EukalyptusNow
EukalyptusNow
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- EukalyptusNow
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Rattenzwinge am Königsdamm - a denser SS6 town
Thanks a lot, Ricko.
had to fiddle around a bit to hide one or two"Dock houses" behind the palisade. I was also quite happy that the hedge gates were able to serve as "ok-ish" doors for the towers. The perspectives stuff uses different angles, so most of it is not so well suited for use with SS6.
The font is a "free for noncommercial use" one based on the handwriting of King Wenceslas of Bohemia. Was going for flavour over readability there.
Trying the other style variants right now. They look very good, but the Sepia is also Greyscale for me. Is that an issue with the beta, or how can I fix this?
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Rattenzwinge am Königsdamm - a denser SS6 town
Another SS6 city in the tyrannical king's realm of our Splittermond campaign.
I struggled a bit with arranging the many symbols in the inner city. For some reason, the symbol order changed a couple of times when I adjusted other symbols. Grouping helped a bit, though.
Details of Krötendorf ("Toad Town"- the floating slum) and the Bone Island - where the bones of those buried in the swamp mysteriously end up, if the burial lacked the proper rites.
Some boats from Krötendorf are probably heading to The Swamp Rat.
The Travelling Elves have also fallen on hard times, as the king's "toll collectors" have started taking more and more. Only few of them seek out the old protected resting place near the city.
Unlike Hartenroth, Rattenzwinge's inhabitants have kept at least a bit of their money, so there's still a few merchants and farmers offering their products at the city.
A larger version is in my gallery.
Let me know what you think of the map.
Have a great Sunday! :)
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Hartenroth am Finsterwalde - Trying out SS6
This is the setting for one of my character's backstories: A small town being bled out by a greedy king and his nobles.
Used Mike Schley overland style for the hills, some of the trees, livestock and a few other bits.
I also darkened the map using GIMP, because it fit's the theme better this way.
Overall I found SS6 easy to use, except for the walls, hedges and palisades which took a bit of getting used to. The "sort symbols"-button helps a lot.
Details of the town: If a town's marketplace has more displays of punishment than market stalls, you might want to travel somewhere else (or change things and be a hero, of course. :) ).
Details of a relatively rich farm and the bridge. Quite a few people have bought boats, since the king raised the toll for the bridge.
A larger version is in my gallery. Have a great Sunday.
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[WiP] What's happening under Iorek's Tower - Creepy Crypts Dungeon
Third level - This is where things start go get interesting:
This is an abandoned experimental facility. It's purpose was to weaponize rock-creatures of the underdark that reproduce by multiplying through magic energies and a bath in certain substances.
The spidery "worker clones" climb up the central shaft to collect the mushrooms for the magic cloning baths. They also bring corpses to the mushrooms and dispose of the bones in the "waste room". They will only attack if their opponents are severely handicapped (such as when climbing), or as a last resort.
The Golem-like warriors are comparatively slow but very sturdy. They are activated only by magic command from the central control crystal (which will be at lvl 4), or when intruders attack the workers / trigger certain alarms.
The enchantments controlling the clones are slowly growing weaker, so both close types will occasionally display traces of their original behaviour, or simply erratic behavior before reverting back to "program".
Years ago, some adventurers dug a small tunnel that bypassed the portcullis from the main stairs. They then fell victim to the warrior clones.
Details of cloning and clone storage rooms:
"Stuff no one will ever notice" ;) : Outer magic circles drawn using the the bronze inlay texture from Marine Dungeons 2:
The waste disposal room, with the remains of two "decommissioned" worker clones:
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[WiP] What's happening under Iorek's Tower - Creepy Crypts Dungeon
Going deeper:
If our adventurous heroes climb ( or - gods forbid - jump) down the hole, they will enter the Mushroom Caves - which are the uppermost level of a lair / underground laboratory.
The creatures inhabiting it grow two different kinds of mushrooms: A "healthy" type, with mild healing properties and a strong scent (which may be used to fool the creatures, whose primary senses are hearing and smell)...
... and a flesh-dissolving, slightly magical type, that requires flesh as nourishment, which the creatures try to provide in the form of unfortunate adventurers.
The "bone disposal hole" near the mushrooms may actually be used to climb down to the lower levels, allowing for a dangerous stealthier approach than the central shaft or the stairs.
A few items that resisted the corroding spores of the mushrooms were considered "special" and placed on a stone slab serving as makeshift altar, along with special "holy" mushrooms.
Looking forward to running this - haven't done "old school dungeons" in a while.