Saturday, September 24, 2022

Irongate Keep

NOTE: The following material is an homage to the Basic D&D module: B2 Keep on the Borderlands. In adapting it to my 5e campaign, I took liberties with the original document (some of which I intend to discuss in a future post), but I tried to keep much of the flavor and phrasing of Gary's original text. This module taught me what a dungeon setting was all about, and, to some degree, has influenced every adventure I've ever created.

Classic illustration from B2
by D. S. LaForce (Diesel)
This sturdy fortress sits at the southernmost edge of human civilization. Built along an ancient trade road, atop a high bluff at the head of a wide canyon between two steep ridgelines, the keep's purpose is to defend the remote border of Remedios against invaders from the Red Desert. A village has sprung up within its walls, catering to the needs of those intrepid enough to brave the wild frontier beyond. The village will serve as the characters’ base camp as they adventure in the Badlands.

The keep's Castellan is a no-nonsense, law-and-order man. Though loyal to the king, he expects his ailing liege to die soon, so he is careful with his alliances and keeps his troops close by to fend off ambitious rivals. Despite the tenuous political situation in the northern capital, he is duty-bound to his sworn mission: maintaining the keep’s standing strength and defending the pass from incursions. 

In recent years, it was discovered that the craggy hills around the keep are rich in ore and gems, prompting an influx of itinerant prospectors and treasure-seekers. As a result of the mining boom, the Castellan's coffers are filled with gold. He has received credible reports, however, that trouble is a-brewing in the hills to the south: witnesses claim to have encountered various bands of hostile humanoids roaming the canyons, and perhaps gathering together into a bigger force.

In order to protect the keep—and his new source of revenue—without risking his own troops, he has decided to fund an operation off the keep's books. His closest advisors and officers have orders to find trustworthy mercenaries willing to brave the wilds and root out the source of this growing menace. Several parties have been dispatched so far, but none have returned. 

There are many such opportunities at the keep for brave souls willing to handle dangerous threats, particularly those who first make names for themselves among local residents and officials.

Keep Details

The fortress is well-organized for security and defense. Sentries are alert and guards patrol the walls, making it difficult to enter or leave without notice. Fortified structures have crenelated battlements, arrow loops, and machicolations. Perimeter towers are manned with ballistae and light trebuchets. The dusty courtyards and avenues of the lower bailey are paved with flagstone and well-maintained.

Non-fortified structures are brick or sandstone buildings with plastered walls and clay-tiled roofs. Interiors are supported by timber frames. Windows are closed by ventilated wooden shutters and heavy interior curtains. During the heat of the day, most residents take shelter inside or sit under thick awnings for shade.

Troops and Organization

The keep garrison totals 300 soldiers led by nearly 20 ranking superiors. The garrison is organized into two companies of 150 men each: the Watch (yellow tunics) and the Guard (blue tunics). Each company is commanded by a captain and is divided into three platoons of 50 men led by a lieutenant. Each platoon is formed of five squads of 10 men led by a sergeant. Each squad is further divided into two teams of five men led by a corporal.

The Watch is responsible for patroling the territory surrounding the keep, but they do not venture deep into the Badlands (no further than five miles). Three squads of the Watch are cavalry: one squad of heavy cavalry and two squads of medium. Two-thirds of the Watch (i.e., 100 men = 8 infantry squads and 2 cavalry squads) are in the field at any time. The remaining third (50 men) rotate into the keep for rest.

All 150 men of the Guard, on the other hand, are responsible for defending the walls of Irongate Keep. One squad of the Guard serves the Bailiff as law enforcement in the village. Thus, at any time, ~225 soldiers and officers guard the keep, while ~115 are away from the keep on patrol. All field forces can be recalled in 1d3 days.

The bulk of the soldiery consists of well-trained, regularly-drilled fighting-men. The troops respect the Castellan and morale is generally high. They know that punishments for mistakes and poor conduct are severe, as well, so efforts to bribe them are likely to fail (and possibly end in the briber's arrest).

A soldier's typical kit includes: studded leather armor and wooden shield, steel helmet with leather brim, yellow or blue tabard, leather belt and pouch, short sword, dagger, rugged linen trousers, and hard leather boots. Each soldier also carries one of the following [d6]: 1-3 = polearm; 4-5 = heavy crossbow; 6 = longbow. Variations to the standard soldier are based on rank and/or specialty (see below).

Standard Keep Soldier
Medium human, lawful neutral (good)
AC 15 (Studded Leather and Shield)
HP 11 (2d8+2)
Speed 30 ft.
STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Proficiencies. Athletics, Intimidation, gaming set, land vehicles
Senses. Passive Perception 10/15* (see Alert)

Alert. The troops are highly-disciplined; when “on-duty,” they have advantage on Perception checks.

Actions
Weapon Attack. +3 to-hit, +1 damage (by weapon type)

Variations

  • One-in-20 soldiers is a Medic with Medicine proficiency. In addition to the standard kit, they wear a white sash and carry a pack filled with basic first-aid supplies, including 0-2 elixirs that heal 1d4+1 hp.
  • Corporals add +1 hit dice (16 hp)  and wear a standard kit plus a burgundy sash.
  • Sergeants add +2 hit dice (22 hp) and gain +2 to STR and WIS; Weapon Attack (melee) increases to +4 to-hit and +2 damage; passive Perception increases to 11/16. In addition to the standard kit, sergeants wear a burgundy sash with gold chevrons.
  • Cavalrymen have proficiency with Land Mounts, add +2 hit dice, and gain +2 to STR and CON (26 hp); Weapon Attack (melee) increases to +4 to-hit and +2 damage. In addition to the standard kit, all cavalrymen wear red tabards, and use steel shields, lances, and longswords; heavy cavalry also wear chain mail (AC 18).
  • Lieutenants add +3 hit dice (27 hp) and +1 to Proficiency bonus, and gain +2 to STR, DEX, WIS, and CHA; they also gain Multiattack (2 attacks) and Weapon Attacks (all) increase to +4 to-hit and +2 damage; passive Perception increases to 11/16. Lieutenants have a standard kit, except they wear chain shirts (AC 17 with shield), wield longswords instead of a short sword, and do not carry any additional weapons. They also wear a burgundy sash with a single gold star.
  • Captains add +4 hit dice (45 hp) and +1 to Proficiency bonus, and gain +2 to all ability scores; they gain an additional +2 to STR and CON (+4 total); they also gain Multiattack (2 attacks) and Weapon Attacks (melee) increase to +5 to-hit and +3 damage; ranged attacks increase to +4 to-hit, +2 damage. Passive Perception increases to 11/16. Captains have a standard kit, except they wear chain shirts (AC 17 with shield), wield longswords instead of a short sword, and do not carry any additional weapons. They wear a burgundy sash with two gold stars.

Keep Population (~700 total)

The majority of keep residents are soldiers and their families. The wives and children either work in the village or serve in the Castellan’s household, which further motivates the soldiers to be loyal, diligent, and reluctant to take bribes. A smaller population of commoners lives here as well, along with various outsiders passing through the keep for one reason or another. Most migrant laborers rent out communal living space in the Apartments (area 7) or above businesses.

Keep Economy

Immediately surrounding the keep are various farms, ranches, and mining camps that contribute to the keep's operation. All of these are small steadings, however—simply peasant folk ekeing out meager livings under the safeguard of the keep's soldiers who patrol the area. Other, much larger mining operations exist deeper in the Badlands, but they are isolated out there on their own, with no guarantee of safety or protection. 

The supply of trade goods and equipment commonly found within the keep are geared toward these types of operations. Fortunately, this also covers many of the tools commonly used in dungeoneering: ropes, spikes, packs, torches, et al. Mounts and beasts-of-burden are also commonly available here. Most common goods and equipment can be purchased for 125-150% of book price, and sold for 25-50%. Uncommon items may be harder to find, and cost double or triple book price. Rare and high-end luxury items are not available, and ordering such items will cost 5-10 times book price and take weeks or months to arrive by caravan.

All trade within the keep is either conducted in minted merchant coins: guilders (gp), bits (sp), and pennies (cp), or bartered for equivalent coin value. All mineral finds must be assayed at the Loan Bank to cash-out. All valuable materials and commodities (including monetary treasure) returned to the keep and declared to the Master-of-Stores for sale or trade is subject to the Castellan's tax of 10% of assessed value.

Law and Order

The townspeople are generally law-abiding and honest, and intolerant of boorish or ill-mannered behavior. If someone sees a criminal act, an alarm is sounded which brings a guard patrol in 1d4 minutes. If met with resistance, keep guards will not hesitate to use force, killing if they must. Prisoners are locked in the keep dungeon and punished for their crimes. If the keep comes under attack, civilian militia help man the walls, while other villagers tend to the wounded and resupply defenders.

Keep Locations

A map of the keep and descriptions of keyed locations continue under the cut...

1) Main Gate. A drawbridge spans a 60 ft. deep crevasse to the keep’s entrance: a 20 ft. high gatehouse flanked by 30 ft. high crenelated towers. The gatehouse features reinforced doors and a portcullis at the inner entry, with murder holes overhead. The drawbridge, gates, and portcullis are opened at dawn and closed again at nightfall. They can only be ordered open by the Captain-of-the-Guard (or higher rank). 

2) Flanking Towers. Each three-story tower features reinforced doors and billets a squad of 10 soldiers and their sergeant. On each interior floor are pallets for sleeping, tables, stools, and benches, as well as stocks of bolts and arrows, spears, rocks, and casks of oil. 

Two crossbowmen watch the gate from both parapets while three soldiers from each tower (six total) stand on gate-duty in areas 1-3. The sergeant on-duty is called the “Sergeant-of-the-Gate.” These troops are prepared for immediate battle. Five soldiers rest in each flanking tower and require 2d4 minutes to get ready for battle.

3) Entry Yard. All keep visitors must dismount in this narrow paved courtyard. Lackeys secure any mounts and take them into the stables (area 4). The Sergeant-of-the-Gate introduces himself to adventurer-types to make certain the party understands that trouble-makers are not welcome here.

A scribe with the title, Master-of-Stores, emerges from the warehouse (area 5) to check merchant manifests and record the names of visitors in his ledger. He asks each visitor if they have anything valuable to declare for trade, and provides a written receipt for any declared materials. Anything sold or exchanged at any keep location is subject to a tax of 10% of assessed value, collected as part of the final price by the transacting merchant or proprietor. Anyone caught buying, selling, or bartering goods without the proper receipt will be arrested for tax evasion.

Visitors bringing large quantities of goods or materials into the keep are required to store the cargo until the goods are either sold or taken elsewhere. Cargo can be stored in either the Common Warehouse (area 5), or in the Guildhouse (area 18) with the proper merchant credentials.

First-time visitors also receive a stamped document from the Master-of-Stores, permitting them to be inside the walls of the lower bailey. Any soldier in the keep can demand to see this document and will immediately arrest anyone who cannot produce one.

4) Common Stable. This long building is 20 ft. high with a flat, crenelated roof overlooking the courtyard and gate. Wide double doors lead into a long passage and a row of 30 horse stalls, with a hayloft above. The loft holds hay bales, bags of oats, various tools, and bedrolls for the lackeys. Typically stabled here are 2d4 light horses, 1d6 draft horses, 1d6 camels, and 1d4 mules; 1d4+4 lackeys tend to the mounts and gear. Lackeys are good sources of info. They fight with simple weapons (pitchforks, clubs) and can be hired as torch-bearers for 1 bit per day plus bread and water.

  • Stabling costs (per day): 1 bit for hay and board; 5 bits for oats and a rubdown.

5) Common Warehouse. This building has the same exterior features as the stable (area 4). The double doors are padlocked except during periods of loading and unloading goods. The Master-of-Stores supervises the inventory and possesses the only key to the padlock. The interior of the warehouse is an open, columned space containing stacks of trade goods.

  • Storage fees (per day): 5 bits per 3 cu. ft. of goods.

6) Bailiff’s Tower. The Bailiff (superintendent) of the lower bailey and the Master-of-Stores both live in this 40 ft. high tower. They share offices on the lower floor, with private quarters on the second story. The third floor is a storage room and armory. A squad of 10 soldiers—the Bailiff’s deputies—are billeted on the fourth floor. Their quarters contain sleeping pallets, trunks for clothing, two long tables with benches, a supply of bolts, and a pile of large rocks for the trebuchets.

7) Apartments. These 20x10x15 ft. cottages are three stories high, with a common living area on the ground floor and cramped sleeping quarters on the upper floor. Each apartment houses 12+3d6 commoners (men, women, and children). Space is available for rent, which is administered by and paid to the Bailiff. 

  • Rental fees: 5 bits per week for a 3x8 ft. area with little privacy and no security. Transients can flop on the floor of the common area for a penny per night.

8) Smithy and Armorer. This building houses a smith’s forge with anvil, bellows, and other related items. The interior is hot and smoky, and the walls are hung with tools and common weapons for sale, as well as a suit of man-sized chain mail. The Blacksmith sells all items at 150% of list price, and will purchase metal items and scrap for 25% of value (he doesn't care for haggling). He and his two assistants live in separate lofts above the forge.

9) Provisioner. This shop sells finished goods—mostly standard tools and equipment—at 125-150% list price, and buys used gear at 25–50%. Four lackeys assist the business. The Provisioner does not sell weapons other than bows, light crossbows, spears, hand axes, daggers, and arrows/bolts (in lots of 20), all which he typically has in stock, in quantities of 2d3 each (double quantity for ammo). He also sells padded and leather armors, shields, and the occasional mail shirt, but these items are typically out of stock. The Provisioner lives above the shop with his wife and two young children.

10) Trader. This shop deals in commodities such as salt, spices, cloth, livestock, etc. The trader sells standard items at 125-150% of list price, or buys at 25–50%. He buys resources such as furs and skins, but directs all ore and gem trade to the Loan Bank or the Jewel Merchant. All transactions can be made by trading for other items or purchasing directly. The Trader and his two sons live in a loft above the shop.

11) Loan Bank. A sign on the door states that the bank is under direct protection of the Castellan. Soldiers with crossbows on the nearby tower (area 12) have orders to keep constant watch on this door. Inside, the Banker and an old clerk handle transactions. A heavily-armed soldier stands near the door. There are typically 1d3 prospectors here as well, having their samples assayed or selling their finds. 

With the proper receipt (see area 3), the Banker will change ore, gems, and other valuables into currency for a 10% fee (Castellan's tax). He also makes loans for up to 20 guilders with no security deposit at 10% interest per month; loans over 20 guilders require collateral worth at least the value of the loan.

The Banker dwells upstairs in a richly-appointed suite. The old clerk lives in a comfortable room in the back. A soldier is always on duty inside the main room, with an eye on a locked iron door to the cellar. In the cellar is a strongroom with a locked vault containing a dozen stout chests. Each chest is locked and trapped with a poison needle (save or fall unconscious for 1d4+1 hours), and holds labeled bags filled with precious metals, coins, gems, jewelry, and other valuables. The Banker has the only set of keys to open the doors and chests.

  • Safebox fee: 5 bits per week for 1 cu. ft. of secure storage.

12) Watch Tower. The first floor of this 45-ft. high crenelated tower is the residence of the Captain-of the-Watch. The second floor is a barracks for a squad of 10 soldiers of the Watch and their sergeant. The upper story holds bundles of arrows, a pile of rocks, two barrels of oil, and 10 spears.

13) Fountain Square. This paved courtyard features an informal market where farmers and tradesmen of the southern plains sell their wares each day. In one corner of the plaza, a tall, weathered statue of an angelic-looking woman stands in the center of a 15-ft. diam., 3-ft. deep stone cistern. The fountain is fed from a natural spring deep in the bluff and provides the water supply for the lower bailey. The water is always clean and refreshing. The statue depicts the water-goddess, Luvia—daughter of the earth-goddess, Thera, and the sun-god, Solis—pouring from an amphora. The faithful leave offerings of candles, river stones, and pennies to the goddess around the basin.

14) Tavern. Just outside the door of this establishment is a large signboard tacked with various public notices (wanted posters, job offers, etc.); 4d3 lackeys hang around the board looking for work. A curtained archway leads inside, opening into a simple watering hole with tables, benches, and a bar. The Taverner knows a lot about the lands around the keep and is a good source of rumors. His burly Dogsbody keeps the peace if things get too rowdy. Soldiers are forbidden from patronizing the tavern, and it must close by 10 PM.

  • Bill of fare: 
    • Horn of beer (5 pennies)
    • Mug of dwarf ale (3 bits)
    • Cup of fresh wine (1 guilder)
    • Cup of fine wine (3 guilders)
    • Commoner's meal (2 bits)
    • Merchant’s meal (1 guilder)
    • Fine meal (3 guilders)

While open, the place is always active with 4d4 ordinary patrons (commoners) plus a chance for each of the following (roll 1d20 for each):


18-20
= 1d4+1 mercenaries or adventurers

5-20
= A card or dice game is underway.

9-20
= A minstrel is playing.

19-20
= A fight breaks out (lasts 2-4 rounds before the Dogsbody breaks it up)

20
= The Captain-of-the-Guard in disguise as a mercenary, scoping out visitors to the keep.

15) Travelers Inn. This comfortably-appointed structure has a large common sleeping area on the ground floor, along with a sitting area for meals. There are five private rooms on the second floor. The Innkeeper, his wife, and three daughters attend to the guests. If there is trouble, they call for the tavern Dogsbody, who lives behind the kitchen. 

  • Bill of fare: The inn’s kitchen is shared with the tavern (area 14), so the same items are available at the same prices. 
  • Room rentals: 
    • Common room (5 bits per night; 3 guilders per week)
    • Private room, sleeps two (3 guilders per night or 15 guilders per week)
    • Servants of inn guests can sleep for free in the Stables (area 4) with the lackeys.

16) Jewel Merchant. A (minor) nobleman from the distant city of Leptos conducts business on the ground floor of this two-story structure. He buys gems and jewelry at 50% of value and sells them at 200-300%. The Jewel Merchant and his wife reside in a well-furnished apartment on the upper floor, while two guards (his brothers-in-law) dwell in the back room of the first floor, along with a pair of trained mastiffs. They await a long-delayed caravan to take them back to civilized lands (but if the party returns caches of gems from the Badlands to him, the merchant may reconsider an imminent departure).

17) Visiting Priest’s Residence. This well-appointed cottage is the temporary residence of a jovial priest of the Solis pantheon, as indicated by the recently-painted sun sigil on the front door. A closer look at the sigil reveals the mark of Thera within the sun disc, indicating the resident is a worshiper of the earth goddess. The Visiting Priest is making an extended stay at the keep to administer to the spiritual needs of its residents (despite the presence of a Solis temple within its walls). Everyone in the village thinks well of the mendicant priest, however, and he often welcomes guests to his home with sumptuous dinners. The two acolytes who attend him studiously never speak as they have taken vows of silence.

18) Guild House. Members of any guild (merchants, craft, artisans, etc.) may enjoy the hospitality of this establishment. This guild house is only an administrative post, but the staff is careful to observe traffic passing through. The lower floor contains a common room as well as nicely-furnished quarters and office for the guild-master and his two clerks (all commoners). Crossbows and swords are stored in a nearby closet for quick use. There is also (limited) warehouse space for shipments of guild trade goods. The upper floor is divided into two private rooms for guild merchants passing through. 

The guild house is protected by eight men-at-arms, four of whom are on duty at all times, two on each floor. They are loyal guildsmen (not keep soldiers) who obey any order from the master. Two servants dwell in cellar quarters and will not fight. Regular guild members may share a simple dormitory and eat modest meals here for free, for as long as they need to find local employment or move on (two weeks or less is considered reasonable).

19) Solis Temple. The temple’s peaked roof is three stories high. A bronze bell above the door can be rung with a long pull rope. The doors are emblazoned with sun designs of inlaid copper. The interior is mostly a large, columned hall with tall stained-glass windows along one wall—one for each of the seven gods and goddesses of the Solis pantheon. An offering box is securely fastened atop a heavy pedestal near the doors. A large ornamental altar stone sits at the far end of the long sanctum, beneath a huge sun disc made of beaten and polished copper.

During the day, 2d6 worshipers (commoners) pray quietly here. The Curate is often available (1-3 on 1d6), but 1d3 acolytes are always present, administering to the faithful and accepting alms, which the Curate collects each evening and (occasionally) deposits in the Loan Bank. A stairway behind the wooden pews leads to the cellar where the curate and his three acolytes reside in austere quarters.

20) Inner Gatehouse. The lower portion of this fortified structure is 20 ft. high, plus battlement; the upper part is 40 ft. high (total). The heavy gates are double-bound with iron and spiked, but normally stand open. Behind them is a portcullis and, beyond that, a 20 ft. wide sloping passage that ascends to the upper bailey. 

Six soldiers and a sergeant are on duty at all times—two inside the gateway, two on the lower battlements, and two on the upper. No one is allowed beyond this point except by special permission. The first floor houses the keep's main armory as well as barracks for a platoon of 50 soldiers. The second floor is offices and quarters for the platoon’s lieutenant and five sergeants.

21) Upper Bailey. This dusty courtyard is used for training. During the day, a dozen or more soldiers engage in various activities here: marching drills, sparring, riding, shooting targets, etc. The courtyard is always under direct observation from the many tower battlements surrounding it.

22) Guard Tower. This tower houses a squad of 10 soldiers and their sergeant. Four soldiers are on duty atop the tower at all times while the other six rest in the chamber below. The tower’s base is solid except for the narrow stairwell up.

23) Great Tower. This 50 ft. high tower houses two squads: 20 soldiers and two sergeants, along with a lieutenant and the Captain-of-the-Guard. Food, weapons, and oil are kept on the upper floor.

24) Cavalry Stables. The well-maintained stables can house up to 30 war horses and 12 riding horses. The keep’s mounts are tended by two lackeys and protected by a pair of soldiers of the Watch. Two-thirds of the horses are afield at any time.

25) Guard Tower. This 20 ft. high tower houses up to 10 heavy and 20 medium cavalrymen, as well as three cavalry sergeants. Two-thirds of the horse troops (five heavy, 15 medium, and two sergeants) are in the field at any time, meaning the tower is typically occupied by a squad of 10 cavalrymen and their sergeant. Two fast couriers also share quarters here.

26) Guard Tower. This 60 ft. high structure houses two squads: 20 soldiers of the Watch, along with two sergeants and a lieutenant.

27) Castellan’s Fortress. This solid fortification is built to withstand attack. The lowest level is 15 ft. high while the round flanking towers are 60 ft. The main building is 30 ft. high, with a pair of 30 ft. towers and a 15 ft. peaked tower atop each of those. There are always 10 soldiers and a sergeant on duty on the wall, and the same number inside. 

The main doors are iron-bound. The interior of the ground floor is a great hall, where the Castellan and his advisers tend to business and hold audience during the day. Also on the ground floor are the kitchens and laundry, an armory, several chambers for small dinners or meetings, and a modest library with a map of Remedios on the wall. The whole place is well decorated, and the furniture is heavy and upholstered. The cellars contain stores, servants’ quarters, a secure cistern, and a dungeon with four stout cells. 

On the second floor are the Castellan’s lavishly-furnished private chambers. Also on the second floor are two richly-appointed suites for guests and quarters for the Castellan’s personal guards. The central towers rise 30 ft. above the roof of the fortress, with a battlement between them. Each tower houses two squads: 20 soldiers and a pair of sergeants. Their lieutenant lives in the main building below and serves as the Castellan’s military secretary. Half the troops are always off-duty and require 2d4 minutes to get ready for battle. 

In the two uppermost towers live the Castellan’s chief advisers: the Doctor and the Vizier. The first floor of the Doctor’s tower is a library and laboratory scattered with scrolls, manuals, and various surgical and alchemical equipment. His private chamber on the second floor is austere.

The first floor of the Vizier’s tower is a typical arcane study, dimly lit by many candles and furnished with bizarre accoutrements. The air is perpetually filled with fragrant incense smoke, and shelves filled with books and scrolls line the walls. His familiar, a large chameleon, keeps a watch on things; it is camouflaged and difficult to spot. The Vizier's private chamber on the second floor is lined with lush tapestries and carpets, and contains fine-quality furniture.

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