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Author Topic: D&D 3.5: Sunless Sea: Back to the Normal Time.  (Read 56604 times)

Dwarmin

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Re: D&D 3.5: Sunless Sea
« Reply #270 on: November 05, 2011, 04:47:35 pm »

I vote Midnights Gleam as well, just to get it out of the way.
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #271 on: November 05, 2011, 04:50:15 pm »

Midnight Gleam as well. I like tempest, but not enough to vote for it. Flying Pig is too ridiculous.

EDIT: Here is the main deck layout. It should have the right amount of pixels to be used in map tools. I'll compile all the levels into one post when I have them. This has little detail to it, so don't worry about that. There also won't be grid lines. Any initial comments would be appreciated.

Updated images have been moved to a new post.

The catapult was moved because in the middle it could easily hit a sail and destroy your ship. I also moved the ballista because it was behind a pillar! Who designed the original ship!?

Once room layouts are drawn you can make requests for objects that you'd see in your quarters and around the ship.
« Last Edit: November 06, 2011, 12:03:46 am by The Fool »
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #272 on: November 05, 2011, 10:45:23 pm »

I vote also for Midnight Gleam, it just has that ring to it. Also, hell no to Flying Pig.

The friday time would be ideal for me, since that means I only have to get up at 7am instead of 3am and on a saturday as well.
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Kogan Loloklam

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Re: D&D 3.5: Sunless Sea
« Reply #273 on: November 05, 2011, 11:15:45 pm »

Aww. Flying pig was so nice though. I guess since people say they will refuse flying pig I'll withdraw my support for it. I still think it was deliciously random.


Fool, the catapult was actually in a good spot. You had it somewhat protected if our "t" gets crossed. It made a good Broadside armament. This was why I argued for Sail/Oars too. In battle, you get your rowers out and increase your speed and maneuverability at the cost of crew endurance. Outside you got the sails. Of course I think Grek is doing it differently, and reigns is more of what I saw as "oars". Either way, we can take the sails down and go to props in battle. This means we don't have to worry about harming our rigging. Even if we did have to worry about it, I don't think it would have been that much risk to the sails since the catapult is probably built more like a Mangonel style, which means a low trajectory, as opposed to a Onager with a higher arc.
You are 100% correct on the Ballista though. It's worthless to have it on the foredeck and behind a mast, unless it was for "crew discipline"

I assume the rearward circles with xs in them are the wenches for the boats? You will need to run a chimney through the decks for the propeller furnace though. You also lost the chimney going through the main deck somehow.

(Edit: You know, if we can, we should put a catapult in front and behind the center mast, so we have 2 machines for a broadside, and then a bow and stern chaser ballista, potentially giving us a decent throw weight. I don't think we'd be able to crew them all in combat, but it does give us a larger tactical flexibility in naval combat.)
« Last Edit: November 05, 2011, 11:37:37 pm by Kogan Loloklam »
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #274 on: November 05, 2011, 11:27:03 pm »

I fixed the chimney in my drawings, but I still need to update them again. The two circles with xs are furnace chimneys. I'll include winches in the final drawing, but I won't update it for now.

The reason I moved the catapult was because if we got caught in a battle, and we couldn't take down the sails fast enough (we are a team of 9) then we'd have to use the catapult with the sails up. That is why I moved it from the middle. Not to mention it is too big for the middle. With the lower level access hatches, the ladder, and the doors there is no room. This also allows it to fire every direction but backwards.
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Kogan Loloklam

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Re: D&D 3.5: Sunless Sea
« Reply #275 on: November 05, 2011, 11:43:13 pm »

Heavy Catapults have the high arcs. Light Catapults don't. A Light catapult requires 10' space.
So if we can squeeze another 5 feet out, we could probably put 2 light catapults on the lower deck, and we probably won't have to worry about ammunition being high enough to damage our sails in the beginning part of the trajectory of the catapults.
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #276 on: November 05, 2011, 11:55:21 pm »

I'll move the ladder to the other side, flip it, and put a catapult where it was. There won't be much room for the crew, but then again we chose not to have one right now (apparently).

So now that the front quarter deck is rather empty what do people want to do with it?

Here is the ship so far:

Spoiler: Main Deck (click to show/hide)

Spoiler: Quarter Decks (click to show/hide)

Spoiler: Lower Deck (click to show/hide)

I've numbered the rooms. Pick what room you want and your roommate. If people want to add things to their own rooms let me know. 2 of the rooms have chests for their goods, and the other 2 have more open space for stuff. If you want a library it would either go in your quarters, or into a room in the hold (not drawn yet). There may or may not be room since the furnace is being added.

I'll finish the layout in the morning and maybe start detailing and shading.
« Last Edit: November 06, 2011, 12:19:55 am by The Fool »
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Kogan Loloklam

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Re: D&D 3.5: Sunless Sea
« Reply #277 on: November 06, 2011, 12:03:56 am »

Besides the Bowchaser, I'd say leave it empty for now. There isn't really a lot of room to do space-intensive things on the ship, and that area will probably be the only spot we'll have.
As for the crew space, they really don't need much room except for their bunk space. They will probably be in the galley or lounging around on deck up top when they aren't doing other tasks. And like you said, we aren't likely to have much crew either.

(Edit: I'll take whatever bed is 10' in length. I'm already 8'6", and am likely to grow another 6"-1' before I stop growing.)
« Last Edit: November 06, 2011, 12:23:25 am by Kogan Loloklam »
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #278 on: November 06, 2011, 12:25:35 am »

If we have some supplies up top (barrels tied and pinned down, etc.) maybe we can buy some space in the store area. What kind of room should I add if that works out? I remember something about a library, but I'm not sure.
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Kogan Loloklam

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Re: D&D 3.5: Sunless Sea
« Reply #279 on: November 06, 2011, 12:33:48 am »

A library is very bulky. Extra room allows us to extend our endurance in a pinch. Plus ammo and extra parts take up lots of room.
The storage area is best if it's easy to reconfigure, so we can change depending on the situation.
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Heron TSG

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Re: D&D 3.5: Sunless Sea
« Reply #280 on: November 06, 2011, 01:48:40 am »

I'll be there next session, if anyone wants to bunk with a man who deals in mind explosions. (Mental Power Mantle, fuck yeah!) What all happened today? I was busy running like a madman all day.
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Criptfeind

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Re: D&D 3.5: Sunless Sea
« Reply #281 on: November 06, 2011, 02:03:08 am »

Nothing.

I will bunk with you. Mindplosions are always fun, but not my guys cup of tea.
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #282 on: November 06, 2011, 02:48:27 am »

I would have my guy bunk in one of the rear cabins, and preferably with either the bard or the ranger. He would rather not bunk with someone that smells, like the kobold or the troll.
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Grek

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Re: D&D 3.5: Sunless Sea
« Reply #283 on: November 06, 2011, 03:18:19 am »

What all happened today?

They met with the steward in charge of the docks, the sorcerer in charge of building/enchanting the ship and designed the boat.
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #284 on: November 06, 2011, 03:25:08 am »

I'm pretty happy with it's design, it's pretty balanced and can probably handle quite a lot that gets thrown at it, more so if we are smart. I did like the idea of having a skeleton rowing crew, but it was not meant to be as it appears. I left before the weapon choices though, so it appears we choose catapults and balistas.
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