Keller’s warehouse was built with security in mind. The walls are constructed with 1’ thick stone, while heavy wooden beams support the roof. A set of double doors provides access to the warehouse. At night the doors are secured with a length of chain and a padlock. A wooden bar on the inside of the doors can be slid into place as well. This wooden bar cannot be displaced from the outside, forcing would-be intruders to batter down the doors if they wished to gain access through the front.
Lanterns flank the double doors to keep the front of the warehouse brightly lit as a deterrent to loiterers. There is a back door that can be used as an alternate entrance/exit for Keller and his guards. Like the double doors, the back door is secured at night with a wooden bar. Although there are windows in the warehouse, thieves would be unable to climb in due to the iron bars that cover them. The warehouse also features a small cellar that can only be accessed through Keller’s office. It is used for storing small, high value items.
Keller personally oversees the warehouse during the day with the help one guard (war2), who doubles as a laborer. At night a second guard (War3) remains within the warehouse. A wood-burning stove, table and chairs provide the night watchman some comforts of home. Fees and Services Although the main storage area is only 30’ x 25’, the space generates a fair amount of income since Keller charges 1 gp per month for 5 square feet of storage space.
Crates of elven wine, small chests filled with coins and other valuables, bolts of silk, tapestries and casks of halfling ale are stacked neatly. Currently, Keller is renting space to 15 customers. The cellar beneath Keller’s office is extremely secure. Keller charges 10 gp per month to store items here. A cell in the corner can be used to store live commodities.
The Warehouse in Play
PCs can use the warehouse to stash treasure from a recent adventure. The DM could also place items here that rogue characters might like to steal. The DM should be creative when deciding what wondrous items are secured in the cellar. Perhaps a rare monster, prized for its potential use in a wizard’s potion, is locked away?
Samuel Keller is a veteran adventurer who appreciates honest, open dealings in all aspects of his life. Samuel is even-tempered and a very good judge of character. He will, under no circumstances, store goods that he believes may have been stolen or otherwise ill-gotten. A fighter by training, he carries himself with confidence and works hard. Although he looks back fondly on his adventuring, he is very proud of the business he has founded and the service he provides. Characters looking for safe storage may find an eager listener in Keller. Mind you, the players should be ready to listen to a few of Keller’s own stories!
|Samuel Keller, male human Ftr5; Medium humanoid (5’ 10”, 170 lbs); CR 5; HD 5d10+10; hp 40; Init +1; Spd 30 ft; AL LG; |
Armor: AC 15 (+1 dex, +4 mithril shirt), touch 11, flat-footed 14.
Attacks: Base Atk +5, Grp +6; Melee: Longsword +10 (+5 BAB, +3 str, +1 weapon focus, +1 mw longsword) (d8+5, 19-20/x2).
Saves: Fort +6, Ref +3, Will +2.
Abilities: Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 13 (+1).
Skills and Feats: Intimidate +5, Listen +3, Profession (warehouse owner) +6, Ride +5, Spot +3, Swim +6; Cleave, Mounted Combat, Power Attack, Weapon Finesse (longsword), Weapon Specialization (longsword).
Possessions: Mithril shirt, masterwork longsword, keys to warehouse, 3 x 50 gp gems, 25 gp gem, 10 gp.
|Keller’s Warehouse |
Superior Masonry Walls: 1’ thick, Break DC 35, Hardness 8, Hit Points 180 (per 10x10 section);
Front Double Doors (good wooden doors): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18/Barred 25. At night the doors are secured from within with a wooden bar. Therefore, they must be battered down even if the padlock is picked;
Padlock on Front Double Doors: Hardness 15, Hit Points 30, Open Lock DC 20. A length of chain and a padlock secure the doors at night;
Back Door (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18/Barred 25, Open Lock DC 20. At night the door is secured from the inside with a wooden bar. Therefore, it must be battered down even if the door’s lock is picked;
Windows: All of the windows are covered with iron bars. Hardness 15, Hit Points 30, Break DC 30;
Door to Samuel’s Office (good wooden door): 1.5” thick, Hardness 5, Hit Points 15, Break DC Stuck 16/Locked 18, Open Lock DC 20;
Trapdoor: The trapdoor in Samuel’s office is secured with a padlock. Hardness 15, Hit Points 30, Open Lock DC 25.