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 Post subject: Re: [Map Bits] [Aliasmask] Gallery Images (spelljammer galle
PostPosted: Wed Aug 15, 2012 11:17 am 
Cool, I look forward to seeing that.

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 Post subject: Re: [Map Bits] [Aliasmask] Gallery Images (spelljammer galle
PostPosted: Thu Aug 16, 2012 2:58 am 
Okay, finished.

Campaign file - with BoT set up
Attachment:
galleon.cmpgn [14.58 MiB]
Downloaded 143 times


RPMAP - compatible with BoT
Attachment:
Galleon.rpmap [14.15 MiB]
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 Post subject: Re: [Map Bits] [Aliasmask] Gallery Images (spelljammer galle
PostPosted: Mon Aug 20, 2012 10:02 pm 
Here's my next creation, the Goblin Blade also from spelljammer.

Goblin Blade
ImageImage
Goblin Blade w/greek fire and Helm
ImageImage
Goblin Blade w/wo greek fire with helm and/or non-magical propulsion
ImageImageImage

The goblin blade can ram other ships and if it has the greek fire projector it can "inject" the other ship with it's piercing ram.

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 Post subject: Re: [Map Bits] [Aliasmask] Gallery Images (spelljammer galle
PostPosted: Tue Aug 21, 2012 1:29 am 
CoveredInFish wrote:
I made a map from that beautiful galleon (just in time, party's gonna travel the high sea soon) with VBL. I'm gonna incorporate the BoT special pads and post it soon.

Are you using any kind of tactical combat for ship to ship combat? I've been looking the the 2nd edition rules for spelljammer and they seem a bit more complicated and I don't think they are quite balanced. Also, there are some glaring logical holes in my mind on how things work. So, given that, I'm going to come up with my own set up rules and try to keep it in the d&d spirit of things.

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 Post subject: Re: [Map Bits] [Aliasmask] Gallery Images (spelljammer galle
PostPosted: Tue Aug 21, 2012 2:42 am 
aliasmask wrote:
Are you using any kind of tactical combat for ship to ship combat? I've been looking the the 2nd edition rules for spelljammer and they seem a bit more complicated and I don't think they are quite balanced. Also, there are some glaring logical holes in my mind on how things work. So, given that, I'm going to come up with my own set up rules and try to keep it in the d&d spirit of things.

I probaby wont have to. I dont have "go to rules" for naval combat, although I think Savage Worlds (what I'm currently using) has general vehicle rules - dont know if these are good or not.

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 Post subject: Re: [Map Bits] [AM] Gallery Images (goblin blade - spelljamm
PostPosted: Wed Aug 29, 2012 2:02 am 
@CiF - Thanks, I worked out my own system for Spelljamming and it worked surprisingly well.

For everyone else, I added my collections of maps from my last campaign (less set design) to my gallery. Maps were inspired by Expedition to the Ruins of Greyhawk module, so you can use that to identify various areas. You'll notice I made small tweaks here and there so if you have any questions about what a map area is supposed to be, feel free to ask. The plaza and lecture hall I used as visual aids to a "dream sequence" as a part of the halls of memory map. Also, the halls of memory has 3 bits of map where the walls were unfinished. That's because they went on to another dimension and vbl just covered the outside areas.

Image Image Image
Image Image Image
ImageImageImage

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 Post subject: Re: [Map Bits] [AM] Gallery Images (dungeon/outdoor maps)
PostPosted: Thu Nov 08, 2012 10:01 pm 
Here's my most recent spelljamming ship, the dragonfly. I may add legs later when I build the lower deck, but here's what I have so far.

ImageImageImage

I have the dragonfly ship in one image, but I also split it up for MapTool for the main body if you don't care about wings. I added the wings separately which can be duplicated and flipped in MapTool to save space and load time.

Ship includes a light catapult and a tail that doubles as a ramp or stairs depending on the position. When landing on the ground, the tail can be lowered allowing access to ships deck. The stairs collapse forming the ramp when in the upright position and is used when boarding other ships or docking.

The forward wings rise above the deck and the lower wings fall below and catch the air currents generated by the spelljamming helm. Guide ropes, not shown, help steer the ship better with move class of C, but the spelljamming mage can manage without a crew but suffers a movement class of D.

Two cargo covers allow access to the hold while the stairs down lead to the crew quarters.

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 Post subject: Re: [Map Bits] [AM] Gallery Images (Jungle Encounter)
PostPosted: Thu Jan 31, 2013 10:59 pm 
I recently did a Jungle map and I thought I'd share. I made life easy for myself by making a couple of PSP tubes for trees and jungle floor objects. Those are available upon request, but I don't think many people here use that program.

MAP
Image

TOKENS
ImageImageImage

FOW Pattern (seamless tiling)
Image

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 Post subject: Re: [Map Bits] [AM] Gallery Images (Jungle Encounter)
PostPosted: Fri Feb 01, 2013 4:10 am 
Cool map!

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 Post subject: Re: [Map Bits] [AM] Gallery Images (Jungle Encounter)
PostPosted: Fri Feb 01, 2013 8:24 am 
Thanks for sharing, very nice material!

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 Post subject: Re: [Map Bits] [AM] Gallery Images (Jungle Magic Pool)
PostPosted: Sun Feb 17, 2013 4:33 am 
Here's the follow up map with a magical pool in jungle. I'm sure the "temple" area can be easily photoshopped to put whatever you want in there.

Image


Checkout the rest of the folder and I have bubble for the pool and an Open Gate patch. The map also has a description in the gallery which talks about some of the map features and DnD rules.

Unlike my previous map where the scale was 100px per grid square, this is only 50px because the size of the map.

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 Post subject: Re: [Map Bits] [AM] Gallery Images (Hedge Tileset)
PostPosted: Sun Mar 17, 2013 6:26 pm 
I made a hedge tileset.

Image

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