With the 80th Map of the Week we continue in the borderlands town of Óðinn's House in the Kingdom of Slovania. This week we take a look at the main palace building of Óðinn's Fortress, above the Outer Town south of the main settlement. Many locations in the Jörðgarð (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 Óðinn 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 miðsilfur. There are aditional traps in the highway's tunnel beyond the door.
Ground Floor (Ceiling height 20 feet/6m).
In Óðinn's time, the ground floor served as the god-king's throne room and conference area for the Æsir deities. Óðinn sat upon the middle throne. His wife, the goddess Frigg, sat upon the throne to his left. When she was in Óðinnsvirki, 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 Æsir.
7. Stairway to the Second Story. (the building has not been mapped beyond this point.)
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 Óðinn'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.
You can get these floor plans in two versions:
1. The Fractal Mapper (TM) 8 map in FMP format, fully editable, from our Jörðgarð web page (12 MB).
2. As 2 JPG flat maps of 2500 Pixels x 2550 Pixels (4.6 MB), available above.
Both versions are released for personal and commercial use under the Open Game License Version 1.0a, which you can read on the Jörðgarð website at:
Next week: Óðinn's Fortress - The Magicians' Tower