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hestmark:index [2015/08/30 15:33] samhestmark:index [2016/09/03 09:45] (current) sam
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 [[this>_media/hestmark/descent.png|{{:hestmark:sm-descent.png?nolink|}}]] [[this>_media/hestmark/descent.png|{{:hestmark:sm-descent.png?nolink|}}]]
  
 +==== Necromancer ====
 +
 +In the Vast Swamp was a town of lizard folk that had grown up around a magical tower. The tower consisted of three floors above ground, and two below the ground before opening up into an ancient complex of tombs in which the Necromancer himself lived.
 +
 +[[this>_media/hestmark/lizardfolk.jpg|{{:hestmark:sm_lizardfolk.jpg?nolink&128|}}]]
 +[[this>_media/hestmark/necromancer-tower.png|{{:hestmark:sm-necromancer-tower.png?nolink&128|}}]]
 +[[this>_media/hestmark/necromancer-dungeon-1.jpg|{{:hestmark:sm-necromancer-dungeon-1.jpg?nolink&128|}}]]
 +
 +The dungeon map is 9450x6300 pixels in size, at a scale of 70pixels = 5ft. As per most of the maps here, it doesn't include the dungeon furnishings which are added within Roll20.
 +
 +==== Troglodyte Warrens ====
 +
 +Heading down into the Underdark, subterranean warrens full of Trolls, Troglodytes and Drow were explored and cleared out. This was for the first part of //D1 - Descent into the Depths of the Earth//. The map for this is another large one - 9800x6440 pixels - and based on the map in the original module.
 +
 +[[this>_media/hestmark/warrens.jpg|{{:hestmark:sm_warrens.jpg?nolink&128|}}]]
 +
 +==== Crossing the Svartjet ====
 +
 +Crossing the //Svartjet River// the groups encounters an outcast Drider. This map is one where I spent some time trying to make it look nice as well as simply functional, and played with some translucency effects on the water. It is a much smaller map - 2800x2800 (200ft x 200ft) - than some of the previous ones, and was more a place to have a conversation (or quick fight) rather than a place to explore.
 +
 +[[this>_media/hestmark/svartjet.jpg|{{:hestmark:sm_svartjet.jpg?nolink&128|}}]]
 +
 +The cavern walls do appear unnaturally straight. This is because all vertices are based on the 70x70 grid used by Roll20 which makes it very easy to draw the lighting layer on top using snap-to-grid. If this isn't done, then the line of sight don't follow the cavern walls accurately, and it looks messy in the game.
 +
 +The lines that define the cavern walls are 20px wide, which means they overlap into the visible area after the lighting layer has been put down. Players get to see just enough of the walls to get an idea of what they look like, rather than hiding them completely behind blackness.
 +
 +==== City of the Duergar ====
 +
 +The back way into Grondarg, city of the Duergar, used to be defended by a gate at the start of their road. However, over the centuries it has fallen into disuse, and ways around it created by purple worms and other creatures.
 +
 +[[this>_media/hestmark/duergar-gate.jpg|{{:hestmark:sm_duergar-gate.jpg?nolink&200|}}]]
 +
 +There are a few dusty rooms near the gate, and a once impressive road and hall which have fallen into disrepair.
 +
 +==== Llar Olg ====
 +
 +[[this>_media/hestmark/llar-olg.jpg|{{ :hestmark:sm_llar-olg.jpg?nolink&200|}}]]
 +
 +A Drow checkpoint controlled by House Aleval. This House is opposed to House Eilservs, and is more than happy to provide a bit of help and advice to anyone causing trouble for their enemies.
 +
 +The central cavern has a small fortified Drow checkpoint, at a junction of three primary passages. There is also a secondary (20ft wide) and tertiary (10ft wide) passage leading away from the junction. The small cave with fresh water (and a waterfall) makes for a good rest point for travellers.
 +
 +The dirt texture is from the [[https://community.renderman.pixar.com/article/114/library-pixar-one-twenty-eight.html|Pixar 128]] library. The tiles are from [[http://cuzimage.com/image/free-texture-small-tiles-dark-modern-tiles-lugher-texture|Lugher Texture]], and the rock texture is from [[http://koncaliev.deviantart.com/art/seamless-texture-rock-and-moss-271256441|Koncaliev]].
 +
 +==== Shrine of the Kuo-Toa ====
 +
 +[[this>_media/hestmark/shrine.jpg|{{ :hestmark:sm_shrine.jpg?nolink&200|}}]]
 +
 +The //Shrine of the Kuo-Toa// is the final part of the classic D&D module of the same name (D2), and concludes the second part of the adventure series. It consists of a central shrine to the Sea Mother, the goddess Blipdoolpoolp, as well as various priestly quarters and birthing pools.
 +
 +Unfortunately, this map never really got used. I did it last year, before I realised that a dungeon bash type of adventure (which this map is best suited for) doesn't work for epic level characters. The PCs met the Priest Prince in the shrine and came to a deal to help each other against the drow, and that was it.
 +
 +==== Great Fane of Lolth ====
 +
 +[[this>_media/hestmark/great_fane_0.jpg|{{ :hestmark:sm_great_fane_0.jpg?nolink&210|}}]]
 +[[this>_media/hestmark/great_fane_1.jpg|{{ :hestmark:sm_great_fane_1.jpg?nolink&210|}}]]
 +
 +The //Great Fane of Lolth// is where the final battle of D3 //The Vault of the Drow// takes place. The core of the temple is a black web, that surrounded a column of amber liquid of negative energy in which dwelt //Lolth's Huntsman//, a demi-god servant sent to aid Eclavdra, the High Priestess. I decided not to have the group fight an Avatar of Lolth at this point, since even though they were Epic level, deities in 3rd edition are somewhat more powerful than they were in 1st edition.
 +
 +Living quarters for the drow acolytes surrounded the core, and there was a gateway to the //Spider Web Pits// (in the Abyss) at the end of the long room in the south east.
hestmark/index.1440948831.txt.gz · Last modified: 2015/08/30 15:33 by sam