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Royal Scribe

Royal Scribe

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Username
Royal Scribe
Joined
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Member
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3,385
Birthday
February 5, 1968
Location
San Francisco, California
Website
https://legacy.drivethrurpg.com/browse/pub/31814/Royal-Scribe-Imaginarium
Real Name
Kevin
Rank
Mapmaker
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16

Latest Images

  • Missing Fill and Castles Failure

    Moat is a water fill from Vol 13 but you could substitute any water fill you want.

    Calibre
  • Missing Fill and Castles Failure

    Don’t worry about Cobble Final. It shows as missing on mine, too. Remy said something about how that shows up and is a weird legacy fill, or something like that.

    The Beaumaris Castle fills are from CA 2019 (volume 13). Did you get that one?

    Calibre
  • Looking for Symbols

    I found a telescope in Dundjinni Archives. Gets the job done well enough.


    Loopysue
  • [WIP] - Doriant - Gold Coast - Eknapata Desert - Sakherma Ruins

    This is the top level map.

    Toggles: "Roof" layer to show or hide the mountain covering the interior part of the map.

    Description

    Sakherma Ruins

    At the base of the mountains that is the source of the mighty Eknapa River, an ancient people made their home alongside a creek that fed into the river. What they called themselves is no longer known, but their ruined temple has become known to modern people as the Sakherma Ruins.

    These ruins are said to be haunted, and often fatal to those foolish to camp near it. Many groups of travelers have vanished utterly overnight, leaving puddles of blood, occasionally, but no bones nor gear nor even a single copper coin.

    Game Masters: Unbeknownst to travelers, a great blue dragon has created a lair beneath the ruins. 

    1.     Sakherma Creek: The water from the creek that ultimately feeds into the Eknapata River is clear, cold, and refreshing.

    2.    Ruins of the Sakherma Temple: The ruined temple includes an outer courtyard where encroaching sand dunes have toppled many of the temple’s pillars. It also includes an interior temple half submerged in the mountainside. The walls of the interior temple are also crumbling and if it ever had a constructed roof, it’s long gone. A once-hidden secret door behind a pedestal where a statue once stood now plainly reveals the passageway behind it. A second passageway just south of the hidden door has opened in the crumbling walls, as has a much larger one in the northeast corner. 

    3.    Great Obelisk: The obelisk rises forty feet above the desert sands, perhaps the only part of the temple that seems untouched from the day it was created.

    4.    Sandy Dunes: A crescent-shaped hollow in the mountain on its northeastern side provides a comfortable camping area sheltered from the wind. Game Masters: This is the blue dragon’s main entrance; it is capable of burrowing through from the caverns below to devoir travelers as they sleep, or back down through the sands when it returns home.

    5.    Hidden Cave Entrance: In the southeastern edge of the mountain, a small cave leads to a tunnel into the mountain.

    6.    Temple Interior: A great statue is all that remains of a once-ornate hidden shrine.

    7.    Hidden Tomb: The lid has been removed from the sarcophagus by scavenging thieves, but the shrouded body within remains untouched and seemingly well preserved. Game Masters: If the body or its sarcophagus is touched, the body will rise as a mummy to attack the intruders. The following turn, six animated skeletons will claw their way out of the sand to attack.

    8.    Glass Wall: A glass wall blocks access from the cavern to the tunnels beyond. Game Masters: The wall was crafted by the dragon using its electrical energy, and because it created the glass, it can magically pass through it without damaging it. 

    9.    Sakherma Pond: The pond that feeds into the Sakherma Creek extends beneath the mountain, creating a pool of fresh water accessible within the caverns.

    10. Human Camp: The remains of a human encampment are found in a chamber too small for a large creature to enter. The bodily remains suggest that the occupant was old when he died and did not die violently. Game Masters: It’s unclear if the resident here was hiding from the dragon or friends with it. At any rate, it’s clear the occupant wasn’t eaten by the dragon.

    11.  Stairs Down: The stairs on the northern side are clogged with sand and are unpassable. The southern staircase is open.

    12. Tunnels Down: A great, wide tunnel winds down from the upper caverns to the lower caverns.

    LoopysueRicko
  • [WIP] Villa Citri (Roman-style villa)

    I think that front and back parts of the northern courtyard are supposed to be a whole story above the east and west sides, but in looking closer at my sheets, I didn't draw them that way. (I used too many images for inspiration that had different floor plans, and I think I muddled them up.)

    I moved those two roofs to higher sheets. Does that capture it a little better?


    Loopysue
  • [WIP] Playing around with Sinister Sewers

    On today's Live demo, which was about Sinister Sewers, I asked for recommendations for what to use as a fill style for pure water uncontaminated with sewage (such as water runoff from storm drains). I had been using Effluent 05, but on another Water sheet with a transparency effect. Sue recommended trying one of the Bitmap Solid fill styles.

    Here's a practice attempt, with the five effluent fills above and then five on the solid bitmaps below (from Solid 10 Bitmap through Solid 50). The five below are on a Water 2 sheet in case anyone recommends effects different than the regular Water sheet. Right now, I put the same effects on Water 2.

    I am leaning towards Solid 40 Bitmap for storm drain runoff (since that water will have dirt and other impurities), and maybe something like Solid 20 Bitmap for pure water (for example, if dwarves are using this technology for a subterranean aqueduct).

    Thoughts? (If this is too difficult to see here, I can post it in my Gallery if that has a better resolution.)


    JimP
  • [WIP] Playing around with Sinister Sewers

    Hmmm, I'm not seeing much of a difference, but there's some glare on my screen at the moment. Here they are:

    First Edge Fade off, second one on

    First Edge Fade on, second one off

    Both Edge Fades off


    And here's the FCW file:


    JimP
  • MY MUNDI IS READY!

    These are great. I really like how you scaled up the dunes in the Mamede map. It's giving me Lawrence of Arabia vibes!

    Ricko
  • Tutorial - Between hills, rivers and trees

    Yes, thank you! I've seen the first one before but it's handy to have the tutorials all in one thread. Much appreciated!

    Ricko
  • floathing Island and Babel Tower style city

    Very cool!

    fil