Raven Keep - The Border Forest, Dalelands
Raven Keep was the name of the fortress my players' adventuring party established in the Border Forest on the edge of Dalelands, just north of Daggerdale. It served as their home and base of operations for the first several years of their adventuring careers. They eventually tore down the original keep and built a new, larger keep on the site of the original one. The keep was eventually abandoned although the party's priests and wizards warded it heavily before departing as individual members of the group had departed over the years in pursuit of their own interests.
The party has finished building its expanded fortress on the site of the original Raven Keep. The main intent of the new keep’s construction was to achieve a more effective use of space while retaining the “feel” of the original structure.
The party has finished building its expanded fortress on the site of the original Raven Keep. The main intent of the new keep’s construction was to achieve a more effective use of space while retaining the “feel” of the original structure.
The new keep is surrounded by a
hexagonal wall anchored on four points by watchtowers that are
identical in purpose to the keep’s original towers. The remaining
two towers are similar in exterior design to each other and stand at
the east and west points of the wall. The Guild of the Griffon has
based their new guildhouse in one of these guard towers and built an
aerie atop it. Legolas and S’nietha have also moved their living
quarters to the Guild’s tower. The second new tower has been set
aside for Romulus’ personal use. The keep’s remaining towers
continue to hold ballistae but also house archers’ galleries to
support the defense of the keep.
The perimeter walls that surround
the new keep are forty feet thick, thirty feet high and interlaced
with iron bars to prevent spells like Passwall from being used to
gain unauthorized access to the keep’s inner grounds. The exterior
walls of all other buildings in the keep have also been interlaced
with iron bars as well unless otherwise noted.
Due to the changes made to the
keep’s overall structures, important areas have been detailed
separately. These areas include Raven Keep (RK), the Gatehouse (G),
all four of the keep’s barracks (B1 - B4), the four watchtowers (W1
- W4), the Guild of the Griffon’s Tower (GG), and Romulus the
Mage’s Tower (RT).
The basic design of the keep has
been retained to provide a feeling of continuity and familiarity to
its inhabitants and to the citizens of Borderdale. However, the new
keep is larger and boasts additional features the original structure
lacked. The exterior walls of the keep are interlaced with iron bars
in the same fashion as the perimeter walls and its mortar has been
mixed with gorgon’s blood to prevent to prevent astral and ethereal
travel in or out. The ceiling of each level is 10’ high unless
otherwise noted and all common spaces are lit with Continual Flame
spells.
Note: Areas for the keep will be
abbreviated as follows: Raven Keep (level) - space number.
Perimeter Wall: Hewn Stone; 30’
high, 40’ thick: Hardness: 8, Hp: 7,200; Burst DC72
Level One
Normal Exterior Walls: Hewn Stone:
height varies, 10’ thick: Hardness: 8, Hp: 1,800; Burst DC50
Strong Wooden Doors: Hardwood: 10”
thick: Hardness: 5, Hp: 100; Burst DC23
Interior Walls: Masonry Stone: 1’
thick: Hardness: 8; Hp: 90; Burst DC35
RK (1)-1. Entry Hall: This 20’ x
40’ chamber is the main entrance to the interior of Raven Keep.
Double doors that open inward are located on both ends of this room.
The doors are 10’ tall and made of thick wood covered with an inch
of iron plate (Strong Wooden Door: hp: 20/30; hardness: 5/10; Break
DC23). A pair of doors opens to either side of the entry hall into a
pair of guard stations. At least one of the Keep‘s followers is
stationed here at all times. A 15’ long steel bar is located in
the guard station to the east of this room. It is used to bar the
first door in the event of attack by hostile forces (adds +2 to the
DC to burst the doors).
RK (1)-2. Guard Stations (x 2):
These chambers are normally unmanned. When important dignitaries are
present in Raven Keep or if hostile forces are suspected in the area
these spaces are used to stage the keep’s defenders. The troops
vary from one watch to the next but an entire watch team will be on
hand in case of trouble.
RK (1)-3. Borderdale City Office:
This office serves as the point of contact at Raven Keep for the
citizens of Borderdale. This is where they pay their taxes, enlist
in the militia, and make requests concerning the future of the
community. The keep employs two civilians to deal with the populace
and ensure collected monies are accounted for.
RK (1)-4. Castellan’s Office:
Several large, mismatched and overstuffed chairs, a table, and a
bookshelf (generally filled with ledgers and watchbills) are found
within this room. This room is kept neat and clean by the two city
clerks Elmoren has hired.
This chamber serves as Elmoren’s
office in matters that concern the day-to-day management of Raven
Keep. Elmoren keeps track of the castle’s provisions, settles
disputes between servants, ensures everyone gets paid when they’re
supposed to, and generally spends most of his time going over
inventories and schedules.
RK (1)-5. Jakes (x 4): The jakes on
the first level of the keep are simple chambers. Built-in cupboards
contain towels, soaps, and other items needed to maintain personal
hygiene. Water and bodily wastes are piped out via metal tubing that
eventually feeds into the underground river that passes below
Borderdale. The jake located next to the servants’ quarters also
contain a bathtub for their use.
RK (1)-6. Watch Captain’s Office:
This is where citizens of the area come to report sightings of
potentially hostile creatures, small crimes, or other problems in
town. Also, a ledger containing charges to be filed in civil matters
before the leaders of the keep or the Borderdale Council is kept
here. Mostly, the charges concern individual complaints of the
citizenry against their neighbors. These cases are presented at
council once Allea or one of her representatives investigates the
allegations.
RK (1)-7. Helping Hand Caravan
Company (HHCC) Branch Office: This 20’ x 30’ room is located
across from the Borderdale City Office. Trevor Longhauler and
Laereth Mooncloud used to consolidate the information gathered in
their travels into reports for the leaders of Raven Keep. Desks with
chairs and filing cabinets hold copies of employee records; the
company’s pay records, reports from the field and invoices from
previous caravans that are also kept in the main office at their
headquarters. Since Maurith turned over control of the caravan
company to the Coberal Trust Company and the group has moved to
Tethyr, this office has gone unused.
RK (1)-8. Cold Room: This room is
the answer Legolas and Kysek came up with regarding food storage.
Walls of Ice line this room and keep it well below freezing. Small
drains in the floor remove water from the room as the ice slowly
melts. Generally the Wall of Ice spells are renewed every three to
four months. Drained water is gathered in barrels and stored in the
courtyard for later use. The floor of this room is interlaced with
iron bars to support the weight of the ice.
RK (1)-9. Kitchen: This is where
meals for the entirety of the castles’ forces are prepared. Madame
Garah and Hedrik supervise a team of five other cooks in their
duties. The kitchen has a baking oven, a large fireplace, several
tables and cabinets and a wide variety of pots and pans.
Morningfeast in Raven Keep is served from 0530 - 0630 and normally
consists of bread, sausage and gravy, or acorn pancakes. The Highsun
meal is served from 1130 - 1230 and varies with game available in the
surrounding forest. (Normally a venison stew or rabbit plus berries
and other wild growing fruit.) Eveningfeast is served from 1530 -
1630 with the off-going watch fed at 1800. Fare is much the same as
that served at lunch but a dessert is usually provided to make up for
having to wait to eat. Madame Garah sometimes thinks she is too
lenient with the party members as they often take their meals at odd
hours and that she ought to enforce a more regular schedule on them
as well as the guests they host.
RK (1)-10. Shrine to Shaundukal:
This small room on the east side of the Grand Hall is set aside for
use by worshippers of Shaundukal, the Helping Hand. The shrine
contains a stone throne atop a low dais. The throne is surrounded by
four low pillars pierced with holes that a breeze will whistle
through. A low table is set in front of
the throne and a thick tome has been placed atop it. An inkwell and
quills are located nearby. Visitors to the shrine are encouraged to
sign their names and from where they began their travels and final
destination as well as the date. Maurith tends the shrine daily with
help from some of her lay followers in the HHCC.
RK (1)-11. Shrine to Lathander: This is a small alcove set aside for use by worshippers of Lathander. The archway leading into the shrine faces east, the direction of the rising sun. Artistic supplies (paints and a small easel, molding clay, writing paper) are kept here. Small bags of seeds are kept here as well for worshippers to take from and plant later. The small chamber is decorated with a tapestry of the sun just appearing over the tops of trees in a vast forest. A pedestal draped with pink, yellow, and red silk cloths holds a bowl of water that is exposed to the first light of the dawn. Paladin Brannen Morningmist and Melanie Solsticeweaver tend this shrine as part of their daily devotions to the god.
RK (1)-11. Shrine to Lathander: This is a small alcove set aside for use by worshippers of Lathander. The archway leading into the shrine faces east, the direction of the rising sun. Artistic supplies (paints and a small easel, molding clay, writing paper) are kept here. Small bags of seeds are kept here as well for worshippers to take from and plant later. The small chamber is decorated with a tapestry of the sun just appearing over the tops of trees in a vast forest. A pedestal draped with pink, yellow, and red silk cloths holds a bowl of water that is exposed to the first light of the dawn. Paladin Brannen Morningmist and Melanie Solsticeweaver tend this shrine as part of their daily devotions to the god.
RK (1)-12. Storeroom: This 20’
long x 50’ wide chamber is located in the servants’ wing of Raven
Keep. This area holds folding tables, chairs, dinnerware for large
parties, and crates filled with new uniforms for the keep’s forces.
Additionally, rolls of fabric recovered from a Zhentarim caravan,
reams of paper, empty jars, and a wide variety of sundry goods are
kept here as well.
RK (1)-13. Dining Hall: The dining
hall is located south of the keep’s kitchens. It is 30’ long x
70’ wide. Massive tables form a “U”-shaped dining area. The
open end of the “U” faces east and often serves as a performing
area for traveling bards, jugglers, dancers and other entertainers.
There is room at the tables for over 40 people to dine comfortably.
RK (1)-14. Shrine to Helm: This 10’
x 10’ area is mostly used by the keep’s human warriors from
Dagger Falls and Edgar Stoutshield. They see themselves as the
protectors of the refugees of Snowmantle, the Ondonti tribe rescued
from the Zhentarim, and the other citizens of Borderdale. The symbol
of Helm, an open staring eye with a blue pupil and outline painted on
the palm of a left handed war gauntlet is set in a tile mosaic
against the back wall of the shrine.
RK (1)-15. Shrine to Correllon
Larethian: This small alcove is seldom visited by local worshippers
of Correllon Larethian who prefer to worship in small clearings
outdoors. The high ruler of the Seldarine and the creator of the
elves is portrayed traditionally here. A statue of a tall, thin
elven figure, clad in scalemail and carrying a long slim sword stands
in the center of the shrine. Small offerings are often left by
travelers passing through the area and the non-elven residents of
Borderdale who wish to thank the elven god for the protection
provided by his people.
RK (1)-16. Audience Hall: The
audience hall is located behind the shrines to Lathander and
Correllon, just south of the dining hall. It is a 30’ long x 50’
wide chamber. Two rows of 15 benches form a walkway to the west end
of the room. A high podium stands at the center of the west wall and
is flanked by six slightly lower desks (three/side). This is where
formal complaints and disputes are heard by Legolas (or Raven, on the
rare occasions he is present or the Borderdale Council). The elf
lord also sits as judge, jury for crimes committed by the citizens of
Borderdale or his followers. Legolas spends his mornings here (0900
- 1200) every other day, presiding over civil matters brought to him
via the watch captain‘s office and reviews discipline problems
amongst the keep‘s followers. He is regarded as the highest
authority in Borderdale and his word is law, although this power is
seldom exercised, as he prefers the citizens to govern themselves.
The Borderdale Council is comprised
of Elmoren the Castellan, Gildor Elbereth and Kaitlin Willowisp.
They oversee the governing of the growing community when Legolas and
the other party members are away and preside over the hearings held
here. Together, they wield as much practical authority as Legolas
but they cannot sentence a criminal to death.
The floor in front of the podium
bears a mosaic created by Romulus and Legolas using the techniques
found in the Pagina Savilara. This mosaic has been designed to as an
image of Raven Keep’s heraldic symbol and is ringed by the family
crests of each party member. The mosaic is empowered with the magic
of a permanent Zone of Truth (Will DC17). All who stand on the
mosaic are compelled to speak truly before the rulers of Borderdale.
A secret door (Search DC20) located
in the south wall near the west corner opens into a 20’ long x 30’
wide chamber. This chamber provides access to the keep’s armory
and to sub-level one of the keep. Pulling a lever hidden behind a
secret panel within the podium opens the door. A similar lever
inside the secret room operates the door from the inside. Most of
the keep’s followers and a handful of the civilian servants are
aware of the existence of the “secret door” but only a select
handful know how to operate it.
RK (1)-17. Servants’ Quarters:
The servants’ quarters are actually a suite of five rooms
surrounding a lounge area. Only a handful of the keep’s civilian
employees live in the keep on a permanent basis and consist of most
of the keep’s original staff: Madame Garah, Hedrik, Axel, Emryl,
Anariel, Janette, Heidi, & Michelle. In addition to these
personnel, Romulus’ scribe, Dunadan Brewer has assumed the position
of the keep’s herald.
The rooms in the servants’
quarters are divided as follows: a. Dunadan; b. Madame Garah and
Hedrik; c. Axel; d. Emryl and Anariel; e. Janette, Heidi, and
Michelle. Each room contains a bed for each servant, a table with
chairs, a mirror, a washbasin, and standing closet has also been
provided.
RK (1)-18. Armory: This room can
only be reached through a secret door found in the south wall of the
audience hall. A cache of weapons is stored here to include
longswords, shortswords, longbows, shortbows, daggers and literally
hundreds of flight and sheaf arrows. Additionally, the keep’s
stockpile of firearms (20 rifles, 20 pistols, and 4 kegs of smoke
powder) is stored here as well.
RK (1)-19. Stables (Private
Mounts): The stables are located on the east side of Raven Keep. The
stables are a one-floor structure, 80’ long x 40’ wide. Stalls
run along both sides of the building’s interior for housing party
members‘ horses. Each stall has sufficient room for two horses. A
small loft above each stall holds riding gear for the animals. Other
items required for care of the animals are kept in a small closet
near the main door of the stables. The party maintains a team of
three grooms supervised by the stablemaster, Emryl Aragon. The
stablemaster and his assistant live in the servants’ quarters.
However, at least one member of the stables’ caretakers are on hand
at all times to serve the party, taking turns sleeping in a low loft
at the south end of the stables at night in case a mount is needed.
RK (1)-20. Guest Stables: This
stable is located on the west side of the keep. Visitors to the
keep, stable their mounts here. The keep’s centaur allies also use
the open ground around the building as an impromptu marketplace.
Skerrit’s Voice, shaman of the Wild Mane centaur tribe, has planted
several types of berries along the front of the tribe’s stables and
grows raspberries, strawberries, and blueberries here. The berries
are often turned into wine by the more skilled brewers of his tribe
and traded for items the centaurs desire but cannot produce.
RK (1)-21. Grand Hall: The grand
hall is a massive chamber, fully 110’ long x 40’ wide. Its
ceiling rises to the third floor of the keep. Two balconies surround
the grand hall at heights of ten and twenty feet. Two stairways at
the south end of the room lead up to the second floor. Numerous
doors open off of both sides of the hall. This is where the leaders
of the keep host social functions for the entire community, important
visitors, and important ceremonies. There is a constant flow of
traffic through this area as people rush about on their errands. The
tile floor of this chamber is polished every night from midnight to
reveille (0600).
Level Two
RK (2)-1. Bladesong Council
Chambers: The Bladesong Council Chamber is an opulently decorated
room. A set of large wooden double doors opens into the chamber and
is engraved with a woodland scene. The scene consists of a forest
clearing surrounded by flowers. In the center of the clearing is a
large bear-like man. This man is beset on all sides and being driven
back by a host of creatures that represent each of the bladesong
guilds. This image represents Malar the Beastlord and the role the
bladesingers play in the defense of the elven people from the
predations of his followers.
The chamber itself holds a long
semi-circular table that has nine chairs placed along its western
side. Another chair sits inside the arc of the table. Nine doors
open out of the main chamber into individual rooms set aside for use
by each of the represented guilds. Beginning at the center of the
west wall and moving counterclockwise around the main chamber these
rooms are used by Head of Council Blademaster Aurius Bluebane, Lion
Councilor Celimbor Eregion, Feystag Councilor Ilrune Symbaern,
Basilisk Councilor Lagun Eregion, Griffon Councilor Legolas Elbereth,
Falcon Councilor Mauri’el Leathian, Diving Hawk Councilor Mistallen
the White, Dragon Councilor Nalla Starlight, and Mantis Councilor
Trinni Moonglow. Each door is engraved with the symbol of its guild
and opens into a 20’ long x 10’ wide room. Each room is really a
small office and holds a small bookshelf, a desk with a chair, and is
decorated according to the taste of its occupant.
The Guild of the Feystag has been
granted a chamber and a seat on the council. This guild has not been
active since the fall of Myth Drannor. While adventuring in the
ruined elven city, Legolas, Raven, and the rest of the party met the
sole remaining member of the shattered guild: Blademaster Ilrune
Symbaern. The elven lich provided the party with aid in the ruined
city and has been granted his seat out of respect and gratitude
earned by the party. Ilrune still resides in the ruins of Myth
Drannor and only rarely ventures forth.
RK (2)-2. Jakes (x 5): The jakes on
the second level of the keep are identical to the ones of the first
floor. The jakes within the guest halls are furnished with a bathtub
for use by visiting councilors.
RK (2)-3. Storage: This room holds
cleaning gear used by the second floor maids and stacks of clean
linens for the guest quarters on this floor.
RK (2)-4. Medical Ward: Maurith has
established a room on this floor of the keep for treating injuries
suffered by the keep’s followers. She keeps nonmagical healing
herbs, bandages, purified water, and bowls for mixing poultices in a
large cabinet against the north wall. Eighteen single beds line the
walls of this chamber for more serious injuries. Maurith has also
been studying under the watchful eye of Ford Stillwater to become a
midwife and will tend expectant mothers here and coax them through
childbirth. The new mother and child will then remain here for a
handful of days until judged fit to return to their home by Maurith
or Ford.
Note: All Guest Quarters are 20’
x 20’ except #9 which is 20‘ x 30‘. Guest Quarters #9 also has
a private bath which extends its dimensions to 20‘ x 40‘. The
emblem of each guild is engraved on the door leading into the guest
quarters.
RK (2)-5. Guest Quarters (Guild of
the Dragon): Councilor Nalla Starlight uses this chamber when present
in Raven Keep. She heads Evereska’s most militant guild and often
leads sorties into the wilderness surrounding Evereska to attack
enemies of the elven community. Her room here is furnished like all
the other guest quarters with a writing table and chairs and a double
bed. She has stored a number of maps of the area surrounding
Evereska in the keep to study on the rare occasions she must be
present. Nalla’s room is kept in an orderly, military fashion with
everything in its place. When visiting the keep, Nalla often
pressures Raven to join her in fighting the orcs, goblins and
brigands that encroach on elven lands.
RK (2)-6. Guest Quarters (Guild of
the Falcon): Mauri’el Leathian, newest councilor of the Bladesong
guilds, has been granted these quarters during his visits to the
keep. The furniture of this room is similar to that found in Nalla
Starlight’s chamber. Mauri’el is an earnest, helpful young elf
and hopes to serve his guild well on the Council. Mauri’el has yet
to move any personal items into these quarters given the tumultuous
nature of the Falcon guild in recent years.
RK (2)-7. Guest Quarters (Guild of
the Basilisk): Lagun Eregion is the longest serving member and the
oldest living elf to serve on the bladesong council. His room is
furnished with a divan, a low coffee table, a bookshelf, and wicker
chairs brought from the Eregion estate in Evereska. Lagun is a
careful, meticulous thinker and his room is given over to comfort to
allow him to think in peace. Thick tapestries cover the walls to
shut out noise from the keep that would distract him form his
thoughts.
RK (2)-8. Guest Quarters (Guild of
the Feystag): This chamber is reserved for use by Blademaster Ilrune
Symbaern. The room is furnished with antiques recovered from Myth
Drannor to include a table with four chairs, a writing desk, oil
lamps, a bed, and an elegantly woven rug.
RK (2)-9. Guest Quarters (Bladesong
Council Head): Aurius Bluebane, Head of the Bladesong Council resides
here when within the walls of Raven Keep. In addition to a
handcrafted desk, chair and luxurious bed, Aurius also has furnished
his room with a small table and chairs that he uses to entertain
private meetings with the councilors. Aurius has decorated his
chamber with flags displaying the heraldry of each family that is
represented in the guilds he oversees. Aurius is also a masterful
tactician and is currently penning a treatise on small group movement
and provisioning. His notes are kept in the drawer of his desk. A
door in the east wall leads into a private bath. Additionally, the
elven warrior-mage has used Stone Shape spells to create a secret
niche in the west wall of the bath itself and hides copies of his
traveling spellbooks and several healing potions within.
RK (2)-10. Guest Quarters (Guild of
the Mantis): Trinni Moonglow spies on the other councilors from this
guestroom. Trinni has been secretly appointed with policing the
ranks of the Bladesong Council by Aurius Bluebane himself. The elf
woman often entertains guests here. Comfortable chairs, a couch, and
a low table fill the center of the room. Trinni’s bed and luggage
are hidden from the rest of the room by a silk tapestry that forms a
curtain to separate the living area from the bedchamber. A small
cart stocked with small decanters of liqueurs is positioned directly
behind the couch. Trinni also keeps tabs on Raven Keep’s leaders
from here. Trinni leaves nothing of personal significance in this
room unless she is present.
RK (2)-11. Guest Quarters (Guild of
the Diving Hawk): Mistallen the White uses this chamber while
visiting the Keep. As a former member of the White Tiger Guild,
Mistallen maintains a small shadowbox of mementos from that now
defunct organization to include a tabard and broadsword bearing the
tiger emblem etched into the blade. Mistallen has also secreted a
copy of the Falcon Guild’s fighting techniques in a hidden recess
of her nightstand. She instructs her guild’s members in the
Falcon’s fighting styles and the methods that can be used to
counter their attacks and penetrate the defenses of that style. The
bladesinger is still very distrustful of the Falcon Guild due to her
old guild’s forced induction by Ilsidur Greycloak in 1358 - 1359
DR. She also bears a grudge against the rest of the Bladesong
Council in general and retired councilor Minas Fogcloak in particular
for failing to prevent her guild’s dissolution. The only
exceptions to her hostilities are Legolas Elbereth and the Guild of
the Griffon for their actions in exposing the duplicity of Ilsidur.
RK (2)-12. Guest Quarters (Guild of
the Lion): Celimbor Eregion, Legolas’ old guildmaster, rooms in
these quarters while attending to council business in Raven Keep.
Celimbor is a dignified elf with a taste for fine things. His
quarters reflect this in their decoration. All of the elf
councilor’s furniture has been imported from his family estate in
far-off Evermeet. Thick rugs blanket the entire floor and tapestries
emblazoned with various images of the Lion Guild down through the
ages cover the walls. Recently, representatives have approached
Celimbor from Evermeet’s Tower of the Moon with an offer to join
the ranks of the island’s High Mages.
RK (2)-13. Guest Quarters (Guild of
the Griffon)/Adrianna Dovesong’s Stateroom: These quarters are
assigned to Adrianna Dovesong due to her position as a teacher of
magic to most of the Guild of the Griffon’s members. Also,
Adrianna’s former position in Kysek Creepingshadow’s information
network has left her with experience in spying on Bladesingers, a
duty she performs while hosting representatives from the bladesinger
guilds in Evereska. (Adrianna played a key role in uncovering the
treachery of Ilsidur Greycloak and exposing his threat to the
remaining members of the Bladesong Council.)
Adrianna has furnished her chamber
with a large double bed complete with silken canopy. Teak wood
nightstands flank the bed and are inset with small ornamental stones.
A low table surrounded by cushions in a style popular in Calimshan
fills the center of the room. A cabinet hidden behind a dressing
screen holds her spellbooks and components. A standing closet also
hidden by the screen contains her day-to-day clothing, formal wear,
and adventuring gear. Adrianna keeps her thieves’ tools hidden in
a false compartment (Search DC20) inside one of her nightstands.
Level Three
RK (3)-1. Library: This room is
very comfortably appointed and boasts long wooden tables, a wide
variety of chairs and thick, colorful rugs. Bookshelves line the
exterior walls of this room and hold all the books the keep has
acquired for magical research.
One specially constructed, lockable
bookcase (Superior Lock: Open Lock DC40) is protected by a Greater
Glyph of Warding that is activated by anyone who fails to speak the
proper password (“Arcana Release“) before attempting to open the
bookcase. The glyph causes 10d8 electrical dmg (Ref half DC21) to
all within 10’.
Other books that line the walls
vary from political treatises to journals concerning various magical
theories.
RK (3)-2. School: Maurith has
established a school for the children of Borderdale. On the first
through the fifth days of every tenday, Maurith (or in her absence,
Melanie Solsticeweaver) instructs her students in reading and writing
both Common and Elven, basic mathematics, art, music, geography, and
exposes them to the primary religions of the keep. The local floral
and fauna of the Border Forest are also studied in detail to provide
some survival skills should her charges ever become lost in the
surrounding woods. She discusses the keep’s political situation
with her class and the attitudes the keep’s leaders have adopted to
protect and defend the citizens from harm. The classroom is a 50’
long x 40’ wide chamber filled with desks and chairs located
directly across from the keep’s library.
RK (3)-3. Jakes (x 3): The jakes on
the third level of the keep are identical to the ones of the first
floor.
RK (3)-4. Intelligence Office:
Adrianna oversees Raven Keep’s intelligence network from this
office although nothing kept within this room could be shown to prove
this fact. In reality, this office is a used merely as a decoy to
occupy spies and infiltrators from outside the keep. Adrianna does
make her reports to Raven Keep’s leaders within this room however.
All the walls, the floor and the ceiling have all been interlaced
with iron bars like the perimeter walls surrounding the keep.
Gorgon’s blood has been mixed into the mortar to prevent astral and
ethereal penetration. Additionally, a thin sheet of lead has been
concealed within the walls as well to prevent scrying magic from
being used to spy within.
This room is furnished as most of
the other offices found within the keep and contains a desk with
chair, cabinets, and oil lamps. A long table sits against the east
wall of the room but is pulled out to the center of the room for
meeting with the keep’s leaders. (Chairs for the table are kept in
the storage room across from this office).
Adrianna works closely with the
Helping Hand Caravan Company in organizing the information they
gather while abroad and occasionally travels with them to the cities
they visit.
RK (3)-5. Visitor’s Stateroom:
This chamber is filled with comfortable furniture imported from
Evereska. A futon with a thick mattress stands against the east
wall. A writing desk and padded chair are located against the south
wall, just to the right of the bed. A chest-of-drawers stands at the
foot of the bed.
RK (3)-6. Storeroom: This chamber
simply serves as an additional storage space for furniture, linens,
cleaning supplies, and other items used in Raven Keep. Seasonal gear
not stored in the dungeon level of the keep is kept here as well.
Additionally, bookbinding supplies and books that are in the process
of being restored from damaged conditions and copied for party
members’ private libraries are kept here.
RK (3)-7. Elmoren the Castellan’s
Stateroom: This room is brightly lit and comfortably appointed in
rich fabrics and colors. A single feather bed run along the
innermost wall while a writing table and two padded chairs stand next
to the door. The castellan’s adventuring gear is kept in locked
chests and his day-to-day clothing is stored in a single large
standing closet. Elmoren also stores his spellbook here in a locked
chest. Several potted plants are in evidence along with a pair of
musical instruments (a flute and a harp).
RK (3)-8. Tina Morningmist’s
Stateroom: Tina originally shared a room in the first Raven Keep with
her brother Brannen and later Adrianna Dovesong. In the new keep,
Tina has her own stateroom. The former bard still keeps her small
jade dragon and crystal dragon statuettes on her nightstand, gifts
from her brother Brannen before his death and later resurrection. A
comfortable feather bed occupies the southeast corner of this room.
Three large standing closets hold the girl’s clothing and six oil
lamps can be used to light the room. A small rectangular table and
four chairs sit in the center of the room atop a rug Tina bought in
Arabel on her first trip there, two locked footlockers hold Tina’s
spell components and spellbooks. Tina’s mandolin sits in its
rosewood case in her standing closet.
RK (3)-9. Edgar Stoutshield’s
Stateroom: Edgar’s stateroom is austere and contains only the most
basic necessities. The only furnishings in this room are a small
cot, a handcrafted table and chair, a rack for the paladin’s armor
and weapons and a chest for his personal belongings. A battered
prayer book dedicated to Helm, god of guardians, is kept on the table
with a small icon depicting the deity’s holy symbol.
RK (3)-10. Jelenneth of
Mistledale’s Stateroom: Jelenneth’s stateroom is also a simple
affair. Her room contains a comfortable feather bed, a desk with a
padded chair, an armoire, a wall-to-wall carpeting. Jelenneth lives
in Mistledale and only uses this chamber while visiting the keep.
This is where she studies her spells and stores treasure she has
recovered.
RK (3)-11. Nursery: This chamber
is 20’ long x 40’ wide. A door is located in the center of the
south wall. This room is set aside for the growing of small plants
that have medicinal uses as either painkillers or anti-inflammatory
properties. Herbs that find their way into the keep’s meals are
also grown here under the supervision of Madame Garah. Long tables
run the length of the room and are filled with rich loam and these
plants. A cabinet on the west wall holds trowels, pruning shears and
other small gardening tools.
Level Four
Note: Staterooms # 1 & 2 are
30‘ x 30‘. Staterooms #3, 4, 5, 8, 9, 10, 12, 13, & 15 are
20‘ x 30‘. Staterooms # 6 & 11 are 40’ x 20’. Linens
are changed and cleaned daily by Michelle’s staff of maids that
maintain this floor when this room is occupied.
RK (4)-1. Algar Longschnozz’s
Stateroom: This 30’ x 30’ room is kept scrupulously neat when
Algar is present. A thick book, most of which is blank paper, is
kept on the bedside table where Algar designs new inventions. A low,
sturdy desk is found against the wall by the door. Working model
versions of all of Algar’s works are displayed on a long table
against the innermost wall of these chambers. A stand for Algar’s
finely crafted dwarven armor and weapons is located next to his
dresser where his clothing is stored.
Designs included in Algar’s
notebook include the dual crossbow, a drainage system for the cold
room, plans for Raven Keep’s second barracks, the Smelting Chamber
and smelter, the river portcullis and winch house, Morningmist Hall,
Malice Wyrmshadow’s tower in Dagger Falls, and the new keep.
RK (4)-2. Brannen Morningmist’s
Stateroom: Brannen Morningmist has moved into this chamber of Raven
Keep. The room is furnished simply with just a bed, small bedside
table and chair. The remainder of the room is adorned with artwork
displaying the many facets of the deity Lathander’s influence, from
tapestries to small paintings. A rug in the center of the floor is
filled with the pinks, yellows, oranges, and reds of a sunrise.
Trophies claimed from dragons the wyrmslayer Brannen has defeated;
mostly teeth fill a shelf on the north side of the room. A stand for
Brannen’s golden armor and weapons has been placed in the northwest
corner of the room. A large chest at the foot of the bed contains
the paladin’s adventuring gear and clothing.
RK (4)-3. Mariah Windrider’s
Stateroom: This room has been set aside for Mariah Windrider.
Although the ranger does not live in the keep since she prefers to
stay in a small cottage she has built for herself at the edge of
Borderdale. Still this room has been filled with rugged rough-hewn
wooden furniture and includes a bed, table and four chairs. Mariah
has no personal gear in the keep but a chest-of-drawers has been
placed against the west wall for her use.
RK (4)-4. Visitor’s Stateroom
(Gregor Coberal): Although this stateroom is officially considered to
be “visitor’s quarters”, this chamber, in practice belongs to
Captain Gregor Coberal of the Blazing Cutlass. The room has been
decorated and furnished to provide a nautical feel. Bookshelves that
line the walls hold copies of the keep’s atlases and astronomy
works regarding navigation. A bed has been furnished but hooks for a
sailor’s hammock are concealed behind small niches in the northeast
corner of the room. A beautiful sea green and sea-blue carpet covers
the floor and the walls have been paneled with oak to simulate the
interior of a ship captain’s cabin aboard ship. Paintings on the
walls show nautical themes such as ships at sail or marine creatures
at play.
RK (4)-5. Visitor’s Stateroom:
This stateroom is currently being set aside for use by visitors to
the keep. A large feather bed, writing desk with chair, and a
standing closet are just some of the furnishings found within.
Brannen’s mother often resides in this room when she makes the
journey from Shadowdale to visit the keep.
RK (4)-6. Valmiss Straightbow’s
Stateroom: This stateroom is comfortably furnished with a large
double bed and padded chair. Four oil lamps illuminate this chamber.
A workbench/desk is located against the north wall. Depressing a
push button located in the desk’s center drawer accesses a secret
panel located behind the workbench. This panel slides away to reveal
a 3’ wide x 20’ long crawlspace that could be used to hide
important goods. This is where Valmiss has hidden his spellbooks and
the magical items he has acquired over the course of his journeys.
Currently, this room is unoccupied
as Valmiss fell victim to a trap set by a Pit Fiend in the City of
the Sunless Sea and is currently trapped in the Abyss. Still, under
orders from Raven, his cousin’s room is scrupulously kept clean by
the keep’s servants.
RK (4)-7. Bath/Jake: A well
appointed chamber, the bath and jake is a 20’ x 20’ room. A
bathtub large enough for two people to share fills the south wall. A
large cabinet located to the side of the bathtub contains soap, clean
towels and washcloths. A mirrored cabinet has been placed on the
wall and contains hygiene items. The jake itself stands in a
curtain-enclosed area in the northeast corner of the room.
RK (4)-8. Legolas & S’nietha
Elbereth’s Stateroom: Even though Legolas and S’nietha reside in
the Guild of the Griffon’s Tower, they maintain a room within the
walls of the keep. This room is furnished in much the same manner as
the tower’s living quarters. A large double bed occupies the
center of the north wall. A nightstand is located on each side of
the bed and both are topped with small oil lamps. A low bookshelf is
topped with small potted plants against the east wall. A small table
surrounded by four chairs stands in the southwest corner of the room.
A thick green rug covers the floor and is embroidered with images of
woodland animals.
RK (4)-9. Romulus the Mage’s
Stateroom: Like Legolas and S’nietha, Romulus maintains a room in
the keep although he lives in his personal tower. This room contains
a bed, writing desk and chair. A throw rug has been placed directly
in front of the door. This room has a chest-of-drawers for the
mage’s clothing and an standing closet contains robes. Romulus and
Valerie only rarely use these quarters and much of the room remains
empty.
RK (4)-10. Visitor’s Stateroom:
These guest quarters are furnished with a large feather bed, writing
desk with chair, and a standing closet.
RK (4)-11. Nathan Cabosh’s
Stateroom: This chamber is used by Nathaniel Cabosh. The knight
maintains an opulently furnished room. His bed is large and
comfortable and has been placed against the north wall. A chest at
the foot of his bed contains all of the cavalier’s adventuring
gear. A rug from far-off Kara-Tur fills the center of the floor. A
low coffee table surrounded by couches sits on the center of the rug.
A cart bearing various liquors is located behind one of the couches.
A bookshelf is built into the west wall and contains treatises on
horsemanship and the training of warhorses, military history and
myths about the god Lathander. A rack against the south wall holds
Nate’s armor and weapons. A large cabinet to the right of the rack
contains his clothing, all hung to prevent wrinkling.
RK (4)-12. Visitor’s Stateroom:
This stateroom is furnished exactly as stateroom # 10, but has been
carved and upholstered to provide a more “elven” feel for its
guest.
RK (4)-13. Visitor’s Stateroom:
As with all other visitor’s staterooms, this chamber is furnished
with a large feather bed, writing desk with chair, and a standing
closet.
RK (4)-14. Raven Straightbow &
Maurith Slindearyl’s Suite:
a. Living Room: Raven and Maurith
share this suite of five rooms. These rooms have mahogany paneling
and are well lit by several lanterns containing Continual Flame
stones. These lanterns can be dimmed or closed off entirely by
turning the shutters on each lantern. Directly above the living room
door hangs “Stirge”, the sword Raven carried in his early
adventuring days. A comfortable couch sits in the center of the
living room and is flanked by a pair of end tables. Two leather
chairs sit facing the couch. Three other doors open out of this room
into the bedchamber, nursery, and Raven’s practice room.
b. Nursery: The nursery is simply
furnished with a bassinet and a chest-of-drawers. Toys for Raven and
Maurith’s daughter, Myrleanna, lie scattered across the floor along
with throw pillows and padded rugs. The room is decorated in pastel
greens and yellows.
c. Bath: A well appointed chamber,
the bath and jake is a 20’ x 20’ room. A bathtub just large
enough for Raven and Maurith to share fills the southwest corner of
the room. A cabinet located to the side of the bathtub contains
clean towels and washcloths. Another small cabinet with a mirror on
its door is located above a washbasin and contains soap, scented bath
oils and other personal hygiene items. A bin located next to the tub
holds discarded clothing to be washed with the rest of the couple’s
laundry.
d. Bedchamber: A large double bed
stands in the center of the east wall, directly beneath the window.
A desk and chair sit to the left of the bed. The desk has many small
boxes set into it. Each box holds papers to include the keep’s
watchbills, reports of varying degrees of interest, and other items
set down by either Elmoren or Meridian in the day-to-day operation of
the keep. Two footlockers are placed in one corner of the room. One
holds Raven’s adventuring gear and the other has livery of Raven’s
family back in Evermeet (including a tabard emblazoned with his
family crest). There is also a standing closet in the opposite
corner that holds more clothing and the vestments Maurith uses in her
ceremonies of dedication to Shaundukal. She also maintains a second
closet that contains several gowns suitable for the keep’s social
functions. A door in the south wall leads into the couple’s
private bath.
e. Practice Room: This is a large
open room that has been left bare for Raven to practice his
swordsmanship in private. A rack that holds padded armor and
practice weapons is mounted against the west wall. Maurith also
practices here. On rare occasions, Raven will bring a promising
follower here for personal instruction in swordplay.
RK (4)-15. Visitor’s Stateroom:
As with all other visitor’s staterooms, this chamber is furnished
with a large feather bed, writing desk with chair, and a standing
closet.
Sub-Level One
The keep’s sub-level is the only
area that has not been subjected to demolition and rebuilding.
Unless otherwise noted, all structures are original. Ceilings are
10’ high and all rooms and passages are lit by Continual Flame
spells.
RK (S-1)-1. Entry Chamber: This
chamber is reached via a 30’ long iron rung ladder located beneath
a manhole behind the secret door of the audience chamber. A block
and tackle is rigged above the manhole for the raising and lowering
of crates, casks, and bundles of supplies to and from the keep‘s
lower level. Most of these supplies are then transported upriver to
be stored in the goblin caves for use during a siege.
RK (S-1)-2. Cells (2a thru 2j): All
of these are 10’ x 10’ square rooms used to hold prisoners of the
keep. The doors are made of wood with steel bindings and have a bar
that can be placed against the door to hold it more firmly. Two keys
are needed to unlock each door. (Open Lock DC 30, Hardness: 5, Hp:
20, Break DC23) The cells themselves are unfurnished and quite
uncomfortable. A sliding panel at the bottom of each door can be
used to deliver food and water to prisoners or remove used trays. A
small 6” drain in the floor is provided for use as a chamber pot
and garbage disposal. Cells 2a and 2b are used to store alchemist
fire arrows.
RK (S-1)-3. Storage Locker: Except
for the wall shackles, this room has been cleared of all evidences of
its former use as a torture chamber. Now, it simply serves as an
additionally storage space for seasonal gear (winter coats,
snowshoes, tools, etc) used by the troops of Raven Keep. A secret
panel located on the floor to the left-hand side of the door hides
the lever that disarms the mechanical traps in the vault passageway.
A newly constructed tunnel leads
from the northwest corner of this chamber. This tunnel progresses
directly west 40’ before opening into the Smelter’s Chamber.
This tunnel was built shortly before the demolition of the original
keep.
RK (S-1)-4. Vault Passageway &
Vault: A long trap-filled passageway protects this chamber from
invasion. There are numerous traps that must be avoided or bypassed
by those not authorized to enter this section of the keep. (For a
complete list of traps see below.) Treasure gained from raids
against the Zhentarim and on party member’s personal adventures is
stored within the vault in various large chests and is divided by
types of coins and gems. Various art objects and magical items
unusable by the keep’s residents adorn the shelves that line the
walls of this chamber.
The traps that protect the vault
will be detailed in the order they would be encountered by a
trespasser attempting to approach the vault:
Trap 1 (Magical): Greater Glyph of
Warding: Placed on door that opens into the vault passageway; 10d8
wind and buffeting damage (Ref half DC21) to anyone who passes
without speaking the password “Halorade”.
Trap 2 (Mechanical): A short (5’)
flight of steps leads downward as the vault passage continues
forward. Anyone stepping on the bottom step causes an Orc Smasher to
swing down from the ceiling and slam into the offender (+10 melee)
for 3d6 dmg. (Search DC20; Disable Device DC25)
Trap 3 (Mechanical):
Pressure-sensitive plate located 10’ beyond Trap 3; If a weight
greater than or equal to 100 lbs. crosses the plate a pair of spears
(+12 2 Spears; 1d8/x3) are fired from the ceiling. (Search DC20,
Disable Device DC20)
Trap 4 (Mechanical): Just before
reaching the second door of the vault passageway, any person whom
steps on the wrong stones of this 10’ x 10’ section of floor (Dex
check DC20) punctures a pig bladder filled with flammable oil. This
causes a secret panel (Search DC20) in the ceiling to drop open and
spill a flask of alchemist’s fire. All creatures standing in the
trapped section are subject to the effects of the flame. (Search
DC20, Disable Device DC20)
Trap 5 (Magical): Greater Glyph of
Warding: Placed on second door of vault passageway; Harm spell to
anyone who does not speak the password “Ul Anga” before opening
the door.
Trap 6 (Mechanical): Between the
second and third doors of this passageway is a teeter-totter floor.
Anyone weighing more than 100 lbs. stepping into this 10’ x 10’
section of passage is dropped in a 20’ deep spiked pit (no attack
roll, 2d6, Ref DC20 avoids) (Search DC20, Disable Device DC20). A
secret door (Search DC30) is located in the south wall of this room
and leads into the vault’s vestibule. The visible door of this
chamber (is Trap 7) leads further west into another trap.
Trap 7 (Mechanical): The room
beyond this door (Trap 9) is a dead end. Any person opening this
door is struck with an Orc Smasher that swings down from the ceiling
and slam into the offender (+10 melee) for 3d6 dmg. (Search DC20;
Disable Device DC25) Additionally, there is a 75% chance that the
Orc Smasher will knock its victim onto the teeter-totter floor of
Trap 6.
Trap 8 (Magical): Greater Glyph of
Warding: Placed on the secret door that opens into the vault’s
vestibule. 10d8 sonic damage (Ref half DC21) to anyone who passes
without speaking the password “Wildwood”.
Trap 9 (Mechanical): The vault door
is spring-loaded. Anyone attempting to pick the lock to it will be
struck for (+15 melee) for 1d6 dmg. Note that if the secret door
(Trap 8) was left open, there is a 25% chance of falling victim to
Trap 6.
Although not trapped, the vault
itself is warded against intrusion by a Forbiddance spell. This
magic seals the area against teleportation, plane shifting and
ethereal penetration. Additionally, the vault’s Forbiddance is
password-locked to prevent entry by any that fail to speak the words
“Praise be to Shaundukal, the Helping Hand, the Rider of the
Winds”. And lastly, a Will save (DC21) is required for all
non-Chaotic Good beings to enter the vault. The effect of a failed
save (aside from inability to enter the vault even if the password is
known) is based on one’s alignment: different w/ respect to law vs.
chaos: 3d6; different w/ respect to good vs. evil: 6d6 (use only the
most severe penalty).
RK (S-1)-5. Crypt: Thirty large
stone slabs line this chamber in three rows of ten each. Atop six of
these slabs lie the remains of Raven Keep’s previous elven lords.
RK (S-1)-6. “The Talking Head”:
A human skull rests here upon a pedestal. Once magical, the skull
could Identify magical items placed against it. For some reason, the
magic powering the skull has dissipated.
RK (S-1)-7. Wine Cellar: Casks of
wine are stored here along with a winepress located in the southwest
corner of this room. There is a secret door (Search DC20) hidden
behind a cask in the northeast corner of the room that leads into a
narrow tunnel of worked stone that leads to an underground river.
RK (S-1)-8. Docks: The docks are
arranged in a fashion which allows a boat up to 5’ wide to moor in
the center section and two other boats to tie off on the outboard
sides of the docks. Two lanterns containing Continual Flame stones
are posted here to illuminate the area immediately surrounding the
small pier. Two small (3’ wide x 8’ long) flat-bottomed boats
that Legolas purchased in Dagger Falls are moored here.
RK (S-1)-9. Boat House: This small
shack contains rope, grapnels, boat hooks, oars, lightweight anchors,
tar paper and other materials that can be used to affect repairs on a
variety of small wooden boats. A small crawlspace (3’ high) forms
a loft at the top of the boathouse.
RK (S-1)-10. Underground River: A
tributary to the River Tesh that emerges from a cave roughly 15 miles
southwest of Raven Keep in the Border Forest. Algar has recently
completed a series of portcullises to block passage from both up and
down river. The controls for these portcullises are located in a
bunker next to the boathouse. Three miles upriver from the keep,
there is a series of caves formerly inhabited by goblins that has
been cleared and leveled for use as an escape route for the keep’s
noncombatants should the keep fall to enemy forces. There are enough
stores located in the former goblin caves to support a prolonged
siege. Just beyond the goblin caves, the river is fed by a
waterfall. The trail that leads to Thordbalmek begins on the north
side of the river just before reaching the waterfall.
RK (S-1)-11. Smelting Chamber: This
is a 30’ x 30’ x 30’ chamber where Raven Keep’s smelter
(purchased from Citadel Adbar) is located. The smelter was used to
melt the adamantine ore to forge the keep’s portcullises for the
gatehouse and underground river. A door in the southeast corner
opens into the tunnel that leads to the keep’s storage locker. The
dwarves from Citadel Thordbalmek often bring excess ore here to be
melted down when their own smelter cannot keep up with their miners.
The smelter costs 5 gp/day to operate and can process ore as fast as
four miners can dig it.
RK (S-1)-12. Winch House: The
controls and winches used to raise/lower the two adamantine
portcullises for the underground river are located here. There are
two winches per gate and three people are required per winch to lift
the gates clear of the river. Lowering the gates is much easier as
only one lever need be thrown to release the brakes and send a gate
crashing into the water below. Small windows in the winch house
provide a view of each portcullis from the winches.
The
Gatehouse
The Gatehouse serves as Raven
Keep’s first line of defense and provides access to the keep’s
inner courtyard. The gatehouse is forty-five feet tall and has four
floors. Four personnel man the gatehouse at all times. The walls of
the gatehouse are twenty feet thick and its ceilings are 10’ high
unless otherwise noted. The interior of the gatehouse is lit by
Continual Flame spells.
Level One
G1. Entrance: The first level of the
gatehouse is a single open area. Massive iron-plated double doors
and a pair of adamantine portcullises can be closed and lowered to
bar access to the keep’s inner courtyard. The ceiling is fifteen
feet high and filled with murder holes through which stones, oil,
scraps of metal, etc wait to be dropped onto attackers by castle
defenders.
A stairway located in the inner
courtyard (the south wall of the gatehouse) leads up to the second
floor.
Portcullis: Adamantite; 15’ high,
4” thick: Hardness: 20, Hp: 160; Lift DC50
Level Two
G2. Guard Station: The second floor
of the gatehouse is filled with murder holes. This is where the
changing of the watch occurs. Two guards man the gatehouse roof and
two more are stationed at ground level. One of the guards on duty
here is equipped with a Ring of X-Ray Vision that is passed down from
one watch to the next. One of the other guards has a Ring of
Shooting Stars. A small coffer on the second level of the gatehouse
contains two potions (Cure Light Wounds, Cure Moderate Wounds). A
narrow stairway leads up to the gatehouse’s third floor.
Level Three
G3. Gatehouse “Crossroads“: This
is the first level of the gatehouse that is divided into multiple
areas. The largest area (40’ x 40’) is dubbed the crossroads by
the keep’s inhabitants as there are multiple exits from this level
of the gatehouse. There are two stairwells located at the west end
of this chamber. One leads down to the second level and the other up
to the fourth. Access to the outer walls of the keep is granted here
through a pair of narrow hallways.
G4. Inner Portcullis Winch Room: The
winches that raise and lower Raven Keep’s inner portcullis are
located in this 20’ long x 18’ wide room. These winches can be
operated by one person and have a gauge located nearby that shows
that height the bottom of the gate is off the ground. There is a
locking device that can be set to keep the portcullis open as well as
an emergency release lever that drops the portcullis in event of
attack.
G5. Outer Portcullis Winch Room:
This chamber is a mirror image of the keep’s inner portcullis winch
room.
Level Four
G6. Gatehouse Signal Storeroom:
Everything the guards atop the gatehouse need to signal the keep’s
defenders or those approaching the gate is stored here. There is a
field glass that allows improved scrutiny of visitors, a book of
known heraldic symbols, flags of various colors and patterns, signal
arrows that will whistle (daytime) or whistle and burn with various
color fires (nighttime).
G7. Watch Captain’s Office: Gildor
Elbereth maintains an office in the gatehouse. This is where he
prepares watch assignments and attends to his other duties. There is
a large oak desk with a matching padded chair in the center of the
room. A small pot-bellied stove stands in the southeast corner of
the room and is generally used to boil water for tea. A locked
cabinet (Open Lock DC30) behind the desk holds documents of varying
importance ranging from ballista maintenance to the dates supply
shipments are expected to reach the keep. Shelves line the room and
hold mementos of personal significance, plants and small paintings.
G8. Gatehouse Maintenance Storeroom:
All tools and equipment used to support the operation of the
gatehouse’s winches, the turntables for the watchtowers’
ballistae and the ballistae themselves are kept here. There are
enough spare parts on hand to completely rebuild one of the keep’s
giant crossbows. New skeins for the remaining ballistae hang on a
rack on the back of the door. Stacks of cut wood fill the majority
of the room and are intended for use as shoring braces. Four large
barrels full of sand for sandbags and many more small barrels of
bearing grease and paint take up the remainder of the floor space.
Raven Keep has a total of four
standard barracks. All four barracks are 30’ high and have three
stories. The exterior walls are 5’ thick. Every barracks is also
identical in construction and floor plan. The only differences in
these buildings are their placement in relation to Raven Keep and the
followers who live within. Unless otherwise noted, all ceilings are
10’ high and the buildings are lit by mundane means.
When Raven keep was first built, it
had a far greater number of followers than it does now. In the years
since the construction was completed, many followers have left,
leaving three barracks unused and the other at less than half
capacity.
Note: The standard barracks is
abbreviated as “B“. Specific barracks are listed as B#.
Beginning at the north end of the
keep’s inner courtyard and moving clockwise around the keep, the
barracks are assigned as follows:
B1: Vacant B2: Vacant
B3: Vacant B4: Legolas
Elbereth’s Followers
Level One
B-1. Leader’s Office: Each
barracks has an office set aside for use by the followers’ field
leader. This office is a 10’ x 10’ room found just inside the
barrack’s main door. Each office has a desk with a matching chair,
two chairs for visitors to the office, and bookshelves that line the
walls. Oil lamps mounted on hooks provide light.
note: B4-1. Gildor Elbereth only
uses his office when the study in the Guild of the Griffon’s tower
is full. Gildor’s duties are fairly light as far as directing
Legolas’ followers are concerned as they fall primarily into
Meridian Brookswift’s jurisdiction in the defense of Raven Keep.
As such, Gildor’s office is largely untouched except for the
addition of small potted plants and numerous candles. Gildor has
removed a section of the flagstone floor and hollowed out a niche
beneath. His primary spellbook is kept in this secret niche (Search
DC20).
B-2. Armory: The armory is located
directly across from the barracks’ office. This 10’ x 10’ room
is where spare armor and weapons are stowed when not needed. Some
off-duty followers also keep larger, more awkwardly stowed weapons
here as well. The door to the armory is kept locked unless someone
is inside. The key to the armory is kept in the office across the
hall.
B-3. Jake: The first floor jake is
located in the crook formed by the stairs going up to the second
floor. The jake is a small room, only 5’ x 5’ and used primarily
by the cooks, their assistants, and whoever is using the barracks’
office.
B-4. Galley Storeroom: The galley
storeroom is 12’ long x 10’ wide. The barracks’ residents keep
various foodstuffs here for use. A trapdoor in the floor opens into
another storage room below. This second storeroom is 10’ x 10’
but its ceiling is only 6’ high and is lit by a Continual Flame
spell. The door to this room is kept locked at all times (Open Lock
DC35) and only the cook-on-duty has the key.
B-5. Galley: A team of one cook/20
residents works here to prepare three meals/day. Meals are served at
the same time and consist of the same fare as the keep itself.
B-6. Mess Hall: The residents of the
barracks eat here. This is a large 20’ long x 25’ wide open
room. Long tables surrounded by chairs fill the room. Between meal
hours, the mess hall often serves as a lounge for the residents.
Three doors lead into the mess hall, one from the galley and two from
the hallway. The mess hall is illuminated by Continual Flame spells.
Level Two
B-7. Jake: There are two jakes on
the second floor. Both are located next to the stairwells that lead
up or down from this floor.
B-8. Berthing One: This room is the
largest single chamber in any of the barracks. It is 50’ long x
30’ wide overall. (The two stairwells and both jakes make up a 20’
long x 10’ wide corner of this area). All bunks are stacked three
high. The bottom and middle bunk open coffin-style to reveal a
locker within, a lesson the party learned during their time with
Gregor Coberal aboard the Blazing Cutlass. The top bunk has a
standing locker assigned to it. These changes have been made to
alleviate the need for footlockers. A maximum of 99 personnel can be
berthed here.
B-9. Personal Storage: Located at
the far end of berthing one, the storage room is 10’ long x 30’
wide and is used to store barracks residents’ personal gear.
Shelves line all walls of this room and beams overhead form
additional storage space.
Level Three
B-10. Jake: There are three jakes on
the third floor of the barracks. One is located at the top of the
stairs that lead down to the second floor. The other two are located
at the far corners of berthing two.
B-11. Leader’s Stateroom: The
stateroom on the third floor is a 20’ x 20’ room. It has a
double bed, writing desk and chair, a washbasin, a bedside table, a
standing closet and a chest-of-drawers.
note: B4-11. This room is shared
on a rotating basis by Gildor Elbereth and the rest of the Guild of
the Griffon members. Each night, the “duty bladesinger” stays in
the barracks to deal with whatever problems may arise through the
course of the night. The theory behind this is that the bladesingers
will eventually be placed in leadership positions and the experience
will teach them valuable lessons regarding the housing of the
personnel appointed beneath them. The linens are changed daily and
this room may eventually serve as quarters for visiting members of
the Bladesong Council.
B-12. Berthing Two: This room is
roughly 40’ long x 30’ wide. Triple-tiered bunks like those
found in berthing one fill the room but there are fewer here than
below. The maximum residency for this room is only 78 personnel.
Raven Keep has four watchtowers.
These towers perform a vital function in the defense of the keep by
providing a firing platform for archers and artillery. Each
watchtower is 40’ tall and has walls that are 10’ thick and have
identical floor plans. The towers are generally unmanned except
during siege and artillery drills and are patrolled as part of the
keep’s normal roving watch. The interiors of the watchtowers are
lit by mundane means. The watchtowers are numbered as follows:
W1: Northeast Corner (Tower
One) W2: Southeast Corner (Tower Two)
W3: Southwest Corner (Tower
Three) W4: Northwest Corner (Tower Four)
Level One
W-1. Tower Vestibule: The first
floor of each tower has a doorway that open into the keep’s inner
courtyard. A stairway is located against the wall to the right-hand
side of the door and leads up to the tower’s second floor.
Level Two
W-2. Unassigned: The second floors
of the watchtowers have not be set aside for any specific use yet.
Another stairwell leads up to the third floor of the tower.
Level Three
W-3. Ballista Bolt Stowage: The
ballista bolts the keep uses in siege defense are stored here on
large racks, three per tower. These racks are each 15’ long and
run the length of the tower’s walls (excluding the stairway’s
wall). Each rack can hold 45 of the spear-like missiles. A third
stairway here leads up to the tower’s last floor.
Level Four
W-4. Turntable Chamber: The
turntables that are used to rotate the keep’s ballistae are located
on this level of the watchtower. A bin of spare parts is stored
against the wall (varies per tower). Two doorways open out from this
level of the tower to provide access to the adjoining perimeter walls
of the keep. A final stairway leads up to the tower’s roof and the
ballista that is mounted there. Each ballista is mounted on a
turntable (180 degrees of rotation) and rests atop a pivot (45
degrees tilt up or down).
Ballista (1/tower)
Crew: 1 Hardness: 5 Hp: 75
Dmg: 3d8 (19-20/x2) Range: 120’
- A Medium creature takes a -4 penalty on attack rolls when using a ballista (-6 for Small creatures). It takes a creature smaller than Large 2 full-round actions to reload a ballista after firing.
In the event of an attack, two
additional men will operate the gears for the turntable.
W-5. Archers’ Gallery: This
defensive platform lines the outside of the watchtowers at a height
of 30’. They are accessed from the keep’s perimeter walls.
Crenellations run the length of the gallery and provide cover to
defenders (+4 cover bonus to AC vs. attacks from ground level).
The
Guild of the Griffon’s Tower
The Guild of the Griffon has moved
into the first of Raven Keep’s two new towers. Their tower is 50’
tall and is located in the center of the keep’s east perimeter
wall. The tower’s walls have gorgon’s blood mixed into the
mortar to prevent astral and ethereal travel in or out. The ceiling
of each level is 10’ high unless otherwise noted and all common
spaces are lit with Continual Flame spells.
Level One
GG-1. Foyer: The first room entered
at ground level in the Guild of the Griffon guildhouse is a 20’
long x 10’ wide foyer. A small cloakroom opens off of each side
and a set of double doors opens into the guildhouse itself. A banner
displaying the guild’s emblem hangs on the left of these double
doors and a tabard with the same design hangs on the right.
GG-2. Cloakrooms (x 2): These small
closets provide a space to store cloaks and boots for visitors and
residents of the guild.
GG-3. Quarterdeck: Another 20’
long x 10’ wide area is found immediately beyond the guild’s
foyer. This area is occupied by a desk and chair and manned by one
of the guild’s members. A large book is kept on the desk and is
used to record important events and also serves as a visitor’s log.
When filled, this record log is moved to the guild’s library and
kept as a historical record.
GG-4. Aspirant’s Quarters: This
room is 25’ long x 20’ wide. A single door in the center of the
north wall leads into this chamber from the hallway outside. The
room has a single bed, a nightstand, a desk and chair and a
washbasin. This is where would-be guild members stay while their
applications are reviewed. The screening process is exceptionally
thorough to ensure only the best candidates are selected. The
screening usually lasts one tenday. During this time, the aspirant’s
sponsor member serves as escort and tutor. Aspirants are not allowed
above the first floor of the guildhouse.
GG-5. Medical Ward: The medical
ward is located directly across the hallway from the aspirant’s
quarters. Medical is a 25’ long x 30’ wide open room. Several
beds line the north wall. A cabinet that holds medical supplies is
hung from the east wall above a counter with a sink. A small
bookshelf that contains the guild’s few medical journals is located
against the west wall.
GG-6. Dining Hall: The dining hall
is 25’ long x 20’ wide. A door in its north wall opens out into
the hallway. A narrow walkway in the northeast corner leads into the
kitchen. A large table surrounded by chairs sits in the center of
the room. A large cabinet to the west of the table holds dishes,
bowls, cups and silverware. An artfully crafted silver and crystal
chandelier hangs above the center of the table from a silver-plated
steel chain. The chandelier is sculpted to look like silver vines
with crystal leaves emerging from the ends of the vines.
GG-7. Jake: The jake is a 25’
long x 10’ wide room located directly across from the dining hall,
just to the east of the medical ward. A bathtub surrounded by a
curtain is located against the north wall of the room.
GG-8. Pantry: The pantry is a 20’
long x 10’ wide alcove located between the dining hall’s
passageway into the kitchen and the kitchen area itself. Items one
would normally expect to find in a pantry are stored here as well as
clean linens for the berthing on the guildhouse’s fourth floor.
GG-9. Lounge: The lounge is located
on the north side of the first floor, directly across from the
kitchen. The north wall forms a curve along its east side that ends
in the corner to the right hand side of the door. At its largest
point, the room is 25’ long x 30’ wide but this area is greatly
reduced by the curving outer wall. Large stuffed leather chairs and
small tables fill the room. A bright green plush rug runs from wall
to wall. Several tapestries hang from the walls and show scenes of
bladesingers from Evereska’s history.
GG-10. Kitchen: The guild kitchen
is located at the east end of the guild’s first floor on the
right-hand side of the hallway. The kitchen has a baking oven, a
large fireplace, several tables and cabinets and a wide variety of
pots and pans. Meals are served at standard hours for the rest of
Raven Keep although fresh fruit is usually left out for mid-day
snacking. One cook operates the guild’s kitchen and supervises the
two maids who are responsible for cleaning the guildhouse common
areas and residents’ laundry.
Level Two
GG-11. Meeting Hall: Located at the
west end of the second floor, the meeting hall is where the Guild of
the Griffon discusses business pertaining to the guild. Topics
ranging from new admissions to hiring support staff to the results of
spell research are often on the table. A circular table takes up the
center of the room and is draped with a sapphire tablecloth trimmed
in gold and embroidered with the guild insignia covers the table.
Plush couches stand in various locations against the wall. A 40’
long picture window fills the center of the west wall and overlooks
Raven Keep’s courtyard. The floor is covered with a beautiful tile
mosaic displaying a pack of griffons menacing a wyvern in a
spectacular mid-air battle. (The original motif was to include a
dragon instead of a wyvern but this was decided against considering
the relationship of the Griffon and Dragon guilds.) This mosaic is
enchanted to permit instantaneous one-way travel to a linked mosaic
in the Bladesong Council chambers in Evereska. A plaque next to the
door lists the names of the griffon guild’s members, past, present
and honorary.
GG-12. Classroom: The classroom is
a 30’ x 30’ room. A east wall is taken up by a large chalkboard.
A podium stands in front of the chalkboard and overlooks two rows of
desks. Each row has five desks. The classroom serves as a lecture
hall and often finds Legolas, Romulus, Adrianna or Gildor instructing
the guild’s members on the differences between spells and the
applications, strengths and weaknesses of those spells in combat
situations.
GG-13. Jake: There are two jakes
located side-by-side on this floor of the guildhall. Both are 10’
x 10’ rooms located near the west end of the building.
GG-14. Library/Study: This chamber
is packed floor to ceiling with bookshelves. Hundreds of tomes
filled with history about the societies of Cormyr, the Dalelands and
the Moonsea fill many of the shelves. Most of the other books
concern themselves with elven mythology and theology, music and other
tales. There are no spellbooks stored in the library.
Level Three
The third floor of the Guild Tower
serves as Legolas and S’nietha’s personal residence. Unless
otherwise noted, all doors are protected by a modified Wizard Lock
that requires the use of a special key to open specific doors. Only
Legolas and S’nietha can pass freely through this level.
GG-15. Master Bedroom: The keep’s
recently married couple resides here. Legolas has placed his large
Rug of Welcome in the center of the room. Over the bed he shares
with his wife, the bladesinger has hung the sword and tabard of the
Feystag given to Legolas by Ilrune Symbaern in Myth Drannor. Also
hanging on the wall is a tabard from the Guild of the Lion and the
remnants of his father’s blade “Trollcleaver”. Sitting on a
desk along the west wall is a tiny (3”) mechanical clockwork
griffon that will actually fly, a gift from Kysek. The desk contains
parchment, ink wells, quills, sealing wax, etc. There is a stand on
the left side of this desk for Legolas’ Eleven Chainmail and sword.
S’nietha’s gear is located on a similar stand next to Legolas’.
The rest of her belongings are stored in a large chest located at
the foot of the bed that she shares with her husband. There is a
small nightstand located next to the bed upon which Legolas has an
alabaster chess set. A few hanging ferns are suspended from various
corners of the room and extend their tendrils out in all directions.
There are also a couple of potted plants standing on the nightstands
and bookshelves.
A window similar to the one in the
guildhall’s meeting room below is found in the west wall of this
room and continues into the living room as well. The window has been
enchanted with Glassteel and Permanency spells cast from scrolls.
GG-16. Living Room/Library: The
living room and library is the centerpiece of Legolas and S’nietha’s
home. Sumptuous couches and chairs fill the room along with
beautifully wrought cast iron tables topped with thick panes of
glass. The west wall is made up of a carved wood bookshelf that
contains books on subjects from art to engineering, a copy of every
book found in the guild’s library and Legolas’ personal
spellbooks. The entire room is decorated in pastel greens, darker
greens and browns. Plants are everywhere and fill the room with
their fragrance.
GG-17. Bath/Jake: A well-appointed
chamber, the bath and jake is a 20’ x 20’ room dominated by a
massive sunken tub capable of holding up to four people at once. A
cabinet located to the side of the bathtub contains clean towels and
washcloths, as well as bathrobes for guests. Another small cabinet
with a mirror on its door is located above a washbasin and contains
soap, scented bath oils and other personal hygiene items.
GG-18. Dining Room: The dining room
is located to the east of the living room. A long table occupies the
center of this room and runs lengthwise with it. Two doors lead into
this room, one from the kitchen and one from the living room. There
is room enough around the table for the entire party to gather here
for meals and celebrations.
GG-19. Kitchen: The kitchen on this
floor contains everything the kitchen on the ground floor has.
Legolas and S’nietha have hired their own personal cook, who also
serves as the maid for their home. Meals are not served with any set
schedule and the couple often prepares their own dinner late in the
evening.
GG-20. Pantry: Stocked similarly to
the pantry on the first floor, this pantry also contains a small but
varied collection of fine wines and meads. The door to the pantry is
not Arcane Locked.
Level Four
This floor provides access to the
perimeter walls of the keep which run to Watchtowers One and Two.
GG-21. Gymnasium: The gymnasium is
a large open room. Members of the Guild of the Griffon often receive
instruction in swordsmanship here from Legolas and Raven. A rack of
practice weapons and padded armor stands against the innermost wall.
Training dummies are also kept here and show signs of repeated
beatings from the practice sessions.
GG-22. Bath: A 20’ x 20’ room,
the bath and jake is furnished with a normal-sized bathtub, a closet
of fresh towels and washcloths and a bin for dirty clothing. The two
maids that are supervised by the guild’s cook do laundry every
morning and return the clean clothing to the berthing on this level.
GG-23. Jake: This jake is similar
to the jakes on the second floor of the guild’s tower and is 10’
x 10’.
GG-24. Berthing: This is where the
members of the Guild of the Griffon live. There are enough bunks for
up to 36 personnel here. All bunks are stacked three high. The
bottom and middle bunk open coffin-style to reveal a locker within.
The top bunk has a standing locker assigned to it in the same fashion
as those found in Raven Keep’s normal barracks. Two circular
tables with four chairs each stand in the open area between the
bunks.
Level Five
GG-25. Aerie: This is where the
mounts for the Guild of the Griffon live. A wide ramp begins at the
center of the west wall and curves along the west wall before
emerging on the roof of the tower above. There is over 300-sq. ft.
of living space here, enough for several griffons. Since the keep‘s
completion, Legolas has managed to acquire four young males who have
consented to serve as mounts for his warriors.
GG-26. Tack Storage: This chamber
is found at the northeast end of the aerie and is used to store the
saddles and reins for the guild’s flying mounts.
Romulus
the Mage’s Tower
Romulus’ tower is a 50’ tall
stone structure. The tower’s walls have gorgon’s blood mixed
into the mortar to prevent astral and ethereal travel in or out.
Romulus has also paid a priest of Mystra to cast a spell of
Forbiddance on his tower. This magic seals the area against
teleportation, plane shifting and ethereal penetration.
Additionally, the spell is password-locked to prevent entry by any
that fail to speak the words “And the Lady shall guide those who
will follow Her will”. And lastly, a Will save (DC21 negates) is
required for all non-Lawful Good beings to enter the tower. The
effect of a failed save (aside from inability to enter the vault even
if the password is known) is based on one’s alignment: different w/
respect to law vs. chaos: 3d6; different w/ respect to good vs. evil:
6d6 (use only the most severe penalty).
The interior of the tower is lit by
Continual Flame spells keyed to Romulus’ commands. The mage can
cause the torches to dim almost entirely or shine brightly. Unless
otherwise noted, all doors are Arcane Locked and ceilings are 10’
high. The tower’s first floor is entered via a door on the east
side of the structure.
Level One
RT-1. Entry Hall: This 10’ x 10’
chamber has a stout, reinforced door located on both its east and
west walls. A wooden bench runs along the north wall and pegs for
cloaks and hats are placed at eye level on the south wall. Magical
traps have been placed at each end of this chamber. These spells are
programmed to go off if the doors are breached physically (by a
battering ram or similar means) or magically (by a Knock spell). The
first door contains a Greater Glyph of Warding that will cause 10d8
fire damage in a 10’ radius (Ref half DC21).
RT-2. The Pump Chamber: The pump
and water screw that provides running water to the tower is located
here. The pump feeds water from Raven Keep’s smelting chamber into
a large metal barrel that has been enchanted with Blueshine spells to
prevent corrosion. The barrel is airtight and can be pressurized
with the pump to force water as far up as the tower’s fifth floor.
Water is released by opening a valve in the jakes to fill the
bathtubs or released manually inside the pump room itself. Grating
has been installed in the floor for drainage and piping eventually
returns the water to Borderdale’s underground river.
RT-3. Scribe’s Office: Romulus
has hired one of the Snowmantle refugees now residing in Borderdale
and taught him to read and write. This scribe, Dunadan Brewer,
copies tomes for the mage that are brought to Raven Keep. He also
handles the mage’s dealings with merchants, arranges the purchase
of spell components and sundries for the tower’s larder, and makes
appointments for visitors who would visit the wizard on business.
This office is located on the right side of the hallway immediately
beyond the entry hall. The room is furnished with a desk, chair, and
a cabinet that contains writing paper, ink and quills as well as
materials used in bookbinding. The door to this room is not Arcane
Locked.
RT-4. Apprentice Quarters: This
room will serve as a living space for apprentices once Romulus finds
suitable applicants. The chamber is furnished with a single bed
complete with feather mattress, a bedside nightstand, and a small
writing desk with chair. Normal oil lanterns light these rooms when
they are inhabited. A lockable chest has been provided and will be
used to store personal gear and the apprentice mages’ study books.
The door to this chamber is not Arcane Locked.
RT-5. Apprentice Quarters: This
chamber is identical to the other Apprentice Quarters.
RT-6. Dining Hall: The dining room
is located to the east of the tower‘s kitchen. A long table
occupies the center of this room and runs lengthwise with it. Two
doors lead into this room, one from the kitchen and one from the
hallway. A large cabinet holds flatware and silverware, a gift from
Romulus’ halfling family in Dhedluk. There is room enough around
the table for the entire party to gather here for meals and
celebrations. The doors to this room are not Arcane Locked.
RT-7. Kitchen: Two doors lead into
the tower kitchen. The first comes in from the hallway and the other
from the dining hall. Countertops follow the inner curve of the
tower’s wall and provide an area for food preparation. Cupboards
are hung along the stairway’s curvature as well, directly above the
countertops, to provide some storage space for cookware, flatware and
dry goods. A small table occupies the center of the room and is
surrounded by four wooden chairs. The doors to this room are not
Arcane Locked.
RT-8. Pantry: This room is filled
with stone shelves and cabinets that hold linens, cleaning supplies,
dry goods, small casks of ale and wine, dry goods, vegetables and
smoked meats. The door to this room is not Arcane Locked.
RT-9. Bath/Jake: The door to the
jake is not Arcane Locked and opens into a warm 10‘ x 10‘ room.
A full-length mirror hangs on the inside of the door for dressing.
The jake contains a bathtub that actually has running water supplied
by a water screw purchased from Aurora’s Whole Realms Catalogue.
The water is heated by Raven Keep’s smelter before being pumped
into the tower via a system of piping. The stool is located next to
the tub. A sink for washing one’s hands or face is built against
the west wall and a medicine cabinet containing hygiene items is
located directly above it.
Level Two
RT-10. Sitting Room: This is where
Romulus and Valerie Lauthyr entertain guests to the tower. The room
is furnished with enough white-upholstered couches and chairs to host
a small party with room to sit for everyone. Tasteful artwork adorns
the walls and the room is lit by both magical and mundane means. The
floor is covered with a richly padded wall-to-wall carpet that is a
beautiful deep burgundy color. Several hanging ferns are located
throughout the room and are tended by Romulus’ scribe when the
couple is away from the tower.
RT-11. Guest Quarters: These
quarters are set aside for use by Romulus’ family when they come to
visit. All of the furniture is sized for halflings and includes a
pair of beds, three couches and two stuffed chairs. There is a
cabinet that can be stocked with food for snacks and several pitchers
that will hold fresh water. Doors to the guest quarters are not
Arcane Locked.
RT-12. Guest Quarters: This
guestroom is furnished for use by human and elven visitors to the
tower. A double bed with a thick feather mattress and several warm
blankets stands against the center of the east wall. A matched pair
of nightstands flanks the bed itself. A long bookshelf lines the
north wall. A heavy wooden desk and matching chair are centered on
the opposite wall. Doors to the guest quarters are not Arcane
Locked.
RT-13. Bath/Jake: This jake is
identical to the one on the first floor of Romulus’ tower, only
larger, being a full 25’ long x 10’ wide.
RT-14. Scrying Chamber: Romulus
keeps his crystal ball here when not away on adventures. The magic
orb has been placed atop a smooth cylindrical plinth that is covered
with a blue and white velvet cloth. Romulus has also placed a large,
ornate mirror upon the north wall that is suitable for use as the
material component of the Magic Mirror spell once he has exhausted
the Crystal Ball’s daily uses. The mage keeps a slim book and
writing instruments here for recording events he has seen through his
scryings. Maurith has placed a Greater Glyph of Warding on the door.
The spell will cause 10d8 electrical dmg in a 10’ radius (Ref half
DC21) and will be activated by anyone other than a party spellcaster
trying to open the doors.
RT-15. Tower Storage: Spare
furniture, linens, and other sundry items are stored here. Romulus
has received many gifts from his family in Dhedluk when they learned
he was moving into his own residence. Valerie has ruled against the
use of most of the halfling-sized furniture the mage has acquired and
keeps most of it here. She has placed some in one of the guestrooms
on this floor for use when Romulus’ family comes to visit
Borderdale.
RT-16. Spell Component Storeroom:
Romulus has learned the wisdom of buying his more mundane spell
components in bulk. This room contains small kegs of various colored
sand, jars of rose petals, bits of fur and glass, scales, dried
insects, and a host of other strange items used in spell casting.
Level Three
RT-17. Spell Casting Practice
Chamber: Romulus brings his students here to cast the spells he has
taught them. For larger, more damaging spells like Fireball and
Lightning Bolt, the mage casts Anti-Magic Shell ahead of time and
observes the technique of his apprentices and corrects them if he
finds something amiss. This room is kept bare to prevent collateral
damage from spells of a combatant nature.
RT-18. Classroom: The classroom is
a 30’ x 30’ room. A east wall is taken up by a large chalkboard.
A podium stands in front of the chalkboard. The classroom will
serve as a lecture hall for Romulus‘ apprentices. The mage will
discuss many different topics using sources that are found in his
library to teach the fledgling mages what they will need to learn.
RT-19. Laboratory Storage: This
room is lined with shelves that hold boxes full of glassware, metal
tubing, spare burners, retorts, kettles and other devices required
for the brewing of potions and other nonmagical substances. These
crates are all clearly labeled to provide a quick inventory of their
contents.
RT-20. Council Chamber: This
chamber is set aside for important meetings of the keep’s leaders.
A large bay window in the east wall overlooks the inner courtyard of
Raven Keep. A semi-circular table that follows the curve of the
tower’s east wall stands near the center of the room and is lined
with chairs for the party to use. Decanters of various liquors are
kept in a cabinet against the west wall. Paintings and other artwork
from the Kingdom of Cormyr adorn the walls and show various scenes
and figures from that country’s history.
Level Four
This floor provides access to the
perimeter walls of the keep, which run to Watchtowers Three and Four.
The doors that lead out to the walls are not Arcane Locked. This is
the only floor of the tower that is not protected by the Forbiddance
spell and this exception applies only to the hallway that transverses
the tower itself.
RT-21. Chapel (Mystra): This
chamber is a small chapel dedicated to Mystra, the goddess of all
magic. The walls of this chamber are alabaster white. The carpet
that covers the floor and the upholstery of the chapel furniture is
blue with silver trim. A small statuette of the goddess has been
placed upon a small dais against the center of the east wall.
Candles and other incense-burning items surround the statue. A small
book that contains prayers to the goddess is located atop a low table
that has been placed next to the door that leads in from the
laboratory.
As with other areas held sacred to
worshippers of the Goddess of Magic, her priests and any other
spellcaster who reveres her as their primary deity can cast spells
here for full maximum duration, damage, or extent of effect. The
caster decides which of these bonuses will apply.
RT-22. Bath/Jake: This jake is
identical to the one on the first floor of Romulus’ tower except it
is slightly larger.
RT-23. Romulus’ Stateroom:
Located on the north side of the third floor, this room has two
doors. One leads out to the hallway and the other leads into the
bath/jake. This chamber is far more sedate than the bedchamber
Romulus maintained in Raven Keep. A large, four-posted bed complete
with a thick feather mattress and quilts stands against the west
wall. A heavy oaken desk and chair is placed against the north wall.
Armoires contain Romulus’
traveling gear and clothing. The mage also maintains a standing
closet of gowns and other formal wear for Valerie Lauthyr (LN female
Human Rogue 6) when she comes to visit and it is she who is
responsible for the decor of the tower.
RT-24. Library: Romulus has made
copies of all the books in Raven Keep’s library and moved them into
this chamber of his tower. The door that leads into the tower
library is trapped. Maurith has placed a Greater Glyph of Warding
(10d8 wind and buffeting dmg in a 10’ radius; Ref half DC21) on it
that will be activated by anyone who fails to speak the password
(“The Lady watches“) before opening the door.
The room’s furniture was picked
with comfort in mind. Romulus spends long hours here pouring through
various books and, when Valerie is away on adventures; he often
sleeps in the library. In addition to the copies of the keep’s
tomes, Romulus has stored copies of all of his personal spellbooks
here as well.
Level Five
RT-25. Alchemical Laboratory/Forge:
The tower’s uppermost level is dominated by a complex laboratory
suitable for the creation of magical items of all types, from simple
scrolls and potions to powerfully enchanted armor and weapons. The
lab is equipped with all manners of devices required for heating,
agitating and otherwise manipulating liquids and powders, a furnace,
and a variety of woodworking, leatherworking and metalworking tools.
A Greater Glyph of Warding identical to the one placed on the tower’s
library has been placed on the door that leads into laboratory.
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