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    • CommentAuthorJimP
    • CommentTimeMar 14th 2019 edited
     
    Here is the start of the first one. The green areas are grass and mold. Some rooms have cobblestone, some various kinds of rock floors. The water circular room, the stairs go down into the water. The right corridor entrance to the circular room is blocked by a porcullis.

    Quenten, I'll let you decide where they should go. Let me know if I need to make changes.

    Yeah, some floors are too regular...

    Fixed the non-randomness of some of the floors. Would it look better in the water room if I used a light gray instead of the same water bitmap to cover the lower parts of the stairs ?
      dungeon05b.png
    • CommentAuthorJimP
    • CommentTimeMar 14th 2019 edited
     
    Here it is, without doors and traps; except for room 2, and the portcullis in room 21 leading to room 2. Room 16 is easily found, small trasure. Its a distraction from rooms 14, 15, 17, and 18. I tend to number short passagways that have traps, or lead to rooms that have something going on in that location.

    The passageway leading from outside, and room 1, could have mold and jellies in them; instead of just foliage growing in them.
      dungeon05b2.png
    • CommentAuthorJimP
    • CommentTimeMar 14th 2019
     
    Dungeon 1, for Quenten.

    1) 60' x 60'. Mold, 2 debris piles. Bird guano. Maybe bat guano to. No door to the entrance. South exit has no door. South east exit has a reinforced wood door.

    2) 60' circular room. Stone stairs go down into the water. A dead ? monster lies in the water. East entrance is blocked by a portcullis.

    3) 40' x 40' a hidden room. Secret doors block seeing the open doorway, and the reinforced door, entrances.

    4) 50' x 110' a castle wall, one tower. Water well behind the tower/wall.

    5)

    6) odd-shaped

    7) 70' x 50' 3 pits, 2 have skeletons. One has a small chest. Another small chest in the northwest corner. The two treasures are of small value, its to discourage adventurers. Hopefully convincing them that there is nothing here work looking for.

    8) 40' x 30' The spiral stairs lead down, or up. If up, they come out into a small cave overlooking the entrnce to this dungeon. A lookout. Of course, it could go down to another level, and up to the lookout.

    9) 80' x 50' Secret door on east side. Nothing here. After 5 minutes a nonchalant whistling can be heard. The sound will drift around the room for a few minutes. Then stop. After 2 minutes, a durge plays for 5 minutes. Then all music stops.

    And an updated map. I decided to go with a 10 bmp gray on top of the stairs and monster bones in room 2.

    Why are the numbers all over the map ? I originally did it so players at my games couldn't guess what room they were in, if they accidently read my room notes.

    There are cracks under the water in room 12. Not sure how to display them. Place them on top of the water and put a gray bmp on top of both ?
      dungeon05_0007b.png
    •  
      CommentAuthorMonsen
    • CommentTimeMar 14th 2019
     
    So, what did poor Quenten do this time that is so bad that you felt the need to construct a dungeon just to hold him? And will we ever see him again, or will he be trapped in there forever?

    Posted By: JimPThere are cracks under the water in room 12. Not sure how to display them. Place them on top of the water and put a gray bmp on top of both ?
    Put the water on a sheet with a slight transparency effect
    •  
      CommentAuthorQuenten
    • CommentTimeMar 14th 2019
     
    Remy's suggestion about the water is a good one, perhaps with a small Edge fade, Inner as well.
    This could be an abandoned dwarven mine/dwelling? Perhaps a few descriptions to reflect this?
    Would be great as the first level of 1001 in the Jimpa cave on the Cultist map soon to be added to the Atlas (give me a day or 2)
    And thanks so much for taking up this job, Jim, I very much appreciate it (and so will many others)

    And someone come and rescue me, I am stuck in this dungeon, battling mould with my misonidazole gun.
    • CommentAuthorLoopysue
    • CommentTimeMar 14th 2019
     
    Oh... I think we'll wait just to see what you will do! :P

    Nice going, Jim ;)
    • CommentAuthorJimP
    • CommentTimeMar 14th 2019
     
    No. Sillies. These are dungeons for the caves Quenren. set up.

    Dwarf. Okay. I'll work on that.
    • CommentAuthorJimP
    • CommentTimeMar 14th 2019
     
    And thanks Sue !
    •  
      CommentAuthorQuenten
    • CommentTimeMar 14th 2019
     
    Probably best if you exclude the 'false' numbers for the Atlas.
    • CommentAuthorJimP
    • CommentTimeMar 15th 2019
     
    I checked the dungeons I submitted before, and they all have room numbers. But I can leave them off these maps.
    • CommentAuthorWyvern
    • CommentTimeMar 15th 2019
     
    Are Bird and Bat Guano related? ;)
    • CommentAuthorJimP
    • CommentTimeMar 15th 2019
     
    Doubt it, but both do fly and drop guano downwards.
    •  
      CommentAuthorQuenten
    • CommentTimeMar 15th 2019
     
    I meant to leave the numbers on the rooms, but not the numbers that don't relate to anything.
    • CommentAuthorJimP
    • CommentTimeMar 15th 2019
     
    Some of the rooms I put the numbers by the rooms instead of in them. I want to add items in there and the room numbers would obscure that.
    •  
      CommentAuthorQuenten
    • CommentTimeMar 15th 2019
     
    Aha! As you were, then, sir.
    • CommentAuthorJimP
    • CommentTimeMar 16th 2019
     
    Okay. Not sure if I be able to do more this weekend, but I do have ideas for additional maps.
    • CommentAuthorJimP
    • CommentTimeMar 16th 2019
     
    Quenten, and some of the rest of you, I was wondering. Doing mainly square and rectangular rooms would be boring...

    My thought is, I would increase, on some of these maps, circular rooms of different diameters. Traps of water and pits in a number of ways.

    Or should I stick with mostly square and rectangular rooms, with a few circular rooms ?

    I also have an idea about descending parts of a single floor, but not sure how to implement that yet.

    Thanks !
    • CommentAuthorLoopysue
    • CommentTimeMar 16th 2019
     
    I'm not a DM, but I would guess that variety would be good. It depends how much time you have :)

    (and don't rush - we like you being fit and well, Jim ;) )
    • CommentAuthorJimP
    • CommentTimeMar 16th 2019
     
    I'm okay. Temperatures dropped today. But I put on my jacket before leaving the house.
    • CommentAuthorJimP
    • CommentTimeMar 16th 2019 edited
     
    Here are some examples from Ye Olde CC2 days. Early Dwarf Home maps. Some Stone Giants, and the human Magic-User who employs them live in this area.

    So, I'll see if I can come up with something similar/different for your dungeons Quenten.

    They come from Dwarf Home level 4:

    level 4 thumbnails
      dh4d_10b.png
      dh4g_10b.png
      dh4j_09b.png
    • CommentAuthorJimP
    • CommentTimeMar 16th 2019 edited
     
    Here is another very basic example map. I had to make a construction layer, draw an arc, then use polygon to draw it in, and then use the various line tools to put in the walls.

    The previous 3 maps were originally drawn with paper and pencil. Years later I bought CC2 and used them as drawing guides after I scanned them to bmp files.
      dungeon06_0002b.png
    •  
      CommentAuthorQuenten
    • CommentTimeMar 16th 2019
     
    These are all great Jim. i just love your dungeons, and imagination with them
    • CommentAuthorJimP
    • CommentTimeMar 16th 2019
     
    Thanks. As you can see, I finally figured out how to do angled passageways. I think this is the first one I've posted here.
    •  
      CommentAuthorQuenten
    • CommentTimeMar 17th 2019
     
    Jim, this is the write-up I have done for Berends waste, which is where Jimpa cave is.
    Berend’s Waste Region
    Berends Waste is well named, for not only is it a barren and arid land, dotted with tall solitary pines, half dead in appearance, stunted shrubs that crawl with nasty prickles and harbour deadly scorpions, with huge rocks thrown around as if by an ancient giant, but it is also the final resting place of the luckless explorer and amateur archaeologist, Sir Norbert Berend.
    But although it is so bleak and uninviting, certain ‘peoples’ do eke out a living here. In particular, there is the settlement of mangy huts and feasting halls of the Redfoam goblins, many of which hunt in small bands across the Wastes, particularly after the adders and lizards that seem to love this environment – even scorpions make a fine meal, after they have been specially treated. Ugh!
    In the mountains, near Hagen’s Column by an extraordinarily beautiful lake, is the entrance to the Halls of Brokagun. This is the under-mountain mansion of a slowly dwindling clan of black dwarves. They are extremely isolationist, and rather hostile to strangers. It is thought that because of their isolationist policies, paranoia, and dwindling numbers, that many abandoned areas deep below their living and working areas are now inhabited by fell denizens of the dark.
    And for the intrepid, foolhardy, and obviously suicidal adventurer, there are the infamous Jimpa caverns, once home to a side-branch of the Brokagun Dwarves, but now, long gone. Who know what treasures are there. Certainly there are dangers, because remarkably few have emerged from the dark entrance to the light of the world again.
    • CommentAuthorJimP
    • CommentTimeMar 17th 2019 edited
     
    Copied and pasted text into my file for this dungeon.

    General dwarf inhabitation and defenses on the current level and denizens on a level below ?

    Or all denizens with some old defenses ?
    •  
      CommentAuthorQuenten
    • CommentTimeMar 17th 2019
     
    For Jimpa Caves: Perhaps a small group of dwarves bunkered down (like Balin in Moria in LOTR) on a level between abandoned levels above and below - denizen-rich ones :D. The rest of the world thinks there are none left here (ie at Jimpa's caves, not Halls of Brokagun, which is still inhabited by plentiful, though dwindling, dwarves)
    • CommentAuthorJimP
    • CommentTimeMar 17th 2019 edited
     
    Okay. Three levels for this one. Some survivors behind/within an underground redoubt. Denizens about. I may redo some of the posted level. I'll think it over. Also working on Dwarf Home and I think I have come up with some ideas 8th Dwarf Home that will work for this Jima cave.

    On my cell.
  1.  
    Really like these rooms, Jim.
    • CommentAuthorJimP
    • CommentTime7 days ago
     
    Thank you.

    I came up with an idea. Looking at DH 4J -09 room 443 above, if the arc across from the entrance passageway was a castle wall with towers, defenders could enfilade any bad guys coming into the room.
    • CommentAuthorJimP
    • CommentTime7 days ago edited
     
    Here is the transparency added so the skeletons and stairs can be seen under the water. 1000 pixels wide.
      dungeon05_0008b.png
    • CommentAuthorShessar
    • CommentTime7 days ago
     
    This is awesome Jim!

    You really do make the best dungeons. :)
    • CommentAuthorLorelei
    • CommentTime7 days ago
     
    I always look forward to your dungeons and the traps and tricks you include. It's great having friends with excellent DM imaginations....you ALL know i've stolen ALL your ideas, right :) haha. Great work, Jim.
    • CommentAuthorJimP
    • CommentTime7 days ago
     
    Thank you both.

    I make maps so other folks can use them.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Allergy season. With my over the counter allergy medicine my sinuses are clear and no headaches... but I am still wheezing and coughing.

    Mapping will continue.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Here we go. Room descriptions and the first level/entrance map. 1000 pixels wide.

    I think I need to reduce the number of secret doors. Any suggestions ?

    Berend’s Waste Region

    Berends Waste is well named, for not only is it a barren and arid land, dotted with tall solitary pines, half dead in appearance, stunted shrubs that crawl with nasty prickles and harbour deadly scorpions, with huge rocks thrown around as if by an ancient giant, but it is also the final resting place of the luckless explorer and amateur archaeologist,

    Sir Norbert Berend.

    But although it is so bleak and uninviting, certain ‘peoples’ do eke out a living here. In particular, there is the settlement of mangy huts and feasting halls of the Redfoam goblins, many of which hunt in small bands across the Wastes, particularly after the adders and lizards that seem to love this environment – even scorpions make a fine meal, after they have been specially treated. Ugh!

    In the mountains, near Hagen’s Column by an extraordinarily beautiful lake, is the entrance to the Halls of Brokagun. This is the under-mountain mansion of a slowly dwindling clan of black dwarves. They are extremely isolationist, and rather hostile to strangers. It is thought that because of their isolationist policies, paranoia, and dwindling numbers, that many abandoned areas deep below their living and working areas are now inhabited by fell denizens of the dark.

    And for the intrepid, foolhardy, and obviously suicidal adventurer, there are the infamous Jimpa caverns, once home to a side-branch of the Brokagun Dwarves, but now, long gone. Who know what treasures are there. Certainly there are dangers, because remarkably few have emerged from the dark entrance to the light of the world again.

    Dungeon level 1, for Quenten.

    1) 60' x 60'. Mold, 2 debris piles. Bird guano. Maybe bat guano to. No door to the entrance. South exit has no door. South east exit has a reinforced wood door.

    2) 60' circular room. Stone stairs go down into the water. A dead ? monster lies in the water. East entrance is blocked by a portcullis.

    3) 40' x 40' a hidden room. Secret doors block seeing the open doorway, and the reinforced door, entrances. Small chest with coins.

    4) 50' x 110' a castle wall, one tower. Water well behind the tower/wall.

    5) 50' x 40' a broken open wood chest is here.

    6) odd-shaped A small metal box in one corner.

    7) 70' x 50' 3 pits, 2 have skeletons. One has a small chest. Another small chest in the northwest corner. The two treasures are of small value, its to discourage adventurers. Hopefully convincing them that there is nothing here worth looking for.

    8) 40' x 30' The spiral stairs lead down, or up. If up, they come out into a small cave overlooking the entrnce to this dungeon. A lookout. Of course, it could go down to another level, and up to the lookout.

    9) 80' x 50' Secret door on east side. Nothing here. After 5 minutes a nonchalant whistling can be heard. The sound will drift around the room for a few minutes. Then stop. After 2 minutes, a dirge plays for 5 minutes. Then all music stops.

    10) 30' x 30' A cool breeze of unknown origin sometimes whispers across this room.

    11) 40' x 30' armory and weapons. Mostly rusted, but a magic weapon might be found here. A few scattered coins.

    12) 200' x 110' large cracks in the floor. Skeleton partially in the water. Debris, and a skull, in the northwest corner looks like it might have been a last stand for someone. A wood pile in the center, north of the water. The small debris area to the left and below the wood pile has bones sticking out from under the rotted wood.

    Secret door leads to room 2 then 9. The way down to the next level.

    13) 100' circle The green painted spiral stairs goes downwards into a small tunnel which dead ends. The dwarves considered this a distraction and part of the defenses. It didn't save them.

    14) 60' x 40' Contains a stone wall with two small towers. The stairs lead up onto the wall. The small wood trap door in the northeast corner leads to the tunnel. It goes to the reminas of a stone house in room 17.

    15) 40' x 40' Somone, or some Thing, has stacked dwarf skulls in two corners. No other bones are here.

    16) 20' x 40' a few rotted tables. Blood splotches on one of them.

    17) 60' x 60' ruins of a stone house. Both entrances to this room are secret doors.

    18) 40' x 60' The pit has a loose rock on one side. A small wood box is behind it.

    19) 10' x 30' one door is secret

    20) 10' x 40' booth doors are secret

    21) 30' x 10' damp and moldy walls

    22) 30' x 10' At random iintervals: a warm breeze flows through, or a cool breeze in the opposite direction.

    23) 30' x 10' whispering in this small room. And occasional word might be understood. 'Doomed', or 'flames !'.

    24) 10' x 60' At random intervals; marching feet can be heard here. Sometimes a dwarven voice can be heard exclaiming 'Attack !' or 'Defend our families !'.

    25) 20' x 10' overly dusty floor. No foot/claw prints here.

    26) 20' x 10' pile of dwarf skulls. A portcullis blocks entrance to room 3. Rusted, but noisy to get past it.

    27) 20' x 10' pile of dwarf skulls. A few coins under the pile.
      dungeon05b3.png
    •  
      CommentAuthorQuenten
    • CommentTime4 days ago
     
    Terrific, Jim, thanks for this, and I am sure many others will also thank you.
    • CommentAuthorJimP
    • CommentTime3 days ago
     
    I'll have to fix some spelling errors in the room descriptions, and then on to the level below this one.
    • CommentAuthorJimP
    • CommentTime3 days ago
     
    Almost forgot. I have some debris to place in various areas. I'll leave the monsters out for whomever uses the map to place. Unless that is wanted as well.
    • CommentAuthorJimP
    • CommentTime3 days ago edited
     
    While this particular map is going into Dwarf Home Two, an alternate dungeon, it contains some ideas for level 2 of this dungeon I'm drawing for Quenten.

    One of the debris piles in room 89, covers a floor area, that when pulled up with great effort, opens up a tuennl to the room 97. Thats also why all the skeletons are in there, some Dwarf and some Orc.

    Note that the walls and towers are hastily built. Otherwise the dwarves might have won.

    1000 pixels wide.
      dha11b.png
    •  
      CommentAuthorQuenten
    • CommentTime3 days ago
     
    Leaving the monsters out is best (also note this at the end or beginning of the description.).
    • CommentAuthorJimP
    • CommentTime2 days ago
     
    I do much of my reading here via my cell. So I missed it. I'll leave the monsters out. But I can put things in like claw marks in the stone that hints at monsters if that is okay.
    • CommentAuthorJimP
    • CommentTime2 days ago edited
     
    Okay, i reread what you posted Quenten. I hope I got this right.

    14 rooms of debris and skeletal remains. I labeled it Level 2 to help me keep track.

    The broken floor in room 8 is because something huge tried to come up to this level. I need to adjust the text sizes.

    There is nothing here but debris, rotten wood, and skeletal remains. And yet, the doors are in good condition.
      dungeon06_0005b.png
    • CommentAuthorJimP
    • CommentTime9 hours ago edited
     
    Working on third level. I hope to be able to map areas where the floor/passageways are broken and torn. Probably use the default cave tool for that.

    Here is the text for this level:

    Level 2

    1) 140' circle. Meeting room. A few bones, some wood debris.

    2) 30' x 100' A room for warriors and their families to gather before going to a tribal meetng. Swept clean.

    3) 140' x 70' Quarters/barracks for fighters. Debris and skeletal remains.

    4) 40' x 110' Living quarters for the families of the dwarf fighters.

    5) 120' circle. Dining room for the dwarves.

    6) 90' x 90' kitchen. Fireplaces that have gathewred dust. Several old tables that are falling apart.

    7) 100' circle Armory and storage. Rust and wood dust.

    8) 70' x 70' transit room down to third level. Hasty barracades. Broken floor shows something huge tried to come up the spiral stairs. Bones.

    9) 50' half circle.

    10) 80' x 70' defenses for stopping enemies coming from the surface. But they came frm below.

    11) 50' x 30' food storage.

    12) 30' x 20' food storage

    13) 40' x 80' home of the Dwarf leader

    14) 80' x 80' home of the sb-leaders

    15) 30' x 70' fighter store room
    •  
      CommentAuthorQuenten
    • CommentTime5 hours ago
     
    This is great Jim. Glad I gave you so many caves in my maps for you to dungeonize.
    • CommentAuthorJimP
    • CommentTime4 hours ago
     
    I do need to do a better job of spelling though.

    The other thread about monster tracks is part of level 3.