- Main Gate
- Flanking Towers
- Entry Yard
- Common Stable
- Common Warehouse
- Bailiff’s Tower
- Private Apartments
- Smithy and Armorer
- Provisioner
- Trader
- Loan Bank
- Watch Tower
- Fountain Square
- Traveler’s Inn
- Tavern
- Guild House
- Chapel
- Inner Gatehouse
- Small Tower
- Guard Tower
- Inner Bailey
- Cavalry Stables
- Great Tower
- The Keep Fortress
- Tower
- Central Towers
- Castellan’s Chamber
1 - Main Gate
Two towers, 30 feet high with battlements, flank a 20-foot-high gatehouse. All have slits for bow and crossbow fire. A deep crevice in front of the place is spanned by a drawbridge, usually in the raised position. There is a portcullis at the entry and large gates at the far end of the passage. The passage is about 10 feet wide and high, the ceiling above is pierced with murder holes, and the walls to either side adorned with slits for archery. It is obvious that the building is constructed of great blocks of the hardest granite, undoubtedly common throughout the entire fortress.
2 - Flanking Towers
Across each tower are four guards armed with heavy crossbows cocked and ready to fire. Each is clad in chain mail, wearing a longsword and a dagger, and has a shield nearby. Inside each cower are 12 other guards, four being “onduty” wearing armor and armed as the guards on the tower tops. The other eight in the tower are resting, and it takes 10 minutes for these men to ready themselves for battle. They are exactly Like the others, except instead of heavy crossbows, they carry longbows. The three floors of these towers contain supplies of bolts and arrows, spears, rocks, and several barrels of oil (all for hurling down on attackers). There are also pallets for sleeping, pegs with clothing belonging to the soldiers, and some small tables, stolls, and benches.
3 - Entry Yard
This narrow place is paved. The corporal of the watch is stationed here. Beside him is a scribe who records the name of each person who enters or leaves, and flanking each man is another guard armed with a halberd.
4 - Common Stable
This long building is about 15 feet high, with a 3-foot parapet atop its flat roof, so that it can be used in defense of the gate. The gateside wall is pierced for archery. There are always a few lackeys inside tending to horses and gear. There are various riding horses and draft horses here, as well as a few mules.
5 - Common Warehouse
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 is the same layout as the common stable with respect to height, parapet, etc.
6 - Bailiff’s Tower
The whole tower is 40 feet high, with a 5-foot-tall battlement atop it. All walls are pierced for archery. The bailiff of the outer bailey Lives here. He and the scribe share an office on the lower floor. Their Living quarters are on the second story. The third floor is a storage area stocked with barrels, boxes , and crates. The fourth story serves as a barracks for 12 guards. These guards serve as the escort of the bailiff from time to time. Their room contains pallets, pegs with cloaks and other clothing, two long tables with benches, a supply of 180 crossbow bolts, and several dozen large rocks.
7 - Private Apartments
Special quarters are available for well-to-do families, rich merchants, guild masters, and the like. The five small apartments along the south wall are occupied by families of persons dwelling within the Outer Bailey of the Keep. The two large ones can be rented for extended stays by travelers.
8 - Smithy and Armorer
This building is about 20 feet high, with the usual 5-foot parapet above and walls pierced for defense. The lower floor is occupied by a forge, bellows, and smith tools such as hammers, chisels, and tongs. At this location, horses and muJes are shod, weapons forged, armor repaired, and similar work done.
9 - Provisioner
This low building contains a shop that sells typical equipment used by adventurers during wilderness and dungeon exploration. He does not sell weapons other than a few spears, daggers, arrows, and bolts. He has several shields, but does not sell armor or mounts.
10 - Trader
This place deals in all armor, weapons, and large quantities of goods such as salt, spices, cloth, rare woods, etc.
11 - Loan Bank
Here anyone can change money or gems for a 10% fee. The banker can also keep a person’s wealth stored safely at no charge if it is left for at least 1 month. Otherwise there is a 10% fee. Loans at an interest rate of 10% per month can be obtained for up to 5 gp with no security deposit; over 5 gp requires some item of at least twice the value of the loan. A sign on the shop states clearly that this place is under direct protection of the Keep, and there is always a guard watching the place from tower.
12 - Watch Tower
This 45-foor-call tower has all of the usual defensive devices. It houses six guards in chain mail (AC 16) with longbows (range 150/600 ft., 1d8 + 1 piercing damage) and longswords , and six other guards in leather armor, carrying shields and halberds. The captain of the watch, a grizzled human named febros, is stationed here.
13 - Fountain Square
There is a large, gushing fountain in the center of the square. On holidays, local farmers and tradesmen set up small booths to sell their goods in this place.
14 - Traveler’s Inn
This long, low structure is 18 feet high. It has five small private rooms and a large common sleeping room for a full dozen. The innkeeper and his family Live in a small loft above the inn.
15 - Tavern
The Stretching Goat is the favorite of visitors and inhabitants of the Keep alike. The food is excellent, the drinks generous and of high quality. The place is always active.
16 - Guild House
This two-story building.is a fee collection and administrative post, and the staff is careful to observe and record what traffic passes through the Keep. Any trader who passes through must pay guild dues of 5% of the value of his merchandise, but he then gains the protection of the Guild House, assuming he is not already a regular member. Craftsmen and artisans must gain Guild permission to enter or leave the land, paying a fee of 2d6 gp either way, depending on the value of their trade.
17 - Chapel
The spiritual center of the Keep is opposite the Guild House. This building has a peaked roof two stories tall. The interior is one large room, with an altar located at the eastern end, complete with a colored glass window above it. A small stairway in the northwest corner, behind the bare wooden pews, leads to the cellar, where the Curate Xyneg and his three assistants have their quarters. The Curate is the most influential person in the Keep except for the Castellan.
18 - Inner Gatehouse
This stone structure is itself like a small fort. The southern portion is only about 15 feet high, plus battlement, while the rear part is some 30 feet tall, plus battlement. There are arrow slitsin the southern section, and along the walls of the 20-foot-wide, 10-foot-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, plus one officer on call o visitor is aUowed beyond this point except by invitation, unless he or she has special permits.
The first floor of the place is the main armory. There are dozens of shields and of each sort of weapon. Two small rooms with sparse furnishings are quarters for the Sergant and Captain of the Guard. The second story on the north houses the guards stationed here.
19 - Small Tower
This typical tower houses eight guards Two are on duty atop the tower at all times. The other six are in the chamber below. The base of the tower is solid except for the small stair up.
20 - Guard Tower
This 50-foot-high structure houses 24 guards. Their commander is a corporal of the guard. There are supplies of food, weapons, and oil on the upper floor. The rest of the building is barracks for the guards and a room for the leader.
21 - Inner Bailey
This entire area is grass-covered. The troops drill here, and there are practice fields plus jousting areas. During the daylight hours there are always a dozen or more soldiers engaged in weapons practice.
22 - Cavalry Stables
There are 30 warhorses and riding horses kept within this stable. They are tended by two human commoners and watched by two human guards.
23 - Great Tower
This 60-foot-high structure houses 24 guards. Their leader is another corporal of the guard.
24 - The Keep Fortress
This place has many tiers and is solidly built to withstand attack. The lowest level consists of a 15-foot-high front section. The round flanking towers are 60 feet high, while the main building is 30 feet high. All sections have battlements. The door is solid iron. Inside are a great hall, an armory for the cavalry, and several side chambers for small dinners or meetings. The cellars below have vast stores of provisions, quarters for a score of servants, a cistern, and a dungeon area with four stout cells.
The Castellan lives in his Chambers, but he and his assistants are in the lower part of this building during the day, tending to business and holding audience. There are eight guards stationed inside. The whole lower floor is well decorated, and the furniture is heavy and upholstered. Second Floor. There are rooms here for up to 36 cavalrymen, plus two chambers for special guests. There are 12 heavy cavalrymen quartered here. Their rooms are sparsely furnished with only a cot, chair, and armoire for each.
25 - Tower
Each tower is 40 feet high with battlements, and pierced with arrow slits to protect the east and west corners of the building. The fortress men-at-arms are housed in these structures and in the central towers.
26 - Central Towers
These structures rise 20 feet above the roof of the fortress, with a 5-foot battlement on their roofs. The two upper stories house 12 guards each. In the two lower floors are the Castellan’s assistants, a scribe and his advisor.
27 - Castellan’s Chamber
This portion of the fortress is 10 feet above the main roof and has battlements. Inside is the private room of the commander of the whole Keep, the Castellan Ferec.