Black Tomb
Black Tomb
Black Tomb
12 14 13
10 11
9 8 17
6 16
15
7
5 18
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4 3
1
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67-69: “No wait. Wait. I don’t know
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Sacri�ce Flow Anyone not yet “baptized”
can be shaken or jolted out
1. Potential sacri�ces of their trance, but will
arrive at the tomb and be lethargic, dreamy, and
drink from the pool [6]. suffer disadvantage on
their next 5 rolls.
2. They �nd an availble
niche in [4], strip and
throw their belongings
into the pit (except their Vincent’s Extras
item of shame)
Vincent has added a number
3. Go to the Chapel [7] of personal ourishes to the
to wait for one week Tomb to ensure his success.
15
Sand: Essentially a slurry Each turn a character is
of necromantic potential, submerged the sand attacks
entirely comprised of angry, them trying to enter their
charred and �nely powdered mouth, nose and other ori�ces
bone fragments. The sand is (+4, 1 dmg).
undead but neutral.
Characters must concentrate
Skulls: Detect as evil. If to hold their breath. If they
they touch sand, they form an take damage CON SAVE with a
appropriate skeleton (e.g., DC of half the damage taken
bull skulls make bulls). (min DC10). If they fail,
they lose one unit of their
Snatching: Anyone ending breath bar.
their turn on or next to the
black sand has a 25% chance If a submerged character
skeletal hands pull them into makes a check OR save rolling
the sand. Further, 25% chance an unmodi�ed 5 or less, they
it grabs a person it perceives lose a breath bar unit.
as being in danger and
“protecting them” from attacks. Once they hit 0hp they stay
DEX SAVE DC15 to avoid. STR alive for their CON MOD (min
DC15 to pull yourself out. 1) turns and die without
intervention.
If another character assists
each makes a STR check with Lost breath bar does not
advantage. If the character recover naturally—characters
outside the sand secures violated this way are �ghting
themselves and uses leverage extreme panic if submerged
no roll is needed. again. Characters always have
at least one unit of breath
holding no matter what, other
Suffocating: Characters units only replenish with
have a “breath bar” while lengthy peaceful downtime.
in the tomb. It consists of If characters have special
breath holding and dying skills, backgrounds or
segments, only coming into specialized training that
play when a character is would nullify this panic
submerged in sand. reset their bar immediately.
Breath Holding
2 + CON MOD (minimum 2) Note: Saves and checks are
noted with stats alone. If a
Dying character is pro�cient in a
CON MOD (minimum 1) skill and that skill’s use
makes sense, use the bonus
Example Bar for a char given by that skill.
with CON 15 (+2)
Damage Abbreviations:
Drop to 0hp (p) - piercing
Die (s) - slashing
(b) - bludgeoning
16
Sacri�ces 5
d6 physical
d4 ethereal
4 4
4 4
Three rooms [4]
contain groups
of skeletons 5’ squares
“�shing” bodies subtly expand
from the pits to 10’ squares
using hooks and
chains
4 4
2 Sand Skeletons
d4 Candle Golems 2 21
Ignore
characters and
keep working
unless attacked
4 3
1
1. Entrance Upon entry, The Hallway is
Heavy bronze double doors 80' x 20'. When characters
[10' x 10', patina, relief: reach [5], the Hallway is
procession of cloaked �gures, 160' x 40'—creatures and
hands raised towards a large objects retain their normal
moon] Open outward silently. size. See The Ritual (p. 14).
19
6. The Moon Pool South (F): [AJAR]
Minerva, the banshee, may sing 10' x 10', double door, heavy
quietly to herself (50%) or cry bronze. Depicts the new moon
(25%), but stops if she hears a (obsidian, 500gp), and bones.
noise.
Pillars: The horizontal
Light [yellow like a full bands can be turned to align
moon starting to rise, from the runes in different
pool], black pillars [10' permutations. Vincent must
wide, granite, 11 horizontal crack this code to reveal the
bands carved with arcane �nal spell (p. 14).
runes, some glow, DC20
WIS: match runes in [4]], Pool: The water in the pool
domed ceiling [above pool, is 100% banshee tears.
coffered, magical darkness
above the �rst row], pool The full moon is re ected in
[emits true moonlight, the pool, gazing in your face
occasional ripple, 3' deep at is re ected as it will look
edge then 10' deep, alcove at the time of your death
at bottom hides Vincent's (d4: 1. old, 2. crushed, 3.
phylactery], candles [black, poisoned, 4. throat slit).
between pillars, ring pool, If she’s looking, Minerva’s
burning, wax pools], black re ection always appears right
sand [avoids candles, hugs over the viewer’s shoulder.
walls, huge drifts on east
side], six doors, shadowed Water removed from the pool
wall alcoves [stacks of glows with actual light of the
wolf, bull and human skulls] full moon until the next new
moon and can open (C).
20
13
C
8 B D 17
6
A E 15
7
F
5
10d8 lightning DEX SAVE DC20 If the Southern Door (F) is
for half. Five leaping bolts. closed, it locks until the new
moon and sand piles up against
Doors: A & B are always it, making it progressively
unlocked. The others unlock more dif�cult to open until it
when the moon is in that phase is buried completely.
or if that phase’s moonlight
or “true” representation
touches them (such as St.
Anya's Medallion, or a Moon
Disk from [7]).
21
Minerva is lonely and sad
about her brothers’ situation.
She usually simply watches
intruders, unless they are an
obvious aggressive threat,
and may even join them in
Minerva M
N
undead
1100XP [7]. If she does, she usually
AC: 11 HP: 45 SPD: 40’ pretends to be a priestess of
St. Anya and caretaker of this
STR DEX CON INT WIS CHA tomb. Her answers to questions
are short and cryptic, and
-2 +1 0 0 +1 +3 she always tries to steer
Darkvision: 60’ the conversation to get
Resistant: acid, �re, lightning, information about the latest
thunder, non-magical attacks
Immune: cold, necrotic, poison, news from Brighton.
charmed, exhaustion, frightened,
prone, grappled, paralyzed, petri�ed,
restrained When her story falls apart,
she probably cold touches
Ethereal Sight: Minerva can see 60’ someone so she can (stylishly)
into the Ethereal and Material plane.
ricochet off of them and
Incorporeal: Minerva can move through through a wall.
creatures and objects as if they were
dif�cult terrain—5 force dmg if she
ends her turn inside one. If fought in [6], she �ings
skulls piled in the shadows
Rejuvenation: If destroyed, Minerva
reforms by the blue topaz (the Sand along the northern wall into
Thresher’s “eye”) in d4 hours. the sand and has Sand Bulls/
Wolves (p. 44) attack before
Cold Touch: +5, 4d6+3 cold and can
ricochet off her target up to 20’ she descends from the dome,
without provoking an opportunity screaming or singing a lullaby.
attack.
Disarming Shout: Minerva can attempt Minerva usually attempts to
to disarm a target within 40’ with a stop any �ghts using her
concentrated blast of song. Contested
roll, +3 vs STR or DEX. If successful lullaby, disarming shout
the weapon is ung 10’ away. and �ing—especially if her
brothers are in danger.
Fling: (recharge 5,6) [Bonus Action].
Minerva can telekenetically throw up
to 4 items, within 120’ and weighing She legitimately loves
less than 25 lbs each, up to 40’. Vincent, even if she’s unhappy
Lullaby: Minerva begins singing. with her situation, she won’t
Concentration. Anyone within 30’: let people harm him. She may
Turn 1: Feels sleepy. Speed -10’
Turn 2: Disadvantage all rolls �ght him herself but she will
Turn 3: CON SAVE DC15 or unconcious not allow others to do so.
If she is alive and Vincent
Scream: Minerva begins emitting
a single piercingly high note. engages in combat she waits
Concentration. Anyone within 30’ for an opportune moment to
takes 2d4+3 psychic damage. come through a wall or attack
Shriek: If Minerva sings or screams with Sand Bulls and Wolves
for 2+ turns she can escalate it into and she may throw Candle
a sudden shriek. All living creatures
within 30’ are pushed back 20’ and Golems into the fray.
must CON SAVE DC15 or drop to 0hp.
Minerva cannot leave the
Tomb without the blue topaz
containing her true soul—
otherwise becoming “stuck”
22
(p. 14) and unable to reach She loves learning new music
the Entrance [1]. The topaz and enjoys hovering above the
is in the right eye socket of Moon Pool [6] while singing.
the Sand Thresher [18]. If
destroyed she reforms by the
topaz in d4 hours.
The brothers (p. 10) are They are ravenous and cannot
confused and delirious. If ignore fresh blood.
they did not enter with the
party, they can arrive at any Minerva attempts to protect
(in)convenient time. The light them and is enraged if they
of the full moon from the die. She usually attempts to
Moon Pool [6] transforms them stop combat, calming everyone
into feral monstrosities. with her lullaby if possible.
She may even beg characters
to save her brothers and break
their curse—without mentioning
Vincent as its source.
Werewolves M humanoid
CE 700XP
AC: 12 HP: 58 SPD: 40’
+2 +1 +2 0 0 0
Immune: non-magical/non-silver attacks
Keen Senses: Advantage on WIS checks
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8
6
26
brought by Vincent’s Sand Notable Plants
Messengers (p. 28), and she
works to breed new varieties. Pink Bells: Resembles a
lily of the valley with small
Altar: Dedicated to St. fuchsia bell-shaped owers.
Anya and closely resembles If one is held (intact and
the one found in the church in soil) it "snaps" the tomb
in Brighton. Detects as good, back to its normal size for
radiates serenity and soft the holder. Valuable for
moonlight, and "calls out" creations involving the
to the good aligned. St. distortion or displacement of
Anya reveals ashing scenes to time and space.
those who pray at her altar:
Banshee Fingers: Minerva's
A room of swirling black �rst success. Appears to be
sand and huge jaws of bone. a type of trumpet lily with
A huge blue gem containing a red/black interior but the
a screaming woman. Weapons unopened blooms look like a
bathed in moonlight upon the human �nger complete with
altar. A glowing silver disk nail. Smells "expensive." You
held against a door. A large X probably don't like the smell,
shining on a red brick wall. but want to keep smelling
it. Will start new trends in
Items placed upon the altar major cities, and once it
will glow with moonlight takes off, could easily sell
for one hour and count as for 500gp per plant.
magical or silver. Good
aligned characters are Eye Stalks: These spiny
also blessed, and add d4 to succulent plants resemble
their attack rolls and saving aloe vera but their bloom
throws for the next hour. contains a single moving eye
that weeps if the plant is
See also The Ritual (p. 14). broken. Juice from its eshy
leaves heals (d8+3 per leaf,
d12+3 leaves) but itches
after application. CON SAVE
DC12 or scratch yourself for
the amount healed +2.
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Lockbox: (TRAPPED) DC20
WIS: Has a false bottom.
Opening the box incorrectly
opens the false bottom and a
Thief’s Blade (p. 45) ies
out to attack. The main
compartment contains �ve
beautiful rubies (100gp ea.)
and a blue velvet pouch.
10 11
9. Armory
Armor stands [3 sets of
full plate, old fashioned],
hanging swords, axes
and bows, hanging tools
9 [picks, shovels, sledge
hammers], coils of chain
[3 x 200'], table [tongs,
8 6 rings, picks, hammers,
pliers, bag of feathers], red
bricks [under table, small
pile, trowel, mortar bags],
wooden crates [arrows,
8. Warehouse bolts, daggers, mismatched
Wooden crates [contain armor, arrow heads, dowels],
bundles of red (75%) or white black sand throughout
(25%) candles], hanging
clothes [out�ts, outdated, Armor: Two sets of plate,
quality but worn], crumpled decorated with horses, are
clothes [2 complete out�ts, Animated Armor (p. 42).
on oor, as if someone
melted, lots of sand], table
[wooden, sturdy, 4 pouches 10. Tack Room
(100gp ea.), stacks of paper Armor stand [full barding,
(travel documents) cover old fashioned], cubbies
heavy lockbox], hanging map [horse blankets, black and
[regional, red dots by towns], white geometric patterns,
black sand throughout one purple with golden knot
designs], 4 saddles [on
Sand Messengers: stands], hanging bits and
Skeleton + Warhorse (p. 44). bridles, coils of rope
Get equipped here before black sand
[10 x 50'],
heading out to scout, deliver throughout
candles (red dots on the map)
and fetch plants for Minerva.
28
Purple Blanket: A opens when a button is pushed
hungry, 4’ x 6’ ying carpet in [14]. There are scrape
(400 lb capacity, 60’ speed). marks on the oor from its
Decorated with a design of opening and closing, and the
d12+2 golden knots. Each time shelf holds seven trophies.
it is used a knot disappears.
When one knot remains it Flesh Golem: The fourth
attacks the next rider as room contains a huge 15’
a Rug of Smothering. After sarcophagus of perfectly
eating, d12+2 knots appear. smooth, highly polished, black
granite with inclusions that
shine like blue �re. It is not
11. Bone Stable sealed and the Flesh Golem (p.
Wall of skulls [bleached, 31) sleeps �tfully within.
horse, rune on frontal bone,
40], wooden shelves [hold The golem emerges if it hears
skulls and cover eastern an exceptionally loud noise
wall], 2 saddles [on stands], (e.g., a brick wall being
sloppy brick wall [DC15 knocked down with sledge
WIS: large iridescent X], hammers). There is also a 10%
black sand [large drifts], cumulative chance it emerges
ghosts [faint, walking] each time a trophy in the
suite is touched.
Skulls: Horse skulls grow
into Sand Warhorses (p. 44).
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The Flesh Golem is fueled by
Flesh Golem H construct
LE 1800XP hate and pain for it knows
AC: 9 HP: 93 SPD: 60’ nothing else. If it is alive
and Vincent is killed, it
STR DEX CON INT WIS CHA awakens and hunts those who
killed its master. It can sense
+5 -1 +4 -2 0 -3 the general location of anyone
Darkvision: 60’ who has harmed its master as
Immune: non-magical attacks, long as they are within �ve
lightning, poison, charmed,
exhaustion, frightened, paralyzed miles of each other.
Immutable Form: The golem is immune
to anything that would alter its
form.
Aversion to Fire: Disadvantage to all
rolls 1 turn after taking �re damage.
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14
6
13. Vincent's Chambers 13A. Personal Library
Fragrant [rich, oral, Shelves [packed with magical
heady], owers [cover a table, tomes, a statue head, 3
pink, bell shaped], votive large glass jars of tar(?)],
candle stand [black candles, chair [soft black fabric,
all lit], messy table [stone, highbacked, wooden legs are
mess of papers, books, mortar carved skeletons holding up
and pestle, broken jars, dice, the chair], side table
two white rabbits in a cage [wood, carved to resemble a
frozen in stasis], skeleton cobra with an open hood]
[human, laid out on a table],
silver sand [magic circle], Glass Jars: Contain Black
star chart [western wall, 5' Puddings (p. 42) Vincent uses
diameter, starts 2' off the to keep his chambers sand free.
oor, glows, shows current
star and planet positions
and updates in real time, 13B. False Phylactery
SECRET DOOR], three other Silver web [10' x 10', oor
rooms towards the back to ceiling, large holes,
[northwest: shelves, north: sticky, across entrance],
huge spider web, northeast: stone altar [smooth,
stone chair], no sand plain, black granite],
ornate golden reliquary
Star Chart: DC15 WIS: [atop altar, gold plated,
It is not centered at eye rectangular with a pyramidal
height. An illusion covering top, reliefs depict battles],
a round hole in the wall. crocodile statue columns
[black granite, 4, one per
Magic Circle: Anyone corner, open mouths point
touching the sand has their down, shining golden eyes,
spirit ung deep within a hands press against ceiling
storm on the Astral Plane. as if holding it up], gap
Their body is stuck in place in the oor [6" wide, 6"
until they are removed or a deep, runs full length of the
WIS SAVE DC20 returns them to opening to this room (10')].
their body.
32
Reliquary: (1000gp) in the throne, the mirror can
Empty. A hal ing could �t provide a "birds eye view"
inside but not close the lid. (1000' - 4000') above any
global location and, with
The Web: The astral silver practice, the user can take a
cords of Vincent’s victims are ying tour of the world. The
effectively indestructible. throne and mirror each weigh 1
DC10 DEX to go through it ton and cease functioning if
safely; if touched DC20 WIS signi�cantly damaged.
or become stuck and paralyzed
as Hold Person. DC25 STR and Purple Cloth: Beneath
3d4 tearing damage to be the purple cloth are the
pulled off. "incredibly lifelike" statues
of two �nely dressed, 4(?) year
Trap: The eyes of the old boys with expressions of
crocodile statues glow yellow pure screaming terror. Princes
when a mortal goes through the prophesied to destroy their
web. If a mortal touches the kingdom, a nobles conspiracy
reliquary a 10' x 10' Wall of had them petri�ed—the "statues"
Force appears just behind the have long been thought lost.
web, sealing the room. Acid
pours from the statue's mouths
and �lling the room 6” 14. Secret Room
per turn. d10 acid for every Fine wooden chests [4,
6" submerged. The reliquary locked],2 statues, no sand
is impervious to the acid.
If 5 statue eyes are smashed Chest 1: d10+1 luxurious furs
the Wall of Force vanishes. (d4 1. lynx, 2. fox, 3. mink,
The statues are smooth and 4. ermine) (2500gp total)
dif�cult to climb, especially
when slick with acid. When Chest 2: 3500gp, 12 golden
acid touches all four of the goblets (100gp ea.)
crocodile's jaws (8'/16 turns)
the ow stops. After 5 minutes, Chest 3: 700gp, 3 strings
the acid drains into the gap of black pearls (500gp ea.),
in the oor 6” per turn. Wand of Magic Missiles 3rd
level 25 charges
33
Cantrips
Vincent Bine M
LE
undead
33000XP
• Acid Splash: 30’, DEX SAVE DC20,
4d6 acid 2 creatures within 5’
of each other
AC: 17 HP: 135 SPD: 30’ • Mage Hand: SPD 40’
• Ray of Frost: 60’, +12, 4d8
STR DEX CON INT WIS CHA cold, speed -10’ until start of
Vincent’s next turn
0 +3 +3 +5 +2 +3 1st Level: □□□□
Truesight: 120’ • Charm Person: target WIS SAVE
Saves: Con +10, Int +12, Wis +9 DC20 with advantage in combat
Resist: cold, lightning, necrotic • Detect Magic: 30’
Immune: poison, non-magical attacks, • Magic Missile: 120’, 3 darts,
charmed, exhaustion, frightened, d4+1 force
paralyzed. • Shield: Reaction, +5 AC, 0 dmg
from Magic Missile
Legendary Resistance (3/day): If
Vincent fails a saving throw he can 2nd Level: □□□
choose to succeed instead. • Acid Arrow: 90’, +12, 4d4 acid,
2d4 acid next turn. On miss,
Rejuvenation: If destroyed, Vincent half 4d4 acid
reforms by his phylactery at the • Enlarge/Reduce: CON SAVE DC20
bottom of the Moon Pool in d10 days. • Invisibility
• Mirror Image
Paralyzing Touch: +12, 3d6 cold CON
SAVE DC18 or paralyzed for 1 min. Save 3rd Level: □□□
at the end of each of target’s turns. • Animate Dead
• Counterspell: against 4th or
Turn Resistance: Advantage on saves higher, +12 vs 10 + spell level
against any effect that turns undead. • Fireball: 150’, 20’ sphere, 8d6
�re DEX SAVE DC20 for half
Legendary Actions: At the end of • Vampric Touch: +12, 3d6 necrotic
another creature’s turn, Vincent can and heal same amount, 10 turns
take a legendary action (3 total). He
regains spent legendary actions at 4th level: □□□
the start of his turn. • Dimension Door: 500’
• Resilient Sphere: 30’, DEX SAVE
1 action: cast a Cantrip DC20
2 actions: use Paralyzing Touch
2 actions: Frightening Gaze. 5th level: □□□
Vincent �xes his gaze on a creature • Cloudkill: 120’, 20’ sphere, 5d8
within 10’. WIS SAVE DC18 or become poison CON SAVE DC20 for half
frightened for 1 min. Save at the end • Cone of Cold: 60’ cone, 8d8 cold
of each of its turns. The creature is CON SAVE DC20 for half
immune to his gaze for 24 hours.
3 actions: Disrupt Life. Each non- 6th level: □
undead creature within 20’ takes 6d6 • Disintegrate: 60’, 10d6+40 force
necrotic dmg CON SAVE DC18 for half. DEX SAVE DC20
• Mass Suggestion
34
17
6
16
15
18
15. Body Processing that summons and tranquilizes
Stench [rot, death, metallic, a black bull. The skeletons
smoke], skeletons [12, then kill and butcher it.
blood stained, chopping,
cutting, sorting, hauling],
partially butchered black 16. The Furnaces
bull [on table], blood Smoke [thick, acrid, swirls
[ oors, walls, splatters, wet towards ceiling], heat
and dry], corpses [pile, [signi�cant, almost immediate
severe decay, mostly bones], sweating], furnaces [8, spit
tables [wood, sturdy, blood ames continually, resemble
soaked, chipped], chains geometric skeletal faces,
[hang from ceilings, hunks a metal barrel in each],
of esh on hooks], buckets burning skeletons [16,
[corpse slop], crates of 2 per furnace, shoveling,
bones, wax smears [on oors cracking bones, hauling],
and walls], black sand black sand [large piles],
[minimal], stairs down shovels, wheelbarrows,
crates of bones
Bodies from [4] are brought
here for processing. The Furnaces: occasionally
skeletons separate any (20%) spew a 15' cone of �re
remaining tissue (put in 4d6, DEX SAVE DC12 for half.
buckets) from the bones (put
in crates). Because the Black sand is made here.
corpses have been dead for so Bones are cracked and thrown
long, supplemental esh and into metal barrels in the
fat is needed for the candle furnaces. The barrels crush
making process. Every few the bones, then seal, and
days, 8 Candle Golems form a the pulverized bone powder
circle in the center of this is transformed into black
room and perform a ritual sand. Smoke from the process
36
is sucked into a reservoir The Candlemaker is busy:
in the ceiling to serve as a 1. Pouring candles.
critical reagent in the �nal 2. Rendering corpse slop.
steps of Vincent's ritual. 3. Bundling candles.
4. Pulling a thread of silk
out of a spider.
17. The Chandlery 5. Creating Candle Golems.
Shelves [wooden, candles, 6. Melting tallow.
spider webs, blocks of tallow,
bottles], robed skeleton Candle Golems: Do as
[candlemaker, working], their master commands, and
candle golems [d4+1 hauling spend most of their time
supplies, d6+2 spinning wicks fetching him things. When not
or ribbons], cauldrons [2, needed, they spin corpse hair
large, iron, 5' diameter, into wicks or spider's silk
blue �re below], fragrance into the ribbons used for
[subtle, pleasant, hanging bundling candles (p. 43).
bunches of herbs on ceiling],
bundles of candles [many:
red, black, white].
16
18
19
18. The Sand Living creatures ending their
Spatial distortion is greatest turn on the platform take
in this room. The room is 2d4 void damage multiplied by
140' x 140', and the sand the number of times they have
is 30’ deep in most places. stepped on the platform.
38
19
21 20
3
40
Papers: Thomas’ “crazy is stuck a loop of the 24
wall.” Maps, and pages from hours prior to discovering
spell books, historical texts the location. He sleeps,
and illustrated fairy tales are eats, reads and messes with
connected by colored strings. the pages on his wall.
Anyone with INT > 15 inspecting Around 10:00pm he has his
the papers WIS SAVE DC20 or breakthrough and appears to
refuse to leave the room until rush from the room only to
they have “cracked the code.” phase out of existence. At
Papers reveal the location of midnight, Thomas reappears
the Tomb. and the room returns to its
original state no matter how
Terracotta Plate: much its contents may have
Every 4 hours, fresh baked shifted or been destroyed.
bread, a chunk of aged cheese,
and fruit appears on the plate. Thomas’ spirit has become a
The bread and fruit are always poltergeist (p. 45) and gets
different but the delicious angry if people attempt to
cheese is always the same. speak with automaton Thomas
and "interrupt his studies."
Bed: Anyone who lays down on
the bed must WIS SAVE DC15 or He prefers to throw books and
fall asleep for d8+1 hours. objects in Thomas' Quarters
[20], and generally leaves
the Library alone. He will not
21. The Library touch the diorama, considering
Bookshelves [10, wood, it to be one of his proudest
high quality, 3 fallen], accomplishments and goes
books [stacked everywhere, berserk if it is damaged.
all "mundane" in nature], Although the poltergeist is
mountain of black sand permanently invisible, he can
[reaches to the ceiling in be seen in the mirror af�xed
southwest corner of the to the wall [20]. It does
room], terracotta diorama have a good view of the room
[atop a stone table, complete though, broken shards of the
model of the tomb]. mirror also re ect Thomas.
Terracotta Tomb: A
perfect map of the Tomb of
Black Sand done to scale (5
foot squares).
41