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THE PEOPLE OF THE KEEP

Written by Drew Williams

This is a custom reference for the inhabitants of Restwell (The Keep on the Borderlands), as suggested by Gary Gygax in 'Preparation for
the Use of the Module' section of Dungeon Module B2 The Keep of the Borderlands (pages 5-7). Most details herein only embellish on those
already included in the module, and are fully compatible. Where some details do differ, precedence is to be given to the custom changes
included here. The Keep Map included has been slightly modified to show the few additions indicated.

PEOPLE OF THE KEEP


1a. THE APPROACH: The wide dirt road rises above the valley to
the keep. Probability of encountering merchants and
travelers. See the Road Encounters Chart.
1b. BUTCHER'S LANE: A shantytown where hunters and trappers
deal with furriers and meat sellers. 3 main buildings: a tavern
called "The Snare Trap", A butcher's collective called the
"Blood Pit", and a notorious Pelt Trader's Warehouse run by a
cruel woman named Magg. Tents and lean-tos of various
impermanence crowd between these structures and against
the cliff base. It is always occupied by 60-80 visitors and semipermanent residents. See Butcher's Lane Map and Butcher's
Lane NPC Sheet. If the party approaches this area, they
should quickly recognize that it is an unsavory crowd. Many
hunters grumble and keep to themselves, but skinners and
trappers only stay to either do business or get drunk. The sight
of a brawl tumbling into the muddy lane from the front
entrance of The Snare Trap is a common one. If any players
are seeking gambling, or unsavory employment, The Snare
Trap is where it will be found. If a player would like to sell raw
pelts or the meat of fresh kills, the Pelt Trader or the Blood Pit
will be willing to pay a price. The skinning of fantastic
creatures for trophy could also be arranged for the right
price. Roll a 1-3 on a d8 for 2-4 Restwell Watchmen to be
present at a given time. When no patrol is present,
probabilities for brawls, thefts, or worse, increase.
Butcher's Lane exists due to edicts established many years
ago, that bar many of the numerous hunters and trappers of
the region from entering the Keep without enduring fines.

1c. MAIN GATE: 2 men-at-arms from area 2. Two Guards stand


together beside the short stone walls of a ramp. A broad
thick oak drawbridge has been left lowered, and rests flush
in a niche of the ramp that spans a steep crevasse left
between the fortress' sheer cliff wall and the top of the road.
Portculli within the gatehouse are also left open, as meager
traffic passes through regularly. But everywhere the shadows
of well armed soldiers indicate that the defenses are well
manned. These two Guards will be among the older and
wiser of the garrison, being well acquainted with their duties
and each other. Crossbow wielders on the towers above,
and halberdiers within the gatehouse tunnel, will all defer to
the gestures of these first two. Strangers and infrequent
travelers that are not recognized, as well as the occasional
subject, are challenged to declare their origin and purpose.
Restwell maintains a policy of arms that bars most from
carrying more than a single dagger within the walls, and a
portion of the fortress Warehouse (5) is secured with an iron
cage for checked weapons. Each weapon surrendered
incurs a fee, separate from the gatehouse toll itself. Though
these two guards do not collect these effects, they ensure
that the party accepts that they must abide by these
standards before being permitted to cross the drawbridge.
Draw these guards randomly from the NPC sheet.

Procedure for Interviewing New Arrivals:


"Where are you coming from?"
"What is your business in Restwell?"
"Do you have coin with which to pay the Bailiff?"
"Are you prepared to pay all dues required?"
"Are you prepared to obey the Kings Law within these walls?"
"Do you have any lawful goods to claim?"
"Do you have any claims to salvage you wish to report?"
Fees:
1gp toll per head for entry.
2gp for each weapon surrendered.
2gp to stable each animal.
1gp for each night stable after.
1gp for each wagon or cart.
3sp for each barrow.
1% assessed value tax on incoming goods.
10% assessed value tax on reported salvage.

The guards are very observant and thorough. Privileges


and unmolested passage are given to known local subjects
who are already documented for and pay other taxes. But
newcomers, mercenaries, and scavengers, are treated as a
source of revenue. Licensed Merchants and Traders from the
Realm will often have papers showing where and when fees
on transported goods have already been paid. Envoys of
state are given free passage so long as their documentation
is in order.
Though the senior guards are poorly educated, the best of
them are experienced enough to be able to read and
evaluate the most common sorts of paperwork. Though
there is a (Check Int) possibility of passing using forgeries,
assuming they are not also reviewed by the Scribe Watt (3.),
or the Bailiff (6.).
Haggling or bartering for passage is seldom tolerated.
Arrivals who are unable to pay their assessed fees in coin at

a loft above the cage. Draw the Lackeys randomly from the
NPC sheet.

the gate. usually turn up in Butcher's Lane to either gamble


for more coin, or to sell off their property.

6. BAILIFF'S TOWER: Bailiff Radulfus (58yo, haughty, confident, tall,


hook nosed man wearing a long blue houppelande and a
red dagged edged chaperon.) and Scribe Watt (48yo, stern,
cynical, stooped, wearing spectacles and layers of brown
robes) and 12 men-at-arms barracked upstairs. The Bailiff of
Restwell, is appointed by the Castellan. He is responsible for
overseeing the legal proceedings among the people within
the Outer Bailey, including contracts of sales, taxations, rents
and leases, and the collection of all fines and fees. He has
direct command over the Officers of the Watch and the
Watchmen, and may also direct Guardsmen as he sees fit
unless the Keep is under a siege. Draw these guards randomly
from the NPC sheet. Radulfus and Watt both work and reside
in the first floor, and also use the cellar below for additional
space and records keeping.

2. FLANKING TOWERS: Barracks for 26 men-at-arms (13 bunks


each) A mix of experienced and inexperienced guards are
posted on the tops of the flanking towers, and can be seen
holding crossbows at the ready. Small stools and tables are
used by each shift, and the watch is frequently rotated from
the soldiers living below. The middle floors of the towers serve
as modestly furnished barracks, and connect directly to the
armories on the lower floors and the winching chambers of
the gatehouse in the middle. Draw these guards randomly
from the NPC sheet.
3. ENTRY YARD: The Corporal of the Watch, Tybalt, with Scribe,
Watt, and 2 men-at-arms* Though Tybalt is only sometimes
assisting Watt (6.) with gatehouse duties (he is often called on
to resolve other guard issues) the Scribe is very diligent, and
keeps to his task most of the day. There may be times when
newcomers arrive at the gatehouse and Watt is not present
(roll 1-5 on d8 for Tybalt to be present, roll 1-7 on d8 for Watt to
be present). At such times there can be an awkward wait as
visitors and guards are left standing and waiting for someone
to fetch the Scribe. NOBODY is permitted entry without their
accounts written down in a large leather-bound ledger. Watt
collects all fees, notes all properties, and directs guards in
securing any checked weapons in the Warehouse (5). A small
child or two ( Mott and/or Terry (7k.)) typically stand just
behind Watt holding either his large leather-bound ledger, or
an old black tun to collect coins in. Draw the two guards
randomly from the NPC sheet. Take careful notes of all articles
surrendered.

7. PRIVATE HOMES:
The Keep of Restwell is technically a
possession of the King, but residents within the walls of the
Keep are those permitted to pay a fee to reside there. Many
agreements are honored by surviving families, so some
tenancies can be generational affairs. No persons may take
up residence without either joining in a contract with the King,
or a sub-contract with someone else who is in contract with
the King (Though the Crown does not concern itself with the
details of such pithy matters.) The Bailiff, acting as an agent to
the Crown, is the arbiter and records keeper of all such
contracts, and the collector of all fees, and he keeps all of
these records either in the cellar below his residence (6.), or, if
too old, turned over to the Keep Archives (24.). Typically the
buildings are leased to notable figures within the community,
who, in their part, lease the upper floors to others to offset
their costs.

4. COMMON STABLES: 8 Lackeys and 1 Groom. The common


stables are always occupied with 3 to 6 of the 8 Lackeys that
tend it. The Groom, Meal ( 29yo man, scruffy, with messy
blonde hair, wearing a yellow tunic, a large dagger, and a
leather coinpurse) is an unfriendly and cowardly man who
beats on the young Lackeys regularly, and drinks to excess in
the evenings. He keeps a regimen of sobriety in the mornings
however, and has a great affection for most horses (more so
than any people). He would make a good living if he didn't
spend most of his earnings at the One Eyed Cat (15.) or the
Snare Trap (1.). He covets many young women in the Keep,
none of whom would have him, and sleeps in a loft above
the stables. His Lackeys are left to collapse in the hay at night.
When 'The Green Man' (14.) is full, and visitors scramble to
avoid being escorted outside the Keep at curfew, it is Meal
that most will turn to for a quick and dirty place to sleep.
Because Meal has no consideration for comforts, and is
greedy, overcrowding in the stables can occur. Because of
this the Watchmen tour the stables regularly, always prepared
to intervene in drunken scuffles and accusations of petty
theft. If a guest should be taken from the stables by the
Watch during the evening, Meal will not return the payment.
Meal will likely not even stir from his cot. Draw the Lackeys
randomly from the NPC sheet.

7a. THE JEWEL MERCHANT: Walter (26yo, stressed, clean shaven,


blue eyes with dark rings, dressed in dark blue tights and a red
doublet) nagged by his young wife Mille (19yo, pouty,
chubby, round faced girl wearing a fine quality pink or purple
dress) and dominated by his mother-in-law Nansaidh (52yo, a
fat, selfish, unapologetic shrew wearing a red dress and a tall
wimple). His family lives on the ground and second floors, and
house two private guards in the cellar.
Walter is a fatigued young man, whose livelihood largely
depends upon commissions from the Castellan's family or the
Curate (or visiting priests or merchants). He strives to satisfy a
nagging young wife and his Mother-in-Law, who commands
the Guards and oversees his affairs, as well as those they
lease to upstairs. Nansaidh has crowded the top three floors
with tenants to collect as much rent as possible.
3rd Floor Front: On the front of the third floor live a
Watchman's wife Ivetta 24 and their 3 young children. Ivetta
strives to raise her twin sons (13.) and her infant daughter Dora
in safety. As she sees to their meals and clothes, she leaves
her sons to operate the winch of the outer bailey well for
copper pennies.
3rd Floor Rear: To the back of the third floor lives a young
Taylor. 'Tolly (21yo, skinny, honest, unassuming, courageous
but weak, wears a blue tunic and green liripipe). is newlywed
with his expectant wife 'Tatty (20yo small, sweet, wears a grey
dress) . Tolly and Tatty Taylor are a hopeful couple scrounging
for work. They typically only work on mending and patching.

5. WAREHOUSE: Garp the Tallyman (38yo stout man with a thick


black beard and hairy arms, wearing a blue tunic and often a
leather satchel containing his current ledger) is in charge of
accounting for all goods and properties stored in the
Warehouse, and is the ONLY turnkey with access to the cage
built into the northern side of the Warehouse. He shares
responsibility with Tybalt and Watt over the records-keeping,
and all three answer to Bailiff Radulfus. Garp keeps the goods
that enter the Warehouse stacked high and tight. He employs
the regular Stevedores for most of the heavy lifting, and
sometimes the Lackeys from the Stables for the more tedious
chores. Garp keeps an old guard dog called Clench, who is
part deaf, very loyal, and quite fearless. Together Garp and
Clench sleep inside the Warehouse. A modest bed is kept on

4th Floor: In the attic live 4 Stevedores, Jurdy (26yo heavyset,


dim, bald, yellow beard), Bart (28yo short, dark, shrewd), Jake
(24yo, stout, grouchy, suspicious), and Tam (23yo, blonde,
laughing, eager), all sharing a single room. They often say that
they are saving for greater goals, but in fact spend most of
their earnings at the One-Eyed Cat. They are all Neutral thugs
with a low sense of humor, but are above crossing the law,
and are always available for hire as laborers. Garp the
Tallyman (5.) keeps them overworked and underpaid much

of the time, but they offer their labor to visiting merchants as


well. They often charge a silver piece per cartload, but might
require more for difficult jobs.

3rd Floor: The Rat Catcher Hudd (26-46yo, silent, smiling,


ruddy, wiry, wears tattered salvaged clothes of different
colors, carries his tools everywhere) lives in the attic. Hudd is
a beaming fellow of few words but many smiles. His age is
indeterminate, at once spry and also wizened. He keeps a
very tidy home upstairs, with a cupboard of good foods, and
a cabinet of fine books. It is accessed by a rickety wood stair
along the outside of the building. The Bacti Cat Patches*
resides here, accustomed to slipping through the front
window at will. As a Bacti, Patches is in fact a very rare
magical species of cat that can talk in its own language.
Bacti has a chance of being understood by some Rangers,
Elves, and magic Users. Bacti understand common speech,
have opinions philosophical and political, but are otherwise
much the same as average cats. Hudd suspects Patches to
be more than he seems, but has no knowledge of Bacti and is
satisfied in simply regarding him as a friend. Glad to meet
such a patient companion, Patches considers Hudd a close
friend in return. Patches appears as a calico cat with one
eye.

7b. CHAPEL GUESTHOUSE AND HOSPITAL: The Guesthouse for the


Chapel of St. Cuthbert is currently dominated by a visiting
Priest named Godefroi (47yo, jovial, overfed, incompetent,
wearing rich priestly garments and carrying a well polished
shepherd's hook), who is accompanied by 3 devout Acolytes
from the Realm: Raymundus (21yo, dark skinned,
apprehensive, inquisitive), Bartle (18yo, shy, quiet, obedient),
and Tibald* (27yo calm, observant, tall). Each of the acolytes
wear plain robes.
The staff that keep the house include 1 cook, Marty (36yo f,
plump, impatient, sweaty, serious, quick to laugh and quick to
stop laughing) , 2 servants, Poll and Neil (26yo f, 32yo, Dull,
gormless, young adults of Borderland farmers), 1 Nurse,
Bridget (62yo f, experienced, patient, tireless, no-nonsense,
Mother to Beatrix (14.)), and 1-4 patients (selected randomly
from the NPC lists).
Godefroi, a priest of St. Cuthbert, is a merry, generous, but
naive man of privilege. He is on errand from the Realm to
report on the progress of the new Curate and to assess the
logistics of building a new abbey in the region. He is
commanded to send a written report by messenger each
week. He has been at Restwell for several months on, and
though confused as to why he has been told to remain for so
long, he does not complain.
The true purpose of his visit is as an unwitting cover for
Tibald, who is an advanced agent to the Bishop, sent to
uncover a diabolic presence in Restwell. Intercepts have
indicated that forces of Chaos rely on an agent at work within
the walls, but who and for what purpose is unknown. The
other two Acolytes are also clueless, and are relative
cowards. Godefroi truly puts Cook Marty to task serving full
meals each day. The dim young servants Poll & Neil suffer the
most, as they are expected to support Marty, as well as
tending the infirmed with Nurse Bridget.

Hudd is a tireless worker, who could be mistaken for a


beggar, living from his tips. Though residents in Restwell only
give him a copper piece each, whenever he is seen
performing his duty, few would ever guess that he had
hoarded a small fortune in this fashion. The two bottom
drawers of his cupboard are filled to the brims with loose
coppers. If ever counted, they would equal 200gp.
Part of Hudd's regular rounds involve delving into the sewer
drain that runs in a wide square beneath the Outer Bailey.
Built into the masonry of the Keeps construction hundreds of
years ago, the tight and narrow passages smell terrible, in
spite of a regular flushing from the Keep's Cistern (24.).
*PATCHES THE BACTI CAT

Patches true Bacti name is Meearoo, but few would ever learn of
that fact or care to. Longer lived than common cats, Patches
arrived in the Borderlands many years ago as the loyal
companion of a Wizard hired by the younger Gregory to aid in
ridding the countryside of Chaos. The Wizard died soon after
arriving, needlessly, in a simple brawl with unsavory drunkards at
the One-Eyed-Cat. Stranded, and with no one to talk to, Patches
attempted to leave Restwell on his own, but found the road
alone too challenging. Attempts to endear travelers passing
through never worked as planned. Gradually, he surrendered to
a dull life of ease, and satisfied his need for companionship with
Hudd.
If the party has a Wizard of some learning, the player of that
character may roll for a Lore Check on whether they have
knowledge or understanding of Bacti. If they encounter Patches,
and are able to communicate with him, he may be persuaded
to join the party.
Patches is an important NPC due to the fact that he has the
potential to have witnessed many secret plot points within
Restwell, and possesses the natural ability to gather even more
information upon request.

*AGENT TO THE BISHOP

Tibald guards his identity and his mission very closely, and will not
likely share any information with the party unless extraordinary
circumstances convince him that they could and should help.
He is a Cleric of St. George, from a great Cathedral, and is at
Restwell on direct orders from the local Bishop. Two years earlier,
a Cleric of St. Cuthbert returned from a quest to eradicate Chaos
in a dark corner of the lands to the North. With him were two
important finds, an amulet and a small ivory scrollcase. The scroll
within the case translated simply, "A false son of light, and no new
dawn is rising. Their hearts already feel the cold, and our seeds of
despair shall grip them from within at the perfect hour. The dark
bridge is almost complete, and ready for your fated task. Come
join us in praise to Orcus." How this intercept related to Restwell
remained a mystery until it was discovered that the amulet was
once a unique possession of the late Curate. Tibald keeps this
amulet with him in case the legitimacy of his charge should be
questioned by those who knew the Curate.

7d. THE CANDLEMAKER'S: Otis (57yo, crippled widower and


father) with 2 Watchmen's Families living upstairs. Otis is a kind
but broken man who was once a brave fighter, but lost his
arm to a horrible encounter with Frost Giants many years
before. He clumsily manages his tasks in tallow-work with one
arm, and prefers not to talk about his past. If pressed, he can
relate 'The Tallowman's Tale'* Otis works on the ground floor,
uses a small cellar to store his supplies, and lives with his grown
daughter, Kaylee, in the attic. Kaylee lovers her father, and
loves to help him at work, but feels restless, and pains her
father by behaving as foolish and adventurous as he once
did in his own youth.

7c. THE BAKER'S:


Baker Angus (33yo, stout, balding, often
laughing and singing while working, fair minded, dressed in
white tunic and apron on most days) runs his business with his
wife Ruth (34yo, thick set, round faced, honest, suspicious,
wears green dresses with a wimple and apron, and often
carries baskets of breadstuffs), and his son Leod (10yo, direct,
lonely, awkward, hard working, observant). Baker Angus is
almost as jolly as the Priest Godefroi, but not so naive. He
begins work in his basement before the morning dawn, the
smell of baking wafting from his half-window in front. By
daybreak his wife Ruth can be seen delivering baskets of
breadstuffs to the Tavern, the Guesthouses, and the Fortress.
His wife and son open the shutters, sweep, and mind the front
through the day as he bakes even more for supper. Angus's
younger sister Lenora is married into the Mason family (7m.)
where he has two adorable nieces that he bakes special
treats for.

2nd Floor: Gail lives with two young boys, Kip and Art, on the
second floor, and sees her husband for three nights of every
three nights.
3rd Floor:
The young Audric (19yo, thin, eager, quick,
impatient, kind) lives on the third floor with his father, a

seasoned soldier named Brayden, and hopes to one day join


the Borderlands Patrol. Until then he keeps himself productive
helping Garp the Tallyman (5.) as a stevedore, or assisting the
Tylers (7n.) with extra jobs outside of the Keep. As an old
Sergeant, Brayden has leave to sleep outside of his barracks
much of the time. Brayden can be found assisting Corporal
Drugo (23.) in most matters of training and discipline.
Audric and Kaylee have begun a young love affair that the
otherwise quiet Otis would hotly disprove of. They sometimes
try to escape to hidden glades outside of the Keep, but in
such as small community their secret will not last long.

reality he loathes Raynald's sons, who bully his Colbert, and


tries to avoid encounters with the foolish Beatrice whenever
possible. Tedric works on commissions in Rowland's Smithy (8.)
across the street, mostly for the Corporal of the Watch (3.)
and sometimes for the Captain of the Guard (18). Tedric lives
with Colbert in the top floor and the attic. Colbert's mother
was a handsome shepherds daughter from Outremer, who
Tedric fell in love with while on Pilgrimage. She was forced by
her community to hide her son's birth from her family. Tedric
plans to tell his son about her soon, but worries that he might
leave on adventure to find her.

*THE TALLOWMAN'S TALE

*The party could learn the deeper secret that Tedric is being
pursued as a peer of the Realm by both those wishing to install him
for their own gain, and some who want him dead to ensure that
never happens.

With much persuasion, the Candlemaker Otis will tell about how,
when he was a young man, he came to know a sage who told
him about a map to a deserted Dwarf Mine in the mountains,
and invited him on an expedition to retrieve any discarded
wealth that was rumored to be there.
He joined that expedition with confidence, but his group
never made it to those Mines. On the journey, they became lost
in a whiteout and unwittingly stumbled onto an ancient and
forgotten mountain pass to the East. For a time they believed
that they had found their road again, but after a distance it
became clear that they had found an older road they had not
expected.
Desperate due to the weather, Otis' group of explorers did not
hesitate to enter a ruined and abandoned fortress located
beside this road. But once within the broken boundaries of the
outpost, a band of massive and vicious Frost Giants erupted
from beneath the large unspoiled drifts of snow, and with
complete surprise on their side, grabbed each of his
companions and rent them apart.
Otis himself was not excepted from this fate, as one particularly
cruel Giant grabbed his arm with both massive hands, and
quickly shattered all of the bones in his grasp, and flung him
against a wall with a snap.
Only dumb luck and the fortitude of his warrior youth saved
Otis alone. Forgotten behind a broken wagon covered in snow,
he saw the Giants rip his companions apart and eat them on
the spot, the blood painting the snow all about in red gore.
Blinded with pain, his arm horrifically mangled beyond
recognition, Otis fumbled away from the ruins. Not knowing
which way to go, he desperately trudged through the forests,
and simply chose going downhill at every turn, never stopping
until he arrived at Restwell.
So Otis knows about that ruined fortress in the mountain pass,
and that during blizzards and whiteouts, lost travelers can
expect a grisly end if they attempt to shelter there. What is not
so commonly known is that Frost Giants can lay motionless for
months, and that they are the reason the route to the East has
been forgotten and abandoned.
Otis does not have helpful knowledge of the Dwarf Mines he
was originally set to explore. The details of that goal died with
the expedition.

7f. THE COOPER'S:


Dunmoor (52yo, bald, red beard, fit but
sweaty, shaking, and irritated, afflicted with gout in one foot)
wife Emma (35yo, dark, willowy, elf-like, patient, with a slight
and often wry smile on her lips), 2 sons (Ewan and Rand), and
1 apprentice Beavis (20yo, lean, swarthy, serious, observant,
dedicated, discreet). Dunmoor is an intense man of middle
years who is never satisfied. His passion for his craft is not
reflected by his first son Ewan (16yo, red haired, gormless
expression, lazy manner, often daydreaming, easily
distracted. Wants to be a travelling minstrel and see the
Realm)
and his second son Rand (6yo, dark, elf-like,
obedient, sullen around all but his mother, who makes him
laugh) is still too young to do more than basic chores. The
Angusy, observant, and collected Emma knows little of
coopery, but can still calm and reassure her family whenever
anxieties run high.
3rd Floor: Cartwright Ansell (43yo, pale with brown hair,
shaven, gregarious, fake smiles) is the only tenant Dunmoor
can stand, as he shares many of Dunmoor's interests and
values, particularly in matters of craftsmanship. Dunmoor does
not suspect that Ansell covets his Emma, and secretly plots to
replace him somehow. An otherwise upstanding member of
the Restwell community, if an opportunity to remove
Dunmoor is presented, Ansel just might take dire steps, if he is
prepared to keep such a dark secret.* He is already treated
as a member of the family by the others. Dunmoor's
apprentice Beavis, is natively alert to subtleties, and has
privately grown suspicious of Ansell. He says nothing however,
keeps to his work, and hopes for a future as a cooper himself.
*Cooper Dunmoor may be found dead of apparent anxiety and

stress (heart attack) and an impromptu suit over inheritance over


the Coopery license could get ugly, with the gregarious Ansel and
the Deliberate Beavis each holding out claims that they can do
the job. Suspicions of foul play may then fall on Ansel when
evidence of poisoning with Hellebore (A medicine provided by
Nurse Bridget to treat Dunmoor's gout.) is found. Suspicion may
also fall on Emma, who is revealed to have some secret motives
and ample opportunity. But none suspect Ewan, who quickly buys
a lute and announces that he is leaving for the King's Palace to
begin training as one of his minstrels. Such a mystery adventure will
only be offered to characters the community recognizes and
trusts. It will not to be offered to a new party.

7e. THE BUTCHER'S: Butcher Raynald lives with his wife Beatrice,
and 2 sons. Raynald and his two grown boys collect their
meats from their contacts in Butcher's Lane, but make most of
their cuts on the blocks in their shop. Some small pools of
blood gather at their frontage. Much less that what is seen in
Butcher's Lane. His two sons, Crank and Kolb (large 20yo
twins), known as the 'Butcher Boys', take after their mother as
naturally mean people. Raynald privately despairs of them,
but outwardly keeps himself busy and counts himself lucky
that his boys are at least hard workers. Too often however, the
Butcher Boys stay out gambling and drinking with unsavory
friends at the Snare Trap, only to return as curfew is lifted the
next morning, bringing the days catch. The fat Beatrice is at
once permissive of their cruel natures, scolding of any
foolishness such as gambling, and blames her husband for
any perceived failures. They live together on the second floor,
and work on the main floor and in the cellar.

7g. THE WOODWOORKER'S:


Braden (48yo, stern, virile, large
auburn mutton chop moustache) and wife Adanna (46yo,
dusky migr from a distant land, welcoming, kind,
opinionated, wary), ), his son Harry (15yo, bronze complexion
and curly dark hair, restless and active, always running
somewhere on an errand or to play) his 2 brothers-in-law Apio
(28yo, dusky migr from a distant land, Tall, easily distracted,
opinionated, values justice and honor) and his twin Amadi
(28yo, dusky migr from a distant land, gentle, forgiving,
frailer than his brother, but brave and compassionate) and
Apio's daughter Ayoo (16yo, dark skinned, willowy, subtle,
observant, justice seeking, judgmental, fair, brave). Braden
treats his neighbor Dunmoor as a fellow craftsman and
woodworker, but Dunmoor looks down on Braden for not

3rd Floor: The Weaponsmith Tedric (48yo, tall, broad, blonde,


bearded, modest, unflinching) lives with his son Colbert (14yo,
tall, lean, dark haired, dark complexion, quiet, kind, brave,
but cautious). Tedric is a bastard of noble heritage* who takes
pride in his 14yo son as an apprentice, and teaches him the
codes of chivalry and honor, and dreams of him becoming a
squire to a Knight (something his mother disapproved of). In

*Should Tendai's past catch up with him in Restwell, he will find little

keeping his standards high enough. Braden is not bothered


however, and in fact does brisker business than Dunmoor,
being a more generalized worker. In fact his business is doing
so well that he has employed all the member of his family to
perform work, and even with such a household working
together, he still finds himself in need of skilled labor. He looks
to potentially poach the services of Dunmoor's dutiful
apprentice Beavis (a budding love between Beavis and his
young niece Ayoo could help make that happen). Apio is
happy and glad to be a part of the home and the business,
and urges his sister's husband to take on more work from
around the Borderlands. Concerned about Chaos threats,
Braden is cautious. But Apio has taken to making the riskier
and less profitable jobs work.

protection in Athelard beyond the rule of law. IF a seizure of Tendai


should be proven legal, the Barrister will do little to stop it.
Tendai is a man of many great secrets, however. In exchange for aid
in escaping repatriotization to suffer execution, he can offer tempting
maps and instructions to where great treasures may yet remain
hidden.

7i. THE COBBLER'S: Elger (43yo, quiet, pipe smoking, bushy white
moustache, balding, Dutch accent) and his brother Fritz (37yo,
similar, with a beard and less gray) and Fritz's daughter Girdrud
(19yo, ruddy but handsome, sharp, no-nonsense, pleasant to
strangers, regional accent) Elger the Cobbler almost never
speaks. His brother Fritz (also a shoemaker) speaks only a little
more. It is Fritz's daughter Girdrud, who speaks the most in the
family, and at first seems to be the one in charge of the
business. Ordering supplies and collecting payments.

3rd Floor: Alice the Ferrier (58yo, broad, ruddy and wrinkled
skin, unkempt graying hair, leather armor, club and dagger at
her side) is a weather worn wagoner who works in the
caravan business between Restwell and the Realm. She is a
gruff and no nonsense veteran who increasingly relies on the
strength of her grown son Miles (23yo, strong, fresh sharp
black beard, suspicious, honest) . They need for little, and
save most of their earnings for Mile's future after he survives his
mother.

The family is originally from another Kingdom shattered by


war many years ago, and were fortunate to secure a lease in
the Keep with what fortune they arrived with. Without any heir,
their lease will likely lapse and be taken by others one day.
Whether Girdrud will marry, or succeed the cobbler license
herself, remains to be seen.
3rd Floor: Clothier Lucente (31yo, swarthy, effeminate, moody,
artistic, outgoing, justice seeking, weak wristed but strong of
heart, wears bright leggings, a well pleated doublet, and a
feathered hat, latin accent, carries a knife) is a recent tenant
for Elger's family, and has much in common with them, as well
as Tendai (7h.). Also an migr from a different Principality, he
narrowly avoided a petty assassination plot in his home
country.* Knowing the deep pockets of the Merchant Princes
who conspired to see him dead, he gave up his former life and
has hidden here.

7h. THE BARRISTER'S: Athelard (65yo, Tall, dark haired, long face,
widower, arrogant, disdainful, intelligent, knowledgeable,
honest, cynic, wearing lavish dark blue robes and an
elaborate purple liripipe) with a new wife Adcok (21yo,
youthful, innocent, naive, unsure, distraught) and 1 daughter
Emonie (22yo, severe beauty, Dark hair, piercing gaze,
perceptive, suspicious, angry) Athelard is a notoriously selfish
person, but defends the honesty of his career. Never a friend
to anyone, he pours all of his considerable intelligence
towards knowing and executing the law. Exceptional at both
defense and prosecution, he is the man to go to in Restwell
for serious legal matters, and is often seen in consultation with
the Bailiff and the Scribe. (With them, he chairs a regular
community meeting for the airing of disputes and grievances.
The Court of Restwell is held on every new moon, and is
officiated by the Castellan at different locations depending
on the agenda and the weather.) Athelard keeps his grown
daughter, Emonie, close by him, to make his meals and tend
his home. He has recently RE-married to a woman even
younger than his daughter, Adcok 21yo, to warm his bed and
bear him sons. Both women feel trapped in their lives, but
have no one to turn to. Secretly Athelard hides in Restwell to
avoid the wrath of certain persons whom he had prosecuted
in the past, but who are now released from prison and seek
his neck.* Otherwise he would still be plying his trade in the
courts of the Realm.

*Unlike Tendai, there is little likelihood that anyone would seek Lucente

out, as the Merchant Princes he once opposed had been cast down
long ago. Should he learn of this, he might feel compelled to return to
his home, and reclaim his inheritance, where he himself was in fact an
inheritor of a valuable trade empire. If the party develop a friendship
with Lucente, acting as his entourage for his return journey may serve as
a strong bridge to new adventures elsewhere.

7j. THE PAWNBROKER'S: Ellis (54yo f, bitter, fake cheerfulness,


selfish, secretive, dressed in leather armor and carrying a long
dagger ) and her live-in Mercenary muscle Grott (Orcish 37yo,
veteran, broad, imposing, gentle hearted but dim witted,
wearing dark studded leather armor and a mace at his side).
Ellis is a stingy moneylender who will do anything she can to
gather coin, save breaking the law. When Jacobus (11.) turns
people away, it will be to Ellis who they next turn for extra coin.
The only three people she is seen to speak with when not
haggling exploitive bargains, is the Barrister, and her hired
Muscle, Grott, who lives in her cellar. Few locals have a kind
word for her, but she does not mind them. Her best customers
are visitors, so she makes an extra effort to snare any
newcomers, and only leers at people she knows can't be taken
in. Grott is an orcish man who gave up the life of a Bandit
some years ago, "What good is wealth if you are too dead to
spend it?". Grott hopes to save his earnings enough to build a
defensible home in the Borderlands one day.

3rd Floor: Scrivener Tendai (56yo, dark skinned migr, tight


curly graying beard, bald, thick Moorish accent, brilliant, kind,
but cowardly) resides in the upper floor in both immaculate
and yet spartan style. He is versed in many languages, and
prides himself in the accuracy of his hand when writing.
Athelard keeps him as a tenant to ensure his ready service
with the multitude of documents that his profession requires.
Tendai has much in common with Athelard; He is in hiding for
fear of his life. Once the trusted servant of a Prince in his
homeland, Tendai was sentenced to death for being a
witness to dangerous state secrets.* Athelard does not know
the details of these matters (nor wants to), but does
appreciate that for his confidence, Tendai can provide rare
top notch services.

3rd Floor: Locksmith Arnest (46yo, long dark beard, widower,


methodical, quiet, heartbroken, wearing leather working apron
and a wood toolbox in a leather harness, brown skullcap)
raising a quiet young daughter by himself. Grite (6yo, obedient,
caring, shy) is made to follow her father whenever he leaves
the home, often to places outside of the Keep. Though
residents have offered to watch over Grite for him, Arnest
prefers to keep her tethered to a leash, too afraid to let her out
of his sight.

*Athelard's worst fears might come true, when a small band of

criminals from the Realm, enter the Keep disguised as low level
Merchants, complete with forged papers of their guild membership.
Their real cause would be to kill Athelard, in such a fashion that he
would know who it was that killed him, and why.

7k. THE POTTER'S: Aileen Potter (32yo f, widowed, athletic, stern,


sometimes laughing in sadness, dressed in average clothes
and a dirty working apron) is the young widow of a Restwell

unaware as the Priest Godefroi, that the proposed Abbey is


merely a ruse, and that no serious plans are being
considered. It is an unfortunate consequence that Wyatt has
been caught up in the scheme that conceals the secret
church agents agenda. Within time, his wasted efforts will
bankrupt him.

House Knight who died in service as a member of the Patrol


several years ago. She herself was once a Guard, but made
the choice to spend her savings on a life as a potter (her late
father's trade) when she bore her first child. Sadly she also lost
her infant son to disease soon after her husband fell.
Heartbroken but stubborn, Aileen pushes forward with her life
and her career, taking extra interest in the welfare of her
tenants. Her only remaining family is her older sister, Eppie
(7m.). She is handsome and able bodied, and is a close friend
to Beatrix (15). Though typically unarmed, she still has the
Castellan's grace to bear arms in the service of Restwell, and
keeps a full suit of armor and preferred weapons in a locked
chest. If dangers threaten the Keep, Aileen will be seen
dressed for battle and ready for action.

7m. THE STONEMASON'S: Gillis Mason (52yo, widower, large, bald


with a growing tummy, wears pleated blue houplande and
a broad red beret, often carrying scrolls for plans) The gruff
Master Stonemason Gillis holds a life contract with the
Crown, which was passed down to him from his Father, who
secured it from his Father before him. The Mason family are
rumored to have been trimming stone blocks since the Keep
was first erected hundreds of years ago (Though that is not
true). He regularly meets with the Architect Wyatt (7l.),
sometimes to discuss work, and sometimes to discuss life.
Though Wyatt is the cleverer designer of the two, it is Gillis
who holds the Royal contract, and holds a family tradition of
sound construction. Gillis has recently survived his beloved
Marla, who left him five sons: Brodie (31yo, stern and
humorless, loyal and stalwart, one of the largest men in the
Borderlands, shepherd to his younger brothers), Laurent
(29yo, bookish, romantic, kind-hearted, most deeply
affected by the death of their mother, is tall and broad,
deep chest from a life of lifting stone), Cinead (27yo, lean
and anxious, playful, restless, eager to please and be
noticed, convinces Jamie to do carefree activities with him)
, Hugo (25yo, heavy set, slightly obese, with a large broad
beard, acts like Brodie in public, but is in fact a big softie),
and Jamie (23yo, slight build, kind, daring, restless, not
interested in the family business. Dreams of adventuring
abroad).

3rd Floor: Corporal Drugo (23.) keeps his family here. His young
wife Laya (26yo, the Miller's daughter, seeming exhausted yet
dauntless) is nursing her infant daughter while chasing after
her two hyperactive little boys, Mott (8yo, eager, wants to be
a guard like his father, inquisitive, becoming a bully) and
Terrey (7yo, follows his brother everywhere, attention seeking,
likes to play with wooden swords together). Though she does
not like the Scribe Watt (6.) very much, she is happy to see her
boys working for him from time to time (3.).
4th Floor: Watchman Derric (24yo, stern and handsome
soldier, with ambitions to become a Guard) serves under
Goraidh (12.). His newlywed bride Alona (19yo, a swineherds
daughter, nursing red raw knuckles and elbows from her new
life of endless chores) is filled with affection towards Aileen for
midwifing the birth of her new infant son. Both wives take turns
helping Aileen with her work or watching each other's
children. Neither woman shares Aileen's martial experience or
prowess however.
7l. THE LEATHERWORKER'S: Tanner Darius (Wife Gemma, son
Jonas) with Seamstress (1 daughter) upstairs. Darius (57yo) is
the Keeps most demanded leather-worker. He creates most
of the new pouches, travel rolls, caps, and belts seen in and
about Restwell. he also provides the leather components for
all of Rowland's (8) armor product, and collaborates with
Tedric (7e) on many scabbards. He grown son Jonas 21yo,
and his wife Gemma 32yo, work together with Darius to meet
all of these demands. Jonas is hard working, and considers
himself capable of inheriting the business from his father in
good time. Gemma has become the negotiator for new
hides in recent years. But unfortunately, in the process of
meeting with the crowd on Butcher's Lane, she became
infatuated with a certain handsome and daring Hunter who
lives outside of Restwell. If she should pursue her interest in
him, and Darius were to find out, there could be trouble.

All of the Mason Boys but for Jamie are large and imposing
men, who's work ethic and tradition of teamwork are
renowned. Even Jamie shows a good effort when Gillis sends
him to work on a job. They posses little real fighting ability
however, so the community doesn't rely on them as they
might trained soldiers. This suits Gillis's family well.
Of the Mason Boys, Brodie, Laurent, and Hugo, each have
wives and children:
Brodie is married to the Baker's sister Lenora (31yo, robust,
red faced, jolly, as swift to scold as to forgive, a generous
hugger), mother to two girls, Ally (7yo, round and rosy,
consistently clumsy, eager to help the family business, Loves
her uncles, seeks to please her father) and Julie (5yo, round
and rosy, depends on her older sister to show her the ropes,
they are never seen apart). Lenora never needs for her
husband to smile. She measures his heart by his deeds and
finds him to be the most admirable man she's ever known.

3rd Floor: Architect Wyatt (47yo, widower, weathered


complexion, splendid brown beard, socially awkward, always
distracted by thoughts of work, dressed in fine green and
orange garments, pretends to be wealthy), with his daughter
Ruth (16yo, slightly gaunt, gentle, kind to strangers, disdainful
of the Borderlands) and 1 nephew, Ealan (25yo, thin, anxious,
attentive, cowardly). Wyatt is a new resident from the Realm,
with a license from the Crown to submit building designs to
the Castellan. He has brought his Nephew with him as his
apprentice, and his young daughter in tow. Though he is still
hopeful of securing better work, so far the Borderlands have
only provided commissions for countryside barns and
cottages.

Laurent is married to the old Potters Daughter, Eppie (36yo,


tall, handsome, fit, commanding, thoughtful, self educated),
Aileen's (7k.) older sister. They have a young son, Denic (6yo,
precocious, loves bedtime stories and can already read),
who tries to play with his cousins Ally and Julie often.
Hugo is also married to the Miller's daughter Libby (27yo,
jovial) and is determined to have children soon.
One of the most demanding tasks for the Mason family is
the annual foray to the Restwell quarry, where the traditional
limestone is harvested in large blocks back to the fortress.
The task becomes a tedious ordeal when a detail of soldiers
must also accompany them for their protection, the quarry
being on the edges of the patrolled lands.

His nephew Ealan shares his Uncles best hopes, but is terribly
nervous about the dangers of living on the fringes of a lawful
civilization. His daughter Ruth shares much of the same
concern, plus
the added resentment of missing the
conveniences of the town lifestyle she was brought up in.

7n. THE TYLER'S: Gipp Tyler (55yo, large, strong, calm, hairy, wears
brown tunic with a blue apron), lives with his wife Flora (44yo,
attentive, bright, jumpy, handsome, wears a light blue dress
an apron, and a close wimple), his 2 sons Martin (22yo), and

Wyatt is mostly preoccupied with ambitions for the erection


of a new abbey (7b.), a handsome commission that would
justify his gamble in moving to Restwell. Unfortunately, he is as

forward employment, along with their basic supplies needs.


Indeed, Badcock learned from his father, how to gauge the
capacity of a troupe of adventurers based upon what supplies
they ask for. He will normally honor payments offered. But, ever
his father's son, if an opportunity presents itself to cheat
outsiders, and keep wealth for himself, he will. He is not above
conspiring with the moneylender Jacobus (11.) to trick a party
of fools into making a risky acquisition with little to show for it.
With silver candlesticks and silk wall hangings in the living
quarters upstairs, a visitor might imagine good money may be
found in Badcock's coin chest. But a successful attempt will
only reveal a pittance being shrived over by the greedy Elder
Badcock. All of the household wealth is in the goods they
furnish the home with, and the stock and trade of their business
downstairs.

Watt (25yo), and 1 daughter. Gipp Tyler is a very healthy


man in his prime, the sole roofer for Restwell, and a respected
figure in the community. He employs both grown sons, Birk
(23yo, moody, lean) and Bean (24yo, thick, easy going) , as
well as his good wife Flora (44yo, observant, hopeful) to fulfill
their duty to maintain all of the rooftops of Restwell. For this
reason, all of the roofs are of the same red slate. As a
precaution against the use of fire during a siege, no building is
permitted to use shingle or straw. Gipp and his sons, the Tyler
Boys, are large but gentle men. Soft spoken but generous,
their assured and stable workload helping to keep their lives
predictable and comfortable. In manners, they are the
opposite of the Butcher Boys in most respects, and have been
known to stand up to the pair when they would otherwise
cause trouble.
Martin and Watt are very protective of those in need, but
none as much as their beloved sister Adeline (16yo) who is
newly engaged to Renfrey (11.). When Adeline is not helping
her Mother in her duties, she is stealing away to learn the ways
of a warrior from the soldiers who rent in their home.

10. THE TRADERS:


Merchant Lambard (2 sons) in residence
(Room for many more upstairs!)
Lambard is a large red-bearded widower who pushes his
two sons Barkus (22yo), and Silus (18yo), to help him in being
the most lucrative general merchant in Restwell. He strives to
make generous deals for everyone he meets, in hopes to
ensure their return business, and he is the singular force
behind encouraging sellers and buyers to meeting at the
weekly market (13.) To the wide eyed Lambard, all activities
are measured by whether they are good for business or not.
And so he may quote generous prices, if he is convinced that
the efforts the party are planning to embark on could mean
an increase in trade for Restwell. Lambard does not take
indefinite tenants, choosing instead to lease the many rooms
of his upper floors to travelers for better rates. Though he
charges rates higher than found at The Green Man (14.), the
rooms are well appointed and include a small amount of
daily board. In business Lambard deftly plots to corner
supplies that the Castellan may eventually need in the
garrisoning and patrolling of the Keep and the Borderlands.
Inexorably, and apart from Gregory's wishes, soldiers
eventually turn to Lambard to see themselves well equipped.

3rd Floor: 2 Watchmen's families share the 3rd floor.


Watchman Armin (26yo) with Wife Thelma (22yo) and 1 son
Alec). Watchman Payne (24yo) with expecting Wife Megge.
4th Floor: Veteran Patrolman Thorold 62yo lives in the attic
here. Armin's wife Thelma, already raising a boy toddler of her
own, shares chores with the Payne's expecting Megge. Both
scold Adeline for her wayward thinking and try to encourage
her to help with child-rearing. They imagine that her falling in
love with Renfrey (11.) could help in this, but mistake him for a
simple Clerk. Adeline is much more a friend to the older
Thorold and enjoys his tales of life as a fighter. And her love for
Renfrey is fuelled by his secret taste for adventure.
8. THE SMITHY: The Keep Armorer and Blacksmith is Rowland
(49yo, perceptive, worldly, in his prime (wife, 1 son) and 2
Apprentices in residence. One of the better respected
residents of Restwell, Rowland. Unlike other residents, his life
and career in the Keep is contracted with the Castellan
directly. He brought his wife Emma (33yo) to the Borderlands
at the start of his contract ten years earlier. Their son Arthur
(12yo) has no memory of his life before coming here. Though
Rowland is proud to include Arthur in smithing tasks, he
maintains a professional tutelage with his Apprentices Serl
(27yo) and Mundus (30yo). He depends on their strength and
skills to keep up with orders, and is also obligated as their
Master Smith to prioritize them. The trio have developed a
strong professional bond, and work together seamlessly.
Emma adores Rowland, but has not grown into her life on the
Borderlands, and grows frustrated. When not attending her
tasks, she occupies herself with her sons welfare.

11. THE MONEYLENDERS: Banker Jacobus (single m) with Clerk


Renfrey (engaged), a large guard dog, and Mercenary in
residence Jacobus is a tall and stoic middle aged man who
never lies. Though he is hardly a paragon of virtue either, he
primarily sees all discussions as a preamble to a transaction,
and all transactions must be clad in fidelity. Never having
need for a family life, Jacobus maintains the Bank of the Keep
upon direct invitation from the Castellan, being one of the
few faces known to him in his years before in the King's Court.
Unlike Gregory however, Jacobus is free to leave the
Borderlands and resume his life at court. Why he has not yet
done so is a mystery to all.
The Skittish Clerk Renfrey (19yo lean, jumpy, brave) is a
curious character, having a background as a wizards
apprentice in his youth, but opting instead to learn the
banking trade as an adult. Though he admires and respects
Jacobus, and desires to build a stable life for himself, his
mystical past haunts his dreams and makes him restless.

9. THE PROVISIONER: Merchant Badcock Jr. (Wife Audry, 1 son, 1


daughter, Grandfather, Servant) with Corporal Drugo's Family
(Wife, 1 daughter, 1 son) upstairs.
Badcock is thought of as the wealthiest of the commoner
residents in Restwell, but he is not. He inherits the provisioner's
trade from his Grandfather, who still meddles in the business
affairs in a miserly fashion, often arguing with his daughter-inlaw Audry over the minutia of daily life. The house is indeed
one of the largest in the Outer Bailey, and has many rooms
worth leasing. But the prevailing wishes of Badcock the Elder,
whether sensible or deranged, are that too few can be trusted
to live within their walls. And so they live resplendently in the
second and third floors, with floor coverings, hearthfires, a
kitchen, a library, and a house servant Maddy (52yo). These
costs, and their meeting of their fee to the Crown with little aid
from renters, keeps their actual wealth much leaner that it
would seem. Badcock schemes to improve this situation by
exploiting the willingness of any visiting mercenaries or
scoundrels to fetch for himself items of antiquity. So this would
be the first place a band of 'adventurers' might find straight

If pressed, Renfrey may divulge how he witnessed the


horrors of his former master perishing by misadventure with
diabolical forces. In his job he is very meticulous however, and
earns Jacobus' unflinching trust if not his friendship. Renfrey is
very excited to be engaged to the young Adeline Tyler (7n.) ,
but is unsure how he will pay for their new life together. It
might be possible that he could be encouraged to go on
adventure, but would risk much in doing so. Jacobus would
certainly disapprove. As unimposing as Renfrey appears, he is
well accompanied however; the large guard dog Sturdy is, in
fact, his former masters familiar, and his closest companion. A
huge alaunt vautre breed, Sturdy fled after the fate of his
former master with Renfrey, and protects Renfrey's person
and his interests valiantly. Renfrey might not have learned
that familiars normally die when their bonded masters die.

seriously. Their son Austin (12yo, brown haired, freckled,


forward, curious, unabashed), 2 daughters Elana & Dolly (7yo
and 8yo, sometimes serious, sometimes mischievous),
grandparents Owen (71yo, stubbled and grey, healthy, quiet,
lighthearted, confident) & Bridget (7b.)) in residence. The
Maid Gail (7d.) helps to serve the boarding in the mornings
and evenings, often with her two boys Kip and Art. Elana and
Dolly playfully feud with Kip and Art every day. The two pairs
"hate" each other immensely.

That Sturdy lives on is, in fact, a certain indication (to those


learned in the mystic arts) that his former master yet lives.
Special Note: the Bacti cat Patches (7c.) knows that Sturdy
is a magical animal of some intelligence, but dislikes him as a
stupid dog nonetheless, and refuses to talk to him. Sturdy, for
his part, thinks of Patches as just another annoying cat, and
barks at him consistently for this offense.
The Mercenary in residence, Doug 34yo, is handpicked by
Jacobus, and is also quite loyal, though hardly smarter than
the dog. An estranged brother to Beatrix (14), Doug found no
interest in his family business, but felt no fraternity within the
ranks of the garrison either. Paid a good wage, Doug hopes
to accompany Jacobus back to the King's Court as his
bodyguard, and patiently waits for that day to come.

Though Beatrix attends services in the chapel


regularly, she is not very devout. She is, in fact, a
priestess of Herne, and conducts ancient rituals on
certain hours of the year in a secret grove in the
wood, not far from the limestone quarry. She is a
semi-retired4th level Cleric with some divine spells.
All other matters of the Inn can be found in the
original module content.

12. WATCH TOWER: Captain of the Watch Goraidh and 12 menat-arms in residence.
The southwestern watchtower is the office and residence of
the Captain of the Watch, who reports directly to Bailiff
Radulfus. Goraidh is a bitter man who treats vagrants cruelly,
and measures his treatment of people by what they can do
for him. Permanent residents and notable citizens have but to
ask, and Goraidh will frame and imprison anyone with too few
ties in the community. He does not welcome visitors who do
not show a clear purpose for being in Restwell, and will
conspire against them if he believes he could get away with
it. In some cases, the simplest way to keep Goraidh off a
visitors back is for that visitor to be sponsored by a notable
resident such as Arnaldus (16), Abelard (17), or Gipp (7n). If he
feels himself and his watch outmatched, he will seek out the
help of the guardsmen of the Inner Gatehouse (18). He would
ask Captain Murrone for aid if she is present, but prefers the
Grifon for his similar sense of justice and humor.

.
15. THE TAVERN: "The One-Eyed Cat" Tavernier Bodkin (Wife Tilda,
1 Son, 1 Daughter) Pot Boy Olly, Wench Amabel, Scullion Dob
in residence. Bodkin is the owner and operator of this tavern,
and is also the only Brewer in the Borderlands. He looks
forward to a day when his custom brew, "One Eyed Cat",
becomes popular throughout the Realm. In the meantime, he
and his wife Tilda host the local watering hole, and also
provide supply to the Snare Trap (1). They are often the last to
enforce the Outer Baily curfew each evening.
Bodkin is a short stout bald man with deep and old scars
drawn over his scalp. Though an expert archer from ages
past, his treasured bow and quiver is left to collect dust high
up on a peg above his prep area. He immediately sizes up
troublemakers for what they are, but never takes action
unless absolutely necessary. Though he personally enjoys
brawls, he loses too much money when they occur.

13. TOWN SQUARE: (Sometimes called the "Market Square") The


Tavern, Inn, and several other buildings crowd over three sides
of this large cobblestone clearing, and the bailey walls and
Watch Tower dominate the back. A large stone well is in the
center (2 boys operate it*), surrounded by merchant stalls. On
off days the larger, semi-permanent and weathered wood
stalls remain in place, but bare. During Market hours, the
tables are covered with lively drapes, canopies, produce,
and merchandise, and many equally colorful but smaller
temporary stands are crowded about. The door to the Watch
Tower is large and reinforced with heavy bandings and a
grated shutter in the middle. Beside it will be 2-4 of the
Watchmen, always prepared to screen or announce
audiences with Goraidh, whose office and bunk are inside, to
intervene in any scuffles that may arise outside the inn or the
tavern, or to manage the merchants on market days.
The two boys who operate the well are Ivetta's twin sons,
Gilpy and Hurdy (7a.). Though mischievous in nature, they are
honest and alert. As sons of one of the Watchmen serving
under Goraidh (12.), they enjoy an unofficial permission to
work the well winch for copper pieces. Though no one is
obligated to pay for their services, most do. Other children
are left to help themselves, and the boys ask for nothing from
the elderly.
Because the twins spend long hours in the Square, they
have become very knowledgeable about the schedules of
those that pass through it. They also insist that they can hear
noises from deep down in the well, but are dismissed for
having a child's imagination. Only Ivetta knows her children to
be too honest to make up such stories.

16. THE GUILD HOUSE: Guildmaster Arnaldus (single) with 2 clerks


(single) Peter & William, 2 servants (single) Adam & Emma, 4
men-at-arms in residence. Arnaldus is a thorn in the
Castellan's side, but one he can do nothing about. Revenues
for the Keep are made second in priority to the guild fees that
visiting and residential traders must pay. Enforcement of such
fee collections are also made the Castellan's charge
whenever the Guild Master's armed guards aren't enough for
any single task. Arnaldus represents the Guild Council from
the Realm, and collects fees and membership registries to
those guilds that have seats on the Council. These Guilds
include: Stonemasons, Drapers, Vintners, Brewers, Coopers,
Furriers, Barbers, Wainwrights, Arnaldus is one of the few
people who actually greet adventurers as potential recruits
for security details, or even for secret "shake-downs" of
merchants who are suspected of withholding fees.
17. CHAPEL OF SAINT CUTHBERT:
Curate Abelard (63yo) and
3
acolytes
(celibate)
Vincent, Algar, and Seward
in residence (Seward is a
Chaos spy). Weekly services
hold rou- ghly 200 standing
Abelard
individuals.
conducts an early morning
ceremony for the residents
of the Out- er Bailey, a late
morning ceremony for those
from the countryside, and
an afternoon ceremony for
the Castellan, his family,
guests, and advisors, as well
as elements of the guard. He and the Acolytes also run a
schooling program on the floor for some of the children of
Restwell. Grammar Geography, Math, Astronomy, and Choir.

14. THE TRAVELER'S INN: Known locally as "The Green Man", due to
a sculpture of a large painted Green Man's leafy face
mounted above the main door, this Inn is the center of social
activity for most visitors to the Keep. the Innkeeper is a hardy
and formidable woman named Beatrix (37yo, thick, robust,
healthy, observant, quick witted, restless, hard working), who
is regarded as one of the unofficial leaders of the community.
Her Husband Lucan (40yo, braided blonde beard, dark eyes,
confident, discreet) is a large and gentle man with a
bemused smirk, who never seems to take matters too

Acceptance is determined by Abelard, but several youths


who are taught trade skills follow a lighter practical skills
education track.
Abelard is a seasoned curate assigned to minister to
Restwell after the former curate Edghann, perished
confronting undead several years ago.
The Crypts of Restwell are accessed through a set of double
doors to the back of the chapel cellar, but are actually deep
below the grounds of the Inner Bailey (21.). Though the Curate
and the Acolytes have occasionally entered the crypts to
inter members of their ministry who pass on, only Seward
knows them extensively.

by Laws. In front of the Inner Gatehouse, beside the Bill and


the Stocks, is a small wooden platform where any sentences,
laws, writs, or news from the Realm, are announced by a
Cryer three times during a day.
19. SMALL TOWER: 8 men-at-arms in residence. These soldiers
have standing orders to be prepared to reinforce both the
inner and outer gatehouses as called upon. Between
readiness for those contingencies, and the regular practice
drills at their Ballista on top, they are among the busiest
guards in the fortress.
20. GUARD TOWER: Corporal of the Guard Harkin and 24 menat-arms in residence. Among his other duties, Harkin shares
the overseeing of training in the Inner Bailey (21.) with
Corporal Drugo (23.). Harkin is a lanky and sallow faced
Veteran who respects Malal and shares crude jokes and
drinks with Sergeant Grifon. He has no patience for foolishness
during training, and can be short of temper when any events
do not occur as planned. He wears standard issue, and
carries 14 GP, 3 SP, 3 dice, and a gold ring in his pouch. The 24
soldiers housed here drill regularly on two ballistae and one
catapult mounted on the parapet.

*Seward is an agent of the Temple of Evil Chaos, and is trusted with the
task of reporting on the defenses of Restwell to the Temple Priests, and
preparing to summon the dead from within the Keeps own Crypts, at
the appointed hour. He had arrived in Restwell with forged orders
several years earlier, and has since established himself as a skilled
healer and a reliable servant. He made certain to be entrusted as the
current caretaker of the crypts, and has one of two keys to its vaults.
The other being held by Abelard. Occasionally, Seward ventures to the
Haunted Barrow to make his reports and receive instructions in
Necromancy.
The Death of the Curate Edghann was in fact the result of a well
planned ambush. Though Seward was supposed to have remained in
the chapel, he was actually present at the Haunted Barrow to commit
this treachery himself.

21. INNER BAILEY: A large grassy courtyard between the Inner


Gatehouse and the Keep Fortress. Dirt patches around areas
reserved for martial exercises, and a path between the gates.
On most days, soldiers of the Guard and the Watch, as well as
the occasional Knight, will be seen practicing their martial
skills in designated areas here. Many will be in scheduled
groups, with one of the Officers supervising. Only soldiers of
the Keep may practice in these areas. Outsiders are only
permitted by expressed permission from the Castellan. If a
visitor interferes in any way, they may be immediately thrown
into the dungeon (24.) and given an audience with Lord
Gregory to defend their actions a day later. Residents of the
Outer Baily seldom visit these grounds except to pass through
to the Keep Fortress on specific business. The one exception is
during the regular Tournaments, when the courtyard is
dressed for the spectacle of the lists and the tilt. At night the
grounds are slowly patrolled by 2 pairs of Guards, and little
other activity is permitted. If a visitor is found on the grounds
after nightfall without an escort, they may be immediately
thrown into the dungeon (24.) and given an audience with
Lord Gregory to defend their actions within a day later.

18. THE INNER GATEHOUSE: Captain Murrone 34yo (f), Sergeant


Grifon 445yo and 24 men-at-arms in residence The men-atarms who quarter in the Inner Gatehouse work closely with
Captain Murrone and Sergeant Grifon, and carry out their
orders without question. They are among the busiest soldiers in
the Keep, as they oversee the Stocks, the management of
the General Armory that supplies the other towers, and
carefully supervises the traffic permitted up and down the
ramp into the Inner Bailey.
Captain Murrone is a Knight of the Borderlands and
arguably one of the bravest soldiers under Lord Gregory's
command. She is possessed with firm convictions and a
seething hatred for all things Chaos. Though usually far too
busy to leave her post during the day, she frequently visits
locations such as The Green Man (14.), The One-Eyed Cat
(15.), the Common Stables (4.), or even the Snare Trap (1a.)
during the evening, incognito. Guards and residents who
recognize her know to leave her alone at such times. But if
she should choose to intervene in any encounters, or
announce herself to any visitors, any soldiers nearby will
rapidly come to her side.
Though vigilant in ensuring that criminals and Chaos
servants have not entered Restwell, she does not hold to the
paranoia that has gripped her Lord Gregory. This means that
she has a slightly better opinion of 'adventurers' than most,
having been one herself, long ago. For Captain Murrone,
anyone brave enough to fight Chaos is an ally to some
degree. This being said, her trust is not earned easily.
Sergeant Grifon is her grumbling, stubble chinned, aid in all
things martial and managerial. A stout fighter and veteran, he
gladly defers to Murrone in all things because of her force of
character and her prowess. But apart from her influence,
Grifon is just as capable of carrying out unsavory orders. For
this reason, Malal prefers to call on him for help at managing
the Stocks positioned just outside the Inner Gatehouse, beside
a bill where legal notices and writs are also displayed.
The Stocks can accommodate up to six individuals in various
positions, and are sometimes watched over by a single manat-arms from the Inner Gatehouse. On occasion, individuals
will be scheduled to be tormented by the community, and so
residents may gather at an appointed time to throw dung
and spoiled foods at the prisoner. Judicial sentences involving
death are seldom, and if ordered, are conducted in a
specific fashion within the Inner Bailey (21.). Though Murrone
has no patience for evildoers, the actual use of the Stocks
sometimes displeases her. Malal and Sergeant Grifon
however, have no reservations in the use of such mild torture
to demonstrate that Restwell is a community firmly governed

21a. JOUSTING LISTS: A timber grandstand, fencing, racks, and


well trod dirt are set up near the Cavalry Stables. The area is
used for both mandatory training, and exhibitions. The
grandstand and other benches looking over this area are
typically left empty, but for the occasional soldier or knight
that is resting between bouts, or adjusting their harness. During
a Tournament, the structures are draped in colorful tapestry
and flags, and from its center, Lord Gregory will overlook the
contests along with his family and special guests.
21b. MELEE LISTS: This is a large stockade in which hand to hand
training and contests are resolved. Soldiers may be seen
sparring in pairs with blunt weapons, a selection of which rests
on the ground on the perimeter. During a Tournament, this
stockade is used to field a Grande Melee a Pied.
21c. ARCHERY RANGE: A set of standing targets and hay bales
serve for archery practice here. Soldiers are most often seen
practicing the use of the crossbow at various ranges. During a
Tournament, this area is cleared away to make room for the
pavilions.
22. CAVALRY STABLES: 2 Lackeys, 2 men-at-arms *
The military heart of the Keep is its garrisoned walls. But
second to that is the Lord Castellan's Calvary Stables. Were
some costs may be left unattended in other areas, no
expense is spared to ensure that the Knights of the
Borderlands have well tended mounts, and their barding in
perfect order. The Lackeys, Harry (22yo) and Munch (25yo),

who service the Cavalry Stables, day in and day out, are
equal to the Groom Meal (4.) in ability, and much more
professional in character. They are friendly with all of the
guards who post here, and deferential and helpful to each
Knight and Lord. The Knights (24.) maintain a strict regimen of
caring for their horses themselves, and so may also be found
alone or in pairs here at any given time, though possibly
unarmored. A small Banded door connects the Cavalry
Stables directly to the Knights Armory in the Keep Fortress
(24.). No visitor is permitted in the Cavalry Stables unescorted.
If any visitors should argue when either of the Lackeys or
Guards challenge them to leave, they may be immediately
thrown into the dungeon (24.) and given an audience with
Lord Gregory to defend their actions a day later.
Up above the stables is a tower that most popularly refer to
as "Knights Tower". The parapet and top floor are occupied
with a catapult and associated shot. The lower floor serves as
the stables storehouse and modestly furnished home to the
Lackeys when the Knights are not relaxing in it themselves.
During off hours, 2-4 of the Knights might be found here,
drinking and gambling outside the view of their Lord. During a
siege, or when scanning the country, this is the preferred
gathering place and overlook for the elite warriors.
23. GREAT TOWER Corporal of the Guard Drugo (35yo, dark eyes,
tightly trimmed brown beard, courageous, quick to laugh)
and 24 men-at-arms in residence. Among his regular duties,
Drugo shares supervision of training in the Inner Baily (21.) with
Harkin (20.) Drugo is a patient teacher, and a relaxed leader
to his men. Being given leave to reside with his family (7k.) . To
facilitate this, he alternates evenings of each week with his
trusted veteran Sergeant Brayden (7d.) who also enjoys this
privilege.

Through the door on the right (to the East) is a rustic Dining
Hall dominated by a broad stone fireplace, connected
through doors in the far corners to the north and south are
the Kitchens and the Knights Armory respectively. The Armory
is functional and is used for the storage and maintenance of
the Knight's personal harnesses. The Kitchen has a stair
leading down to the Pantries in the cellar. The Armory has a
strong barred door leading out to the Calvary Stables (22.),
and a stair leading up to the Knight's well decorated parlor
and sleeping chambers. The Kitchen is dedicated to feeding
of the Castellan's House Knights here. Though their Lord may
occasionally choose to dine with his elite warriors in this wing,
he more often dines with his family, advisors, and guests, in
the smaller Dining Hall on the West side, and is content to
have his finest try all of the days preparations before he does
(This is partly Malal's strategy for ensuring against poisoning.).

24. KEEP FORTRESS: 12 Cavalrymen (Knights) of the 'Borderlands


Patrol', 2 Couriers, 3 Cooks, 2 Minstrels, and 4 Jailers in
residence
The heart of Restwell is the main hall of the Keep Fortress (see
Keep Fortress map).
The first room behind the solid iron door in front is a 30 ft wide
semicircular antechamber with a vaulted 12 ft ceiling
supported by 4 rough gothic columns. 20 ft across the floor
opposite the solid iron door is an equally large iron bound oak
double door. Two smaller studded doors lead off to either
side. The room is furnished with aged tapestries, iron braziers,
and several small stools on which those attending the Lord
Castellan's Court may wait in queue. On normal days, this
room will have between 1-3 of the Knights, and the Scribe
Jordie, to negotiate the schedule of audiences Gregory must
give (or refuse).

In the chambers above, the Knights and their Squires reside.


Among them is a hierarchy, with traditions for the assessment
of rank and privilege within the Patrol. Most notable is the
regard given to Knights of Noble houses in the Realm, as
opposed to Knights risen from the commons. A less
meaningful pecking order of the same nature exists among
their Squires.

Beyond the oak double doors is a 30 ft wide, 40 ft long,


Great Hall with a vaulted 30 ft ceiling supported by 6 more
rough gothic columns near the middle, and 6 more on the
sides running up the walls. The Great Hall is normally
decorated with more aged tapestries and iron braziers, as
well as a faded blue floor covering leading to a stepped 5 ft
high, 30 ft wide dais. On this dais are 7 ornately carved and
painted oak thrones, and 4 smaller oak chairs, all abreast. A
heavy painted oak table sits before the 2 smaller chairs on
the right.

The Knights:
Sir Gaylen of House Marcus (42yo) with his Squire

The nominated leader of the Patrol. 3rd in line to his house.


Loyal to a fault. Whatever the Castellan says, is what will be
done.
Sir Florence of House Scrope (28yo) with his Squire

A happy and hopeful warrior with a heart of gold. He takes


issue with many of Malal's choices, and prefers to encourage
his Lord into action.

On normal days the Castellan will be seated in the centermost throne, and several of the other seats could be empty.
Family members, Malal, the Bailiff, the Barrister, the Curate, or
other officiates may also be seated here as required, with the
smaller seats reserved for Scribes, Squires, Acolytes, etc..
Posted in the chamber are 2-4 Knights to guarantee the
security of all attending. There is a small banded door
stepped down on each side of the dais, through which the
Court often enters in curt ceremony. in the center of the walls
on each side are two more strong banded doors leading to
the East and West wings of the first level.

Sir Signus of House Amberley (35yo) with his Squire

Larger than most, Signus is the immovable shield of the Patrol.


Gruff and haughty, his attitude towards loyalty parallel Sir
Gaylen's.
Sir Galeron of House Dugal (38yo)

Full of contempt, Sir Galeron is impatient and ready to fight at


any time, for any cause.

10

soldiers have superior morale and attentiveness. Gregory


actively promotes their position as a goal for other guards to
aspire. A technique that helps to shape and improve
performance through all of the lower ranks.

Dame Trillian (29yo)

A merchant's daughter, and the most recent addition to the


Patrol, Trill is ceaselessly required to prove herself to her
colleagues. She wishes for more time with the Captain of the
guard, but it instead regularly sent out on patrols by Sir
Gaylen.

26. CENTRAL TOWERS: 12 men-at-arms, Scribe Jordie, and Advisor


(elf) Malal in residence The Elf Malal (230yo) is a tall willowy
fellow with ivory skin, who is seldom seen unarmored. A close
battle-brother of wars past, he keeps close to Gregory's side,
and is in fact one of the architects of the Castellan's growing
inadequacy. Always encouraging him to act timidly, and to
do nothing that might risk the security of the Keep itself, Malal
councils his friend towards inaction most of the time. Though
Malal can be described as a brave veteran fighter, and his
advice as well meant, his own haunted past has taught him
too much caution in respect to confronting Chaos. Malal
frequently tours the battlements and will give orders if he
believes that he is speaking for the Castellan. This especially
rankles Captain Murrone (18.), who is anxious to fight Chaos
much more vigorously, and resents Malal's arrogance, his
ideas of 'patience', and his influence on the morale of her
guards.

Sir Harold of House Amherst (37yo)

This knight is a seasoned veteran of battles and an expert


swordsman. Slightly arrogant and proud, he both wishes to
spend time among commoners, and yet can never
remember any of their names.
Sir Morholt (50yo)

A crude mercenary of countless battles in the Holy Land, Sir


Morholt is a cynical, jaded, and pragmatic warrior with a gruff
demeanor and a strait forward way of fighting. He does not
consider walking away from a fight a failure, and is not above
dishonorable tactics.
Sir Ewan (30yo)

27. CASTELLAN'S CHAMBER: Castellan Gregory (68yo) and


Family (Wife, 1 Son, 2 Daughters) The Castellan is a veteran
of wars long forgotten, and once a favorite Knight of the
King. But courtly intrigue forced him to accept the
indefinite charge of Castellan in Restwell, and he nurses
old grudges as he carries out his duties. Many years ago,
when he first assumed his position, Gregory created the
Borderlands Patrol, and personally lead them about the
region to cleanse the wilderness of Chaotic forces. He
even led an expedition to exterminate all that dwelt in the
Caves of Chaos. But after many seasons Gregory learned
that his pains were in vain. All his gains were quickly lost,
and his expenses were never replenished adequately.
Today the Castellan is a much more cynical man, and
proceeds in every matter out of simple diligence. Though
he proudly maintains and wears his armor and sword, he
seldom trains and no longer leads the Borderlands Patrol
he had founded.
Castellan's wife Winifred (43yo) is an emotional wreck,
and someone who desperately needs a rest. The
challenges her husband has faced over the years in
commanding such an outpost as Restwell have left her
exhausted with worry. To the people of Restwell, she holds
up an austere manner. But most who get to know Winifred
learn to appreciate her as a simple woman, crippled with
indecision and an abundance of simple kindness. It is
Gregory's private hope that his kind wife can survive him in
comfort, living in the old capital of the Realm again. To this
end, he carefully skims from Restwell's revenue, and eyes
any wealth as a possible means to exceed his Knightly
wage.
The Castellan's only surviving son, Sir Destrian (22yo), has
never known a life outside of the Borderlands, and has
adopted a cowardice and nervousness that his father
strains to overlook. Though he was instated as a member
of the Patrol, he looks for any excuse to avoid riding out
into the wilderness with the other soldiers. Ironically, Sir
Destrian has perfected his martial skills on the practice
ranges, and his father takes pride where he can, in hosting
tournaments where his son can be seen to succeed in
archery or at the tilt. But all know him to be a coward at
heart, and an unlikely warrior.
The two daughters, Molina and Sophie (15yo and 16yo),
are precocious and troublesome, tease their older brother
mercilessly, and coyly flirt with the Butcher Boys in
defiance of their Mother and their Governess.
The Castellan is a brave and noble old warrior at heart,
but his leadership over the years has sunken. At first he
only surrendered to despair of ever ridding the
Borderlands of Chaos. But as time wore on, he became
fixated on simply surviving, and now sees any real progress
against the elements of Chaos as a threat, and will always

Once an ambitious adventurer, Sir Ewan is beginning to


realize the dead-end nature of his position in Restwell. He
fancies Dame Trillian, but his affections are rebuked.
Sir Gareth of House Dennis (25yo)

7th in line for the Earldom of Kenney, Sir Gareth chose service
as a House Knight to taking Orders or going on Pilgrimage to
the Levant. He is easily influenced by the other Knights.
Sir Donald (36yo)

The Fisherman's son is famous around the Keep on the


Borderlands for his excellence of character and martial
prowess. One who embodies the essence of Chivalry.
Sir Lorne (31yo)

This House Knight is a brash bully and willing muscle to Sir


Gaylen and Sir Signus. When discord arises between the
Patrolmen, Sir Lorne helps to tip the scale with his whole fist.
Sir Griflette (24yo)

A naive son of a local farmer, his horsemanship is


unparalleled.

On the left there is a small dusty library, a second meeting


room, a ceremonial room, and a storage chamber for
ceremonial items and furniture.
Above the left are chambers for the Lord's family and any
guests. Spiral stairs lead up through both of the 60 ft towers on
the southern corners of the Keep Fortress, each accessing the
two floors, the cellars, and the upper parapets.
Cellar: The stair descending on the East corner accesses the
stores, including a cistern, a wine cellar, and a large pantry.
Here too are housed the servants and staff. The stair
descending on the West corner leads down to the dungeon
and the torture chambers. Housed on this end are the jailers
and the Lord's headsman. The Cistern connects to the sewer
drains under the Outer Bailey, for the purpose of flushing
accumulated waste. A little known secret exit is in the corner
of the wine cellar, behind an immense cask.
25. TOWER: 12 men-at-arms in residence The Guardsmen who
garrison the Keep Fortress are housed in the four towers
crowning the structure, and are equipped almost as well as
the knights, and answer to orders from the Castellan, Malal, or
the Knights. In general they are not to leave their posts at the
Keep Fortress unless commanded to. Each barrack is well
heated, and sufficiently tabled. A Guard of the Keep Fortress
is the highest post in Restwell before Officers or Knights. These

11

seek to stop such efforts as quietly as possible. Publicly


however, the Castellan will celebrate and reward any
successes, and wait for an opportunity to blame
'troublemakers' if and when their deeds appear to yield
bitter fruit.
Gregory is a Knight of the Realm and holds the Royal
power to mete out justice in the King's name. He holds the
power to grant knighthoods as well, though he can only
exercise that power within limits, negotiating with the
crown for each permission in documentations that the
Scribe Jordie (26.) drafts and manages. The Knight- hoods
that he grants are notorious however, for they are seldom
attached to any holdings, and instead install the recipients
as House Knights and members of the Borderlands Patrol.
Gregory commands the patrol to limited ends in their
duties, seldom rides into danger with them, and could
even send them to certain defeat if it suited his political
needs. Even so, the opportunity to become a Knight of the
Borderlands attracts strong applicants, and even those
that are found wanting, will sometimes remain in Restwell
to fill the ranks of the garrison.
In fact, the only Knights to be issued land have been
those that Gregory deemed to be too much trouble to
keep close by. On occasion he has sent brave warriors
and their new retinues to secure old deserted or over-run
outposts in the name of the King, only to be soon lost to
the unknown threats within a few years or even a season.
Though this cynical scheme has eliminated popular thorns
in Gregory's side, it still fuels the aspirations of hopefuls that
they could yet become lords of property. And that helps
to attract foolhardy newcomers.
To maintain the garrison, and to invigorate Restwell's
community and attract taxable wealth, Gregory holds
sanctioned Tournaments designed to select new Knights.
These events crowd Restwell to bursting with Mercenaries,
Soldiers, and Merchants of all kinds. Though a pale
imitation of the Tournaments held in the Realm, they still
do much good to the vitality of the Keeps defense.

Arnaldus. Jordie or Watt are typically on hand to record


important details in ledgers and on scrolls.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.

In addition, If the accused is found guilty, they also pay 1 GP fine


to the court. If an accuser is found to be false, they pay the 1 GP
fine.
Upon deliberated council after sentencing, long term residents
could expect leniency in punishments that would call for bodily
harm. Residents who do not receive such leniencies are typically
exiled from the community soon thereafter, having been
maimed and branded.
Any accused found guilty of theft are compelled to repay three
times the value of that which was stolen, or to return that which
was stolen plus double it's value. This repayment is made in coin
or in property. If the thief does not poses the estimated value, a
judicial council may set an extended term it the stocks, or bodily
harm.

APPENDIX I:
RESTWELL LAWS
Chain of Command in the Keep:
1.
2.
3.
4.
5.
6.
7.

Brawling- 1 day at the pillory


Failure to Pay for Services 1 day at pillory and just seizure
Failure to Pay for Privileges 1 day at pillory and just seizure
Failure to pay for Taxes 2 days at pillory and just seizure
Failure to Repay Debt 3 days at pillory and just seizures
Theft of Ale- 2 days in stocks
Theft of Goods- 3 days in stocks
Theft of Bread- 2 days in stocks, public torments
Theft of Wealth- 3 days in stocks, public torments, and just
seizures
Theft of a Weapon- 3 days in stocks , and just seizures
Theft of a Chicken- 3 days in stocks, public torments, maimed
Theft of a Goat or Sheep- 3 days in stocks, two fingers cut
Theft of a Pig- 3 days in stocks, four fingers cut
Theft of a Cow or Bull- 3 days in stocks, left hand cut
Theft of a Dog- 3 days in stocks, public torments, left eye cut
Theft of a Horse- 3 days in stocks, left eye and right hand cut
Killing of a Horse, Cow, Bull, or Dog- Death by Hanging
Murder of a Man- Death by Hanging
Murder of a Woman or Child- Death by Mutilation, and Hanging
Murder of a Noble- Death by Rack, Gutting, and Quartering.
Treason or Espionage against the Crown- Death by Torture,
Flaying, Rack, Gutting, and Immolation.
Necromancy- Immediate Death by Immolation.
Diabolic Conference- Death by Decapitation, and Immolation.

Licenses:

Castellan (Advisor Malal and Scribe Jordie assist)


Captain of the Guard Murrone
Sergeant of the Guard Grifon
Corporals of the Guard Harkin and Drugo
Bailiff Radulfus (Scribe Watt assist)
Captain of the Watch Goraidh
Corporal of the Watch Tybalt

Within the Realm, licenses are required items to be born at all


times, under penalty of Law. They cost a fixed fee, and to be
found without one could incur added fines and/or punishment.
Common licenses include, "Right to Bear a Blade", Right to Bear
Full Armor", "Right to Mete Out the King's Justice" as well as, "Right
to Be the Blacksmith", "Right to Sell Weapons" or, "Right to
Operate a Tavern".
However, on the Borderlands, these Laws are enforced very
selectively, and often overlooked. Unfortunately, that
inconsistency leads to abuses, such as surrendering ones weapon
for entry into the Keep, and then being required to present
documentation to reclaim it later. For general purposes, most
licenses cost 20 gold pieces, and are managed by the Bailiff with
oversight by the Barrister and the notary.

Knights (Patrolmen)- Calvary Guards who patrol the Borderlands.


Well paid, and competitive.
Guardsmen- Soldiers that Garrison the Inner Bailey and the walls
Watchmen- Soldiers that secure the Outer Bailey and the
immediate area outside the Keep.
Officers of the Guard outrank Officers of the Watch
Bailiff Radulfus answers directly to the Castellan but may not
command officers of the guard.

Taxes:

Crimes and Punishment:

The taxes due to the Crown are collected and managed by


the Castellan himself. As a martial outpost, Restwell provides
generous deductions, and at least half of these dues may be
paid by use of goods, sent to the Crown by guarded caravan
quarterly. For most tenants and subjects of the Keep on the
Borderlands, the leases and fees account for the Kings taxes.

All arrested are detained in the Dungeon (24.) for one or two
days until a hearing is convened. If the accused surrenders to the
mercy of the Court, the Castellan has authority to mete justice
and mercy as he see's fit. If the accused protests their innocence,
a trial is scheduled. The trial is adjudicated in council by the
Castellan, the Barrister, the Bailiff, the Curate, and one "Guest of
Honor" such as the visiting Priest Godefroi, or the Guildmaster

Curfew:

12

Technically, no subject is permitted to stay within the walls after


curfew without a contract to a bed. Occasionally the Bailiff turns
a blind eye to exceptions such as the Lackeys who sleep in the
stables with the horses, or the guests of a gracious host. But for
most, the hour of curfew is a nightly routine of evictions for nonresidents, and the sounds of the gatehouse gates closing up
behind them. The Green Man (14) and the One Eyed Cat (15)
both have the Bailiff's leave to room, bed, or board however
many guests they wish. But if these businesses must turn anyone
away, those poor souls must be escorted out (Watchmen begin
their curfew tours in these two establishments). Typically, those
unable to stay in the Keep end up collapsing in the rowdier
'Snare Trap' in Butcher's Lane (1b) down the hill.

8. Woodsman Borderland Trees are large and plentiful, but the


threats lurking in the wild keep most woodsmen gangs to the
fringes of the forest.
9. Miller There are only two millers in the Borderlands; The Wheel
Mill on the river, and a Windmill further upland from the Keep. The
meager grain harvest demands no more.
10. Fisherman There are only a few fishermen in the Borderlands
and they all tend to focus on the Northern banks of the river, or in
smaller tributary streams. The misty waters of the marshes downriver are deemed too dangerous.

Borderlands Agriculture: An Analysis

The punishment for evading curfew is banishment from the


Keep! A procedure is offered to lift such banishment, but it
involves an audience with the Bailiff, and a steep fine, all of
which can be tedious to arrange from outside the walls of the
fortress.

As Gary Gygax expressed many times his views about typical


fantasy setting as being filled with petty landowners and
freeholders, as opposed to slavery or serfdom, we should
assume farmers are included: owners of a farm, paying a
yearly rent to the Castellan. These farms would scattered
throughout the landscape, the Keep being the only real
village, as Gary refers it (p. 2).

The Court of Restwell:


The Court of Restwell is a semi-official audience for petty
grievances held on every new moon, is overseen by the
Castellan, and chaired by the Bailiff, the Barrister, and the Bailiff's
Scribe.

To feed the more than 400 people living in the Keep, around
160 farms surround the Keep in a one-mile line of sight from
its towers. No more than 15 people dwell in each farm.
The farms are held by a farmer and its small family,
accompanied by many daily workers and some guards, as
the region is dangerous.

At this meeting, citizens and subjects may bring disputations to


this council for judgment. Though the structure is largely informal,
all participants are obligated to abide by the councils majority
judgment. To contest a judgment, an appeal must be presented
to the Castellan, and an official audience must be held in his hall.

The Taverns (15) list of meals can be used as an indicator for


local production. Local people use bark tea as a warm
drink. Wine is obviously imported from the West, as two tuns
of wine are available in the common warehouse (5). But ale
and beer can be local, which indicates than barley and
hops are produced around the castle. The cool and
contrasted climate suggest wheat as a prime cereal, so
these farmers likely practice shift of crops: one year with
wheat, one year with barley and one year with legumes,
most probably carrots and cabbages. These are the one
you can expect in the Taverns soup or stew. Fruits could be
apples, the most common, and seconded by pears.
Raspberries and cherries are also very common in farmers
personal orchards.

APPENDIX II:
GREATER RESTWELL COMMUNITY
People Outside of the Keep:
The total Population of Restwell Keep is roughly 300 souls, 23 of
which are children and 180 in the permanent garrison. To support
this central population, there are roughly 2,000 souls living in
roughly 130 farms within visual range of the Keep. Roughly 800
more souls live within 1 days walk of the fortress. This number
includes settled Foresters, Farmers, and Trappers. the Castellan's
Borderlands Patrol tour this larger Borderlands area infrequently.
(See " Borderlands Agriculture: An Analysis", below.).

Honey mead is likely made from local bees, though its price
two times higher. Various quotes about meat are not so
useful, as stew and roasted joint could be from any animal,
while roasted fowl could mean almost any bird. It is
suggested is that the most common fowl is Turkey, while the
most common meat is hog. Mentions of a hard cheese
located in the Ogre's cavern, and the fact that cheese is
sold by wedges at the Tavern strongly suggest it is a cows
milk cheese, probably a variety of Cheddar. So cows are
probably raised in the lands surrounding the Keep, but for
milk purpose rather than meat. It seems no textile is
produced in the Borderlands, as clothes are also listed as
products for merchants in the warehouse. This, combined
with the close proximity of threat, indicates that sheep
herding is not likely.

1. Farmer Farms grow succulent vegetables and alternate short


crops of hardy wheat, barley, and legumes in a yearly cycle.
However, the Borderlands wet weather can often threaten crops
with blight from too much rain.
2. Goatherd Goats and Sheep are hardy livestock and thrive in
the Borderlands climate. But wool and textile production is not a
strong feature of the Borderlands economy. Only very small
flocks and individual Kids are taken to graze along the slopes
beside Restwell Keep, close to safety.
3. Cowherd Cattle are few and harder to maintain in the
Borderlands. Most are kept for dairy (a local cheese is becoming
distinct), and fresh beef cuts are relatively rare.
4. Swineherd The most popular livestock in the Borderlands is the
pig. Restwell swineherds favor a hardy domesticated breed of
boar. Some boar are reserved to hunt for truffles.
5. Trapper Most Trappers meet up at the Snare Trap in Butcher's
Lane, and rarely bother to enter the Keep. They have a mixed
relationship with the Borderlands Patrol.
6. Hunter Hunters also prefer the company in Butcher's Lane, and
will often spend days alone in the wilderness. Some hunters (and
trappers) serve as freelance scouts for the Patrol.
7. Furrier A couple reside and work in Butcher's Lane, a few more
keep households in the valley. They are among the busiest
tradesmen outside the walls of the Keep.

So, the common Borderlands farm is probably like a little


keep, as the keep is like a little village: a yard for the
Farmers private house and another for his workers, with a
common room, a barn, the pig-house and building for cows
and turkeys, all being surrounded by stone walls to protect
against raiders.
Adapted with liberties from, "Borderlands Agriculture" by Nicolas Dessaux.

13

APPENDIX III:

61.

The Cobbler's daughter turns heads as she carries leather back


to the shop.
62. Cheating: Gemma (7l.) sneaks away with her lover the Hunter.
63. Lenora takes young Ally and Julie (7m.) to treat at her brothers
bakery.
64. Molina & Sophie (27.) flirt with the Butcher Boys, inspecting their
beefy arms and giggling in spite of themselves.
65. A local Ogre is drinking and gambling at the Snare Trap after
selling furs and 'greenskins' to Magg (1b.) He is not permitted
inside the Keep, and is not welcome by most to be in Butcher's
Lane either.
66. A known Hill Giant has tripped over a fresh pile of logs on a farm
in the outskirts of the Restwell clearing, and he is crying over a
split and bloodied toe.
67. The Castellan (With Jordie and Malal) tours the countryside with
the Patrol, meeting with the subjects and taking careful census
of any changes.
68. A caravan from the East has arrived, but was separated from
half their number in a whiteout up in the mountains pass.
69. Arnest (7j.) walks past with his daughter Grite on a leash.
70. A farmer was abducted by devils in a thunderstorm.
71. Three dog people stole all of a farmers hens and eggs.
72. A caravan of exotic traders arrive with news that 1/2 of their
number were left behind in an ambush.
73. Trappers are finding their traps tampered with again.
74. A legendary beast is haunting the Tugleywood.
75. The Patrol are infighting, and Malal has sent part of their number
abroad to patrol the hold.
76. Godfroi parades around the Outer Bailey and many of the
farmsteads giving alms.
77. Gipp Tyler gathers his family together with two carts of supplies
to go to work on the windmill.
78. Two groups of Watchmen and Guardsmen begin a brawl in the
One Eyed Cat, and the fricassee tumbles into the Town Square.
79. Elger and Fritz Cobbler (7i.) argue loudly in their native language
until Girdrud interrupts.
80. A giant hairy goblin deliberately startled someone's horse and
caused them to tumble and for their mount to bolt away.
81. Renfrey and Adieline (11.) go to the chapel to prepare their
marriage arrangements. Sturdy follows, but is not permitted
inside.
82. A brawl turns into a riot down in Butcher's Lane, and many
soldiers are dispatched to clear the grounds and secure the
rabble-rousers.
83. Sir Harold becomes intoxicated, and proceeds to treat
everyone gregariously (and mistaking everyone's names).
84. Braden's family (7g.) prepare their supplies for a job repairing
the watermill. They will be working there for four days.
85. It is Market Day, and a local ogre arrives to pay gold coins for
rare herbs and seasonings, but is turned away at the gatehouse.
86. Hunters have been murdered by a brutish band of beastmen.
The Patrol is called upon to retaliate.
87. A letter is delivered into the hands of a farmers child by a small
devil. It is a sealed note for the Castellan. A ransom note.
88. A caravan arrives with dozens of new guests, and the inn is
making many compromises to make room for them.
89. The Curate Abelard (17.) goes from door to door inquiring to all
parents for their children's education at the chapel.
90. Fishermen report seeing a dragon at the edge of the Black
Bogs.
91. An elderly, wandering, cavalier arrives, seeking *gasp*
"adventure". Having only heard of highway banditry, the Caves
of Chaos promise to offer more than he could handle.
92. Clench (5.) becomes enraged and chases Patches (7c.) all over
the Outer Bailey (Patches has spent hours working him up.)
93. A murder took place over gambling down in the Snare Trap,
and the accused is expected to be hung for the crime.
94. The fortress guards and watchmen are in high spirits. An annual
event among the garrison is about to happen, the "Goblin Toss".
The war engine crews compete to hitting targets out in the
farmland. Farmers whose property is struck and damaged
receive generous compensation from the Castellan.
95. A thief is pursued by the Watchmen.
96. A band of local hunters, who rarely enter the keep, find
themselves ejected from the keep for their behavior.
97. Nurse Bridget (7b.) pays a house call for Megge (7n.) who is
expecting a child any day.
98. Megge (7n.) walks down the street to do chores, but looks
overdue to deliver, her belly having grown very large.
99. The sounds of anguish in the night as Megge delivers twins!!
100. Elder Badcock berates his son in public.

RANDOM RESULT CHARTS


Random Restwell Events in Day:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.

Rat Catcher (7c.) showing young Otto how to set a trap.


The Jovial Priest(7b.) and two Acolytes visiting the Baker
The Stevedores (7a.) loading furs onto a cart.
A one-eyed cat, Patches (7c.).
Poll (7b.) going to the Baker (7c.) with an empty basket to fill.
A Patrol of Knights (24.)burst through and out of the keep in a
rush.
A caravan of goods from the Realm arrives.
A caravan of Dwarves arrive with ore to sell to Abelard.
The "Bee Man" arrives, selling his wares. A rare visit.
Meal (4.) is beating one of his stable lackeys mercilessly.
Acolyte Tibald (7b.) leaves the Keep alone.
Audric and Kaylee (7d.)are seen meeting secretly, and run off.
Beavis escorting Ayoo (7g.), holding hands and exchanging
smiles.
Alice and her son Miles hitch a pair of carts for the road (7g.).
Apio and Amadi (7g.) prepare for a fence building job on a
farm.
The Barrister, Bailiff, and Scribe meet to draw the minutes.
The Barrister, Bailiff, and Scribe convene the Court of Restwell.
The Bailiff erects a table to receive all uncollected rents.
Three suspiciously thuggish Merchants arrive in Restwell (7h.).
An envoy arrives from Tendai's (7h.) homeland.
Arnest (7j.) packed for his work, leaves home with Grite tied to
him.
Ellis and Grott (7j.) muscling a resident to pay money owed.
Lucente (7i.) excited to receive a shipment of rare fabrics.
Lucente (7i.) being Lucente.
Mott and Terrey (7k.) run and play with wooden swords.
Ally and Julie take their cousin Denic (7m.) to visit Uncle Angus
(7c.).
Mason and Architect discuss building plans and costs.
The Tyler Boys stand off against the Butcher Boys.
Badcock Elder seen acting stingy and miserly with a merchant.
Jacobus & Athelard discuss legal matters in low murmurs.
Malal tours the Keeps parapets and towers, inspecting soldiers.
Architect Watt leaves the Keep with Godfroi to inspect Abby
site.
Young Love; Audric and Kaylee are noticed together.
Butcher Boys tease Audric.
Dawn: Butcher Boys stumble home from a night of gambling.
Butcher Boys tease Colbert.
Murder Mystery: The Cooper is discovered DEAD!
Young Love: Beavis and Ayoo rendezvous (7g.).
Mystery: Athelard's worst fears, assassins disguised as merchants
(7h.).
Mystery: Tendai (7h.)
Farmers arrive with news of arson and banditry to be
investigated.
Captain Estrella tours the crowds of visitors in disguise.
Gilpy & Hurdy twins (14.-7a.) join Kip & Art (14.-7d.) to tease
Elena & Dolly (14.).
Visiting thieves are cruelly exampled at the pillory (18.).
Butcher Raynald (7e.) recieves a full side of beef from a farmer.
Beatrix (14.) readies for a secret ritual to Hern in the forest.
A nearby guard tower runs battle drills all day.
Rowland and his men (8.) load up a cart full of armor for the
stores in a particular tower.
Mille (7a.) Walks about the bailey being a pest.
Ivetta (7a.) shops for food to take home to make a porridge.
The 4 Stevedoers (7a.) are more drunk than usual and missing
their work.
The 4 Stevedoers (7a.) enter into a loud disagreement with a
merchant about their fee for loading up her cart.
Kaylee (7d.) delivers a basket of soap for her father.
Nurse Bridget (7b.) receives a large bundle of bleached linens.
Baker Angus (7c.) can be heard singing while working again.
Patches catches a rat.
Tallyman Garp (5.) is rushing through to round up help with a
new shipment that must be stored. Carts are backing up.
Athelard scolds Adcok (7h.) to return home and prepare
supper.
Lucente (7i.) finds a random citizen to dress up in his latest
creations.
Braden (7g.) gatheres his family and supplies for a job outside of
the Keep.

14

EXTRA ELECTIVE QUESTS TABLE:


1. The Castellan's daughter Sophie, is desperate to escape the
Keep and run away to civilization. She will attempt to seduce or
otherwise manipulate a PC if she thinks it might achieve her goal.
Her father is naturally very protective. The Butcher Boys are her
first choice, but a poor one. If she follows through with them, she
may end up in a hostage situation (or worse!) that is entirely
outside of what the Butcher Boys would intend. Sophie's younger
sister would disagree, but would not betray her confidence
easily. Consider the Bandits (Wilderness 3) or even the Temple of
Evil Chaos and the Cultists' need for a virginal sacrifice!
2. The Temple of Evil Chaos has a long tradition of abducting
young men and even boys into their cult. Their work with the
undead and the other chaos factions is risky, and their long term
goals have required a tradition that could perpetuate their
brotherhood through the generations. At higher levels, when the
party is prepared to engage the Cultists, the mystery of those lost
to the temple could be unraveled. A key point in the mystery is
the active curse laid upon the sacrifice artifacts found in the
Chapel (Keep 55).

Borderlands Weather:
Weather blowing from the South and East of the Realm collides
with the higher elevation of the Borderlands. Trapped by the
mountain ranges, most of the clouds that gather envelop the
valley in mist and fog, or drenches everything in rain. (Winter
Weather is largely the same, but marked with frost, hail, and
sleet.)
BORDERLANDS WEATHER CHART:
Roll D4 for number of weather changes in a day. Roll D20 for
each condition.

1-4 Foggy- The air is still and thick with fog.


The shape of objects or identity of
approaching figures can be obscured as
close as five to twenty yards.

5-10 Misty- Cool patches of mist drift through


the valley, sometimes obscuring vision as
close as five yards away, and sometimes
breaking to show the blue sky above.

11-14 Showers- Gentle curtains of light rain


drench the landscape. Winter and higher up
the mountains, snow flurries.

15-17 Thunderstorm- Sheet lightning crashes


into the surrounding hillsides and trees, the
thunder startling all. Rain pours suddenly and
floods the land. Winter and higher up the
mountains, snow covers all.

18-20 Clear and Windy- Stiff breezes sweep


away the mists and the clouds to reveal the
Borderlands wooded reaches, and the snow
covered mountains looming above.

3. There is a narrow secret passage that snakes through the Keep,


connecting 2d4+1 vital areas. No adults know of it, only a few
children who recently discovered it while playing. It need not be
mapped. They are unintended structures. These are very narrow
gaps between cellar walls and other structures from when the
Outer Bailey was first erected so many years ago. This adventure
could draw the players to areas beneath the keep that they
might not have entered otherwise, such as the oldest crypts, or
the dungeon beneath the Guild Hall.
4. The orc prisoner in the hobgoblin cave is Bud, The Bloody Fists
Chieftain's oldest whelp. He hates his father and will cooperate
with the PCs to slay him.
5. Driven by desperation for supplies, the raiders (wilderness area
#3) are conspiring to launch a joint raid with the Orcs of the Fang
Fingered Clan. The goal is to overrun and loot the outer bailey of
the keep in a daring night raid, assisted by spies from the inside.
Though it is an act that the Priests would not approve of, If
successful, the Fang Fingered Clan reputation would improve,
attracting more Fang Fingered Clan orcs from the mountains,
and bolstering their numbers with 4d6 more orcs within 2d4
weeks. (Note: Seward could be seen to earnestly fight to repel
the invasion.)
Corporal of the Watch options:
a. The Corporal of the Watch (Keep #3) is a spy for the Chaotic
raiders in the forest (Wilderness #3).
b. The Corporal isn't terribly evil, just stupid and greedy- he
doesn't think the raiders are a real threat and excuses himself with
Just about everyone in the Keep does something shady for a
little extra money on the side. Why should I be left out? Times are
tough!.
c. The Corporal of the Watch (Keep #3) is a spy for the Chaotic
raiders in the forest (Wilderness #3).
d. The Corporal is a good man, and is only betraying the Keep
because the raiders have his daughter. He believes the girl to be
an innocent hostage, but in fact she is with the raiders willingly
and is the Leader's lover.

UPDATED RUMOR TABLE:


1. A merchant, imprisoned in the caves, will reward his rescuers.
2. The "Caves" are really ancient tombs of a long lost kingdom.
3. Devils of many kinds inhabit the caves, but all serve Satan.
4. A chef lives in the Tugleywood and feeds all the bandits.
5. Goblins will not kill. All they want are prisoners for their ransoms.
6. The dead of kingdoms past are restless in the Valley of Kings
7. Farmer's children are abducted by goblins every 3rd year.
8. A small haunted barrow in a clearing within the Tugleywood.
9. A vast Goblin Kingdom lays deep under the Borderlands.
10. Terrible sounds can be heard on the Black Bogs at night.
11. A giant wanders into the Tugleywood each year to hunt.
12. The caves are inhabited by dog people that eat babies.
13. There are hordes of tiny dog-men living in the ancient tombs.
14. The Castellan doesn't want troublemakers going to the caves.
15. Dog people can't resist a basket of freshly laid eggs.
16. Black devils haunt the Black Bogs, seeking to drown children.
17. The serious threat to the highway is from normal bandits.
18. The Mad Hermit, who lives somewhere to the north, is a Saint.
19. The Devil is prowling the valley, waiting for Restwell to fall.
20. The Keep was built upon a much older fortress from long ago.

6. One of the ethnic residents (grandparent/aunt) is an old gypsy


woman, who will tell anyone's fortune for a gold piece. This could
take the form of a tarot session for the character. The results
should be random, and interpretive, but ALSO influential to the
rest of the campaign.
7. A daring thief scales the walls of the keep fortress and steals a
prized treasure from the Castellan himself. He escapes when the
alarm is raised, but is believed to be hiding somewhere in the
keep. If the party seem keen for a domestic mystery, or an

15

opportunity to be seen in good light by the Castellan, this would


be a good adventure for that.
8. If the party befriends or helps Tendai, he will gift them with a
treasure map (The map is the handout from the beginning of
Module x1: The Isle of Dread). The adventure should be chosen if
all the players appear prepared to progress onto another
adventure.
9. The Evil Priest has a box in his chamber, which contains a very
detailed map of the Keep and a journal that details the major
personages of the Keep, their habits and schedules, and
shockingly accurate details of the Keep's defenses. The journal
was obviously penned by a longtime inhabitant of the Keep. But
who, when, and why?
Use this adventure hook if the Cult is eliminated too easily, and
the party are still itching for bigger fish to fry (that aren't a
demon)!
10. Druidism is still worshipped by a few in the Keep, and many
more among the tenant farmers. A small portion of the
population make monthly nighttime excursions out of the keep
on nights of the new moon. Two among the populace are the
secret priest and priestess who conduct these rituals. But one of
the two is, in fact "consorting with the devil" just as Abelard or
Godfroi would decry.
11. The party discovers the Bailiff (Keep 6) bloody and naked on
the rack in the hobgoblin's macabre Playroom (Caves #24). But
if this guy is the real Bailiff... then just who is the Bailiff back at
The Keep?
12. The caves are inhabited by dog people that eat babies.
13. There are hordes of tiny dog-men living in the ancient tombs.
14. The Castellan doesn't want troublemakers going to the caves.
15. Dog people can't resist a basket of freshly laid eggs.
16. Black devils haunt the Black Bogs, seeking to drown children.
17. The serious threat to the highway is from normal bandits.
18. The Mad Hermit, who lives somewhere to the north, is a Saint.
19. The Devil is prowling the valley, waiting for Restwell to fall.
20. The Keep was built upon a much older fortress from long ago.

16

Keep NPC Encounters Procedures


Step 1. Locate Area:
A.
B.
C.
D.
E.
F.
G.
H.
I.
J.
K.

Market Square 2d4 (1/2 by night, 1/4 by curfew)


Rub-a-Dub Row 2d4 (1/2 by night, 1/4 by curfew)
Blackie Lane 1d6 (1/2 by night, 1/4 by curfew)
Bailiff's Court 2d4 (1/2 by night, 1/4 by curfew)
The Nook 1d4 (1/2 by night, 1/4 by curfew)
Gatehouse Square 1d6 (1/2 by night, 1/4 by curfew)
Warehouse 1d4 (1/2 by night, 1/4 by curfew)
Mason's Row 1d4 (1/2 by night, 1/4 by curfew)
The One Eyed Cat 2d6 (1/2 by day, 1/4 by curfew)
Butcher's Lane 2d6 (1/4 by night)
Snare Trap 2d6 (1/4 by day, double by curfew)

For Buildings (other than the Taverns) roll 1d3. A 1 indicates only residents and no other
customers/guests. A principle merchant/resident has a 1 in 4 chance of being absent/unavailable (not
counting off-hours).
Step 2. Roll for NPC's:
Consult the 20 NPC pages, rolling 1d20, and then following the instructions at the top of each page.
Roll 1d4 for each encounter. These are the number of associated NPC's in the same encounter. Starting
with the first NPC generated using the NPC pages, add any additional people to the encounter based on
their associated background from within the same group. Alternatively roll randomly from within the same
group.
Step 3. Determine Ongoing Interactions:
For each area with more than 1 encounter, roll a d6 to determine if there is an ongoing interaction.
On a roll of 6, use the standard Reaction Chart to determine the nature of the interaction. Keep
residents share an automatic +4 due to their mutual interest in civility. Additional modifiers may be
applied based upon background descriptions.
Note:
Use these results, combined with NPC backgrounds, the time, and the locations of the encounters, to
devise plausible NPC activity. All NPC's are found doing something (even if it is getting drunk at a
tavern).
Random Events Chart
Use the Random Events Chart 2-3 times per game day (Morning, Midday, and Evening). Many results
are innocuous.

ADVENTURES OUTSIDE THE KEEP


Written by Drew Williams

This is a custom reference for adventures in the Borderlands , as suggested by Gary Gygax in 'Adventures Outside the Keep' section of
Dungeon Module B2 The Keep of the Borderlands (page 12). This reference adds modifications and expansions to the original content.

Customizations for Page 12:


The "Realm" of Gwyneth is to the west, off the map. The road
branches, one path to the KEEP ON THE BORDERLANDS, the other
leading off into the untamed highlands of Alba, beyond the ken of
Law.
The forest to the north and west is known as the Tugleywood. It
spans for miles northward to skirt the Scawfell Mountains.
The river is called the Black Course or Blackwater, and the fens that
pool in the center of the valley are referred to as the Black Bogs. It
tumbles to the southwest. There is an ancient bridge crossing it, just
off map, to the east.
The road is called the Old Aclud Highway, and connects the
Realm of Gwyneth to the Lost Kingdom of Aclud and the barbarian
wastes of Iden. It is impassable in the winter, and preyed upon by
bandits and monsters.
Area Map Encounter Areas:
1. MOUND OF THE LIZARD MEN: Scarl
Fangiss is the leader of this small
band of Lizard Men. 8 males 6
females (including an oracle) and
two
Troglodyte
bodyguards.
Within the warrens of their
underground nest are 8 young
and dozens of eggs incubating
under piles of composting grasses.
Though Scarl had brought this
band to live in the Black Bogs
many years ago, Lizard Men live
long and slow lives, hibernating a great deal. Only now are
the latest eggs nearing their time to hatch, and Scarl has
commanded his hunters to seek outside the bogs for greater
sustenance, though, being nocturnal water dwellers, they only
prowl about Restwell on the stormiest of nights.
At all times, the mound under which they live is guarded by
two sadistic Troglodytes, who conceal themselves in the
terrain with skills and chameleon-like abilities (surprise on roll of
1-4 on d6). Before revealing themselves, they exude a foul
smell that nauseates anyone near unless they save vs Poison.
Those affected suffer a -2 penalty on anything they attempt to
do.
Only if the troglodytes engage in a fight that they appear to
be losing, will Scarl and 6 of the other Lizard Men come out to
help (2 males, and the females would remain underground). If
Scarl should die or lose his morale, the Lizard Men will retreat
into the nest behind traps positioned in the entrances. The nest
has several passages and chambers, and two additional exits
that lead out underwater. With little planning, Scarl will direct
some hunters to attack from the water's edge (from the rear).
The Oracle is a Priestess and Scarl's first council. She can cast
Darkness and Fear twice per day. The names for other Lizard
Men are Hibis'kis, Kresst, Hee'la, Krikta, Ri'kit, Si'lith, Ya'rik, Tarsik,
Ra'tok, and Ra'kuur. The Troglodytes are named Lor and Anol.
2. SPIDERS' LAIR: : This is a tall wooded island in the middle of the
Black Bogs. It is known as the Deathwold, and there are a

scant few rumors among


the trappers that nothing
which enters its shadowy
eaves ever comes back
out again. There are five
adult
Black
Widow
Spiders and six young. The
webbing throughout the
trees here are laid out in
such a way as to prevent
creatures
from
going
backwards once they enter. Trip wires throughout the wood
alert the spiders instantly. The venom of the young is only
excruciatingly painful and causes 2d6 wounds, whereas the
venom of the adults is lethal, and induces paralysis. Even if
saved vs. poison, the paralysis effect may be experienced in
part (Test Con -2).
3. RAIDER CAMP: The leader of the Chaos Thugs is "Captain"
Cormack, a large though clever brute, with a very sadistic
streak. He loves to torture people for information as well as for
pleasure. He fancies himself well connected with powerful
allies in the Caves of Chaos, but is in fact only a pawn in the
schemes of the Temple of Evil Chaos. If loyalty will not keep
him from turning on the evil priests, dread will. For Creed has
witnessed their necromancy first hand, and knows that they
serve Satan in some degree.
The second in command is "Lieutenant" Gordan, a cynical
veteran who shares a dark and bloody past with Cormack.
Gordan is Cormack's muscled enforcer, and seldom has an
original thought, but executes Cormack's orders to the letter.
The other Thugs are all mean spirited bandits who nurse
short-sighted desires to see the Keep on the Borderlands burn
(An event Cormack promises will one day come to pass.) Until
that time, Cormack's raiders are satisfied in preying upon
occasional travelers. Other bandits names include, Luag,
Maon, Gormal, Osgar, Ross, Ulrag, Tim, Fionne, Earc, Danny,
Arty, and Una.
4. THE MAD HERMIT: The notorious Mad Hermit is named Kenneth,
but few ever learn of it. He is instead known as the "Bee Man"
and keeps to himself in the Tugleywood, living in the hollow of a
large oak tree deep in the forest, where he tends to several
bee hives which he nurses with ritual. Some believe him to be
an old priest who has grown to become a wise prophet (false),
and rumors that God protects him in the form of a mighty Lion
(true). A few even wonder whether he might be a Saint.
Twice a year, the Bee Man visits the Keep to trade his honey
for necessities. He smiles much but speaks very little, often
mumbling, snickering, and being pleasant but unintelligible.
The secret of Kenneth is that he was indeed once a priest, but
one among those of the Temple of Evil Chaos. His mind was
irrevocably broken when he surrendered himself to an
elaborate ritual that brought him into direct contact with Orcus.
Suffering as he did, his entire personality, and indeed his own
memories and sense of identity had been altered. Since that
event, he has not been Chaotic Evil but rather Neutral. The last
act he ever did before losing his senses, was to rebuke Orcus,
and invoke the name of his Savior ( As he was taught when he
was young), thus shattering the fragile ritual. When his former
brethren sought to chase him down in the forest, the Lion
appeared and attacked all who approached him with malice.
The beast has not left his side since. Thus he has been blessed
with a guardian, even though he is too crippled in mind to
understand that fact.

If Kenneth could be made to recall his life from years before,


he would know all of the past details about the Temple of Evil
Chaos and their plans. Unfortunately he is a lunatic.

5. CAVE OF THE UNKNOWN: The Cave of the Unknown is an


Ancient burial mound that had been robbed in an era long
past, and has since then become a den of evil. A labyrinth of
passages had been built into the ridgeline beneath the mound
over a century before. Large stones and grassy mounds
surrounding the ancient burial site are subtle evidence of those
old excavations.
The upper level of the barrow is slightly more elaborate than
most, with many crude stone passages and chambers. Broken
hunks of statues and crypts lay strewn about the floors.
There is 50% a chance that the barrow is being used as a
temporary shelter by someone or something when the party
arrives.
In the back is a small ancient shrine to The Horned God. Behind
the altar is a secret chamber and an alcove with a crude
peephole concealed among the stone decorations. The
passage leads to a steep spiral stairway down into an even
more ancient catacomb littered with bones.
On this level there may be encountered ghosts and wights.
To the back of one of the crypts in this catacomb is an open
passage. it's stone slab cap discarded and broken to one side.
A cool damp air can be felt blowing from within. Beyond, a
wide carved passage becomes a broad slope that gradually
becomes steep and slippery until invariably those using it may
slip and slide to the bottom. Though there is evidence that steps
were carved into the stone millennia ago, the passage of
countless feet have reduced them into a bumpy chute offering
little to no purchase.
At the bottom of this ramp
is a natural cavern littered
with hundreds more sets of
bones. Many of them held
together with leathery sinew
and many more laying loose
and scattered. A placid
grotto occupies one side of
this cavern. a very sparse row
of stepping stones form the
only bridge to the other side.
There, more skeletons litter
the floor, though they are
cleared to allow a path
across to a wood scaffold
stair that rises to meet the
frame of a large ancient
stone doorway. The door is
decorated with the dragon form of Crom Cruach, with a large
break in the stone where his head would be. This head is still in
the chamber, hidden beneath the bones.
Many of the whole skeletons (29) scattered in the grotto are
cursed to animate and attack any intruders. The trigger for this
curse is placed upon the middle stepping stone. The skeletons
may not exit the grotto but may attack and grasp from over
the thresholds of the large door and the worn stair. They will lay
themselves back down if no living souls are in the grotto for over
an hour.
If the head of Crom Cruach is restored, and the chamber is
re-consecrated as a place of his worship, the old gods may

revive, and sap the power and influence of the Temple of Evil
Chaos and Orcus.
EVIDENCE of the death of the late Curate Edghann can be
found here. This is the place where Seward led and trapped
him.
Beyond the stone doors of this passage (one side of which is
recently worn) is an ancient temple carved from the living rock.
The walls depicting visions of human sacrifices and rewards of
bounty from the ancient gods. At the front of the temple is a
massive, blocky, and crude statue of a figure, the chest of
which is a large empty space and a narrow opening at the
bottom between the legs. About the feet of this statue is a
semicircular pit. As before, the face of the figure has been
shattered, but the parts remain scattered on the temple floor.
To either side of the temple are narrow passages carved
through the stone. One leads into a small empty chamber, The
other leads into a large space furnished with chairs and tables
There is a narrow wedge shaped passage that leads from the
small chamber all the way to the dungeon beneath the Guild
Hall in Restwell. There is a larger passage to the back of the
other chamber that connects to area 51 of the Caves of
Chaos.
Brethren of the Order of Evil Chaos have been here on
multiple occasions, conducting rituals to animate bind the
thousands of ancient dead found here. The passage to area 51
of the Caves of Chaos is used as a repository for all those that
have been animated thus far.
A veritable army of tireless corpses, some shuffling, others
standing motionless, wait in this long, dark, 20" wide corridor.
This is NOT an enemy recommended for a standard adventure
party encounter. If the party does choose to engage this Army
of the Dead, roll 2d4 to generate the number of undead that
come forward to attack. If/when those are defeated, roll a new
2d4 for the next wave. To eliminate the Army of the Dead in this
manner, the party would need to repeat these steps 200 times.
A task that should take approximately 7 hours.
Supplemental Random Wilderness Encounter Table:
Roll a d6 for every 6 squares traversed, or a d6 for every 4 hours in a
day. A result of 6 indicates an encounter. Consult the table below.
01-06. 2d4 wolves
07-10. Black bear and 1d4 cubs
11-21. Trapper on his rounds
22-32. d3 hunters following a trail
33-44. d3 hares or stoats
45-49. 1 fox or pine marten
50-59. d4 elk or deer
60-64. Raiders from area 3
65-74. Borderlands Patrol*
75-84. Odd Restwell resident encounter*
85-95. Caves of Chaos encounter*
95-97. Lizard men from area 1**
98-99. Jabberwocky***
00-00. Hill giant***
* Use corresponding random tables from the other supplements.
** Only in wet weather and/or at night.
*** Only when within the Tugleywood.

THE PEOPLES OF THE CAVES OF CHAOS


Written by Drew Williams

This is a custom reference for the inhabitants of The Caves of Chaos, as suggested by Gary Gygax in 'Notes for the DM on the Caves of
Chaos', 'Ransoming Prisoners', 'Tribal Alliances and Warfare', and 'Monsters Learning From Experience' sections of Dungeon Module B2 The
Keep of the Borderlands (page 14). The first parts of this reference expand on the suggestions provided. The remainder lists all of the
numbered areas of the Caves of Chaos, and describes any specific changes to the rooms or the behavior of any monsters found there. of
the Most details herein only embellish on those already included in the module, and are fully compatible. Where some details do differ,
precedence is to be given to the custom changes included here unless otherwise noted.
THE CAVE AREA: The ravine valley is an ancient burial tomb site
from the same period as the other ancient burial mounds that
pepper that landscape. Only instead of built up into mounds
covering jointed masonry, these were dug through into the living
stone and earth lining the walls of the chasm. The capstones
(doors) of countless tombs rank in 4 rows, with subtle broken foot
paths leading between many of them. Much of the terrain is either
overgrown with brush and trees, or collapsed in small landslides
with stone and gravel littering in piles at the bottom. With some
patience and attention, some of the tombs can be seen to have
their capstones removed, and the ruts of frequent traffic in the
earth before them.
The regional lore describes this ancient site as the "Gleann
Rghrean" (glee-on rech-ree-on), the "Valley of Kings" but since the
days of King Arthur, a new name has grown common; " Uamhan
Upraid " (oom-han oop-ra-eed), the "Caves of Chaos".

particular grove, a flock of stirges nest. The residents are


accustomed to avoiding them. A custom Caves of Chaos exterior
map (DM and Player versions) will have all keyed locations. Tables
for wandering monsters and scout vigilance also provided.
RANSOMING PRISONERS: Though it is a matter that the Castellan
and Malal have strove to keep unspoken, they have gradually
established an expectation, among the denizens of the Caves of
Chaos, that some ransoms might be paid (often in the form of
foods and/or supplies) if those captured are either of noble rank or
valued members of the local community (the people petition for a
ransom be paid). Consequently, some faction leaders have
standing orders that prisoners should be captured whenever
possible, and then interrogated to help consider whether a ransom
should be asked for, or they should be killed. In most cases,
prisoners would be made of lone stragglers, or party members who
were separated from the group. The most likely means of capture
of the whole party is if all members are defeated together. They
might then later awake, terribly wounded, imprisoned, and
stripped of all their belongings. Any belongings removed will have
a logical course of dispersement given the amount of time the
party was imprisoned (NOT conveniently secured in a nearby
chest.). Should the defeated party regain their liberty, they would
likely not see any of their belongings again.

Random Encounters Table


1 in 6 chance of encounter by day.
2 in 6 chance of encounter by night.
There is no encounter if the rolled result on table
differs from the game (exe. all bugbears were
already killed).

TRIBAL ALLIANCES AND WARFARE: The Priests of the Temple of Evil


Chaos are at the top of the order among the factions among the
Caves of Chaos, but they largely keep to themselves in their
temple, and send letters or words to the leaders of the other
factions using those other leader's messengers (A small network of
messengers await outside the gates of the temple for instructions.)
Beyond the Priests schemes, faction in-fighting will occur whether
they wish it or not (This is the principle reason that they require the
intervention of their Demonic Lord to galvanize these disparate
groups into a single force*.).
In general, it should be assumed that there is a long standing
feud occurring between the goblins and hobgoblins against the
orcs. The gnolls are known to help the orcs for sport. The ogre has
been known to help either for payment, though most often for the
goblins. The kobolds try to avoid being involved in the conflict. And
the bugbears and minotaur hold back and wait to exploit the
conflict to their advantage for loot or tasty victims.
The default status of this feud is one of a tension filled "truce",
often initiated by the influence of the (surely exasperated) Priests.
But use the Random Faction Interaction tables below to generate
any changes to this status.

1. 2-12 stirges
2. 1 lone hobgoblin messenger*
3. 1 lone orc messenger*
4. 1 lone goblin messenger*
5. 1 lone kobold messenger*
6. 2-12 kobolds
7. 2-9 goblins
8. 2-5 hobgoblins
9. 1 bugbear
10. 2 gnolls
11. 1 ogre
12. 1 owlbear
*DM rolls for both surprise AND initiative; If the
enemy gains both, they have avoided being
seen, and will quickly report their sighting of the
adventure party to their respective leader.
SPECIAL NOTE: In this campaign, the sex and age of all
goblins hobgoblins, and bugbears is indeterminate, as they
are just twisted and malformed fairy-kind, and do not lead
true mortal lives. When-ever expressing roles of male, female,
or parent, goblins are only imitating (sometimes in mockery)
what they see mortals do.
Ogres, Orcs, and Gnolls are NOT goblinoid, but instead
variant "beast-men", and as such do indeed breed and
reproduce as animals.
Creatures such as minotaurs are singular cursed souls, and
though they may be compelled to covet or even rape
mortals, but do not truly breed, not be of a kind.

RANDOM FACTION INTERACTION


Life for the residents of the Caves does not wait for a
party of adventurers. Politics and events transpire, and
these charts are used to randomly generate results.
FACTION CONFLICT CHECK: After each visit to the caves
by a party of PCs, make a faction conflict check. Roll 1d6.
On a roll of 6, conflict has broken out between the
factions. Roll twice on the faction table to determine
which two factions have come into conflict. (If you roll the
same number twice, the faction experienced some sort of
internal strife.) Then roll on the Conflict Resolution Table.
Use the notes for each faction and faction leader's
motivations to help determine any specifics.

WOODS: Though there are various trees and shrubberies all over
the sides, and especially across the bottom, of the ravine, the map
indicates some areas that feature dense groves and copses that
form tangled and forbidding barriers to normal movement (slow,
single file). Within the shadows of these lurk different scouts from
some of the factions that reside in the labyrinths below. In one

EMPTIED AREAS: When areas of the Caves of Chaos are "cleared",


they can be quickly taken over by neighboring factions, or
repopulated in a given amount of time. Various monsters do not
simply wander by looking for a vacancy to fill. And presence of
most intruders to the Caves of Chaos will be repelled by those still in
residence. The only effective arbiters, of who may occupy a
"cleared" area of the dungeon, would be the Priests of Evil Chaos. If
they choose to not interfere, a neighboring faction will expand into
the area within 1 week. If they choose to barrack a new fighting
force, one may be attracted to the opportunity within 1 month.

Factions in the Caves of Chaos


Die Roll (d12)

Faction

1
2
3
4
5
6
7
8
9
10
11
12

Kobolds (A)
Orcs of the Bloody Fist (B)
Fang-Fingered Orcs (C)
Goblins (D)
Ogre (E)
Hobgoblins (F)
Owlbear (G)
Bugbears (H)
Minotaur (I)
Gnolls (J)
Evil Priests (K)
Wandering Adventurers

Encounter Areas:
Random Encounters Table
For every 30' distance walked down a lair passage, roll for
random encounter on a d6. Encounters occur on 1 in 6 for
the daytime, and 1 in 3 for the nighttime. If an encounter
results, secretly roll for both surprise and initiative. The side
that achieves both surprise AND initiative gets to choose not
to be seen, if possible, by ducking behind a corner (or if a
thief, Hide in Shadows). To spawn a random encounter, roll
1d4 for the number of persons, and roll a d6 for each
numbered area described as occupied. The numbered
area with the highest number is the one from which the
encounter is drawn. Be sure to make a note of where they
come from.

(Wandering Adventurers refers to an NPC party entering the


Caves of Chaos.)
Conflict Resolution Table
Die Roll (1d8)

Outcome

1
2
3
4
5
6
7
8

Stalemate Skirmish
1 Faction Damaged
1 Faction Crippled
1 Faction Destroyed
Both Factions Damaged
Both Factions Crippled
Both Factions Destroyed
Factions Unite

DM Encounter Rules Reminder:


1. DM rolls 2d6* (multiply result by 10 for number of
feet) to establish distance to monsters.
2. DM rolls 1d6 for both monsters and party to
check for surprise.
3. DM secretly rolls 1d6 for both monsters and party
to check for initiative.
4. DM rolls 2d6 for monster reaction. Disguises etc.
add +1 to the players advantage. Combat
posture etc. subtract -1 to the result.

MONSTERS LEARNING FROM EXPERIENCE: That the different factions


in the Caves of Chaos will try to react to any adventuring intruders
to the best of their abilities (including planning for retaliation,
sending scouts, laying new traps, etc.), there remains a question as
to their inherent competency to execute those plans.

2 Immediate attack
3-5 Hostile, possible attack
6-8 Uncertain, monster confused
9-11 No attack, monster leaves or considers offers
12 Enthusiastic friendship

Roll 1d12 for any complex choices they may need to make. A
failed roll empowers the DM to act in the party's favor, describing
foolish or stalled actions on the part of the monsters.
Goblins are occasionally clever but usually stupid. The Goblin
Chieftain will exercise the very best choices for himself and his clan
on any result below a 7. His Captains would succeed to do the
same on any result under a 5.
Hobgoblins are both crafty as well as cruel. Any one of them will
choose to act on an opportunity, or create a sadistic trap, on any
result below a 10.
Kobolds are cautious but scheming and cooperative. The kobold
Chieftain will coordinate elaborate traps or team activities on any
result below an 8. kobold leaders may do this on any result below
an 8. Individual kobolds will likely panic and seek out others to help
on a roll of a 5 or higher.
Orcs are Mean, Spiteful, Impatient, and spoil for a good fight. The
Orc Chieftain will lead the best possible tactic for victory on any
result under a 9. Otherwise he will simply attack (or run away). Any
orc captain or individual would act the same with any result under
an 8.
Gnolls are dim witted and malicious. If an opportunity to exploit
a clear weakness is revealed, they will pounce immediately,
pausing only to watch suffering. If called upon to think tactically
they will only choose to do something effective on a result of a 6 or
less.
Minotaurs are fiendishly clever. There is very little that gets past
one. All planning and strategies of a minotaur will be accurate and
merciless on any roll under an 11.
Ogres are clever and selfish. They have a strong ability to plan to
their best advantage, whether that be to attack, lay a trap, or
feign friendship. An ogre will only fail to attempt the best approach
to a situation on a result of 12.

*Use only 1d6 when in corridors.


A. KOBOLD LAIR: There are 8 kobold
guards in hiding in the trees
above the entrance. On a 1-2 on
1d6, they will spring down and
attempt to drive the party into
the entrance, into the pit trap.
The guards from area 1 might be
alerted (4-6), but they would hold
back to see whether the party
falls into the trap. They will only
hold back from attacking out of
fear that they might not be
enough numbers. They will wait to
hear the trap door spring open,
and only then will jump into
action after they hear it go off,
anticipating at least some of the
intruders
have
been
incapacitated. In both cases, they will bark and cry for the
guards from area 1. to assist. As long as the sounds of combat
within the entrance, or the sound of the trap door occur, 1d20
giant rats from area 2 will join in combat within 2 rounds. These
rats have a 2 in 6 chance, per round, of triggering the trap door
under themselves, if there are more than 5 positioned above it.

1. GUARD ROOM: The strategy of these guards is to throw small


spears at their opponents before closing in. When possible, they
will remain on the other side of the spring trap and continue to
throw spears. Each guard has 5 spears from area 1 to use. The
6th guard will not enter combat for 2d6 rounds while first fetching
for aid from areas 4 and 6.

8. THE WATCHER: No additional notes.


9. BANQUET AREA: Tapestries adorning the walls signify that this is a
hall of the Bloody Fist Clan. There is a 2 in 6 chance of the Orc
Chief holding court here in the early evening, before dispatching
night patrols and messengers outside. In which case all but 2 orcs
from each of the other rooms will instead be feasting in this
room. In all other times of day, there is a 2 in 6 chance of 1-4 orcs
being in here (drawn at random from other locations).

2. GIANT RATS: This is the trash and refuse chamber, as well as the
rat kennel and toilet. The awful smell of this chamber can be
detected almost as soon as the party walks towards it from near
area 1. Kobolds do not mind the stench, but characters must roll
vs poison or be incapacitated with nausea that renders them -2
in effectiveness for most tasks. Any rats not killed a melee at the
entrance or area 1 or otherwise will be here and will attack on
sight. If their morale is broken, they will flee to hide or find their
masters in areas 3-6.

10. COMMON ROOM: There are 22 warrior orcs in this chamber who
share 8 sows among them. 8 orclets are also here. The warriors
will fight before the sows, but if their numbers fall, the sows will
charge in. Though poorly equipped, the sows have higher hp
and morale. The orclets have low hp and morale, but will fight
fiercely alongside any sow.

3. FOOD STORAGE ROOM:


This room is LOCKED behind a
reinforced wood door with an iron latch. Yawrp-yap has the key.

11. STORAGE CHAMBER: No additional notes.


12. ORC LEADER'S ROOM: The Mighty War Chief Billy Ghotrag! Billy
is an immense orc, covered with many scars of combat. He
receives challenges from invaders with the same cheer that he
accepts challenges from orcs within his own clan. Two of the
orclets in area 10 are survivors of his past litters. He has great
desire to take a valuable prisoner for ransom, and will scheme
to achieve this, even if in combat, or having taken heavy losses.
To Billy Ghotrag, the ransom of a valuable prisoner would be
more than just compensation for many losses, and could even
help to fuel his own ambitions. When the party approaches Billy,
what he will see is a small group of walking sacks of gold. In
combat, he will spare no punches to subdue. But if everyone is
put down, he will quickly make certain that the party is healed
to 1-2hp again.
Billy is accompanied by 2 large flabby sows who will likely grin
with anticipation in watching him crushing someone's face in. If
he should begin to fail, they will be shocked but also enraged.
Much like the sows in area 10, they are poorly equipped
(improvised furniture weapons), but have higher hp and morale
than orc warriors, and will not flinch from combat. As they fight,
Billy will take the opportunity to dash behind the tapestry to slip
through the secret passage to area 13. Should he escape to
meet with Porgie Kruntz of the Fang Fingered Clan, Porgie will
mobilize his warriors to establish an ambush at entrance B.
Meanwhile, Ever the more precautious leader, Porgie himself
might choose to establish a very deadly trap outside the secret
door to area 13.
If Billy is found in his chamber during the daytime, roll d6; 1-4
asleep, 5 breeding, 6 up late/early writing. He is only fully armed
on a roll of 6, and completely naked on a roll of 5.

4. GUARD ROOM: These guards are extra tough as kobolds go,


and they will do everything to give their chieftain the opportunity
to devise a plan to repel any invaders if given the chance. They
may be accompanies by 2 of the 18 pet rats from area 2. If
found here peacefully, they will stand at the ready for a fight. If
observed in secret, they will be playing games, play acting a
scene of the ogre eating an orc with salt and pepper.
5. KOBOLD CHIEFTAIN'S ROOM: The Chieftain Yawrp-yap, is a
crafty little guy who like to trick mortals into helping him. He will
resort to bargaining (either with wealth or with information) if he
sees any means to it. Evidently a nasty little pervert, Yawrp-yap
will be otherwise intent on buggering the 8 other smaller kobolds
also living in this area with him. There is a large old bed covered
with furs, as well as broken chairs and tables that look to have
been gnawed upon.
6. COMMON CHAMBER: There are 48 kobolds nested in this
chamber, though the smaller 8 of them will only cower and try to
flee if they can. In the event that they had not been warned of
any invaders, they will pounce upon the party in mass numbers
as they enter the room, using spears in triple ranks to maximum
effect. Another strategy they might employ, is to give way to one
flank, to tempt the party to enter the room, so to possibly clear
the door and then all escape to a better position. If they learn of
Yawrp-yap's death, they might despair and attempt to flee the
lair entirely, taking their pet rats with them. This room is dark and
musky with cloth and fur nests, small sacks of common items,
dirty bowls and cups, and little discarded items of kobold
clothing.

C. ORC LAIR: Orcs of the Fang Fingered Clan. These orcs are from
an old clan known for their gluttony and their clever use of
traps.

List of kobold names for use in areas A:


Yap
Rowr
Yip-yip
Yap-yip
Rip
R'yap
Awoo
Arff
Rowp
Yip-yap
Awrf
Rawr-riff
Ah-ro-ro-ro
Roof
Aroof

R'yip
Ow-ow
Rawrf
Yaproo
Rahp
Heeoorf
Awarf
Yippur
Awrrr
Rrriff
Rrruff
Woo-woo-yip
Arooo
Rharf
Rah-urf

13. FORGOTTEN ROOM: This is a secret chamber used by Billy


Ghotrag and Porgie Kruntz for meetings.
14. COMMON CHAMBER: Use additional rules from area 10.
15. COMMON HALL: No additional notes.
16. LEADER'S ROOM: Porgie Kruntz is an equal to Billy Ghotrag in
stature, bearing, and cruelty, but wears his greed and
indulgence around his waist in both physical girth and material
wealth. His chamber is well appointed. Accompanying him
here (or elsewhere) is an uncharacteristically lean sow named
Becky. She possesses a crossbow which she uses to guard
Porgie from behind with.
List of orc first names for use in areas B and C:

B. ORC LAIR: Orcs of the Bloody Fist Clan. These orcs come from an
ancient clan noted for it's ferocity.

Jack
Tom
Ollie
Harry

7. GUARD ROOM: No additional notes.

Morgan
Ellis
Joel
David

Jim
Charlie
Bill
Dan
Sam
Alfie
Ben
Joey
George
Callum
Jake
Ethan
Luke
Harvey
Liam
Harvey
Bob
Jamie

Riley
Fred
Riley
Alex
Reece
Mason
Isaac
Logan
Toby
Bradley
Noah
Nathan
Aaron
Mike
Lucas
Eddie
Archie
Oscar

result of 1, it might be possible that the ogre will invite the party
to try his latest creation instead of fight. With a result of 2-5, it
could be possible that the ogre will talk to the party before
attacking them.
19. COMMON ROOM: There are 30 goblins in this area, 6 of which
are sniveling cowards and 10 of which gain +1 to hit and
damage.
20. CHIEFTAIN'S ROOM: Behind
this iron bound door is the
Goblin Chieftain and eight
guards. The Goblin Chieftain
Meedoc lives in some luxury,
and buys the guards favor by
allowing them to indulge
themselves
when
here.
Meedoc is under some stress
however, as he is quickly
running out of supplies with
which to bribe the ogre and
his best warriors. (He does not
realize that the Hobgoblins
have been ripping him off.)
Each night he dispatches a band of hunters to raid and forage
for new supplies. If he hears any news about the adventure
party, he will send dozens of his goblins to capture as many as
they can, using trip lines, nets, spears, and poisoned darts in
blowpipes. He will immediately sell off all of his prisoners
valuables to the other factions in exchange for goods, and
send a letter to Restwell via raven for a payment of ransom.

List of orc last names for use in areas B and C:


Gludbog
Drutrug
Brugnab
Thughnab
Drurk
Mubmak
Kukpug
Kratruk
Muzrub
Tromburz
Thorg
Murghud
Kuz
Bugbuz
Goshog
Muzag
Ugzak
Rugrab
Thrushzod
Dungash
Odpug
Scablock

Ulgar
Thokgor
Mashnak
Odbog
Brubbak
Trobmag
Blokpug
Krorgash
Trogburz
Ghud
Grurk
Thug
Marthug
Brulbag
Lurg
Ghak
Urg
Morg
Sogrunt
Grabug
Tugzog
Snudbog

21. STORAGE CHAMBER: No additional notes.


List of goblin names for use in area D:
Griphook
Gringott
Filius
Ragnuk
Eargit the Ugly
Urg the Unclean
Ug the Unreliable
Alguff the Awful
Brodrig the Boss-Eyed
Ragnok the Pigeon-Toed
Bogrod
Nagnok
Gofflank
Milkcurdle

D. GOBLIN LAIR: The random encounter rules for D. Goblin Lair:


supersede those posted at the top of this custom reference
expansion.
When standing near the entrance to area D, there is a 1 in 3
chance of the party smelling food preparations wafting from
area E.

Figo
Blattlug
Ib the Fart
Squib
Bad Stonemuck
Squeak
Killface
Baga Baga
Gnish
Sizzle
Gornuk
Geko
Drek
Ukko

E. OGRE CAVE: Aguste le Hunfrey is one of the "kinder and gentler"


ogres in the world. Though he is just as much an eater of people
as any other ogre, he also values conversation, good wine, and
good company. Whereas most ogres are selfish to the point of
gluttony, Aguste is consumed with hubris over his skills as a chef,
and his quest for perfection in the kitchen is matched only by his
hopes to have it recognized. If he were a terrible cook, this
would make for an awful experience. But in fact his preparations
are among the greatest in the Realm, and perhaps in all of
Albion.
Aguste travels to civilization to trade for precious cooking
supplies, and occasionally, to seek work in a kitchen. But being
an ogre causes the world to shut most doors in his face. "Just
because I know how to make the very best 'lait rti enfant', does
not mean I would have the poor taste to serve it to them."
Compliments on Aguste's cooking can add +2 to any reaction
rolls. If the party befriends this monster, he can be a valuable
ally, but with limitations: If left poorly fed for more than 12 hours,
his appetite may stray to thoughts of eating members of the
party. Given time, his nature will make him an enemy to the
party because of this. Also, Aguste is very fond of his kitchen and

17. GUARD CHAMBER: No additional notes.


18. GUARD CHAMBER: The payment to the ogre in area 22 is not in
gold coins but, rather, in food. The ogre is a tireless cuisine who
strives to perfect his art in the kitchen. To this end, he is invited
by the other factions to fight for them. For this service, his price is
known; quality cuts of fresh meat, sacks of flour, imported
spices, fresh and dried herbs, fresh cream, cheeses, etc.. Thus,
in area 18, the room is always stocked with a few food items
with which to bribe the ogre with. The goblins on hand might
not know the ogre's particular needs or tastes however, so there
is a possibility that the bribe will not work, or work poorly. Roll a
d6. A roll of 1 indicates that the offering was insulting, causing
the ogre to lash out and attack the goblins. A roll of 2 up
through 6 indicate an increasingly acceptable offering, with 6
being impressive and inspiring the ogre to hurry with his task so
that he may return to his kitchen as soon as possible. With a

his garden. He will not help the party to do anything that might
threaten his kitchen, or his guarantee of ingredients to cook with.
His residency in the Caves of Chaos is welcomed as he serves
as the communities resident chef, and provides all of the
chieftains with excellent food. Messengers from each faction
know the route through the ogre's thicket, and by this rout,
retrieve preparations in exchange for payment in coin or raw
ingredients.

31. GUARD ROOM: No additional notes.


List of hobgoblin names for use in area F:

Argo
Artemis
Assglare
Balt
Chultz
Bandi
Liham
Belig
Biletooth
Bilk
Bruck
Bitch
Drizzt
Cabal
Nick
Druck
Wartsnak
Eartalk
Feelsick
Forgath
Yellowtooth
Garud
Gar-Yak
Gedreth
Glourgrim
Glibhook
Ghotrag
Gim
Giznat
Glixx
Gools
Gorbag
Grock

22. THE KITCHEN: This is an old crypt has been converted into a
large over-scaled kitchen, complete with a broad fireplace, a
spit, pots, cleavers, cutting boards, tall tables, cupboards of
cutlery, a stone pantry of food, and a cabinet of seasonings. A
large stone sarcophagus is set on it's end against the
westernmost wall. With sufficient strength, the capstone can be
pulled aside to reveal this to be a makeshift cold storage for
Aguste's meats. Cured flanks and hocks of different creatures
are hung here on hooks. Some possibly orc, or boar, or maybe
even man.
To the back is a tombstone draped with several furs, which
serves as a bed, and near the front entrance is a dining table
and chairs, dressed with half melted candles stopped in old wine
bottles.
Outside, the door is concealed behind a very large thicket of
nearly impassable trees and brambles. A specific narrow path
winds for 40' from the kitchen to the outside of the thicket, but it's
entrance is concealed to those who do not know where to look
(secret doors). Immediately around the passage is a small but
admirable garden, which the ogre takes great pride and
pleasure in tending in the spring and summer months.
A secret passage is located in the back wall of the sleeping
chamber, between a large wooden dresser and the ogre's
bed.
F. HOBGOBLIN LAIR: When standing near the entrance to area F,
there is a 1 in 3 chance of the party smelling food preparations
wafting from area E.
If the trapped entrance attracts the guards in area 26, they will
resort to using their crossbows as much as possible at first, whilst
sending for more aid.
23. COMMON ROOM: There are 15 hobgoblins here, 3 of which are
small and will avoid combat.
24. TORTURE CHAMBER/PLAYROOM/FOOD STORAGE:
The
hobgoblin torturer Grimhook and his assistant Smiles, practice
their art in this area. They are taking their time torturing the
prisoners they have bound here, awaiting word on whether
there will be ransom to be paid for any of them (the merchant
Jules and his wife Margaritte in particular). IF the party
encounters this area without freeing the prisoners, given enough
time afterwards, they will later be found in the ogre's kitchen,
being prepared for a hobgoblin feast. Or perhaps much later,
being served at the feast itself.

Mogat
Forgrath
Glorbad
Horroc
Rank
Mudrake
Krig
Nanraak
Nathak
Neth
Nesk
Nogo
Nok
No-Nose
Ogrok
Omgoore
Outhound
Pondmuk
Assrake
Rankass
Razzle
Madbog
Lukewurm
Rumple
Skrang
Snig
Srubaash
Needle
Dump
Scibor
Ulagh
Mogg
Verlmak

G. SHUNNED CAVERN: The party may smell an awful stench wafting


from the entrance to G, long before they would see it through
the 4200 square feet of thicket and trees that surround it.
32. EMPTY GALLERY: No additional notes.

25. COMMON CHAMBER: There are 18 hobgoblins here, busily


preparing the large chamber for the coming feast. 9 of them are
smaller and not prepared to fight.

33. SHALLOW POOL: No additional notes.


34. OWL BEAR'S DEN: The Owlbear that nests here is raising 2 cubs,
and brings back fresh kills as well as carrion for them to devour.
She is in a state of caution and vigilance, as she coaxes her
young to avoid the grotto on the other side.

26. GUARD ROOM: No additional notes.


27. ARMORY: No additional notes.
28. STOREROOM: No additional notes.

H. BUGBEAR LAIR: When rolling for wandering monsters, results that


indicate that they come from the prisons mean that 1-4 slaves
are engaged in an errand or chore. Most will be too frightened
of the bugbears to attempt escape, unless they know that the
bugbears have been killed.

29. GUARD ROOM: Four hobgoblin guards are here.


30. HOBGOBLIN CHIEF'S QUARTERS: Gnash the Boil is one of the
cruelest denizens of the Caves of Chaos, who could stand toeto-toe with either of the orc chiefs. But unlike the orcs, Gnash, as
with most hobgoblins, does not fight rashly or fairly, but with
cunning and malice. He is the leader most well regarded by the
Priests of the Temple of Evil Chaos, and Gnash anticipates
favoritism from them in the form of a future generalship once the
anticipated war begins.

35. GUARD ROOM: No additional notes.


36. CHIEFTAIN'S ROOM: The bugbear Chieftain Leech Withertooth
is always quite happy. As with most bugbears, everything is a
cruel and nasty joke to them, even their own deaths. He is

usually attended to by 1d4 of the slaves from areas 40 and 41.


Leech is content to reside
here and terrorize the
region at night. He is not
even certain that he
would do any of the
things he promised to the
Priests from area K.
Though he probably will if
it looks to be fun. He
really doesn't care. He
just keeps on smiling.

48. LOCKED ROOM: DM Note: Be prepared to pour out wine for


players to get drunk on during the game. Test each character's
wisdom, then a d6 result of anything under a 6 indicates they
must roll a 1d4. The result is to indicate quarters of a wine glass,
with 4 being full right up to the lip!
49. COMMON ROOM: No additional notes.
50. GNOLL CHIEFTAIN'S QUARTERS: Gnarla is the Matriarch of this
gnoll tribe, and she is a fierce and merciless defender. She has
very little interest in obligating herself to the Priest's cause, and is
merely using the Caves of Chaos as an opportune place to build
up her brood. And after all, she has been here for many years,
and still the Priest's just talk. Gnarla will take great umbrage to
her tribe being culled in any number. She is never interested in
prisoners or ransoms. Her tribe only stop from killing if it means
having some relaxing fun toying with their victims. Gnarla
councils with the Orc Chieftains, but does not tell them that she
intends to leave with all of her tribe if and when the Priests
execute their long unfulfilled plans.

37. SPOILS ROOM: No additional notes.


38. COMMON ROOM: There are 13 bugbears of various sizes in this
area.
39. GUARD ROOM: No additional notes.
40. SLAVE PEN: Select Names for the slaves from the existing name
lists. The men present are merchant traders captured on the
road many weeks ago.

List of gnoll names for use in area J:


Gnurf
Gurll
Arll
Rawrf
Rowlf
Aowrumf
Yawf
Urrll
Ruff
Urf
Graal

41. SLAVE PEN: Select Names for the slaves from the existing name
lists. The men present are merchant traders captured on the
road many weeks ago.
List of hobgoblin names for use in area G:
Grumph Bandersnatch
Lumpy Scuttlebutt
Snaggle Bumbiter
Gulp Boilburst
Croop Hamhand
Blart Beebottom
Argh Applesauce
Loop Dingledong

K. SHRINE OF EVIL CHAOS: Though most of the tomb entrances in


the ravine are roughly similar and often nondescript, this one
stands out. Though it appears to be just as ancient, the frame
shows ancient weathered carvings, and figures long since
defaced. The entrance is blocked, not by a single capstone or
banded door, but by a pair of stone doors, also covered with
weather-worn carvings. This was either an ancient temple to
long forgotten gods, or a tomb to a mighty leader, or the
catacomb for a dynasty. Black and twisted dead trees line the
earth about this entrance. The door is well balanced, and can
be pushed open with a modicum of effort and the sound of
grating stone.

I. CAVES OF THE MINOTAUR: No additional notes.


42. STIRGE CAVE: No additional notes.
43. FIRE BEETLES: No additional notes.
44. FIRE BEETLES: No additional notes.
45. THE MINOTAUR:
This ancient
minotaur is known as Korax, and
was summoned from over great
distances to join in the service of
the Priests of Evil Chaos. They
intend for him to act as an
effective field general when the
hour comes. Time is of little
meaning to Korax, and he is
content to remain in this lair until
he is called to serve a purpose.
Once a pact is made by a
Minotaur, he will not leave until all
peoples and places involved
faded into dust.

Unless other areas of the Caves of Chaos have been removed


or severely distress during the game, there should be an
additional 1 in 6/1 in 3 chance of encountering an emissary
lurking nearby this entrance. They are often preparing to deliver
supplies, receive missives, or exchange correspondences
between the other faction leaders.
51. BOULDER FILLED PASSAGE: There are no boulders here in this
campaign. Instead, the passage is empty and long, extending
on into blackness. 20' down the passage, and unseen barrier
holds anyone back, unless they wear the robe and amulet of the
temple, and speak the words, "Mortem Omnibus" (Mo-er-tem
om-nee boos).

J. GNOLL LAIR: This entrance, like all entrances in the "Valley of


Kings" looks like an ancient and run down tomb with the
capstone cast aside in pieces.

DM note: This barrier should not be described as physical, but


rather an uncanny and unsettling experience among the
characters of not finding the will to move their bodies beyond it's
threshold.

SPECIAL NOTE: For purposes of this campaign gnoll females are


dominant to gnoll males (in imitation of hyenas) , and their
fighting statistics are reversed.

If the party makes sufficient noises there can be a 1 in 3


chance that it will attract 12d6 aimless zombies and skeletons
that are skulking in the far distance of the passage. However
they would be unable to proceed past the barrier without it
being dispelled.

46. GUARD ROOM: No additional notes.


47. GUARD ROOM: No additional notes.

Chaos is the focal point for this complicated ritual, which is


ongoing. The adventure party could have the opportunity to
interrupt this ritual, and postpone Orcus' prophesized arrival.

These represent the horde that the Temple Priests have been
slowly accumulating in preparation for their prophesied "Dawn of
Doom".

60. GUEST CHAMBER: No additional notes.

This passage connects to the ancient temple at the bottom of


the Cave of the Unknown.

61. TORTURE CHAMBER: No additional notes.


62. THE CRYPT: No additional notes.

52. HALL OF SKELETONS: This chamber looks to be a great


ceremonial crypt, with the remains of ancient warriors clad in
bronze armor lining the walls between decorative pillars. On the
throne itself sits a skeletal figure, also wearing the same type of
armor, it's right hand resting on the pommel of an old bronze
sword.
The skeleton temple is sealed behind an ancient stone door.
The desiccated corpses within are not simply skeletons, but
heroes, who's names are known, and as such, are imbued with
the cognizance of their past selves. A horrific curse that brings
immense pain to the resurrected. A pain which they would do
anything to end, including the Priest's bidding. With such undead
as captains, the ranks of their Army of the Dead could be lead
from the front with precision.

63. STORAGE CHAMBER: This room is filled with a large amount of


arms and armor for the equipping of an army. All effects are well
stored and cared for. The room also contains large stores of
other supplies for the temple priests. Everything from linens for
their own bedding, to soap, and extra robes.
DM Note: The gelatinous cube is absurd and is NOT present.
64. CELL: The prisoner in this cell is reserved for an NPC that
develops in the course of the adventure.

53. GUARD ROOM: This chamber also includes various materials


used in the rituals for animating the dead.
54. ACOLYTE'S CHAMBER: No additional notes.
55. CHAPEL OF EVIL CHAOS: No additional notes.
56. ADEPT'S CHAMBER: No additional notes.
57. HALL OF UNDEAD WARRIORS:
This chamber also includes
various materials used in the rituals for animating the dead.
58. TEMPLE OF EVIL CHAOS: No additional notes.
59. THE CHAMBER OF THE EVIL PRIEST: The evil priest was once a
humble friar known as Bartholomew. But long ago he sold his soul
to Satan, and since then has born the name Nuntius. He is the
third in a long line of priests to continue the work of this unholy
temple.
The Priests of the Temple of Evil Chaos are summoning chaotic
creatures to this area in preparation to overwhelm Restwell and
make it the fortress base from which to invade the Realm. The
disorganized rabble assembled in the Caves of Chaos could
only be ready to fight together under the leadership of a Demon
of Chaos. The summoning of such an infernal leader is at the
pinnacle of the Priests ambitions, and the key to their grand plan.
In addition to the plans for the Chaos forces residing in the
mines, the Priests are also
raising up and army of the
undead. Skeletons and
Zombies
have
been
summoned from the tombs
beneath the Cave of the
Unknown ( Once an
ancient
repository
of
1,000+ sacrifices to Crom
Cruach), There is also a
crucial scheme to awaken
all the corpses within the
catacombs beneath the
Restwell Chapel. The risen
dead of Restwells loved
ones, to claim the living
they once left behind.
The demon they worship and appeal to is Orcus, the Dark
Prince of the Undead. Their ambition is to bridge the gulf to the
Abyss and summon him into the mortal world. The Temple of Evil

OUTSIDE THE KEEP


QUARRY
FIELDS
FARMS

FARMS

RESTWELL

TREELINE

PASTURES
BARN
PASTURES
WINDMILL

FARMS

PASTURES

BUTCHERS
LANE

FIELDS

FIELDS

PASTURES

FIELDS

FIELDS

COURSER

MARSHAL
FIELDS

Road to Iden

Road to
the Realm

BARN
WATERMILL

SCALE: ONE SQUARE EQUALS 100 FEET

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