Keeping the Keep
After the adventure, the Red Keep presents an opportunity for the characters to restore and occupy it. The magic-infused defenses and connections to Oldtown make it an attractive, yet challenging, stronghold. Below is an in-depth breakdown of the key features, potential uses, and NPC involvement in the restoration and maintenance of the keep.
- As a major regional base for the characters, it offers a defensive position with natural and magical protections, ideal for housing troops, allies, or supplies. Rebuilding the barracks and dungeons could establish the keep as a secure garrison.
- The keep’s connection to Oldtown makes it an excellent refuge for NPCs, rebels, or secret allies. The underground city offers a discreet and well-protected hiding place, while the well can be used for covert travel or smuggling operations.
- The keep’s defensive features make it ideal for military use. With some restoration, the keep can house soldiers, serve as a staging area for raids or defenses, and provide a stronghold for defending against future threats from the Cruel Wood or neighboring regions.
Potential Occupants & Assistance
If they survived and are in good standing with the characters, the following NPCs could be convinced to stay at the keep and provide unique benefits: Lobs. If the dragonborn adventurer’s personal belongings are retrieved, he could be persuaded to stay in Oldtown. While slothful by nature, Lobs would make an excellent protector for the underground refuge. He prefers comfort and laziness but will defend the keep in times of need. Pil’pe’pete. The centaur druid, exiled from her people, may be willing to serve as a custodian of the Red Keep. Her knowledge of the land and ability to control nature would be invaluable in restoring and maintaining the grounds. Pil’pe’pete would work to cleanse the elemental scars left behind by the dragon and investigate the elemental portal. Kobolds (Bolt, Rum Rum, Pocky). The surviving kobolds, if not killed during the adventure, may find homes as caretakers or assistants. They are cowardly and unfit for leadership, but they could be useful as scouts or informants, especially if they continue to believe in the legacy of Smolderthorn. If nothing else, they would be happy to return to Oldtown.
Bolt, Rum Rum, & Pocky
(in order left to right)
(in order left to right)
Fortifications & Buildings
Moat. A 30-foot wide and 20-foot deep moat surrounds the Keep. Any creature entering the water must make a DC 15 Strength saving throw each round or be dragged to the bottom. The saving throw DC increases by 1 for each round submerged.
Drawbridge. The drawbridge is currently raised and broken. Repairing the mechanism would restore access through the main gate, which is reinforced by a sturdy iron portcullis.
Walls. The 30-foot high, 10-foot thick walls are made of basmuth (redstone) bricks and contains the following magical properties:
- Magic Missile. If any spell is cast within 120 feet of the outer walls, it triggers a defense mechanism, casting Magic Missile ( 3d4+3 force damage) from hidden arrow slits.
- Thunderwave. A creature that touches the outer wall triggers a Thunderwave spell, knocking them back 10 feet and dealing 2d8 thunder damage (DC 16 Constitution saving throw). The effect recharges on a roll of 5-6 each round.
Main Hall
Size: 40 x 60 ft., 30-ft. ceilingsCondition. Formerly the Dragon's Nest, used by the kobolds, the hall is cluttered with debris, discarded plants, and junk. It requires a thorough cleaning and restoration. Used for strategic meetings, large gatherings, or official functions.
Storage Facility
Size: 20 x 15 ft. 20 ft. ceilingsCondition. The facility is cluttered with debris from the druid Passago’s experiments. Summoning sigils remain etched on the walls, though some are damaged. This building can be repurposed into a storage room for food, weapons, or magical components with some effort. Elemental Portal. Located in the storage facility, the portal was originally a conduit to the elemental planes, now collapsed. The Elemental Gem (yellow) within the portal still retains conjuration magic and could be used to restore the portal.
- Restoration Potential. With the right tools, time, and arcane knowledge DC 15 Intelligence (Arcana) or (Nature) check, the portal could be repaired and used to summon elementals. It could also be repurposed for planar travel, though doing so is highly illegal and could draw unwanted attention from authorities or other planar entities.
- Hazards. Mishandling the portal or trying to extract the gemstones improperly may summon hostile elementals, turning the storage facility into a potential battleground. Proper containment or skilled mages may be required to mitigate this risk.
Barracks (Seeping Apothecary)
Size: 50 x 30 ft., 30-ft. ceilingsCapacity: 40 people
Condition. The barracks are dilapidated, having suffered years of abandonment and recent kobold occupation. The outer hall attached to the sleep quarters, is precarious, with glowing lichen covering its walls and residual magical contamination from past alchemical experiments.
- Recurring Ooze. Oozes occasionally manifest in the old apothecary due to lingering magical effects from past experiments. There is no known method to cure this affliction.
- Restoration. With effort, both the barracks and apothecary can be restored. The apothecary offers potential as an alchemical lab or storage space, but managing the ooze hazard will be essential for safety.
Red Dungeon
Size: 60 x 30 ft., 20 ft. ceilingsCondition. The dungeon is still functional and consists of thirteen cells, three of which retain magical effects activated by speaking the Draconic word Egrem-bow ("shackle" in Common).
- Shackling Rattle. A creature that touches the bars must succeed on a DC 16 Constitution saving throw or be stunned for 1 minute.
- Calm Emotions. The cells cast Calm Emotions (DC 16 Charisma saving throw) on prisoners every minute, keeping them subdued.
- Recharging Cells. A character with proficiency in Arcana can research and restore the power of the dungeon’s draconic symbols, enabling the cells to fully regain their magical potency.
Oldtown & the Well
Well Access. The central well in the courtyard leads to Oldtown, a now-abandoned underground district previously occupied by refugees and criminals. While much of Oldtown has been ravaged by Smolderthorn’s destruction, it remains structurally sound enough to use as a hidden refuge or staging area. Oldtown's Strategic Value. The underground tunnels provide a hidden route for covert movement or to house additional forces without drawing outside attention. NPCs or allies could be stationed here, away from the prying eyes of enemies. With time and energy, the area can be rebuilt.
Environmental Influences
Smolderthorn’s Residue. The dragon has left residual elemental effects in the keep’s surroundings. Water sources within 1 mile remain unnaturally warm and slightly tainted with sulfur. Fissures tied to the Elemental Plane of Fire may occasionally release creatures or heat surges, adding an unpredictable element to the region. The Cruel Wood. The nearby Cruel Wood still poses a potential threat, filled with remnants of demonic forces and wild, untamed magic. Druids may try to reclaim the land, possibly leading to negotiations or conflict depending on the players’ actions and alignment.