Oh, blacked out areas are fog of war. North is up, east is right, south is down. You can go southeast off the map, will reveal more if you go that way. So down and right. Tokens on map are moveable.
Thinking about it I probably should have revealed more, might have been clearer that way.
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.