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Referee Notes

Atmospherics Gaining Reputation


● Illumination: Military buildings are fitted with torch sconces & ● Goodly deeds: Selflessly perform heroic act that benefits the
arrow slits. Residential buildings are fitted with candle sconces & denizens of the Keep, such as freeing prisoners in the Caves of
leadlight windows. Chaos.

● Temperatures: Most buildings have access to a fireplace, which ● Riches & renown: Return from adventuring with an exceptional
keeps the interiors relatively temperate. However, unmanned trophy, such as a magic weapon or monster’s head.
areas do not benefit from this.
Contribute an item or gold of value equal to or over 1,000 gold
Security, well organised pieces to the Keep

● Castellan’s recognition: Upon gaining a favourable reputation,


● Patrol: A patrol of guards makes an irregular round of the wall
the castellan will invite the adventurers to a feast & revel in the
walk.
inner bailey. While there, the adventurers will be watched closely
● Sentries: The sentries atop the gatehouse towers are alert. & carefully questioned.

● Communication: A guard commander checks in with both the If the castellan likes the group, & his assistants agree, he will ask
sentries & wall patrols every half-hour to hour. them to perform a special mission. Groups sent on a mission will be
blessed & given up to 100 gold pieces each up front. If they
● Eyes everywhere: It is very unlikely that persons can enter or succeed, they will be given passes to the inner bailey & can ask
leave without being seen, unless magic is used. the castellan for aid if there is a major foe to overcome.

● Crimes: If a person is caught in a criminal act, the alarm will be The castellan’s aide comes in the form of retainers. A minimum of
sounded instantly via one of the many bells around the Keep. If a corporal & 3 archers in plate armour, or a maximum of one
met with resistance, the guard will not hesitate to use force (even sergeant, a corporal, & 12 men-at-arms. On the other hand, if the
killing if necessary). adventurers are rude or behave badly, the castellan will simply
retire early, ending the revel, & the party will never be aided or
Offenders will be locked in the dungeons under the Keep & invited back into the inner bailey.
punished for their crimes.
Criminality within the presence of the castellan will result in the
● (Optional) Magic alarm: Magic mouth spells may be placed guards immediately turning hostile with intent to kill.
within key areas to shout “ALARM” whenever an invisible creature
trespasses within 10’ or so. Rumours
Defence, well organised ● What players know: You may give one rumour (at random, using
1d20) to each player as starting information.
● During wartime: Civilians will arm themselves & supplement the
guards manning the walls, while non-combatants will bring ● What townspeople know: Rumours may be keyed to persons in
ammunition, food, & water to the walls, as well as tend the the Keep. For example, talking with the Taverner may reveal either
wounded. rumour #18 or #19, & he will give the true rumour if his reaction to
the player is favourable.
War machines, ballista & catapult
● False rumours: Not all rumours are true. False rumours are noted
● Ballista: Requires 2 operators. THAC0 19. 2d6 + 2 damage, missile by an ‘F’ after the number.
160’/320’/480’, reload*, slow, two-handed. (12 missiles per
1d20
machine)
* 3 rounds to reload. 1. A merchant, imprisoned in the caves, will reward his rescuers.
2.F A powerful magic-user will rain spells on cave-invaders.
● Catapult: Requires 2 operators. THAC0 20. Special damage*,
3. Tribes of different creatures live in different caves.
missile –‘/240’/480’, reload**, slow, two-handed. (6 shots per
4. An ogre sometimes helps the cave dwellers.
machine).
5. A magic wand was lost in the caves’ area.
* The damage dealt by the catapult is dependent on its
6.F All of the cave entrances are trapped.
target. A catapult fired at a close group deals 1d6
7. If you get lost, beware of the eater of men!
damage multiplied by the number of individuals in said
8. Altars are very dangerous.
group. A catapult fired at a single large target deals 6d6
9.F A fair maiden is imprisoned within the caves.
damage.
10.F “Bree-yark” is goblin-language for “we surrender”!
* * 7 rounds to reload.
11. Beware of treachery from within the party.
12. The big dog-men live very high in the caves.
Townspeople, law-abiding & honest 13. There are hordes of tiny dog-men in the lower caves.
14.F Piles of magic armour are hoarded in the southern caves.
● Dislike: Boorishness & ill manners.
15.F The bugbears in the caves are afraid of dwarves!
● Reaction to crime: Citizens will try to prevent the escape of any 16. Lizard-men live in the marshes.
lawbreakers (without sacrificing their lives) until the guard arrives in 17. An elf once disappeared across the marshes.
1d2 turns. 18. Beware the mad hermit of the north lands.
19.F Nobody ahs ever returned from an expedition to the caves.
20. There is more than one tribe of orcs within the caves.
1. Main Gate
Gatehouse, 20’ high 2 Men-at-arms, plate armour & pole arms
Stone brick (great blocks of the hardest granite). Flanked by In uniform (blue tabard). Escorts (will take persons through the inner
towers (area 2). Defensible (arrow slits & battlements). Drawbridge gatehouse to the outer bailey).
(covering portcullis).
● Gatehouse guards: Require persons sheathe weapons before
● Drawbridge: Usually raised. Bridges crevice when lowered. 2 entering the Keep.
men-at-arms appear when drawbridge lowered.

● Portcullis: Portcullis grants access to inner-gatehouse.


Man-at-arms
AC 3, HP 5, Att 1 x weapon (by weapon), THAC0 20, MV 90’ (30’),
● Inner-gatehouse: 10’ high x 10’ wide. Fitted with arrow slits & SV NH, ML 6, AL A XP 5
murder holes.
● Equipment: Plate armour, pole arm.

Deep crevice, 15’ deep x 15’ wide


Dry moat (surrounds Keep). Steep embankments (slick with mud). Note: The great blocks of granite which make up the gatehouse
are evident throughout the Keep.

2. Tower
Watch-tower, 30’ high 6 Men-at-arms, chainmail & missile weapon
Flanking gatehouse (one tower either side). Defensible (arrow slits In uniform (blue tabard). Keep guards (enforce law).
& battlements). 4 men-at-arms atop roof (aiming crossbows at
road). 2nd floor, barracks
● Men-at-arms: Sentries with crossbows cocked & ready to fire Identical to 1st floor.
should anyone display aggression toward the Keep. They keep a
shield nearby should they need to engage in melee combat.
3rd floor, storage
4 Men-at-arms, chainmail & crossbow Heavy layer of dust (footprints on floor). Barrels, boxes & supplies
(stacked neatly).
In uniform (blue tabard). Watchmen (keep a keen eye over the
road). ● Barrels, boxes & supplies: This room keeps a variety of supplies for
warfare, including:
1st floor, barracks ○ Arrows & bolts for marksmen.
○ Spears for soldiers.
Sleeping pallets (topped with furs & blankets). Clothing pegs (hung ○ Large rocks for catapults or toppling over the wall.
with civilian clothes). Wooden table & stools (sticky & stained). Half- ○ Barrels of oil for heating up & pouring over the wall or
a-dozen guards (only 2 in uniform). down the murder holes in the inner gatehouse.

● Resting guards: 2 of 6 guards are on duty. The other 4 must spend


a full turn (10 minutes) to equip themselves. 2 of the 4 resting guards
Man-at-arms
AC 5, HP 4, Att 1 x weapon (by weapon), THAC0 20, MV 90’ (30’),
will equip themselves with long bows instead of crossbows.
SV NH, ML 6, AL L, XP 5
Unequipped men-at-arms are as normal humans with 4 HP.
● Equipment: Chainmail, crossbow or long bow, dagger, sword,
1d6 copper pieces, 1d4 silver pieces.
3. Entry Yard
Narrow courtyard 2 Men-at-arms, plate armour & pole arms
Pavestones (eroded in areas of heavy traffic). Wall walk (20’ high; In uniform (blue tabard). Personal guards (escort the corporal &
irregular guard patrol). Corporal of the watch & guard (acting scribe).
important & providing escort). Scribe & guard (taking dictation &
providing escort). Corporal of the Watch, fighter 2
AC 2, HP 15, Att 1 x weapon (by weapon), THAC0 19, MV 60’
● Corporal of the watch: Approaches anyone travelling with large
(20’), SV F2, ML 6, AL L, XP 25
items (i.e., wagon) & offers to store them in the common
warehouse (area 5). ● Equipment: Plate armour, shield, +1 magic sword, dagger,
key to area 5 (warehouse).
● Scribe: Approaches new visitors to record their name in a ledger.

● Stabling mounts: Lackeys from the common stable (area 4) will Scribe
approach anyone with an animal & offer to stable their mounts in AC 9, HP 1/2, Att 1 x weapon (1d6 or by weapon), THAC0 20,
area 4. MV 120’ (40’), SV NH, ML 6, AL L, XP 5

Corporal of the Watch, plate armour ● Equipment: Administrative ledger, ink (vial), quill.

In superior uniform (blue tabard & white cape). Generally Man-at-arms


unpleasant (grouchy & abrasive). Fan of heroics (admires out- AC 3, HP 5, Att 1 x weapon (by weapon), THAC0 20, MV 90’ (30’),
spoken, brave fighters). Shallow (easily taken in by a pretty girl). SV NH, ML 6, AL A XP 5

Scribe, in robes ● Equipment: Plate armour, pole arm.

Learned (literacy is a skill of the highly intelligent). Curious (asks


probing questions & reports to the castellan).

4. Common Stable
Long building, barn-door entrance Lackey
AC 9, HP 1/2, Att 1 x weapon (1d6 or by weapon), THAC0 20,
Barnyard smell (animals, hay, & manure). Defensible (parapet MV 120’ (40’), SV NH, ML 6, AL L, XP 5
along roof & archery slits in gate-side wall). Variety of horses (draft
horses, riding horses, & mules). Ostlers tending the animals ● Equipment: Pitch fork or the like (as pole arm).
(shovelling manure, filling troughs,).
Draft Horse
1d4 + 4 Lackeys, carrying farm tools AC 7, HD 3, Att None, THAC0 17, MV 90’ (30’), SV 2, ML 6, AL N,
XP 35
Common peasantry (don’t want no trouble, m’lord).
● Non-combatant: Will flee, if attacked.
2d8 Draft horses, chewing hay
● Carry loads: Up to 4,500 coins unencumbered; up to 9,000 at
Large & muscular (shoulder as tall as a man). Wide hooves with half speed.
ankle fringes (as a clydesdale).
Riding Horse
2d8 Riding horses, pacing AC 7, HD 2, Att 2 x hoof (1d4), THAC0 18, MV 240’ (80’), SV 1, ML
7, XP 20
Lean & sinewy (every vein & muscle fibre visible). Short, shiny hair
(as an arab). ● Carry loads: Up to 3,000 coins unencumbered; up to 6,000 at
half speed.
1d6 Mules, whipping tail
Mule
Short & stocky (ribcage like an ale cask). Dead eyed & goofy
AC 7, HD 2, Att 1 x kick (1d4) or 1 x bite (1d4), THAC0 18, MV 120’
(honks as soon as it gets the chance). Stubborn & unsociable
(40’), SV NH, ML 8, AL N, XP 20
(scratch its forehead for a slight reprieve).
● Tenacious: Can be taken underground.

● Defensive: May attack if threatened, but cannot be trained


to attack on command.

● Carry loads: Up to 2,000 coins unencumbered; up to 4,000 at


half speed.
5. Common Warehouse
Spacious building, locked double-door ● Boxes full of arrows & bolts.

● Barrels full of food items, salt, as well as 2 tuns of wine.


Defensible (parapet along roof & archery slits in gate-side wall).
Wagons & carts (loaded with goods). Storage containers (stacked ● Bales of cloth.
neatly).
● Value: 100 gold pieces per wagonload of goods.
● Key carried by corporal of the watch.

6. Bailiff’s Tower
Watch-tower, 40’ high 4th floor, guard barracks
Flanking gatehouse (one tower either side). Defensible (arrow slits Sleeping pallets (topped with furs & blankets). Clothing pegs (hung
& battlements). with civilian clothes). Two long tables with benches (sticky &
stained). A dozen guards (at the ready).
1st floor, office
6 Men-at-arms, leather & pole arm
Wooden desks (covered in stationary & documents). Filing
cabinets (wooden shelves of pigeon holes). Bailiff & scribe In uniform (blue tabard). Personal guards (escort the bailiff &
(tending papers). scribe).

Bailiff, plate armour 6 Men-at-arms, chainmail & crossbow


In superior uniform (blue tabard & white cape). Impersonal In uniform (blue tabard). Personal guards (escort the bailiff &
(actions informed by law & bureaucracy). scribe).

Scribe, in robes Bailiff, fighter 3


AC 2, HP 22, Att 1 x weapon (by weapon), THAC0 19, MV 90’
Learned (literacy is a skill of the highly intelligent). Aloof (has work (30’), SV F3, ML 6, AL L, XP 35
to do).
● Equipment: +1 magic plate armour, +1 magic sword, 3d6
2nd floor, private quarters gold pieces.

Separated rooms (for bailiff & scribe respectively). Usual furnishings Scribe
(bed, chest, armoire, table, chairs, rug, etc).
AC 9, HP 1/2, Att 1 x weapon (1d6 or by weapon), THAC0 20,
MV 120’ (40’), SV NH, ML 6, AL L, XP 5
● Bailiff’s décor: Mounted on the wall of the bailiff’s room is a long
bow & a quiver of 20 arrows, 3 of which are +1 magic arrows.
● Equipment: Administrative ledger, ink (vial), quill, 2d6 silver
● Bailiff’s armoire contains a pair of old boots hiding 50 gold pieces pieces, 1d4 gold pieces.
within.
Man-at-arms
● Scribe’s desk has a ink-covered ink pot, which if cleaned reveals AC 6 or 5, HP 4, Att 1 x weapon (by weapon), THAC0 20, MV 90’
itself to be jeweled (100 gold pieces). (30’), SV NH, ML 6, AL A XP 5

3rd floor, storage area ● Equipment: Chainmail or leather armour & shield, crossbow &
sword or polearm & hand axe, 2d6 copper pieces, 1d6 silver
Heavy layer of dust (footprints on floor). Barrels, boxes & supplies pieces.
(stacked neatly).

● Barrels, boxes & supplies: This room keeps a variety of supplies for
warfare, including:
○ Bolts x180.
○ Large rocks x 1d12 x 4.
○ Barrels of oil for heating up & pouring over the wall or
down the murder holes in the inner gatehouse.

7. Private Apartments
Residential housing, 2 story
Up-market (handsome and well-made).

● Residents: These special quarters are available for well-to-do


families, rich merchants, guild masters, & the like.
7a. Jeweler
Residential housing, 2 story ● Wears buyable items: Wears jewelled bracelet (600 gold pieces),
necklace (1,200 gold pieces), & earrings (300 gold pieces). Uses
Up-market (handsome & well-made). 2 story east wing seduction to help sell items.
(residential). 1 story west wing (mercantile). Jewel merchant & wife
(cleaning jewels). 2 security guards with dogs (making themselves 2 Hired guards, Chainmail & swords
as apparent as possible).
Serious men (eyeing browsers with hands on hilts).
● Locked iron box: Below counter. Contains 100 gold pieces, 200
platinum pieces. 2 Huge dogs, obeying the guards
Jewel merchant, shrewd negotiator Trained to kill (by guard’s command).

Foreign dress (curly-toed shoes & silk turban). Talented broker Jeweller & Wife
(showers prospective clients in compliments). AC 9, HP 1/2, Att 1 x weapon (1d6 or by weapon), THAC0 20,
MV 120’ (40’), SV NH, ML 6, AL L, XP 5
● Business in the Keep: Awaiting return caravan to realm.

● Buys gems at 1d4 x 10 + 50% value. ● Equipment: iron box key, 3d6 silver pieces.

● Sells gems at 1d4 x 10 + 100% value. Guard, fighter 2


AC 4, HP 17 & 12, Att 1 x weapon (by weapon), THAC0 19, MV
● Hidden treasure: Sewn into the merchant’s belt are 10 gems (100
90’ (30’), SV F2, ML 6, AL L, XP 25
gold pieces).
● Equipment: Chainmail, shield, sword, dagger, 2d6 silver
Merchant’s wife, seductive manipulator pieces.

Foreign dress (dressed in midriff revealing silks & beaded


Huge Dog
headscarf). Modelling (wears buyable items). AC 6, HP 12 & 11, Att 1 x bite (1d6), THAC0 17, MV 120’ (40’), SV
3, ML 9, AL N, XP 35, TT None

7b. Priest
Residential housing, 2 story 2 Acolytes, chainmail & mace
Up-market (handsome & well-made). Well furnished (comfortable Robust (pot-bellied & jiggly). Richly dressed (gold chain). Youthful
& homey). Fireplace (always lit). Full pantry (lots of ale & wine). (full of energy & ambition). Silent (do not speak).
Priest & 2 acolytes (being jolly).
● Vow of silence: Will not speak until they attain priestly standing.
● Hidden treasure: A small sack in the priest’s chair contains 30
each of platinum, gold, electrum, silver, & copier pieces, plus a Priest, cleric 3
jewelled clasp (300 gold pieces). These are used as bribes for AC 0, HP 18, Att 1 x weapon (by weapon) or 1 x spell (by spell),
subversion or to use to gain freedom if necessary. THAC0 19, MV 60’ (20’), SV C3, ML 9, AL C, XP 50

Priest, plate mail & war hammer ● Spells: Cause light wounds, darkness.

Robust (pot-bellied & jiggly). Richly dressed (bloodstone-set gold ● Equipment: +1 magic plate armour, +1 shield, +1 war hammer,
chain). Kindly (welcoming & an excellent listener). Missionary (will spell scroll of hold person & silence, bloodstone-set gold chain
attempt to convert, but will not press against the unwilling). Hates (600 gold pieces), 4d6 silver pieces.
evil (notably outspoken).
Acolyte, cleric 1
● Business in the Keep: Taking advantage of a stop-over at the
AC 4, HP 7, Att 1 x weapon (by weapon), THAC0 19, MV 90’ (30’),
Keep to discuss theology with learned folk & convert others.
SV C1, ML 9, AL C, XP 10
● Reputation: Keep denizens speak well of him.
● Equipment: Chainmail, shield, mace, gold chain (100 gold
● Caves of Chaos: If approached by a party of adventurers pieces), 2d6 silver pieces.
seeking the Caves of Chaos, he will insist on accompanying them.

● Hidden agenda: The priest & his acolytes are chaotic & evil,
being in the Keep to spy & 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 or a
darkness spell as needed to hinder & harm adventurers. Betrayal
will always occur during a crucial encounter with monsters.
8. Smithy & Armorer
Stone building, 20’ high 2nd floor, private quarters
Defensible (parapet along roof & archery slits in walls). Smith’s family’s quarters (should the Referee give the smith a
family).
1st floor, workshop
● Jar in bed chamber: Contains 27 electrum pieces.
Forge & bellows (emitting waves of heat). Smithing tools (tongs,
hammers, pokers). Finished works & works-in-progress (hanging on Smith, fighter 1
walls. Horseshoes, weapons & armour). Smith & 2 apprentices AC 7, HP 11, Att 1 x hammer (1d6), THAC0 19, MV 120’ (40’), SV
(manning the forge). F1, ML 6, AL L, XP 10

● Finished works: Hanging on the wall are ● Equipment: Leather apron (as leather armour), hammer, 2d4
○ Mace. gold pieces.
○ Man-sized chainmail.
○ Sword x2. Apprentice
○ Spear x11.
AC 9, HP 5, Att 1 x weapon (1d6 or by weapon), THAC0 20, MV
The apprentices will utilize these items if necessary. 120’ (40’), SV NH, ML 6, AL A, XP 5

● Equipment: 2d6 silver pieces.


Smith, leather apron & hammer
Skilled & knowledgeable (regarding construction & metallurgy).

2 Apprentice smiths, sweaty & sore


Common peasantry (don’t want no trouble, m’lord).

9. Provisioner
Low building, olde shoppe Provisioner, regular merchant
Shelves & tables of stock (ropes, blankets, rations, & other general Common peasantry (don’t want no trouble, m’lord).
goods). Desk (with receipt book, ink pot, & quill). Dividing wall
(separates mercantile area from residential area). Provisioner ● Buys items for 50% of their value.
(taking stock).
● Sells items for their listed value.
● Strongbox: Beneath the desk is a locked strongbox containing 30
● Family: The provisioner lived with his wife & two children.
copper pieces, 16 electrum pieces, & 30 copper pieces.

● For sale: For other items, check with the trader (area 10). Provisioner
AC 9, HP 3, Att 1 x weapon (1d6 or by weapon), THAC0 20, MV
○ Adventuring gear, all listed. 120’ (40’), SV NH, ML 6, AL A, XP 5
○ Arrows.
○ Bolts. ● Equipment: strongbox key, 1d6 gold pieces.
○ Daggers.
○ Shields, x 7.

10. Trader
Low building, olde shoppe 3 Traders, regular merchants
Shelves & tables of stock (ropes, blankets, rations, & other general Common peasantry (don’t want no trouble, m’lord). Family (1
goods). Desk (armour & weapons, salt & spices, & rarer goods). father, 2 sons).
Dividing wall (separates mercantile area from residential area). 3
traders (neatening items). ● Buys items for 50% of their value.

● For sale: For other items, check with the provisioner (area 9). ● Sells items for their listed value.

○ Armour. ● Quest: Values furs, & will buy them at the seller’s stated value.
○ Weapons.
○ Mounts. Traders
AC 9, HP 2, 3, 3, Att 1 x weapon (1d6 or by weapon), THAC0 20,
● Personal items: Within the private apartments can e found 3 sets MV 120’ (40’), SV NH, ML 6, AL A, XP 5
of leather armour, 3 shields, 3 pole arms, & 3 swords.
● Equipment: 2d6 gold pieces.
● Hidden treasure: Under the floorboards of the residential area is
a sack containing 1,100 silver pieces & 500 gold pieces.
11. Loan Bank
Stone building, sign on door Cellar, strong room
Defensible (parapet along roof & archery slits in walls). Tables & Small vault (12 compartments).
chairs (with ledgers, ink pots, & quills). Displayed items (rare &
expensive). Vault door (to cellar). Clerk, banker, & security guard ● Locked & trapped compartments: Hidden poison needles within
(tending counter, cleaning display items, & standing vigil). each lock require the victim to make a +1 save versus poison or
suffer death.
● Sign on door reads “This establishment is under the direct
protection of the Keep, & its guards are always watching the ● Compartment contents: The compartments hold the following
premises.” items, as dictated by their door number.

● Displayed items: The following items are on full display 1. Empty.


throughout the establishment, & are available for trade: 2. 277 gold pieces, 1 gem (500 gold peices).
3. Gold altar service set (6,000 gold pieces).
○ Carved ivory tusk (50 gold pieces). 4. Empty.
○ Silver cup (20 gold pieces). 5. Sleeping gas trap: No save. Sleep for 3 turns.
○ Crystal decanter (45 gold pieces – worth 10). Characters above 4th level save vs. poison to avoid the
○ Jade ring (250 gold pieces – worth 400). effect.
○ Dagger with jeweled scabbard (600 gold pieces). 6. 1,000 each platinum, gold, electrum, silver, & copper
○ Fur-trimmed cape (75 gold pieces). pieces.
○ Blank vellum book, x3 (20 gold pieces each). 7. Adder trap: Inside this compartment are 4 poisonous
○ Gold & silver belt (90 gold pieces). adders.
○ Thieves’ tools (100 gold pieces – worth 35). 8. 3 gems (1,000 gold pieces each), 4 gems (500 gold
○ Iron box with secret lock (50 gold pieces). pieces each), 11 gems (100 gold pieces each), 25 gems
(50 gold peices each), 18 gems (10 gold pieces each).
● Acquire loan of at least 5 gold pieces with no security deposit 9. Arrow trap: Automatically hits anyone in front of the
required, or above that amount with a security deposit of an item door – 4 arrows, each dealing 1d6 points of damage
worth at least twice the amount of the loan. (divide if more than one character in front of door).
10. Alabaster & gold statue (3,000 gold pieces) in a rare
● Change money for gems (& vice versa) at a 10% fee.
wood & silk case (600 gold pieces).
● Store wealth free for the first month, after which point a 10% fee 11. Empty.
is incurred. 12. Sack of 58 platinum pieces & 91 electrum pieces.

Empty compartments indicate funds out on loan. Bold-faced


Clerk, handling transactions numbers are those belonging to the banker.

Impersonal (interested in business).


Banker, fighter 3
Banker, rich clothing & sword AC 9, HP 12, Att 1 x weapon (by weapon), THAC0 19, MV 120’
(40’), SV F3, ML 6, AL A, XP 35
Self-important (a powerful residents of the Keep & he knows it).
● Equipment: Sword, 12 gold pieces, 6 platinum pieces.

Security guard, plate armour & battle axe


Clerk, magic-user 2
Professional mercenary (not paid to talk to random people).
AC 9, HP 5, Att 1 x weapon (by weapon) or 1 x spell, THAC0 19,
MV 120’ (40’), SV M3, AL A, XP 25

● Spells: Sleep, ventriloquism.

Security Guard
AC 3, HP 7, Att 1 x weapon (by weapon), THAC0 20, MV 90’
(30’), SV NH, ML 6, AL A, XP 5

● Equipment: Plate armour, battle axe, crossbow.

Adder Snake
AC 5, HP 5, Att 1 bite (1 HP + poison), THAC0 19, MV 90’ (30’), SV
1, AL N, XP 19

● Poison: +2 save versus poison or die.


12. Watch Tower
Watch-tower, 45’ high 4th floor, storage
Defensible (arrow slits & battlements). Heavy layer of dust (footprints on floor). Barrels, boxes & supplies
(stacked neatly).
1st floor, captain’s quarters
● Barrels, boxes & supplies: This room keeps a variety of supplies for
Usual furnishings (bed, chest, armoire, table, chairs, rug, etc). warfare, including:
Captain of the watch (being authoritative). ○ Arrows x200.
○ Large rocks for catapults or toppling over the wall.
● Personal items: Silver flagon & tankard (750 gold pieces). ○ Barrels of oil for heating up & pouring over the wall or
down the murder holes in the inner gatehouse.
Captain of the Watch, plate armour
Captain of the Watch, fighter 3
In superior uniform (blue tabard & white cape). Domineering AC 2, HP 20, Att 1 x weapon (by weapon), THAC0 19, MV 60’
(makes his authority known). (20’), SV F3, ML 6, AL A, XP 50

2nd floor, barracks ● Equipment: Plate armour, shield, +1 flaming sword, +1 dagger,
8 silver pieces, 11 gold pieces, 20 platinum pieces.
Sleeping pallets (topped with furs & blankets). Clothing pegs (hung
with civilian clothes). Wooden table & stools (sticky & stained). Half- ● Special Equipment Information (+1 Flaming Sword): 1d8 + 1
a-dozen guards (at the ready). damage. Bursts into flame on command, receiving the
following abilities until it is commanded to cease blazing:
○ Illumination: Casts light in 30’ radius.
6 Men-at-arms, leather & pole arm ○ Fire spread: Can set things alight as a torch.
○ Damage type: Fire, in addition to regular.
In uniform (blue tabard). Keep guards (enforce law).
○ Bonus vs. Trolls: +2 attack bonus. Works against all
creatures that cannot regenerate fire damage).
3rd floor, barracks ○ Bonus vs. bird-like creatures: +2 attack bonus. Works
against pegasi, hippogriffs, rocs, etc.
Identical to 2nd floor, except for the inhabitants’ equipment. ○ Bonus vs. plant-based creatures: +3 attack bonus.
○ Bonus vs. undead: +3 attack bonus.
6 Men-at-arms, chainmail & long bow
Man-at-arms
In uniform (blue tabard). Keep guards (enforce law).
AC 6 or 5, HP 4, Att 1 x weapon (by weapon), THAC0 20, MV 90’
(30’), SV NH, ML 6, AL A XP 5

● Equipment: Chainmail or leather armour & shield, long bow &


sword, or polearm, 2d6 silver pieces.

13. Fountain Square


Central tone fountain, large & gushing
● Community space: On holidays, local farmers & tradesmen set
up small booths to sell their goods in this place.

14. Traveler’s Inn


Long, low structure, 18’ high Innkeeper & Servants
AC 9, HP 1/2, Att 1 x weapon (1d6 or by weapon), THAC0 20,
Numbered doors (“1”-“5” & “common”). Staircase (to small private MV 120’ (40’), SV NH, ML 6, AL L, XP 5
loft). Innkeeper & servants (being hospitable).

● Private rooms cost 1 gold piece per night. There are 5 rooms.

● Common sleeping area costs 1 silver piece per night. There are
12 pallet beds.

● Private loft: Belongs to innkeeper & family. The servants sleep in


the common stable (area 4).

Innkeeper & servants, selling rooms


Common peasantry (don’t want no trouble, m’lord).
15. Tavern
L-shaped building, 2 story, mug sign Barkeep/taverner, drinking on the job
Enticing aroma (hot food & ale). Full of people (eating & drinking). Jolly & rosy-cheeked (don’t worry, he hold his drink).
Tables & chairs (innumerable). Bar (barkeep talking to patrons).
Busy staff (speeding around the floorboards). ● Rumour mill: Should a PC be a trustworthy fellow & buy the
barkeep a drink, the taverner will tell a story (half of which may be
● Patrons: 4d4 patrons at any time of day or night. true). He is known to hate small beer & love honey mead.

● Interesting clientele: There is a 10% chance that each of the


1st floor, private living space
following persons will be in the tavern at any given time:
● Personal items: 3 sets of leather armour, 3 shields, & 3 swords.
○ Bailiff (from area 6).
○ Captain of the watch (from area12).
○ Corporal of the watch (from area 3). Cellar, kitchen & storage
○ Priest (from area 7b).
Kitchen equipment (oven, dinnerware). Casks of drink (stacked
○ Sergeant of the Guard (from area 18).
neatly).
○ Wanderer – a 2nd or 3rd level classed NPC, 1-in-6
chance to be evil. 75% chance to join party for 25% ● Hidden treasure: An old crock hidden under empty flour bags
treasure. holds 82 copper pieces, 29 silver pieces, 40 electrum peices, & 17
○ 1d3+1 watchmen (from area 12.) gold peices.
● Staff: There is a large staff at the tavern, all of which are normal
humans. Their roles are as follows: Staff (7)
AC 9, HP 6, 5, 2, 2, 2, 2, 2, Att 1 x weapon (1d6 or by weapon),
○ Barkeep/taverner: A middle-aged man with stringy THAC0 20, MV 120’ (40’), SV NH, ML 6, AL L, XP 5
mutton-chop sideburns.
○ Taverner’s son: A younger version of the taverner. ● Equipment: as follows…
○ Taverner’s wife: A common woman with plaited hair. ● Barkeep & son: 2d6 gold pieces.
○ Taverner’s daughter: A buxom girl, more beautiful than ● Wife: 1dy gold pieces.
her mother. ● All others: 2d6 copper pieces.
○ Serving wench: A woman in her mid-20s, plump &
attractive.
○ Scullion: A wretched bag of wrinkles hooked into the
shape of a man.
○ Pot boy: A boy around 14 years wearing a stain-
covered apron

● Menu: Food & drink. The bill of fare reads:

Ale (1 EP) Soup (1 SP)


Beer, small (1 SP) Stew (1 EP)
Wine (1 EP) Roast fowl (1 GP)
Honey mead (1 GP) Roast joint (2 GP)
Bark tea (1 SP) Hot pie (1 EP)
Bread (1 CP/slice) Cheese (1 SP/wedge)
Pudding (1 SP/bowl) Fruit (1 SP)

● Retainers: There is a 50% chance that 1d4 + 1 of the patrons will


be mercenary men-at-arms looking for work. It is a good idea to
buy mercenaries a drink before discussing terms of employment.
16. Guild House
Handsome building, 2 story 1st floor, dormitory & private rooms
Office with adjoined lobby (chairs, desks, files). Large fireplace Beds & tables (serviceable, if spartan). Doors to private rooms
(man-sized). Doors to private chambers (2 clerk rooms, 1 guild (similarly furnished). 2 men-at-arms (standing vigil).
master). Guild master & 2 clerks (tending papers). 2 men-at-arms
(standing vigil). 2 servants (cleaning). ● Secret door: connects dormitory to one of the private rooms.

● Guild trade dues: Unless a member of the guild, any trader who 2 Men-at-arms, leather armour & spear
passes through must pay guild dues of 5% of the value of his
merchandise, in return for gaining the protection of the guild Zealots (fanatically devoted to the guild).
house.
● Trained: Will obey any order the Guild Master gives them.
● Guild skill fee: Craftsmen & artisans must gain guild permission to
enter or leave the land, paying a fee of 2d6 gold pieces either way Cellar, kitchen & servants’ quarters
(depending on the value of their trade.
Simple kitchen (stove, kettle, pans). Pallet beds & tables (clean,
● Guild benefits: Guests of the guild eat here, but drinking is but not comfortable).
frowned upon.

● Personal items: Chainmail, crossbow, & sword kept in each Guild Master, Clerks & Servants
private chamber’s closet. AC 9, HP 4, Att 1 x weapon (1d6 or by weapon), THAC0 20, MV
120’ (40’), SV NH, ML 6, AL L, XP 5
● Secret door: The back of the fireplace opens into the guild
master’s quarters. ● Equipment: as follows…
● Guild Master: Gold ring (50 gold pieces), 2d6 gold
● Hidden treasure: Strongbox under guild master’s bed. Contains pieces.
712 gold pieces. ● Clerk: 2d4 copper pieces, 2d4 silver pieces, 2d4
gold pieces.
Guild master, richly dressed
Man-at-arms
Likable, for nobility (a snooty edge, but not too antagonistic). AC 7, HP 6, Att 1 x weapon (by weapon), THAC0 20, MV 90’ (30’),
SV NH, ML 6, AL A, XP 5
● Influential: The guild master is one of the most influential people
in the Keep, if not the greater region. ● Equipment: Leather armour, shield, spear, sword.

2 Guild clerks, uniformly dressed


Impersonal (actions informed by law & bureaucracy).

2 Men-at-arms, leather armour & spear


Zealots (fanatically devoted to the guild).

● Trained: Will obey any order the Guild Master gives them.

2 Servants, commonly dressed


Common peasantry (don’t want no trouble, m’lord).
17. Chapel
Peaked-roof building, 2 stories 3 Acolytes, robes
One large room (echo-y). Wooden pews (usually with a few Naïve (like the priest in area 7b).
people praying). Religious altar (east end). Huge colored glass
window (behind altar). Offering box on pedestal (south-east ● Trained: Will arm for battle at the command of the curate.
corner). Curate & 3 acolytes (dressed in robes, reciting psalms).
Cellar, locked door
● Offering box: Contains 1d100 silver pieces at any point during the
day. It is emptied each evening by the curate, who deposits the Private quarters (sleeping area of chapel staff). Spartanly furnished
coins with the banker (area 11). (the bare necessities – holy scripture included, of course).

● Massive stained-glass window: 20’ x 8’. Worth 350 gold pieces ● Curate’s personal items: +1 magic plate armour, shield, +1 magic
intact. mace.

● Hidden treasure: Beneath the pedestal is a trap door in the floor. ● Acolytes’ personal items: 3 sets of plate armour, 3 shields, 3
It has two locked on it. Within is a niche containing 3 potions of maces.
healing, 1 of haste, 1 of flying, 1 scroll of cure disease, 1 of hold
person, and 3 of cure light wounds. Curate, cleric 5
AC 8, HP 24, Att 1 x weapon (by weapon) or 1 x spell (by spell),
Curate, robes & snake-headed staff THAC0 17, MV 120’ (40’), SV C5, ML 9, AL L, XP 475

Religious leader (everything leads back to holiness). Worried (has ● Spells: Cure wounds*, detect magic, bless, hold person.
a bad feeling). *Will only use on a member of his church.

● Influential: The spiritual leader of the Keep & most influential ● Equipment: +1 ring of protection, +1 snake staff.
member, next to the castellan.
● Special equipment (+1 ring of protection): The wearer gains:
● Distrust of priest: If questioned closely by a friend, he has a 50% ○ +1 AC bonus.
chance to reveal his distrust of the priest (in area 7b). The curate’s ○ +1 bonus to all saves.
acolytes, however, think very highly of the priest, & say so to any
who ask about him. ● Special Equipment Information (+1 snake staff): 1d6 + 1
damage. On command, turns into snake & can:
○ Entangle: Coil around person upon hit, rendering
them helpless until the wilder releases them or for 1d4 turns. It
will then crawl back to the wielder on command.

Acolyte, cleric 1
AC 9, HP 6, 5, 5, Att 1 x weapon (by weapon), THAC0 19, MV
120’ (40’), SV C1, ML 6, AL L, XP 10
18. Inner Gatehouse
Small fort, 15’-30’ high south-to-north 1st floor, main armoury
Defensible (arrow slits & battlements). Spiked, heavy gates Dozens of shields & weapons (organized neatly for quick action). 2
(double bound with iron). 6 men-at-arms (standing vigil; 2 inside thick oak doors (to the sergeant or captain’s quarters
gateway, 2 atop lower battlements, 2 atop higher battlements). respectively).
Officer (captain of the guard or sergeant of the guard;
supervising). ● Captain’s quarters: Sparse furnishings.

● No trespassing: No visitor is allowed this point except by invitation ● Sergeant’s quarters – hidden treasure: Sparse furnishings. Hidden
or unless he or she has special permits. under a spare cape is a chest containing a potion of healing.

Captain of the Guard, plate armour & spear 2nd floor, barracks
In superior uniform (blue tabard & white cape). Personable Sleeping pallets (topped with furs & blankets). Clothing pegs (hung
(handsome & pleasant). Charismatic (excellent leader). Smart with civilian clothes). Wooden table & stools (sticky & stained). Two-
(excellent tactician). dozen guards (only 2 in uniform).

● Undercover: Can sometimes be found in the outer bailey ● Guard groups: There are 6 crossbowmen, 6 long bowmen, & 6
disguised as a mercenary. with pole arms.

● Resting guards: Each guard must spend a full turn (10 minutes) to
Sergeant of the guard, chainmail & sword equip themselves.
In superior uniform (blue tabard & white cape). Physically Unequipped men-at-arms are as normal humans with 5 HP.
imposing (muscular & wide). Hard fighter (battle scarred). Rowdy
drunk (loves to drink & brawl).
18 Men-at-arms, at rest
6 Men-at-arms, chainmail & weapon Dressed down (civilian clothes). Keep guards (enforce law).

In uniform (blue tabard). Keep guards (enforce law).


Captain of the Guard, fighter 3
● At gate: Pole arm. AC 0, HP 24, Att 1 x weapon (by weapon), THAC0 19, MV 80’
(20’), SV F3, ML 9, AL L, XP 35
● At lower battlements: Long bow.
● Equipment: +1 plate armour, +1 shield, +1 spear, +2 sword,
● At higher battlements: Crossbow. dagger with gem pommel (100 gold pieces), 15 gold pieces.

Sergeant of the Guard, fighter 2


AC 2, HP 18, Att 1 x weapon (by weapon), THAC0 19, MV 90’
(30’), SV NH, ML 6, AL L, XP 25

● Equipment: Chainmail, +1 shield, +1 ring of protection, +1


sword, +2 dagger, 1d6 silver pieces, 1d6 electrum pieces, 1d6
gold pieces.

● Special equipment (+1 ring of protection): The wearer gains:


○ +1 AC bonus.
○ +1 bonus to all saves.

Man-at-arms
AC 4, HP 5, Att 1 x weapon (by weapon), THAC0 20, MV 80’ (20’),
SV NH, ML 6, AL L, XP 5

● Equipment: Chainmail, shield, sword, dagger, hand axe, (8)


crossbow, (8) long bow, (8) pole arm, 2d6 silver pieces.
19. Small Tower
Watch-tower, 30’ high
Defensible (arrow slits & battlements). 2 men-at-arms atop roof
(aiming crossbows at road).

● Men-at-arms: Sentries with crossbows cocked & ready to fire


should anyone display aggression toward the Keep.

2 Men-at-arms, chainmail & crossbow


In uniform (blue tabard). Watchmen (keep a keen eye over the
road).

1st floor, solid stone


Effectively part of the Keep walls.

2nd floor, storage


Heavy layer of dust (footprints on floor). Barrels, boxes & supplies
(stacked neatly). Shields (hanging on walls).

● Shields x8. The men-at-arms will use these in melee combat.

● Barrels, boxes & supplies: This room keeps a variety of supplies for
warfare, including:
○ Arrows & bolts for marksmen.
○ Spears for soldiers.
○ Large rocks for catapults or toppling over the wall.
○ Barrels of oil for heating up & pouring over the wall or
down the murder holes in the inner gatehouse.

3rd floor, barracks


pallets (topped with furs & blankets). Clothing pegs (hung with
civilian clothes). Wooden table & stools (sticky & stained). Half-a-
dozen guards (only 2 in uniform). Doors (to wallwalk).

● Resting guards: 2 of 6 guards are on duty. The other 4 must spend


a full turn (10 minutes) to equip themselves.

Unequipped men-at-arms are as normal humans with 4 HP.

6 Men-at-arms, chainmail & crossbow


In uniform (blue tabard). Keep guards (enforce the law).

Man-at-arms
AC 5, HP 5, Att 1 x weapon (by weapon), THAC0 20, MV 90’ (30’),
SV NH, ML 6, AL L, XP 5

● Equipment: Chainmail, crossbow, sword, 2d6 silver pieces.


20. Guard Tower
Fortified tower, 50’ high 4th floor, long bowman barracks
Defensible (arrow slits & battlements). Sleeping pallets (topped with furs & blankets). Clothing pegs (hung
with civilian clothes). Wooden table & stools (sticky & stained). Half-
1st floor, corporal’s quarters a-dozen guards (only 2 in uniform).

Usual furnishings (bed, chest, armoire, table, chairs, rug, etc). ● Guard groups: There men-at-arms are long bowmen.
Captain of the watch (being authoritative).
● Resting guards: Each guard must spend a full turn (10 minutes) to
equip themselves.
Corporal of the Guard, plate armour
Unequipped men-at-arms are as normal humans with 5 HP.
In superior uniform (blue tabard & white cape). Extremely
judgemental (takes job too seriously).
8 Men-at-arms, at rest
2nd floor, pole arm-man barracks Dressed down (civilian clothes). Keep guards (enforce law).

Sleeping pallets (topped with furs & blankets). Clothing pegs (hung
5th floor, storage
with civilian clothes). Wooden table & stools (sticky & stained). Half-
a-dozen guards (only 2 in uniform). Heavy layer of dust (footprints on floor). Barrels, boxes & supplies
(stacked neatly). Shields (hanging on walls).
● Guard groups: These men-at-arms are pole arm-men.
● Barrels, boxes & supplies: This room keeps a variety of supplies for
● Resting guards: Each guard must spend a full turn (10 minutes) to
warfare, including:
equip themselves.
○ Arrows & bolts for marksmen.
Unequipped men-at-arms are as normal humans with 5 HP. ○ Spears for soldiers.
○ Large rocks for catapults or toppling over the wall.
8 Men-at-arms, at rest ○ Barrels of oil for heating up & pouring over the wall or
down the murder holes in the inner gatehouse.
Dressed down (civilian clothes). Keep guards (enforce law). ○ Food for the troops. Dry goods & preserves.

3rd floor, crossbowman barracks


Sleeping pallets (topped with furs & blankets). Clothing pegs (hung Corporal of the Guard, fighter 1
with civilian clothes). Wooden table & stools (sticky & stained). Half- AC 2, HP 9, Att 1 x weapon (by weapon), THAC0 19, MV 80’ (20’),
a-dozen guards (only 2 in uniform). SV F1, ML 9, AL L, XP 15

● Guard groups: These men-at-arms are crossbowmen. ● Equipment: Plate armour, shield, sword, +1 dagger.

● Resting guards: Each guard must spend a full turn (10 minutes) to Man-at-arms
equip themselves.
AC 4, HP 5, Att 1 x weapon (by weapon), THAC0 20, MV 80’ (20’),
Unequipped men-at-arms are as normal humans with 5 HP. SV NH, ML 6, AL L, XP 5

● Equipment: Chainmail, shield, sword, dagger, hand axe, (8)


8 Men-at-arms, at rest crossbow, (8) long bow, (8) pole arm, 2d6 silver pieces.

Dressed down (civilian clothes). Keep guards (enforce law).

21. Inner Bailey


Grassy courtyard, training grounds
Archery range (hay-bail targets). Jousting lane (soft, sandy
ground). Open areas (for sparring).

● Daylight populace: 12 or more guards engaged in weapons


practice.
22. Cavalry Stables
Long building, man barn-door entrances Lackey
AC 9, HP 1/2, Att 1 x weapon (1d6 or by weapon), THAC0 20,
Barnyard smell (animals, hay, & manure). Variety of horses (draft MV 120’ (40’), SV NH, ML 6, AL L, XP 5
horses, riding horses, & mules). 2 ostlers tending the animals
(shovelling manure, filling troughs,). 2 men-at-arms (keeping ● Equipment: Pitch fork or the like (as pole arm).
watch).
Man-at-arms
2 Lackeys, carrying farm tools AC 4, HP 4, Att 1 x weapon (by weapon), THAC0 20, MV 80’ (20’),
SV NH, ML 6, AL L, XP 5
Common peasantry (don’t want no trouble, m’lord).
● Equipment: Chainmail, shield, sword, dagger.
2 Men-at-arms, chainmail & sword
In uniform (blue tabard). Keep guards (enforce the law).
War Horse
AC 7, HD 3, Att 2 x hoof (1d6), THAC0 17, MV 120’ (40’), SV 2, ML
9, AL N, XP 35
30 War horses, chewing hay
● Charge: When not in melee. Requires a clear run of at least 60
Large & muscular (shoulder as tall as a man). Wide hooves with
feet. Rider’s lance inflicts double damage. Horse cannot attack
ankle fringes (as a clydesdale). when charging.

1d4 Riding horses, pacing ● Melee: When in melee, both rider & horse can attack.

Lean & sinewy (every vein & muscle fibre visible). Short, shiny hair
Riding Horse
(as an arab).
AC 7, HD 2, Att 2 x hoof (1d4), THAC0 18, MV 240’ (80’), SV 1, ML
● Purpose: Kept for use by couriers & messengers. 7, XP 20

● Carry loads: Up to 3,000 coins unencumbered; up to 6,000 at


half speed.

23. Great Tower


Exactly as area 20, but replace 50’ with 60’, & at a 6th floor
identical to the 5th floor.
24. The Keep Fortress
Massive fortification, 15’-60’, many tiered Castellan, fighter 6
AC -1, HP 48, Att 1 x weapon (1d6 or by weapon), THAC0 17,
15’ front section (lowest level). 60’ high round towers (flanking the MV 120’ (40’), SV F6, ML 9, AL L, XP 500
sides). 30’ high main building (with solid iron door). Defensible
(arrow slits & battlements). 8 guardsmen (manning the walls). ● Equipment: +1 plate armour, +1 shield, +1 ring of protection,
+3 sword, +2 dagger, elven cloak & elven boots, potion of
● Siege defence: This fortification is solidly built to withstand a siege. flying, potion of haste, chain of office (1,800 gold pieces), gem
(500 gold pieces). 10 electrum pieces, 10 gold pieces, 10
8 men-at-arms, plate armour & crossbows platinum pieces.

In uniform (blue tabard). Fortress guards (more zealous than the ● Special equipment (+1 ring of protection): The wearer gains:
regular Keep guard). ○ +1 AC bonus.
○ +1 bonus to all saves.
1st floor, grand & decorated ● Special equipment information (elven cloak & boots): A set
of enchanted boots & a magic cloak of elven origin. The
Well appointed (high standard of equipment & furnishings). Grand
wearer benefits from the following:
furniture (heavy & upholstered). 8 guardsmen (providing security).
○ Stealth: Able to move silently.
Castellan & assistants (tending business & holding audience during ○ Near-invisibility: Rendered almost invisible: there is
the day). only a 1-in-6 chance of being spotted.
○ Attacking: The cloak’s power of invisibility is nullified
● Great hall, main chamber for one turn if the wearer attacks.
● Armory, for cavalry
Advisor, elf 3
● Side chambers, small meetings & feasts AC 2, HP 18, Att 1 x weapon (1d6 or by weapon), THAC0 19,
MV 120’ (40’), SV E3, ML 9, AL N, XP 65
Castellan, high nobility
● Spells: Charm person, read magic, web.
Exquisitely dressed (gold chains, feathers, frills, silks & velvets).
Expert conversationalist (from decades of politicking). Clever (not ● Equipment: +1 plate armour, sword, +1 magic bow, ring of
easy to fool). Short-sighted (sometimes too hasty in his decisions). fire resistance, jeweled pendant (1,000 gold pieces), 10 gold
pieces, 6 platinum pieces.
● Asking questions: Will answer anything honestly, providing it
doesn’t compromise the security of the Keep. ● Special equipment (ring of fire resistance): The wearer gains:
○ Normal fire: Unharmed by non-magical fire.
○ Save bonus: +2 bonus to all saving throws versus
Advisor, elf, plate mail & bow fire-mased magical or breath attacks.
○ Fire-based damage: Is reduced by 1 point per
Assistant to the castellan (gives opinions & has major influence).
damage die rolled (minimum 1 point of damage per die).

Scribe, plate armour & mace Scribe, cleric 2


Assistant to the castellan (takes notes & handles propaganda). AC 2, HP 11, Att 1 x weapon (1d6 or by weapon), THAC0 19,
MV 120’ (40’), SV C2, ML 9, AL L, XP 25
8 men-at-arms, plate armour & swords ● Spells: Light (uses to blind opponents).
In uniform (blue tabard). Fortress guards (more zealous than the
● Equipment: Plate armour, shield, mace, scroll of hold person,
regular Keep guard).
48 hold pieces.

2nd floor, 38 chambers Man-at-arms


AC 4, HP 4, Att 1 x weapon (by weapon), THAC0 20, MV 80’ (20’),
Spartan furnishings (cot, chair, * armoire). 30 cavalrymen in SV NH, ML 6, AL L, XP 5
individual chambers (at the ready). 2 couriers in individual
chambers. ● Equipment: Chainmail, shield, sword, dagger.

12 cavalrymen, plate armour & swords Cavalryman


AC 2 or 5, HP 8 or 6, Att 1 x weapon (by weapon), THAC0 20, MV
In uniform (blue tabard). Fortress guards (more zealous than the 80’ (20’), SV NH, ML 6, AL L, XP 5
regular Keep guard).
● Equipment: Plate armour, shield, sword, dagger; or chainmail,
18 cavalrymen, chainmail & crossbow light crossbow, hand axe, 2d6 gold pieces.

In uniform (blue tabard). Fortress guards (more zealous than the Courier
regular Keep guard). AC 7, HP 3, Att 1 x weapon (by weapon), THAC0 20, MV 80’ (20’),
SV NH, ML 6, AL L, XP 5
2 Couriers, leather armour & swords
● Equipment: Leather armour, sword.
In uniform (blue tabard).
25. Tower
Exactly as area 20, but replace 50’ with 40’, & remove the 1st floor
(effectively making the 2nd floor the 1st floor, 3rd floor the 2nd
floor, etc.). Remove the guards within – the guards indicated by
area 26 are housed here, instead.

26. Central Tower


Fortified tower, rise 20’ above roof 6 Men-at-arms, plate armour & crossbow
Defensible (arrow slits & battlements). In uniform (blue tabard). Fortress guards (more zealous than the
regular Keep guard).
1st floor, Advisor’s room
4th floor, barracks
Well appointed (high standard of equipment & furnishings).
Exquisite decor (tapestries & carpets all about the room). Usual Identical to 1st floor, but replace the equipment of the men-at-
furnishings (bed, chest, armoire, table, chairs, rug, etc). arms with plate armour & sword.

● Tapestry: One tapestry is worth 500 gold pieces.


Advisor, elf 3
AC 2, HP 18, Att 1 x weapon (1d6 or by weapon), THAC0 19,
Advisor, elf, only here at night MV 120’ (40’), SV E3, ML 9, AL N, XP 65
Assistant to the castellan (gives opinions & has major influence). ● Spells: Charm person, read magic, web.

2nd floor, scribe’s room ● Equipment: +1 plate armour, sword, +1 magic bow, ring of
fire resistance, jeweled pendant (1,000 gold pieces), 10 gold
Austere (without comforts or luxuries). Usual furnishings (bed, chest, pieces, 6 platinum pieces.
armoire, table, chairs, rug, etc).
● Special equipment (ring of fire resistance): The wearer gains:
● On the table: Holy symbol (150 gold pieces). ○ Normal fire: Unharmed by non-magical fire.
○ Save bonus: +2 bonus to all saving throws versus
Scribe, only here at night fire-mased magical or breath attacks.
○ Fire-based damage: Is reduced by 1 point per
Assistant to the castellan (takes notes & handles propaganda). damage die rolled (minimum 1 point of damage per die).

3rd floor, barracks Scribe, cleric 2


AC 2, HP 11, Att 1 x weapon (1d6 or by weapon), THAC0 19,
Sleeping pallets (topped with furs & blankets). Clothing pegs (hung MV 120’ (40’), SV C2, ML 9, AL L, XP 25
with civilian clothes). Wooden table & stools (sticky & stained). Half-
a-dozen guards (only 2 in uniform). ● Spells: Light (uses to blind opponents).

● Resting guards: 2 of 6 guards are on duty. The other 4 must spend ● Equipment: Plate armour, shield, mace, scroll of hold person,
a full turn (10 minutes) to equip themselves. 2 of the 4 resting guards 48 hold pieces.
will equip themselves with long bows instead of crossbows. Man-at-arms
Unequipped men-at-arms are as normal humans with 4 HP. AC 4, HP 4, Att 1 x weapon (by weapon), THAC0 20, MV 80’ (20’),
SV NH, ML 6, AL L, XP 5

● Equipment: Chainmail, shield, sword, dagger.


27. Castellan’s Chamber
Fortified tower, rise 10’ above roof
Defensible (arrow slits & battlements). Lavishly appointed (high standard of equipment & furnishings). Exquisite decor (silver mirror,
mounted spear, malachite bowl). Usual furnishings (bed, chest, armoire, table, chairs, rug, etc).

● Treasure: Silver mirror (hung on wall; 300 gold pieces), malachite bowl (on table; 750 gold pieces), small silver case (beside bed; 450
gold pieces) containing 40 platinum pieces & 12 gems (100 gold pieces each). +1 spear mounted on wall by door.

● Armoire: Hanging here is a fox robe (1,200 gold pieces).

Castellan, only here at night


Exquisitely dressed (gold chains, feathers, frills, silks & velvets). Expert conversationalist (from decades of politicking). Clever (not easy to
fool). Short-sighted (sometimes too hasty in his decisions).

● Asking questions: Will answer anything honestly, providing it doesn’t compromise the security of the Keep.

Castellan, fighter 6
AC -1, HP 48, Att 1 x weapon (1d6 or by weapon), THAC0 17,
MV 120’ (40’), SV F6, ML 9, AL L, XP 500

● Equipment: +1 plate armour, +1 shield, +1 ring of protection,


+3 sword, +2 dagger, elven cloak & elven boots, potion of
flying, potion of haste, chain of office (1,800 gold pieces), gem
(500 gold pieces). 10 electrum pieces, 10 gold pieces, 10
platinum pieces.

● Special equipment (+1 ring of protection): The wearer gains:


○ +1 AC bonus.
○ +1 bonus to all saves.

● Special equipment information (elven cloak & boots): A set


of enchanted boots & a magic cloak of elven origin. The
wearer benefits from the following:
○ Stealth: Able to move silently.
○ Near-invisibility: Rendered almost invisible: there is
only a 1-in-6 chance of being spotted.
○ Attacking: The cloak’s power of invisibility is nullified
for one turn if the wearer attacks.
Adventures Outside the Keep
Overland Map
Movement Rate Camping
○ 2 squares per 3 turns walking. If camping within 6 squares of an encounter area, the denizens of
○ 1 square per turn riding. said encounter area may molest the party overnight while roaming
○ 1 square per 6 turns searching. the land, with the following chances:
○ 2 squares per 6 turns walking or riding in forest.

● Moving off the map: A sign, wandering stranger, or talking ○ 1-in-6 if 6 squares away.
magpie tells them that they are moving in the wrong direction. ○ 2-in-6 if 5 squares away.
○ 3-in-6 if 4 squares away.
○ 4-in-6 if 3 squares away.
○ 5-in-6 if 2 squares away.
○ Automatically if 1 square away.

The party being surprised by these encounters is automatic lest a


guard is on watch. If the party has a fire going, the monsters will
never be surprised.

● Hunting: 1-in-6 chance catch food for one day for 1d6 men.

1. Mound of the Lizard Men


Atmospherics Within Lair
Odorous (high tide & rotten meat). Sounds of the swamp (flies Wet & muddy (slipping hazard). Bedding & furniture (made of twigs,
buzzing & toads croaking). Wet (up ankles). leaves & mud). Large nest with eggs (made of moss & reeds).

Stinking Fen ● Party loses initiative: Unless a torch is thrust ahead of a


character’s body, they will automatically lose initiative to the lizard
Streams & pools (prolific with cattails & algae). Drooping trees men within the lair.
(hung with decomposing fish).
● Nest: Hidden under the nest are 112 copper pieces, 186 silver
pieces, a gold ingot (90 gold pieces), a healing potion, and a
Muddy Mound of Burrows & Dens poison potion.
Artificial hillock (almost deplete of plant-life). Covered in footsteps
(lizard feet, of course). Multiple man-sized openings (twigs & bones 1 Male & 3 Female Lizard Men, defending
sticking around the portals). Tree at peak (hung with bones).
Described as those above (6 Male Lizard Men). Protecting their
● Tree: A nearly toppled tree hung with the skeletons of fish, young (holding young or eggs hostage may begin a dialogue).
animals, & humans, gives way to a large opening beneath its roots.
Leads to the lair. 8 Young Lizard Men, fleeing
6 Male Lizard Men, patrolling Smaller versions of their parents (almost cute). Fleeing down
passageways (non-combatant – 1 hp).
Hiding (within the burrows & dens). Aquatic humanoids (reptilian
head & tail). Carrying crude weapons (tribal fair of stone & bone).
Exceptionally evil (worship Sess’innek). Jewellery (the largest has a
Lizard Men
AC 5, HD 2 + 1 (12, 10, 9, 8, 7, 5 / 11, F8, F6, F6), Att 1 x weapon
necklace worth 1,100 gold pieces).
(1d6 + 1 or by weapon + 1), THAC0 17, MV 60’ (20’) / 120’ (40’)
● Nocturnal: At night they are skulking around the mound looking in water, SV 2, ML 12, AL C, XP 25, TT D
for prey. During the day they are in their burrows, but will notice
● Weapons: Favour spears or large clubs.
anyone who approaches the mound.

● If all are killed: The remainder of the tribe will hide in the lair. ● Man-eaters: Kidnap humans & demihumans, whose flesh they
regard as a delicacy.
● Sess’innek: Demon lord of civilization and dominion for the lizard
men. “Kill & devour those who oppose Sess’innek. Take their
territory. Sacrifice their lives & souls to Sess’inek.”
2.The Spider’s Lair
Forbidding Forest 3 Large Spiders, hiding
Stench (rot & decomposition). Web (spun amongst trees). Hiding in the branches (forelegs raised). Green fangs (dripping
Mounds of leaf litter (suspiciously shaped). oily venom).

Elf Skeleton Large Spiders


Hidden amongst leaf litter (thoroughly mulched). Still in armour AC 8, HD 1 + 1 (hp 7, 6, 5), Att 1 x bite (1 point + poison), THAC0
(turned to rot & ruin, save a shield). 18, MV 120’ (40’), SV 1, ML 7, AL C, XP19

● Shield: If cleaned of filth & oiled, the shield returns to +1 magic ● Cling: Can walk on walls & ceilings.
status.
● Poison: Causes death in 1d4 turns (save versus poison with a
+2 bonus).

3. Bandit Camp
Ragtag Campsite Bandit Leader, fighter 2
Constrictive woodland glade (gnarled firs with few branches). 12 AC 5, HP 12, Att 1 x spear (1d6) or 1 x short bow (1d6), THAC0 19,
lean-tos with bedrolls (dirty & uninviting). Crates & casks (marked MV 120’ (40’), SV F2, ML 9, AL C, XP 25
with guild signage – obviously stolen). Game hung from trees
(ducks & rabbits). Horses tied to branches (malnourished). ● Equipment: Chainmail, spear, short bow, 3d6 silver pieces, 2d6
gold pieces.
● Cask of wine: A cask of good wine (10 pints) is sitting on a tree
stump. Bandit Lieutenant, fighter 1
AC 6, HP 7, Att 1 x spear (1d6) or 1 x sword (1d8), THAC0 19, MV
● Horses: 12 riding horses with saddle & saddle bags. A quiver of 20
120’ (40’), SV F1, ML 8, AL C, XP 15
arrows lies nearby them.
● Equipment: Leather armour, shield, spear, sword, 2d6 silver
12 bandits, spying pieces, 1d6 gold pieces.

Spying on the Keep (preparing to raid merchant wagons). One in


Bandit Bowmen
chain mail (obviously the leader).
AC 7, HP 4, Att 1 x dagger (1d4) or 1 x short bow (1d6), THAC0
● Members: There is a leader, a lieutenant, 2 bowmen, and 8 20, MV 120’ (40’), SV NH, ML 6, AL C, XP 5
spearmen. The regular bandits are a cowardly bunch: check their
● Equipment: Leather armour, dagger, short bow, 2d6 silver
morale on the turn after the leader & the turn after the lieutenant
peices.
are killed.

Bandit Spearmen
AC 6, HP 5, Att 1 x spear (1d6) or 1 x dagger (1d4), THAC0 20,
MV 120’ (40’), SV NH, ML 6, AL C, XP 5

● Equipment: Leather armour, shield, spear, dagger, 2d6 silver


pieces.
4. The Mad Hermit
Dense Woodland
Unhealthy brambles & firs (grown too-close together). Plentiful leaf
litter (sprouting with little brown mushrooms). Small lake (fed by
rivulet through woodland).

Huge oak tree


A bush at its base (hides entrance to hollow). Hollowed trunk-
turned-living space (with furniture & a pile of leaves).

● Furniture: A couple of pieces of crude furniture, along with a cup


and plate. All hand-made of wood, and worth nothing.

● Pile of leaves: This is a “bed.” Buried a few inches beneath it is a


smell chest containing 164 silver pieces, 31 gold pieces, an
invisibility potion, and a +1 magic dagger.

● Hidden danger: A puma lurks on a limb of the oak, ready to spring


upon any unwary intruder.

Mad Hermit, distressed


Elderly (liver spots, wrinkles, missing teeth). Almost naked (only a
rabbit-pelt loincloth). Crazy (Hostile, paranoid & experiences
mood swings. Talks to the puma).

● (Optional) Friendly Hermit: You may opt to have the Mad Hermit
approach the group on friendly terms, claiming to be a holy man
seeking goodness in nature – perhaps he actually believes that at
times. He will suddenly turn on the group when the opportunity
presents itself, striking from behind, and calling his ferocious “pet”
to his aid.

Puma, camouflaging
Great cat (6’ long, not counting tail. Muscular). Scarred pelt (from
fighting invaders alongside the Mad Hermit). Aloof countenance
(isn’t afraid of a low-level party).

Mad Hermit, thief 3


AC 6, HP 15, Att 1 x +2 unarmed (1d2 + 2), THAC0 19, MV 120’
(40’), SV T3, ML 12, AL C, XP 50

● Back-breaker: +6 bonus to hit & double normal damage +2


when striking from behind.

● Equipment: Leather armour, +1 ring of protection.

Puma
AC 6, HP 15, Att 3 x claw (1d6/1d6/1d6), THAC0 17, MV 210’ (70’),
SV 3, ML 9, AL N, XP 50

● Attacks first: This creature will always attack first in each round.

● Pounce: The puma’s attacks gain +2 to hit in this combat


round should it pounce upon an enemy from an elevated
place (such as a branch).

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