River’s Seven Adventure Map

Castle Naremore

1. The Courtyard – A drawbridge with portcullis is the primary entrance to the castle courtyard. In preparation for the party, numerous tents have been set up for the performers and a few cooks have set up outdoor grills. The smell of slow-roasting boar hides the smell of the horses from the stables. Guards stand at attention at all of the major entrances.

2. The Barracks – The barracks holds beds and stands of weapons for the castle guards. At least thirty guards are inside the barracks at any given time. At night, there are close to fifty.

3. Stables and Carriage House – The stables and carriage house currently hold about a dozen extremely fancy and expensive carriages from the various noble houses in the realm. A team of stable hands care for the horses, some are housed here but a number are currently in a extra stable a short distance from the castle gates.

4. The Grand Entryway – The main doors to the castle lead into a beautiful grand entryway. Elegant columns support the thirty foot high ceiling, expensive rugs decorate the stone floor, and water tinkles from an enormous fountain that dominates the room. A guarded door leads to hallway that houses the royal vault. At least 12 soldiers can be found standing guard before the enormous vault door at any time and at least one has a horn that can call for help. Another door on the left leads to the kitchens. There are two doors on the right. One opens up to a coat room in which guests may hang their coats and capes. The other has two guards standing in front of it and leads to the dungeon. Enormous stone stairs take visitors up to the main floor.

5. The Coat Room – The coat room is filled with pegs from which hang coats, capes, hats, and other expensive clothes designed for hunting or riding. A side door leads into the stables.

6. The Vault – The enormous vault houses the treasure of Castle Naremore. It’s virtually impregnable from the outside. Enchantments and spells protect the vault from prying eyes and teleportation. However, the tiled floor can be accessed from underneath in the cellar.

7. The Kitchen – The staff here are working hard to prepare for tomorrow’s party and for tonight’s dining. They are preparing soups, deserts, breads, meats, and dozens of tasty dishes designed to appeal to all of the picky tastes of the nobles currently visiting the castle. the head chef is a stout no-nonsense woman named Helga. She can be regularly found ordering the kitchen staff around. It’s a chaotic mess. In one corner, a trap door opens to a wooden stairs that can take a person to the cellar.

8. Dungeon Entrance – A large staircase leads down into the depths of the castle to the dreaded dungeons.

9. Sitting on a small island in a lake next to the castle is a five story story. A walkway to the tower can be seen on the third floor of the castle. Guards regularly patrol the walkway during the day.

10.The Cellar – The packed dirt floor is well-worn. There are a number of shelves holding food goods and large stacks of wine casks line the walls. Stone pillars hold up the rooms above.

11. The Dungeon – A table here holds five guards who can usually be found playing dice or reading. The room holds a number of torture instruments designed to persuade prisoners to confess or talk. The southern part of the dungeon is a series of cells with iron bars. The only light comes from torches in sconces along the walls.

12. The Cells – Dirty stone cells contain little but straw beds and a couple of chamber pots. Several have chains and locks built into the walls.

13. The Walkway – The walkway connects the third floor of the castle to the Astronomer’s Tower. Through the narrow windows, you can see a fifty foot drop to the lake below. Four full suits of armor stand at attention along the walls. During the day they are normal armor displays but at night the become Animated Armor (see Monster Manual), which will attack anyone who doesn’t know the password. The King, the Queen, and the Captain of the Guards are the only ones who know the password.

14. The Astronomer’s Tower – Once a place for study, the giant telescope that dominated this room has been dismantled and thrown into a heap in the corner. The ceiling has been nailed shut and all of the windows now have bars. A small cot sits in one corner of the room along with a few old toys and some books. The room currently serves as Clef’s prison.

15. Second Floor Lounge – The Grand Staircase leads to the second floor lounge. Here, guest congregate and enjoy the many paintings and artwork that decorate the castle interior. A hallway leads to the guest bedrooms as well as doors to some of the other places of leisure. Across from the stairs are two doors that open up to the dining room. There are few guards here except at stairs that lead up to the royal quarters. No one but the royal family is allowed to the third floor.

16. Dining Room – Elegant tables and chairs fill this room. A raised dais holds the royal table where the royal family enjoy their meals.

17. The Gardens – The main birthday party will be held in the enormous gardens that open out to the sky. The grass, the flowers, and the bushes are all expertly groomed by groundskeepers. Tables have been set along with tents in preparation for the party. A stage dominates one side of the garden for the entertainers.

18. The Parlors – A pair of parlors with couches, chairs, fireplaces, dart boards, billiards, and other entertainments are set up for the guests to socialize and enjoy themselves.

19. Stairwell – This stairwell leads to the royal compartments on the third floor of the castle. They are always guarded by at least four armored guards. These guards generally ignore servants but will stop any of the guests from going up the stairs. During the day, it’s practically impossible to sneak past them but at night, a Steach Check DC 18 can skirt the shadows and dodge the guards.

20. Guest Bedrooms – This hallway has a large number of small guest bedrooms for all of the nobles and royals guests to stay. Each one has a canopied bed, a chest, a dress, a make-up table with mirror, a single window that hangs thirty-five feet from the ground, and a small tub for bathing. Each room comes equipped with a bell that will summon a servant to provide the guest with whatever they need.

21. Stairwell – This stairwell leads back down to the second floor. There are no guards on the third floor but at night there is an alarm trap set at the top of the stairs. A successful perception check DC 15 will spot the trap while a Dexterity check DC 12 will avoid it and a sleight of hand check DC 16 will disable it. The alarm trap will summon a dozen soldiers within three rounds and four more guards each subsequent round until disabled.

22. The Royal Bedchamber – A pair of guards stands outside the door leading to the royal bedchamber. They won’t let anyone, not even a servant enter, without permission from the King. Inside the royal bedchamber is an enormous bed, several dressers filled with royal clothes, a giant tub for bathing, and several chests filled with treasures including the royal crowns. During the day, several guards are always present in this room. At night, the king and queen can be found here. A royal guard stays hidden behind a secret door in the wall and can quietly summon help if he suspects the king and queen are in danger.

23. The Royal Lounge – This room has been designated for the King and Queen to retire to if they want to entertain especially important guests or if they need a bit of peace and privacy. It’s decorated extravagantly with expensive furniture and gorgeous paintings.

24. The Council Room – This room houses a large table and a number of chairs. It’s where the King meets with his most trusted advisors to discuss matters of state. The room contains maps of various realms, copies of royal decrees, and books that cover the history of the country.

25. The Royal Chambers – These rooms are for the royal family. They are inhabited by various aunts and uncles along with other close family members. One room has been designated for children but it currently sits empty as Queen Violante has been unable to conceive yet. She’s very touchy about this and has ordered that no infants are allowed at the party.

26. Hallway – This hallway leads to the raised walkway that can take a person to the Astronomer’s Tower. During the day, guards patrol this area. At night it is locked. A successful sleight of hand check DC 15 will open the door.

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