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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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Jim
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  • 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.

    LoopysueQuentenRickoMonsen
  • 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.

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

    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.

    here is the fcw in case anyone has suggestions for the path effects.


    Loopysue
  • Regular poly vs Irregular (shape)

    Hmmm... I'm probably wrong, but have you tried a polygon and draw by hand ? With the appropriate color/bitmap fill that is.

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

    The Upper Level of the Dungeon of Confusion. Passageways and rooms added, and a few removed. Green floors, as moldy.

    passageways to Flame Keep and Cold Keep remain the same.

    I'll work on the floor look later in the week.

    MonsenLoopysueRicko