How many troops in the KEEP?
Turns out there are a lot. But it’s hard to see that when you read Keep on the Borderlands (KotB) encounter-by-encounter. The chart at right shows the organizational hierarchy of the garrison, with the Castellan at the top (each troop type cited by encounter area, general location, number and level; note the chain of command).
For those of you who don’t like colourful PDFs, here’s a quick breakdown of the forces the Castellan can field:
- 9 officers
- 1 bailiff (F3)
- 3 captains of infantry (F3)
- 1 captain of horse (F3)
- 1 serjeant (F2)
- 3 corporals (F2)
- 30 cavalry
- 12 heavy horse (F1)
- 18 medium horse (F1)
- 170 men-at-arms (F1)
- 2 couriers (F1)
The Garrison in the Campaign
Ostensibly, the garrison’s role is to defend the KEEP against the hostile forces in the Borderlands. The historical reality (at least in my campaigns) is that it ended up being an internal law-enforcement body when PCs created mayhem within the KEEP. In a full-on campaign setting, though, the garrison’s role can expand as:
- Escorts to specific encounter areas (e.g., sections of the Caves of Chaos)
- Extra muscle when exploring the wilderness
- Scouts that accompany the party as they press beyond the boundaries of KotB’s wilderness map
But it’s important to remember that the troops aren’t retainers, henchmen, or even mercenaries. The garrison’s primary mission is to protect the KEEP and its inhabitants, so they’re not likely to be sent off with adventurers unless the mission is vital to the KEEP’s interests, and the PCs can be trusted.
To that latter bit, the KEEP is on the Borderlands, established to protect the REALM. It’s entirely reasonable, therefore, to deploy the garrison to root out, meet, and neutralise threats outside the walls, quite possibly alongside the PCs. In fact, the module alludes to this when describing that characters could gain access to the Inner Bailey…
…if the adventurers perform a heroic act in behalf of the KEEP, if they bring back an exceptional trophy or valuable prisoners, or if they contribute a valuable magic item or 1,000 or more gold pieces to the place. They will be invited to a feast and revel, and then closely watched and carefully questioned. If the Castellan likes the looks of the group, and his assistants agree, he will ask them to perform a special mission (suitable to their ability, but difficult – use the area map or the Caves of Chaos to find a suitable goal). [KotB, p. 7]
With that in mind, I’d recommend that the best and most logical way to get the garrison involved in the PCs’ adventures is the for the PCs to get in good with the Castellan. Given a positive relationship, the PCs could offer their services as scouts for the KEEP–kind of a “commando” force for special field ops–conducting recon missions, bringing back intelligence to the Castellan, then leading expeditionary forces that include troops to deal with the problem.
UPDATE (8/11/15): For the GM with OCD, I’d suggest using the Monster Reactions table on B24. Roll 2d6, and add the lead PC’s charisma modifier, along with +1 for each of the above conditions met (i.e., exceptional trophy, valuable prisoner or magic item, per 1,000gp). A roll of 2 indicates enmity, and the Castellan will encourage the PCs to leave the KEEP; rolls of 3-8 indicate interest without commitment (further observation is required); rolls of 9-11 are met with approval, while a roll of 12 or more show the Castellan’s trust, which translates to some aid on the PCs’ next foray outside the KEEP’s walls (start such aid small and escalate: maps, equipment, weapons, armour, guides, potions and scrolls, men-at-arms, officers).
To keep things balanced, the level of troops and officers attached to the party are always lower than that that of the PCs (e.g., the Castellan will send 1st-level men-at-arms when the PCs reach 2nd-level, 2nd-level serjeants when the PCs are 3rd-level, etc.).
The Castellan will agree to sending the KEEP’s troops only if the party agrees to contribute a full share of treasure to the KEEP’s war chest (use the guidelines on page 4 of KotB and count the Castellan as a PC when dividing up magical treasure).
Though KotB makes no mention of it, assume the KEEP collects a semi-regular stream of raw recruits from the REALM to maintain the garrison, rotate in new officers, and replace slain or injured troops. Every month, add 0-3 new recruits (F1 men-at-arms). When new troops arrive, there’s a 1/6 chance that an existing man-at-arms is promoted to corporal (F2).
These numbers increase in any month that a PC gains a new experience level (assume the Castellan’s glowing reports to the REALM of success on the Borderlands improve recruiting efforts). In those months, 2-5 new recruits arrive, and that there’s a 2/6 chance of a promotion to corporal.