17 — Chapel

The spiritual center of the Keep is opposite the Guild House. This building has a peaked roof two stories tall; the interior is one large room. The altar is located at the eastern end, with a colored glass window (worth 350 g.p. intact) above it; the window is 20’ tall and 8’ wide. An offering box is fastened securely atop a heavy pedestal in the southeast corner; it contains 1-100 c.p. and 1-100 s.p. at any time of the day. It is emptied each evening by the Curate (5th level cleric), who deposits the coins with the Banker (11., above). A small stairway in the northwest corner, behind the bare wooden pews, leads to the cellar, where the Curate and his three assistants have their quarters. The Curate is the most influential person in the Keep except for the Castellan (26., below). He has a + 1 ‘to hit’, due to his high level; [statistics 1]. He will wield either a mace + 1 (D2-7) or a snake staff. The snake staff adds + 1 to “to hit” rolls and does 2-7 (1d6+1) points of damage. On command the staff turns into a snake and coils around the person hit. The victim is held helpless until The Curate recalls the staff (or for 1d4 turns maximum). The snake staff crawls back to the cleric on command. He rarely wears his armor (unless the Keep is threatened), but is never without his ring and Staff. His three Acolytes [statistics 2] have plate mail and shield (AC 2) and mace. They are normally clothed in robes (AC 9) but will arm for battle on command of the Curate. The Curate normally carries the following spells: cure light wounds, detect magic, bless, hold person. He will only use the cure on a member of his congregation, such as an officer of the Guard or a shopkeeper.

Original B2 statistics 1

AC 0 due to plate mail $1, normal shield, and a ring of protection +1, C 5, hp 24, #AT 1, D see below, ML 10

Original B2 statistics 2

AC 9 or 2, C 1, hp 6, 5, 5, #AT 1, D 1-6, ML 7

All of the clerics’ armor and weapons are stored in the Curate’s locked room in the Chapel cellar, which has normal but sparse furnishings. The Chapel also owns many magic potions (3 of healing, 1 or ESP, 1 of gaseous form) and a magic scroll with one cure disease (a higher level spell which will cure any one normal disease), one hold person, and three cure light wounds spells on it. All of these magic items are hidden in a secret compartment underneath the offering box pedestal. The door of the compartment cannot be found unless the pedestal is moved. The door has two locks in it; the Curate and the Castellan have the only sets of keys.

If questioned closely by a friend, the Curate might (50% of the time) reveal his distrust of the Priest (7b., above) who visits the Keep regularly. The Acolytes, however, think very highly of the Priest, and will say so to any who ask about him.

Source: B2, PDF pages 11, 12. Original mechanics retained.