Talathel and Nym, Here is the map of the attacked ships. Let me know if you need more info about them.
Showing posts with label Map. Show all posts
Showing posts with label Map. Show all posts
Wednesday, March 27, 2013
Wednesday, August 25, 2010
The Path Suggested by Thjodolf
Thjodolf knows the orcs he is familiar with will be somewhere in the northeast Shaar, but he is not sure exactly where, so he proposes searching in a circular pattern and looking for signs of them. They have somewhat permanent settlements, but they are constructed to be movable, enabling them to quickly move and set up their dwellings elsewhere should the grasslands choose not to provide for them any more in their current location.
Monday, August 16, 2010
The Shaar
Thursday, April 22, 2010
Wednesday, March 10, 2010
Wednesday, February 24, 2010
Wednesday, February 10, 2010
Maps show you where to go...
Beranhond went into the conference room to grab the navigation charts to point out the location of Silverymoon from Nym. However, after a few minutes of searching he found nothing. He then walked into Darvin's cabin and searched for navigation charts, finding none again he returned to Darvin.
"Where are the ship's maps? I wanted to point out where exactly Silverymoon is."
When Darvin shrugged, Beranhond became quite shocked.
"Wait... you didn't have any navigation charts? How the hell did we arrive here? Well, I suggest you get one of them on the way out, I think I need to as well."
"Where are the ship's maps? I wanted to point out where exactly Silverymoon is."
When Darvin shrugged, Beranhond became quite shocked.
"Wait... you didn't have any navigation charts? How the hell did we arrive here? Well, I suggest you get one of them on the way out, I think I need to as well."
Monday, February 8, 2010
Map of Waterdeep
The city of Waterdeep, and its wards. On reflection, 6 ships in the harbor was way low. Revise that to 16.
Thursday, January 21, 2010
The Ship!
Here's a map of the different decks of the ship! I will update shortly with what she's holding and where the damage is, but here's a picture to give you a better picture.
Key:
This caravel is a typical example of the type, although the internal arrangement can vary greatly from ship to ship. Its notable features include:
- Quarterdeck: The quarterdeck is a raised, open deck at the stern. The ship’s wheel is here, along with a small davit for a ship’s boat.
- Foc’s’le Deck: This is a raised, open deck atop the fore-castle.
The caravel mounts a ballista here; the weapon can’t fire straight ahead because of the foremast.On the starboard side is the hawsepipe and tackle for the ship’s anchor. - Master’s Cabin: The largest and most comfortable cabin on the ship is still quite cramped by most standards.
- Wardroom: The captain, officers, and passengers take their meals here. This room also serves as a drawing room or parlor for the officers and passengers.
- Main Deck: This open deck features
a catapult andtwo large companionways that descend to the lower deck.The catapult can only be fired to the broadside; it can’t train forward or aft (a typical problem with large weapons mounted on small, cluttered ships).The companionways serve as both stairways (ladders, in nautical parlance) and cargo hatches. Chicken coops and pens for goats, lambs, or other small livestock often take up any available space left on the deck. - Forecastle: Most of the ship’s crew sleeps here, although in good weather many crewmembers prefer to sleep on the open decks. The forecastle holds a dozen cramped bunks.
- Galley: The ship’s galley is in the forward part of the lower deck. It has a small stove and shelving for all kinds of foodstuffs. The ship’s cook and his assistant(s) sleep here.
- Chain Locker: The ship’s anchor chain is stored here. It passes through the hawsepipe in the forecastle up to the foc’s’le deck.
- Lower Deck: This space serves as the first of the caravel’s cargo holds, as well as the crew’s mess deck. Crewmembers take their meals sitting on whatever cargo is convenient. If the ship is heavily laden, this deck might be covered to within a foot of the overhead, leaving only a single fore-and-aft passage between the crates, casks, and bundles.
- Officer’s Cabins: These tiny cabins are the private rooms of the ship’s officers. Paying passengers usually bump an officer from his or her cabin to the forecastle.
- Ship’s Office: All the ship’s paperwork is kept here, including cargo manifests, pay records, and the ship’s paychest (usually in a sturdy, locked chest).
- Sail Locker: Spare sails, canvas, and sewing gear is stored here, as well as plenty of lines, hawsers, firewood, and heavy tools.
- Lower Hold: Most of the ship’s cargo is stowed here, as well as provisions (including as many casks of fresh water as will fit). Beneath this lower hold lies a small crawlspace where heavy ballast stones help to stabilize the ship.
Tuesday, January 12, 2010
Party Battle 2
Round 2: Note that this is before Thug 6 ran over Darvin, pushing him South a bit. Thug 6 is now standing where Darvin was, and Darvin is directly between Beranhond and Thug 6.
Tuesday, January 5, 2010
Thursday, December 17, 2009
The Open Door
As you open the door, you notice a cleverly disguised pressure-sensitive trap on the floor.
The rest of you:
The center of the room contains a table with 4 chairs around it, and Rhora is standing to the back and right of it. Counterclockwise from Rhora, you see a small table with several small objects on top of it and a chest underneath it, a small pile of gold pieces, and a bed.
Rhora is wearing a large, heavy black cloak, with the hood down. She has a scroll in her hands, and as you enter the room, she mutters several words, and an arrow conjured from the air whizzes toward Talathel, alive with acidic liquid green malevolence. The missile narrowly misses Talathel, hitting the now open door, and there it slowly burns through the rock. As soon as the arrow is released, she puts the hood on her cloak up, and suddenly there is silence in the room. The silence is unnatural and still, and as she draws her short sword, there is no sound that could have given her away. This silence extends into the hallway, and everywhere on the map. There is silence within a 30' radius of her, so nobody can cast a spell or do anything requiring sound within that zone. Grumbleshanks: You prepared a spell beforehand, so you may still release it, but you cannot cast any more from within the zone of silence.
Ranged Touch Attack for Acid Arrow: Roll(1d20)+8:
4,+8
Total:12
Labels:
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Wererat Queen
Monday, December 14, 2009
What in the World Can That Be?
As the man lies on the ground with Darvin's cutlass in his face, he begins shivering with fright.
"She's right over there." He gestures with his head, "Please, just spare me. She's right behind that wall." As he wiggles his head, his hood falls away, exposing his brown hair.
Following where he gestures with his head, Darvin finds a concealed doorway in the passage.
"What are you going to do with me?" The man shrieks in terrified sobs.
"She's right over there." He gestures with his head, "Please, just spare me. She's right behind that wall." As he wiggles his head, his hood falls away, exposing his brown hair.
Following where he gestures with his head, Darvin finds a concealed doorway in the passage.
Labels:
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Thursday, December 3, 2009
A Mighty Wind
Beranhond, Darvin, and Nym:
After several seconds of moving toward you, you hear a wind start to rise in the tunnel, and the clouds start to thin in front of you. After about 6 seconds total, the area in front of you is almost completely clear. You can see down to about 5 feet from intersection K. As the smoke leaves the area, one man (a wererat) steps up to intersection L from section LT carrying another man on his shoulder. The man on his shoulder is wearing robes and is wrapped in a net. He appears to be vomiting over the first man's shoulder onto the ground. His head snaps to the right as he sees the light coming from your light orb, and he sets the man down on the ground, drawing his rapier and yelling, "Rats to me!" The wererat you shot at is nowhere to be seen.
After several seconds of moving toward you, you hear a wind start to rise in the tunnel, and the clouds start to thin in front of you. After about 6 seconds total, the area in front of you is almost completely clear. You can see down to about 5 feet from intersection K. As the smoke leaves the area, one man (a wererat) steps up to intersection L from section LT carrying another man on his shoulder. The man on his shoulder is wearing robes and is wrapped in a net. He appears to be vomiting over the first man's shoulder onto the ground. His head snaps to the right as he sees the light coming from your light orb, and he sets the man down on the ground, drawing his rapier and yelling, "Rats to me!" The wererat you shot at is nowhere to be seen.
Grumbleshanks:
About 15 feet ahead of you, you catch sight of Ramman carrying the robed man over his shoulder into intersection L. He suddenly turns, sets the man on the ground next to the wall, and yells, "Rats to me!"
Gurkirat and Talathel:
As you traverse the tunnel, you start to hear a light breeze in the passage. As you get about 10 feet beyond intersection J, you see what appears to be a cloud coming down the tunnel toward you.
Labels:
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Tuesday, November 17, 2009
The Ears Have Walls
Talathel peeked around the corner, and though he couldn't see anything, could faintly make out the sound of squeaking rats. From what he could make out, it sounded like they were probably about 50 feet away, but the echoes in the sewers made it difficult to tell how accurate that was.
Grumbleshanks found that below the surface, there was a rougher wall than normal at intersection U, and someone had carved out hand- and foot-holds into the wall. "Not a true ladder, but it will work," he said to himself. He climbed down, took a look around and called the rest of the gang down.
The sewer appeared to be empty. The carved hand-holds could have been used by either the denizens of the sewers or a thief trying to create a convenient escape route. The work was somewhat crude, and looked to have been made by using some sort of sharp blade to widen the gaps that already existed.
Sunday, November 15, 2009
Suggested Routes
The other way that was suggested (by Grumbleshanks) was to take the group in at either the drain to the River or at the Temple and then just fight together until the place is cleared.
By the way, who has the cube now? Is it still in Talathel's possession, or did Beranhond take it?
Labels:
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Wednesday, October 28, 2009
Maps Show You Where to Go
Ha! I said it first!
Hring gestured to Starks, the man who had just entered, who brought forth a rolled piece of paper. "Here is your map of the sewers, as promised."
Changing his tactic, Hring asked, "Before I answer any more questions, actually, do any of you have much experience or knowledge of wererats or how to fight them?"
Hring gestured to Starks, the man who had just entered, who brought forth a rolled piece of paper. "Here is your map of the sewers, as promised."
Changing his tactic, Hring asked, "Before I answer any more questions, actually, do any of you have much experience or knowledge of wererats or how to fight them?"
Labels:
1.2,
Baldur's Gate,
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Talathel
Wednesday, October 14, 2009
Healing Blast Radius
Baldur's Gate As it Stands
At 3:12 PM on the same day as the earthquake, a poor fool of a man tried to drag an unwilling horse across the bridge that Talathel and Darvin had crossed that morning. Unfortunately, the horse balked at crossing the narrow section in the middle, and bucked quite hard. Unfortunately, the master landed quite hard on the most damaged section, and it refused to take his weight. The remaining walkway collapsed, taking both the horse and its master, and leaving no path from the Outsiders' Market to the main city. Here is an updated map of Baldur's Gate.
Labels:
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Baldur's Gate,
Beranhond,
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Grumbleshanks,
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Talathel
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