- CosCon 2007 - Map Notes
CosCon 2007

Map Notes


  • The ceiling is 30 feet. That means in the central area it is 30 feet from ground to ceiling. On the western, eastern, and southern edges it is 10 feet from ground to ceiling. The area above the ceiling is an infinite amount of stone.
  • All thin walls are 1 foot thick masonry walls and they extend to the ceiling. All thick walls are made of hewn stone and also extend to the ceiling and are buried deeply into the ground. The walls are supported strongly from above and below, so much that even disintegrating the entire lower portion of a wall would not cause it to collapse.
  • The floors on the elevated edges of the map are flagstone. The lower central area floor is low-cut grass and dirt.
  • The stairs are stone and fairly steep. It'll cost 2 squares of movement to move up them. Running or charging down them would require a DC 10 Balance check. Tumble checks made on them increase the DC by 5.
  • All doors are 2 inch thick iron doors. They all open toward the center of the board. All hinges are located on the side closest to the center of the board. One-way doors do not have a handle on the opposite side. An object weighing 10 pounds or more is necessary to prop open a door, unless the object can be wedged in underneath (a standard action), like a crowbar or piton.
  • Barred doors are barred on both sides and can be slipjacked with a DC 15 Open Locks check. Locked doors require a DC 20 Open Locks check. One-way doors can be slipped open from the wrong side with a DC 15 Open Locks check.
  • Chests are all 25 lbs empty and made of wood. They are all unlocked. Opening a chest is a move-equivolent action. So opening a chest and retrieving an item (or two items if both hands are free) would take two move- equivolent actions. The contents of the chests are listed below.
  • The room is lit by light spells on the ceiling, located at every non-edge vertex. This is enough so that any of form of light will not be necessary at all (unless someone decides to start dispelling everything).
  • The arrow slits will provide improved cover as suggested on pg. 152 of the PHB (basically double cover).

    Areas of Interest

  • The mounted light catapult is actually a +2 Light Catapult of Disintegration on a swiveling circular base. When rocks or heavy objects are fired, they create a Disintegrate effect centered on wherever they hit. Objects fired lose the Disintegrate effect if multiple objects are fired or if the object breaks apart in flight. The object fired deals damage before becoming destroyed by the effect. There is a pile of catapult stones immediately next to the catapult. For purposes of line of sight, we will only use the vertex in the 12:00 position of the circle on the map that represents the catapult. The catapult can only fire at vertices north of the vertex. When targeting, a vertex must be chosen to target, not a square.
    The area where the catapult is located is an open area. A character could jump down from that ledge. The catapult and ammunition provide cover to anyone behind it or located in any of the catapult's squares. Treat the four catapult squares as light rubble for purposes of movement. The catapult will start the game loaded. By the way, the catapult room will be guarded...
  • The fire on the board is magical and cannot be dispelled. A character moving into a flaming square will take 1d8 damage for every square s/he moves through. Additionally, if a character takes damage from the flames, then upon leaving a flaming square, the character is treated as being on fire (DMG 303-304). You cannot run through fire, only double move.
  • The 10x10 ft. magic area in the corners will heal 12 hit points per round to any character who ends his/ her turn in it. If a dead creature enters the area, s/he will immediately be raised from the dead as if True Resurrection had been cast. Even characters reduced to dust from the result of disintegration may be resurrected. Immediately after resurrecting a character, the magic area no longer functions. I will not use an excellent trick, which would be to raise a belt back into a pig, or dragonhide armor into a dragon. We'll assume that only the ten players' characters can be resurrected.
  • The pool of water is 20 feet deep. If a disintegrating round hits the surface, it will immediately discharge the disintegrating effect, so characters that are submerged can avoid readied catapult fire.

    Contents of the Chests and X spot

    The X spot is a pile of the following equipment:
  • Adamantine +3 Longsword of Speed
  • Luckblade with 0 wishes
  • Greater Ring of Energy Resistance vs Fire, Electricity, and Cold
  • Ring of Death Ward
    Both chests labelled C1 contain the following equipment:
  • Staff of Healing
  • Rod of Absorption
  • Bracers of Armor +8
    The chest labelled C2 contains the following equipment:
  • Iron Bands of Bilarro
  • Rod of Negation
  • Oil of Life (see Philosopher's Stone, DMG pg. 279)
    The chest lablled C3 contains the following equipment:
  • Cloak of Resistance +10
  • Iron Horn of Valhalla
  • A Talisman of Zagy


  • Every 5 rounds, an earthquake will rock the area. The only consequence will be that characters will have to reroll initiative.
  • Every 2 rounds, Dimensional Anchor (Caster Level 20) rays from above will fire at the squares containing C2 and C3 and also all adjacent squares. They can't be avoided by any character in those squares.
  • On round 20, a Sphere of Annihilation will appear.
  • On round 30, everybody starts taking 15 damage every round from energy type: DM's wrath.