[nbos] [FM8] Joerdhgardh Map of Week #80 Released"Mark Oliva" Sun Oct 14th, 2012
With the 80th Map of the Week we continue in the borderlands town of
”dhinn's House in the Kingdom of Slovania. This week we take a look at the
main palace building of ”dhinn's Fortress, above the Outer Town south of the
main settlement. Many locations in the Joerdhgardh (TM) campaign setting
will have certain areas set aside where no official definitions will be
published in order to give game masters the opportunity to develop their own
material. The two upper stories of the main palace are such locations.
Main Palace Building
This is a three-story structure with a cellar. The second story is a large,
unused ballroom. The third story hasquarters for resident members of the
Northern Circle. There are no official floor plans for these two upper
stories. They are reserved for future custom development by game masters.
The main area of interest in this building is the dangerously trapped entry
to the Dwarven Highway in the cellar. The dwarves of Midsilver Deep no
longer use any part of this highway within a few miles of the fortress.
Indeed, it is unknown whether they use any part of this highway at all.
When ”dhinn sitill occupied the fortress, the dwarves used the highway to
deliver items of iron to the god-king.
Cellar Level (Ceiling height 20 feet/6m). Most of this level is empty.
There is some worthless rubble, however.
1. Stairway to the ground floor.
2. Entry to the Dwarven Highway. Note the instant death trap that the
magicians of the Northern Circle have placed upon the oak doorway at the
foot of the stairs. The door is fortified with bands, hinges and latches
mad of midhsilfur. There are aditional traps in the highway's tunnel beyond
Ground Floor (Ceiling height 20 feet/6m).
In ”dhinn's time, the ground floor served as the god-king's throne room and
conference area for the AEsir deities. ”dhinn sat upon the middle throne.
His wife, the goddess Frigg, sat upon the throne to his left. When she was
in ”dhinnsvirki, his first daughter, the Valkyrja Brynhildr, sat to his
right. Arnfinnur uses the throne room only rarely for conferences.
4. Guards. Two warriors or rangers of the Northern Circle always stand
guard here and block entry by unauthorized beings.
5. Guard Magician. A wizard or mage of the Northern Circle always stands
watch here, ready to aid the guards at Positions 4.
6. Dry Fountain. The magical fountain has remained dry and unused since
the departure of the AEsir.
7. Stairway to the Second Story. (the building has not been mapped beyond
8. Supply Room. This room no longer is used for storage. It contains only
empty wooden crates and the trapped oak door that leads to the cellar and
the Dwarven Highway. Instant Death and Flash Flame traps have been placed
upon the cellar door.
9. Throne Room Chairs.
10 ”dhinn's Throne.
11. Brynhildr's Throne.
12. Frigg's Throne.
Instant Death Trap: Anyone who comes within 5 feet/150 cm (one map square)
of the marked position is slain immediately. In Dungeons Daring 3E the
difficulty level (DL) for disarming this trap is 35. In OGL 3.5 campaigns,
there is no saving throw. The difficulty class (DC) for disarming it is 40.
Flash Flame Trap: Anyone who comes within 5 feet/150 cm (one map square) of
the marked position is hit by a magical flame flash that causes d20 + 10
points damage in a Dungeons Daring 3E campaign and 12d4 points damage in an
OGL 3.5 campaign. In Dungeons Daring 3E the difficulty level (DL) for
disarming this trap is 30. In OGL 3.5 campaigns, there is no saving throw.
The difficulty class (DC) for disarming it is 35.
The graphic above is reduced in size. You can get the full-sized maps in
two versions from our Joerdhgardh web page:
1. The Fractal Mapper (TM) 8 map in FMP format, fully editable, (12 MB).
2. As 2 JPG flat maps of 1280 Pixels x 1300 Pixels (1.6 MB).
Both versions are released for personal and commercial use under the Open
Game License Version 1.0a, which you can read on the Joerdhgardh website at:
Next week: ”dhinn's Fortress - The Magicians' Tower
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