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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.

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JimP
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Earth or Alpha Centauri A-B system
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https://jimp.monsen.cc/
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Jim
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Departed Legend - Rest in Peace
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Latest Images

  • android character with Character Artist ?

    A character using CA3. I have a CA3 Cold 1 symbol on top of the eye patch. I haven't looked at the Cosmographer hand held items yet to see if they fit into this. With snap on, the eye patch tried to set on either the top of the hat, or the waist, not on the eye.



    RickoLoopysueWyvernadelia hernandezLoreleipablo gonzalez
  • maps; Valley of the Kings, Egypt

    A necro; however, it looks like the Theban Mapping Project is back up !



    MonsenWyvern[Deleted User]roflo1
  • Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas

    Updated map for level 2 of The Hidden. I haven't detailed all rooms yet. I need to think about them.

    This map currently has the square grid of 20' x 20' so you can see the size of the map. Scale bars are hard for me to visualize.

    This is a combination of Annual Marine Dungeon, Marine dungeon 2, and DD3 Color Dungeon.

    The Hidden level 02.

    1) a large cave. Spiral stairs leads down from level 01. About 230' x 200' x 50' high.

    Two small ruined buildings.

    South building; 5 small plants. Digging in the sand might result in a few copper and silver coins of unknown origin.

    Northeast building; 11 piles of green leaves. They don't match the leaves form the 3 trees.

    Northwest corner; 3 skeletons behind 7 sack cloths. Sand in the sacks.

    Large animal skeletons, one each, between the large trees.

    A large gold colored bull blocks the exit. It doesn't appear to move. If a character watches closely, one ear will turn towards the group, then back forward.

    2 ) 200' x 100' regular doors.

    Two larch trees, a large tree, and several piles of leaves that didn't come from any of these trees.

    One pile of leaves could be hiding a small treasure.

    Between room 2 and 3 is a portcullis. No mechanism can be found to open it. Push on the right side and it will swing open.

    3 ) 100' x 300' x 20'

    Two larch trees. Small bird sounds can be heard coming from the branches. No birds to be seen.

    A registration desk is next to a spike barricade. Behind that is a green arrow floting in the air. Three sarcophagi growing toadstools. The fourth one has a skeleton in it. Chains on the floor next to the skeleton sarcophagus.

    On the table is a jewelry box.

    The passageway easy of this room leads out into the main cave.

    4 ) 100' diameter circle x 30' high. Evil idol down in the water. Seven pews across the south part of the room. Two open chests near the west wall.

    A sacrifice slab on the north wall. Looks very clean, no dust.

    Southwest area of this room, a wood door opens out to the main cave.

    5 ) 200' x 50' x 30'

    A locked metal door leads from the main cave into this room. Two large chests on the west wall.

    Dusty floor with tracks and footprints are so much walked over, it is difficult to determine what made them.

    6 ) 200' x 100' x 25'

    Debris, a nice water well, 2 open pits. Secret door leads to room 4.

    30 ) A large polluted water area. It could have been forced into the hill by a deity, or it was dug out and the water became rancid which is why there is no one currently here. Living anyway.

    The Olde Temple: from the main cave floor there are a few wall parts still above water. They might be unstable.

    The Stepping Stones can be used to go from the main cave floor across the water to the east side.

    Or the characters could just walk around.

    The Guard House is where the Temple Guards once lived.

    Kelp Forest looks planned.

    Sacred Grove was once a worship area. Beware !

    There are three schools of fish. Two moves slowly around in the water. The other never seems to move, but a careful watcher will notice one fish break free, swim a short distance away fomr the school, and then appears to be dragged back.

    31 ) a treasure, out in the open.

    32 ) A treasure and an opened chest, behind some rocks. A skeleton and dried blood around the open chest.



    [Deleted User]LoopysueMonsenWyvernWazzebuRicko
  • Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas

    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.

    [Deleted User]MonsenWyvernLoopysueDaltonSpencepablo gonzalez
  • an update: My Mazes and Minotaurs maps, Ancient Greece, mostly

    I was looking at an old map I did about 2016. Something seemed off... the symbols scaled at 0.2 to 0.5. On a 600 mile across map... I uh had well, somehow used a city template. Now redone mostly, using an overland template.

    first the old map, then the new one




    I don't have the roads in yet, but that and maybe deleting some of the symbols, later on.

    'A' buildings are light houses.

    Monsen[Deleted User]LoopysueLautiWyvernEukalyptusNow
  • Atlas - Forlorn Archipelago - Justice Island -Minotaur Dungeon

    Here we go ! The referee should note the various pieces of special information.

    Minotaur Dungeon

    There is at least one minotaur in this dungeon. The minotaur has the ability to be invisible.

    There are two places where the cutaway walls don't quite match. An adventurer could toss a burning torch out the opening, to see what is below.

    Rooms are 10 feet high walls unless otherwise stated. Ice and fog far below the rooms.

    Note that many rooms in this dungeon wont hold more than 3 or 4 characters. Choose wisely.

    Monster placement is up to the referee.

    The rooms and stairs could be cutaway so you can see the room interiors, or there might not be any walls for the rooms or the stairs other than what is mapped. Your decision.

    1 ) entrance, the water can be barely there, or a great flash flood of water goes through. Wood door to room 2.

    2 ) Square room. A table with two cadelabras. Stone door leads to a store room 2A. Wood door opens to a rope bridge to room 4. A stone archway leads to a rope bridge to room 3.

    2A ) a large wood box.

    3 ) Entrance is a broken wood door. Three metal cook pots. Three chairs and a table. Vegetable tray, meat tray, bread, and cleaver with cutting board on the table.

    4 ) Wood door leads back to room 2. Another wood door leads to room 5. Stairs lead down to room 6. A small gap in the wall, arrow points to it, allows someone to look out into the dungeon.

    Three stone coffins. Seven stalagmites. Two holes in the floor. Two walls of portcullis are there to prevent a fall. The other side of the stairs have no protection from a fall.

    Two wood crates.

    5 ) odd-shaped room. Rock pile. Wood door leads to wooden stairs to go to room 17. Wood door leads to stone steps thazt go to room 6.

    6 ) Stone steps down from room 4. Stone steps with wood steps down from room 5. Wood door goes to a walkway, no walls on either side, which goes to room 7.

    7 ) Rectangular room. Appears to be empty except for the freshly placed torch. Exit door to room 8 is broken.

    8 ) Broken wood door from room 7. Open wall leads to stone steps down to room 18. Three chests.

    9 ) A wide open room. Wood and stone steps up to room 12. Stone steps up to room 10. Wood door opens into room 13. Stone single steps go down to room 20.  Double wide steps leading down to room 14. They might become unstable if a character hurries up or down them.

    10 ) A small room. The shelves are probably empty. Table and chair. Exit door is broken and goes down to room 9.

    11 ) Stone door entrance. A shelf, a chest, and a crate. The steps go down to room 12.

    12 ) Stone steps lead up to room 11. Door and stone steps lead down to room 9.

    13 ) Wood door entrance. sometimes the minotaur sits on the chest around the corner from the entrance. One wood crate, two barrels, 2 shelves, and one chest.

    rooms 14, 15, 16, and 17 are one of the ways to get to the right hand side of the map.

    14 ) Double wood doors open onto stone steps leading up to room 9. Stone door eads to wooden ladder down to room 15. Whispering of those the minotaur killed can be heard in thias room.

    15 ) Wood ladder leads up to room 14. Stone door opens to room 16. Two stone sarcophagi. Three floor drains. One recently placed torch. A small space between room 15 and room 16 can be used by small characters like gnomes or halflings. This room could be the burial on the two who used room 16 as a Royal Court.

    16 ) Wood door leads up to room 17. Stone door connects to room 15. Three shelves and a lit torch. Two small chairs on a pedestal.

    17 ) Walls all around are 20 feet high. Two rock piles. Two torches about to go out. Wood door leads up wood stairs to room 5. Open wall to wood stairs goes to room 16. The lower walls are only partially there.

    18 ) Odd shaped room. Five floor drains. Stairs down from room 8. Stairs up to room 19. Stone door leads down stone steps to room 22. A stone bridge is apparently crossing just the stone floor. The characters might hear moving water. Like a small stream over rocks.

    19 ) Rectangular room. Moans can be heard coming from the cage. Anyone in this room might hear 'water... please, water.' Small chest.

    20 ) Stone archway leads up stone steps to room 9. Open wall area leads down to room 21. The steps change direction twice.

    21 ) Open area room. Table with a red cushion chair and a plain chair. Candelabra on the table. Two crates nearby. 

    21B ) Toadstools are growing here. The minotaur likes the smell.

    21C ) Five bridges go over five rectangular holes in the floor. Or are they an illusion ? One small group of deadly mushrooms. Two shelves. Two chests. A table with two chairs, candelabra, food trays, meat cleaver and cutting board. Wood door leading down some short steps to room 25.

    22 ) Walls on two side are 20 feet high. The other two walls are one foot high. Two stalagmites frame a floor drain. Two toches lit up a coffin and two floor drains. Three wooden crates. A coffin in another part of the room.

    Open area leads down double stairs to room 23. Stone door leads down steps to room 24B. Anyone in this room can see the steps going downwards.

    23 ) Open spaces drop off to the fog and ice below. Door to room 23B is secret and the walls are 20 feet high. Room 23B has a roof. Walking anywhere in this room is dangerous. The walls shown are 20 feet high.

    The 20 foot high room with a window above the door is where the minotaur rests. The torches flicker in a wind that seems to come from nowhere.

    23B ) Secret room. 3 wood crates. The treasures of the minotaur's victims.

    23C ) Steel door into the room from room 23. Two beds, both are traps. A small cold fire pit, not used in many years. The wood window opens and anyone looking through can see the fog and ice below. Don't look too long, as a trap will doom the character. Wood door leads to a rope bridge to room 24G.

    24 ) All four walls are 20 feet high. Has a roof. A number of stalagmites. Chest. Dark room.

    24B ) All walls are 20 feet high. No roof. Steps lead up to room 22. If a character tries to bust down the wood door, they could fall to the ice and fog below. A stone passageway leads to the rest of the rooms in area 24, except room 24G.

    24C ) All walls are 20 feet high. Has a roof. One shelf. Clean good water in the barrel. Two potted plants. The pottery could be worth a few gold. Table with food and a candelabra.

    24D ) Three walls are 10 feet high. Door above is a drop from room 27. Contains two comfy chairs. Three nice chairs. A candelabra on a table. A stalagmite and a drain. Two barrels with moldy water in them.

    24E ) Walls are 10 feet tall. Rough floor. Stone archway to room 24D. Flimsy wood crate. Floor drain. One wall is open.

    24F ) A wood door, portcullis, and a stone door are the entrances. A floor drain has a glow behind it that looks like red eyes.

    24G ) Ten foot walls, no roof. A flickering torch. Burns steadily when the minotaur is nearby. Two metal cook pots. One large crate. Opening in the stone wall to room 24B.

    25 ) Wood door leads up to room 21C. Gap in the wall. Nice chair. Several rock piles. Portcullis blocks path to room 26. Two walls are open to the fog and ice below.

    26 ) A rectangular floor, no walls. A rope bridge goes back to room 25.

    27 ) A wood door that requires a grapnel hook and rope to get down to the room 24D. or the characters can jump, not recommended.


    [Deleted User]MonsenLautiGlitchWyvernRicko
  • Atlas - Forlorn Archipelago - Justice Island - Not The Twin dungeon

    Updated map. I think this is it, unles someone has a suggestion. Not sure when I'll have the text typed up, likely after mid-week.

    larger, 3000 pixel jpg, in my gallery.

    edit: I'm adding in the fcw so you can zoom around and look it over in detail. I am using Perspectives along with CA66.




    LoopysueMonsen[Deleted User]GlitchRicko
  • my Star Frontiers fan site, another project

    If I made a mistake on these maps, well, it wouldn't affect the Atlas. Anyway, this is why I wanted help on making a nebula. The nebula will be used on Sector and Sub-Sector maps.

    url updated 18 Jan 2024


    Here is a planet map I used Terraformer 0.5 to modify. a free add-on to FT3



    And a nice solar system map done with Annual 80.


    Oops. Changed them to jpg before post completed.

    Monsen[Deleted User]LoreleiDaishoChikaraRaiko
  • YAWIP: Sea Star, a Dark city seaport

    changed 350' to 100' on bitmap fill scale.


    Loopysue[Deleted User]MonsenCalibreRaiko
  • [wip] d&d Basic/Expert set of maps

    Added a light gray outer glow to the roads. A hill in the forest is added for a small dungeon of about 5 to 10 rooms.

    I was going to add white outer glow, color 15, but I felt it was too bright.



    MonsenRaikoLoopysuesimianorganismDaishoChikaraAleD