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Maps
Posted: Mon Apr 18, 2016 2:22 am
by Marullus
This thread will contain all the maps that adventurers have found fit to share in the Tavern. Post your fragments, fill-ins, updates, or false trails here!
I'll post one (and only one) initial map to begin with. It will be posted before expeditions begin. Updates to the map and sharing of IC knowledge and resources can be done here by the players. Resources can include anything the players wish to share beyond maps as well (notes, creature descriptions, etc). Anything that is left on the table IC.
IC, this material is all available on "the map table" which is along the wall in the tavern. If it is posted here, all PCs are allowed to know it.
(Please keep conversation to IC or OOC threads. Only updates here.)
Re: Maps
Posted: Tue Apr 19, 2016 8:43 pm
by Marullus
Initial Game Map
The map below is the GM-provided map (made with all of my skillz in Paint).
Key:
1 -
The Town of Gaul. Gaul's soldiers only patrol one hex in each direction (marked with a darker shade).
2 -
The Mountain Camp. A well-worn site along the lakeside where merchants rest before going south over the mountains, or the last day's journey north to Gaul.
3 -
Frogmorton's Ford. A guardpost along the river watches this wide river-ford, which grants access to the east. It is named for the collective of halflings who have established a sturdy burrow attached to a water-mill along the west side of the river.
4 -
Burnt-out Goblin Hole. Site of the Vaul Guard's first victory.
5 -
Farrow's Farm.
6 -
Trombley's Farm.
Features:
- Gaul is located centrally in a large grassland, so as to better establish and guard attendant farms.
- The River Gaul flows from the north into the large lake to the south. Fishermen venture forth to ply those waters.
- A Logging Road stretches north from the lumber yard outside of the town's gate to the edge of the forest.
- The Merchant Road winds south from the town to the lake, then up into the mountain pass to the South Lands beyond.
- The inexorable mountain range is known to stretch the entire bottom edge of the map, but its jagged foothills vary. The arms of these foothills nearest to Gaul can be seen to the southeast and west.
- Far to the north, the giant thrust of a mountain called Gehl Pinnacle reaches high into the sky, a landmark visible from at least 100 miles off.
Map Design:
- Each Hex is eight miles across.
- An unencumbered party over unimproved plains can move 24 miles in a day. (p. 45) Moving through forest is -1/3. Through swamps or mountains is -1/2. Using an established road is +1/2.
- Normal movement is for simple speed. If you are Exploring, you move at 1/2, but double your chance of encounters/discoveries.
- Normal visibility at ground level is three miles. To see a hex away requires getting about 40 feet up (such as a tree).
- This map is your starting point - my map is significantly larger. It may be possible for you to travel further than the edge (except for to the south).
Re: Maps
Posted: Wed Aug 10, 2016 4:41 pm
by Marullus
Original map, re-post of the above.
Original map, converted to JPEG.
Slightly-revised map, with Earc's improvements on it. (Also, a JPEG in case it is a file type problem)
Re: Maps
Posted: Wed Aug 10, 2016 8:44 pm
by Alethan
Updated Map:
Additional Map Legend:
7. Faeries!
8. Cyclops Cave
9. Round Cave
10. New Lumberjack Camp
11. River Ruins
12. Field of Tormentil
13. Orc Camp
Re: Maps
Posted: Thu Nov 17, 2016 9:11 pm
by Marullus
June 2021 Game Map
The map below is the GM-provided map (made with all of my skillz in Paint).
Key:
1 -
The Town of Gaul. Gaul's soldiers only patrol one hex in each direction (marked with a darker shade).
2 -
The Mountain Camp. A well-worn site along the lakeside where merchants rest before going south over the mountains, or the last day's journey north to Gaul.
3 -
Frogmorton's Ford. A guardpost along the river watches this wide river-ford, which grants access to the east. It is named for the collective of halflings who have established a sturdy burrow attached to a water-mill along the west side of the river.
4 -
Burnt-out Goblin Hole. Site of the Vaul Guard's first victory.
5 -
Farrow's Farm.
6 -
Trombley's Farm.
7 -
Idmi d’dum. Dwarven settlement and quarries of the Blackhelm Clan.
8 -
Beith's Watch.
Features:
- Gaul is located centrally in a large grassland, so as to better establish and guard attendant farms.
- The River Gaul flows from the north into the large lake to the south. Fishermen venture forth to ply those waters.
- A Logging Road stretches north from the lumber yard outside of the town's gate to the edge of the forest.
- The Merchant Road winds south from the town to the lake, then up into the mountain pass to the South Lands beyond.
- The inexorable mountain range is known to stretch the entire bottom edge of the map, but its jagged foothills vary. The arms of these foothills nearest to Gaul can be seen to the southeast and west.
- Far to the north, the giant thrust of a mountain called Gehl Pinnacle reaches high into the sky, a landmark visible from at least 100 miles off.
Map Design:
- Each Hex is eight miles across.
- An unencumbered party over unimproved plains can move 24 miles in a day. (p. 45) Moving through forest is -1/3. Through swamps or mountains is -1/2. Using an established road is +1/2.
- Normal movement is for simple speed. If you are Exploring, you move at 1/2, but double your chance of encounters/discoveries.
- Normal visibility at ground level is three miles. To see a hex away requires getting about 40 feet up (such as a tree).
- This map is your starting point - my map is significantly larger. It may be possible for you to travel further than the edge (except for to the south).
Re: Maps
Posted: Tue Jul 18, 2017 1:27 am
by Marullus
The middle of the red hex is now a new confirmed location for "Guhra's Tower."
- Guhra.png (19.59 KiB) Viewed 2495 times
Re: Maps
Posted: Wed Oct 04, 2017 12:29 pm
by onlyme
Markd during a recess, copies over his map notes for public display. It shows the explored sections to and around the white tower where the Baudh Sun was found.
Re: Maps
Posted: Wed Oct 04, 2017 12:48 pm
by Rusty Tincanne
Demons!? Markd is trying to sway the public!!! Objection!!!
Nice map.
Re: Maps
Posted: Tue Oct 10, 2017 6:08 pm
by Marullus
Re: Maps
Posted: Wed Jan 17, 2018 6:58 pm
by Marullus
July/August 2021 Game Map
The map below is the GM-provided map (made with all of my skillz in Paint). These are the things on the Assayer's map in the Wooden Keep. I still want players to update the map themselves.
Key:
1 -
The Town of Gaul. Gaul's soldiers only patrol one hex in each direction (marked with a darker shade).
2 -
The Mountain Camp. A well-worn site along the lakeside where merchants rest before going south over the mountains, or the last day's journey north to Gaul.
3 -
Frogmorton's Ford. A guardpost along the river watches this wide river-ford, which grants access to the east. It is named for the collective of halflings who have established a sturdy burrow attached to a water-mill along the west side of the river.
4 -
Burnt-out Goblin Hole. Site of the Vaul Guard's first victory; rests over the infernal labyrinth.
5 -
Farrow's Farm.
6 -
Trombley's Farm.
7 -
Idmi d’dum. Dwarven settlement and quarries of the Blackhelm Clan.
8 -
Beith's Watch.
9 - The Yoldessi Crypts / Henge
10 - The City of the Yoldessi Plains
11 -
The White Tower, home of the Knights of Baudhil
12 - The Bogling Ruins
13 - The Kobold Tower
14 - Guhra's Tower
15 - The Goblin King's Hall / Scatha's Lair
16 - The City of Zhint
17 - The Ogre's Palisade
18 - Cyclops Cave
19 - New Lumberjack Settlement
Features:
- Gaul is located centrally in a large grassland, so as to better establish and guard attendant farms.
- The River Gaul flows from the north into the large lake to the south. Fishermen venture forth to ply those waters.
- A Logging Road stretches north from the lumber yard outside of the town's gate to the edge of the forest.
- The Merchant Road winds south from the town to the lake, then up into the mountain pass to the South Lands beyond.
- The inexorable mountain range is known to stretch the entire bottom edge of the map, but its jagged foothills vary. The arms of these foothills nearest to Gaul can be seen to the southeast and west.
- Far to the north, the giant thrust of a mountain called Gehl Pinnacle reaches high into the sky, a landmark visible from at least 100 miles off.
Map Design:
- Each Hex is eight miles across.
- An unencumbered party over unimproved plains can move 24 miles in a day. (p. 45) Moving through forest is -1/3. Through swamps or mountains is -1/2. Using an established road is +1/2.
- Normal movement is for simple speed. If you are Exploring, you move at 1/2, but double your chance of encounters/discoveries.
- Normal visibility at ground level is three miles. To see a hex away requires getting about 40 feet up (such as a tree).
- This map is your starting point - my map is significantly larger. It may be possible for you to travel further than the edge (except for to the south).
[/quote]
Re: Maps
Posted: Fri Feb 02, 2018 4:31 am
by Bluehorse
I found an editor that is pretty interesting. This was my experiment. Hope you like it!
- BiancasMap.jpg (144.75 KiB) Viewed 2306 times
Re: Maps
Posted: Tue Jul 17, 2018 10:59 pm
by Zhym
The Tomb of the Ghostly Trial
by "Fingers" McGraw
- Tomb Map.jpg (183.53 KiB) Viewed 2222 times
Re: Maps
Posted: Thu Aug 02, 2018 8:31 pm
by Marullus
Mid-August 2021 Game Map
The map below is the GM-provided map (made with all of my skillz in Paint). These are the things on the Assayer's map in the Wooden Keep. I still want players to update the map themselves.
Key:
1 -
The Town of Gaul. Gaul's soldiers only patrol one hex in each direction (marked with a darker shade).
2 -
The Mountain Camp. A well-worn site along the lakeside where merchants rest before going south over the mountains, or the last day's journey north to Gaul.
3 -
Frogmorton's Ford. A guardpost along the river watches this wide river-ford, which grants access to the east. It is named for the collective of halflings who have established a sturdy burrow attached to a water-mill along the west side of the river.
4 -
Burnt-out Goblin Hole. Site of the Vaul Guard's first victory; rests over the infernal labyrinth.
5 -
Farrow's Farm.
6 -
Trombley's Farm.
7 -
Idmi d’dum. Dwarven settlement and quarries of the Blackhelm Clan.
8 -
Beith's Watch.
9 - The Yoldessi Crypts / Henge
10 - The City of the Yoldessi Plains
11 -
The White Tower, home of the Knights of Baudhil
12 - The Bogling Ruins
13 - The Kobold Tower
14 - Guhra's Tower
15 - The Goblin King's Hall / Scatha's Lair
16 - The City of Zhint
17 - The Ogre's Palisade
18 - Cyclops Cave
19 - New Lumberjack Settlement
20 - Aslyn's Retreat
(suspected)
21 - The Shattered Dome
(Green Dragon Lair)
22 - The Sinking Tower
(Home of the Fated Sisters)
23 - The Hill Giant's Outlook
24 - Beginning of the Blighted Lands
(Foxy's encounter with zombies)
25 - The Destination of Clay Weatherwax's Vision
Features:
- Gaul is located centrally in a large grassland, so as to better establish and guard attendant farms.
- The River Gaul flows from the north into the large lake to the south. Fishermen venture forth to ply those waters.
- A Logging Road stretches north from the lumber yard outside of the town's gate to the edge of the forest.
- The Merchant Road winds south from the town to the lake, then up into the mountain pass to the South Lands beyond.
- The inexorable mountain range is known to stretch the entire bottom edge of the map, but its jagged foothills vary. The arms of these foothills nearest to Gaul can be seen to the southeast and west.
- Far to the north, the giant thrust of a mountain called Gehl Pinnacle reaches high into the sky, a landmark visible from at least 100 miles off.
Map Design:
- Each Hex is eight miles across.
- An unencumbered party over unimproved plains can move 24 miles in a day. (p. 45) For calculations, this sets normal movement at 2mph. Moving through forest is -1/3. Through swamps or mountains is -1/2. Using an established road is +1/2.
- Normal movement is for simple speed. If you are Exploring, you move at 1/2, but double your chance of encounters/discoveries.
- Normal visibility at ground level is three miles. To see a hex away requires getting about 40 feet up (such as a tree).
- This map is your starting point - my map is significantly larger. It may be possible for you to travel further than the edge (except for to the south).
Re: Maps
Posted: Fri Aug 03, 2018 6:28 pm
by Zhym
The Map of Zavarra
From Fingers.
Inquire with Fingers or at his shop for pricing information on the magical sigil that will allow travel to Zavarra