JimP
JimP
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- JimP
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Four weeks later and here's my first map!
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
Cold keep basement. 200' x 120'
map: cold_keep_basement
A ) The stairs lead down, and no opening. But there is a secret door. Just push on it, and it will open.
B ) Two skeletons on the floor, don't worry. They won't bite.
C ) A rectangular room with 5 barrels. Secret door on the west leads to the Dungeon of Confusion.
D ) a room with two pillars holding up the ceiling.
E ) Circle room, a well with clean drinkable water.
F ) 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. Northeast corner is a table with a cutting board and a cleaver. Southeast corner, 6 barrels with water from the well.
Flame keep area
map: flame_keep_area 2 miles x 1 mile
Broken walls, broken buildings. Two tents and a burned out campfire. Where are the adventurers ?
Flame Keep interior. 623' x 505'
map: flame_keep_interior
location A ) entrance door, open pit traps both sides. There might be hidden traps.
locations B ) two cracked floor areas, careful, you might breakthrough into the basement.
location C ) reception area, might have been the last meeting of the survivors, southmost chair is a throne.
stairs D) down into Flame Keep basement storage, which connects to the Dungeon of Confusion
room E ) three open chests, 6 closed barrels, piles of rocks and other debris. There are no holes in the ceiling, maybe it was repaired.
location F ) door into the storage area.
well G ) greenish water, probably bad.
Kitchen and Eating area ? Bits of food on the floor, but no cooking gear.
Quarters ) a few rags that could have been blankets, otherwise no sign of bunks, chairs, etc.
room H ) Last Stand area. 3 piles of skulls, the spikes and portcullis to the left didn't stop the attackers.
location J ) down to the Flame Keep Storage area.
Flame Keep basement. 270' x 172'
map: flame_keep_storage
stone stairs lead down into the room from location D. 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. Six tables.
Passageway on the west side, narrow about 4' wide, leads to the Dungeon of Confusion.
Flame Keep storage. 83' x 63'
stone steps leading into the room from location J. 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.
As you can see, I used multiple Annuals, and CSUAC symbols.
This will be it for today, I have to fix supper.
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
Middle level of the Dungeon of Confusion.
middle
M 1 ) odd-shaped room. Three open pits, one has a treasure chest at the bottom. Three marked closed pits. Two tables in north side alcove. One has plates of fresh vegetables and fruit on it.
Secret door upper right: push down on the door's location. It will slide down into the floor. Stairs lead downward and goes under the passageway between M2 and M11. Then goes back up to room M4.
M 2 ) Cobwebs, no visible spider. Five piles of rocks, greenish stones on the floor.
M 3 ) One open pit with spikes, one open pit with treasure
chest at the bottom.
M 4 ) Identical to U3. circular room 20' high. Rough brownish floor. Two grills, movement can be seen below them. An illusion.
Two tables with a candelabra and a plate of food with utensils. Three hexagonal tables with plates of food. The stone spiral stairs goes up 15'.
Secret door to the Southeast: push on left side.
M 5 ) Similar to U10. Two pillars and a statue. The statue sighs, frowns, and shrugs randomly when asked a question.
Fresh torch on the south wall. Two dead trees in the room.
M 6 ) Similar to U10. Five trees, and several bags of apples and oranges.
M 7 ) odd-shaped room. Three water wels, nice clear and clean water. A small ruined building. Dead trees. Five chairs with a green cloth seat. Four small campfires, no wood nor coals inm them. A table in the ruins. Three nice wooden chairs in the back of the ruins, they might be worth a bit of money.
M 8 ) Two curved walls about 8' high. One straight wall, 10' high. Two tables with 6 chairs each. East end; two tables with food plates, and a table with two candelabras on it.
M 9 ) empty, but if the characters stay for longer than 5 minutes a fog starts out from the walls.
M 10 ) Anything said in here will echo.
M 11 ) Twelve dead trees. Some noises can be heard form the trees. Undead birds perhaps ?
A basket of fresh apples, the table has a quiver with 12 arrows. The torches are fresh.
M 12 ) Five hexagonal tables. The ramp down goes just 10 feet into the floor. Table on the right side is an alchemist's table; parchment, a knife, glassware, a green leaf, small tongs, inkwell and feather pen, no notes.
M 13 ) Similar to U17. One table, 2 open chests. Behind a secret door is an unopened chest. That room also connects M13 and M20.
M 14 ) Identical to U12. Five piles of rocks, 2 pieces of driftwood, and a cold, not buring, campfire.
M 15 ) Identical to U15. Five chests, 4 open pits, one open pit with spikes.
M 16 ) The Fun Room !
roll a d6. Except for the yelling, the voices are normal human loudness.
1. The skeleton says in a loud voice "Please don't step on my tail it will hurt and I will scream !'.
2. whispered, please don't touch my tail.
3. Regular voice; My tail is of no importance to me.
4. It says in a norm,al voice; 'Don't touch my feet or I will dan ce on you !'.
5. In a scary voice 'Those wood piles are mine !'.
6. Crying voice, 'Are you food ? I seem to have lost too much weight.'
M 17 ) A greenish moving liquid on the floor. An unopened treasure chest.
M 18 ) A well with some sort of moldy liquid in it. A few dead trees.
M 19 ) Two straight walls that are 20' tall. Six dead trees, they can be heard to faintly sing.
East side secret door; touch to open, slides quickly upwards.
M 20 ) One ballista, 4 wagons, a paper/bale of hay target. No bolts for the weapon. No sign it was ever fired.
M 21 ) A large pit that goes down 25 feet. A secret door leads to a passageway over to the Ice Cave.
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
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.
I think all I have left is the strip map from the exit hill down to Dungeon of Confusion, middle level.
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
Monolith Hills.
600 feet wide. small hills near the monolith, escape route from the Dungeon of Confusion. I'll be making some linear maps for here to the upper level of the Dungeon like I did for the paths to the Cold Keep and Flame Keep.
From the outside, there is a secret door leading into the tunnel. From the tunnel, there is a metal push plate to push on to exit.
The user can just pick a hill for the tunnel to be in. Not too sure on the path color. I couldn't figure out effects so it showed up, and looked good.
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
I decided to post what I have, and the updated map.
Underground path from the Monolith Hills,
to the Dungeon of Confusion.
Surface, the butte marked has a secret door on the southeast side.
It opens into a room with a tunnel on one side going down into the ground.
Left side:
Widens as it goes.
The first greenish marker has a sign that reads 'Beware ! Doom Looms !'.
While the path is smooth, the rest of the tunnel has rough areas and some loose rocks.
The next encounter is a building made of stone. Sign on it says 'Way point'. As you approach, ypu see no one, but your characters hear whispers. They stop as you get closer.
Looking the building over you see it is nothing more than a stone slab about 3 feet/ 1 meter thick, with butress like stone on the back of it. All one piece. Looking carefully, you notice outlines that look like they could have been people. Too indistinct to determine who; humans, elves, etc.
The path branches.
Left side, left branch:
Goes past a mud pit that bubbles. The path goes deeper into the ground. It is now 21 feet, 7 meters wide.
The second info point: A sign says 'Are you sure you want to take this path ?'.
The path continues as you reach the right side of the map.
Left side, right branch.
You find a ruined keep. Well, a carving in the rock that looks like the outline of a ruined keep.
Standing on it portals the characters, no error no injury, to the ruined keep on the right side.
Right side:
I'll continue on another day.
I'm logging off the Internet, bye for now.
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
Ice Cave 495' x 400'
ice_cave.fcw
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 500' x 400'
lava_river.fcw
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.
All done. I think. Please let me know of any corrections.
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my Tunnels and Trolls world so far
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
And here it is.
Path Cold Keep to Dungeon of Confusion
map: path_cold_keep_to_confusion.fcw
The farther the characters get away from Cold Keep, the warmer the air.
Path Cold Keep to Dungeon of Confusion
Exit from Cold Keep basement narrow corridor to this map.
Left side:
Ice lakes to the sides of the path.
First Tower: all the characters see is a group of rocks that could have been stone walls.
Second Tower: stone works, but wobbling shadows.
Third Tower: glows green
Way Point: some broken rocks that if put back together form a hand.
Right Side:
Sign post: Warm Yet ?
Blue area, murky water, could be deadly to drink or wash with
Way Point: A doorway in stone. Nothing else there.
Greenish area, smell likes something is rotting.
I need a rest.




