Saturday, March 2, 2013

Villa Map

I've been working on my InkScape and Gimp skills this weekend, trying to get some consistent quality, and improve my speed. Today's project was inspired by my Daruna game. The players recently spent a big chunk of their cash on some property outside Shalish, a villa and small orchard that had fallen into a state of disrepair. This doesn't exactly match up to their villa, but it's designed along the same lines. Squarish outer structure wrapped around an open central courtyard. This was about an hour and a half's work. Unfortunately I was dumb and saved this after a plug-in I was trying out flattened all my layers, so changes are going to be painful. Anyhow, here's a map!

Note that this *should* just plug and play in Roll20 as a map, but I'm not sure what blogger is going to do with it. Guess I'll found out in a minute...

Edit: Bleh. Blogger randomly resizes the image. That's no good. Hmm. Or not. If you click on the image above, you should get the correctly sized 1039x1039 image.

Thursday, February 28, 2013

The Wilds - Around and Around

The party is back in the caves, and continuing their explorations. I forgot to post Monday's turn, so here's a double-header that covers the party's adventures this week. Highlights: water, weird tentacle monster, deep crevasses, and a decision... When we left, Rawon had just spotted something moving in the water.

Thursday, February 21, 2013

The Wilds - On the Odor Hand...


As the group presses on, there's a bit of confusion at the crossroads. Raúguey impatiently chooses a tunnel and starts things moving. Everyone else sort-of follows along, with various folk nervously eyeing the other tunnel. As always, the doughty hirelings take rearguard. Perfect time for a grue.

Monday, February 18, 2013

The Wilds - Carp Tarp


In which the party deals with a sprung trap and opens a chest. Carp tarp, is a running joke within my group, referring to an unfortunate typo by a party member when describing how his father, a local fisherman, used to use set crap traps in the local river. He'll never live it down.

Saturday, February 16, 2013

Deadly Blows - Now on DriveThruRPG

A few months back, I wrote about Deadly Blows, web-based, system-agnostic, critical hits tables for fantasy RPGs. I'm happy to announce that Deadly Blows is now available as a PDF product via DriveThruRPG as the first product published by PBE Games (that's me).

Deadly Blows - Critical Hit Tables for Fantasy Role-Playing Games
Cover Image
Deadly Blows is a set of six critical hit tables that can be used with any fantasy pen and paper role-playing game. The tables provide both descriptive text and conditional effects for critical attack successes. Results are determined by attack type and a d100 die roll. Deadly Blows pulls no punches. The tables include broken bones, severed limbs, blindness, and many other dire results, but the in-game effects of these terrible injuries are determined by you and the other players at your table.

Deadly Blows is a 14-page PDF that includes system-agnostic critical hits tables for crushing, piercing, and slashing weapons and bite, bludgeon, and claw attacks. It also contains advice on adapting these tables to your game, and a Campaign Summary Sheet you can use to record the choices you make when applying Deadly Blows to your campaign.
I hope you'll check it out, thanks for reading!

Friday, February 15, 2013

The Wilds - Back in the Caves

I've missed a couple posts from this game, mostly because there was administrative stuff to deal with, and that's no fun to read about. Here's a quick summary.

The party returned to Auslaug, turned in the various kobold and ogre (for so the big things proved to be) heads for their just reward. The strange blue paste and the two-handed sword carried by one of the ogres proved to be magic. Raúguey the slightly dim fighter claimed the sword, and while practicing with it has noticed it emits a strange buzzing / humming sound. No one has figured out what the paste is, so that's being left alone for now. Most of the loot is converted to coin and divided up, and various people buy additional gear. The party decides to head back to the Caves as quickly as possible, and leaves a few rumors that there were other horrors to be found there to dissuade any other adventurers. They make a hasty trip back and arrive back at the burned out farmstead late in the evening. The next morning they head back in, and that's where the turn begins...

Wednesday, February 6, 2013

The Wilds - Escape from Cold Caves


Twenty turns in, and the party is headed back to town, battered, bruised, and hopefully a bit richer...