Friday, October 31, 2014

Tile of the Week #36

A new Tile of the Week entry for Dungeons in Blue. This week starts a four-tile series featuring curved corridors. Today's tile is a simple bend with a statue-filled circular chamber connected to the outer rim.

Tile #36 - Player Version



All Tile of the Week images are free for private use. You can download the images above using right-click / save as. Each tile is a 100px per five-foot square image, sized for compatibility with Dungeons in Blue geomorphs. The entire Tile of the Week Collection is also available as a pay what you want bundle, if you're feeling lazy.

Thursday, October 30, 2014

The Wilds - Corpse Run

Finally, we're back on the road. There was much wailing and whining and gnashing of teeth concerning logistics and gear, but we finally got it done. Here's the first turn of the new cycle...

Wednesday, October 29, 2014

A Bit More Hexing

This is another round of work on one of the hexes I posted here. I tweaked the hex sizes, text, and borders a bit, added scale information, some icons for the GM's version, and... something else I don't remember.

GM's / Icon Version

Players / No Icon Version
I'm still pondering how to deal with water / roads.

Tuesday, October 28, 2014

Some Hexing

A while back I did some work on a hex map sandbox, the Nameless Coast. I never really took it anyplace, because I kind of got lost in messing around with immigration history and population groups and how they moved into the area. I also think the area was too big, it's approximately twice the size of the state of Pennsylvania.

Anyhow, a few RPG.net posts started me thinking about hex maps again, and that led to messing around with the classic six-mile hex. From there I decided to subdivide into one mile hexes just to see where that ended up. Starting with a mountain hex, I ended up with this:

And a forest led to this:
Of course tiling these together is a bit messy, because there are overlapping partial hexes on the corners and edges. I'm not sure how I'd handle that. There's also the problem of roads and rivers crossing from hex to hex, and for a geomorph-ish approach, those are hard to do, though I guess you could standardize some cross-over points on the edges.

Anyhow, there's some random map musings.

Oh, if you're missing the Wilds updates, well, players are being disorganized, and work travel is interfering, so Monday's turn... wasn't. Soon (TM).

Friday, October 24, 2014

Tile of the Week #35

The latest Tile of the Week entry. As with last week's entry, this is a small multi-floor structure, two stories and two cellar variants. Note that as is sometimes the case, there are no real differences between the player and GM versions here. This is just a small house, nothing special. I provide both versions for completeness.

Thursday, October 23, 2014

Wilds - Still Shopping (and Other Things)

This visit to town has taken much longer than anticipated, in part because one of the chief logistics guys is traveling for work, but also because Things Have Happened (TM). Here's another quasi-organized update. Like the last one, it's a bit of wall of text, and represents several days back and forth with the players. I'm pushing to get back on the regular schedule in time for a Monday turn next week.

Wednesday, October 22, 2014

PBE Games - Mid-October Update

Here are the latest releases from PBE Games, now available on DriveThruRPG and RPGNow. The last couple weeks have been mostly about Dungeons in Blue, but there are a few other bits and pieces here too:

Here are a couple preview images from the above.

Fortified

Tombs and Crypts
And that's a wrap. If you want to keep up with the latest Dungeons in Blue information, you can always check out the free Master List, which I update with new and upcoming lists about once a month. For One Page, you can get the free One Page Index, which serves the same purpose.

Thanks as always for reading, have a great day!