The Rod of Seven Parts: Kauai Team OOC

SlagMortar said:
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.

Agreed, but a 20-foot-height differential was a little hard for me to swallow even inside a city that sits on a network of terraces. One could also probably reasonably expect the 12-foot width at the wall's base to thin or bulge in places.
 

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CanadienneBacon said:
I'm a little worried for him, too. :eek:
If you're only a "little worried" then things may not be as bad as I imagined then. ;)

I guess I underestimated the level of danger this enchanted forest represented. I mean, on the low end of the enchanted forest scale you've got the waylay-impertinent-travelers-by-shifting-the-trails-around kind of enchanted forest and at the extreme end you've got the every-single-tree-in-the-forest-is-a-malevolent-treant-who-together-can-grind-armies-into-pulp kind of enchanted forest.

Personally, I blame the giant-kin for this situation. The forest used to be just a bit annoying before but at least it was manageable for Mael. Since the party entered the grounds though the trees have gone off the deep end and gotten their underpants all in a bunch. :p

Seriously though, whatever happens happens. :)
 


Voadam said:
Brakkus, you can still distract it to give Chev a better shot with his axe.
I thought of using "aid another" on Chev's attack, but I don't really think Brakkus should be able to aid the attack even if it is technically permitted by the rules.

Unless, of course, you meant something else, in which case, color me confused. :)
 


I'm pretty sure you could still aid another. Though you haven't damaged the thing yet, it should still see you as a possible threat. Thus a distraction and aid in me striking it.
 

The OP has been edited to include a simple but enhanced map of Citadel Teglund and its grounds. Given much of the textual description I've provided here and in the IC, the scale (distances between points of interest most of all) is grossly misrepresented. Very obviously, I need more room up north and to increase the overall size of the keep's outer grounds. You can bet that your experience in this game as guinea pigs for my homebrew will enhance the next map I construct with an eye for a major overhall of the citadel grounds.

Two points of interest might include #3, the West Gate. The Gate was long ago sealed and doesn't benefit from even a portcullis at the moment. It's sheer stone, quarried and filled where the gate used to be, but to an onlooker interested enough to meander through the Plaze of Gold and get behind some of the shops, the stone would be much newer than the stone of the original curtain walls flanking either side of the fill-in. The Old Wood, marked as #11 on the map, extends halfway around the citadel's northern side all the way south until coming fairly close on the southeastern edge of the keep, very near to Bathmere. This is the "enchanted" forest through which the group trekked when you were accosted by al-mi'raj. Rot-root is a decrepit old oak who mostly favors the Old Wood but has been seen elsewhere on the grounds, albeit with decreased frequency.

And, I'm pretty beat today so, having worked up what I hope is a fairly legible blow-up of the citadel grounds and posted it here in the OOC, I'm off to bed. Fixed a broken window, went to ballet this morning with three eager children, and toted a baby 'round the house on my hip all the while. Whew! :heh:

G'night.
 

I hope you had a relaxing weekend. When abouts are you leaving for the mainland BTW?

Thanks for the map CB. The bit you mentioned about the west-gate being bricked up helps me to finally understand why the group initially had to walk around the entire citadel exterior to enter the grounds; I'd been puzzled about it for months. Looking at the map, I have to admit that I can see why I was having trouble figuring out where we were and where we we'd been going. Did you intentionally move Mael's hovel near the West-gate? IIRC you'd originally described it as being very near the northern most tip of the grounds.

Unfortunately, I still can't quite figure out where abouts Mael is currently located since the tactical map in the IC thread shows the outer curtain wall to be (edit: due east) of his position. That would seem to place him somewhere south of the east-gate entrance. Is that right?
 
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It's pretty messed up, I know. I'm not very happy with current incongruity twixt some of the IC description and the map and am considering re-doing the map to reflect what we've already gamed through in the IC. I've pretty much all but settled on a re-do of the map but wanted to open the floor to see if any of you have a preference or an idea on how to best fix it. As far as I can tell, I can either fix the map to reflect what's been going on in-game, I can edit the IC to reflect the map, or I can let things lie as is and we'll muddle our way through. Fixing the map wouldn't be that hard. But maybe one of you has a good idea?
 

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