The dungeons beneath Miserth Keep purposefully do not link to the keep proper, instead linking to the gatehouse – this is still not the most secure option, but because of the cliffside entrance/exit, this was a decision made to prevent access to the keep proper without crossing the bailey.
The upper level of the dungeons is centred along a large hall, with access up to the gatehouse tower, and the cliffside. The chamber on the upper right is propped up with a number of wooden joists and supports designed to be easily torn down, collapsing the space between the gates of the main gate of the structure. The roof is thicker than the chamber is tall, so doing so does not provide access to the dungeons from above, but it will drop the floor of the entrance by 4 feet or so, and make it very rough terrain.
The lower level contains the actual dungeons, the keep’s cistern, and an old shrine. The deepest level can be reached from the guard room of the dungeons or via a small passage carved between a cell in the dungeons to what used to be a cell down here – this was designed to be used when someone needed to pretend to be a captive in the dungeons, but was either an informant or a plant set up by the Miserths (allowing them to leave the cell at night via the guard room and report back to the family as well as eat and sleep in more comfortable chambers).
The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 6,600 pixels (22 squares) wide. To use this with a VTT you would need to resize the squares to either 70 pixels (for 5′ squares) or 140 pixels (for the recommended 10‘ foot squares that make sense with this design) – so resizing the image to 2,100 pixels or 4,200 pixels wide, respectively.
https://dysonlogos.blog/2023/11/13/miserth-keep-dungeons/