Map: The Keep: Difference between revisions

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Corrected location numbers to match module
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__NOTOC__
= Map Two: The Keep =
[[File:Map2_TheKeep.jpg|left|800px|Kendall Keep]]
 
[[File:Map2_TheKeep.jpg|center|800px|Kendall Keep]]


== Overview ==
== Overview ==
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=== Outer Bailey ===
=== Outer Bailey ===
* '''1''' - Main Gate (Gatekeeper: [[Sabine]])
* '''1''' - Main Gate
* '''2a, 2b''' - Flanking Towers
* '''2a, 2b''' - Gatehouse Towers
* '''3''' - Entry Yard
* '''3''' - Courtyard (where [[Sabine]] the Gatekeeper greets visitors)
* '''4''' - Gatekeepers Tower with Loft
* '''4''' - Stables
* '''5''' - Smithy and Armourer
* '''5''' - Warehouse
* '''6''' - Inner Gatehouse
* '''6''' - Gatekeepers Tower
* '''7a-7e''' - Warehouse Complex (includes secret tunnel)
* '''7a-7f''' - Family Homes (includes secret tunnel at 7a)
* '''8''' - Stables
* '''8''' - The Smithy (Rafe the Smith)
* '''9''' - Traders Establishment ([[Olaf Shieldbreaker]])
* '''9''' - Quartermaster (Adventuring Supplies - Moseley)
* '''10''' - The One-Eyed Cat Tavern ([[Wilf]])
* '''10''' - Quartermaster (Merchants Goods)
* '''11''' - Locksmith ([[Mouse]])
* '''11''' - Locksmith ([[Mouse]])
* '''12''' - Quartermaster
* '''12''' - Lookout Tower
* '''13''' - Barracks
* '''13''' - Market Square (secret escape tunnel beneath fountain)
* '''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 ===
=== Inner Keep ===
* '''19''' - Inner Gatehouse
* '''18''' - Inner Gatehouse (home to the Lum family)
* '''20''' - Bailiffs Tower ([[Devereau]])
* '''19''' - Water Tower (Cistern)
* '''21''' - Inner Bailey and Courtyard
* '''20''' - The Granary
* '''22a, 22b''' - Inner Towers
* '''21''' - The Common (vegetable garden)
* '''23''' - Upper Towers
* '''22a''' - Old Stables (north wing - horses)
* '''24''' - Castellans Private Quarters ([[Macsen the Younger]])
* '''22b''' - Old Stables (south wing - now the armoury)
* '''25''' - Scribes Office ([[Mendel]] - the spy)
* '''23''' - Parapet
* '''26''' - Armoury
* '''25''' - Fortress (Inner Keep)
* '''27''' - Great Hall
* '''26''' - Jadales Quarters (Militia Lieutenant)
* '''28''' - Upper Keep and Watchtower
* '''27''' - Devereaus Quarters (Castellan)
* '''28''' - Macsens Quarters / Hall of Justice ([[Macsen the Younger]]; also [[Mendel]] the scribe - the spy)


== Map Key ==
== Map Key ==
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== 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.
There are two secret tunnels leading out of the Keep:
* 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 ==

Revision as of 17:14, 17 January 2026

Map Two: The Keep

Kendall Keep
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.

Key Locations

Outer Bailey

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

Inner Keep

  • 18 - Inner Gatehouse (home to the Lum family)
  • 19 - Water Tower (Cistern)
  • 20 - The Granary
  • 21 - The Common (vegetable garden)
  • 22a - Old Stables (north wing - horses)
  • 22b - Old Stables (south wing - now the armoury)
  • 23 - Parapet
  • 25 - Fortress (Inner Keep)
  • 26 - Jadales Quarters (Militia Lieutenant)
  • 27 - Devereaus Quarters (Castellan)
  • 28 - Macsens Quarters / Hall of Justice (Macsen the Younger; also Mendel the scribe - the spy)

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

There are two secret tunnels leading out of the Keep:

  • 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.