Empty Hills... looks like there might be a mine, or a hole salted with bits of silver, in the hills.
Old Silver, a small town, abandoned.
3000 pixel jpg in my gallery. I'll be busy on Wednesday, and gone until Tuesday of next week. I'll probably be able to reach here by cell, but that will be it.
Maybe something to sharpen up the trail would be useful too, either a different colour for it, or maybe a glow effect on it as it is now.
Might be worth thinking of some additional trails/roads for the settlements (if they are) elsewhere on the map, as it seems a little odd there's an apparently old, worn trail between Old Silver and The Dark (imagining that's why it fades out partway between the two), but not one from anywhere else to Old Silver, for instance.
Added more trails, different tree coverage areas, some farmland near Old Silver. And another hill with a cave, maybe it is the real silver lode/adventure area ?
The different tree symbol sizes is supposed to reflect the different tree coverage areas.
My plan is to make more of the above local maps, then detail a few ruined towns and some regular town areas. Maybe add in a dungeon hither and yon. Two would be the two caves/mines in Dark Hills.
Preliminary salted mines inside The Dark. As you can see, something else might be going on there. A cart and some tracks, water, and two rooms with a passage connecting them.
If an adventurer comes in late at night, without lights of clanking metal, they might hear a bucket splash into the water, the bucket being pulled through the water. A short pause. Then stone grinding against stone, as the secret door is closed.
3000 pixel jpg in my gallery. ( fixed a typo in the above text. )
While I can see the doors to the corridors being secret there isn't as much point in hiding the doors to the rooms. The corridors have to lead somewhere after all so an explorer would assume at least one room would would be attached. Hiding a room door might make it more difficult to open and putting a false door or two on the corridor walls could lead to triggering traps. Only the cavern itself would likely be publicly mapped so the corridors and rooms should be put on hidden layers that only the GM would see until the proper time. Could you describe the room contents in more detail?
2) main cave; pillars some hollow, rock piles, a mine cart or two, broken barrels, 3 squared off rocks, secret door to 11.
3) water source, a small spring keeps it fed. But water flow is rather slow.
4) this part of 2 hides the secret door. Behind it is a skeleton and some small piles of mixed coins. The real secret door behind it hides the alchemists' areas.
5) a mining cart, empty. Points sort of to the 3 foot wide hole in the wall.
6) a long cave, with various rocks.
7) a small room, a reinforced door at the end, 5 feet wide.
8) an oval room; two opened chests, two small piles of silver coins at the pointy end.
9) living quarters for the two alchemists. Pointed stick barrier. Two beds, 2 storage chests, a rug.
10) 2 chests with a bit of platinum, gold and silver pieces. One has lead at the bottom. They are trying to turn lead into gold.
Two work tables, tables, 2 stools, a comfy chair, and a table with 3 chairs. Could they have visitors from time to time ?
11) a skeleton and a few coins on the floor.
Note that the rock piles channel anyone walking into these caves. A Ranger or Dwarf might notice some piles look artificial in that they are carefully placed to look like debris tossed out of the way of any digging.
The alchemists came in after Old Silver was abandoned.
I'm going to play Everquest 2 while I decide what to map next. I need to make some smaller area maps for the other parts of this area, probably around Fisher Bay.
Comments
Don't apologise, Jim. What you've done works well :)
Okay.
Deadly Hills with Orc villages. 3000 pixel jpg in gallery.
Empty Hills... looks like there might be a mine, or a hole salted with bits of silver, in the hills.
Old Silver, a small town, abandoned.
3000 pixel jpg in my gallery. I'll be busy on Wednesday, and gone until Tuesday of next week. I'll probably be able to reach here by cell, but that will be it.
The town is about 500 feet across.
All packed up, just need to put 2 or 3 items into my car tomorrow, then off camping. Probably back here on Tuesday.
Enjoy yourself Jim.
Have a good time! :)
Thanks. Forgot a few items, like my tent. Had to go get one. Trash bags, pillow. Got trash bags from camp store and improvised a pillow.
I usually check my list 3 times but only checked twice this year.
Raining and I forgot a rain coat. But my weather app shows it moving away.
86F today. But nights will be cool.
Enjoy yourself, mate.
I am. Full moon, no rain now but a bit breezy. Cooled off to.
Tired. Maps later in this week.
Well, maybe one. Update to Old Silver, added a fortified orc village and an orc camp.
3000 pixel jpg in my gallery.
Jim, i wonder if you could add some single trees near your copses just to break up the sameness
Sure.
Maybe something to sharpen up the trail would be useful too, either a different colour for it, or maybe a glow effect on it as it is now.
Might be worth thinking of some additional trails/roads for the settlements (if they are) elsewhere on the map, as it seems a little odd there's an apparently old, worn trail between Old Silver and The Dark (imagining that's why it fades out partway between the two), but not one from anywhere else to Old Silver, for instance.
Added more trails, different tree coverage areas, some farmland near Old Silver. And another hill with a cave, maybe it is the real silver lode/adventure area ?
The different tree symbol sizes is supposed to reflect the different tree coverage areas.
3000 pixel jpg in my gallery.
My plan is to make more of the above local maps, then detail a few ruined towns and some regular town areas. Maybe add in a dungeon hither and yon. Two would be the two caves/mines in Dark Hills.
Preliminary salted mines inside The Dark. As you can see, something else might be going on there. A cart and some tracks, water, and two rooms with a passage connecting them.
The map is 250 feet x 200 feet.
Updated map, CSUAC symbols mostly.
If an adventurer comes in late at night, without lights of clanking metal, they might hear a bucket splash into the water, the bucket being pulled through the water. A short pause. Then stone grinding against stone, as the secret door is closed.
3000 pixel jpg in my gallery. ( fixed a typo in the above text. )
Preliminary map. Not there yet. Entrance is bottom of map.
Edit. Several hours later... oh, secret doors in the rooms.
Here we go.
1) cave entrance
2) main cave; pillars some hollow, rock piles, a mine cart or two, broken barrels, 3 squared off rocks, secret door to 11.
3) water source, a small spring keeps it fed. But water flow is rather slow.
4) this part of 2 hides the secret door. Behind it is a skeleton and some small piles of mixed coins. The real secret door behind it hides the alchemists' areas.
5) a mining cart, empty. Points sort of to the 3 foot wide hole in the wall.
6) a long cave, with various rocks.
7) a small room, a reinforced door at the end, 5 feet wide.
8) an oval room; two opened chests, two small piles of silver coins at the pointy end.
9) living quarters for the two alchemists. Pointed stick barrier. Two beds, 2 storage chests, a rug.
10) 2 chests with a bit of platinum, gold and silver pieces. One has lead at the bottom. They are trying to turn lead into gold.
Two work tables, tables, 2 stools, a comfy chair, and a table with 3 chairs. Could they have visitors from time to time ?
11) a skeleton and a few coins on the floor.
Note that the rock piles channel anyone walking into these caves. A Ranger or Dwarf might notice some piles look artificial in that they are carefully placed to look like debris tossed out of the way of any digging.
The alchemists came in after Old Silver was abandoned.
3000 pixel jpg in my gallery.
And an update to the real treasure/adventurer area. Added trees in front so it is harder to find. Labelled 'The Hidden'.
3000 pixel jpg in my gallery
I'm going to play Everquest 2 while I decide what to map next. I need to make some smaller area maps for the other parts of this area, probably around Fisher Bay.
The Hidden level 01. Small amounts of small coins in the stone building, debris. A passages behind rocks.
But climbing the rocks, a light can be shined and that being will see, a wooden door leading somewhere.
3000 pixel jpg in my gallery. I have another level in mind, but I'll have to look over the Annual issue to see what I can do with it.
The small building ? Rather small, but a gnome or two could live there... were they searching ? Or guarding ?
1) cave entrance, small building, 3 skeletons guard the room behind the rocks.
2) a short passage blocked by rocks and other such debris.
3) a continuation of 2.
4) a rectangular room with 2 skeletons, with weapons. Why were the weapons not looted long ago ? Or are they traps ?
5) 4 small piles of wood debris
6) a circular room. water filled pit. A spiral metal stairs.
7) three sacks of something.
Edit. Left out the word 'not ' in front of looted.
Thank you for the likes.
Here is part of level 2, or maybe part of level 3, of The Hidden. I haven't yet decided at what depth to put the water table.
Incredibly preliminary map. Mostly I'm working at learning these Annuals 175 and 180. I have a number of things to get used to.
3000 pixel jpg in my gallery.
Or maybe it should be polluted since it is down in a dungeon ?
3000 pixel jpg in my gallery. If my Internet doesn't go thud again this evening.
My Internet is shutting off and on. So that is it for tonight.
Internet better today. I need to write down a list of maps in this thread so I can be sure that I know what is going on.
Still preliminary, but added a bit more symbols, and some text.
Sea grass is partially invading the Kelp Farm. I'll probably make those symbols larger.
Would CA138 City Ruins work for land buildings ? Or should I make them with CA175/180 structures ?
3000 pixel jpg in my gallery.