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Barrik's Keep - redesigned

by Scottieraz

I have spent some time redesigning Barrik's Keep from The Quest for the Silver Sword. So, I thought I'd share it with you. Use it in lieu of the published version or as a separate location altogether.
I didn't like that the keep, as published, seemed more like a manor than a keep, but I get why it was designed the way it was. I wanted it better to represent its purpose, as an outpost.
Now, I use this adventure a bit differently than originally published. I generally lead with Escape from Zanzer's Dungeon. For me, Zanzer happens to be a descendant of Barrik and has been recently using the keep as his hideout. He has been rehabilitating the forgotten ruin in secret. For this reason, I stock the keep differently than published.
Clues could lead players to seek out the keep on their own. Otherwise, the hook could be given to the players when they reach Melinir. Either way, the wererats and ratlings have triggered an unnatural winter encompassing the Torlynn area. Further, I have enlarged Thunder Rift, and Barrik's Keep is about a day and a half to two days away from Torlynn.
You could keep the origin of the winter same as published, but I have the wererats and ratlings bring back a cursed weapon from the abandoned dwarven fort/iron mine mentioned in DragonQuest, A Call to Glory. The weapon was part of the wards holding Flame in his prison, now Flame has awoken, and this, for me, triggers events from Dragon's Den.

Outbuildings:
The Stables. The stables have not undergone any kind of repair and are quite broken down. You can make out that the stables were once fairly grand, able to house many horses and store several wagons, although right now you see nothing but rotten heaps of wood and straw. You do see two saddles which appear to still be in operational condition and a set of leatherworking tools. Careful characters may be able to slip in and remove them without alerting to their presence.
Officer’s Quarters. Of the side buildings nearest to the keep, the southernmost one was once officer’s quarters. Windows have been repaired and panes of glass replaced. This building has been safely rehabilitated and is being occupied. Presently, no one is in the building, but there is a 40% chance that a worker from inside the keep may leave his work to retire here.
Servant’s Quarters. Of the side buildings nearest the keep, the northernmost one was once servant’s quarters. This building has also been rehabilitated and is being occupied. Presently, there are two workers resting here. The workers are human and are fit carpenters, but they are not skilled combatants. If confronted, they will defend themselves, otherwise it appears that they are sleeping.
Inside each of these quarters the players will see numerous bedrolls, and some construction tools. Lanterns sit atop a couple of crates, which burn dimly to provide some light. The fireplace in the Servant’s Quarters has a small fire burning. Inside the crates are various foodstuffs. Nothing of notable value is found here.
The front doors to the keep are heavy wooden doors, which are reinforced with iron bracing. They are closed, but not locked. Several tracks can be seen going up the steps to the front door. The doors do open quietly and entering does not immediately alert anyone to your entry.
The circles represent tree trunks.

Ground Floor
1: Pavilion
2: Entry Hallway
3 – Tower (Originally keyed room 6)
4 – Cloak Room (Originally keyed room 1)
5 – Sitting Room (Originally keyed room 2)
6 – Storage (Armory)
7 – Ballroom (Originally keyed room 12)
8 – Storage (Originally keyed room 14)
9 – Dining Room (Originally keyed room 5)
10 – Kitchen (Originally keyed room 7)
11 – Tower

Second Floor
12 – Tower Hallway
13 – Guest Room
14 – Guest Room
15 – Guest Room
16 – Antechamber (Originally keyed room 9)
17 – Barrik’s Chambers (Originally keyed room 13)
18 – Study (Originally keyed room 3)
19 – Library (Originally keyed room 4)
20 – Guest Room
21 – Tower Landing
22 – Barracks
23 – Barracks
24 – Officer’s Quarters

Basement Level
25 – Tower Hallway
26 – Larder (Originally keyed room 10)
27 – Wine Cellar (Originally keyed room 11)
28 – Laboratory (Originally keyed room 15)
29 – Cell (Originally keyed room 16)
30– Tomb (Originally keyed room 8)