Map: The Keep: Difference between revisions
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= Map Two: The Keep = | |||
[[File:Map2_TheKeep.jpg| | |||
[[File:Map2_TheKeep.jpg|center|800px|Kendall Keep]] | |||
== Overview == | == Overview == | ||
| Line 9: | Line 10: | ||
=== Outer Bailey === | === Outer Bailey === | ||
* '''1''' - Main Gate | * '''1''' - Main Gate | ||
* '''2a, 2b''' - | * '''2a, 2b''' - Gatehouse Towers | ||
* '''3''' - | * '''3''' - Courtyard (where [[Sabine]] the Gatekeeper greets visitors) | ||
* '''4''' - | * '''4''' - Stables | ||
* '''5''' - | * '''5''' - Warehouse | ||
* '''6''' - | * '''6''' - Gatekeepers Tower | ||
* '''7a- | * '''7a-7f''' - Family Homes (includes secret tunnel at 7a) | ||
* '''8''' - | * '''8''' - The Smithy (Rafe the Smith) | ||
* '''9''' - | * '''9''' - Quartermaster (Adventuring Supplies - Moseley) | ||
* '''10''' - | * '''10''' - Quartermaster (Merchants Goods) | ||
* '''11''' - Locksmith ([[Mouse]]) | * '''11''' - Locksmith ([[Mouse]]) | ||
* '''12''' - | * '''12''' - Lookout Tower | ||
* '''13''' - | * '''13''' - Market Square (secret escape tunnel beneath fountain) | ||
* '''14''' - | * '''14''' - Inn: The Green Man ([[Wilf]]) | ||
* '''15''' - | * '''15''' - Tavern: The One-Eyed Cat | ||
* '''16''' - | * '''16''' - The Guild House | ||
* '''17''' - | * '''17''' - Chapel ([[Abercrombie]]) | ||
=== Inner Keep === | === 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) | ||
* '''25''' - | * '''23''' - Parapet | ||
* '''26''' - | * '''25''' - Fortress (Inner Keep) | ||
* '''27''' - | * '''26''' - Jadales Quarters (Militia Lieutenant) | ||
* '''28''' - | * '''27''' - Devereaus Quarters (Castellan) | ||
* '''28''' - Macsens Quarters / Hall of Justice ([[Macsen the Younger]]; also [[Mendel]] the scribe - the spy) | |||
== Map Key == | == Map Key == | ||
| Line 52: | Line 53: | ||
== Secret Features == | == Secret Features == | ||
There are two secret tunnels leading out of the Keep | 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

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.
Navigation
- Map: The Caves of Chaos - Caves of Chaos
- Map: Area Map - Area Map
- Main Page - Main Page