JimP
JimP
About
- Username
- JimP
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- Member
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- Earth or Alpha Centauri A-B system
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- https://jimp.monsen.cc/
- Real Name
- Jim
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- Departed Legend - Rest in Peace
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The 'No Ducks' version 2 dungeon
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Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas
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An arcology dungeon
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Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas
Part 5D for Dead End. I'll be thinking on the 5E exit map.
1 ) entrance cave, a bit of dust... maybe some footprints leading in, but none coming out.
2 ) long cave; mushrooms, toadstools, rocks, a small tree
3 ) long cave; a pile of rocks, corridor to room 4 and room 5
4 ) rectangular room; 3 trees, blue toadstools, 2 piles of rock. A portcullis in front of a secret door.
5 ) a small room, some of the turf is loose, but there is nothing under it.
6 ) odd-shaped room with a blue toadstool, 2 piles of rocks, 3 small trees and a small chest with a few silver and copper coins in it. Thumping the bottom sounds like it is hollow, but it is empty.
7 ) L-shaped room; 5 large barrel cacti, 2 bushes
8 ) a wandering passageway. Adventurers can just see a chest off in the distance, path blocked by blue toadstool. There are a few gold and silver coins in the chest.
9 ) A big room with 3 chests surrounded by various cactus plants. Four piles of rocks.
The few coins are barely worth the effort of looking for them.
Edit. Fixed a typo.
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Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas
I think this is it for this part of the exit tunnel/cave.
5000 pixel jpg in my gallery.
exit tunnel/cave 5B
1. Officer of the Watch's quarters. 30' x 40' x 10'
wood debris, but the bed and animal skin carpet are fairly new.
2. Old Guard Post. 40' x 60' x 12' Wood debris. Rock debris with a skeleton under each pile. Three nice condition beds with three nice carpets. Two tables with 3 chairs each.
3. The tunnel/cave. Rocks all over the floor.
4. encounter area. A fairey ring. Three large green toadstools. A 6 undead skeletons who are guarding the ring. A troll is hiding behind one of the green toadstools.
5. A trap room. 50' x 50' x 20' Three open pits and an opened chest. Skeletons in the open pits.
6. encounter area. Blue glowing toadstools, can be safely touched, but not edible. Give off a low level of light. Three giant beetles with green glowing mandibles.
7. Secret door into an angled passageway leads to a room with water as a floor. 90' x 30' x 10' also 30' deep. A chest is floating on the water, east end.
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some battle maps, 75' x 50'
This is what I meant by making one large map, and inserting the battlemaps so I could see where paths go and make connecting maps match. The map in the bottom right is number 10. Screen is erased on these smaller maps, so some symbols and paths will be visible that otherwise wouldn't. I'll see if the 2000 pixel wide map will go on the gallery. Otherwise I probably should put this up on my web site so it is clearer.
Not all numbers have maps currently.
edit: The 2000 pixel jpg fit in my gallery.
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compass roses, with named points
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Community Atlas 500th Map Competition Results
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some battle maps, 75' x 50'
These are now numbered so you can more easily tell me which ones have problems. Number 4, the two bit map fills have switched sheets. Number 5 has an added brick fill, probably remnants of an old wall. Most of these have a brown color 40 for a background sheet. All other background fills are on separate sheets. I also did different amounts of edge fade, inner on these. Some have 8 width, some are 4 width, or larger. Some the outer opacity is larger than zero percent. In future I hope to find time to work on connecting tiles.
Some have a pergola, some different shrubbery, some different paths. The next ones will have bigger differences.
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Crestar, Southern Hemisphere, Dwarf Home, take 2









