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Oleg Keep

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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 1 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

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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.

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The livestock pen is located outside the barn, and occupies the open area between the stables and north gate. The pen is home to a variety of animals, including sheep, goats, and rabbits. The animals are kept in the pen so that they can graze on the grass and have plenty of space to run around. The barn and livestock pen are easily accessible from the courtyard.

Template:Dialog 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).

GUILD HALL:

PRIVATE WAREHOUSE:

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.[1]

WOODSHOP:

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The interior of the cathedral is divided into three main sections. The first section is the nave, which is a large, open room with a high ceiling. The nave is where the congregation gathers to worship Hextor. The second section is the sanctuary, which is a smaller, more intimate room where the priest and his acolytes conduct their rituals. The third section is the crypt, which is a dark and gloomy place where the bones of the dead are kept.

The cathedral adjoins the Tower of the Damned via an iron portcullis. The portcullis is guarded by a hobgoblin shaman and his two acolytes of the Ripper clan. The shaman is a powerful spellcaster, and he is able to control the spirits of the dead. His acolytes are skilled warriors, and they are loyal to the death to the shaman and his cause.

There is an entrance to the Underdark tunnels hidden behind a crypt door accessible under the altar. The crypt door is guarded by a powerful undead creature, such as a death knight or a vampire. The creature is bound to the cathedral by a powerful curse, and it will do anything to protect the entrance to the Underdark.

The priest of Hextor who resides in the cathedral is a 14th-level cleric. He is a powerful warrior and a skilled spellcaster. He is able to cast spells such as harm, circle of death, and finger of death. His chief acolyte is a 9th-level cleric. He is a skilled warrior and a proficient healer. He is able to cast spells such as cure wounds, mass healing word, and revivify.

Here are the stat blocks for the priest and his chief acolyte:

Priest of Hextor

Str: 18 (+4) Dex: 14 (+2) Con: 16 (+3) Int: 12 (+1) Wis: 16 (+3) Cha: 18 (+4) Saving Throws: Str +7, Con +6, Wis +6, Cha +7

Skills: Arcana +5, History +5, Insight +6, Intimidation +7, Religion +5

Proficiencies: Heavy armor, martial weapons, simple weapons, shields

Equipment: Chain mail, warhammer, shield, holy symbol, +1 mace, potion of healing, scroll of cure wounds

Spells: Cantrips (at will): light, sacred flame, searing smite

1st level (4 slots): bless, command, cure wounds, guiding bolt, shield of faith 2nd level (3 slots): aid, detect magic, enhance ability, spiritual weapon 3rd level (3 slots): blindness/deafness, dispel magic, fear, mass healing word 4th level (2 slots): death ward, greater restoration, wall of fire

Chief Acolyte of Hextor

Str: 16 (+3)

Dex: 14 (+2)

Con: 14 (+2)

Int: 12 (+1)

Wis: 16 (+3)

Cha: 14 (+2)

Saving Throws: Wis +5, Cha +4

Skills: Arcana +3, History +3, Insight +4, Intimidation +4, Medicine +3, Religion +3

Proficiencies: Light armor, simple weapons, shields

Equipment: Scale mail, longsword, shield, holy symbol, potion of healing, scroll of cure wounds

Spells: Cantrips (at will): light, sacred flame, spare the dying

1st level (4 slots): bless, _cure

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The Baron granted use of the tower to the Rippers, arguably employed as his jailers and shock troops. The Rippers maintain a small garrison of @25 heavy infantry who live in the tower. The Rippers also act as guards for the Cathedral and ensure the high priest has a ready supply of sacrifices for the foul rites that occur on feast days.

The ground floor is the barracks, where the hobgoblins sleep and eat. There is also a kitchen, a storage room, and a training room on this floor.

  • Barracks: The barracks is a large, open room on the ground floor of the tower. There are rows of bunk beds lining the walls, and there is a communal area in the center of the room where the hobgoblins eat and maintain their equipment.
  • Kitchen: The kitchen is located in the back of the barracks. It is a small, cramped room, but it is well-equipped with everything the hobgoblins need to cook their meals.
  • Storage Room: The storage room is located next to the kitchen. It is a large, dusty room that is filled with supplies for the hobgoblins. There are barrels of food, crates of weapons, and stacks of armor in the storage room.
  • Training Room: The training room is located on the ground floor, next to the barracks. It is a large, open room with a high ceiling. The walls of the training room are covered in weapons and armor, and there is a training dummy in the center of the room.

MAIN KEEP

Barons Tower:

Template:Dialog On a successful DC20 history check: The PC's learn the tower was blasted into ruin by the dragon Glaslhugs when it attacked Oleg Keep. There are a few remanents of traps in the tower. There is a pit trap in the entryway, and there is a tripwire trap in the hallway on the first floor. There is also a pressure plate trap in the library on the third floor.

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The interior of the chapel is divided into two rooms. The first room is the antechamber, where visitors are greeted by the high priest and his acolytes. The antechamber is decorated with tapestries depicting scenes of Hextor's victories in battle. The second room is the chapel itself, where Baron Dunthmore and his family worship Hextor. The chapel is a large, domed room with a high ceiling. The walls are lined with pillars, and the floor is covered in a red carpet. In the center of the room is an altar dedicated to Hextor. The altar is made of black marble, and it is decorated with skulls and bones. There is a stab lock on the door to the chapel that can only be opened by the high priest and his chief acolyte. The stab lock is a small, metal box that is attached to the door. The box has a slit in the top, and a small keyhole on the front. To open the stab lock, the high priest or his chief acolyte must insert a special key into the keyhole and then stab the key with a dagger. The altar is made of black marble, and it is decorated with skulls and bones.The walls are lined with pillars, and the floor is covered in a red carpet.There are tapestries depicting scenes of Hextor's victories in battle hanging on the walls.

Granery:

Great Hall:

North West Barracks: The barracks is a sturdy two story stone building with a steeply sloped roof that abuts the wall. The building can be easily defended from small arrow slits that serve as windows. All doors are made of heavy, reinforced timber with double latches and bars.

The upper story serves as a store room for the garrison and contains dry goods though a few barrels of wine and beer are sometimes kept here.

KITCHENS:

West BarracksThe barracks is clearly not as well maintained as the others, like the other barracks it is also a two story stone building with a steeply sloped roof that abuts the wall. Many of the shutters and roof shingles are missing and a few soldiers are milling bout outside the main door.

The barracks is a currently used to house mercenaries and temporary living quarters for patrols levied from the outer settlements. The troops here are generally not as well trained or paid by the Baron and will refuse to fight the PC's unless attacked first.

The upper story serves as a store room for the garrison and contains dry goods though a few barrels of wine and beer are sometimes kept here.

South Barracks: The barracks is a sturdy two story stone building with a steeply sloped roof that abuts the wall. The building can be easily defended from small arrow slits that serve as windows. All doors are made of heavy, reinforced timber with double latches and bars.

The upper story serves as a store room for the garrison and contains dry goods though a few barrels of wine and beer are sometimes kept here.

SARGENTS BARRACKS:

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The interior of the tower is divided into four floors. The first floor is the gatehouse, the second floor is the barracks, the third floor is the armory, and the fourth floor is the living quarters of the tower's lord.

  • Second floor, Barracks: The barracks are on the second floor of the tower. There are about 20 beds in the barracks, and each bed is shared by two soldiers who sleep here in 12 hour shifts. There is also a common room where the soldiers can eat, drink, and relax.
  • Third floor Armory: The armory is stocked with weapons and armor for the soldiers. There are also a few magical items in the armory, which are used in defense of the keep.
  • Fourth floor, Captains quarters: The Captain of the watch lives here and his quarters are luxurious by local standards. They include a bedroom, a study, and a dining room. A balcony offers a panoramic view of the surrounding countryside is on the south side of the tower. A small staircase leads up to the ballista.
  • Top floor: The top floor is the ballista platform, which is used to defend the keep from arial attack. The ballista was used to severely wound the Blue Dragon Glaslhug when the tower was occupied by more noble men before the humanoid invasion and is the reason for the towers name.

OLEG GROVE:

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The interior of the tower is a mess. The floor is covered in sawdust and construction debris. There are ladders and scaffolding everywhere, making it difficult to move around. The walls are unfinished, and the ceiling is supported by wooden beams.

In the center of the tower is a large pit, where the foundation of the tower is being dug. The pit is filled with dirt and rocks, and there are several workers digging and hauling materials. The scaffolding is unstable, and the pit is deep. There is also the risk of falling debris from the unfinished roof. Roll 1D8 and on a 1-3 debris falls on the PC's for 2D6 damage.

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