JimP
JimP
Still working on my Traveller site. Nothing uploaded yet, but I have about 100 planet maps on 4 sectors. Just have to do the uwp for each, post articles, and do a few solar system maps.
About
- Username
- JimP
- Joined
- Visits
- 4,082
- Last Active
- Roles
- Member
- Points
- 3,637
- Location
- Earth or Alpha Centauri A-B system
- Website
- https://jimp.monsen.cc/
- Real Name
- Jim
- Rank
- Departed Legend - Rest in Peace
- Badges
- 18
Reactions
-
Using "Insert File"
-
an experiment in iso/perspectives
I'm trying for a sub-level. The water and floor piece boundary symbols are on the sub-level.
First the sub-level, then all 3 levels.
3000 pixel jpg in my gallery of all 3 levels.
edit: Maybe I need some way to show a difference in levels... I don't know of any iso railings or something similar.
I hope that last isn't confusing.
-
an experiment in iso/perspectives
-
an experiment in iso/perspectives
Another 'starter' iso map. Last map until I get back. I'll attach the fcw in case someone wants to look it over.
CA66, with 2 symbols from Perspectives.
Edit. Ca66, not ca166.
-
Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas
-
hexagon distance, map in post
-
hexagon distance, map in post
-
WIP: CC3+ re-do of Quasqueton, B1 TSR adventure
A group came in, cleaned it up, and left some guards. Late getting back to here. The guards have had it. 3 are zombies, 3 are dead, some are manacled and dead, etc. I have two more levels to do. I try not to place the same room numbers in case I blurt out the room number and the players see my room descriptions. This way they have a harder time figuring out what is next.
The dragon flies seem... to be up to something...
re-do: Quasqueton
1. dust on the floor that could have been furniture.
west secret door: push up to enter. It closes after 20 minutes. Push on right to exit room
north door; push on left.
46. 2 gp under the dust
2. pull handle on north side of door, both sides. empty
3. kitchen; 2 giant centipedes
4. pull handle on south side of door, both sides. empty
5. entrance area; dead body, looks like the guy was fleeing.
The roots are easily movable, they are on a hidden pivot. The 5 dragon flies will move out of the way, once the party moves into the
corridor, the insects move in front of the entrance. After 15 minutes, the roots move back in place in front of the entrance.
No armor, no weapons, two arrows in the back.
6. dining hall; new furniture, 4 skeletons wth spear and shields.
2 shields are green, 2 shields are black.
7. food store room; new cabinets
8. Lord's bedroom; Gelnar, Cleric 7/Fighter 8. long sword hidden under bed. Glows, but not magic. pouch with 10 pp in it.
9. hidden store room; push down to open door. barrel has stale apple juice, rather moldy, in it. 2 small chests have illusioned gold pieces in it. they are actually silver and copper.
50 sp, 300 cp
2 shelves, empty
10. wife's bedroon; Karla, M-U 7/Thief 9 bone scroll ube under bed, 2 scrolls, scroll 1: cure light, cure light (cleric) scroll 2: Knock, Knock
small box made of bones; 20 pp inside,
two 50 gp gems
11. Gelnar's lab.
1 shelf, and one table. dusty glassware, some candles empty otherwise
12. food store room; new cabinets
13. trophy room; halfling skeleton, wood elf skeleton, various bloody shields, broken maces.
14. store room; empty
15. storage, 6 new cabinets. 4 skeletons, green shields and spears
16. hidden room; totally clean
17. spiral staircase down to 2nd level
18. secret room, human tuch or Knock to open. chest: long sword +2, foot mace +1,
250 pp, 100 gp, 50 sp
19. storage, empty. Door knob on both sides, north side.
20. store room, dusty, one door is marked Enter, the other door is marked Exit. secret door; push on left side to enter,
put on right side to exit.
21. brush clearing tools, rusted and rotting handles. 2 adzes, 3 sythes push up on secret door to open
22. storage, brooms and dust pans. secret door, Knock or push to the right
23. tools
two 5 pound sledges, 3 wooden mallets, one 10 pound sledge, 15 iron spikes very rusty, could be usable a few times,
two rusty two gallon buckets
24. barracks, 11 double bunks
25. storage; 5 new boxes, empty, stack haphazerdly around the room
26. secret room; rtwo empty wooden boxes
27. food storage, 6 new cabinets. fresh apples, fresh pears, fresh oranges, dried apricots
28. food storage; 5 bags of rice; 3 bags of barley; 3 bags of wheat. 6 small bags of dried food: apricots, apples, dried peaches
29. library; 6 book shelves. nothing special. Books on plant identification. If there were any magical books, they are gone.
30. 31. 32. guest rooms; one bed, two chairs, one rug, one night stand with a bowl of water
33. store room; new wooden storage. 2 barrels with ale; 2 sacks with rice; 3 sacks with wheat flour; 3 empty wicker basquets
34. room with a corpse.
the bush will attack any that come within 5 feet by firing 1d3 spikes per round as 1 hd monster, they do 1d3 hp damage each.
the 7 dragon flies wil move away from the party, and hover over any wounded or dead.
35. magic-user lab; glassware, locations on shelves that could have held jars of various sizes.
36. horse skeleton, looks placed as not enough room for a horse.
37. recreation room; tables with cards and some have game boards drawn on them. the cards are fairly new, back design is too common to determine from where they originated.
38. real treasure room
chest 1: needle trap, painful but no poison 500 gp, 1000 sp, three 150 gp gems
chain +1, shield +1, ring of fire protection. bracers AC 4
39. manacled dead halfling
40. manacled dead elf
41. manacled dead orc
42. fake treasure room
5000 cp, 100 sp in each chest. the 2 amphorae are empty
43. training room
training dummies, very rotted
44. 3 giant rats
45. entrance hall
one dead body and 1 skeleton ( not undead ). the dead body was killed by sword wounds. broken bow by his side, quiver empty of arrows
These are guards put here by a new group that was moving in. The others have not returned. It has been 2 weeks since they left.
46. small corner of 1.
47. passage to stairs down to 2nd level. no guard rail, fall is 10 feet down. 1d6 hp if miss save vs. dexterity
9 giant rats in west corridor; 10 giant rats patrolling the north corridor. -
Live Mapping - Cemetery
-
hexagon distance, map in post


