In the dwarves' absence, Axeholm has become a dark, sullen tomb full of dust and bad memories. It's quiet most of the time, except when the sorrowful wails of the banshee fill the place. The following features are standard throughout.
Arrow Slits. When using an arrow slit for protection, a creature gains three-quarters cover (see the rulebook) against outside threats. A Medium character can't squeeze through an arrow slit, but a Small character can with a successful DC 10 Dexterity (Acrobatics) check.
Ballistas. For its defense, Axeholm relied heavily on ballistas—massive crossbows that fire heavy bolts. A crew of three dwarves operated each ballista. Before it can be fired, a ballista must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise. They are lined with Dwarven runes still cast into the ceilings that give more insight into the Dwarven nature of the past residents.
Chimneys. Fireplaces throughout Axeholm have chimneys cut from seamless stone. Some of those chimneys can be used to gain access to the fortress.
Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.
Light. The walls are lined with torch sconces, but most torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.
Stench. A foul stench lingers in Axeholm, becoming stronger as one gets closer to the resident ghouls.