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1d3 KEEP Events and then some!

1d3 KEEP Events and then some!

Guild KEEP Public Sections

Further suggestions for the interior details of a KEEP that can be a good base for various Player characters. This series of posts (I, II, III) serves as an introduction to the Guild KEEP for staring off a 1E AD&D campaign based upon various ideas and notes, A Gm will need or access to: PHB, DMG, MM, Deities and Demigods and Oriental Adventures or a sharp Knife to cut away what is undesired.

In part I blame everything that forms the basis upon two people Steven S. Long and Gary Gygax.  Gygax because of Gygax, and Steve because he probably is the one who posted this as interesting. Aside from these two paragraphs the rest should be usable as a basis for a reasonable base from which adventurers can search the ruins of Ormegarten for whatever they need to fulfil their missions personal or professional.
K1. MAIN GATE: Two towers 30′ high with battlements, flank a gatehouse 20′ high. All structures and walls have archer slits for bow and crossbow fire as well as obvious signs of many a conflict with any possible weakness carefully repaired. A deep crevice circumnavigating the Guild KEEP is spanned by a drawbridge only here at the entrance (usually up unless someone is going in or out, or to speak with someone who presents themselves for entrance). There is a portcullis at the entry and a second set of large gates at the far end of the passage. The passage is about 10′ wide and high. Characters with 10 or higher Int will note the ceiling above pierced with murder holes, and walls to either side slotted for both kinds of archery. It is obvious that the building is constructed of great blocks of the hardest granite, undoubtedly common throughout the entire fortress. Two men-at-wands (AC 3, F 1, hp 5, #AT 1, D 2-7, ML 10) will approach whoever is looking for entrance when the drawbridge is lowered and the portcullis rises with much clanking of heavy chains. Each is clad in plate mail and carries a trident. They require that persons entering the KEEP put their weapons away, then will escort them through this passage into area K3.
K2. FLANKING TOWERS: Atop each tower are four alert crossbowmen with crossbows cocked and ready to fire should they note something dangerously amiss. Each is clad in chain mail (AC 5), wearing a sword and dagger, and has a shield (AC 4 when used) nearby (AC 5 or 4, F 1, hp 4, #AT 1 or 1/2 with crossbow, D 1-6, ML 10) accompanied by 1d3 lackeys. Inside each tower are 12 other men-at-wands, four being “on-duty” and armored and armed as the men-at-wands on the tower tops plus 1d4 lackeys. The other eight in the tower are resting, and it will take one full turn for these men to ready themselves for battle accompanied by 1d6 resting lackeys. They are exactly like the others, except instead of crossbows, they carry long bows. (AC 5 or 4, F 1, hp 4, #AT 1, D 1-6, ML 10) The three floors of these towers will contain supplies of bolts and arrows, spears, rocks, and several barrels of oil (for hurling down on attackers). There will also be sleeping pallets, pegs with clothing belonging to the soldiers, and some small tables, stools, and benches. Each man-at-arms will have (d6) Brass Baboons and (d4) Silver Boars on his person while the lackeys have 1d10 pins.
K3. ENTRY YARD: This narrow place is paved. All entrants, save those garrisoning the keep or high noble lords (UMC or better social class), will be required to dismount and stable their animals (area K4, below). The corporal of the watch is here. He is dressed in plate mail and carries a shield, with a +1 sword and dagger at his waist (Quinn Hudson: AC 2, F 2, hp 15, #AT 1, D 2-7; Magic Sword +1, ML 11) the corporal is rather grouchy, with a low charisma, but he admires outspoken, brave fighters and is easily taken in by a pretty girl. He will be annoyed by individuals trying to bring in questionable materials. Beside him is a man in robes (a scribe) who records the name and goods of each person who enters or leaves, and flanking each man is another man-at-arms in plate with tridents as noted in 1, above. (AC 3, F 1, hp 5, #AT 1, D 2-7, ML 10) When dismounted, lackeys will come from area K4. (the common stable) to take mounts or mules, should the players demand the lackeys will show proof of the good care mounts will be given. Any goods which are not carried by the adventurers on their person will be stored in area K5 (the common warehouse).  Another lackey will then show travelers to the Traveler’s Inn (K14).

K4. COMMON STABLE: This 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. There are always 5-8 (d4 + 4) lackeys inside tending to horses and gear. Each is unarmored (AC 9) but can fight with various available weapons (pitch forks and the like treat as tridents) and each has 1-4 hit points. There will be various light horses (AC 7, HD 2, hp 8 each, #AT 2, D 1-4/1-4, ML 7) and draft horses (AC 7, HD 2 +1, hp 9 each, #AT 0) here, 2-8 of each, as well as 1-4 mules. In the back of the stables will be a dozen Coursers (AC 7, HD 2, hp 9 each, #AT 2, D 1-4/1-4, ML 8), guarded, cared for, trained and watched over by at least two Thanes (AC 6, F 1, hp 6 each, #AT 1, D 1-6, ML 8, 12 in defense of the guild) they are fanatical Guildsmen who will obey any order from their Master.
K5. 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 as the stable (4, above) with respect to height, parapet, guards etc. Its double doors are chained and padlocked, and the corporal of the watch must be called to gain entry, as he has the keys. Inside are two wagons, a cart, many boxes, barrels, and bales of various food items, cloth, arrows, bolts, salt, and 2d6 tuns of wine. (Average value is 100 gold pieces per wagon-load, there is 2d20 +20 wagon loads here at any time).
K6. BAILIFF’S TOWER: The manager (bailiff) of the outer bailey of the fortress lives here as does the Corporal and Scribe. (Bailiff Tom Wandson: AC 1, F 3, hp 22, #AT 1, D 2-7 due to sword +1, ML 12.) He is wearing magic plate mail +1 and wields a sword +1, and is also able to use a longbow which is hanging on the wall. He and the scribe share offices on the lower floor. Their quarters are on the second story. (Usual furnishings of bed, chest, armoire, table, chairs, rug, etc.) (The bailiff has 3d6 gold pieces with him always; the scribe has 2d6 Silver Boars and d4 gold pieces in his purse. There are 50 gold pieces hidden in the bailiff’s old boots in the armoire, and hanging on his wall is a quiver with 20 arrows, 3 of which are magic arrows +1 marked by purple banding that is also slightly raised to the touch. The scribe has a jeweled ink pot worth 100 gold pieces, but it is covered with enough dust and ink to make it look worthless, and is on his table in plain sight.) The third floor is a storage area, and the fourth story quarters twelve men-at-wands and two lackeys to aid them. Six are armored in leather and shield (AC 6) with a trident and hand axe, the other six have chain mail (AC 5), crossbow, and sword and serve as the escort of the bailiff from time to time. (F 1, hp 4, #AT 1, D 2-7, ML 10) Each carries 2d6 Brass Baboons and 1d6 Silver Boars. Their room contains pallets, pegs with cloaks and other clothing, two long tables with benches, a supply of 180 bolts, and several dozen large rocks. The whole tower is 40′ high, with a 5′ tall battlement atop it. All walls are well designed for archery and defense.
K7. 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, (indicated by 7a and 7b) currently house a travelling Charm and Gem Merchant and a Priest.

Dungeon art Mine 7 TBS2

K7a. Charm and Gem Merchant: This normal man named Tarn and his Witch wife Orna (AC 8, M1, hp2, #AT 1, Damage 1d2, ML 9) are guarded by a pair of 2nd level fighters in chainmail and shield with sword and dagger. (Kip and Cecil AC 4, F 2, hp 17, 12, #AT 1, D 1-6, ML 8) The four are lodged in the eastern portion of the building, the merchant and his wife being on the upper floor most of the time. Each guard commands a war dog trained to kill. (Peg and Knot AC 6, HD 3, hp 12, 11, #AT 1, D 1-6, MV 12, Save F 2, ML 9, if the players ask there is a 25% chance they may be able to find where to get more war dogs.) The merchant has a locked iron box with 100 Dragon Diamonds and 100 gold Lions inside plus 4d6 charms against farming accidents (worth 1 G.L. each). Secreted in his belt are 10 gems of 100 gold piece values each along with 1d10 charms against mishaps (worth 2 G.L. each). He will buy gems at 60% to 90% (d4 x 10 + 50%) of value. He sells at 110% to 140% (d4 x 10 + 100%) of value. His wife wears a jeweled bracelet, necklace, and earrings (2d6 x100 value each, ______,_____,____), also available for sale as per gems. They are awaiting a caravan back to more civilized lands. All persons here have 3d6 Silver Boars each upon their person. The apartment is well-furnished, but there is nothing of particular interest or value, except for the coins, gems, charms and jewelry noted. He is trying to deal with Gretchen to his benefit but this is an old duel of wits between them that his wife is opposed to him playing, preferring him to work as he has with Franco.
K7b. Priest Hans Primrose: The western portion houses a jovial priest who is taking advantage of his stopover at the Guild Keep to discuss theology with learned folk and to convert others to his faith. Everyone speaks well of him, although the two acolytes with him are avoided as they never speak; the priest says they must follow vows of silence until they attain priestly standing. His well-appointed chambers are comfortably furnished and guests are always welcomed with a cozy fire and plenty of ale or wine. The priest is a very fine companion and an excellent listener. He does not press his religious beliefs upon any unwilling person. He is outspoken in his hatred of evil, and if approached by a party of adventurers seeking the entrance to the Valley, he will certainly accompany them.

He has plate mail +1 and a shield +1 (AC -1) and a mace+1, and has a Dexterity of 15 (thus the low AC). He also has a magic cleric scroll with a hold person and a silence, 15′ radius spell on it. He appears very robust (18 hit points), as do his assistants. The latter wear chain mail, carry shields and have maces. (AC 4, C 1, hp 7 each, #AT 1, D 1-6, ML 7) Each cleric carries 4d6 Silver Boars, and wears a gold chain worth 100 gold pieces (the priests has a bloodstone gem worth 500 lions in addition). (A small sack hidden in the priest’s chair contains 30 each of Dragons, Lions, copper, silver, and Brass Baboons, plus one jeweled clasp worth 300 gold pieces. These are for bribes for subversion or to use to gain freedom if necessary.)

DM Notes: All are chaotic and evil, being in the area to spy and to defeat those seeking to gain the secrets of the ORMEGARTEN instead of their own cult. Once in the caves the priest will use a cause light wounds [does 2-7 points of damage to the creature touched, a normal “to hit” roll must be made to touch the victim] or a light spell as needed to hinder and harm adventurers. Betrayal will always occur during a crucial encounter with monsters. There is a 25% chance that the priest is allied with the Raiders camp and may be passing messages to them via the tavern when the 1 in 6 chaotic adventurer type shows up. There is a separate 25% chance the Priest is aware of some things in the ORMEGARTEN ENTRANCE VALLEY such as dealing with recent waylaying of merchants for food and sacrifices but there is only a 10% chance he will mention a medusa. And Finally, Hans may be looking for an opportunity to have the Charm and Gem Merchant waylaid by the Evil Priest as another sacrifice to their cult, especially his wife who is a good witch.
K8. SMITHY AND ARMORER: This building is about 20′ high, with the usual 5′ parapet above and walls pierced for defense. The lower floor is occupied by a forge, bellows, and other items. Here horses and mules are shod, weapons made, armor repaired and similar work done. Where most Blacksmith’s workshops are quite hot even in the depths of winter there is a surprising, to those who know the work, infrequent cooling breeze from the shop alternating with the usual blasts of heat. The smith is Frostbeard the Blacksmith also an armorer, and has two assistants. (Frostbeard: AC 7 from leather armor, F 8, hp11, #AT1, D 3-8; he uses his hammer as a weapon +2 from Strength, ML 8) His two assistants are humans: AC 8, LVL 0, hp 5 each, #AT 1, D 1-6; they will pick up any weapons handy if need be, ML 8.) There are 1d3 swords, 1d2 maces, a suit of man-sized chain mail, 1d4 tridents and 1d12+6 finished spears in the shop. The smith carries d4 lions, and each assistant has 2d6 Silver Boars.
In the second story are rooms where the smith and his assistants live. The assistant’s rooms have normal if extra warm furnishings. On one wall, there is a standing rack that decorate one of the walls containing hides, there is 20+1d10 magnificent weapon designs that can instruct a smith on how to make either rare, Oriental, or enchantable quality weapons. He also has a guide for building Bulette hide shields and converting a Bag of Devouring into a weapon by applying some adhesive on a hoop on a pole (plus some training) and using it to take out small sized critters. There is little else of value in the room but a jar hidden under the smith’s bed holds 27 Copper Goats.
As his name says he is the head blacksmith of the KEEP, he is rumored to have been a fiery redhead in his youth. His weapons workshop is quite interesting since he has quite a collection of various weapons bolted to the walls and is interested in acquiring more copies of weapons but he usually takes them apart in order to turn them into his hides in his room. The Prize of his collection is an 18-foot-long pike haft with what seems to be a ball of frost on the end. For many feet around it, the curious can see frost clinging to the rafters near the pole while feeling the cool air draft downwards any day of the year from the height of summer to the depths of winter. It is a glassteel ball that is filled with Brown mold resulting in a weapon that will deal 3d6 cold damage up to 10 feet from the center of the head to most opponents. He is too weak to work with brown mold now but if he is given enough solid reasons he will enable the cold pike to be used or even with someone who he truly trusts it might be cannibalized to make more (but the securities given for this must be strong).
Frostbeard seeks the following items or information: First bids on cartloads of supplies for fashioning his various products. This includes, but is not limited to high quality versions of the following items: Coal, Coke, Iron, Steel, Glassteel and hides both normal and unusual as well as permanent fire sources. -Giant sightings, not giant class creatures, but actual giants. and Bulette Sightings area also of interest to him.


  • Mao Ping – I really would like to get a hold of a Cho-ku-nu, and have his help in working with one to add to my collection. His moves though are strange for a warrior.
  • Franco Illitern -That annoying man! He is always trying to buy out whatever coal or coke or anything for heat that comes around!!! Or Hides! Or Iron! Dammnable man!
  • Banker Gretchen Krull – A greedy girl who seeks to make a profit off of my honest labor by charging me for storing her stuff here. I will not fall for her merchant tricks.
    Lord Marcine Dunwin -he is dark, yet he sends his enemies to the darker places before him.
  • Selpun de Ra -Don’t know anything about his past yet he states such strange things.
    Seneschal -I don’t know as much about her and her people as I would like for some of my best customers. They don’t trust me for some reason of their own.

K9. UNIVERSAL SOLUTIONS: Franco Illitern is responsible for several things in the Keep. He is already considered responsible for some of the more interesting tactics used in the defense of the Keep (such as using flaming oil, and other defensive items). Involved in the drinking water of the keep and the generation of all ceramics and Glassware (he runs the kiln and glassworks). He does sell some wares (notably the adventurers standbys of Flaming Oil and Sling Bullets, paints, vials, glass mirrors and pottery) by rotating one of his assistants into running the shop below, the other three complete various tasks (such as glassblowing, potion and pouch construction) while he and one other perform experiments that in the minds of others might truly be considered mad (the day after an apprentice takes their turn at running the shop as a reward).

His shop has for sale the following items of interest on hand:

  1. Potion of Rest: This potion enables the imbiber to rest overnight and regain as many hit points as they have points of constitution for 300 Lions.
    Potions of Health: roll a d6 when drunk: 1-3 restores hit points, 4-5 25% curing a disease or neutralizing a potion (check per problem), 6 can give both effects
  2. He has up to two Minor Potions of Health (1d4) for 100 Lions each. (Free Glass and Steel Vial included). He has up to two Secundus Potions of Health (1d6) for 200 Lions each. (Free Glass and Steel Vial included). He has up to two Adequet Potions of Health (1d8) for 300 Lions each. (Free Glass and Steel Vial included)
  3. Glass and Steel vials and potion bottles: for the adventurer who has learned his lesson in having a potion break, these steel vials have glass on the inside (preventing contamination) while offering the benefits of steel protection (and saving throws) for the courier of valued liquids. 9 Silver Boars apiece, there is 2d12 available at any time.
  4. Pouch of Puissant Possibilities: this is a pouch designed by Franco and built by his assistants, there is one of each kind of the ceramic Bullets. Each one addition to dealing normal damage upon a successful strike as a sling bullet each bullet has one additional effect: Acid Slingstone (either +1d6 acid damage or force the possessor to make a save vs. acid for one item held or worn lest it be ruined), Flour Slingstone (shake before using, -2 to saves vs. fire attacks or deal +1d3 damage if they have fire source, if it strikes an invisible target will reveal its presence and a 50% chance to reveal visual illusions as such), Base Slingstone (acts as the Acid Slingstone, but will neutralize acids), Firemetal Slingstone (a soft clay covering a metal that burns in air for 2d6 Turns either setting things alight or dealing 1d2 damage each round it is left upon a normal creature it will even do 1 pip per round underwater and double damage to fire susceptible beings), Fire oil Slingstone (splashes the weaponized Flaming Oil upon the target for +1d6 if then set alight by some method), Holy Stone (this blessed bullet is filled with Holy Water dealing +1d6 damage to Undead vulnerable to Holy Water). The pouch, though large cannot safely hold anything more than the listed above contents because each stone is housed inside of some springy moss perfect for cushioning the items from nearly any incident. Each also bears a Symbol telling those familiar with the pouches which items are which at a touch. For 30 Lions apiece, there are two pouches currently built and they are quite favored by Halflings.
  5. Archers Dipping Pouch: This is a long leather gourd like item that can be easily attached to an archers’ quiver and it comes in sanctified, fiery and unsanctified versions: the fiery version is designed to allow the archer to have a pouch filled of oil for coating the tip of his arrows with (safely) and then igniting them from a fire source in order to add a pip of fire damage to his attacks and set some flammable items on fire with ease and at range. Currently it is thought to be too risky and time consuming for the archer to develop an attached fire source or to have the archer also be a torch bearer. If exposed to a fire attack the archer merely needs to a take 1 bow action to put out the fire that is slowly consuming his oil (at the same rate as a lantern) before using the flaming archery trick again. The unsanctified version allows whatever desired semi liquid materials to be used (except bases and acids this could only be solved by a reasonable source of acid/base resistant wicking fibers) while the sanctified version allows holy water to be stored and used in this manner giving a +1 pip damage to those vulnerable to Holy Water while preventing the reservoir from being contaminated. Note that all of these are highly unlikely to spill from much rough handling (requires a failed save vs. crushing blow with a +2 construction bonus in order to spill) or be harmed by nearly any attack (again saving vs. all at +2) except against Cold which only allows saves as normal. They can be yours for the low price of 30 Lions; currently there is only one available.
  6. Charms: Franco has 4d10 charms against mishaps (worth 2 G.L. each) it has no real combat effect but helps prevent non-combat mishaps typically from scything accidents which are frequently deadly. These are often bought by those whom love one who works in the fields during haying season.

His pouch of Puissant Possibilities is a good seller but others include a few potions as well as charms that might protect against scything accidents for a few days (he imports these from Lakeside via the Charm and Gem Merchant [K7a] and they are sold most frequently during the haying days). He does not identify any items nor share his design works unless they bring him a Charm of the Armorer, a potion of Sweetwater or spent 1000 Lions in his shop.  From then on he will charge regular prices for testing compounds (Ointments, unguents, potions and similar things which are the only kinds of items he can identify) and begin to share designs.
Also of interest to employers of his usual suggested items he could make or design special order items (which take 2d4 weeks in each case) or he may allow a copy of a previously built design for building by others that (again) he trusts. It takes 1 week of copying to duplicate a design for others to try to build unless a Read magic spell is employed for deciphering the design in which case it takes 4 turns.

Franco will mention to adventurers that he Seeks: A Charm of the Armorer, potions of Sweetwater, decanters of endless water, and any alchemy items (basically anything dealing with making certain there is fresh pure water accessible in the Guild Keep or aiding his studies.) A reasonable source of acid/base resistant wicking fibers is also desired as well as first bid on cartloads of supplies for fashioning his various products. This includes, but is not limited to high quality versions of the following items: Clay, sand, coal, iron and hides normal and unusual as well as permanent fire sources.


  • Mao Ping -he is a stranger who still behaves strangely, yet he will buy all the inks and paints my protégé’s can be induced to produce.
  • Lord Marcine Dunwin -He has defended the keep quite well. I foresee no problems with him in the future unless… We rely upon him too heavily.
  • Seneschal Stephanie Dunlack – I will speak nothing bad about her except perhaps she is ready to retire.
  • Banker Gretchen Krull – I don’t like her fiscal policy (having been on a bad end of one of her ‘deals’ which cost him in the form of a handful of Dragon Diamonds).
  • Frostbeard- Bah! That man could try the patience of any godly fellow! No more no more, please see my incredible designs and what wonders I can create with my skills and minds.

K10. TRADER: This place deals in all armor, weapons, the equipment needed for dungeon adventurers and large quantities of goods such as salt, spices, cloth, rare woods, etc.… Except for those handled by Franco Illitern (whose prices and quality cannot be beat because of the difficulty in transportation of glass etc.…). The trader is very interested in obtaining furs though he will also likely be a good contact for any wagonloads of materials to be sold. (Prices for sale are as per the rulebook, purchases from adventurers are at 50% of listed cost, except for furs which will be bought by him at whatever their stated value is if the seller demands.) He is a normal man (Marco Redder: AC 9, LVL 0, hp 2, #AT 1, D1-6, ML 7); his two sons are likewise (Kim & Jerrod AC 9, LVL 0, hp 3 each, #AT 1, D 1-6, ML 7) in times of need they all have leather armor and shield (AC 6) and will help man the walls or otherwise fight with a spear or trident. He has a strong box with 100 gold pieces, 16 Copper Goats, and 30 Brass Baboons in the shop (Hidden under the floorboards of their small apartment are 500 lions and 1,110 Silver Boars. Each carries 2d6 gold pieces in his purse.) His wife (Lisse) and two youngest children (Daria and Jenna) live in a small apartment in the place though they may be found in the shop 25% of the time.
K11. LOAN BANK: Here anyone can change money or gems for a 10% fee. The banker, one Gretchen Krull was originally sent to the keep as a criminal rather than lose her hand. She won her freedom and rose to prominence by successfully smuggling needed supplies over two sieges. Since then the loot she acquired she reinvested in loaning money has let her become a rather successful banker. Gretchen will also keep a person’s wealth stored safely at no charge if it is left for at least one month; otherwise there is a 10% fee. Loans at an interest rate of 10% per month can be obtained for up to 5 gold pieces with no security deposit; over 5 gold pieces requires some item of at least twice the value of the loan. A sign on the shop states clearly that this place is under the watchful eye of the Guild and the Keep, and there is always a man-at-arms in chain mail with long bow and sword watching the place from tower at K12. (AC 5, F 1, hp 4, #AT 1, D 1-6, ML 10) She is a ‘retired’ 5th level thief (AC 9, T 5, hp 12 #AT 1, D 1-6, ML 9) with a sword handy, and a suit of leather armor stored in her apartment above (AC 8). She carries 2d6 Dragons and 2d12 lions with her.) There is a scrawny old clerk in this place as well (Adix a 2nd level magic-user, 5 hit points, with sleep and ventriloquism spells ready) who typically handles transactions. His spell book hidden behind a plank in the ceiling has 2d8 other first level spells and 1d2 2nd level spells. A hired mercenary fighter grey haired, and swarthy looking with an evil eye to scare the pants off of anyone younger than 20 is called Masrham (AC 3, F 1, hp 7, #AT 1 or 1/2 with crossbow, D 1-8, ML 8) in plate mail and armed with battle axe and loaded crossbow is on guard inside the door.
Gretchen needs little from anyone and likes to keep it that way. Should she hear of cunning secret compartments, wickedly devious traps or small mechanical devices she is likely to be interested and perhaps try to get enough information to build a slightly different version or hire the speaker to show her the basics.


  • Mao Ping -I don’t like him and I wish he was gone. (she could be prejudiced, disturbed by feelings for him etc.…) -I suspect him of planning on funding a future school in the area for his dark arts.
  • Lord Marcine Dunwin -Would that I could convince him to become the real lord of this Keep I could then makes some handsome profits with his steady hand instead of the Wolfqueens handmaiden (insulting to Stephanie Dunlack).
  • Seneschal Stephanie Dunlack – I will speak nothing bad about her except perhaps she is ready to retire. -She’s interfered with my profits many times, but a new player would be more fun.
  • Franco Illitern – Quite useful really, he keeps us safe and makes me quite wealthy. – If only I could convince him to make me guardian of profits for him instead of plowing it back into research we could shortly make some real money.
  • Selpun de Ra: -He never seems to lack for money and some of his coinage I have seen is… odd. -He is up to something weird.

Displayed for sale in her shop are the following items:

  • 1 carved ivory tusk — price 50 G.L.
  • 1 silver cup — 20 Lions
  • 1 crystal decanter — priced to 45 G.L. (actual worth 10 lions)
  • 1 jade ring — price 250 G.L. (actual worth 400 G.L.)
  • 1 dagger with jeweled scabbard — price 600 G.L.
  • 1 fur-trimmed cape — price 75 gold
  • 3 blank vellum books — to be sold for 20 Lions each
  • 1 gold & silver belt — priced for 90 G.L.
  • 1 set of thief’s tools — price 100 G.L. (actual worth 35 G.L.)
  • 1 iron box with secret lock — price 50 G.L.
  • 1 carved enameled wooden box with an Asian motif — priced at 35 Lions

The strong room of the place is in the cellar. It is protected by a locked iron door which leads to a small vault with 24 compartments each protected by locks with 25% having hidden poison needles (save versus Poison at +1 or die) and some contain more than one trap. If a character wishes to acquire a better defended safety box, they may pay 100 lions for the privilege though this is not bandied about. These compartments hold the following items:

#1, #4, #11 and #’s 13-22 are empty.
#2 has 277 G.L. and 1 gem worth 500 Gold.
#3 has a gold altar service set worth 6,000 G.L.
#5 is trapped with a sleeping gas — no save, sleep for 3 turns; characters above 4th level save vs. Poison to avoid the effect.
#6 has 1,000 each dragons, lions, boars, Goats and Brass Baboons.
#7 has four pit vipers (AC 6, HD 1, hp 5 each, #AT 1, D 1-4 plus poison, MV 30, Save F 1, ML 7) pets of Adix.
#8 has 3 gems of 1,000 Lions value, 4 of 500 G.L, 11 of 100 G.L, 25 of 50 Gold, and 18 of 10 G.L. value.
#9 has an arrow trap which will always hit anyone in front if its door — 4 arrows each doing 1-6 points of damage (Divide arrows amongst persons in front).
#10 has an alabaster and gold statue worth 3,000 G.L. in a rare wood and silk case worth 600 Lions.
#12 has a sack with 58 Dragon pieces and 91 goats in it.
#16 This chest is Empty however if an investigator pushes against the bottom of the front upwards they will discover that the chest is attached to the floor and reveals a hollow space underneath perfect for hiding all sorts of valuables. It appears to be a new construction and both containers are currently empty.
#20 this chest has teeth-like gears that try to grab the clothing or hair/flesh of a would-be thief as they snap out when the lid is raised before properly disengaging the winding mechanism on the back. It only does 1 pip of damage but it seems that it is intended to force the thief to leave behind some personal clues for tracking later. Part of this mechanism involves the use of a dozen Diamond dragons. The trap can be disassembled by spending an hour taking it apart or smashing it with a hammer very noisily for a few turns.
#23 this chest has dozens of scrolls all of which require much careful handling as they are obviously old and or damaged. They contain two sources of information the first group is either original foreign writings (collected by Master Mao in making his temple) or copies of same. Applying the dictates of some 50% of these scrolls when read could enable the possessor to Master the Shifting Sands over their lives. Someone who is not familiar with Master Mao’s tongue will be unable to read it without a magic spell. Read magic will only confirm it is a foreign language but will give that clue. There are 14 scroll cases of beautiful carved and inlaid wood, 12 are worth 5 G.L, 1 worth 100 Lions, and 1 including some scrimshaw is worth 300 G.L. these all protect the most fragile of scrolls. The Scrolls themselves are worth nothing truly except as a part of a library or to one who wishes to learn.
#24 this chest contains five letters of mark each one promises the repayment of 2000 gold to Master Mao. One is from the Charm and Gem merchants’ wife, one from Charlotte the Good and three are from various members of the current rulers the Wolfqueens. At any time it might contain 1d100 of Brass, copper, Silver, and gold pieces waiting for conversion and or investment.
(Empty compartments #1, #4, #11, #14 indicate funds out on loan. #’s 6&8 belongs to the banker.)

Dungeon art Mine 8

K12. FESTIVAL WATCH TOWER: This 45′ tall tower has all of the usual defensive devices but is home to more useful guards who see to it directions are given as well as peace is kept within the interior and disputes are less of a problem especially during notable events. It houses six men-at-wands in chain mail (AC 5) with bows and swords, 6 others in leather and carrying shields (AC 6) and tridents (F 1, hp 4 each, #AT 1, D 1-6, ML 10), and the captain of the watch (Bess Wicken: AC 2, F 3, hp 20, #AT 1, D 2-7 with dagger +1, or 3-8 with sword +2, ML 11). The captain lives on the first floor (with the usual furnishings, but she has a silver flagon and tankard worth 750 G.L.). She is known to carry quite a bit of money with her because she may use the funds judiciously to buy peace (20 dragon pieces, 11 gold lions, 8 Silver Boars), although the soldiers have only small coins (2d6 Silver Boars each). The second and third floors are barracks for the men-at-wands. The upper story holds a supply of 200 arrows, many rocks, 2 barrels of oil, and 24 spears.
K13. FOUNTAIN SQUARE: There is a large, gushing fountain in the center of the square. On trade days, feast days and holidays, local farmers and tradesmen set up small booths to sell their goods in this place.
K13 a. MASTER MAO PINGS SCRIBNER CORNER: Master Mao is an Asiatic man wearing a gi with a plain obi, during daylight hours he is 25 % of the time found tucked into one of the corners teaching Writing and calligraphy “the art of true writing” as Master Ping calls it. 50% of the time he is training a few students in his Martial style of Shifting Sands whom he hopes to form a core of willing students and eventually a school in scribing both mundane and artistic as well as the Shifting Sands style (eventually enabling him to set himself up to become a Grand Master of Letters) the rest of the time he will be taking care of personal business. By spending two Brass Baboons a day for a full 30 days (60 pieces of Brass in total) the characters may train to learn from Master Mao Ping the basics of his style and both mundane writing as well as his artistic style he calls calligraphy. Before nightfall he will turn in his funds to Gretchen and then during the night he will tell stories about his homeland (1 in 20 may reference a Goblin Spider) until he is tired then he will bid all a good night, go to sleep on a little mat in the corner and wait to see what tomorrow brings.

Mao Ping is offering rewards for flindbars that are turned into him, usually he will offer full training in writing and his martial art, and other options may include civil engineering or even his spoken language. -As Master Mao he is also seeking information related to any of the martial practitioners who may have passed this way. (30% of the time he is worried about someone hunting for him, 30% of the time it is nothing interesting merely an old habit, 40% of the time it is to collect their secrets to make his intended school library better. -Mao Ping is secretly “rich” he not only lives simply while earning far more from art, scribing, and teaching than he spends but he is planning upon campaigning for construction of a fortified monastery, he needs information on who to speak to that might help him or others to speak on his behalf. -Seeks a good place nearby, possibly seeking to go to the Wolf Queens and ask for a land grant adjacent to the Keep in order to eventually form the center of a fortified town. -The monk needs a good location to quarry the tons of hardest granite he will need for a fortified temple in the area.


  • Lord Marcine Dunwin: -He is never seen during the day except in the catacombs. -His Thanes and… odd… beasts have many a time joined sorties during the day but his sorties are only at night. The warrior lord always appears at night he is never seen during the day anywhere he could not have walked without running across even the most errant of sunlight. -He worries me like no other secret in this place. But he does destroy the foul beasts that assault this place better than even I.
  • Franco Illitern: -He spends too much time making toys instead of making people better.
  • Gretchen Krulls – I do not know why she is worried about me.
  • Seneschal Stephanie Dunlack -She is decent to me yet too concerned about this world.
  • Frostbeard -Like Master Illitern he is more concerned about the toys of this world rather than the glories of the next.
  • Selpun de Ra: he has an inner strength yet his mind is burdened. He knows paths others may not be able to pass along.

DM Note: Mao is likely to get permission for the temple. It would be a good expansion for the town and thought helpful for when they do manage to contact the Asiatic peoples. Of course when it comes to contacting a foreign power it is more nuanced and complex than that but perhaps a foot in the right direction.

K14. TRAVELERS INN: This long, low structure has five small private rooms and a large common sleeping room for a full dozen. (Servants and the like always sleep in the stables, [4] of course.) Private rooms cost 1 Lion per night, but sleeping in the common room is only 1 Silver Boar per night. The innkeeper and his family live in a small loft above the inn. They are obviously normal persons of no fighting ability. This building is some 18′ high.

K15. TAVERN: This place is the favorite of visitors and inhabitants of the KEEP alike. The food is excellent, the drinks generous and good. The place is always active, with 4d4 patrons at any time of day or night. The bill of fare reads: ALE, SMALL BEER, WINE, HONEY MEAD, PINE TEA, BARK TEA, PICKLED BEETS, BREAD, PUDDING, SOUP, STEW, PICKLED EGGS, ROASTED BEAST, ROAST FOWL, GOAT JOINT, HOT PIE, CHEESE, and FRUIT. The barkeep, if talking with a good customer and drinking to his health, will sometimes talk about the lands around the keep (1 drink per story, half of which may be true he might reveal others ruminations, goals etc…). He is known to hate small beer and love honey mead.

Dungeon art Mine 6 TBS Stories he may tell include (fill these seeds out with various details and half believed flights of fancy):

  1. A natural disaster has opened a new pathway near enough to the keep (add in sightings of either a meteor strike or volcanic eruption nearly a century ago, The seas are collapsing/filling some part of underworld, a subterranean volcanic eruption etc…) or is forcing out creatures of the very bottom of the world or other lands to come here and the result is weaker creatures getting pushed around finally seeking a release in the rumored ease of facing off against the Keep.
  2. The evil is a test by some powerful supernatural force. Or it could even be a plan by anything from a greater god, demonic being or demigod to move things into better alignment with their own plans.
  3. There are crones and magical servants who are aware of buildup of events in a far greater area than they should be.
  4. There is an evil known as Charlene who has as minions the Candy Cane Gang.

There is a 50% chance that 2-5 (d4 + 1) of the patrons will be mercenary men-at-wands or newly released lackeys looking for work. (AC 6, F 1, hp 5 each, #AT 1, D 1-6, ML 7) Each will have leather armor & shield, and sword and dagger; all other desired equipment must be purchased by the employer, including missile weapons, and dungeon gear.

Wages for duty include all gear purchased, room and board, and 1 s.b. per day of service. If no gear is purchased, the cost rises to 1 G.L. per day. (Note that a mere spear or minor equipment is considered as no gear.) It is always necessary to buy mercenaries a drink before discussing terms of employment.
There is a 10% chance that each of the following persons will be in the tavern at any given time: CORPORAL OF THE WATCH (K20), CAPTAIN OF THE WATCH (K18), BAILIFF (see K6, above), PRIEST (see K7b, above), 2-4 WATCHMEN (see K12, above), SERGEANT OF THE GUARD (see K18, below), A WANDERER (a 1st (20%), 2nd (60%) or 3rd (20%) level NPC: 60% human(Fighter, Mage, Cleric or Thief; 10% chance of being a subclass), 10% are dwarves, 10% are elves, 10% are Halflings and the last 10% is an Asiatic character, or as the DM decides something even less common with complete equipment for adventuring; such a wanderer is 75% likely to join an expedition if offered 25% of the treasure gained, but 1 in 6 will be of chaotic alignment and likely to betray their employers at a time that will be bad for the players).
The taverner is a normal man (Cidrek Rosespun: AC 9, LVL 0, hp 6, #AT 1, D 1-6, ML 7), as are his son and the pot boy (Elion & Gerrick: AC 9, LVL 0, hp 5, 2, #AT 1, D 1-6, ML 7), but in time of need they will don leather armor, carry shields (AC 6), and bear arms against attackers. The place is also served by his wife, daughter, a serving wench, and a scullion. The wife and daughter (Nice & Tourma) will man the walls also while the wench and scullion (Pendra & Ulne) will provide support. (The owner and his son each have 2d6 lions in their purses, the wife d6 boars; all others have 2d6 coppers and 1d10 pins.) The cellar is where drink and food are stored and prepared, and where the servants sleep. The family sleeps in the small loft. (Hidden in an old crock under empty flour bags in the back room are 82 Brass Baboons, 29 Silver Boars, 40 Copper Goats, and 17 gold pieces.)

There is one other unusual character who passes through (but does not truly patronize the tavern) he is a striking appearing man with extremely long blond hair, large green eyes and he prefers to wear lighter lavender like hues which are exceptional with his complexion. Selpun de Ra, he behaves oddly and keeps discrete about most of his abilities [he is a 12th level psionic Sage; he’s been everywhere and is an extra planar specialist and minors in psionic abilities. (AC 8, even though he wears leathor armor his poor Dex interferes W12, hp 23, #AT 1, D 1-6, ML 8, S:12, I:17, W: 16 D:5 Co:9 Ch:16) Psionic strength: 98 points, Ability = 196, Attack: A. B. E. Defense: F. G. I. Possessing skills in Hypnosis (up to 78 levels) Levitation of up to 1200 lbs. and can heal up to 36 points of damage on himself or others through Cell Adjustment in a single day as well as cure diseases and he has 100% success with Probability Travel. He avoids using these abilities and if caught using these abilities he claims it is either a magical item or some result of his sage studies.] He is most frequently seen to walk in (and almost as often trip over or knock into a bunch of assorted cleaning supplies) and out of a broom closet and it is well known among the trade folk he could easily get rich, but he merely suggests things to others that make them better able to do things.


  • Mao Ping -he is a stranger who still behaves strangely. Yet I have almost never met a more graceful man in both art and movement.
  • Franco Illitern -he is smart enough to leave me alone. -he is gifted if only for his skill at anti-erm I mean modern techniques.
  • Banker Gretchen Krull – Her cunning is quite difficult to match.
  • Frostbeard -If he could only change up to paper instead of using hide! -he is gifted if only for his skill at clas-erm I mean advanced techniques.
  • Lord Marcine Dunwin -Er… yes he’s had been quite good to the keep, for his own reasons.

K16. GUILD HOUSE of Lord Marcine Dunwin: When members of any Subordinate of the Traders Guild (merchants, craft, artisans, etc.) or members of the orders of the Cups travel to this area, they are offered the hospitality of this two-story building. This is a fee collection and administrative post that predated the Keep, and the staff is careful to observe 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 a regular member. Craftsmen and artisans must gain Guild permission to enter or leave the land, paying a fee of 2d6 gold pieces either way (depending on the value of their trade).
The lower floor contains the Lord’s and his two clerks’ quarters and an office (all sparsely furnished, but the Master has a gold ring worth 50 G.L. [with a Nystuls Magic Aura cast upon it], and 2d6 G.L. in his purse; each clerk has d4 each of gold lions, silver boars, and Brass Baboons. A strongbox under the Master’s bed holds 700+1d100 lions.) Next to it is his meditation mat upon which he sits and meditates during the day (the mat conceals as well as containing some earth from his grave, his bed is rarely used). The clerks are normal men (AC 9, LVL 0, hp 4 each, #AT 1 or 1/2, D1-6, ML 7), with chain mail (AC 5), crossbows, and swords kept in a closet for quick use. There are two servants who will not fight and who have quarters in the cellar. The upper floor is divided into two private rooms and a dormitory for guests. As the Master of the Guild of Cups for this area he is very influential, and his favor or dislike will be reflected in the treatment of persons by fortress personnel. Four Thanes with leather armor and shields and armed with spear and sword are on duty at all times, two on the first floor, two above (AC 6, F 1, hp 6 each, #AT 1, D 1-6, ML 8, 12 in defense of the guild) they are fanatical Guildsmen who will obey any order from the Master. Guests of the Guild eat here, drinking to excess is frowned upon.


Underneath much of the Keep there is some Catacombs, built by the guild for their White Cups members as well as defense of the KEEP, the only entrance is in the bottom floor of the guild house underneath the Guild masters desk (it runs next to the Cellar) and is well soundproofed. The 40-foot ladder has leather on the rungs to prevent noise from those passing up or down the ladder and it terminates in CAT1. Most of those who work with the Lord and guild master as his Thanes are familiar with this because of their duties but the servants are not. Lord Dunwin is rarely disturbed during the day and all are advised to seek him after dusk because of his duties for the guild that he takes seriously.
Lord Marcine Dunwin (he possesses that rank of fighter) though not the lord or even Seneschal of the Keep he is a representative of the Order of the White Cups operating as the Trading authority for the region and has been selected for this position by his Cups contacts in the area. Having much concern over the increase in monstrous contacts over last 40 years and is currently interested in pushing back the evil in the region then finding out the cause behind this recent sustained activity that hampers the search for a way to the East. Previously he has already burned them out once before in an attempt to keep the caves unoccupied but that he has determined was a failure.
Marcine offers rewards for those who bring in Gnollish Greatbows or Gnollish Great Crossbows. The rewards can include support/patronage, tutelage and possibly even induction to the Order for those fighters who show superior abilities.   Lord Dunwin believes there is a contract holding something dark (either at bay, as a prisoner or in wait against a future need) he wants the contract or certain proof of its destruction. (Note these things when destroyed leaves behind clues as to it being and how it is done in order to increase the likelihood of it being done again).

This dark lord is starting to become convinced that something occurred in the Broken Lands that has changed the flow of evil in the area. Whether these are reasons for good or ill he has not yet determined. He has no Idea what it is or it could be and will not share these weighty concerns lightly with anyone and is very unlikely to do so with anyone permanently attached to the KEEP.  Should the party rescue merchant prisoners Lord Marcine will offer a night as guests at his table to them. They may pick up clues about him and he shall be looking into them as well.


  • Mao Ping -he is a stranger who still behaves strangely. -I suspect him of planning on funding a future school in the area.
  • Franco Illitern -he is smart enough to leave me alone.
  • Banker Gretchen Krull – She pretends to be a Fawning lap dog but has too much of the wolf in truth. She is one who only judges’ others purpose to her benefit.
  • Frostbeard -An excellent man and the Keep is well prepared by having one such as him on our side. -he well knows the training of lackeys in the care of horses for which I am grateful. -Such a fiery redhead in his youth… I have heard.
  • Selpun de Ra -People complain about ME? Harrumph!

K17. 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. The altar is located at the eastern end, with a Stained-glass window (worth 350 G.L. intact) above it allowing good light for reading and appearing impressive. the window is 20′ tall and 8′ wide. An offering box is fastened securely atop a heavy pedestal in the southeast corner; it contains 1-100 pins each evening which is taken by the Curate (5th level cleric), who changes them into real money then deposits the coins with the Banker (K11, above).
A small stairway in the northwest corner, behind the bare wooden pews, leads to the cellar, where the Curate one Loren Amaranath and his three assistants have their quarters.

The Curate is quite an influential person in the Keep much like the Seneschal (K27, below). (AC 8 or 0 due to plate mail +1, normal shield, and a ring of protection +1, C 5, hp 24, #AT 1, D 2-7, ML 10). He will wield a mace + 1 or a snake staff +1. On command, the staff turns into a snake and coils around the person hit making certain the victim is held helpless until The Curate recalls the staff (or for 1d4 turns maximum). The snake staff can crawl back to the cleric on command. He rarely wears his armor (unless the Keep is threatened), but is never without his ring and Staff. His three Acolytes (AC 9 or 2, C 1, hp 6, 5, 5, #AT 1, D 1-6, ML 7) have access to plate mail and shield (AC 2) and mace. They are normally clothed in robes (AC 9) but will arm for battle on command of Curate Amaranath. The Curate normally carries the following spells: cure light wounds, detect magic, bless, hold person. He will only use the cure on a member of his congregation, an officer of the Guard or a shopkeeper.
All of the clerics’ armor and weapons are stored in the Curate’s locked room in the Chapel cellar, which has normal but sparse furnishings. The Chapel also owns several magic potions (3 of healing, 1 of ESP, 1 of gaseous form) and a magic scroll with one cure disease, one hold person, and three cure light wounds spells on it. All of these magic items are hidden in a secret compartment underneath the offering box pedestal. The door of the compartment cannot be found unless the pedestal is moved which is often noisy. The door has two locks in it; the Curate and the Seneschal have the only sets of keys and neither will open it without the Keep being under siege.
If questioned closely by a friend or member of his congregation, the Curate might (50% of the time) reveal his distrust of the Priest (7b, above) who visits the Keep regularly. The Acolytes, however, think very highly of the Priest, and will say so to any who ask about him.
K18. 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 (see below). No visitor is allowed beyond this point except by invitation or unless he or she has special permits.
The first floor of the place is the main armory. There are 3d12 of shields and 1d12 of each sort of weapon. Two small rooms are quarters for the Sergeant and Captain of the Guard (furnishings are sparse). The second story on the north houses the Guardsmen and stationed here. Captain of the Guard Sean Wolfsblood: (AC 0, due to plate mail +1 and shield +1, F 3, hp 24, #AT 1, D 1-6 plus magical bonus, ML 11). He has a sword +2 and a spear +1 frequently at hand. This man is very kind, friendly and an excellent leader. (He will sometimes move about in the Outer Bailey disguised as a mercenary without his notable arms and armor.) He has 15 gold pieces and a 150 G.L. gem in the pommel of his dagger.
Sergeant of the Guard, Lyle Lorenain: (AC 2, due to chain mail with a shield +1, and a ring of protection +1, F 2, hp 16, #AT 1, D 3-8 due to Strength plus magic weapon bonus, ML 11.) This very strong fellow (strength 17) is a hard fighter and loves to drink and brawl while not on duty. He wields a sword +1 and a dagger +1. He carries d6 each of gold, pins, and Silver Boars. (There is a potion of healing in a chest in his room under a spare cape.)
Guardsmen: There are 24 quartered here with 2d10 lackeys. Each has chain mail and shield, sword, dagger, and hand axe. Eight are crossbowmen, eight are long bowmen, and eight have tridents. (AC 4 or 5 when not using shield, F 1, hp 5 each, #AT 1 or 1/2 for crossbows, D 1-6, ML 10) Two from each group are on duty at any given time; the rest take a full turn to arm and armor to turn out. Each has 2d6 Silver Boars.


A LOAD OF LACKEYS: Event for passing throughout the keep. 2d12 wagons loaded with a new group of acquired lackeys as well as supplies for the keep arrive. This is a combination of mass chaos as well as interesting times from pain of the dealing with and handling of the criminal gangs (who are new suspects of misbehavior) to looking over the volunteer lackeys for signs of a new hero from the dozens of new Wands.
HEROES UNLEASHED: In a public ceremony 1d4 Lackeys are released from service in recognition of past deeds on a major divinity Holliday, this may refresh the party or provide other opportunities.
FESTIVAL DAY: A large party of merchants and guards arrive at the keep in order to hold a festival (to their profit of course) throwing the whole keep into a frenzy of barely ordered activity.  If this does happen then likely this is the group the Merchant in K7a were awaiting, a caravan back to more civilized lands.  If the Evil priest in K7b is not dead he may well make a last try to cunningly get one or both kidnapped under the confusion and taken to the Ormegarten Entrance Valley for a ritual sacrifice.




Guild KEEP, Introduction

Guild KEEP, Introduction

This series of posts (I, II, III) serves as an introduction to the Guild KEEP for staring off a 1E AD&D campaign based upon various ideas and notes, A Gm will need or access to: PHB, DMG, MM, Deities and Demigods and Oriental Adventures or a sharp Knife to cut away what is undesired.

In part I blame everything that forms the basis upon two people Steven S. Long and Gary Gygax.  Gygax because of Gygax, and Steve because he probably is the one who posted this as interesting. Aside from these two paragraphs the rest should be usable as a basis for a reasonable base from which adventurers can search the ruins of Ormegarten for whatever they need to fulfil their missions personal or professional.

The nearest reasonably safe place for characters to use as a base of operations is a well-tested and heavily defended Guild KEEP. Unlike many other fortifications this began as a trading post to trade with draconic servants and perhaps the dragon itself yet outside of his immediate demesne. Post the passing of the dragon the Guild has had to invest in and bring in a portion of the Wolfqueens military to maintain the initial location in hopes of settling more of the surrounding lands as well as keeping hostilities down until they can be resolved. If the characters are escorting an NPC to the area they will behave, though in some cases poorly, unless using the Guild Keep as a part of the adventure.
This Guild Keep has only survived several incursions from the forces of darkness and chaos by being well organized for defense and security as well as receiving a mix of volunteers and conscripts (both are called Wands, or the Order of Wands) from the more civilized lands. During conflicts, most of the Keep will arm to provide for the common defense while those who are non-combatants will support by supplying the defenders with anything from bringing food, water and ammunition to aiding the wounded and taking away the dead. Sentries are trained to be alert and know that being incautious could harm the Keep. Patrols of guards interact with the sentries as well as checking the outer walls and vary their paces and paths used in order to be difficult to plan for.

Commanders check upon their troops every hour or two ensuring the upkeep of morale as well as verify the positions are manned and keeping an eye upon any situation themselves. In all cases there is a 25% chance each armored defender/man-at-arms etc.… may actually be a female, though in most cases they will be not known as such to members outside of the guard itself unless they choose to identify themselves as a female. The Keep is not wealthy enough to afford magical protections and countermeasures not noted below, but there are no ways to approach the Keep unobserved much less for people to pass undetected inside without magic and in some cases, that too will fail.
Although the Keep is under the purview of the Seneschal, this is not a singularly military Keep but one which supports trade as a way to increase The Guild of Cups, crown revenue and power in partnership. The guild masters know they cannot march an army into the kingdoms on the other side of the Broken Lands much less through those troubled areas so instead seek to use the Keep system as feelers and probes for a route to the fertile trade opportunities they believe must exist on the other side of the Broken Lands.

Inside of the protection of the Guild Keep itself there are several interesting characters that provide for the common defense as well as may possess interesting items, skills and talents useful to the player characters. Behaving poorly, boorishly and other ill-mannered pursuits will be frowned upon if not making the misguided fellow the target of rumors and scorn. Many of these characters have strong opinions about each other in part because they are starting to get crammed together too tightly. The townsfolk are generally law abiding and concerned with building and preserving an honest society under duress.

If any member of a group should be caught in a criminal act the hue and cry will be raised as citizens will try to prevent escape of the lawbreaker (without risking their lives) until the guard arrives within 1-2 turns unless otherwise noted. The Guard will use force up to and including lethal actions if necessary. Those offenders taken alive are investigated and judged by the Seneschal, if found guilty (70% of an accurate judgment, with 20% of a miscarriage of justice and 10% of the time either a warning or requiring a service for freedom) they will be punished appropriately. The Guild Keep and inhabitants as well as Areas of the Keep are noted below K1+ and in CAT1+

DM Note: When starting a new campaign, a way to introduce the player characters’ states that they were part of a defense push or recruitment like the members of certain historical and fictional protective orders. This version assumes the characters as Wands (the group name for those who militaristically serve the Stave ruling Wolfqueens) have some experience with the Guild Keep having been brought here to serve for their freedom or as dedicated defenders of the area. This lets the Gm start quickly without many entanglements. For ease of play this assumes the characters were 0th level lackeys until they performed well during the last threat to the keep. The characters who have taken this option are aware of the common parts of the Keep. Should the players wish to recall important parts of common or obvious information about the Guild Keep it is considered likely they will know that information. If a random % is needed to determine if a character knows something not obvious (but not a secret) use Int x 1d4%. Finding out about secrets should be roleplayed for that is a part of the fun.

  1. The character was a part of a Unit defending the walls; the unit managed to kill a horrific enemy while suffering great losses but ended up with some serious loot. The character gets financed to start his career with this event as well as an additional 50 gold.
  2. The character was a part of a Unit that managed to free a captured Thane (and possibly some Hounds and Coursers) as a part of a rescue or a ransom, during the trip back to the keep the Thane showed the character the basics of the Flower of Knighthood martial art.
  3. The character was in a unit got separated and cut off from the keep during a sortie. Forced to retreat away from the immediate area of the keep the unit spent a few days in the field before returning to help break the siege by attacking a few units from the rear.
  4. Smuggling in food is essential in order to maintain the defense and the morale of the Keep during infrequent sieges. Foragers however can be easily cut off and killed making it a risky business. Fortune was with your group as they managed to ambush a returning successful opponent foraging party enabling the foragers to bring back loot as well as double the supplies they ordinarily would. The character because of the extra discipline may reduce the likelihood of falling for excellent drink by 1 in 6 (if it is 5 in 6 it becomes 4 in 6 etc…)
  5. The character was a Torch and Board bearing combatant for a group of archers using the flaming arrows trick. Since holding a light source can make a target of the bearer day or night this is likely to get the lackey killed. Somehow the character survived incoming fire during the encounter long enough to be condemned as sufficiently heroic. While the character is holding a shield or under the influence of a shield spell his AC is one better
  6. The character managed to befriend one of the more powerful characters (Mao, Gretchen, Franco, Selpun, Frostbeard or the Priest) this friendship resulted in being espoused for freedom earlier than usual. A good short tale on how this friendship blossomed will earn the player Character a single transaction between the two characters at twice the value for the PC. Otherwise the character, while not being indebted to each other, will likely be able to find their friend in the keep and speak easily about subjects they would otherwise be secretive about.

Finally, the Gm should add to the descriptions of the Guild KEEP signs of the siege. The Dm is encouraged to be innovative but first decide how near of a thing it was. This could influence descriptions of areas, add encounter ideas and quests and generally deepen the game play. An example would be: an unlucky attack broke the stained-glass window at K17 (Below) the players stumble across the priest directing his assistants in inspecting the glass (one on top of a rickety ladder held by the other two) having been busy until now they determine the only way to repair the damage is though collecting materials to infuse in the glass to make the colors. Still needing other hands, the priest may offer the job to the players who must collect tilling’s, a branch from the drumwood if it exists and a semi-rare local lichen and mineralized water (eventually the characters will realize the tilling’s must come from area AE, a branch from AA, lichen from R1, the water must come from any area that mentions blind cave fish) in order to properly match colors
Keep Rumors these are some of the rumors that may be found about the local area

  1. An “Eastern Dragon Clan” is moving into the area in revenge for the slaying of their beloved icon. (if true, the players could find themselves in a first contact situation)
  2. The Mountain itself is spewing forth its evil like pus spilling from a wound in revenge for the slaughtering of its beloved master. (if true the characters may need to find a way to pacify the mountain, its magics or kill it depending upon how the players and the Dm wish to have it go)
  3. Wanderers mention coming across a small cottage wherein there is a strange man who sits awake yet cannot remember he stands guard over an unnaturally beautiful woman who he seems to think remembers yet cannot awake. The handsome man mutters to himself that if she should just awake he would remember and then sleep. And she would take his place as being awake yet forgetful.
  4. It is rumored that Franco was trained by a Blue Dragon out of the desert.
  5. Not all are as it seems, there are dark forces at work within the keep. Mao Ping is secretly rich. The darkest of these rumors insist his wealth is from using his ‘art’ to send secret messages often for enemies of the good lands.
  6. the valley is sentient, perhaps a legacy of the dragon, something that led to its destruction or even something moving in afterwards.
  7. There is a terrible Were-beast that stalks the valley seeking to haul off the unwary to a terrible doom.
  8. Teeth of a monstrous mole that died when it came to the surface of the earth is somewhere in the area. These have several properties that may be accessed by any spell caster of 7th level or higher.
  9. If a stave dies while being carried something dire happens to the bearer.
  10. A new temple is to be built (this could reference area L the rumor being old or a suspicion about Mao being bandied about)
  11. Fire is useless against the denizens of the Broken Lands and some even draw strength from Flames, Especially magical ones!! (at the Dm’s option this may be true for Pyre Beetles as one way to make the campaign interesting)
  12. Perhaps the Dragon was corrupted or weakened by a local (magical or environmental) instability letting the warrior cunningly get in and out.

Tree in front of the vignette moon.jpg

DM Note: there are several NPC’s who would like help in the KEEP. In addition to whatever appropriate fiscal rewards negotiated through roleplaying (and the DM is advised to keep these small) completion of each minor mission should net between 100 and 500 xp (judged by the Gm to place on par for difficulty) to be split among the party for aiding their fellows as well as being noted as worthy of attention, interest and friendship from the aided NPC. Some of these are incompatible with each other (the Alchemist and the Smith have a few potential conflicting desires as an example) and the Dm is free to add more as seen fit.


1d20+1d4-1 Specially Designed Weaponized Devices.

1d20+1d4-1 Specially Designed Weaponized Devices.

If there is something about children that infects Players, it is a strong desire to play with toys.  Part of why some Iconic characters do well is because of their endless series of toys.  This power lets players go as wild as the GM is willing to let them.

Special Device: This power provides characters access to as wide or narrow a variety of abilities available to the user of the device.  Because of the infinite capacity of this concept the Gm and player should work together to come up with a reasonable functioning device well integrated into the characters powers, theme or skills in order to generate a pleasing concept.  For more inspiration look at the weapons listings included as well as many weapon specialists that have appeared in the comics over the years and those known as inventive masters.

This covers all of the huge variety of possible additives to a character from external abilities. However in RPG’s especially those with more of a focus on the combat challenges in the game there can be issues with having a too effective item of power making the character no more than the weapon with a human attached.  Because of this issue being a more frequent problem with Special Items than most other powers there are some suggestions for controls on the use of the power governing its frequency and/or application (though these may be applied generally to any power) the character should be more than the sum of his character sheet stats or combat effectiveness with a power.  One of the easiest solutions is to make one of the core rules A special weapon (really, any power) shouldn’t be more powerful than the weakest fellow party member.

A: Offensively is where most recipients of this power focus their attention.  One of the challenges here though is to provide a balanced and interesting new iconic device with some offensive capacity rather than just a weapon.  In addition the other potential for the device should never be overlooked because there are a wide variety of possible impacts in a campaign outside of combat.  Typically a HTH weapon ‘off the rack’ adds accuracy and damage to HTH but the possibilities are endless.  Other options could include more attacks (at the regular power cost for additional attacks of course) the ability to inflict penalties upon others, etc… Care should be taken this doesn’t overlap other powers.  For example if there is another character with the ability to transform others then a wand of transformation may not be a good choice.

B: Defensively special items may not only come in any form but may also provide a large number of options. This power set should be differentiated from other power sets (like Armor powers) in a look/feel/operation for the character or they should be lower than the lowest possessed by a fellow PC.

C: Though many special devices are weapons a variety of items can create or add to movement abilities a Rocket powered skate board, a cosmic powered recliner, a flight ring, or some other conic idea but significant strides should be made to keep this ability from duplicating Vehicles or other similar powers.

D: Since the ability to perceive is a very powerful addition there is a definite consideration on the part of the player to keep in mind that the ability to have sight beyond sight is a wise thought.  Options could include a communication Id card or watch (allowing the user to be identified to the proper authorities as well as communicate with their command structure and other allies with similar devices) that may add other abilities to the users arsenal of options from crystal balls to radio watches because Special communication devices that cannot be detected by enemies can do more damage than most weaponry.

Iron trooper-1

Examples of Special Device Powers (26)

  1. Adjustable Death Blaster: This weapon comes in whatever referred size as a death blaster showing a variety of settings ranging from Slicer (deals 1d8 to the target in front and 1d8 to whatever target is behind it for one charge) Dicer ( Deals 2d8 to the target but check twice for critical effects), Blend (1 charge, each hit does 1d12 and has the same effects as a Disintegration ray ), Chop (anyone hit takes 1d10 for 2 charges and targeted character must make a d20 End save to avoid one limb costing +2 PR to use in a phase upon being hit)  to Frappe` (deals 3d6 to the target as if it was 3 separate attacks for 4 charges).  The weapon has a range of Ax2”, starts with a battery of 2d20 charges and may be upgraded by the standard inventing process as usual
  2. Armageddon League Outerwear:  a well designed set of interesting additions to a standard fashionable jacket it starts with a Collar Computer: this system provides computing resources, Detects Source Of Radio Transmissions With notable range and accuracy, it also handles Communications with a 5000 mile range through holographic displays that project from the collar as well as acting like a pager, analyzes Crime Scenes by providing +2/+10% to rolls during investigations of crime scenes, and allows access to many League resources as well as being locked to an individuals biometrics. Made out of High quality products (+2 to Invulnerability, even if Invulnerability= 0) with a graceful, simple appearance and casual wear these clothing items hold more then expected granting +10# to C Cap for carrying items that can fit in the pockets.
  3. Bad Toys: the character has taken what is ordinarily considered harmless or innocuous items and turned them into viable threats to some super-humans.  Ranging from slightly-larger-than-man-sized-suits (typically depicting groups such as clowns, circus animals, soldiers, etc. these give +3/+1d6 in combat as well as, +10″ movement, 20 points of Armor and take 40 points of damage to trash, but unbalanced suffering +2d6” to knockback), Chemical weapons (depicting water balloons, acid squirt guns, or other jokes and tricks, 2 charges attacking on the Chemical table doing 2d8 damage) to various real weaponry that looks like toys (use various items from the weapons chart but use toy descriptive flavorings).
  4. Battle Ball: Possession of this Supermaterials manufactured monstrosity grants defenses of +10 invulnerability and +(-6) to evasion but he or she must relinquish possession of the battle ball (and its defenses) to another target in order to engage in any offensive capacity, otherwise attacks harmlessly bounce off of intended targets but move the target 1” each blow from the forces involved.
  5. Bloomerang: appearing at first to be a button sized daisy with four bent petals.  Pressing the center button causes it to grow in a single turn and when fully grown it is apparent that the bent petals are really boomerang shaped while the heart of the suspicious flower is still button sized.  Once fully grown the wielder may command up to 4 boomerangs to simultaneously attack a target with the PR requirement for the multiple attack is paid for by the charge.
  6. Clathrate Gun: This weapon can only be recharged by digging up and shaping Methane clathrate deposits into bullet shaped objects going through the entire bulletsmithing process at subzero temperatures then maintaining the entire charge that way until the weapon is fired.  Firing Methane clathrate shells can be a risky business but it does offer interesting combat results.  The weapon though gunpowder based does use the Ice powers chart at +2 for rifles and +1 for heavy caliber pistols.  The heat from the impact upon a target sets off a chain reaction forcing the methane to explode dealing 2d6 to the struck object and 1d8 to any other interesting targets within 2″ if hit using the Ice Chart.  The weapon cannot be auto fired because of barrel heat easily causing ammunition (the methane) to cook off.  Fully 20% of incidents cause the methane to cook off.  This can deal 1d6 damage within 1″ attacking on the Ice chart. This is at +1d6, +1/4″ and +to hit as each size crosses the threshold for other explosive weapons.  All this is per charge above the first left in the weapon when the incident occurs.  The precise number of charges the weapon can hold is left to the discretion of the weapon designer….
  7. Detention coils: These complex appearing restraints teleport targets to a semi secure restraint area which may be a part of the characters base.  The weapon must be within 10 miles per character level (as they grow in level they can refine the energies) of the targeted destination area or the device does not function as intended, the character starts with only three sets of cuffs but beyond that the ideas for future applications are nearly endless.
  8. Fake Weaponry: these are essentially weapons that have no real combat capacity, they are merely used to scare off or distract others much like insects that have bright colors or false eyes making them appear to be larger or a dangerous predator themselves.  For driving off opponents it is a C d20 contested roll. Failure for the defender means the target believes the false weaponry is real and will try to escape/surrender from the ‘superior’ firepower.  If the Fake weaponry is used as a distraction use if the wielder of the fake weapon is the winner of a C d20 contested roll then the opponent has their next action moved to 1 initiative.  Fake pouches are considered free items in many modern campaigns.
  9. Gum Putty: this handy dandy little item is a universal repair tool, weapon and annoyance.  It can be used up to 4 times in a day to fix any mechanical item before more must be made in the lab. This trick is reversible as a way to break the item as well by gumming up basic machinery (triggers, buttons, levers etc.).  This chemical compound grants limited flight while the character suspends themselves under a huge bubble moving 1d6” (+/- relevant windspeed) in the desired direction, can be used for distraction annoyance properties allowing the character to create an Ad20 trap that delays an opponent for 1d8 segments, has adhesion properties (with a 500 lbs. holding capacity), a special property of the putty is that it never loses its flavor of subtle cherry bubblegum and if smacking and popping while being chewed within 5″ of an enemy it forces Id20 rolls before characters can implement counter strategies against the heroes.
  10. Holy weaponry: Due to a variety of factors the character either through inheritance, contacts or faith alone he or she can access/build weapons that are more effective than usual or even the only weapons capable of affecting certain kinds of targets.  In most cases these are targets designated as totally Evil, frequently supernatural, etc.  Caution should be taken that unless there is a desire to focus the campaign around the pursuit of this kind of opponent then the weapons should have other benefits or be only slightly less effective against other kinds of targets. Mechanically speaking adding anything from +1/+2 vs. certain targets to “completely ignores X Defense” added on ‘common’ weapons should be sufficient though the benefit should inversely scale to the frequency of the opponents. Things like The Holy Hand Grenade of Auntie Loch which completely destroys a single Un-Holy opponent but can only be used once per adventure could be reasonable while a Rifle of Communist Destruction that faces off against the communist threat is perfectly reasonable at +1 accuracy/+2 damage since there are a lot of commie targets in the 1952 USA campaign where and when it operates… but an Double Under Barrel Anti-Commie Launcher Extreme (DUBACLE) that with every shot fired completely destroys anything hit (communist or not) by one of the dozens of rounds carried and with reloads easily available at the local Convenience store would probably not be a balanced item for most campaigns.
  11. Hyper Phase Distorter weaponry (available in Blasters and Blaster Rifles): this weapon fires small random dimensional projectors creating microscopic unstable fields that have the greatest impact against individuals using dimensional science based powers (such as many kinds of movement and defense based powers) dealing 3d10 damage to those targets. Other targets receive warping effects that have effects as determined by the following chart: 1. reroll and take worse of next two d20 rolls (save, to hit etc.), 2. teleport 10″ in a random direction, 3.  speak/babble backward for 1 round, 4.  Aim attack at random ally/npc (warped aim) 5. reroll and take worse of next two damage rolls, 6. Lose 1d10 from initiative, 7.
  12. It’s my own design:  the character has a modular tool that they can check their inventing % for 4 pr once per situation and come up with a simple modification to or use of the tool to solve the problem.  This should be fairly intelligent and semi- realistic for the multipurpose device.
  13. My Private War Museum: the character has access to a collection of devices that may be very effective in and possibly out of combat though perhaps not actual military weapons or Vehicles, these could be the collection of a previous adventurers trophies, a cache of magical items, the character could be some sort of curator or testing out items for an R&D group, etc.  In some cases the effectiveness of a collection of items could be some one shot escape tricks or defensive traps (a pen as a re-breather allowing five minutes of underwater breathing, a belt buckle grappling hook launcher that allows scaling of many surfaces, Shoes that deflect most hand portable weaponry, and a clown nose that operates as a mobile phone all once designed for a classic spy).
  14. Nuclear sword of Damocles: by forming odd behaving sword shaped objects out of background radiation the character has gained a reasonable tool.  The weapon is treated as +4/+1d8 when used to attack. The character may deflect frontal attacks as an ad20 save and deflect attacks to the side on an Inventing % check by using the blade, with a critical success meaning the attack was deflected back towards the attacker or another enemy.  On a standard Detect Danger success means the attack is considered to be from the front if it is within x2 the characters detect danger it is considered to be an attack from the side. outside of that it counts as an attack from the rear facing (assuming it began that way).
  15. Palm Injectors: These tough impact based applicators try to forcibly apply a compound or reaction to the target of a HTH by the user of the Palm Injectors.  If the Hth roll us made by 3 the strike successfully deploys rather than using other attack mechanics.  The precise effect is typically determined by other powers or the characters theme but here are some examples: shotgun, tazer, chemical cocktails, knockback or knockdown effects etc…
  16. Pinwheel Powers: the character has access to pinwheels that grant several options like: 30″ of Flight, for 1 hour, attack dealing +2/+1d6 in HTH combat, as a defense offering one attack demolishes the device rather than harming the character, while once per combat the Pinwheel “Suction” Entangle blocks sight based senses as well as generating a -1000# C cap field that can be disabled from the outside but anyone inside must come up with a way to generate at least that much pressure in order to defeat the device and move/attack/act again.
  17. Pogo stick: this is a metal pipe with a spring compressed and coiled it can be used to strike an opponent within 2″ for +2/+1d6 in HTH combat, increase leaping distance by +10″ and even move other characters.  When the character turns the coiled spring effect on others it can be used to hurl others away as if the users C Cap was x10 greater if under up to a maximum benefit of 5000# for this power to ‘throw’ others.
  18. Rippite Bomb: The Rippite bombs are attachments to objects that use the surface area to form areas of teeth designed to shred objects.  Basically for each 1PR spent encasing the object the character increases the secondary damage done by any object by 1d4+1 steps, any size object the character can pick up can have this field attached to it and then turned into a weapon that lasts for 1d6 rounds as well as possibly gaining Area of effect bonuses for the truly strong or skilled at handling large lightweight/flimsy things added to combat.  Because of safety protocols the Objects cannot be part of a building or other grounded object,  it can be set upon a vehicle the character is maneuvering under their power, not the vehicles.
  19. Self Weapons Only: Through various means the character is the only one able to operate his own weapons, ranging from Magical means to personal presence to IFF codes.  Randomly discovered weapons or the weapons of others are not so restricted unless the character has had time to modify them.  The character typically has a variety of weapons converted on or about his person along with ammunition to keep effectiveness in combat for a while.
  20. Spitfire Volley Brass: When using the Autofire rules, the character does not take the damage reduction factor for Autofire during the first 5 shots fired in a single burst from this weapon. If instead using Multiple attacks those also do not cost PR for the first four additional multiple attacks because of the compensators built into the device.  As a Spitfire it does attack on the Fire Colum at +2, 20 rounds, dealing 1d12 damage per shot from the typically bell ended rife shaped weapon.  though some have seen brass wands that do the same thing in other worlds.
  21. Trapper Keeper Concept Traps: With this power design the character starts with 1d4 trap designs they may deploy using standard charges rules based on 4 PR cost, use the following ideas as a basis {Narcissus trap: this device exudes a low-grade brainwave field that increases the self-respect and self-love to the point where it becomes a hindrance to the targeted individual Cd20 roll with failure meaning 1d4 hours trapped admiring themselves success means 1d4 rounds (change to segments if they make it at -20) unless helped out by another party. Speed trap: create a sheet of ice up to A” Radii for normal Ice Creation cost, anyone in the ice area must Save vs. Agility on d20 with -1/10” ground based movement or take V damage (#” moved = Velocity for purposes of figuring amount of damage taken on the secondary chart.) Entangling trap:  5 Disable, 20 Destroy, 0″ movement for anyone who’s C Cap is under 400#,  use -1d10x2” from characters movement unless C. Cap exceeds 1000# then reduce movement by 2”}
  22. Weaponized Chemical Reaction Neutralizator: stops chemical reactions in a targeted item note it does not stop stored energy such as kinetic or electrical based energies nor nuclear reactions. {Pistol:  Drains 1d4 Charges at Ix1.5 range has 4 charges, Rifle: Drains 1d6 at Ix2 range only has 10 Charges, Bull pup:  Drains 1d4+1 Charges at Ix1.8 range has 18 Charges}
  23. Weaponized Power Tools: Half dedicated tool using biped, half inventive genius the character specializes in the conversion of ordinary items into weapons that represent a serious threat to even super powered characters since the abilities represented by different attack concepts should not be underestimated to a truly imaginative (or warped) mind. Each action the character tries to attack the same noun the damage increases in scale starting at 1d4 (against super powered level things) and increasing by 1 step on the chart until a max of 3d10 is reached per hit.  The character expends 2 PR for 1d4-1d12 and 3PR for higher damage values attacking typically on the HTH chart.

Zombie Apocalypse Battering Ram


The pictures associated with this are from various photography productions I have used in the past.



1d8 Spells of unseen Magi

1d8 Spells of unseen Magi

Hunter/Gatherer Spell (Divination)

Level: 2

Range: party

Duration: 1 turn

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell combines the Hunter and Gatherer spells into a single spell and lets hunting/gathering party perform both functions without penalty.  See those spells for most specifics except where differences are noted below.

Let the User beware: As the other versions, this spell won’t discriminate between certain legal issues (like divining for the gatherers legally restricted poisonous plants or setting the hunters upon the trail of royally protected animals for instance) and ‘fair use’.

Druid version: hide 10% of the sought items in order to prevent over harvesting.  It also is reversible by Druids becoming a curse that discourages those who abuse nature by decreasing overall effectiveness for one day per sample item the Druid uses in casting that hunter has abused.  This can result in a long slow death unless the target encounters help or civilization.


Structural Armor Spell (Alteration)

Level: 3

Range: 10″ per level of caster

Duration: 1 turn per level or 1 day per level.

Area of Effect: One 10’x10’x10’ cube Section of a fortifiable area per level of the caster

Components: V, S, M

Casting Time: 1 round or 1 turn

Saving Throw: None

Once this spell is finalized in casting the area enchanted becomes structurally more sound by adding one point at levels 5 to the structural rating of the selected area, an additional point at 11, again at 17 and every 6 levels thereafter added.  This lasts for 1 turn per level if cast for one round. The spell lasts for one day per level if the caster has a full uninterrupted turn available for casting the spell should the enchanter so choose to continue the magics.

This spell does not alter the utility of unfortified spaces (an open window would still allow easy means on ingress while the shutters for a window upon closing would gain the structural benefit) or replace areas turned to rubble.  If the caster possesses skills or a background involving engineering, mining/sapping or similar education the caster may channel that expertise into gaining one of the following effects:  doubled range, +50% to duration, +25% to area of effect, either negate the inoperability of intended structural tricks or traps or allow structural repair.  This individual benefit does well in representing better understanding of the forces involved and places to focus the workings of the magic.

This spell also has an effect of reducing the likelihood of structurally involved or based tricks or traps functioning (pits work but falling rocks or collapsing ceilings/breaking floorboards won’t while sliding doors, walls, etc… have a 20% chance per +1 to structural reinforcement of being inoperable). If the problem when described is unintentional such as from decay, age or old damage it is likely countered by the spell otherwise the % check should be used. This enchantment halves the effect of spells designed to get around doors, walls and structures within its area of operation and at the DM’s option may increase the duration of Wizard Lock and similar defensive structural spells by up to 50% and vice versa.

The material requirements of the spell is a few loose chips of hardest granite and some adhesive to bind the chips together while the magi whistles a workman’s ditty.

Fallen Temple of Lakewood

Sharkhide Shielding spell (Alteration)

Level: 2

Range: 4”+1”/3 levels

Duration: 1 turn +1d20 rounds

Area of Effect: special

Components: V, S, M

Casting Time: 1 round

Saving Throw: Half

Unlike other defensive spells this shield has teeth in the form of aura based lashes which strike out at anyone who engages in deadly combat with a beneficiary of the spell.  If a protected character is hit in hand to hand combat, 1 lash strikes the attacker.  If the blow knocks out or kills the character all the remaining lashes strike the attacker. Each lash deals 1d3 damage to the target struck and once impacted by the spell any animal intelligence creature has a -2 to strike the target again and any humanoid has a -1 until they spend a full turn away from any magically altered aura.

The caster has 1d4 aura lashes per 2 levels gained, these must be split among those touched upon the shoulder as desired by the caster up and until the lashes are all given (including any kept by the caster for personal defense).

After the combat or spell expires (whichever is last), each individual must rest for one round per lash the character had, nether moving nor casting spells.

The material components for the spell are a piece of shark hide and a map to the chakra areas of the body upon 10 GP of vellum burned to ash that is then applied to the hands of the caster which is used to mark the shoulders of those so protected.


Weapon Force (Evocation)

Level: 4

Range: 3”

Duration: 1 combat

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This allows a mage to conjure what begins as amorphous weaponry the caster is familiar with for himself and others providing all benefits listed in the relevant charts and commentary including those notes specific to certain modules and expansion books allowed.  Much like the efficacy of illusionists, the mage must have been party to, not necessarily the wielder of, those mundane effects either being used for or against his group.  If a katana was never encountered it may not be used as an example.

These weapons are so notably light and efficient that they confer a +2 to counteract the penalties for untrained usage by true 0 level combatants or Fighters, +3 bonus of the same for Rogues and Priests and +4 for Mage type weapon wielders.   If skilled or better in the weapon, the benefit is applied to damage dealt.  Because of the magics the weapons so chosen may violate class restrictions and are magical enough to count as effective as both Silver and Cold iron but not enchanted to the +1 level.

Each possessor of the flexible magics may choose as they declare their actions which weapon to use, one round a two-handed sword, then when swallowed by monster having a dagger the next without the need to try to draw a weapon or expend effort sheathing/drawing a weapon.  If a wielder of a weapon is knocked out but not killed the weapon returns to an amorphous mass and may be picked up by one near the fallen to be used until they expire.

The material component is a small silver charm bracelet that has a sword, staff, axe, polearm, mace, whip and costing at least 25 gold to create which is consumed in the casting.

Door number three

Touch Carrier (Alteration)

Level: 2

Range: Touch

Duration: 1d4 rounds

Area of Effect: The directed surface area of 1 unliving Object no more than 5’x5’ per level of the caster

Components: V, S, M

Casting Time:  2 segments

Saving Throw: None

This allows a nonliving object touched to act as a magical conduit for touch only ranged spells for 1d4+1 rounds.  This time period is kept secret from the caster and any other character. While this spell is in effect any spell caster who casts a touch based spell upon the conductive surface applies the effects to all characters in contact with the surface area except for the caster.  The spell does not limit which casters may use the conduit nor may this spell be done secretly.

The chosen object so imbued must be a nonliving or otherwise enchanted single piece not composed of individual parts that may be replaced with reasonable effort and without major flaws in the object sought, thus a carpet would function but a carpet of pine needles would not, a burm of earth or gravel would not but a fitted stone wall or boulder would, a wood or flagstone floor would not work, but a mosaic would; the intact portion of a cracked cemented stone floor would  while across the division would not as a reasonably intact ladder would but individual rungs set into stone could not.

It does not matter what sort of energy the touch based magics are, whether they are Lightning, fire, Positive or negative plane energy etc. so long as the spell is listed as only touch range and generally a single target.  The spell does essentially duplicate the effects

The casting mage may choose the contiguous area to be conducive to their plans but cannot leave contact (by choice or force) with the area chosen without causing the spell to expire. The surface area must be expended in 5’x5’ areas except for one set of 5: 1’x5’ areas that allows contact on a round by round basis should they choose to as well as increasing overall distance of reach.  The caster must expend areas to reach through whatever needed distance if for example the caster was trying to operate through a wall but the difficulties of understanding what might be going on elsewhere should be enforced.

The material components are a silver nail and a strand of copper that is consumed in the casting of the spell by pushing the nail and wire into the object magically.


Route Spell restoration (Abjuration)

Level: 3

Range: touch

Duration: 1 day

Area of Effect: 1 target

Components: V, S, M

Casting Time: 1 round

Saving Throw: Neg.

This spell enables any non-divine spell caster who is the target of the casting to require only half as long to memorize his spell list so long as he does not change any of the spells to be relearned from what they were originally before this spell is cast.

If reversed it takes but a segment to cast, the caster still takes half as long to memorize all the spells the next time they memorize spells which must be different which can be a curse, since no spell of the same spell level may be found in the current list to be memorized.  If the recipient only knows a single spell of a given level the spell prevents any spells from being used for that spell level no matter other conditions unless the save is made.

The material component is the burning of a single handwritten piece of parchment or better materials which has a poem dedicated to memory or remembrance (forgetfulness for the reverse) upon it then steeping the ashes into a tea to be drunk by the target of the spell (tossing the ashes into a half full cup and splashing in the face of the caster).


Mirror Wall (Evocation)

Level: 3

Range: 6”+1d6”

Duration: 2 Rounds per level

Area of Effect: up to a 2″ by 2″ by 2″ area defined by the caster

Components: V, S, M

Casting Time: 3 segments

Saving Throw: None

This spell creates a visually reflective but quite insubstantial razor thin creation in order to alter several typical events to a different result.  From safely peering around corners to occasionally enabling otherwise impossible trick shots the visual abilities of the spell are quite remarkable while having little bearing on the physical world

Archers and spell casters may fire blindly at targets on the other side of the Mirrorwall unless cunning ideas are implemented at casting, which then only apply a penalty of -1 through -3 checked per shot, mages of 13th level or higher are learned enough to reduce the penalty to -1 or -2.

The wall reflects 100% of mundane and magical light and darkness effects, in addition for each level of the mage there is a 1d4 percent chance that magical effect checked for at the time the particular effect crossed the outer boundary will rebound as if the spell behaved similar to a Lightning Bolt striking a surface it could not penetrate.  Typically, this is at the angle of incidence from the mirrored surface but may vary according to the laws that govern such magics and should be handled appropriately.  Casters of this magic themselves are not immune to this effect upon their own spells.

Multiple castings may be linked together whether by differing mages or the same mage over a period of time, but the lowest reflective value is used. This spell may have Permanency (C.F.) used upon it with the previous restriction for linking noted.

The material Component is two handfuls of any suitable combination of metal and or sand based products that can create reflective surfaces, Silver and glass being the best, mirrors being expected but if inferior quality product is used drop the effects by 1d6% in efficacy per handful of inferior material.  If liquid is substituted the reflective chances are halved (switch to 1d2 per level), but there is a 1% per caster level chance of grounding the spell instead and negating both spells harmlessly.  Somatic components include the material grinding itself to powder then floating in the air to be drawn into the reflective shape and thence to nothingness that it is composed of.


Remarkable Reflection (Evocation)

Level: 4

Range: 6”

Duration: 1 Turn per level

Area of Effect: up to a 2” by 2” by 2” Cube

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

A more advanced version of the Mirrorwall spell this creates a sphere that after construction the caster can manipulate mentally into any desired form, shape or imaginable construct including complex mobile imagery (even unto non-elucidian geometric idealizations), detailed objects (seeing the veins on every leaf upon a tree, every cog in an automated steam calliope etc. fit within the area of effect) but ones which are easily determined to be spell constructs despite similarity in appearances of objects or beings with identical descriptions to the effects of this spell.

Archers and spell casters may aim blindly at targets on the other side of the reflective surface unless cunning ideas are implemented, which then apply a penalty of -1 through -3 checked per shot to allies and a penalty of -2 to -4 for opposing individuals, mages of 13th level or higher are learned enough to reduce the penalty to -1 or -2 for allies and -3 or -4 for those opposed to the intents of the caster.

The wall reflects 100% of mundane and magical light and darkness effects, yet unlike Mirror Wall this spell only has a 1% chance per level of the caster altering the intended direction of a spell passing through, checked for at the time the particular effect would have crossed the outer boundary will rebound as if the spell behaved similar to a Lightning Bolt striking a surface it could not penetrate.  Even if there are multiple lines of reflection to be crossed in a single spell, the percentages remain the same and do not increase either the odds of reflection or the angle of incidence (which is set to the outermost area) Unless the mage makes a saving throw vs. paralysis in which case the targeted are may be adjusted by 2” in any desired direction because of willful altering of the angles involved but may vary according to the laws that govern such magics and should be handled appropriately.  Casters of this magic themselves are not immune to this effect upon their own spells.

The reflective surface has two options for physical form.  It may have either no mass preventing it from reacting to or being impacted upon by many forces that operate in the universe or it may have a limited mass form that enables the reflective surface to coat tactile objects precisely including invisible ones, with the limited mass effect applying a -1 penalty to all hand to hand within 5’ of any portion of the spell.

Multiple castings may be linked together whether by differing mages or the same mage over a period of time, but the lowest reflective value is used. This spell may be ruled to not have Permanency (C.F.) used upon the spell as that may violate the mobility function, but if allowed or properly researched it may become a static imagery of whatever form it had at the casting of the Permanency spell 50% of the time.

The material Component is two handfuls of any suitable combination of metal and or sand based products that can create reflective surfaces, Silver, liquid mercury and glass being the best, mirrors being expected but if inferior quality product is used drop the effects by 1d6% in efficacy per handful of inferior material including broken mirrors (bad luck and all).  If a liquid other than mercury is substituted the reflective chances are halved (switch to 1d2 per level), but there is a 1% per caster level chance of grounding the spell instead and negating both spells harmlessly.  Somatic components include the material grinding itself to powder then floating in the air to be drawn into the reflective shape and thence to nothingness that it is composed of.

Facebook Live Interview

Doing a FB live interview with my kiddo Kasey Davis, at 5:00 MST talking over a few concepts for Heroic Tourney as we drive North to a secret location for Gaming!  I will end up with the interview here as well as on youtube.  Looking forward to answering any questions people may have.  Find it here to get in on the start