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LDDragon

LDDragon

It would be a shameful lie to claim that Menelaus was always the brightest. Charming, to be sure - but sometimes he might rely on his good looks and winning manner so much it never occurred to him to actually think things through.

He studied the portcullis awhile, pondering possible ways to get it open, when suddenly a thought occurred to him.

He sang a little song - a strange melody in some forgotten language, and with a slight *POP* he materialised on the other side of the portcullis.

Ha! Magic, he muttered, surprised with himself. Then he wandered off to see if he could open the portcullis.

Finding it rather a tall task for his unimpressive biceps, he wound his rope around the winch handle, then tossed it back through the portcullis, so the others might possibly help out.

 

Arriving at the fortress, Ylsa looked at the portcullis and gave it an exploratory pull. It was clearly going nowhere! She tried to squeeze through the bars, but she was just too big.

As she began to look around for another way in, Ylsa was surprised to see Menelaus suddenly appear on the other side of the portcullis. "Magic indeed my musical friend!" she exclaimed with a loud laugh before grabbing hold of the rope he proffered and heaving with all her might.

 

This combination of teamwork is enough to raise the portcullis by five feet, enough so that people can move under it. Which is fine until they get to the double door guarding the entrance.

 

Beau spends his time in town playing games with the children, helping old ladies chop firewood, bringing fish he's caught to the clerics, and other very wholesome activities. He does need the crew to keep him out of trouble--local cardsharps, grifters, and other unsavory figures can spot his hopeless naivety a mile off. He seems to have little use for his part of the money besides the most basic room and board. As they journey to Axeholm he is able to supplement their rations with his foraging skills.

When they arrive he finds a safe place to keep his elk (which lately has seemed much smarter than usual), and he peers through the bars of the keep. He could step through the Mists, though it seems Ylsa and Menelaus already might have it covered.

 

Menelaus is able to circle around and eventually open the double door from the inside, granting everyone entrance into the stronghold.

 

Map

 

Map areas

General

Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise.

Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.

Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.

Stench. A foul stench lingers in Axeholm

 

A1. Outer Gauntlet

Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut.

 

A3. Eastern Bulwark

This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 

 

A4. Mustering Hall

This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor.

 

A17. East Hall in Ruins

An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.

 

 

 

LDDragon

LDDragon

It would be a shameful lie to claim that Menelaus was always the brightest. Charming, to be sure - but sometimes he might rely on his good looks and winning manner so much it never occurred to him to actually think things through.

He studied the portcullis awhile, pondering possible ways to get it open, when suddenly a thought occurred to him.

He sang a little song - a strange melody in some forgotten language, and with a slight *POP* he materialised on the other side of the portcullis.

Ha! Magic, he muttered, surprised with himself. Then he wandered off to see if he could open the portcullis.

Finding it rather a tall task for his unimpressive biceps, he wound his rope around the winch handle, then tossed it back through the portcullis, so the others might possibly help out.

 

Arriving at the fortress, Ylsa looked at the portcullis and gave it an exploratory pull. It was clearly going nowhere! She tried to squeeze through the bars, but she was just too big.

As she began to look around for another way in, Ylsa was surprised to see Menelaus suddenly appear on the other side of the portcullis. "Magic indeed my musical friend!" she exclaimed with a loud laugh before grabbing hold of the rope he proffered and heaving with all her might.

 

This combination of teamwork is enough to raise the portcullis by five feet, enough so that people can move under it. Which is fine until they get to the double door guarding the entrance.

 

Beau spends his time in town playing games with the children, helping old ladies chop firewood, bringing fish he's caught to the clerics, and other very wholesome activities. He does need the crew to keep him out of trouble--local cardsharps, grifters, and other unsavory figures can spot his hopeless naivety a mile off. He seems to have little use for his part of the money besides the most basic room and board. As they journey to Axeholm he is able to supplement their rations with his foraging skills.

When they arrive he finds a safe place to keep his elk (which lately has seemed much smarter than usual), and he peers through the bars of the keep. He could step through the Mists, though it seems Ylsa and Menelaus already might have it covered.

 

Menelaus is able to circle around and eventually open the double door from the inside, granting everyone entrance into the stronghold.

 

Map

 

Map areas

General

Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise.

Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.

Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.

Stench. A foul stench lingers in Axeholm

 

A1. Outer Gauntlet

Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut.

 

A3. Eastern Bulwark

This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 

 

A4. Mustering Hall

This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor.

 

 

 

 

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