Jump to content

Oleg Keep: Difference between revisions

From greyhawk
mNo edit summary
No edit summary
Line 75: Line 75:
'''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. Its double doors are chained and padlocked, and the corporal of the watch must be called to gain entry, as he has the keys. Inside are two wagons, a cart, many boxes, barrels, and bales -various food items, cloth, arrows, bolts, salt, and two tuns’ of wine. (Average value is 100 gold pieces per wagon-load).
'''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. Its double doors are chained and padlocked, and the corporal of the watch must be called to gain entry, as he has the keys. Inside are two wagons, a cart, many boxes, barrels, and bales -various food items, cloth, arrows, bolts, salt, and two tuns’ of wine. (Average value is 100 gold pieces per wagon-load).


'''INNER COURTYARD:''' This large courtyard is mostly dust and grass, although several large trees grow at one end. Near the edges of the yard are large blocks of stone and wooden scaffolding that are being worked into shape to repair the walls.
'''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.<ref group="D&D Modules">Keep On the Borderlands</ref>


'''INNER COURTYARD:''' This large courtyard is mostly dust and grass, although several large trees grow at one end. Near the edges of the yard are large blocks of stone and wooden scaffolding that are being worked into shape to repair the walls.




</div>
</div>
[[Category:Fortification]]
[[Category:Fortification]]

Revision as of 23:02, 11 February 2023

<templatestyles src="Template:Module/Style.css"/>

Template:Dialog

Wall Encounter Table

Encounter occurs every 1 in 6 (d6), check each turn

  1. 2-8 Guards (off duty); see below
  2. 2-12 Working party; see below
  3. 3-5. Serving staff; see below
  4. 1-2 Officers; see below
  5. 3-5 Guards (on duty and alert)
  6. 1 Merchant (daytime), Thief (after dark)

Guards: the guards are milling about as they are either coming off duty, or preparing to go on duty. they will ignore anyone who des not appear to be out of place or clearly caught in the act of causing trouble. If the PC's encounter the on duty guards they will accost the PC's asking why they are on the walls.

Working Party: The castle is old and in constant need of repair, this group will be found working on shoring up the stone walls or framing supports. They are will not attack but rather sound the alarm calling in 2-12 guardsmen within 3-5 rounds.

Serving Staff: A mix of cleaning, cooking, and general laborers going about the business of caring for the castles occupants.

Officers: 50% chance of being hobgoblin. These officers are discussing plans for the upcoming war and preparing for the defense of he castle. They will be of name level, professional, and depending on the PC's actions willing to talk.

Merchant or Thief: The merchant will be moving quickly having concluded a business deal (or on his way to one) and want to avoid being bothered. The merchant (fights as a 5th level thief) is well dressed but not richly so and will have 30-70SP and a few low faulty gems with a long knife hidden in a sleeve. The merchant will know 3-4 rumors off the Oleg region rumor table.

The thief will be between 7th & 9th level and on an errand for the guild, with a 50% chance of just concluding his business, or trying to complete the task. The thief will be disguised as a junior officer or senior enlisted. Perception 15 or higher to notice some issues with his uniform.


Grounds Encounter Table

Encounter occurs every 1 in 12 (d12), check each turn

  1. 2-8 Guards (off duty); see below
  2. 2-12 Working party; see below
  3. 3-5. Serving staff; see below
  4. 1-2 Officers; see below
  5. 5-10 Guards (on duty and alert)
  6. 1 Merchant (daytime), Thief (after dark)
  7. 7-12 Ripper Clan hobgoblin patrol
  8. 2-12. Villagers
  9. 3-5. Red Company Slavers
  10. 1-2 Visting nobles
  11. 2-3 Members of the Barons personal staff
  12. Baron Dunthmore

Visiting nobles: Well dressed, haughty, and talking amongst themselves as they moving languidly about the grounds. The will be accompanied by 3-7 retainers moving at a respectful distance behind them.

Barons personal staff: Some of the better servants and children from outlying areas serve the Baron and his family. They are all trained in swordsmanship (FTR LV 5) and are typically moving about in some deliberate haste barring orders to and from the Baron. If encountered after hours the will be moving with more discretion but just as likely to be on some errand.


RUMOR TABLE
  1. A merchant, imprisoned in the caves, will reward his rescuers.
  2. A powerful magic-user will destroy all cave in- vaders.
  3. Tribes of different creatures live in different caves.
  4. An ogre sometimes helps the cave dwellers.
  5. A magic wand was lost in the caves’ area.
  6. All of the cave entrances are trapped.If you get lost, beware the eater of men!
  7. Altars are very dangerous.
  8. A fair maiden is imprisoned within the caves.
  9. “Bree-yark” is goblin-language for “we sur- render”!
  10. Beware of treachery from within the party.
  11. The big dog-men live very high in the caves.
  12. There are hordes of tiny dog-men in the lower caves.
  13. Piles of magic armor are hoarded in the southern caves.
  14. The bugbears in the caves are afraid of dwarves!
  15. Lizard-men live in the marshes.
  16. An elf once disappeared across the marshes,
  17. Nobody has ever returned from an expedition to the caves.
  18. There is more than one tribe of hobgoblins trying to gain favor with the Baron

MAIN GATE: Two towers 30’ high with battlements*, flank a gatehouse 20’ high. All have holes for bow and crossbow fire. A deep crevice is in front of the place is spanned by a drawbridge which is typically kept down during the daytime and raised at night.

ENTRY YARD: This narrow place is paved. All entrants, save those of the garrison, will be required to dismount and stable their animals (area 4., below). The corporal of the watch is here. He is dressed in plate mail and carries a shield, with sword and dagger at his waist. (AC 2, F 5, hp 40, #AT I, D 2-7) He has standing orders to raise the alarm if he suspects anything is amiss, and is rather grouchy, with a low charisma, but he admires outspoken, brave fighters and is easily taken in by a pretty girl STABLE: This wooden building is in good condition. In it is a row of stalls for horses, three of which are occupied at the moment. Tack hangs from the walls and three saddles are piled near the double doors. Piles of hay line the walls opposite the stalls and several open sacks of grain are beside them. Four humans are sitting on the sacks, their short swords thrust into the hay beside them. A ladder near the single door leads to a loft.

The four humans are actually half-orcs (AC 7,MV 9”. HD I , hp 8 each, #AT I , D by short sword D 1-6) assigned to work here as stable hands and guards. One of the four has a horn concealed under his cloak and at the first sign of trouble he will attempt to call for help by blowing on it. If the alarm is raised, more half-orcs will arrive according to the numbers found under the ran- dom encounter tables.They will arrive in 2-5rounds.The loft over the stable is filled with loose hay and more stacks of grain.

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. Its double doors are chained and padlocked, and the corporal of the watch must be called to gain entry, as he has the keys. Inside are two wagons, a cart, many boxes, barrels, and bales -various food items, cloth, arrows, bolts, salt, and two tuns’ of wine. (Average value is 100 gold pieces per wagon-load).

INNER COURTYARD: This large courtyard is mostly dust and grass, although several large trees grow at one end. Near the edges of the yard are large blocks of stone and wooden scaffolding that are being worked into shape to repair the walls.

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.[D&D Modules 1]



Cite error: <ref> tags exist for a group named "D&D Modules", but no corresponding <references group="D&D Modules"/> tag was found