[Update 1.1] 2E-12 Keep of Forgetting
Board





Ch. 2E-12: Keep of Forgetting
(Source: Ravenloft Gazetteer Volume 1 Pg. 13)
SETUP: The Keep of Forgetting is used as a throw away name for a set of ruins in Gazetteer Volume 1 in the following line. “Second among the ruined structures are the anonymous, demolished keeps and towers in the foothills. The Keep of Forgetting along the Dreadpass, for example, is renowned as an abode of evil; its noble masters were slain by the von Zaroviches in ages past, their bones brought forth to haunt the ruins forever.” From this we can bring an idea together about the Keep of Forgetting, at least being defended by undead creatures, skeletons if you take the last line literally.
Approaching from the North.
The cold of Tsolenka Pass proper has since past as snow as white and cold as death gives way to the darker greens of Barovia. As you round the bend you see off into the distance a large shadow of a structure growing gradually in size as you approach. The wind dies down, and the outer gates hang open, but the only word that crosses your mind is Death.
General Features.
The general features of the Keep of Forgetting are as follows:
Stone Walls. Some pieces have crumbled here and there, but the walls are still 20-feet high. Vegetation has taken a light hold on the walls and given the conditions, the walls can be climbed by a DC 16 Strength (Athletics) check.
Light and Visibility. Dependent of the time of day, the Keep stands in mostly open area. The insides of the Keep of Forgetting are dark as there is no lit torches or lights.
Climate and Weather. The standard Barovian Mists cling as they typically do, the climate being on the cooler side as with most of Barovia.
Smells and Sounds. The air feels and smells stale.
Perception (Smell) DC 15: The smell of the dead clings in the air.
Ch. 2E-12-1: Northern Gate
SETUP: Familiarize yourself the Skeleton, Death Knight Aspirant, and Death Knight statblocks.
The gate slowly rocks back and forth because of the light wind, the wood groaning, tired and worn. Some vines hang over the gate and present a small audible shuffle of plant and stone rubbing against one another.
Perception (Sound) DC 15: The sound of shuffling can be heard from the courtyard.
Ch. 2E-12-2: Inner Courtyard
SETUP: Combat should be starting as they enter the courtyard. The Death Knight’s army is trained and the skeletons in the towers know at the sound of battle they come up the towers and position themselves along the wall to rain arrows down at the keeps assailants.
Weapons lay strewn across the grounds as skeletons adorned in antiquated armor lie as still as death across the stone. In the North West corner you happen upon the still cold corpse of the stable, on the eastern wall you spot a small setup for metal working and to the southern wall the main, desecrated body of the keep. Before you can spend much time looking around, the clattering of bone grinding upon one another catch your ears as the army of the undead make their move, the bodies of the former residents raise from the ground and take up their weapons, as they begin to descend upon you. You hear a the voice that causes your mind to recoil as it delivers its’ orders. “Begone intruders! This place is not yours to take and my army will see you out or as another for my ranks!” A knight stands at the top of the keeps tower peering down at you, his armor as black as the night, stained by years of neglect and rust.
The Death Knight will roll initiative, if the players seem to easily sweep through the skeletons, he launches a Hellfire Orb on his turn, he will continue to do so until the players either enter the keep or make it to his tower where he will fight them. If the players refuse to engage and only attack from afar, he calls them cowards to not meet his challenge and he will slowly make his way down to the courtyard, if he passes his aspirant, he will bring him in tow.
Welcome to the The Keep of Forgetting! It appears in Ravenloft Gazetteer Volume 1.
I started with a rather simple keep following the design of the overworld map and just filling in the detail. Afterwards I decided to give it a small prison dungeon. The board includes the standards of Exploration & Combat based times/ambience and the extra board for extra enemies/NPCs you wish to add.
Thank you.
Changelog.
Version 1.0 – Release
Version 1.1 – Changed Midday ambiance to match newer maps, finished labeling each location and added hostiles to make it a higher level encounter. Fixed some details and added more, also added exit labels and marker blocks to the ends of the roads.
I keep of forgetting we’re not in love anymore… I keep of forgetting things will never be the same again
Think I might try to make this work as a bastion for my party. 😀