The Rod of Seven Parts: Kauai Team OOC

Oh dear God I am a total idiot. :D Despite the fact that I'm the DM, I drew the map, and I placed everyone where I thought reasonable in the cave, I promptly forgot everything I drew and posted.

For 24 to 48 hours now, I've been sitting here thinking that I put the mouth to the tunnel on the north wall around a bend so that only Chev could see down it. So when I go to check the map just now to put up a post, naturally I am completely shocked and awed to find that, noooo....in fact, I put the tunnel mouth directly in front of everyone and you all should have benefitted from being able to see!

So sorry, I'll edit in fixes and throw up a post in a few minutes. :heh:
 

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FYI, that was a natural 20 for the fire grenade to hit the mallorn. Double damage for fire, too. I used escape artist in place of grapple for Maelicent to get out of the tree's hold.

When you're looking at the map, please mentally move the rest of the trees ringing the glade outward five feet. I was too lazy and short on time to adjust the map more than moving the sapling, Mal, and the mallorn. The trees up against the curtain wall are still where they are. There is now a gap where the mallorn was standing before it moved.
 

CanadienneBacon said:
The curtain wall is 70 feet high.
Eeek! I was hoping for a more modest 15 or 20 feet. Oh well... :uhoh:
CanadienneBacon said:
Mallorn is straight from Tolkien, a blatant rip-off of a semi-fictional tree.
Ah. I see. Well, that's all well and good, but how well does it burn? :]

I can't really tell by the map how many squares the various trees are occupying or what their relative reaches are, so it'll be hard to tell which ones are threatening Mael and whether they're creating any openings by moving around. It might not matter all that much in a round or two anyways... :\

I have to admit, I'm taking imense pleasure in playing a malicious goblin trying to burn down an enchanted forest. Reminds me of Blix from the movie Legend. Take that you tree hugging faeries! :D
 

Burns quite nicely, it does. Vulnerability to fire. :)

Regarding tree size, I hear you. I was thinking the same thing when I designed the map. Basically, if part of the circle is in a square, then the circle should be presumed to fill up all the squares it touches. I think that puts the mallorn at a 15 foot diameter. This assumes the spread of branches and the tree's network of roots. The trunk itself could probably be said to be 5 feet across--which is still pretty massive. And, of course, the higher up the tree you go, the wider the canopy will get toward the top (more than just the 15 feet it is at the base).
 

Yeah, I've had players balk at the 70 foot height of the curtain walls before. It amounts to roughly a 5-storey building. Or so. There's history involved, seiges, more seiges, sackings, war...Arrund is a nasty neighbor.
 

The height of the wall is fine; it represents a lot of quarying and labor but it's not without it's real-world equivalents. It's my fault for not asking about it earlier.
 

I think the 70-foot height is buried as a former mention somewhere in the IC thread. Maybe the OP, even? If so, it certainly would've been a long time since you might've seen it mentioned. Then again, I'm not sure about even that.
 

At Gamad's suggestion, the companions quit the Sniffing Pig and begin their trek north through the city. Brakkus, atop Chop Liver, leads the way toward Citadel Teglund's nearly 50-foot-high old stone curtain wall. A relic of the city that harkens back to ancient times and has long stood abandoned and unused, the Citadel's upper bailey can be seen from nearly any location inside Teggest's outer city walls.

The party first treks north through the Guild District, an area of the city notoriously well-guarded by the River Lord's Guard, even at night. As is by now well known to the party members, days in the southern reaches of the Guild District closer to the Rivermark are a jumble of wagons, crates, and all manner of folk busy with commerce. Walking along Overtegyrn Byway north, to the west of the Citadel's curtain wall, the companions attract little attention even with Maelicent swelling their ranks. The Guild District houses all manner of Teggest's guild houses, both grand and insubstantial. Located twixt the Plaza of Gold where the city's wealthiest members parade in a perpetual day and night showcase of their finery, and the Old Wall of Citadel Teglund, the Guild District is nearly the heart of the city, full of bustle at all hours.

From Nickleby Bar at the southernmost section of the city's outer protective wall, Overtegyrn Byway leads directly to and past both the Guild District and the western border of the Plaza of Gold. An open space diamond in shape, the Plaza is bordered on all four sides by grass (a rarity in cramped Teggest), small fruit-bearing trees, benches, and minute suites of table and chairs. The square itself is inlaid with red brick paving stone imported from Daroln. A font in the center of the Plaza sprays water from a statue of Michel Edain, the founder of ancient Edaesmyd. The stomping ground of Teggest's nobility and of those associated with the finer pursuits of life (music, art, epicurean delights, theatre, shopping, and the like), the Plaza of Gold is the place in Teggest to see and to be seen.

The ancient throne of Michel Edaesmyd now long since abandoned, Citadel Teglund is a massive stone castle, only its upper bailey visible from the streets of Teggest. While the lower bailey is below eyesight, at least to the layperson, rumor has it that a forest has overgrown the grounds twixt the castle's curtain wall and the old palisade surrounding the lower bailey. The Citadel rests upon a natural motte and has resisted sinking into the earth due to the striated rock beneath the structure's foundation; the rock of the motte is visible from the castle's front gatekeep and barbicans on the east side of the city. The curtain wall itself is a masterpiece of fortified defense. Easily as tall as the nearby rafters of the Temple of Stone, the citadel's outer wall is made of granite blocks, each the size of a small wagon. A series of watch towers connects each segment of the outer bailey wall, with room atop for armed soldiers to defend the keep not only through arrow slits, but also an overhanging merlon which itself is latticed with murder holes and machiolations. Additional curtain wall defenses include a series of brattices and hoardings, all meant to keep invading armies from sapping the wall or otherwise undermine the wall's integrity.

Odd that the folk of the city so little discuss that which looms so large through nearly every window of every residence and shop. The few who now speak of the citadel do so under their breath and mutter of haunted things that waft and wander at night through not only the empty halls of the keep, but also the forest beyond. The Old City Forest, as Maelicent has heard rumor, is home to any number of interesting creatures, natural and unnatural.

I found the above in post 458 on page 12 of the IC. I checked my notes on the citadel and despite the fact that I wrote down 70 feet four years ago when I was designing things, in the IC I said the wall 50 feet high the first time I typed and presented a description. So I need to amend my latest mention of 70 feet down to 50 feet. The curtain wall is officially 50 feet high. Hope that helps.
 

Well, a wall that large is likely to be different heights in different places. I imagine whether the wall is 50 feet, 70 feet, or 1000 feet, Mael won't be trying to climb it when there's that many tall trees trying to get him.
 
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Heh. So Mael only has to scale a three story building instead of a five story building? Oh good. I was starting to worry that he might not survive this. :D
 

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