Map: The Keep: Difference between revisions

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= 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 ==
 
* '''1''' - Main Gate
=== Outer Bailey ===
* '''2a, 2b''' - Gatehouse Towers
* '''1''' - Main Gate (Gatekeeper: [[Sabine]])
* '''3''' - Courtyard ([[Sabine]] the Gatekeeper)
* '''2a, 2b''' - Flanking Towers
* '''4''' - Stables
* '''3''' - Entry Yard
* '''5''' - Warehouse
* '''4''' - Gatekeepers Tower with Loft
* '''6''' - Gatekeepers Tower
* '''5''' - Smithy and Armourer
* '''7a-7f''' - Family Homes (secret tunnel at 7a)
* '''6''' - Inner Gatehouse
* '''8''' - The Smithy (Rafe the Smith)
* '''7a-7e''' - Warehouse Complex (includes secret tunnel)
* '''9''' - Quartermaster (Adventuring Supplies)
* '''8''' - Stables
* '''10''' - Quartermaster (Merchants Goods)
* '''9''' - Traders Establishment ([[Olaf Shieldbreaker]])
* '''10''' - The One-Eyed Cat Tavern ([[Wilf]])
* '''11''' - Locksmith ([[Mouse]])
* '''11''' - Locksmith ([[Mouse]])
* '''12''' - Quartermaster
* '''12''' - Lookout Tower
* '''13''' - Barracks
* '''13''' - Market Square (secret escape tunnel)
* '''14''' - Private Apartments
* '''14''' - Inn: The Green Man ([[Wilf]])
* '''15''' - Guild House
* '''15''' - Tavern: The One-Eyed Cat
* '''16''' - Chapel of the Three Faiths ([[Abercrombie]])
* '''16''' - The Guild House
* '''17''' - Fountain Square
* '''17''' - Chapel ([[Abercrombie]])
* '''18''' - Travellers Inn
 
=== Inner Keep ===
* '''19''' - Inner Gatehouse
* '''20''' - Bailiffs Tower ([[Devereau]])
* '''21''' - Inner Bailey and Courtyard
* '''22a, 22b''' - Inner Towers
* '''23''' - Upper Towers
* '''24''' - Castellans Private Quarters ([[Macsen the Younger]])
* '''25''' - Scribes Office ([[Mendel]] - the spy)
* '''26''' - Armoury
* '''27''' - Great Hall
* '''28''' - Upper Keep and Watchtower
 
== Map Key ==


* Ladders are marked with rungs
== Inner Keep ==
* Doors are marked with small rectangles
* '''18''' - Inner Gatehouse (Lum family)
* Locked doors have a dot
* '''19''' - Water Tower (Cistern)
* Barred doors have a bar symbol
* '''20''' - The Granary
* Crenellated battlements line the walls
* '''21''' - The Common (vegetable garden)
* Arrow slits are shown as small rectangles
* '''22a''' - Old Stables (horses)
* Catapult and Ballista positions are marked
* '''22b''' - Old Stables (armoury)
* '''23''' - Parapet
* '''25''' - Fortress (Inner Keep)
* '''26''' - Jadales Quarters
* '''27''' - Devereaus Quarters
* '''28''' - Macsens Quarters / Hall of Justice


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


There are two secret tunnels leading out of the Keep - one from the warehouse complex (7a) and one from near the Castellans quarters. These are known only to the Castellan and the militia commander.
Two secret tunnels lead out of the Keep: one from 7a, another beneath the fountain in Market Square (13).


== 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).