Stonehaven Maps

Stonehaven Map:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 Building Descriptions:

  1. Tunnel Entrance: Created later than the shaft this is a ramp that allows access to the underground levels of Stonehaven. On a 20° degree decline this is a 20’ by 20’ corridor that leads to the very dock in a switch back pattern. This is mainly used by the masses, the speediest route to the dock remains the shaft however.

 

 

  1. Gatehouse: A 30’ high tower 20’ x 20’ the ground floor being the gatehouse into Stonehaven. The building is made from reinforced masonry. The exterior entrance has a reinforced drawbridge and an iron portcullis the interior entrance has an iron portcullis and reinforced wooden door. There are no other entrances on the through way, access doors to the upstairs on the interior walls of the gatehouse. The maximum dimensions through the gatehouse is 18’ high x 15’ wide.

 

The middle floor is a barbican, accessed via trap doors to the gatehouse below and trap doors to the guard post above. A single iron barred window looks out onto the interior (so orders can be issued out) and facing to the exterior are four arrow slits, two to the front and one either side providing cross fire onto the walls. The only other furnishings in the room are 2 two large braziers with large iron pots, next to these are firewood and barrels of oil. (For heating and pouring down through the murder holes)

 

The top floor is the guard room, accessed either from the trapdoors from the barbican or the perimeter wall walkway from reinforced doors. It has a single iron bar window to the interior (again so orders can be issued) and four arrow slits, two to the front and one either side providing cross fire onto the walls. On the roof, accessed via a trap door in the Guard room, are 2 heavy ballista with 200 bolts each protected by a crenelated wall. (see #6 below)

 


  1. Dock Shaft: Two dwarven built cranes are located either side of a 40’ x 40’ shaft. Located in the centre of Stonehaven this shaft is the cargo entrance to the underground docks over 100’ below the surface.

 

 

 

 

4 – South Guard Tower: A 30’ high tower 20’ x 20’ made from reinforced masonry and similar to the Gatehouses apart from a change in the Ground floor and First floor use of rooms. The Ground floor accessed by a single reinforced door to the interior is an armoury. No windows are in this room and it is lit by ever burning torches.

 

The middle floor is a barracks with five bunk beds (accommodates 10 men). A single stairway accesses the next level. A single iron barred window looks out onto the interior (so orders can be issued out) and facing to the exterior are four arrow slits, two to the front and one either side providing cross fire onto the walls.

 

The top floor is the guard room, accessed either from stairway from the barrack or the perimeter wall walkway from reinforced doors. It has a single iron bar window to the interior (again so orders can be issued) and four arrow slits, two to the front and one either side providing cross fire onto the walls. On the roof, accessed via a trap door in the Guard room, are 2 heavy ballista with 200 bolts each protected by a crenelated wall. (see #6 below)

 


5: Mage Tower: A 30’ high tower with a diameter of 40’ made from reinforced masonry. This is the residence of both Arralan and Glitter Veazlebeard. The tower has a 20’ section arcing into the perimeter wall, therefore forming part of that supers structure. The tower consists of three levels and access is via two sets of steps around the circumference of the tower on the inside wall – There is a difference in the steps however in the fact that one set provide access to the Ground, first and second floor , the second set only goes to the second floor. The latter steps are for use of the Guards, the former being only used by Arralan and Glitter as they access the Mage specific rooms.

 

To the ground floor there is an alchemy lab and mage lab. The Alchemy lab’s walls are covered with chalkboards with all manner of arcane symbols and math signs scribed onto. The room also contains three wash basins for removing chemical residue. A suspended barrel on an quick release hinge is in the corner full of water that can be used in emergencies. The floor is made up of rough tile to aid the cleaning process in case of spillages. Using this facility provides a +4 circumstance check for Alchemic roles. The Mage lab is more or less identical to the alchemy lab, using this facility provides a +4 to a spellcraft check.

 

The First floor has a good quality bedroom suite on one side which is the abode of Arralun, the other half of this floor is an arcane library. This is dimly lit by a couple of ever burning torches. A barrel of sand is in the corner in case of emergency (fire). Using this facility provides a +4 to knowledge Arcana checks.

 

The second floor has three rooms. To one side is a simple bedroom suite for Veazlebeard. The other side has a guard room and study. From the Study there is a trapdoor in the ceiling that leads to the roof. On the roof there is a Heavy Catapult mounted on a turntable (with 100 shots), again protected by a crenelated wall.

 

 

 


  1. Perimeter Wall & Defences

Utilising the old wall of Menagerie the perimeter wall, made of reinforced masonry, has been extended to a height of 20’. In an ellipse shape with two entrances (see gatehouse). The east > west boundary is 230’ and the north > south is 190’ apart. The perimeter is 650’ and the total square footage is 34,000 m². A wooden walkway has been constructed and braced on the internal side of the wall for troops to be able to defend the wall, access is via wooden ladders (located at 50’ intervals). The wall is crenelated for providing cover to those on the walkway. To the exterior of the wall a moat has been cut out and flooded by the Stonehaven Army, this is 15’ wide, 10’ deep and runs the full perimeter of the stronghold.

 

On the 4 diagonals, between each of the towers are Machicolations allowing defenders to be able to pour oil, throw rocks or provide cross fire with bow on anyone attacking the walls in those sections

 

 

The stronghold itself has the following siege machines

 

On top of each of the gatehouses and on the south tower there are 2x Heavy Ballista, these are pivot mounted and have a 90° field of fire

 

On the North tower there is a Heavy Catapult. It is mounted on a turntable so can fire 360°

 

 

Within the stronghold there are 4 wheeled Medium Catapults. These can be taken to anywhere within the compound to support defences. (These are narrow enough to go through the gatehouse should such an occurrence be needed. Some taking apart is needed but this including the rebuild can be done within 1 full day)

 

All of these devices are manned by the Stonehaven Guard (This is an engineer / guard troop purely used for home defence and construction)


Church Complex:

Dominating the South West area of town is the Stonehaven church complex. Visible from all entries into the town is the two story Church of Pelor and it is obvious to the casual eye that the buildings are maintained to a high standard and that the surrounding cloister and courtyard area is kept free of clutter and rubbish. The complex consists of four main buildings – The church, shrine, library and a ward all connected by covered walkways, paths and well-tended gardens. A small 3’ stone wall encloses and marks off the church complex.

           

  1. Church of Pelor: A two storey 30’ x 50’ church made of superior masonry with tiled apex roof. Bathed in light from two prominent stained glass windows set in the North and South walls, 6 glass windows in the vaulted 2nd storey space and 6 glass windows on the first floor which also have good quality shutters on. Within is a polished stone altar and handsomely finished pews catering for upto 60 people. There is a small dressing room for the cleric in the SE corner that has separate access to the outside (strong wooden door, simple lock). Access to the church is from a set of double doors in the north wall – (2 x strong doors with simple lock). The door to the crypt (strong wooden door, good lock DC30) can be found in the SW corner of the church. The crypt is empty and currently is no more than a room 20’x30’ earthen walled space. The church and surrounding complex is ran by Alyanna who also has 1 acolyte in attendance to carry out day to day chores (knowledge religion +7). A simple tower in also in the top section housing a bell, ropes to which are tied to the church wall near the entrance

 

  1. The ‘Hakesh’ Ward: A single storey 20’x 20’ room made of superior masonry with tiled apex roof. Within are four good quality beds used for healing and recuperation of anyone in need. It is accessed through a single strong wooden door with a simple lock (DC20), the only other item in the room is a cabinet full of basic healing balms, bandages and a few potions (non-magical). Four glass windows with good wooden shutters cast amble light and air into the ward

 

  1. Shrine of Dalt: A single storey 20’x 20’ room made of superior masonry with tiled apex roof. Inside there is a small polished stone altar to Dalt and surrounding the room there are five giant golden candlesticks*. Entrance to the Shrine is via a single strong wooden door and being Dalt (God of Locks amongst other things) has a very complex lock (Amazing DC40)

* these are magical candlesticks that ½ recuperation and healing time and also ½ the time required for divine spell casters to meditate.

 

  1. The Divine Library: A single storey 20’x 20’ room made of superior masonry with tiled apex roof. As you enter through a strong wooden door (lock DC30) you also notice a large bin full of damp sand, presumably to be used in the event of fire. Two glass windows, both shuttered and barred provide some light however the main source is from four sconces on the wall containing torches that cast light but give off no heat or burn to the touch (Ever-burning torch spells (CL6)). The room is furnished with simple wooden book shelves, a table, two chairs and a lectern. On the shelves are books relating to Healing and Religion (provide +2 circumstance modifiers if this skill used/researched here in the complex).
  2. The Menagerie Inn

The frontage of the Inn is in very good order with many potted plants and shrubbery providing a very pleasant colourful spectacle no matter what season. It is obvious that the owner take pride in their establishment which can only bode well for the state of the rooms and fair that is no doubt on offer. The sign hanging outside pictures a vibrant walled off garden and has the Inn’s name carved into the top in bright red lettering – The sign is a high quality build and seems to have been made out of Darkwood. Additionally another striking thing you take note of is that all the windows of the Inn have good quality shutters painted in the same red as the sign and are glazed, a rather extravagant luxury.

 

The building is a two storey tall wooden construction and is 80’ wide and running backwards 40’. To the rear a single storey block of Stables can be found catering for up to 12 horses, another single room is next to the stable block that looks to be servant quarters for the staff of the inn.

 

On entering your initial impression is of a friendly, warm and jovial environment. Laughter and good banter can be herd around from the customers mulling over their tankards, a few of whom seem to be eating rather delicious smelling food.  A fireplace sits in the east wall of the tavern and the bar stretches along the north wall, a set of stairs in the corner seem to be the access to the 2nd floor and doors into separate common rooms can be seen east and west. You are greeted by a rather atypical beer bellied jovial man who introduces himself as Sam Beerfoot the Inn keep. He offers you to seats in the tavern but after speaking to you and seeing your attire asks if you would like to sit in his lounge. This is the common room to the east, only men of means may eat and drink here – its empty. The common room to the west is for the military and the middle tavern for the common folk. His wife Kassandra is the cook and his son (Sam Jnr) and two daughters (Kerry & Janice) work in the inn. Drink, food and rooms are on the chalk board menu above the bar.

 

Upstairs are 3 basic bedrooms (2 people = basic room); Barracks (10 people = Cots); 2 basic bedroom suites (2 people) = suite; fancy bedroom suite (2 people) = The Nuts. 2 basic bathrooms are communal but at additional cost


  1. Lord Douglas’s Residence

 

Located in the South East is a two storey building that is the residence of Lord Douglas and his senior aides. On approaching the building you walk through a very smartly dressed and tended courtyard, not extravagant but at least showing a good level of social decorum for visitors of nobility. The building itself is 60’ wide running back 40’ made of superior masonry and finished with a tiled apex roof.

 

A jet black iron door takes central precedence in the wall and all windows have good quality black shutters, many of these are open and you can see good quality glass windows providing glimpses into the interior. Either side of the door are two jet black heavy iron lanterns with ever-burning torches contained within, under the lantern on the right is a 12”x 12” copper plaque with the Thantalas coat of arms engraved on it.

The double doors enter into a common room that is well decorated. Directly in front of you is a hanging tapestry that depicts a group of adventurers being attacked by all sorts of mythical creatures, in what seems like an overgrown maze which itself looks alive. (This is actually a picture of the adventuring party that freed Stonehaven, then called ‘The Menagerie’, from its evil denizens that had flourished there). It is made of a fine weave and good quality hessian material but not that of the silks that you would find in the cities.

 

In the far left corner is a highly polished oak circular stairwell leading to the second floor, to the right is another set of fine double doors leading to the Grand Hall and to the Left is a single door leading to the Administrative quarters that Lord Douglas uses to rule his province. For furniture there are a couple of padded chairs and benches around the room so that those waiting have somewhere to sit prior to being led through to either adjoining room dependant on the individuals business. The room is again well light with ever-burning torches and a drinks table to the rear of the rooms offers water to those waiting.

 

The administrative quarter is relatively sparse, having a single raised seat for the Lord, benches are in place for those providing or narrating the points of discussion for the Lord, and there are a couple of extra seats either side of the Lord’s seats for any advisors that may be present. A single lectern is on the far wall where a scribe can record all deeds, covenants, laws or actions that are passed or proclaimed. To the rear of the room, (right hand side as you enter) there is a door leading the private antechamber of the Lord. This has a basic study and bathroom for the administrative team and Lord.

 

The Great Hall is a 20’ by 40’ room with a roaring fire in the East wall. The room has nice furnishings and is dominated by a highly polished oak oval table that can sit at least 14 people. Good quality silver cutlery is laid out along with resplendent candelabras giving a rather graceful and luxurious feel to the ambiance. To the north lies an exterior door that leads to the kitchens and servant quarters located behind the residence. To the west there is an opening to the Trophy Room – the opening has a thick curtain pulled across to ensure privacy during meals.

 

The trophy room at the moment has few furnishings being a long term project of Lord Douglas’s. It has a set of double doors in the North wall that can be used if visitors come from the stables as opposed to the front of the building

Upstairs there are four bedrooms of high quality – one is used by Lord Douglas, the other is for Sir Argun until such time that they are able to build another residence for him. These are located on the four corners of the building and are split by a high status bathroom and an armoury

 

 

 

At the rear of the house is a simple block of masonry built rooms, single story with tiled pitched roofs. The block is 80’x20’ with each unit being 20x’20, from Left to right looking at the frontage there is a basic stable, Servants Quarters, Storeroom and Kitchen. All providing the necessary support for the household staff to carry out their chores. The servants block and main house are joined together by a paved area.

 

 


Key Building Summary Info

 

 

 

Stage 3 has had Lord Douglas commission a commercial zone

He has had the following built that will be given to appropriately skilled citizens to make a living

 

Workspace – Basic x 5

Potter

Tanner

Weaver

Bowyer/Fletcher

Cobbler

Workspace – Fancy x 3

Shipwright (located in docks)

Carpenter
Stonemason

 

Smithy Fancy x 2

Blacksmith

Weapon Smith

 

Shop – Basic x 5

Butcher

Baker

Chandler

Herbalist

Scribe

 

Shop – Fancy x 2

Tailor

Apothecary

 

 

19500 + 33097

 

 

 

Stonehaven Keep

 

Lord Douglas commissioned keep at the heart of Stonehaven

 

 

 

© Copyright Lands of Warlderia D&D Campaign World Setting