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Grundhu the Derhii

Cartographer Monkey's page

282 posts. Alias of Patrick Curtin.


1 to 50 of 282 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

5'. I'm going to likely be updating Thursday. Apologies folks, getting to the laptop to adjust the map can be tough

OK. Crude start to map, but I'm beat. Take a look, give me an idea what you want to do


OK. Here is the map. I have assumed everyone is headed south to the bandit Tristan is on. The bandit in darkness can't really be seen. The girl in the middle is the one I mentioned tied up to a tree by the campfire unconscious. Past the tree line is heavy woods, i.e difficult terrain


OK new map!


The black shapes represent racks of clothes or props. The pathways are the only really clear areas. If you wish to go into the non path areas you can, but that will count as difficult terrain, and there will be dex checks not to blunder into something.

Check it out! Look who is back!

>Surprise round



I'll work on getting this straightened out soon

>Temple brawl

Karrin's opponent is on the ground now. Karrin missed with both attacks

Karrin misses her foe, but the command FALL! makes him drop to the fetid muck on the street. Ekuur's trikal connects and a puff of flame bursts from the wepon, searing his foe. Thelnarin is less lucky. His swing goes wide.


Those who have run upstairs are now on the top deck. There are two restrained crewmembers up there, but I haven't iconned them. I have arranged the lower deck people as best I could from action descriptions.

Vilya, Magnus, Felicia and Velrissa scramble up the cramped stairway up to the Green Lady's top deck. Selene is riding full and high now in the star-stuffed tropical sky, shining a bright oceanic blue in the diamond-speckled darkness. The howls of the two tied up crewmembers meet their ears.

"Those two are tainted!" Velrissa cries, pulling a wicked-looking dagger from a calf sheath. She runs over towards them and screams

"Get to the shoreboats! We have to get off this accursed ship!"

Meanwhile downstairs...

The tangle of fallen slime zombies squelch and squick as they struggle to regain their footing. Iz readies his next attack, a splatter of greenish muck stippling his face

Round TWO! Citali, I am going to move you upstairs unless told otherwise


The icon near y'all is Velrissa.

OK. After another long mess, I have returned..


Take a look and call out a position..



This is a tight fit. I put you in an approximation of where I thought you would like, let me know if I am wrong. The stairway leads down to another level, so you cant cross under it. The squares with boxes in it are considered difficult territory.

>>new map<<

>>New Map<<

Vilya is still up the mast, which is why she is off the deck map

>>New Map<<

You are all together, and now I just have to get the initiatives straight ..

>>Exploring the Green lady<<

OK, here's the map. The stairways lead to the fore and stern castles, which you can see. There are also doors to unexplored (shaded) aread beneath the respective castles

>Updated map<

I'll get some more done soon


Scribbles madly

ACK! I should be mapping!!!

>>Rough Map<<

Again, apologies for my tardiness

Actually I'd want to put on more clothes to tackle that mess *yug*

Abd then get to cleaning the garage. Maybe


If anything is awry, let me know. It's been a while, and I am sure I missed things >.<

>Top Rd 2 map<



Apologies all around for my absences. Looking back I should have posted to at least say hello more often.


Name a coordinate and we will get this mitzvah chugging along. The party is behind Karrin, so you can use a move action to get into the first part of the common room


Issac stares Death in the face, all 500 kilos of him. Beyond he can see some ripped-up common room furnishings and the voice he heard earlier

"Skargus! Deal with them! Hurrek, Birrek, and Ancalak! aid him!"

Everyone else is behind Issac and Phaumee on the stairs


Gimmie a holler if anything seems awry. Rhiannon in case you missed it, I had moved you to keep you out of the lightning bolt path

Rhiannon d'Deneith wrote:
Hoisting her shieild, Rhiannon takes a spot on the front line her sword ringing as it is drawn.Nodding to her friends she locks her gaze on the door, her resolute stare ready to declare death on whatever threatened them.

Sorry I missed this one Rhiannon. What coordinate do you want to start off in?


Big ugly is in doorway. Have attim! =D


The flames on wall are torches. The big fire is the hearth. The shapes with dots on them are food cupboards. There is an ale keg on a stand at H12, and a small wine rack at S24-6. Any wall not covered with a piece of furniture has many different weapons in brackets mounted on it. I didn't bother with the bunk rooms, but assume bunk beds take up most of the wall space and there are a few footlockers with blankets as well. The side rooms come with lightly-constructed doors. The door to the stairway is very solid, but whatever is thwacking it means business.

Positions are vague approximates. Call a location out and I will place you there. You have ample warning that something is going down.


The ground ones are all dead thanks to Stheno. If anything seems amiss, or I missed something, let me know ..

EDIT: Please switch Stheno's position to S16. That is my bad.

>Start Rd 2 MAP

I think I got everything..


Another two goblins throw off silken tarps to reveal themselves.

OK. The two in front of the food/drink stall are ground level. The four on tents are 10' up in air, balancing on very thin walls of woven wicker.




White swirl is the ice storm effect


Everyone is in placer mode. You can call out an alternate location if you don't like the one you are at. Tree symbols indicate light forest beginning 10' from road.


Gold circle is Glitterdust. Dark circle is the area affected by Mass Hold Person. Merle intends to head up, but is currently at rd 3 space. This map reflects the end of rd three and the start of rd 4. Roll me your saves, and those that succeed head on to posting your actions.


OK, had a bit of extra time to update. Issac, I put you in c22. This is probably a bad spot for you, I assume you will call out a different coordinate. This is just a quick update, anyone need a change let me know. Few more things to suture up before rd 4 ..

EDIT: Heh..ninjaed. Issac, I gotta fly, but look at the map and see if this influences you post. I'll retcon on the morrow ..


Deep green is dretch's stink. Grey is the webbing cast at Issac.


Red is Ekuur's blast, purple is Justin's.


Black is darkness, green is obscuring mist. The dretch have used their round to move at running speed, so they can't do anything else. I am holding off the archers until I get more PC postings as they go at bottom of round.

KK sorry folks been real busy this week, but I am hoping that I can get this started soonish today.


OK. The yellow patches are rotted bark. The beetles are your tethered mounts. The dark lines are tall curls of bark (10 ft tall). Arrows are whistling in from the upper left-hand side of things. It is already dark, but Karrin has put magical darkness up (black swirly thing) that covers most of you. Call out any changes to your actions based on this info, and I will continue to get things going.


The blonde guy by Nari and Ekuur is Veridis. The screaming chick by Issac and Karrin is Marlus. Get me a group initiative, and I will start the battle going (hopefully soonish).. Merle and Seph I have no info on, I will hold them back until I get an idea whether they will participate from this point


Post up them actions!

>Justin's Map<

Finally got a map together of Justin and his lizardly antagonists


OK. The green circles are the Dretches' Stinking Clouds. The 'S' circle is Ekuur's Silence spell. Call out grid coordinates you want to be in. Nari-you have some movement left in round Six if you wish to go somewhere before we post up all the Round Seven actions. Ekuur-your Silence spell was a full round casting time, so you will have to just take your normal round seven actions.

Misc junk:

2d8 + 7 ⇒ (5, 1) + 7 = 13


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