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Brightstone Keep Locations and Map
Brightstone Keep Locations and Map
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#5 is trapped with a sle e ping g as - no sa ve, sle e p for all other d esire d e quip m ent must b e purc hase d by the
3 turns; c h ara c ters a b ove 4th level sa ve vs. Poison em ployer, in cluding missile w e a p ons, and dung eon
t o a v o i d e f f e c t. g e ar. Wa g es for duty in clud e all g e ar purc hase d, ro o m
#6 has 1,000 e a c h platinum, g old, ele c trum, silver a nd and b oard, and 1 s.p. p er d ay of servic e. If no g e ar is
c o p p er pie c es. p urc h ase d, the c ost rises t o 1 g.p. p er d ay. (Note th a t a
m ere sp e ar or minor e quip ment is c onsid ere d as no
#7 has four pit vip ers (AC 6, HD 1 , hp 5 e a ch, # AT 1, D ge ar.) It is alw ays ne c essary to buy m erc en aries a drink
1-4 plus p oiso n, MV (30’) Sa ve F 1, M L 7). b efore disc ussing terms of e m ploym ent. There is a 10%
#8 has 3 g e ms of 1,000 g.p. value, 4 of 5OO g.p., II of c h a n c e tha t e a c h of the follo win g p ersons will b e in the
100 g.p., 25 of 50g.p., and 18 of 10 g.p. value. t a v ern a t a ny giv e n ti m e:
#9 has an arro w tra p whic h will alw ays hit anyone in CORPORAL OF THE WATCH
fro nt if its d o or - 4 arro ws e a c h d oing 1-6 p oints of CAPTAIN OF THE WATCH
d a m a g e (Divid e arro ws a mongst p ersons in front). BAILIFF (s e e 6., a b ove)
PRIEST (se e 7b., a b o ve)
# 10 has a n ala b aster an d g old st a tue w orth 3,000 g.p. 2-4 WATCHMEN (se e 12., a b o ve)
in a rare wood a nd silk c ase w orth 600 g.p. SERGEANT OF THE GUARD (se e 18., b e l o w )
# I2 has a sa ck with 58 platinum pie c es and 91 elec- WANDERER (a 2nd or 3rd level fighter, d w arf, elf, or
tru m p i e c es in it. h alfling as the DM d e cid es, with c o m plete e quip ment
(Em pty c o m p art ments in dic ate fun ds out on lo an. Bold- for a d venturing; su c h a w an d erer is 75% likely t o join
fa ced num b ers are those b elonging to the b anker.) an exp e dition if offere d 25% of the tre asure g aine d, but
1 in 6 will b e o f c h a o ti c a li g n m e n t).
The t a verner is a norm al m a n (AC 9, LVL 0, hp 6, # AT 1, D
12. WATCH TOWER: This 45’ t all t o w er has all of the usual 1-6, ML 7), as are his son a nd the p ot b oy’ (AC 9, LVL 0,
d efensive d evic es. It houses six m en-a t-arms in c hain hp 5, 2, # AT 1, D 1-6, ML 7), b ut in tim e of ne e d they will
m ail (A C 5) with b o ws an d sw ords, 6 others in le ather d on le ather arm or, c arry shields (AC 6), and b ear arms
and c arrying shields (AC 6) and p ole arms ( F I, h p 4 a g ainst a tt a ckers. The pla c e is also serve d b y his wife,
e a ch, # AT I, D 1-6, ML IO), and the captain of the watch d aughter, a serving w en c h, and a scullion*. (The o wner
(AC 2, F 3, hp 20, #AT 1, D 2-7 with dagger +1, or 3-8 with and his son e a ch have 2d6 g old pie c es in their p urses,
sword +2, ML II). The c a p t ain lives on the first floor the wif e d6, all o thers h a ve 2d6 c o p p ers.) The c ellar is
(with the usu al furnishin gs, b ut he has a silver fla g on where drink and fo o d are store d and pre p are d, and
a nd t ankard w orth 750 g.p.). He is kno wn to c arry quite where the serva nts sle e p. The f a mily sle e ps in the sm all
a bit of m oney with him (20 pla tinum pie c es, II g old loft. (Hid d en in an old cro ck un d er e m pty flour b a gs in
pie c es, 8 silver pie c es), althoug h the soldiers h a ve only the b a ck ro o m are 82 c o p p er pie c es, 29 silver pie c es,
sm all c oins (2d6 silver pie c es e a c h). The se c ond and 40 electrum pie c es, and 17 g old pie c es.)
third flo ors are b arra cks for the men-a t-arms. The up p er
story holds a sup ply of 200 arro ws, m a ny ro cks, 2 b arrels 16. GUILD HOUSE: When m e m b ers of any guild (m erc h ants,
cra ft, artisa ns, et c.) tra vel t o this are a, they are offere d
of oil, an d 24 sp e ars.
the hospit ality of this t w o-st ory b uilding. This is a fe e c ol-
13. FOUNTAIN SQUARE: There is a larg e, gushing fount ain le c tion a nd a d ministra give p ost, an d the st aff is c areful
in the c enter of the squ are. On holid ays, lo c al f arm ers t o o bserve wha t traffic p asses through the KEEP. Any
a n d tra d esm en set up sm all b o oths t o sell their g o o ds in tra d er who p asses through must p ay guild dues of 5% of
this pla c e. the value of his m erc han dise, but he then g ains the
14. TRAVELERS INN: This long, lo w stru c ture h as five sm all prot e c tion of the Guild House, assumin g he is not a
private ro o ms an d a larg e c o m m on sle e pin g ro o m for re gular m e m b er. Craftsm en and artisa ns must g ain
a full d ozen. (Serva nts a n d the like alw ays sle e p in the Guild p ermission t o enter or le a ve the la nd, p aying a
st a bles, 4., of c ourse.) Priv a t e ro o ms c ost 1 g.p. p er fe e of 2d6 g old pie c es either w ay (d e p ending on the
night, but sle e ping in the c o m m on ro o m is only 1 silver v alue of their tra d e). The lo w er flo or c ont ains the Guild
pie c e p er night. The innke e p er an d his f a mily live in a M ast er’s an d his t w o clerks’ q uart ers an d an offic e (all
sm all loft a b ove the inn. They are o b viously norm al sp arsely furnishe d, b ut the M aster has a g old ring w orth
p ersons of no fig htin g a bility. This building is so me 18’ 50 g.p., and 2d6 g.p. in his purse; e a ch clerk has d4
high. e a c h of g old, silver, a nd c o p p er pie c es. A strong b ox
und er the M aster’s b e d holds 712 g old pie c es.) They
15. TAVERN: This pla c e is the f a vorit e of visit ors a n d inh a bi- are norm al m en (AC 9, LVL 0, hp 4 e a ch, #AT 1, D 1-6, ML
t a nts of the KEEP alike. The fo o d is exc ellent, the drinks 7),with c hain m ail (AC 5), crossb o ws, a n d sw ords ke p t in
g enerous a nd g o o d. The pla c e is alw ays a c tive, with a closet for quick use. There are t w o serv a nts who will
4-16 (4d4) p atrons a t a ny tim e of d ay or night. The bill of not fight a nd who have qu arters in the c ellar. The up p er
f are re a ds: flo or is divid e d into t w o priv a te ro o ms a n d a d ormit ory
ALE 1 e.p. SOUP 1 s.p. for guests. The M aster is very influential, an d his f a vor or
SMALL BEER 1 s.p. STE W 1 e.p. dislike will b e refle c t e d in the tre a t m ent of p ersons by
WIN E 1 e.p. RO AST FOWL 1 g.p. fortress p ersonnel. Four m en-a t-arms with le a ther arm or
HONEY MEAD 1 g.p. ROAST JOINT 2 g . p . and shields and arm e d with sp e ar and sw ord are on
BARK TEA 1 s.p. 1 e.p. duty at all times, two on the first floor, two above (AC 6, F
BREAD 1 c.p./slice C HEESE 1 s.p./ wedge 1, hp 6 e a ch, # AT I, D 1-6, ML 8). They are fanatic al
PUDDING 1 s.p./ b owl FRUIT 1 s.p. Guildsm en who will o b ey any ord er fro m the M aster.
Guests of the Guild e at here. Drinking is fro wne d up on.
The b arkee p, if t alking with a g o o d c usto mer and drink-
ing t o his he alth, will so metim es t alk a b out the la nds 17. CHAPEL: The spiritual c ent er of the Ke e p is o p p osite the
around the kee p (1 drink p er story, half of which m ay b e Guild House. This b uilding has a p e ake d ro of tw o st ories
true). He is kno wn to h a te sm all b e er an d love honey t all; the int erior is one larg e ro o m. The alt ar is lo c a t e d
m e a d. There is a 50% c han c e tha t 2-5 (d4 + I) of the a t the e ast ern en d, with a c olore d glass win d o w (w orth
p a trons will b e merc enary m en-at-arms lo oking for 350 g.p. int a c t) a b ove it; the win d o w is 20’ t all a n d 8’
w ork. (AC 6, F 1, hp 5 e a ch, # AT I, D 1-6, ML 7.) Ea ch will wid e. An offering b ox is f astene d se c urely a t o p a he avy
h a ve le a ther arm or & shield, and sw ord and d a g g er; p e d est al in the southe ast c orner; it c ont ains l-100 c.p.
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and 1-100 s.p. a t any tim e of th e d a y. It is e m p tie d e a c h g e m in the p o m m el* of his d a g g er.
ev enin g b y the Curate (5th le v el c leri c ), w h o d e p osits Sergeant of the Guard: (AC 2, d ue to c h ain m ail with a
th e c oins with the Ba nker (11., a b ove). A sm all st airw a y
shield +1, and a ring of protection +1, F 2, h p 16, #AT
in the northw est c orner, b ehin d the b are w o o d en p e ws,
1, D 3-8 d ue to Streng th plus m a gic w e a p on b onus, ML
le a ds t o the c ellar, where the Cura t e a n d his thre e as-
11.) This v ery stron g fello w (stre n gth 17) is a h ard fig ht er
sist a n ts h a v e t h e ir q u a rt e rs.
a n d lov es to drink a n d bra wl He wields a sword +1
The Curate is the m ost influential p erson in the Ke e p ex- and a dagger +1. He c arries d6 e a c h of g old, elec-
c e p t for th e Castellan (26., b elo w). He h as a + 1 ‘to hit ’, tru m, a n d silver pie c es. (Th ere is a p otio n of healing in
d ue to his hig h lev el; (AC 0 d ue t o plate mail $1, a c hest in his ro o m un d er a sp are c a p e.)
norm al shield, and a ring of protection +1, C 5, h p 24,
# AT I, D se e b elo w, ML 10). He will wield either a mace
Guardsmen: There are 24 quartere d here. Ea c h h as
c hain m ail and shield, sw ord, d a g g er, an d ha nd axe.
+ 1 (D2-7) or a snake staff. The snake staff a d d s + 1 t o Eig ht are crossb o w m en, eight are lon g b o w men, an d
“ t o hit ” rolls a n d d o es 2-7 (1d6+1) p oints of d a m a g e.
eig ht ha ve p ole arms. (A C 4 or 5 when no t usin g shield,
On c o m m an d the st aff turns into a sn ake a n d c oils
F I, hp 5 e a c h, #AT 1 or 1/2 for crossb o ws, D 1-6, ML 10.)
aro un d the p erson hit. The vic tim is held helpless until
The Cura t e re c alls the st aff (or for 1d4 turns m aximum). Tw o fro m e a c h grou p are on d uty at any given time; the
The sn ake st aff cra wls b a c k t o the cleric on c o m m a n d. rest t ak e a full turn t o ar m or a n d a r m a n d turn o ut. (E a c h
He rarely w e ars his arm or (unless the Ke e p is thre a te n- has 2d6 silver pie c es.)
e d ), b ut is ne ver without his rin g a n d St aff. His thre e 19. SMALL TOWER: This typic al to w er h ouses eig ht g u ards-
Acolytes (AC 9 or 2, C I, hp 6, 5, 5, #AT I, D 1-6, ML 7) m en who are all arm ore d in c hain m ail (AC 5) an d c ar-
h a ve pla te m ail an d shield (AC 2) and m a c e. They are ry crossb o ws a n d sw ords. Shields are store d b elo w, so
n orm ally clo the d in ro b es (AC 9) b ut will arm for b a ttle in h an d-to-h a nd c o m b at they are AC 4. (AC 5 or 4, F I,
o n c o m m a n d of the Cura t e. h p 5 e a c h, # AT 1 or 1/2 for crossb o ws, D I-6, ML IO.) Tw o
The Cura te norm ally c arries the follo win g sp ells: cure a r e o n d u t y a t o p t h e t o w e r a t a ll ti m e s. Th e o t h e r six a re
in the c h a m b er b elo w. The b ase of the t o w er is solid ex-
light wounds, detect magic, bless, hold person. He
will o nly use th e cure on a m em b er of his c ongre g a- c e p t f o r t h e s m a ll st a ir u p .
tion, su c h as a n offic er of the Gu ard or a sho pke e p er. 20. GUARD TOWER: This 50’ hig h stru c ture houses 24
All of the clerics’ arm or a n d w e a p ons are store d in the gu ardsmen (as in 18., a b ove). Their c o m m an d er is the
Cura te ’s lo cke d ro o m in the Ch a p el c ellar, whic h h as corporal of the guard (AC 0, F I, hp 9, #AT I, D 1-6 plus
norm al b ut sp arse furnishings. The Cha p el also o wns m a gic b onus, ML II.) He is arm e d with a sw ord a n d a
m any m a gic p otions (3 of healing, 1 or ESP, 1 of gase- dagger +1. There are sup plies of foo d, w e a p ons, a n d
ous form) a n d a m a gic scroll with one cure disease ( a oil on the u p p er flo or. Th e rest of the b uildin g is b ar-
hig her lev el sp ell whic h will c ure a ny one norm al ra cks a n d a ro o m for the le a d er.
dise ase), one hold person, a nd thre e cure light 21. INNER BAILEY: This entire are a is grass-c overe d. The
wounds sp ells o n it. All of these m a gic it e ms are hid d e n tro o ps drill here, a n d there are pra c tic e a n d jo ustin g
in a se cret c o m p artm ent un d erne a th the offerin g b ox are as. Durin g the d aylig ht hours they will alw a ys b e a
p e d est al. The d o or of the c o m p artm ent c a nno t b e d ozen or m ore soldiers en g a g e d in w e a p ons pra c tic e.
foun d unless the p e d est al is m ove d. The d o or h as t w o
lo cks in it; the Cura te an d the C astella n h a ve the only 22. CAVALRY STABLES: There are 30 w ar horses (A C 7, HD 3,
sets of keys. hp II e a c h, #AT 2, D I-611-6, ML 8) a n d 1-4 riding horses
(A C 7, HD 2, h p 8 e a c h, # AT 2, D I-411-4, ML 7) k e p t w it hin.
If q uestio ne d closely b y a frien d, the Cura t e mig ht (50% They are ten d e d by t w o la ckeys’ (A C 9, LVL 0, h p 2
o f th e tim e ) re v e al his d istrust o f th e Priest (7b., a b ov e) e a c h, #AT 1, D I-6, ML 7) and gu ard e d by tw o men-at-
w h o visits the Ke e p re g ularly. Th e A c olytes, ho w e ver, arms (AC 4, F 1, hp 4, # AT I, D 1-6, ML 8).
think v ery hig hly of the Priest, a n d will sa y so t o any w ho
ask a b out him. 23. GREAT TOWER: This 60’ high stru c ture houses 24 gu ards-
m en, one-third with crossb o ws, one-third with b o ws,
18. INNER GATEHOUSE: This st o n e stru c ture is itself like a one-third with p ole arms, a n d a no ther corporal as p er
sm all fort. The southern p ortio n is only a b out 15’ hig h, 20., a b o v e. (Se e 18. f o r t o w e r d e t a ils a n d s o o n.)
plus b a ttle m e nt; th e re ar p art is so m e 30’ t all, plus b a t-
tle m ent. There are arro w slits in the so uth ern se c tion of 24. THE KEEP FORTRESS: This pla c e has m a ny tiers a n d is
c ourse, a n d alon g the w alls of the 20’ wid e, 10’ hig h solidly b uilt t o withst a n d a tt a ck. Th e lo w est le vel c o n-
p assa g e throu g h to the north. This p assa g e slo p es u p- sists of a 15’ hig h front se c tion. The roun d fla nkin g
w ards to w ards the inner c ourty ard. The he a vy g a tes t o w ers are 60’ hig h, while the m ain b uildin g is 30’ high.
are d ou ble b oun d with iron an d spike d. There are six All se c tio ns h a ve b a ttle m ents. Th e d o or is solid iro n, In-
g u a r d s o n d u t y a t a ll t i m e s ( t w o in si d e t h e g a t e w a y, t w o sid e are a gre a t h all, a n arm ory for the c a v alry, a n d
o n t h e lo w er b a t tle m e n t, t w o o n t h e u p p e r), p lus o n e o f- sev eral sid e c h a m b ers for sm all dinners or m e etin gs.
fic er on c all (se e b elo w). No visit or is allo w e d b eyon d Th e c ellars b elo w h a v e v ast st ores o f pro visio ns,
this p oint exc e p t b y invit a tio n or unless he or she h as q u arters for a sc ore of serv a nts, a cistern*, a n d a d un-
sp e c ial p ermits. g e o n a r e a w it h f o ur st o u t c e lls.
The Castellan’ lives in are a 27. (se e b elo w), b ut he a n d
The first flo or of the pla c e is the m ain arm ory. There are his assist a nts will b e in th e lo w er p art of th e b uildin g
d ozens of shields a n d of e a c h sort of we a p on. T w o durin g the d ay, ten din g to b usiness an d holding au di-
sm all ro o ms are q u art ers for th e Sergeant and Captain en c e. There will alw ays b e eight g uardsm en in pla te
of the Guard (furnishin gs are sp arse). The se c on d story (AC 3) with crossb o ws a n d sw ords on d uty on the w all,
o n th e n orth h o uses th e G u ar d sm e n st a tio n e d h ere. a nd the sa m e num b er with pla te & shield (AC 2) a nd
Captain of the Guard: (AC 0, d ue to plate mail + I and sw ords st a tione d insid e. (A C 2, F 1, h p 5 e a c h, # AT 1 or 1/2
shield +1, F 3, h p 24, # AT I, D 1-6 plus m a gic al b onus, with crossb o ws, D I-6, ML 8.) The whole pla c e is w ell
ML II). He has a sword +2 and a spear +1. This m a n is d e c ora te d, a n d the furniture is he a vy a n d u p holstere d.
very kin d, frien dly a n d a n exc ellent le a d er. (He will Second Floor: There are ro o ms here for u p to 36
so m etim es m ove a b o ut in the Outer Bailey disg uise d as c a v alrym en, plus t w o c h a m b ers for sp e cial g uests.
a m erc enary.) He h as 15 g old pie c es an d a 150 g.p. There are 12 he a vy c a v alrym en with pla te &shield an d
II
sw ord and d a g g er (AC 2, F I, hp 8 e a c h, # AT 1, D I-6, ADVENTURES OUTSIDE THE KEEP
ML 10). There are also 18 m e dium c a valrym en in
After the grou p est a blishes itself a n d o b t ains e q uip m ent,
c hain, e a c h with crossb o w a nd axe, quartere d here.
they will either follo w clues g aine d in c onversa tion with res-
(AC 5, F I, hp 6 e a ch, # AT I or 1/2 for crossb o ws, D 1-6,
ML 10.) Their ro o ms are sp arsely furnishe d with only i d e n ts o f t h e KEEP o r se t o u t ex p l orin g o n t h eir o w n ( or b o t h ).
Na turally, they will b e tryin g to fin d the Caves of Chaos, but
a c ot, c h air, a nd arm oire* for e a c h. Tw o c ouriers,
m en-a t-arms with le a ther arm or an d sw ords, are this will t ake so m e tra v ellin g, a n d in the m e a ntim e they
might w ell run into m ore tha n they c an han dle. Thus there
c urrently qu artere d in one sid e c ha m b er. (AC 7, F I,
are t w o m a ps - an AREA MAP for use when the p arty
hp 3, #AT 1, D 1-6, ML 8.)
se arc hes for the c aves, a nd the CAVES OF CHA OS MAP
25. TOWER: Ea c h is 40’ hig h, with b a ttle m ents, an d pierc e d whic h is a d ung e on level m a p. First, t ake a lo ok a t the AREA
with arro w slits t o pro t e c t th e e ast a n d w est c orners of MAP.
the building. The fortress m en-a t-arms are house d in The “Re alm ” is to the w est, off the m a p. The ro a d bran c hes,
t h es e stru c t ures a n d in t h e t o w ers in d i c a t e d b y 26. one p a th to the KEEP ON THE BORDERLANDS, the other le a d-
in g off int o the forsaken wild erness b eyond the ken of La w.
26. CENTRAL TOWERS: These stru c tures rise 20’ a b ove the Note tha t m ost fe a tures are unna m e d, so you c an n a m e
ro of of the fortress, with a 5’ b a ttle m ent o n their ro of. the m as suits your c a m p aign. Insp e c tion of the m a p will
Their t w o u p p er st ories house 12 m en-a t-arms e a c h; 6 in also sho w th a t there are fiv e sp e cial are as. Num b ers 1-4
pla te (AC 3) with crossb o w an d sw ord, 6 in pla te an d in dic a te outsid e en c ounters an d are d et aile d b elo w. The
shield (AC 2) with sw ord (AC 3 or 2, F I, hp 5, #AT 1 or 1/2 Caves of the Unknown are a is left for you to use as a pla c e
for crossb o ws, D 1-6, ML IO) who are off-duty. It will t ake t o d evise your o wn c avern c o m plex or dung eon m aze. You
one turn for the m t o g et re a dy for b a ttle. In the tw o m ay also wish to exp a nd on the other en c ounter are as, d e-
lower floors are the Castellan’s assistants. sig nin g c a m ps, lairs or lost ruins t o p ermit m ore a d ventur-
in g. If you d o not wish to un d ert ake this a t first, sim ply DO
S cri b e: This in divid u al is a 2n d lev el cleric, arm ore d in NOT ALLOW YOUR PLAYERS TO LOCATE IT EVEN IF THEY THOR-
pla te & shield, with a m a c e. (AC 2, C 2, hp II, OUGHLY SEARCH THE VERY SPACE IT IS IN. (It w as hid d en by a
# AT I, D I-6. ML 8.) He has a hold person sp ell m a gic al illusion so as to b e un d ete c t a ble . . . )
on a scroll he c arries; his o wn sp ell is light The norm al m ove m ent ra te is 1 sq uare p er hour se arc hing,
whic h he m ay c ast on a n o p p onent ’s eyes to 3 w alkin g. Walkin g in the fens is a t the ra te of 1 sq u are p er
blin d him. The scrib e ’s c h a m b er is a ustere, hour. Walking is d one in the forest a t 2 sq u ares p er hour.
a n d there is nothin g of v alue within exc e p t a
g old holy sym b ol w orth 150 g old pie c es. He (Wild erness a d ventures are m ore c o m plet ely explaine d in
has 48 g old pie c es in his p urse. the D&D EXPERT SET rule b o ok.)
Camping Outdoors Overnight: Nothin g will b other the
Advisor: This in divid u al is a third le v el elf (A C 0 d ue t o p arty when c a m p e d out d o ors, unless they are within six
Dext erity 16 a n d plate mail +1, E 3, hp 18, # AT squares of a num b ere d en c ounter are a. For e a c h square
1, D 1-6, ML 12). He w e ars a ring of fire resist- they are within the six squ are ra n g e there is a 1 in 6 c h a n c e
ance a nd c arries a short b o w (whic h he uses t h a t t h e m o nst e rs t h ere w ill s e e k t h e m; s o a t 6 s q u a r es t h ere
a t + 2 “ t o hit ” d u e t o hi g h D e xt erity) a n d 10 ar- is a 1 in 6 chance, at 5 there is a 2 in 6, at 4 there is a 3 in 6, at
rows +1. His sp ells are charm person, read 3 there is a 4 in 6, a t 2 there is a 5 in 6 a n d a t I squ are a 6 in 6
magic, and web. Ta p estries a n d c arp ets are - aut o m a tic en c ounter. Tre a t otherwise as a norm al en-
all a b out the ro o m (one t a p estry is w orth 500 c o un t er.
g.p.); he h as v ery nic e furniture. He w e ars a Org a nize d p arties should p ost a t le ast one g uard in shifts
je w ele d p en d a nt w orth 1,000 g.p. an d c arries throug hout the nig ht. Ho w ever, if the p arty p osts no gu ards,
6 pla tinum an d 10 g old pie c es in his p urse. the m onsters will surprise a uto m a tic ally as the p arty w as
sle e ping a nd un a w are. If the p arty has a fire lit, the m on-
27. CASTELLAN’S CHAMBER: This p ortion of the fortress is st ers will never b e surprise d, ev en thou g h the p arty m ay b e.
10’ a b ove the m ain ro of a n d h as b a ttle m ents. Insid e is
Als o t a k e n o t e o f w h a t p r o visi o ns a re b r o u g h t w it h t h e p a rt y.
th e priv a t e ro o m of th e c o m m a n d er of th e w h ole Ke e p ,
It is l a vis hly f urnis h e d , w i t h a silv e r m irr o r ( w o rt h 300 g.p.) They are a dventuring, not hunting, and so they should not
exp e c t to find fo o d. They should bring enough fo o d and
on the w all, a m ala c hit e b o wl (w orth 750 g.p.) o n a
t a ble, an d a fox ro b e (w orth 1,200 g.p.) in his arm oire*. water with them. If not, when the party eats all the food, they
will either h a v e to try their lu ck a t huntin g (1 c h a n c e in 6 t o
He h as a sm all silver c ase (w orth 450 g.p.) whic h c on-
t ains 40 pla tinum pie c es a n d 12 g e ms w orth 100 g.p. c a t c h fo o d for one d ay for d6 m en), or re turn t o the Ke e p t o
e a c h. There is a spear +1 on the w all by the d o or. rest o c k their su p plies. Stress t o the m in so m e m a nner th a t
t h e y w ill p ro b a b ly p re f e r t o r e t urn t o t h e K e e p , kn o w in g t h a t
Castellan: 6th le vel fig ht er (+ 1 t o hit d ue to his hig h they will f are b ett er there, a n d not risk en c ounterin g m on-
l e v e l), ( A C -3 d u e t o D e xt e rit y 16, plate mail sters while huntin g.
+ 1, shield + 1, and ring of protection + 1,
If the p arty a tte m p ts t o m ove off the m a p, h a ve a sig n, a
hp 48, # AT I, D I-6 plus m a gic al b onus, ML
12) with sword +2, dagger +1, and an w an d ering stra ng er, a frien dly t alking m a g pie, or so m e
other “ help er” t ell the m th a t they are m oving in the wrong
elven cloak and boots. (He also c arries a
p otion of levitation and a p otion of heal- d ire c tio n.
ing with him a t all tim es.) His c h ain of offic e
is sil v e r w i t h g e m s ( w o rt h 1,800 g.p.), and he
c arries 10 e a c h of platinum, g old, and
Area Map Encounter Areas:
electrum pie c es, plus a g e m w orth 500 g.p. 1. MOUND OF THE LIZARD MEN: The stre a ms a nd p o ols of
He is a v ery c lever fello w, b ut a t tim es h e the fe ns* are the ho m e of a trib e of exc e p tion ally evil
c a n b e to o h asty in his d e cisions. His lizard m en. Bein g no c turn al, this group is unkno wn to
bra very a nd honesty are a bsolute. If a the resid ents of the KEEP, a nd they will not b other
guest asks him a ny q uestion, he will d o his in divid uals m ovin g a b out in d a ylig ht unless they set
b est t o a nsw er, providin g th a t it d o es no t foot on the mound, und er whic h the mud dy burro ws
c o m pro mise t h e se c urity o f th e KEEP. a nd d ens of the trib e are found. One by one, m ales will
12