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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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Latest Images

  • Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon

    Maps so far with some notes.

    The Bleakness area where these are located.

    A desolate place, once called Refuge. All gone. There are no tumbleweeds, too hot, they catch fire if they travel through here. But some exist near Cold Keep. The air temperature is slightly cooler here.

    Cold keep area

    Four abandoned towers, a small village near cold keep. No one lives here anymore. Don't walk near the sand dunes, some claim they will talk to you.

    Cold keep

    A buildings, some down and scorched trees, a ruined keep. Two skeletons, are they the last defenders ? Dirt and rocks cover most of the stone steps going down into the ground. The wood debris, with the exception of the house, doesn't look burnt.

    Cold keep basement

    The stairs lead down, and no opening. But there is a secret door. Just push on it, and it will open. Two skeletons on the floor, don't worry. They won't bite.

    The large room has 5 broken barrels. And 6 small barrels with nice cool water in them. Likely drawn from the well. Pillars hold up the ceiling.

    Five barrels in a room, secret door leads to the Dungeon of Confusion.

    Dungeon of Confusion

    Easy to get lost, map is incomplete.

    Flame keep area

    Broken walls, broken buildings. Two tents and a burned out campfire. Where are the adventurers ?

    Flame Keep interior

    map not done yet.

    Flame keep basement storage

    stone stairs lead down into the room. pillars hold up the ceiling. Pits for last ditch defense.  Three open treasure chests.

    The magic blue area, blocks entry. Six tables, a clean water well, and 3 unopened treasure chests.

    Flame keep storage

    stone steps leading into the room. Ten pillars, 13 barrels, wood debris. A table with what appears to be usefule items; a mace and 4 bottles. Three unopened urns. Rock piles.

    Ice Cave

    Entrance lower left. Inspection of the cliffs by a character with mining skills like a dwarf will notice they look artificial. Some brush that can live in ice conditions, rock debris, sand areas, a broken bridge across the ice filled river. Water flow is lower right to upper left. Two cold water sharks have just arrived, looking for food.

    A broken small keep at the top of the map.

    Lava river

    Entrance upper right. Looks like a stone bridge crossed the lava flow at one time. Three broken keeps.

    Wood and rock debris. No sign of treasure.

    That is it for now.

    Edit. Fixed some typos.

    LoopysueQuenten
  • Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon

    I think this is it, unless someone has suggestions. Those are local equivalents of the Greenland shark cruising up this river, looking for food. Two ruined keeps, look ancient, but they aren't.

    Not sure how the Frost grass on the left is on top of the cliffs, and under the cliffs on the lower right. The sheets match for all 4. I'll attach the fcw so maybe someone out there can see why they are different.


    As I have time, I'll work on the lava river room.

    LoopysueRicko
  • Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon

    Here is the cold keep area.


    LoopysueRicko
  • Sepia Study

    That looks wonderful.

    Lillhans
  • How to set symbols under other symbols

    On the right side of the software, you will see squares. Some under and some over each other.

    Use bring to front, to bring the one you want on top to the top. That one is on the upper left of the 4 of these.

    Loopysue
  • Install and Organization

    Since I have multiple websites, I have folders on my hard drive that match them so I can easily find the maps I'm working on.

    Frosty
  • The Expanse rpg; several starships, Annual scifi tiles and Cosmographer

    I'm going to be using this thread for my The Expanse rpg maps, etc. that is why I edited the subject line.

    This game chose to use a ring station, that is an opening for a wormhole, to connect to over a thousand planets. The 'entity' that runs the station is a bit odd.

    Anyway, here is a preliminary map of the Ring.


    There are some ships that orbit the ring, but some ways off. The 'entity' that runs this had a speed limit set of 600 m/s for any object approaching the center. Those ships had to be abandoned, and the resulting 'debris' is now being used by the station as building blocks of some sort.

    The station assimilated, and altered any people who went on board. And not in the 'nicer' way the Borg do it.

    After having read more of the pdfs, this comes across to me as more space fiction horror than as sf.

    LoopysueOctorilla
  • Possible map for roll20 game

    Before I started Crestar, I noticed the store players in my area would argue with the DM on what was in a published world, and what wasn't. So I decided to use my own.

    Dakjmabbott
  • Winter Village style development (March 2022 CA issue)

    I would expect that. While I haven't lived in either one, it seems to me that the tile wouldn't hold onto the snow as well as the thatched roof. I could be wrong though.

    Loopysue
  • Winter Village style development (March 2022 CA issue)

    Here in the U.S. some locations have very slanted roofs because they get snow every winter. But other places may get snow only every 5 or so years. Those roofs aren't slanted much. Some places may get snow every 5 to 10 years. so they don't worry aobut it. They do get lots of rain, particularly in hurricane zones.

    Loopysue