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.
Drell’s Keep
I’m using the keep map from page 16 of the original module.
Area 8: Smithy and Armorer: Brian Blackforge, the smith is a retired adventurer who has entered Lord Drell’s service. Normally he doesn’t wear his armor around, but he always keeps a weapon handy. He charges PHB prices for his services, however purchases of armor will require approval from someone above the rank of corporal. He has 2 suits of chainmail in stock which can be tailored in one day for human sized creatures. It will take two days for more severe modifications. He can craft other armor in two weeks and will need half the price in payment up front. He also has light shields, simple weapons, as well as swords and pole arms. Brian has three assistants (treat as human rabble) who help him. He sleeps in a room near the forge and his assisstants sleep wherever they can find a place, ususally in the shop. He keeps most of his savings in the bank (see area 11), but he has a box with 6 gp, 16 sp, and 21 cp hidden in his room. Currently he is making parts for a wagon for Marlin Drouhust the trader.
Area 9: Provisioner. This is a general store run by the military. It carries gear described in the player’s handbook. He has no alchemical or maigcal gear of any kind, including sunrods. Darvus the provisioner should be treated as human rabble in combat. All gear is sold at PHB prices. He buys gear at 20% of PHB prices unless it is alchemical or magical, in which case he will pay 50%. He keeps 5 gp, 15 sp, and 30 cp on hand to make change during the day. He empties the till and takes all profits over to the bank each night. He has 112 gp saved up to buy goods with. He has a wife, Mary, and a young son, Darvus. They live in a room above the store. He does not sell weapons or armor.
Area 10: Trader. Marlin Drouhust supervises the warehouse activities and arranges for shipments of furs and other large quantities of trade goods. If the PC’s look to dispose of items of value such as tapestries, furniture, furs, or other large or awkward (but nonmagical) goods they will be directed to Marlin. He tries to arrange shipments into Cormyr each week, but wagons and transport are not so reliable. He always has at least one man at arms (from the keep garrison) with him, but usually has two nearby. He carries 6 gp, 12 sp, 5 cp with him. In his home and office he keeps a locked box with 18 pp, 165 gp, 213 sp, 524 cp. These all the funds that he has to buy trade goods from adventurers, though he may apply for a loan from the bank if anything of great interest appears.
Area 11: Mason’s Bank. The bank is owned and operated by the Guild of Masons. See area 16. Geoff the Banker is a semi-retired adventurer. He originally came to the keep with the curate (see area 17), but has found the Guild an attractive alternative. Despite his genial outward appearance, the half-elf has a deep love of battle and money, and defends the bank with all the zeal that originally drove him to paladinhood.
The bank will provide savings, loans, and appraisal services.
Savings: Opening an account is free to members of the Guild of Masons. For others the fee is 5 gold pieces annually (first year prepaid). This allows storage of coins and items of up to 1000gp value. The local bank here will not guarantee items worth more than that, though they will arrange for transport to a more secure bank in Cormyr for a fee of 50gp. An early withdrawal penalty of 10% (of the withdrawn amount) applies to all withdrawals made before 30 days. They will also provide a note of transfer of accounts to other branches throughout most civilized lands.
Loans: Interest rate is 10% per month. Loans up to 5 gp can be obtained without security. Anything over that requires security of 150% the loan’s value.
Appraisal services: Charge is 1% of the item’s value, 1 gp minimum.
The safe upstairs holds 50 gp, 100 sp, 200 cp at the start of business. This is cash kept for normal daily transactions.
There are always 6 men at arms stationed in the bank. Each of them has a whistle loud enough to alert other members of the guard. There is usually at least one other person in the bank besides Geoff. Geoff takes his lunches with Harnost, the guild master.
A locked, barred, and trapped door leades to the vaults below the bank. Anyone opening the door without the key (or a successful Thievery skill challenge DC 22, complexity 2 (6 successes before 3 failures) will trigger a poison gas trap. The trap is exceptionally well hidden and requires a DC 27 perception check (must be actively looking) in order to locate the control mechanism.
The Thievery DC to pick the lock after the trap has been dealt with is 22.
The vault beneath the bank contains 12 locked storage compartments. The DC to pick these locks is 22.
- empty
- This has Brian Blackforge’s life savings: 277 gp, a potion of healing, 3 gems worth 150 gp each.
- A gold altar service worth 1200 gp, which belongs to the chaplain.
- Has the same trapping mechanism as the main door. This contains 501pp, 2213 gp, 1212sp, 3214cp. These are the total resources of the keep at the moment.
- A small gold statue of a harpy worth 155 gp, a ritual book containing gentle repose, animal messenger, water walk, and detect secret doors. These are the personal property of Harnost the banker.
- 67pp, 38 gp, 96 sp, 14 cp, all in individual sacks. These are personal property of Geoff.
- 36pp, 14 gp, a gold and pearl ring worth 650 gp, a pair of jade earrings worth 365 gp. These are the personal property of Lord Drell.
- 3 pearls worth 500 gp, 5 garnets worth 50 gp, a jade and gold ring worth 285 gp. These are property of Jothran Yolandus.
- Has a magic crossbow turret trap See DMG page 88. Standard action ranged 10, Attack +8 vs. AC, 2d8+3 damage. Perception DC 25 to find the controls, Thievery DC 20, 2 successes before 4 failures to disable. The trap guards an alabster and gold statue worth 3000 gp inside of a finely crafted wood and silk case inlaid with silver worth 600 gp. These items are property of the Guild of Masons being held for transport.
- 6pp, 65 gp - The savings of Havlom Prince
- empty
- A sack with 58 pp and 76 silver pieces. These are savings of Marlin Drouhust.
In general the bank is very closely watched. 3 guards will arrive each round after the whistle blows. Damling Hammerhand will arrive after 3 rounds and will begin directing their efforts.
Area 12: Watchtower. Phillip, the captain of the watch lives and works here. He handles the duty rosters of the guards. In total the keep houses a garrison of 30 men at arms, not including officers. Phillip is an active adventurer who has taken the job because he enjoys the wild lands. Once things settle in and a suitable replacement can be found Phillip would like to explore the monastery across the river. For the present he has promised Lord Drell that he will remain with the keep until it is more established. Other than his gear, Phillip has a box with 6pp, 38 gp, 64 sp, and a case of brandy worth 55 gp.
Area 13: Fountain Square: The fountain is where general announcements and public meetings are held.
Area 14: Bravol’s Inn. Bravol is a rather thin, unhealthy looking man who maintains the inn because he thought it would generate some income. He owes the bank a mortgage and has gambling debts to pay. Bravol is a quiet man who will simply point to the sign when asked about room.
Room 1 gp/night, includes bread and cheese.
Meals served next door.
Bravol is a greedy man, already bought by Chant Havelove. He could care less about anyone other than himself and pays his debts only out of fear. Given an opportunity, he will swipe any valuables left lying around and quickly give them to his debtors.
Area 15: The Tipsy Mermaid. This tavern is usually full of off-duty guards. The few women in the keep generally stay at home. Havlom Prince owns and operates the establishment. He employes Braidla as a maid and waitress. Everyone comes here for rest and relaxation as there is little else to do on the keep.
Meals can be purchased for 3 sp. Ale, beer, or mead for 5 cp, wine for 1 sp. Drinks are also available by the pitcher or bottle.
Havlom deposits the previous days earnings at the bank each morning. He keeps 5 gold and 35 silver on hand to make change.
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