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A

H

C

1

2

3

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17

Daylight

Alaina

Cel

Dulae

Dara

Xizoh

Henri

Captain

Silo

Necrom.

Creepy prison cells

torchlight

Spooky darkness

Deeper in

x

x

x

x

x

x

x

x

x

x

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Daylight ( down )

Unexplored ( up )

16

P

X X (2)

P

X X (5)

P

X X (6)

P

X X (3)

P

X X (1)

P

X X (4)

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Daylight ( down )

Unexplored ( up )

15

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14a

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14

Daylight ( down )

Unexplored ( up )

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Daylight ( down )

Unexplored ( up )

13

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Daylight ( down )

Unexplored ( up )

12

X X (1)

P

X X (2)

P

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Daylight ( down )

Unexplored ( up )

11

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Daylight ( down )

Unexplored ( up )

10

(

X X

Spooky darkness

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Unexplored ( up )

Daylight ( down )

9

X X (1)

P

X X (4)

P

P

X X (3)

P

X X (2)

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Daylight ( down )

Unexplored ( up )

8

X X (5)

P

X X (1)

P

X X (2)

P

X X (3)

P

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Daylight

Unexplored

7

Bright light

Spooky darkness

X X (4)

P

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6

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5a

O

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5

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Alaina

Cel

Dulae

Henri

Xizoh

Anathema

4

Alaina

Cel

Dulae

Dara

Xizoh

Anathema

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3a

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3

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2c

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2b

X X

P

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2a

A

D

C

X

D

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Alaina

Cel

Dulae

Dara

Xizoh

Anathema

2

H

Da

X

Du

A

C

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Cel

Military headquarters

(in part)

The road

Mountains and Abbhen

The rest of Altiendel

No windows here

Military headquarters cont .

Military headquarters entrance

More buildings this way

More buildings this way

@#$% ton of snow

SHINY

Bench

Big ass tree

Church of Altien

(in part)

Lots of big windows

Rough town boundary (not marked)

1

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View from either the front or back of the cage (i.e. in the tunnel, where most of the party is standing)

Three inch gap between top of cage and tunnel ceiling (no admittance to medium humanoids or giant snakes)

The tunnel

Cage

Cave walls

Just above the cage there is a square hole in the tunnel ceiling just large enough to comfortably fit the cage

Cage

The square hole in the ceiling (where Cel is climbing) reaches roughly 10 feet above the tunnel ceiling

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Cage

Tunnel ceiling

Tunnel ceiling

Tunnel ceiling

Tunnel goes up this way

(Xizoh is standing here)

Tunnel goes down this way

(Most PCs are standing here)

(GM note: both the ceiling and floor are slanted in the cave tunnel, but I am too lazy to draw that.)

Noo way any of you are fitting through here

Pulley

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Map rules

  • If you can’t fit your entire marker in the square, it’s not a viable place to stand (i.e. end your move), but if you can fit 50% in, you can move through it.
      • Lenient arbitration planned for both PCs and enemies.
  • No cover: you can draw a straight line from any point on the edge of a marker to any point on the edge of another
  • Partial cover: if there is at least one straight line from the edge of one marker to the edge of another
  • Full cover: if there is no straight line from any edge of one marker to any edge of another. (Creatures provide soft cover.)
  • Assume anything drawn on the map has the area shown from 0-8 feet above the ground and is too dense to see or shoot through, unless otherwise stated.
  • For ranged attacks please draw a line from PC to target. (Enemies would do the same.)
  • For area of effect, please mark the affected squares. (A circle would do fine.)

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Combat rules

  • Combat order will be round-based: PCs/allies and enemies (aka Cel’s suggestion)
      • PC initiative rolls will be averaged together and enemy initiative rolls will be averaged together. Highest average initiative goes first.
      • If enemies win, they’ll take a turn immediately. PCs will have one day to post (24 hours), and actions will be in the order of posts. GM will auto-bot a combat action for any PC that hasn’t posted by the end of the two days before posting the enemy round.
  • PCs should move their own marker(s) on the map during their turn. If a move turns out to be unviable, we will retcon as needed.
  • Initiative:
      • GM will roll initiative for all active markers on the map when enemies initiate combat, or after a surprise round.
      • PCs are welcome to roll initiative when they initiate combat; GM will roll for any PCs that haven’t yet to make the averages to determine round order.