Cliffkeep

Forgotten Jewel of Corridor

cliffkeep.jpg
  Group-made playlist for Cliffkeep   Nestled on the leeward side of The Lieutenant in the Corridor, Cliffkeep is a hundred miles from the nearest major town, Canstin. It existed as its own fiefdom in the years leading up to the Clannish Wars. It was at this time that the old reagent Bledjyn Myrdthn, surrendered his keep to the more powerful chieflord Madt Belisama of the Greater Corridor Agency. He in turn sold it to the Riverlands king who sold it to the Waelyn.   It has sat unoccupied for centuries, Waelyn never having recalled it. Although invisible, no wildlife or sentient living being is within its walls due to a force that gives creatures a great dread. Even if fought through, there is an invisible force that repels all. At the saying of the command words, the keep comes into view and is approachable.   If the party keeps the Bill of Sale, when Jaquett Arpin, Tiefling Reagent of Canstin, comes with Portia Leagallow, halfling state officiator to Queen-elect Tyna Kettlewhistle, they will be allowed to stay after signatures signifying the owner are given. A "small" fee of 10,000 gold is needed in order to pay back taxes on the property.  

Defenses & Protective measures

Only 1 glyph may be active per time in one area of another glyph. If another glyph is cast within range, the first glyph fades, the effect triggering on anyone within range.  

Soldiers

Although there are no active soldiers are enlisted, Cliffkeep can facilitate up to 20 able-bodied fighters and 5 horses. A small section of the barracks has the framework to act as the mages' quarters.  

Golem

An iron golem guards the courtyard. It has several modes. The most recent one is SENTRY. It was a gift from the dwarves of the fledgling Weirhead settlement. Madt Belisama was very fond of dwarves, and they reciprocated his affection with forged iron from a botched experiment. Last ordered to defend Cliffkeep from any invaders. Will consider party invaders. Has commanding rod that can be found on the top level of the keep in a wooden box along with the manual.  

Security Traps: Glyphs

 Alarm. (DC 11; white). Basic spell. This trap will sound a loud alarm when triggered.  Dispel Magic (DC 13; blue). This spell forces the activator to succeed a DC 13 spell check against this spell. If fails, the item's temporary magical properties are dispelled. Permanent magical effects are suppressed for 1 hour.  Vitriolic Sphere. (DC 14; green). This spell erupts in an emerald ball of acid 20-foot in diameter. All creatures must succeed a DC 14 Dexterity saving throw or take 5d10 acid damage, and 2d10 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no additional damage. It only affects living creatures.  Invisible Saw Blade. (DC 13; gray). This spell conjures, as the name suggests, an saw blade that cuts whomever activated it. The activator must succeed a DC 13 Dexterity save or take 4d10 slashing damage. The saw blade retracts into its pocket dimension.  Pit of Doom. (DC 14 dex; yellow). A magical 'tripwire' triggers a 10-ft section of the floor to magically turn into a pit 50 feet deep, with swordgrass at the bottom. The activator must succeed a DC 14 Dexterity save or fall onto the swordgrass, being impaled for 6d10 damage, half as much on a success. Any movement also incurs another Dexterity save and 3d10 damage on failures.  Leave This Place. (DC 14 wis; red). A voice in the back of the head suggests that maybe you should flee. The activator gets the gnawing sensation to leave, and flee. They must succeed a DC 14 Wisdom saving throw or they must spend all their movement fleeing to and through the nearest egress of the home (door, window, etc.).  Plane Banished! (DC 16 cha; black). This spell produces the same effect as Plane Shift. All creatures in a 10ft cube must succeed a DC 16 Charisma save or be hurled into another plane of existence predetermined by the layer of the trap. (roll d4: Plane of air, Shadowrealm, Feywild, Carceri)  Stuck! (DC 14 dex). After an unfortunate soul triggers this, they must succeed a DC 14 Dexterity save or their speed is reduced to 5 ft per round, even if hasted. Effect lasts 1 minute.  Drain. (DC 14 cha). A sickly sucking latches onto your soul. You feel as if vitality and willpower is leaving. The creature must succeed a DC 14 charisma check or be drained 1d4 levels in one stat. Roll d6 to determine the affected stat.
Alternative Names
Steepwater Bastion, Keeper of Canstin, Midway Manor
Type
Keep
Parent Location
Owning Organization

Comments

Please Login in order to comment!