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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Mon Feb 11, 2019 12:12 pm 
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Royal Prince
Royal Prince

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Wed Nov 25, 2015 11:58 pm
Posts: 7473
1) Yes
2) Yes
3) Yes
4) Yes
5) No: 20'x30' room to SE.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Mon Jun 24, 2019 1:08 pm 
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Royal Prince
Royal Prince

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Wed Nov 25, 2015 11:58 pm
Posts: 7473
Party's Undermountain maps

Attachment:
Map One.png
Map One.png [ 39.47 KiB | Viewed 4090 times ]
Nine rooms
Attachment:
Map Two.png
Map Two.png [ 11.72 KiB | Viewed 4090 times ]
Nil rooms (as circular area is shrouded in darkness)
Attachment:
Map Three.png
Map Three.png [ 1.62 KiB | Viewed 4090 times ]
One room
Attachment:
Map Four.png
Map Four.png [ 23.51 KiB | Viewed 4090 times ]
Two rooms


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Tue Jul 02, 2019 12:51 am 
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Royal Prince
Royal Prince

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Wed Nov 25, 2015 11:58 pm
Posts: 7473
Chris1234 wrote:
Waterdeep cps, sps, eps, gps, pps are:
neb, shard, sambat, dragon, sun.
Also:
Taol is a square piece if brass, worth 2 dragons in the city but virtually worthless to anyone not trading with Waterdeep.
Habour Moon is a palm-sized piece of platinum inset with electrum and is worth 50 dragons in Waterdeep, only 30 dragons elsewhere.
Both taols and habour moons are pierced to enable the bearer to string multiple coins together.


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Thu Nov 14, 2019 1:22 am 
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Royal Prince
Royal Prince

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Posts: 7473
Blackstone
Attachment:
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Blackstone.png [ 1.76 MiB | Viewed 767 times ]
Key: 10' squares


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 Post subject: Re: General Campaign Information, maps etc
PostPosted: Thu Nov 21, 2019 2:35 am 
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Royal Prince
Royal Prince

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Wed Nov 25, 2015 11:58 pm
Posts: 7473
Cellarers’ & Plumbers’ Guild

Masters: Hilithimm Turnstone, Master Plumber (CG hm expert 4); Jhalossan Turnstone (LG hm expert 3), Turnstone Plumbing and Pipefitting, Belnimbra’s Street, Dock Ward (D2)
Headquarters: The Old Guildhall, Gaustus Street, Trades Ward (T26)
Requirements: 5 gp; acceptance by the guild master only; Dues: 7 sp/month
Skill Training: Craft (carpentry), Craft (stonemasonry), Knowledge (engineering), Profession (engineer)
Members: 300 Masons; Resource Limit: 3,000 gp;
Livery: Deep orange caps and cloaks, with a red line trim border around all hems and cuffs
Titles: Initiate = , Officer = , Commander = , High Commander =
Benefits

This guild is small, highly trained, and somewhat scornful of the “thick-fingered clods” of the Carpenters’, Roofers’, and Plaisterers’ Guild, whose work they constantly encounter in the course of their duties; with the advent of the Loyal Order of Street Laborers, they have even less respect, as that guild’s trade in street repair used to be a primary source of income for this guild. The Cellarers’ and Plumbers’ Guild is now strictly concerned with digging
building foundations, and keeping the sewers of the city functional and safe.
The guild is engaged in constant small repair jobs in the sewers about the city, but is no longer responsible for restoring the surface of any street or courtyard dug up; they simply send a runner to the Loyal Order promptly upon completion of the work, and that other guild handles the repair. Their
reward for hours of muck and backbreaking digging are the highest fees of any of the service guilds: 2 gold pieces per man per day or part of a day (most crews are two or three men in size) plus materials, and a “crew head” (food and drink retainer) of 10 gold pieces per day or part of a day.
Materials commonly used include lots of pipe, fashioned by other guilds, depending on whether it is made out of metal or clay; the cellarers and plumbers lay it, support it with stones and talus or wooden collars of their own fashioning, and seal everything with various secret mixtures of
pitch, gravel, lime, sand, and similar materials. Members of this guild unearth many things during the course of their diggings. By the rules of the guild, they are bound to tell only the owner (most will do so only if the owner is observing, or asks directly) upon request, or fellow guild members, of treasure, skeletons, valuables, secret passages, and the like (they may keep any of these that they can make off with undetected by the owner or the watch, by guild rules). Most senior guild members, in their work of draining cellars or repairing the sewage plumbing of old buildings, learn the general layout of the city sewers in 2-5 (1d4+1) years. Some believe that members of this guild know of underground pipes and cavities that lead nowhere,
but are used by this guild for storing weapons, magic, and treasure—and disposing of the occasional corpse—where only earthquake or the guild will find it. Some believe that this guild knows of, or even makes, hidden tunnels leading into the treasure vaults of nobles, and the cellars of the Palace itself. Some are correct.


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