Map-a-Week: Two-in-One Shoreline Stronghold
I know, I know...I said I'd be starting the next Dragon Magazine. Well, it's Sunday, which means it's Map-a-Week time, so we'll go with that. Our map is...actually, we've got four things on this one. The actual map is a two-in-one deal: It's literally labeled as Two Maps in One, but it's also noted as being two shoreline maps. Here it is:
As you can see, this is a busy map with lots of rooms and stuff happening. In fact, there's so much going on that they provided a Master Key to explain all the symbols:
Like I said, lots going on. And we also get a new Legend to list off all the cool stuff that we put in the map ourselves:
44 rooms is a lot, isn't it? So, this is a hefty mapping week. I've done a quick check, and it doesn't appear that this map gets used in any adventures released this month, so I'm going to stock the top level (the bottom one on the map) tonight; I'll get to the next level later, I hope. There are 13 numbered rooms on this level, although several of them duplicate. Like, a lot of duplication; there are 16 rooms labeled '8'. That's a lot of 8s. Most of the rooms are at least doubled, so this should be interesting.
1. These are ammo storage rooms for the ballistae in both rooms marked '2'. Plenty of spears big enough to hurt, but not so big that they require a whole crew to move them.
2. These two rooms face out to sea, and each contains two ballistae to ward off enemy ships. At least one ballista is manned at all times, and crews for the others can be summoned via an alarm bell on the back wall of each room.
3. These are the crew quarters for the ballistae. Each gun has a crew of six men, and all twelve will bunk in this room if off duty.
4. This is the only room labeled '4'. On the map there are several squares in a yellowish color; according to the Master Key, these represent 'defensive matting'. I have to admit, I'm not familiar with that term, so I'm not sure what it is supposed to mean. Still, this looks like a good place to put a bunch of guards to prevent further entrance into the keep. There are six rooms attached to this one, each looks big enough to hold a couple of guards. So, there are 12 guards here, led by a 4th-level fighter; he bunks in room 9. At least four guards are on duty at all times; the rest will respond to any fighting in the main room, or if the alarm bells go off.
5. This is a spiral staircase that leads down to room 6 on the main level.
6. There are four of these rooms. These lead into the guard rooms overlooking the entrance to the keep below.
7. Each of these rooms has murder holes in the floor, where the emplaced guards can observe and, if necessary, attack anyone who comes in through the sea gate with hostile intent. There are 21 of these rooms; at least ten of them will be manned at all times; if there's trouble, the guards from 4 will join them to fill the rest of the rooms.
8. All of these rooms overlook the open space (10) above main level room 3, the entrance hall. Sixteen guards can be posted here with crossbows in case of invasion.
9. The guard captain's quarters.
10. The upper half of main level room 3; this is an open space.
11. Storage. There are four wine tuns here, each holding a thousand gallons. However, two of them are false; the third from the left is entered by a secret door and contains a ladder leading down to a section of main level room 12. The one on the left contains a tunnel that leads deeper into the mountain...maybe to another section of the stronghold. We'll find out in a future map, perhaps. There is also a staircase behind a one-way door leading up.
12. This is the stronghold's fresh water well, constantly refreshed by underground springs above the stronghold. The drip of water is constant in here.
13. These are guardrooms that overlook the grand hall on the main level; there are murder holes in the floor to allow the guards to observe and attack intruders.
14. (labeled as 10 for some reason) Another staircase leading to a higher level.
And that's it for this one. It's an interesting layout, for certain. I'm looking forward to seeing what else we get this month and how I can use it. I didn't include monsters or even guard stats here because I'm not sure exactly who this stronghold belongs to yet. I'll venture to say it isn't elven, although even that is certain. It feels more dwarvish with the emphasis on defense, but it's not as symmetrical as you would expect a dwarven stronghold to be. We'll have to see. In the meantime, next time I'll definitely get that Dragon magazine going.



Comments
Post a Comment