[nbos] [FM8] Joerdhgardh Map of Week #81 Released"Mark Oliva" Sun Oct 21st, 2012
With the 81st Map of the Week we continue in the borderlands town of
Ódhinn's House in the Kingdom of Slovania. This week we take a look at the
magicians' tower of Ódhinn's Fortress, above the Outer Town south of the
main settlement. Before the Austamæra AEsir god-king Ódhinn led his
followers eastward from Ása to Midhgardh, this structure served as his own
personal mage's tower within the fortress complex. Only one other
character, the AEsir fire deity Loki, was allowed to enter Ódhinn's tower.
Even the god-king's wife, the goddess Frigg, was forbidden to cross its
threshold. In Ódhinn's time, parts of the 70-foot/21 m high tower were
different from its current state. The only entry to the tower was on the
second story, from what had been the tower in which Ódhinn and Frigg lived
(Location No. 7 Key to the Floor Plan of the Magicians' Tower on the earlier
overall map of the fortress). After taking over the abandoned fortress, the
Northern Circle closed that entry point and opened a new door on the tower's
ground floor. The tower is now open for use to all spellcasters of the
Northern Circle. Before departing for Midhgardh, Ódhinn and Loki emptied
the tower of almost all magical devices and objects that were of any value,
and they took them with them into the East. Only a black necromantic
magical circle and some common objects used to make magical items were left
behind. After taking over the tower, the Northern Circle, which is led by
druids who practice white necromancy, destroyed the magical circle and all
other objects that were tainted with black necromancy. The circle also
closed a small trapdoor that had been built into the tower's roof. The low
area between the roof and the ceiling of the 4th story is an empty attic.
It no longer has an entrance. Spellcasters of the Northern Circle who come
to Ódhinn's Fortress all have magical ward sticks that allow them to enter
the tower. Invisible flash flame traps greet all intruders who attempt to
enter the tower or the spiral stairway without a ward stick. The tower has
Key to the Floor Plan of the Magicians' Tower (Location No. 6 on the overall
This level serves as a storage area for the circle's spellcasters. The
ceiling is 40 feet/12 m above ground level.
1. Entry. A heavy wooden door about 6 inches/15 cm thick. Opening the
door without a ward stick will trigger an invisible flash flame trap.
2. Spiral staircase entry. Crossing the threshold without a ward stick
will trigger an invisible flash flame trap.
3. Storage area.
This level serves as a library for the circle's spellcasters. The ceiling
is 10 feet/3 m high. It has no windows.
4. Library area. It contains magical tomes upon bookshelves, scrolls and
This level is one of two working and laboratory areas for the circle's
spellcasters. The ceiling is 10 feet/3 m high. It has no windows.
5. Magical laboratory.
6. Wall jakes. The hole of the jakes opens onto the area below.
This level is the second of two working and laboratory areas for the
circle's spellcasters. The ceiling is 10 feet/3 m high. It has four
windows with shutters in each wall.
7. Magical laboratory.
8. Örn's crystal ball. Örn is the court seer of the ruling high white
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.
You can get these floor plans in two versions:
1. The Fractal Mapper (TM) 8 map in FMP format, fully editable, from our
Joerdhgardh web page (7 MB).
2. As 4 JPG flat maps of 1280 Pixels x 1120 Pixels (2.1 MB), with the
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: Ódhinn's Fortress - Thing Hall
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