Map: The Keep: Difference between revisions

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[[File:Map2_TheKeep.jpg|left]]
= Map Two: The Keep =
= Map Two: The Keep =
[[File:Map2_TheKeep.jpg|center|800px|Kendall Keep]]
== Overview ==


Kendall Keep is a fortified settlement on the borderlands, serving as the last bastion of civilisation before the wilderness. The Keep sits forty feet above the surrounding terrain, with walls lined with arrow slits and defensive positions.
Kendall Keep is a fortified settlement on the borderlands, serving as the last bastion of civilisation before the wilderness. The Keep sits forty feet above the surrounding terrain, with walls lined with arrow slits and defensive positions.


== Key Locations ==
== Outer Bailey ==
 
=== Outer Bailey ===
* '''1''' - Main Gate
* '''1''' - Main Gate
* '''2a, 2b''' - Gatehouse Towers
* '''2a, 2b''' - Gatehouse Towers
* '''3''' - Courtyard (where [[Sabine]] the Gatekeeper greets visitors)
* '''3''' - Courtyard ([[Sabine]] the Gatekeeper)
* '''4''' - Stables
* '''4''' - Stables
* '''5''' - Warehouse
* '''5''' - Warehouse
* '''6''' - Gatekeepers Tower
* '''6''' - Gatekeepers Tower
* '''7a-7f''' - Family Homes (includes secret tunnel at 7a)
* '''7a-7f''' - Family Homes (secret tunnel at 7a)
* '''8''' - The Smithy (Rafe the Smith)
* '''8''' - The Smithy (Rafe the Smith)
* '''9''' - Quartermaster (Adventuring Supplies - Moseley)
* '''9''' - Quartermaster (Adventuring Supplies)
* '''10''' - Quartermaster (Merchants Goods)
* '''10''' - Quartermaster (Merchants Goods)
* '''11''' - Locksmith ([[Mouse]])
* '''11''' - Locksmith ([[Mouse]])
* '''12''' - Lookout Tower
* '''12''' - Lookout Tower
* '''13''' - Market Square (secret escape tunnel beneath fountain)
* '''13''' - Market Square (secret escape tunnel)
* '''14''' - Inn: The Green Man ([[Wilf]])
* '''14''' - Inn: The Green Man ([[Wilf]])
* '''15''' - Tavern: The One-Eyed Cat
* '''15''' - Tavern: The One-Eyed Cat
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* '''17''' - Chapel ([[Abercrombie]])
* '''17''' - Chapel ([[Abercrombie]])


=== Inner Keep ===
== Inner Keep ==
* '''18''' - Inner Gatehouse (home to the Lum family)
* '''18''' - Inner Gatehouse (Lum family)
* '''19''' - Water Tower (Cistern)
* '''19''' - Water Tower (Cistern)
* '''20''' - The Granary
* '''20''' - The Granary
* '''21''' - The Common (vegetable garden)
* '''21''' - The Common (vegetable garden)
* '''22a''' - Old Stables (north wing - horses)
* '''22a''' - Old Stables (horses)
* '''22b''' - Old Stables (south wing - now the armoury)
* '''22b''' - Old Stables (armoury)
* '''23''' - Parapet
* '''23''' - Parapet
* '''25''' - Fortress (Inner Keep)
* '''25''' - Fortress (Inner Keep)
* '''26''' - Jadales Quarters (Militia Lieutenant)
* '''26''' - Jadales Quarters
* '''27''' - Devereaus Quarters (Castellan)
* '''27''' - Devereaus Quarters
* '''28''' - Macsens Quarters / Hall of Justice ([[Macsen the Younger]]; also [[Mendel]] the scribe - the spy)
* '''28''' - Macsens Quarters / Hall of Justice
 
== Map Key ==
 
* Ladders are marked with rungs
* Doors are marked with small rectangles
* Locked doors have a dot
* Barred doors have a bar symbol
* Crenellated battlements line the walls
* Arrow slits are shown as small rectangles
* Catapult and Ballista positions are marked


== Secret Features ==
== Secret Features ==


There are two secret tunnels leading out of the Keep:
Two secret tunnels lead out of the Keep: one from 7a, another beneath the fountain in Market Square (13).
* One from the family homes area (7a) leading to an exit on the cliff face
* One beneath the fountain in Market Square (13) leading halfway up the western cliff-face
 
Those who know the fountain secret: Devereau, Jadale, Sabine, Abercrombie, Master Nashe (tax-collector), Wilf, and Mouse.


== Navigation ==
== Navigation ==

Latest revision as of 17:42, 17 January 2026

Map Two: The Keep

Kendall Keep is a fortified settlement on the borderlands, serving as the last bastion of civilisation before the wilderness. The Keep sits forty feet above the surrounding terrain, with walls lined with arrow slits and defensive positions.

Outer Bailey

  • 1 - Main Gate
  • 2a, 2b - Gatehouse Towers
  • 3 - Courtyard (Sabine the Gatekeeper)
  • 4 - Stables
  • 5 - Warehouse
  • 6 - Gatekeepers Tower
  • 7a-7f - Family Homes (secret tunnel at 7a)
  • 8 - The Smithy (Rafe the Smith)
  • 9 - Quartermaster (Adventuring Supplies)
  • 10 - Quartermaster (Merchants Goods)
  • 11 - Locksmith (Mouse)
  • 12 - Lookout Tower
  • 13 - Market Square (secret escape tunnel)
  • 14 - Inn: The Green Man (Wilf)
  • 15 - Tavern: The One-Eyed Cat
  • 16 - The Guild House
  • 17 - Chapel (Abercrombie)

Inner Keep

  • 18 - Inner Gatehouse (Lum family)
  • 19 - Water Tower (Cistern)
  • 20 - The Granary
  • 21 - The Common (vegetable garden)
  • 22a - Old Stables (horses)
  • 22b - Old Stables (armoury)
  • 23 - Parapet
  • 25 - Fortress (Inner Keep)
  • 26 - Jadales Quarters
  • 27 - Devereaus Quarters
  • 28 - Macsens Quarters / Hall of Justice

Secret Features

Two secret tunnels lead out of the Keep: one from 7a, another beneath the fountain in Market Square (13).