Oblivion:Fort Alessia

Exterior

The exterior is located at coordinates: Tamriel 12, 4
This location's map marker (M on map) is named Fort Alessia (editor name FortAlessiaMapMarker). The entrance door is WSW of the marker, 60 feet away.
0-2 Marauder Enemies (each 50% probability melee , 25% Marauder Archer, 25% Dog) are near the entrance
2 Wilderness Creatures (Plains variety) are near the entrance
1 Wilderness Chest 01 (non-respawning) is near the entrance
The following plants can be found near the entrance: 1 Fennel plant, 8 Flax plants, 5 Ginseng plants, 10 Monkshood plants, 1 Primrose plant, 3 Summer Bolete plants, and 10 Goldenrod plants

 
Zone 1:
thumb|right|240px|Fort Alessia
Upon entering, the best option is heading north. It is possible you may be detected by an enemy to the south, and there is a chance the fighting will bring in the other enemies in this fairly small zone. In any case, head north and take care to avoid the tripwire (E) attached to the two Swinging Maces at D. These can be turned to your advantage while fighting the enemy around the corner.

You will next come across another enemy guarding a bedroll (b) and two minor loot chests. You will find yourself overlooking a room with enemies below, providing an excellent sniping opportunity. Jump down and head towards door C; a bedroll (b) and a minor loot chest are nearby.

 
Occupants:
3 Campsite Marauders (each 50% probability melee Marauder, 16% archer Marauder, 16% Marauder Battlemage, 16% dog)
0-1 Marauder Battlemage
1 melee Marauder
Treasure:
1 Chest 01 (locked)
1 Chest 02
2 Chests 04
The following weapons will always be found: 1 Iron Longsword
Traps:
2 Swinging Mace traps at location D on map
1 Tripwire trigger at E
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Fort Alessia Assembly Hall
Other:
2 bedrolls at locations b on map

 
Zone 2:
thumb|right|280px|Fort Alessia Assembly Hall
As your way south is blocked by the gate at F, head north and dispatch the Marauder there. There is pressure plate at E triggering two Swinging Maces at D, which can be used against the enemy potentially waiting for you on the bridge in the next room. If you manage to remain undetected, it is possible to snipe from the bridge to dispatch the Marauder below. 

Hop down to access a minor loot chest and two bedrolls (b). Make your way back up in a loop, potentially fighting up to two enemies on the way, and then head south. After cutting your way through another Marauder, you'll arrive at the final room, where the boss-level Marauder (A) is guarding a boss chest (B), 3 minor loot chests and a bedroll (b). Don't miss the Battered Crate, hidden behind a barrel and broken crate in the north-eastern corner, containing 8 skooma potions and some gold. Push on, loot the minor loot chest nearby and activate the lever (cyan dot on map) which opens the gate at F.

Occupants:
1 boss-level Marauder at location A on map
0-2 Campsite Marauders (each 50% probability melee Marauder, 16% archer Marauder, 16% Marauder Battlemage, 16% dog)
1 Marauder Battlemage
1 archer Marauder
1-2 melee Marauders
Treasure:
1 boss-level Chest (Marauder variety) at location B on map
1 A Battered Crate (contains 8 Skooma; non-respawning; locked, hard lock)
2 Chests 02 (both locked)
1 Chest 03
2 Chests 04
The following ingredients will always be found: 1 Cheese Wedge
Traps:
1 Pressure Plate trigger at location E on map
2 Swinging Mace traps at D
Doors and Gates:
There is one door (at C) in/out of this zone, leading to the zone Fort Alessia
1 Portcullis Gate at F
Other:
3 bedrolls at locations b on map