JimP
JimP
About
- Username
 - JimP
 - Joined
 - Visits
 - 4,082
 - Last Active
 - Roles
 - Member
 - Points
 - 3,637
 - Location
 - Earth or Alpha Centauri A-B system
 - Website
 - https://jimp.monsen.cc/
 - Real Name
 - Jim
 - Rank
 - Departed Legend - Rest in Peace
 - Badges
 - 18
 
Reactions
- 
        
An arcology dungeon
 - 
        
An arcology dungeon
 - 
        
[wip] d&d Basic/Expert set of maps
 - 
        
Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
Last map of the day. At 90 feet, the scale bar is a bit small. I'll look into moving it after I finish working at/looking over passageways under and over the rooms.
The brick floors look better on my computer... or these could be bricks that have become loose.
Overall map.
The water lower right, I am contemplating a passageway over to the icy river down where the water level is located.
CSUAC stone stairs.
 - 
        
Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
Dungeon of Confusion, Upper level. Note the room numbering, U for Upper level.
Dungeon of Confusion has 3 levels.
upper:
U1 ) Three open pits with spikes, an open pit with a treasure chest at the bottom. A cage. Greenish stone floor.
entrance path from Cold Keep: Blue water looking cube blocking passageway. roll a d6. 1 or 2, characters go to lower floor when they go through the cube; 3 or 4, middle level; 5 or 6, lower level. There is no physical sensation, but the characters will feel dampness, but not get wet.
U2 ) Cobwebs, no visible spider. Five piles of rocks, greenish stones on the floor..
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.
U4 ) Three baskets of apples, a rectangular box of squash, three torches, and a huge skull.
The south table has 2 books, a roll of metalized cloth ( I call it in my game world shimmer sheen. Worth lots of platinum. ) A scroll case, and a possibly magic necklace.
There are a few possibilities with the skull. 1 ) it just has glowing eyes, and does nothing; 2 ) it cackles when the characters walk in, says loudly 'Beware !' then falls apart into dust, 3 ) Warns 'There is no singing and dancing allowed in the Dungeon ! besides the band is on holiday ! then sinks into he floor.
U5 ) not there.
U6 ) odd-shaped room. 5 open pits, Three obvious pits, closed. Two tables, one with food trays.
passageway from Flame Keep: roll 1d6. 1 or 2, passageway raises up to upper level; 3 or 4, passageway goes to middle level; 5 or 6, passageway slants down to the lower level.
Passageway between U6 and U7 is moldy.
U7 ) A bellows, 2 anvils, and a furnace. Campfire in all four corners.
East secret door: push on right side coming into the room.
U8 ) Six trees, and several bags of grain.
U9 ) Five rocks with lichens growing on them. Four statues: if asked a question they will point in a random direction, or shrug their shoulders. Moldy floor and passageways.
U10 ) Two pillars and a statue. The statue sighs, frowns, and shrugs randomly when asked a question.
Fresh torch on the south wall.
U11 ) Small ruined building.
U12 ) Five piles of rocks, 2 pieces of driftwood, and a cold, not buring, campfire.
U13 ) Stone walls that go to the ceiling. Whispers can be heard coming from wherever the characters aren't in this room.
U14 ) Empty, but when the characters move, their steps echo.
South passage to this room, hidden door, with greasy palm prints on right side.
U15 ) Five chests, 4 open pits, one open pit with spikes.
U16 ) The stone floor squeaks when anyone walks on it.
U17 ) Three tables, 3 open chests. Behind a secret door is an unopened chest. That room also connects U17 and U18.
U18 ) Two ballista, 5 buckboard wagons, two cloth and a person as a target for the ballista at the south end.
I may add more corridors and regular doors.
I may or may not put U5 in this map. I apparently forgot it, and may put it in later.
I'm currently waiting for a phone call about my vehicle repairs.
 - 
        
The Expanse rpg; several starships, Annual scifi tiles and Cosmographer
 - 
        
The Expanse rpg; several starships, Annual scifi tiles and Cosmographer
 - 
        
my Crestar, Northern Hemisphere, several continents, Zaggah nation
I think this is a bit crowded... do I need to add more mountains and hills into Ash Mountains ? Some of them seem rather far apart to me.
3000 pixel in my gallery.
Smelter River so named due to the dwarves not always being careful what they dump into the river. And that is why the last 2 bridges on that river are brown, pollution.
A couple of hill side towers add in the mountains, and two henges.
 - 
        
The Expanse rpg; several starships, Annual scifi tiles and Cosmographer
 - 
        
an experiment in iso/perspectives
I decided to put that on hold on the above for some amount of time... and make some starting iso maps to build on.
This is one of them. The trap door turned on its side upper right, I'll add a bit of glow so it looks like daylight is out there.
The upper walls aren't done. Or maybe they are. I'll decide that later.
Scales used are; 5.0, 3.6, 3.0 and 2. The trap door upper right is on a sheet by itself. CA66 is the annual used.
 
                            
                            
        


        
        


        
        
        
        

        
        
        