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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

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

    The first strip map, from the Dungeon of the Dragon to the Lava River. I'll have to alter the Dungeon of the Dragon map to connect to this map. The road in this instance, is a foot path. Stalagmites on the right side map. It gets hotter the closer to the lava river.

    Probably needs a bit of work, comments welcome.



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

    I looked closer, all of the strip sheets have blur or something else on them. I took that off, and now I can see the map more clearly.


    LoopysueRicko
  • 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
  • Passing of Jerry Thiel

    My condolences.

    Loopysueroflo1
  • Sepia Study

    That looks wonderful.

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

    Interior, so far, of Flame Keep.


    LoopysueRicko
  • Dwarf Home, Old Crestar

    Update. I think I can go on with the next map for this level.

    1 )100' x 30' x 20'  

    Empty of all but a red painted line, with a white glow on it. Some dust.

    One secret door, push up.

    Entrance to the West and North.

    2 ) 70' x 60' x 20' dusty

    wood debris.

    3 ) 90' x 40' x 10' dusty.

    Some wood debris, a few low value coins might be found.

    4 ) 50' x 60' x 10' Former sleeping quarters.

    4 beds with rugs, 5 chests ( two might have treasure ), 2 brokwn tables, 2 tables with 4 chairs each, two fireplaces with wood, one stove with wood. Flues lead up from the stove and fireplaces. But the fireplaces and stove don't look like they have been used.

    5 ) 60' x 20' x 10'

    wood debris, wood dust on floor. The broken table has a drawer underneath the top. A dagger +1 is in the drawer.

    6 ) 80' diameter x 20' high.

    Large crack in the floor, a very shallow water pool on the crack.

    Secret door to evil temple on the west. Two open corridors lead into it.

    7 ) 60' x 40' x 10'

    empty dusty room to get adventurers to think this is a dead end. Casually looking at the floor will see tracjks leading to the secret door.

    8 ) 80' x 30' x 10'

    empty dusty room to get adventurers to think this is a dead end. Casually looking at the floor will see tracjks leading to the secret door.

    9 ) 80' x 40' x 20' Evil Temple

    16 pews, 7 water containers, 1 burning coals container, 1 fireplace. Sacrafice alter, evil demon statue.

    Two secret doors leads to evil clerics' quarters.

    10 ) 60' x 40' x 10'

    empty dusty room to get adventurers to think this is a dead end. Casually looking at the floor will see tracjks leading to the secret door.

    11 ) 60' x 30' x 10' Evil Clerics' quarters

    5 beds with rugs, a pile of coins in and out of some small bags, 3 plants.

    12 ) 80' x 50' x 10'

    A large ballista, must have been taken apart and put here and put back together. Otherwise too large to be moved here.

    First table: bow, quiver, dagger

    Second table: shield, sword, two daggers, a small amount of coins and gems.

    the three plants will attack anyone who goes into this room.

    13 ) 40' x 40' x 5' open pit trap.

    Two secret doors: push on one side and they open.

    14 ) 90' x 50' x 10'

    Four piles of rocks and debris, with a skeleton under each. Large crack in the floor.

    15 ) 50' x 20' x 10'

    Chest with a magic book on top. 50 platinum, 300 gold pieces inside.

    A small treasure pile: sword, wand, book, two bags.

    16 ) 90' x 50' x 10' All pits are 10' deep.

    One open pit has a box in it.

    Pit with spikes has a few gems and a few coins in it.

    17 ) 50' x 50' x 10'

    Two animated armor. Plate with long swords and shields.

    18 ) 40' x 60' x 10'

    4 zombies. NW corner has a small pile of gems and coins.

    19 ) 40' x 50' x 20'

    Former sleeping quarters for guards.

    4 beds, 2 crates, a fireplace. The fireplace looks used, but no firewood.


    Loopysue[Deleted User]
  • 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