the castle. The ramp is 30 feet long, 10 feet high and 10 feet wide, allowing one wagon at a time to use
the ramp. The Tower itself has arrow slits allowing archers inside to cover the ground floor of the castle.
B: Entrance Ramp: An arched bridge leads to the main door of the castle, slightly narrower than the
main ramp this ramp is at a steeper angle to make using siege equipment difficult. The heavy wooden
door is iron bound and currently closed and barred. Beyond the door, a series of arches separate the
walkway into 5 foot wide passages, guarded from overhead by murder holes. At the far end a portcullis
closes off the entrance from the courtyard.
C: Courtyard: A large expanse of dirt and gravel and sparse grasses. A handful of carts and piles of
barrels and other provisioning items and containers are piled here.
D: Main Guard Tower: 4 internal floors the ground floor has no windows but thick walls angled out to
allow dropped objects to splatter and spray across attackers. The next 3 floors are arrow slitted and
provisioned accordingly with arrows, oil, torches, and a catapult on the roof with a block and tackle for
bringing large stones and oil barrels for ammunition.
E: Jail tower. A simple narrow tower with a single cell at the top of the tight spiral staircase.
F: Secondary towers: each tower is similar to the main tower in design. The roof of each tower contains
a ballista and crates of large iron bolts for them.
G: entrance to the house: single iron door with a slit for a crossbow below a viewing window. The door
is locked and barred. Inside a short hall leads to a second iron door with arrow slits on either side
allowing crossfire from the safety of the guard room beyond.
H: Barracks
Trophy Room: mounted heads, pennants, animal skins and other curiosities are displayed here.
Kitchen: large kitchen with two fireplaces large enough for a full deer or boar carcass to be roasted
Dining room: large table for 20 people with individual chairs. Candle sconces line the walls. Ceiling
mural of blue sky and clouds
Game room: various tables with simple games on them. 3 dragon ante, chess, checkers, etc.
Servants quarters: simple rough beds each with a small chest and a screen to allow some privacy when
changing.
Library: walls lined with bookshelves mostly filled with small carved statues and a few books the record
to finances and family records
Throne room: richly appointed room for a small crowd to gather or an intimidating sized room for a
more private meeting.
Large Tower:
Chapel: formerly dedicated to Heironious as most chapels in Nyrond. Now covered in icons to Hextor
including a large engraved symbol of persuasion (Will DC25, or turn Lawful Evil for 1d20x10 minutes and
be affected as if by Charm toward the Priest of Hextor)
Priest of Hextor: “I figured that simpering fool couldn’t hold the throne.” *sigh* “It seems the king is
dead, long live the king, yes? He is who sent you I take it, well, best get on with it then, you’ve cleared
away the chanting morons outside so you can’t be all bad.”
HP:166 AC:25 Init:+4 speed 20’ Flail +13/+8/+3 (1d8+4) saves F14/R8/W19
Feats: Improved Initiative, Combat Casting, Scribe Scroll, Craft Wand, 9,12,15
Full Plate +2, +1 large metal shield, Ring of protection +1, amulet of natural armor +1, gloves of dex +2,
Cloak of resistance +2, Wand of Searing Light (10th), Flail +1