4, #AT 1, D l-6, ML 10.) (The banker is a retired 3rd level fighter (AC 9, F 3, hp 12, #AT 1, D 1-6, ML 9) with a sword handy, and plate and shield (AC 2) stored in his apartment above. He carries 6 platinum pieces and 12 gold pieces with him.) There is a scrawny old clerk in the place as well (2nd level magic-user, 5 hit points, with sleep and ventriloquism spells ready) who typically handles transactions. A hired mercenary fighter (AC 3, F 1, hp 7, #AT 1 or 1/2 with crossbow, D 1-6, ML 8) in plate mail and armed with battle axe and crossbow is on guard inside the door. Displayed for sale are the following items: 1 carved ivory tusk - price 50 g.p. 1 silver cup - 20 g.p. 1 crystal decanter* - price 45 g.p. (actual worth 10 g.p.) 1 jade ring - price 250 g.p. (actual worth 400 g.p.) 1 dagger with jeweled scabbard - price 600 g.p. 1 fur-trimmed cape - price 75 g.p. 3 blank vellum* books - price 20 g.p. each 1 gold &silver belt - price 90 g.p. 1 set of thief’s tools - price 100 g.p. (actual worth 35 g.p.) 1 iron box with secret lock - price 50 g.p. The strong room of the place is in the cellar. It is protected by a locked iron door which leads to a small vault with 12 compartments each protected by locks with hidden poison needles (save versus Poison at +1 or die). These compartments hold the following items: #1, #4, #11 empty #2 has 277 g.p. and 1 gem worth 500 g.p. #3 has a gold altar service set forth 6,000 g.p. #5 #6 #7 # 8 #9 is trapped with a sleeping gas - no save, sleep for 3 turns; characters above 4th level save vs. Poison to avoid effect. has 1,000 each platinum, gold, electrum, silver and copper pieces. has four pit vipers (AC 6, HD 1 l , hp 5 each, #AT 1, D 1-4 plus poison, MV (30’) Save F 1, M L 7). has 3 gems of 1,000 g.p. value, 4 of 5OO g.p., II of 100 g.p., 25 of 50g.p., and 18 of 10 g.p. value. has an arrow trap which will always hit anyone in front if its door - 4 arrows each doing 1-6 points of damage (Divide arrows amongst persons in front). 12. 13. 14. 15. #10 has an alabaster and gold statue worth 3,000 g.p. in a rare wood and silk case worth 600 g.p. #I2 has a sack with 58 platinum pieces and 91 electrum pieces in it. (Empty compartments indicate funds out on loan. Boldfaced numbers are those belonging to the banker.)