Thursday, February 8, 2024

Ternketh - Structural Features

Throughout the keep there are two kinds of door: the heavier reinforced door and the lighter, ordinary-use door. The map will show the reinforced door as thicker, with a larger handle and a spiked surface. None of the doors in the keep should be treated as ‘stuck,’ as the harpies have been using them regularly. There is one barred door, however, found in the magician’s rooms (see below).

The doors in the crypt have no handle (this is seen on the map). Each is a wooden frame about four inches thick with panels, which can be bashed in with a few sound hits. They are not meant to keep out characters – but as these haven’t been broken in, the characters will not encounter the usual defilement of the interiors by the harpies. The doors in the guard areas are designed so that they have an inch space under the door and reach about half an inch short of the wall (so that they can be pushed open by with a shoulder).

The floors of the Keep (including the outside yard) are largely plaster and cement surfacing. The walls will be mortared stone. Stairs will be made of light stone except for the set into the lowest level, or Basement, which are made of black stone. The ladder in the central tower is of course made of wood. Each staircase descends 15 feet; the ladder ascends 20 feet.

There are stairs that are located at each corner of the yard that lead up into the ramparts. There are six stairs that lead from the yard down into the lower level; one of these is a circular stairwell in the central tower. The remaining sets of stairs lead down into the Basement or into the Temple.

The walls of the rampart are only 15 feet higher than the ground of the yard. The ramparts are nearly decorative – they were used in the keep’s past as places for walking, contemplation, watching the town and the sky. The inner part of the rampart is surrounded by wooden beams that serve as balustrades; these are wide enough to sit on an centuries of doing so have worn grooves in the wood. The chief defense of the Keep is the ‘moat,’ the open space between it and the town.

The forward rampart, that part of the wall over the main gate, has four large lamps upon it, more than two feet wide. Once these were filled with oil and lit; since they have been used often by the harpies and are full of dried dung. They can be cleaned and are of some value, being made of brass and weighing three stone each.

Surrounding the yard are 22 awnings made of wood and leather. These would have been replaced yearly prior to the harpies, so they are weathered as well as defiled by the harpies. The leather for these is worthless. There is enough in all of them to make six suits of leather, each of which would be cursed -2, if the players felt this was something they would like to do. Below the awnings will be found head blocks and some cloth, all along the west wall, suggesting that some residents might have slept outside at night, with the barest minimum of shelter.

The Center Tower

This isn’t really much of a ‘tower.’ It is a twenty-foot high structure that is little more than a cross-shaped house. The open air at the top includes a hwacha (see after for details), a trap door that leads down into the interior and a small tin-lined hole in the upper left corner of the roof. This is the outlet for a small fireplace inside the tower. No smoke will be coming from the chimney, however, as the people who dwelt here are long dead.

The floor in the Lord’s room of the tower is made of high quality cherrywood, which is reflected in the imagery on the map. The fireplace is of tin-and-bronze and bronze construction, hammered to make a triangular cone (which is then mortared to keep it fixed and make the surrounding room fireproof) that will transfer smoke out through the hole at the top of the tower.

Siege Engines

Ternketh Keep features five ballista and three hwacha, the latter able to fire up to eighteen arrows at a time. These may be moved easily, as they have been placed on ‘trucks’ that are designed to pivot on a central folcrum (which can be locked down by hand) or roll forwards and backwards on wheels. These haven’t been taken care of, however, so the wheels are squeaky and movement will be slower than usual. Like all other weapons in the Keep, however, both the ballista and hwacha are cursed.

Each ballista will have 3-12 bolts stacked nearby that are servicable (many will also be broken). They require four rounds to load for two experienced persons – treat as a non-proficient weapon for those who do not know how to use and double the loading time.

The hwacha require ten rounds to load and will require expertise in using the black powder charge that is necessary to fire the arrows. Non-experienced persons cannot fire the weapon. It is up to the DM to decide if any of the party is experienced.

There are enough arrows near each hwacha for three complete launches plus 2-12 more. Smaller volleys may be fired but nine arrows is the minimum for the device to work.

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