11 — Loan Bank
Here anyone can change money or gems for a 10% fee. The banker will also keep a person’s wealth stored safely at no charge if it is left for at least one month, otherwise there is a 10% fee. Loans at an interest rate of 10% per month can be obtained for up to 5 gold pieces with no security deposit; over 5 gold pieces requires some item of at least twice the value of the loan. A sign on the shop states clearly that this place is under direct protection of the KEEP, and there is always a man-at-arms in chain mail with long bow and sword watching the place from tower 12. [statistics 1] (The banker is a retired 3rd level fighter [statistics 2] with a sword handy, and plate and shield (AC 2) stored in his apartment above. He carries 6 platinum pieces and 12 gold pieces with him.) There is a scrawny old clerk in the place as well (2nd level magic-user, 5 hit points, with sleep and ventriloquism spells ready) who typically handles transactions. A hired mercenary fighter [statistics 3] in plate mail and armed with battle axe and crossbow is on guard inside the door. Displayed for sale are the following items:
Original B2 statistics 1
AC 5, F 1, hp 4, #AT 1, D 1-6, ML 10.
Original B2 statistics 2
AC 9, F 3, hp 12, #AT 1, D 1-6, ML 9
Original B2 statistics 3
AC 3, F 1, hp 7, #AT 1 or 1/2 with crossbow, D 1-6, ML 8
- 1 carved ivory tusk - price 50 g.p.
- 1 silver cup - 20 g.p.
- 1 crystal decanter - price 45 g.p. (actual worth 10 g.p.)
- 1 jade ring - price 250 g.p. (actual worth 400 g.p.)
- 1 dagger with jeweled scabbard - price 600 g.p.
- 1 fur-trimmed cape - price 75 g.p.
- 3 blank vellum books - price 20 g.p. each
1 gold & silver belt - price 90 g.p.
- 1 set of thief’s tools - price 100 g.p. (actual worth 35 g.p.)
- 1 iron box with secret lock - price 50 g.p.
The strong room of the place is in the cellar. It is protected by a locked iron door which leads to a small vault with 12 compartments each protected by locks with hidden poison needles (save versus Poison at +1 or die). These compartments hold the following items: #1, #4, #11 empty
#2 has 277 g.p. and 1 gem worth 500 g.p.
#3 has a gold altar service set forth 6,000 g.p.
#5 is trapped with a sleeping gas - no save, sleep for 3 turns; characters above 4th level save vs. Poison to avoid effect.
#6 has 1,000 each platinum, gold, electrum, silver and copper pieces.
#7 has four pit vipers [statistics 4].
Original B2 statistics 4
AC 6, HD 1, hp 5 each, #AT 1, D 1-4 plus poison, MV (30’) Save F 1, ML 7
#8 has 3 gems of 1,000 g.p. value, 4 of 500 g.p., 11 of 100 g.p., 25 of 50g.p., and 18 of 10 g.p. value.
#9 has an arrow trap which will always hit anyone in front if its door - 4 arrows each doing 1-6 points of damage (Divide arrows amongst persons in front).
#10 has an alabaster and gold statue worth 3,000 g.p. in a rare wood and silk case worth 600 g.p.
#12 has a sack with 58 platinum pieces and 91 electrum pieces in it.
(Empty compartments indicate funds out on loan. Boldfaced numbers are those belonging to the banker.)
Source: B2, PDF pages 10, 11. Original mechanics retained.