• Adgitize

  • Ajax CommentLuv Enabled 83e62acbb4ec56b5649a2419913254be
  • Game Blogs - BlogCatalog Blog Directory
  • GameSites200

    Vote on the Dungeons and Dragons Online (DDO) Top 200
    Dungeons and Dragons Online (DDO) Top 200

  • Areas of Drell’s Keep Part One

    4e D&D, Dungeon Masters, Encounters

    Continued from last time, we’ll discuss some of the areas and key NPC’s of the keep.

    There is not much of interest going on in the original module, (it doesn’t even include names for the NPC’s) so I’ve updated it with a bit of additional information.

    The module lists 27 areas, which I have kept, though most of these don’t need a lot of details.

    Area 1: The main gate.  There are a pair of men at arms here.  Treat as 1st level fighters.  If the PC’s go wild and start slaughtering the town, then you’ll need to break out some stock NPC’s.

    Area 2: Flanking towers.  Again, not much here other than another dozen men at arms.

    Area 3: Entry Yard.  When the PC’s enter here they will be required to dismount (if they have mounts) and will be interviewed briefly by Bjorn Farnhand - Corporal of the Watch.  Bjorn will explain the rules if the characters have any questions.  He will ask thier names and business.  If they indicate that they have responded to Lord Drell’s call for adventureres he will direct them to the Bravol’s Inn.  If they do not appear to have money or a purpose in the keep he will send someone to get Damling Hammerhorn the bailiff.  Assuming that the PC’s can show that at least one of them has enough silver to pay for room and board for a week (10 silver), they will be allowed entry to the keep.  Damling is normally in area 6.  Damling will determine if the PC’s need to be run out of the keep or offered employement with the guards.  If they appear to be honest and capable he will offer them posts with the guard at 2 sp per day plus room and board.

    Area 4: Stables.  There area  couple of stable hands here (treat as human rabble).  The charge is 2 coppers per day to stable a mount.  Feed can be purchased for another 2 coppers per day.

    Area 5: Warehouse.  There are two guards on duty here at all times.  The warehouse stores some supplies for the garrison as well as any trade goods that the guild has stored.  If the PC’s should acquire large quantities of goods they will be advised to store them here.  Use of the warehouse is free to guild members.  Otherwise the charge is 1 copper for every 10 pounds per week with a 1 silver piece minimum.  Expensive items requiring additional care will be charged at 1% of the item’s value per week.  Additional guards will be placed on duty if requested at the guild house or the Baliff’s Tower.

    Area 6: Bailiff’s Tower.  When not drinking or taking care of other duties Damling Hammerhorn, the bailiff of the outer bailey can be found here.  Damling was an adventurer and prospector in his youth.  He came to Cormyr only recently and entered Drell’s service to help rebuild the keep.  Now that the stonework is complete and the locals aren’t attacking he spends his time visiting with new faces and keeping abreast of the news.  Damling is efficient in his work, disciplined with his troops and generally liked.  He has no particular loyalties to Cormyr or to Drell except that Drell is an excellent leader and the post here is comfortable.

    Area 7 (various):Area 7 is really several different areas.  Each is a private residence or apartment rented or allocated to the resident by the keep.  Most are irrelevant, though there is room to improvise.  The two largest are explained here.

    7a: Merchant.  Jothran Yolandus and his wife Malara are here to review the furs.  They have with them two mercenary bodyguards (fighter level two, see stats for Bjorn Farnhand above).  Each guard also commands a large fighting dog (treat as a hyena see Monster Manual).  Jothran is quite wealthy though he does his best to invite trouble.  In his apartment is a locked iron box with 200 platinum and 100 gold pieces.  Typically he has 8 gold on his person.  Secreted in his belt are 10 gems worth 50 gp each.  If the PC’s inquire about expensive or rare items for trade, they will be directed to Jothran.  Jothran is establishing a regular trade route for furs with the keep and has connections to be able to acquire magic items if the characters are willing to wait for them.  At the moment he is not hiring mercenaries, though he will direct them to collegues in different cities if asked.

    7b: Chant Havelove, priest of Tyr.  Chant passes himself off as a priest of Tyr, but really he is a warlock serving Simiobolt Hold.  Chant is a level 4 warlock and has two very close followers, Liza and Nadara.  Chant uses bluff and his knowledge of religion and arcana to convince others of his genuine fervor, although he doesn’t really have any particular convictions.  Simiobolt pays well and Chant will do anything for money or power.  Currently he is assessing the situation.  He uses messenger pigeons currently to communicate with Simiobolt.  He sends these messages on his walks through the garrison.  As a priest he is given relatively unfettered access through the keep.  He is popular with the troops and folk at the keep.  He is jovial, friendly, and courteous.

    If the PC’s seek his help in healing, he will turn them over to Liza and Nadara who are more skilled than he is, or he will offer them a potion of healing.  He will use the excuse that he spent his youth learning the arts of battle when he should have spent it in better pursuits.  Chant avoids Essentia Nells, the eladrin advisor to Lord Drell, but he is on good terms with Freela, the genasi bard who is acting as Lord Drell’s scribe.  When the PC’s leave the keep, Chant will begin causing trouble in the Keep.  He has alread managed to befriend 6 of the guards, and will rely on their friendship if he is found out.  He is quietly spreading rumors about the dangers outside of the keep to raise the level of fear.  Eventually he will murder or arrange for the murder of a guard at night.  He has asked Simiobolt to have the raiders (led by Tandoro, human swordmage 2) to light a visible fire at night to attract attention and raise suspicion.

    The keep is unlikely to weaken their garrison by sending out troops, but he will then point out Lord Drell’s fear and weakness.  After he can convince some to abandon their posts he will attempt to murder Harnost, the guildmaster or Jothran Yolandus, the merchant.  Eventually he will resort to poisoning the keep’s well.  His goal is to get Drell to abandon the keep rather than to try and take it by force.

    If you like this post, share it!
    • Digg
    • Sphinn
    • del.icio.us
    • Facebook
    • Mixx
    • Google
    • De.lirio.us
    • feedmelinks
    • Technorati

    Welcome back to Dungeons and Dragons Corner.

    You can find Character Sheets Here.

    Feel free to make a Paypal Donation to support Dungeons and Dragons Corner!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    5 Responses

    1. Ameron  •  February 18, 2009 @6:30 am

      Will you be posting copies of the original maps from Keep on the Borderlands? I don’t think that would infringe on the original copyrights. But then again I’m not an expert. You could always recreate the maps yourself which should eliminate any potential issues. I’m looking forward to seeing the rest of the adventure unfold over the next few posts. Great job, keep it up.

    2. admin  •  February 18, 2009 @6:37 am

      Last time I posted the map of the area surrounding the keep. You can also find it on the downloads page. Also on the downloads page is my revised map of the Caves of Chaos which is where most of the adventuring takes place. The original map of the Caves of Chaos does not work well for 4th edition as the rooms are very small and crowded if used with minis. I will post a both the original and the revised map of the keep on Friday, and hopefully I’ll have my special map of the keep finished by Monday which you won’t want to miss.

    3. [...] Continuing with information about Drell’s Keep.  This is an update to the Keep On The Borderlands module B2, for 4th edition.  I started the posts here and continued it here. [...]

    4. Ladislaus  •  February 24, 2009 @2:23 pm

      Errata (Area 1): The hyperlink for the “1st level fighters” (PDF) does not appear to be working.

    5. admin  •  February 24, 2009 @2:38 pm

      Fixed the hyperlink. Good catch!

    Leave a Reply

    Allowed tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>