JimP
JimP
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- Username
 - JimP
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 - Member
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 - 3,637
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 - Earth or Alpha Centauri A-B system
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 - https://jimp.monsen.cc/
 - Real Name
 - Jim
 - Rank
 - Departed Legend - Rest in Peace
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Community Atlas-Elen Daelarion-The Mithlas Holes, 8
the_mithlas_holes_basement.fcw
room 1) 50' x 30' x 10' A smoke filled cage. An obvious pit with spikes. Appears to have been added to the original construction.
Three chairs with their backs to the pit. The nice rug and fireplace bekons visitors to sit.
Crate by the north wall.
Lantern on the west wall. Fresh oil in it.
room 2) 50' x 30' x 10' A fountain with something growing on it. A table and chairs with a candle set on the table.
A barrel and a chest.
Passageway between room 2 and rooms 3 and 6 has some wood debris in it.
room 3) a 2' wide passage leads into this room. 10' x 10' x 8'
A skeleton and some wood debris.
room 4) 30' x 30' x 10' A minotaur head and a goblin head attached to the Northwest wall.
A skeleton in front of a set of wood drawers.
A bone and skull pillar on the east side.
An obvious pit in the Northeast corner.
room 5) 30' x 29' x 10' Two ornate pillars. A green statue that is clean and slightly polished.
A skeleton and wood debris.
room 6) 30' x 30' x 12'
A pond with a wooden crate floating on the water.
room 7) 33' x 30' x 10' spiral stairs goes down to the sub-basement.
wood debris.
A plate mail gauntlet.
And a sickle.
the_mithlas_holes_sub_basement.fcw
from time to time, a distant sound of painful moans and/or low screams of pain can be heard. No source can be found.
room 1) 60' circle, 10' high.
Spiral stair case going up.
wood debris.
Two skeletons under some rocks block access to the secret door. To open, push on the right side.
room 2) 29' x 36' x 9'
Wooden pallisades blocking access to the partially dug passageway.
room 3) 56' x 47' x 10'
wood barricades. Three stacks of lumber. A table with 3 skeletons nearby.
room 4) 28' x 36' x 10' A cloth partition didn't save them.
an open chest.
room 5) Two folded barricades and 3 open and empty barrels.
room 6) 31' x 38' x 7'
Two skeletons behind 5 mining carts.
Wood debris. Two loose floor stones.
room 7) 27' x 35' x 10'
Stone debris, but the ceiling is smooth rock.
Wood debris with fungi growing on it.
room 8) 47' x 38' x 10'
A dragon head trophy on the wall.
Cloth partition.
Two chest of drawers, empty of clothing, only dust.
room 9) 27' x 27' x 10'
Lots of wood debris, broken tables.
Chest at the bottom of a pit.
room 10) 28' x 36' x 7' Treasure room.
2 chests.
a barrel.
two tables with a roll of blue silk on them.
an unlit brazier
skeleton who might have been a guard.
room 11) 38' x 45' x 10'
Three red painted chairs facing a bubbling cauldron with some sort of green liquid in it.
Three bookshelves in the room.
A campfire, cold, apparently not used for some time.
room 12) 48' x 36' x 10'
A mine cart on part of a mine railway.
The two chests cannot be reached due some sort of field in the inside of the area covered by the mine tracks.
room 13) 30' x 27' x 10'
A blue shield with a painting of a dolphin on it. Glows slightly.
Chest.
an old campfire ring.
room 14) 47' x 27' x 9'
empty, no dust.
Secret door, push on the left side to open.
room 15) 54' x 46' x 10'
Three carts behind the cloth partition.
A bubbling mud pot... Could there be a volcano under this dungeon ?
( it is a location of mud bubbling due to heat rising up from below. )
room 16) 28' x 36' x 7'
A red comfy chair in the room.
room 17) 34' circle x 10' high
wood debris
A skeleton
Two sets of human footprints
Two cold campfires.
Two portcullis iron pegged to the stone floor.
That is it.
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CA style development - "Darklands City" (issues for September and December 2021)
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[submitted] Community Atlas competition entry: A mega-dungeon level, fire
I think I have all in the correct order, just need to add some debris, et al, and type up the text.
first text, likely modified later.
1 nothing.
2 looks like a last stand defence, so why is the chest not opened ?
3 west door is secret. south and east doors are wood and easily opened. Guding away from the secret door ?
4 southeast corner of the odd-shaped room on the west side does hang over the lava. it is either buttressed up, or it has no support and anyone walking to that corner will very likely break through and fall into the lava.
stone bridge crosses over to a small anteroom room and into room 5.
5 nothing there yet
6 stairs down. Three large empty barrels. Open doorway leads to room 11. Corridors allow any being in room 11 tto circle around behind the adventurers.
7 circular room. Note the small bit of lava at the bottom of the water.
8 debris
8A stairs up
8B a pit protecting 2 closed chests.
8C debris
9 dead end
10 behind 2 secret doors and passageways. The level's big treasure could be in here.
11 nothing yet
900 pixel jpg, 2000 pixel in gallery under mega dungeon
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The 'No Ducks' version 1 dungeon
edit: Before I forget... Dec 7 through Dec 15, 2020 I'll be busy and likely not logging in much.
Here it is, completed. I may or may not add another level 2 or later on.
Room dimensions estimated by eye.
If anyone wants to use this in their game sessions, please free to do so.
No Ducks 1
1) Entrance: 50' x 50' x 15' + 55' x 95'
Stairs down: slope is 23.2 degrees.
3 bugbears behind a wooden wagon. Two oil lamps on wall to left and right. Three small piles of broken rocks.
Doors on North side are open. Open doorway leads to room 6 which has 2 giant beetles. The bugbears are trying to keep the beetles in that room. The wooden door into room 6 bears the scares of mandibles trying to open it.
Short passageway leads to a blank wall. Two foot gap between that and the wall into room 5. Digging need to breach the gap. Noisy digging.
Secret passage way to room 11, requires digging to cross the 2 foot gap.
2) 52' x 51' x 12'
2 ghostly tables, and 3 ghostly chairs.
A regular desk, and 3 desks with storage shelves. And maybe one or two of them have a secret drawer.
3) 32' x 70' x 15'
2 giant ants and a bull. They are intently watching the entrance open doorway.
Rocks, fungi. An obvious trap door in front of one giant ant. Wood debris in front of the other one.
4) 32' x 27' x 9'
Hidden behind a 4' thick wall.
Two open pit traps with spikes. Two open pits without spikes.
Three small chests.
5) storage, former bar. 41' x 47' x 12' ghostly bar and cabinet ( the blue items) Drink orders can be filled, but it could be very dangerous to drink them.
2 chests. 4 sealed jars.
On the table are 3 green glowing bottles, and 3 flasks.
6) storage: 33' x 33' x 12' 2 giant beetles. 5 square crates. 2 rectangular crates.
7) 30' x 33' x 15'
The topiary will say, via magic mouth recording, 'Roar, I say Roar' when any being arrives into the room.
If anyone attacks, pets, etc. the topiary it will attack as a 2 hit dice monster doing 1d4 damage per attack which is done by brances and leaves smothering.
-> The areas on the east side of room 7 that look hollow could have something in them.
2 small wooden crates
The ceiling glows like ordinary sunlight.
8) 45' x 45' x 12'
Four hungry beetles.
Trapdoor leading into a small 3' x 3' room, 5' deep.
9) 43' x 45' x 15'
The topiaries in this room do a song and dance when any being enters the room.
The berries on the trees look delicious. They are poisonous, easy save.
The ceiling glows like ordinary sunlight.
Stepping on the cracks could lead to a fall.
10) 25' x 30' x 8'
medallion engraved into the floor.
11) 28' x 27' x 7'
Floor grate and a pile of coins.
Or is an illusion, and the coins are really under the grate ?
12) 40' circular room, 12' high.
The large portcullis will only stop humans from entering.
Two braziers in the room. Inspection shows they likely can only burn for 3 hours. There is air flow up through the celing.
13) hidden behind the brazier, secret door.
37' x 25' x 10'
11 skeletons apparently guarding 3 floor grates.
There might be some treasure below the grates.
14) 30' circle, 15' high.
Two braziers, venting out the ceiling. A small pool, 20 feet deep. There might be something in the water.
15) 30' x 7' high.
5 giant rats. And a brazier. Small trap door in the ceiling for food drops to them, the food is late.
900 pixel jpg. 200 pixel jpg in my gallery.
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The 'No Ducks' version 1 dungeon
Edit: I forgot to mention these No Ducks dungeons are basically revamps of B1, from TSR.
Maybe I shouldn't try to come up with a dungeon name late at night. But there aren't any ducks in this dungeon. Really. It isn't complete, but I decided to share. Maybe with the idea of getting a laugh.
Oh, this is a maybe partial revamp of B1 Quasqueton. This is from the Watabou random dungeon generation page, two maps inserted and used as a mapping guide.
I noticed, finally, that save as png leaves the text. But if you export as png from Watabou, the text goes away, and the area outside the dungeon becomes transparent which makes it easier to line up with the loaded template.
Rooms 2 and 5, the blue items are ghostly figures. Probably haunting the dungeon.
Room 9, topiary: 2 deer and one griffon. Touching might activate them. ( CSUAC)
Room 12: That is one huge portcullis. Probably not a detriment to small and man sized beings; however, going through it without raising it just might be dangerous.
edit: there is a 2000 pixel jpg in my gallery.
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some battle maps, 75' x 50'
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Community Atlas - Forlorn archipelago - The Bleakness, 2 villages and 2 keeps
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Community Atlas - Forlorn archipelago - The Bleakness, 2 villages and 2 keeps
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Community Atlas - Forlorn archipelago - The Bleakness, 2 villages and 2 keeps
It looked too dark, so I used a different one. Castlewall_LtBrown_blu_kpl
overall map, and a 5 k pixel one in my JimP's Gallery -> larger Atlas maps
Note the kelp looks like there is a water flow. Those submerged rocks on the bottom of the map look a bit slippery.
I'm not sure how to add a compass rose to this map and scale so they look correct.
dorm area furthest from the viewer. The ceiling is covered. Cut-away so you can see detail.
I added some rocks from Sue's newest Annual.
dorm area closer to the viewer, same deal, it has a roof, but cut-away so you can see detail.
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An arcology dungeon
 
                            
                            
        
        




        
        
        
        

        
        
        