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 Post subject: Re: City Maps: Jackport
PostPosted: Nov 10, 2014 2:10 am 
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Le Noir Faineant
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The Jackport series items are your best maps, bro. Period. :)


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 Post subject: Re: City Maps: Jackport
PostPosted: Nov 11, 2014 5:49 pm 
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Lord of the Regency Council
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 Post subject: Re: City Maps: Jackport
PostPosted: Nov 12, 2014 5:04 pm 
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Knight
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 Post subject: Re: City Maps: Jackport
PostPosted: Nov 17, 2014 4:29 pm 
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Lord of the Regency Council
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 Post subject: Re: City Maps: Jackport
PostPosted: Mar 05, 2018 10:37 pm 
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Duke
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I'm currently running Ties that bind, from Zeitgeist Blackmoor campaign main book.
According to the book, the characters should accept the help of "the Snitch of Jackport" and pay him for information, but they decided not to trust the kid and to explore the town by themselves, so I assumed that they walked the town for a while until they got the map in their heads and I decided to hand them over the map.
Well... the first comment is that there is no door in the walls... sometimes obvious things get missed until playtested... ;)

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 Post subject: Re: City Maps: Jackport
PostPosted: Mar 05, 2018 10:46 pm 
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Duke
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Is the High Temple dedicated to a single deity or more like a pantheon?
Where is the seat of the Captain of the Guard and/or the Mayor/Town Council?

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 Post subject: Re: City Maps: Jackport
PostPosted: Mar 06, 2018 8:06 am 
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Lord of the Regency Council
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 Post subject: Re: City Maps: Jackport
PostPosted: Mar 06, 2018 10:53 pm 
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Duke
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 Post subject: Re: City Maps: Jackport
PostPosted: Mar 07, 2018 12:41 pm 
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Lord of the Regency Council
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Good question. I guess I need to adress these things in the next update. I think a main gate where the road from the north makes sense. What do you think? Anything else we might need to add to the map?

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 Post subject: Re: City Maps: Jackport
PostPosted: Mar 07, 2018 10:35 pm 
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Duke
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The town is small, so a single gate may be OK.
In alternative, you could think about a gate to the docks and two more on the two main roads departing from the town (one to the south and the other to the north, where the Elf town is). In alternative, there could be a single, combined gate between the docks and souther exit.

I'd add also an indication about the place where the mayor and the guards are.

Especially in the Old Market area, I'd break a bit the ordered road grid crossing the town perpendicularly.

EDIT: how about a reference for measuring distances as it can be found in many maps?

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