Here are two sites that have the layout of the keep. If it looks familiar, or you think you can get an idea of what’s ahead, don’t bother. I just like this keep because it’s simple and familiar.
Keep 3D =
[You must be registered and logged in to see this link.]Keep Labeled =
[You must be registered and logged in to see this link.]As you come up to the Main Gate, you see 2 towers 30’ high with battlements. They flank a 20’ high gatehouse. All have holes for bow and crossbow fire. A deep crevice in front of the place is spanned by a drawbridge allowing traffic into the keep. There is a sign on the raised
Portcullis that the gate closes at dark and the drawbridge raises an hour later.
The passage between the portcullis and inner gates (now open) is about 10’ wide and high and 20’ deep, the ceiling above pierced with murder holes, and feels cramped and claustrophobic as you pass through.
The walls to either side slitted for archery. It is obvious that the fortress is constructed of great blocks of granite, undoubtedly cut from the very hilltop it sits on.
Two men-at-arms stand in the shade just inside where the portcullis would close and stand up from stools as anyone approaches. Each is clad in half chain/ half plate mail and carries a pole arm. They require that persons entering the KEEP put their weapons away, and secure them with a waxed peace knot. (This is a heavy twine tied around the weapon to its scabbard and then sealed with wax to show if someone draws said weapon. They ask that you reveal all weapons and will search anyone entering if they sense anything odd.) You can feel eyes and arrows on you from behind the arrow slits as you comply with the rules of the keep.
While they bind your weapons, another officious-looking man comes out to get your name and business in the keep, collecting any taxes he may feel are needed (Wagons, horses, or anything else if you look to have the coin to spare.) He explains that the keep is too small to have a book store, but the Quartermaster might have something, as he tends to keep a few books to trade with those passing through and to loan to the soldiers stationed here. The little man also lets you know that the Temple might have something, but to be careful because ‘those religious nuts take just about anything as blasphemy.’ He adds that the lord has a small private library and some of those who live here have a few books, but none are likely to open their homes to strangers. He collects a few coins for a tax that seems made up on the spot and motions you on into the Keep.
The Entry Yard is a narrow place is paved. All entrants, save those of the garrison, will be required to stable their animals. There are large armored doors that lead into the stable area, and another et that lead into the warehouse area where wagons and goods not coming into the keep are stored. The corporal of the watch is here. He is dressed in studded leather under a tunic with the Keep’s crest emblazoned on it. He carries a shield, with sword and dagger at his waist.
The corporal is rather grouchy, a little arrogant, and does not seem to be in the mood to deal with anyone. He is a low level manager who hates his job, positions, and life, but is not good enough to get anywhere else… and knows it. But, like most of his kind, he admires outspoken, brave fighters and is easily taken in by a pretty girl.
Beside him is a man in robes who, with permission, casts a couple spells to make sure you are not entering with evil intents, that you are not some kind of monster in disguise, and ensures that if something does break out and you feel the need to fight, that you will try to take it outside the keep.
Anyone who does not want to participate in this ritual is asked to leave. If they still cause trouble they are presumed dangerous and are handled with the small mindedness of governmental officials with the power to kill on the spot.
Flanking each gate (stables, warehouse and interior) is another pair of men-at-arms in half plate with pole arms as noted at the portcullis.
When this is done, stable boys will come from
the stable to take the mounts or mules and tuck them away. The stables do not go through into the keep. They are backed by a high wall that divides gueast stables and warehouses from those of the keep. (If you are thinking of tunneling through the wall, and have a way to do it without alerting the entire keep and the guards that patrol the rooftops of these buildings, let me know.)
Any goods which are not carried by the adventurers will be
stored in the warehouse. This is to prevent contamination of the Keep by bugs, rodents, or Quidnunc carried in on the wagons.
If you are not mounted, and/ or when you have completed paying for the stabling and storage, you are directed to continue along the wall to the Taverinn (if you need refreshment, a meal or a bed), the mage’s shop (money changer’s shop- I do not bother with money changers, all coins are pretty standard by weight. If it is a special coin, it is only special to a collector, otherwise, they all spend the same), or the Temple (for any religious needs).
The Stable and warehouse are combined to create a long building is about 15’ high, with a 3’ parapet atop its flat roof, so that it can be used in defense of the gate. The gate side wall is pierced for archery. You notice the guards atop the wall, the stable and even a couple stable hands watching you from the dim interior of the building with pitchforks in their hand, paused in their work to make sure you’re not trouble.
The corporal explains if asked that the Common Warehouse is for 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. The building
When you get done with the entry processes you are allowed to pass into the outer bailey. You turn at the corner or the fort and pass the homes of the citizens and staff that live and work here, but cannot afford their own buildings. Most are front room shops with living quarters behind and/or above them.
There is: A Jeweler -non-magical, but can make masterwork items that can be enspelled. He will also buy quality items. Sadly, he does not add the proper values to magical items.
A Tailor/ dressmaker husband and wife team-their fashions are about a year out of date and a little off as they can only copy what they see pass through. They might take interest in anyone nicely or uniquely dressed.
A schoolteacher/ tutor- -She teaches all the kids (and some adults) the basics of reading, writing, maths, history, and simple sciences. Her books are mundane and well read. She is pretty provincial in her teachings and will take offense to anyone contradicting her teachings.
A Cobbler – he makes decent work boots and can repair armored foot wear. Anything special he has to custom make and is mainly set up for repairs.
A traveling priest –He does not practice in the Keep, but is allowed to have his own space in the smallest suite. The Temple only allows him because they feel that his teaching allow them to reinforce the rightness of their teachings.
There is a troop of bards - renting the largest space of six rooms with common living areas, these people give a free performance for the lord once a week in hopes of earning his patronage. If he doesn’t buck up soon, they will be moving on.
There is a 2 room and a 4 room suite that are empty and available for rent.
The end of this row of stone and wood apartments is the ‘Magic Shop’. If you go that far, you can see where the sign has been repainted and has had dragons, lions, and other mythical creatures in the layers of the renamings of the place. Apparently magi do not last long here. This large home is better made than the apartments and you can see the smoke from the three chimneys are different shades of grey, white and black. The inside of the shop is clean and well lit, but the shelves are cluttered with a wide array of seemingly mundane items. (This thrift/ salvage shop, you never know what you might find, or what it might do.) Things are oddly arranged. There is a shelf of cups that heat or cool your drink, then there is a shelf of various items that do not match in any way that are used for food preparation. There is a case of fine magical wands in their own cases, and there is a box of bejeweled sticks on one counter. The scrolls, books, weapons and armor are all in the safe shape. The store seems to have no real order, but when you take a second look, each shelf or display makes sense. Any item up to about 5k gpv (gold piece value) can be found here at twice the cost. This guy will buy any magic item he can afford (up to 100k total) at 10% of book value or will trade- at 25% of book value (better deal, but his is over priced and yours is under priced.)
The Quarter master has a large double shop/ warehouse. He will buy large and bulk items at half book prices (mundane items) and sells them at 15% above book. One side is the Keep’s items that he issues to the garrisoned troops (half of book if you decide you want to work for the Lord of the Keep) and a general store with the rates previously listed. There is a definite difference in quality of goods between the two. The best gear stays with the keep. When you go in the Quartermaster’s three sons are in the middle of sorting a wagon and arguing over where a few items are to go.
If you continue past the Quarter master’s and the Magic Shop, you come around the corner of the residences of the local specialty baker, the wainwright (his shop is part of the smithy and part of the warehouse), and a local historian who is working on a book of the area at the Lord’s request. He is mainly recopying the best parts of other books that the Lord has taken interest in. He is repainting the Lord’s family in a more positive light, actually adding in more deeds and a longer lineage in the area. There is a decent one bedroom apartment here for rent.
The end of this path is the large Taverinn with the well in the middle of the courtyard. The Mallard’s Lady is a pretty good sized Inn with 20 single bunk rooms, 10 double bunk rooms and two large dorm-like rooms that sleep 10 each in bunk beds. There is a large common room with a bar and tables and a common fare. There is also a nice dining room with a menu for those who want better (and more expensive food and drink. There are six private areas with a table and seating for 8 where local deals are often hashed out. The inn keeper in 4th generation and his extended family lives in and works for the Mallard’s Lady as cooks, servers, hosts, maids, etc. The men seem prone to having girls, but there is always one male heir to run the show. (Some rumors claim magic or worse is involved in that.) The rooms are small, but clean. There are hot, used and warm, cold, twice used and cold. The specialty baker has a magical talent she lends the Taverinn once in awhile in trade for her evening meal each day. (Her desserts can influence the mood of those around the table, often swaying the decisions made to one side or the other- or to that of the Lord as desired.)
The interior of the place is clean and smells of dark beer and good food mixed with various tobaccos.
Some sample prices are as follows:
ALE 3 s.p. SOUP 1 s.p.
SMALL BEER 1 s.p. STEW 3 s.p.
WINE 3 s.p. ROAST FOWL 1 g.p.
HONEY MEAD 1 g.p. BARK TEA 1 s.p.
ROAST JOINT 3 g.p. MEATLOAF 3 s.p.
BREAD 1 c.p./ 2 slices CHEESE 1 s.p./wedge
PUDDING 1 s.p./bowl FRUIT 1 s.p.
Daily Special- Full meal with tea- 2 g.p.
Yesterday’s Special- Self Explainatory 1 g.p.
The servers are all clearly family, but are attractive if well guarded by the few men that work here.
If you instead turn at the Quartermaster’, you pass the Keep’s side of the stables and warehouse where animals and supplies are stored until they can be distributed about the keep. It is one section deeper, but still keeps interlopers out of the inner bailey.
The guild house is a large shared building where the tradesmen that come through can be put up for the night. The various guilds that hold apartments here give the Keep discounts on supplies in order to have a safe place to board their merchants, wagon masters, and friends. They have their own staff and concierge that stay in the building to keep everything in order.
For many, the most important building in the outer bailey is the Temple. The spiritual center of the Keep is opposite the Guild House. This building has a peaked roof two stories tall; the interior is mainly one large room. The altar is located at the eastern end, with a large colored glass window above it. An offering box is fastened securely atop a heavy pedestal in one corner of the room. A small stairway in the northwest corner, behind the bare wooden pews, leads to the cellar, where the Curate and his three assistants have their quarters.
The Curate is the most influential person in the Keep except for the Castellan Lord. He rarely wears his armor (unless the Keep is threatened), but wears a ring with a his holy symbol engraved on a ruby set in gold and a staff that looks like a cobra with flared hood and emerald eyes.
His three Acolytes are normally clothed in robes (AC 9) but will arm for battle on command of the Curate.
The Curate will listen to any requests for books, but he is very prejudicial against anyone not of his ‘flock’. He also seems to believe that anyone not under in influence harbors evil thoughts. He listens and tries to be helpful, but if anything triggers his alarms (and he has many), he will set his ‘flock’ up as spies and possibly send his Acolytes out the deal with the threat. He has the Lord of the Keep in his pocket as the Lord is elderly and trying to get back into God’s good graces for things he did as a much younger man.
The last structure in the Outer Bailey is the Inner Gatehouse. This stone structure is itself like a small fort. The southern portion is only about 15’ high, plus battlement; the rear part is some 30’ tall, plus battlement.
There are arrow slits in the southern section of course, and along the walls of the 20’ wide, 10’ high passage through to the north. This passage slopes upwards towards the inner courtyard. The heavy gates are double bound with iron and spiked. There are six guards on duty at all times (two inside the gateway, two on the lower battlement, two on the upper), plus one officer on call. No visitor is allowed beyond this point except by invitation or unless he or she has special permits which have to be verified by the Lord of the Keep.
The Captain of the Inner Guard is very friendly, but does not budge on the rules of the keep. He can sometimes be seen about the various shops and in the Taverinn checking on things and talking with anyone who takes the time, but he is very honor bound to his duties.
{OOC: This should help you move about the areas you are allowed in and interact a little. If you wish to do anything one on one, let me know, so I can. If you have any specific questions of anyone, I will handle those, too. The attitude you get is friendly, but as they all expect you to either die horribly or come back through showing off treasure you don’t plan to spend here, they’d all rather you just moved along.}
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The few others that go into the keep when you go divide up to take care of what they need to and you see them about the keep, but none of the others do anything remarkable at this time. The Dwarves all stay out at the camp site.