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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 gateside wall is pierced for archery. There are always grooms inside
tending to horses and gear.

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. 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. 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.
These are the Private Apartments located alongside the Inn as well as the southern wall in the Outer
Bailey.
These are the Private Apartments located behind the Inn in the

Keep. Apartment 7a is the Jewel Merchant and his wife, while Apartment 7b is the jovial Priest with his
two silent acolytes.
This is the Smithy located alongside the Stables in the Outer Bailey.

This building is about 20’ high, 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.
This is the Provisioner (#9) located down the street from the Smithy in the Outer Bailey.

This low building houses a shop where all of the equipment needed for dungeon adventurers 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 on the floorplan. The back room, which is the bedroom/living quarters.
This is the Trader (#10) located next door to the Provisioner in the Outer Bailey.

This low building houses a shop where all of the equipment needed for dungeon adventurers are sold.
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 shown on the floorplan. The
back rooms, which are the stock room and living quarters.
This is the Loan Bank (#11) located across the street from the Trader and alongside the Outer Bailey
wall.

This low building houses all of the banking needs for the average dungeon adventurer. Here anyone can
change money or gems for a small 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 nominal fee. Unsecured loans can be
obtained for up to 5 gold pieces; over 5 gold pieces requires some item of security deposit be left for the
loan. A sign on the shop states clearly that this place is under direct protection of the KEEP.

Rates/fees are as shown on the floorplan. 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 and other
means. The cellar, which houses the bedroom/living quarters as well as the vault.
This is the Travellers Inn (#14) located across from the Fountain Square and alongside the Tavern.

This long, low structure has five small private rooms and a large common sleeping room for a full dozen.
(Servants and the like always sleep in the stables, #4., of course.) Private rooms cost 1 g.p. per night, but
sleeping in the common room is only 1 silver piece per night. The innkeeper and his family live in a small
loft above the inn. This building is some 18’ high.

The 2nd story/loft, which houses the bedroom/living quarters for the Innkeeper, his family and staff.
This place is the favorite of visitors and inhabitants of the KEEP alike. The food is excellent, the drinks
generous and good. The place is always active, with patrons at any time of day or night. The barkeep, if
talking with a good customer and drinking to his health, will sometimes talk about the lands around the
keep.

The cellar is where drink and food are stored and prepared, and where the servants sleep. The family
sleeps in the small loft.

The cellar and loft, which houses the bedroom/living quarters for the Innkeeper, his family and staff.
The spiritual center of the Keep is located in a building that 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 above it;
the window is 20’ tall and 8’ wide. An offering box is fastened securely atop a heavy pedestal in the
southeast corner.
Lower level legend:

1.Guard Room

2.Torture Chamber

3.Prison Cells

4.Cistern

5.Record Chamber

6.Scribe

7.Jailer

8.Storeroom

9.Servant's Chamber

10.Servant's Chamber

11.Servant's Cahmber

Keep Fortress level 1 [1 square=5 feet]

Fortress Level 1 Legend:

1.Foyer

2.Great Hall

3.West Hall

4.Kitchen

5.Buttery

6.Pantry

7.Guard Room

8.Stairs up

9.Couriers

10.East Hall
11.War Room

12.Armory

13.Stairs down

Note, side ports have been added for kitchen supply service and direct access to the stables for the
cavalry. These ports are reinforced and highly defensible.

Keep Fortress level 2 [1 square=5 feet]

Keep Fortress Level 2 Legend:

1.Guard Room

2.West Parapet

3.East Parapet

4.Solar

5.Wardrobe

6.Chamber

7.Chamber

8.Chamber

9.Privy

10.Guest

11.Balcony

12.Open to area 2 below (Fortress level 1 map)

13.Armory

14.Barracks

15.Barracks

16.Bath
So this layout is based on determining factors from the module: This is a military HQ. It houses A
Castellan (a military position), his staff, servants, and cavalry (Men at Arms) barracked in upper area. It
must be useful as a greeting hall and as a space to adjudicate legal and diplomatic matters. And it must
include all the specifics listed on page 11. The Great Hall is given the full heights of 30' vaulting, to go
with the 30' X 45' length & breadth. The East and West sides are divided by the Great Hall, and are
purposed for the Castellan's staff and guests on the West, and the Cavalry on the East end, along with
the Armory, and ready access to the Stables. It's also absurd to include only one door. Defensible "Sally
Port" doors on each side for logical uses; The kitchen supply access, and the Cavalry access to the
stables. I also depicted Seats, tables, and a chest in the Great Hall, as that is how a Castellan and his staff
would be arranged when providing audience for all legal matters, and keeping written records of all
legal concerns, to later report to the crown as required.

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