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Thread: Jrgar Map of the Week #81 - inn's Fortress Magicians Tower

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      Mark Oliva is offline
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    Default Jrgar Map of the Week #81 - inn's Fortress Magicians Tower

    Jörðgarð Map of the Week #81 - Óðinn's Fortress Magicians Tower-magicianstowergf_2500.jpg Jörðgarð Map of the Week #81 - Óðinn's Fortress Magicians Tower-magicianstower2s_2500.jpg Jörðgarð Map of the Week #81 - Óðinn's Fortress Magicians Tower-magicianstower3s_2500.jpg Jörðgarð Map of the Week #81 - Óðinn's Fortress Magicians Tower-magicianstower4s_2500.jpg

    With the 81st Map of the Week we continue in the borderlands town of inn's House in the Kingdom of Slovania. This week we take a look at the magicians' tower of inn's Fortress, above the Outer Town south of the main settlement. Before the Austamra sir god-king inn led his followers eastward from sa to Migar, this structure served as his own personal mage's tower within the fortress complex. Only one other character, the sir fire deity Loki, was allowed to enter inn's tower. Even the god-king's wife, the goddess Frigg, was forbidden to cross its threshold. In inn'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 inn 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 Migar, inn 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 inn'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 no cellar.

    Key to the Floor Plan of the Magicians' Tower (Location No. 6 on the overall fortress map)

    Ground Floor

    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.


    Second Story

    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 writing desks.


    Third Story

    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.


    Fourth Story

    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. rn's crystal ball. rn is the court seer of the ruling high white druid Arnfinnur.

    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 Jrgar web page (7 MB).

    2. As 4 JPG flat maps of 2500 Pixels x 2190 Pixels (6.5 MB), above.

    Both versions are released for personal and commercial use under the Open Game License Version 1.0a, which you can read on the Jrgar website at:

    The Jrgar World

    Next week: inn's Fortress - ing Hall
    Mark Oliva
    The Vintyri (TM) Project

  2. #2
      Bogie is offline
    Community Leader Gracious Donor Bogie's Avatar
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    Nice work Mark, I like this tower a lot.

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