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Showing posts with label map. Show all posts
Showing posts with label map. Show all posts

Sunday, April 3, 2016

The Chess Room

The Chess Room

A CC3+/DD3 drawing for my PFRG campaign.

I made the following room as part of a larger map ... a tomb... for my PFRPG campaign. I wanted to share it with you in case you feel like adding it to your campaign.
Chess Room Made with CC3+/DD3
Chess Room
The room is actually a puzzle. I grabbed it from the Chapter 3 (page 17) Lich Combat Strategies -  Lich Lairs - Puzzle Traps - "The Chess Chamber of Lich Lord Fortinbras" in The Complete Guide to Liches, Goodman Games, 2005 by Michael Ferguson. Available from RPGNow.


Download Map

Mapped with CC3

Monday, March 2, 2015

Caves of Little Chaos


The PCs are approached by the townsfolk of a new town they have entered. The story is 3 men have been kidnapped from the town by priests and a number of undead. The townsfolk followed the kidnappers and determined they are holed up in a cave system on the outskirts of the township. The towns folk want the PCs to intervene and rescue the kidnapped men. In reality, the kidnappers are followers of ORCUS and they kidnapped the men to begin a ritual to raise from the dead a number of powerful ORCUS clerics. The PCs have little time to rescue the kidnapped victims. In fact they have but three days to accomplish the task before the ritual will be complete and the undead champions raised.

Map of the Caves of Little Chaos

Download the entire encounter

Mapped with CC3

Monday, January 12, 2015

Salvorhan's Tower Ground Level (A Hand Drawn Map)

Here is a map of the ground level for Salvorhan's Tower. If I find the time I will post the text that goes along with the room keys. Just don't have the time to do this right now. I'm still filling in the details myself on this map. Feel free to use this map and enjoy it. Have a great day!


Here is the link to download the map

Monday, December 22, 2014

Salvorhan's Estate Level II

Here is the second level of Salvorhan's Estate map. Made with EMG Mapper.

Salvorhan's Estate Level II

Here is a link to download Salvorhan's Estate Level II map.

Monday, December 15, 2014

Salvorhan's Estate Level III

Here is a map I created with the EMG Mapper for my campaign. It is the dungeon of a wizard by the name of Salvorhan. Feel free to use it in your game. You will need to fill out the rooms and dress it up. Go ahead and have some fun.

Salvorhan's Estate III


Here is the file for you to download.
Salvorhan's Estate III

Sunday, November 30, 2014

Meeting with a Rust Monster

Intro

 The Dwarf blacksmith Skarfar was digging a new well on his estate when a sinkhole opened up in his digging area. The sinkhole revealed an underground cavern with possible side chambers. Being an ex-adventurer Skarfar grabbed his sword shield and armor and went down into the sinkhole to explore. He discovered it was occupied by at least one rust monster. He fled the scene safely and the rust monster did not immediately pursue him. But, his trouble only started. Two of the rust monsters burrowed into his basement. He battled the rust monsters there and died heroically trying to save his family. The PCs encounter the family when they approach them desperately seeking help to eliminate the new denizens of their basement.

Map of Skarfar's Estate

 

Link to download Estate Map

 

Skarfar's Estate Levels 0 (Basement) and 2


Link to Download Skarfar's Estate Levels 0 and 2.

Map of Rust Monster Warren


Link to Download Rust Monster Warren

Encounter Description

Skarfar's Estate
Ground level
1. Living room
2. Dining Room
3. Hallway
4. Kitchen
5. Pantry
6. Privy
7. Blacksmith Shop

Basement Level

Two rust monsters have burrowed into the basement. Skarfars' body is in the workshop. This is also where the rust monsters are.

1. General Storage
2. Workshop
3. Library
4. Long-term storage

2nd Level

1. Hallway
2. Antechamber
3. Hallway
4. Guest Rooms
5. Childrens Room
6. Master Bedroom
7. Show room and entertainment room


Warrens

1. Entrance to the Rust Monster Warren

The entrance is treacherous terrain because some of Skarfar’s digging and well equipment fell into the sinkhole and are occupying the entrance space. Further complicating the problem is a wall of rock and debris that must be cleared away for the PCs to traverse further into the warren. The Rust Monsters can easily climb around the rock wall. One hour minimum to dig around rock wall. The family wants to PCs to eliminate the creatures in the basement and check the warrens for more creatures. The only light into the sinkhole is from the sky above. PCs must bring their own light into the warren.

2. Puzzle Room or Role-playing Challenge
The Cavern is pitch black and the floor is flooded in water 5’ high. A pool of water has settled here. PCs must cross it and dig their way into the next area. Water is very cold. Chance of hypothermia. It will take the PCs and hour to dig around the rock debris. Again, rust monsters can climb over it easily. They can also fight in the water easily. Chance of encountering a rust monster 25% per 15 minutes. 1 in 6 chance that water will suddenly flow into the chamber and fill the chamber above the PCs heads. Characters smaller than 5’ will have a certain immediate problem if they enter the chamber.

3. Trick or Setback
Once the PCs enter this area the entrance from area 2 collapses and water stars to fill up the chamber. To top it off the way to area 3 is also blocked off by a rock pile and the PCs will need to dig through it to get to area 4. It will take an hour of digging to open up the way to area 4. To back out of area three back to area 2 will take 24 hours.

4. Battle with a Rust Monster Lord

Unless the PCs already encounter three rust monsters from any random encounters there will be three of them and a rust monster lord in the chamber.

5. The Reward

In a corner of the chamber is a sack with 5 sweet water potions and 3d6 gems worth up to 1800 gp. A small creek flows out of this chamber and the PCs can follow it out if they crawl. It comes out 500' east of the Skarfar Esatate. When the PCs return to the Estate, the widow offers the PCs the Estate for 250,000 gp or 75% of the PCs wealth -- whichever is higher. She plans to sell the estate and move back to her clan with her children. She wants to leave in a hurry. The rust monsters destroyed every metal object in the basement.


=====================================================================
Rust monster stats
This insectile monster has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.
--------------------
Rust Monster #1 CR 3
XP 800
Male rust monster (Pathfinder RPG Bestiary 238)
N Medium aberration
Init +3; Senses darkvision 60 ft., scent; Perception +12
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 40 ft., climb 10 ft.
Melee tentacle +1 (Rust), bite +6 (1d3)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +3 (+7 to jump), Climb +8, Perception +12
SQ rust, scent metals
--------------------
Ecology
--------------------
Environment any underground
Organization solitary, pair, or nest (3-10)
Treasure incidental (no metal treasure)
--------------------
Special Abilities
--------------------
Climbing (10 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Rust (DC 15) (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust mon
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Rust Monster Lord Stat Block
Rust Monster, Rust Lord CR 7
XP 3,200
Male rust lord rust monster (Pathfinder Campaign Setting: Dungeon Denizens Revisited)
N Large aberration
Init +3; Senses darkvision 60 ft., metalsense, scent; Perception +20
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 85 (10d8+40)
Fort +9, Ref +6, Will +8
Resist fire 10; SR 16
--------------------
Offense
--------------------
Speed 40 ft., burrow 20 ft., climb 20 ft.
Melee tentacle +12 (Rust), bite +15 (1d8+8)
Space 10 ft.; Reach 15 ft.
Special Attacks bloodrust
--------------------
Statistics
--------------------
Str 27, Dex 17, Con 19, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +16; CMD 29 (33 vs. trip)
Feats Ability Focus (rust), Great Fortitude, Multiattack[B], Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +3 (+7 to jump), Climb +16, Perception +20
SQ rust, scent metals
--------------------
Special Abilities
--------------------
Bloodrust (Ex) Antenne's touch causes 1d4 Con dam.
Burrowing (20 feet) You have a Burrow speed.
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Metalsense (100 feet) (Ex) Sense metal in blood, foils conceal unless from interposed metal item.
Rust x2 (DC 25) (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust mon
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).
Spell Resistance (16) You have Spell Resistance.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

PDF of entire encounter


Friday, November 21, 2014

Salvorhan's Estate IV

Hi again!

Thought I'd pass along another level to Salvorhan's Estate (Dungeon). I made this map using the EMG Mapper program.

Map of Salvorhan's Estate Level IV
Salvorhan's Estate Level IV       

 Download Salvorhan's Estate Level IV Map

Thursday, October 2, 2014

Cartographer’s Annual – October: Dwarven Dungeons by TJ Vandel

The October 2014 Cartographer's Annual is out http://www.profantasy.com/rpgmaps/?p=3300. The style is for a Dwarven Dungeon by TJ Vandel. It includes the style guide and a set of symbols that integrate with the Dungeons of Schely style Symbol Set 4. This issue contains 190 symbols, 29 textures and 50 new drawing tools.

Here is a map created with the October 2014 style.

The Dwarven Outpost of Murak kar

Wednesday, October 1, 2014

Forlonde A Black and White City Map

Forlonde is another black and white city map I made with Campaign Cartographer 3. It also uses the black and white city style from the April 2010 Cartographer's Annual. I placed this city in the Hinterlands on the Turnadarok river. It is a city populated entirely by gnomes and halfings.

Forlonde a Black and White City Map
Forlonde by Eddy Morrow


Friday, September 26, 2014

Lords of Rust and Tech Dungeon Arrived

I subscribe to the Paizo Adventure Path and the Map Pack Series. Iron Gods AP 2  Lords of Rust and the Tech Dungeon arrived today. I am really excited about both of these products and look forward to putting them to use in a game. I won't be starting an Iron Gods campaign anytime soon but the  Tech Map could prove useful as a new battle map.

Here are the pictures of the products




Saturday, September 20, 2014

Belkor -- A Black and White City Map

Here is a city I made with the Campaign Cartographer 3 using the city designer and a black and white style from the April 2010 issue of the Cartographer's Annual. I call the city Belkor and it is in my Rise of the Rune Lords campaign in the Hinterlands. It is on the Soggy River and along a tributary I added in the campaign called the Belkor river.

Belkor a Black and White City Map for the Hinterlands
The Town of Belkor

My Version of the Hinterlands

Hi. I decided to try my hand at drawing an overland map in Campaign Cartographer 3 by replicating a map of the Hinterlands area from the Rise of the Rune Lords Adventure Path. Campaign Cartographer 3 has quite the learning curve. I followed a few videos and finally just sat down and started messing with program. I also would refer to the help manual and the community forms from time to time. The end result of my effort is posted below. It is my first attempt at an overland map and I like how I interpreted the Hinterlands. It is not an exact copy from the adventure path, and I admit there are a few missing areas, but I like what I was able to do. It was a lot of work and it takes time, patience and persistence to make a map in Campaign Cartographer 3. I like the program. Give it a try if you have the desire to use a top notch mapping program.

My version of the Hinterlands (version 2.5)

Map of the Hinterlands by Eddy Morrow Version 2.5
An Interpretation of the Hinterlands by Eddy Morrow