After viewing the scene at the death camp, most party members want to follow the tracks leading away from the camp to see if they can figure out what's happened to the remains of their comrades. Several members of the group take the time to relieve the mules (and themselves) of some of the excess baggage they're carrying, caching everything beneath a rock ledge and covering it with spare cloaks and piled rocks. The scouts are already on the move. Rawon, Mordikarr and Ingvild take the lead, with Ohwatoo following. The others bring up the rear.
Indexes & Links
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Monday, March 30, 2015
Friday, March 27, 2015
Tile of the Week #65 and #66
The latest Tile of the Week entry. This is another pair of tiles from the ongoing corridor set I'm doing. Each pair of player tiles contains a corridor piece with a tileable pillar layout, so you can make long passages that look right. No tricks or traps here, unless you add your own.
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.
Tile #65 |
Tile #66 |
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, March 26, 2015
Wilds - Grave Duty
After the tension of the ambush, and the sudden loss of the camp guards, the party has little motivation to move. The scouts, Rawon and Mordikarr, are exhausted, the rest of the party variously tired, grief-stricken or angry. No one is in a mood to move, despite the potential threat of bug men looking for their dead companions. The group sets watch and settles in to wait out the rest of the day and night. "We'll decide in the morning," is all Ohwatoo says after Raúguey grumbles about a plan.
Monday, March 23, 2015
Wilds - Don't Split... Ah Nevermind
After quickly butchering the deer into manageable sections, Mordikarr and Rawon load up half the carcass and head toward base camp. It's been a while since the group has checked in with the guards, and they can grab some cold-weather gear too. The remainder of the group moves away from the main path taken by the bugs and tries to find a reasonable place to set up a temporary camp for the remainder of the night. After eating some fresh food, the spell-casters head to bed while the others keep watch by turns.
Friday, March 20, 2015
Tile of the Week 63 and 64
The latest Tile of the Week entry. This is another pair of tiles from the ongoing corridor set I'm doing. Each pair of player tiles contains a corridor piece with a tileable pillar layout, so you can make long passages that look right. No tricks or traps here, unless you add your own.
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.
Tile 63 |
Tile 64 |
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.
Monday, March 16, 2015
The Wilds - Execute!
The bat and the well-laid ambush work, the spider things are caught completely by surprise!
Friday, March 13, 2015
Tile of the Week #61 and #62
The latest Tile of the Week entry. This is another pair of tiles from the ongoing corridor set I'm doing. each pair of player tiles contains a corridor piece with a tileable pillar layout, so you can make long passages that look right. No tricks or traps here, unless you add your own.
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.
Tile 61 |
Tile 62 |
Thursday, March 12, 2015
The Wilds - Bug Tracker
"Northeast? That's toward our camp. We should get moving quickly. If they're going to attack the guards and the mules, we'll be left without supplies."
"Slow down Maro, just because they're heading in that general direction doesn't mean the camp is in danger. The hunters we've seen are usually gone for four or five hours and camp is almost six miles away. They'd have to move pretty quickly to get there and back in that amount of time, and they'd have to know where camp is." Durego is already on his feet, ready to go.
The group falls into their usual marching order and moves out, circling the vertical cliff face. When they reach the top, Rawon and Dagmarten start looking for tracks while Mordikarr sends Ava northeast, along the creature's probable path of travel. As the scouts look for the trail, Durego and Ohwatoo poke around the top of the hill. "Hey," whispers Ohwatoo. "Look at this." Several group members gather around the wizard, who is stooped over a low mound.
"What is it?" asks Durego.
"Some kind of monument or something. There's something engraved on the face, writing maybe? Spread your cloaks and I'll expose a light."
The others huddle close and Ohwatoo pulls out his light stone. The monument is a weathered stone obelisk, a few feet across. The top is engraved with faded writing [image on web site]. "Can you make it out?" asks Durego, who is more concerned with keeping an eye on the surroundings than the writing.
"It's very faint. A pity we don't have more time to study it."
"No time at all. They have the trail. Hide the light."
The scouts quickly find signs of passage, the same odd prints they found outside Hill Hole's entrance. The group follows the trail, which leads away northeast, though not directly toward the group's campsite, which is south of the travel line. Or at least that's how the party remembers it. "Probably just a hunting party then," mutters Raúguey.
The group follows the trail for an hour, then Rawon holds up a warning hand. He scouts ahead a short distance, then returns to the group. "The trail crosses a small clearing here, and there's a big fallen tree along the near edge. Looks like a good ambush site. We're far enough from Hill Hole that noise won't carry. I say we set up here."
There are murmurs of agreement from the others, and the group takes positions flanking the creatures' trail. Grendor, Strom and Maro take position behind the huge fallen tree. Raúguey finds a shallow crevice behind a rock to the left of the tree and covers himself with leaves. Rawon and Dagmarten take position in the woods behind the fighter, hunkered down behind a small outcropping of stones. Durego and Ohwatoo back the tree group, while Ingvild and Mordikarr split off to the right, ready to use missile weapons.
Time passes and a thin fog rises from the soaking-wet ground. Raúguey shivers as cold mud slowly creeps into his armor. A noise? Yes, a noise, a faint clickity-clack. Then movement. The three creatures enter the clearing from the northeast, moving at a quick pace [from what you can see, they probably travel faster than humans]. From this distance you can see two of the creatures are carrying something, a deer perhaps, suspended from a pole. You can also see they are armed with bladed weapons.
As the creatures reach the center of the clearing, Ohwatoo speaks the command word for the Fang of Bats, summoning a vampire bat. With a word, he indicates the targets. The bat flies up, and then swoops down at the front spider thing, which hisses in surprise!
"Slow down Maro, just because they're heading in that general direction doesn't mean the camp is in danger. The hunters we've seen are usually gone for four or five hours and camp is almost six miles away. They'd have to move pretty quickly to get there and back in that amount of time, and they'd have to know where camp is." Durego is already on his feet, ready to go.
The group falls into their usual marching order and moves out, circling the vertical cliff face. When they reach the top, Rawon and Dagmarten start looking for tracks while Mordikarr sends Ava northeast, along the creature's probable path of travel. As the scouts look for the trail, Durego and Ohwatoo poke around the top of the hill. "Hey," whispers Ohwatoo. "Look at this." Several group members gather around the wizard, who is stooped over a low mound.
"What is it?" asks Durego.
"Some kind of monument or something. There's something engraved on the face, writing maybe? Spread your cloaks and I'll expose a light."
The others huddle close and Ohwatoo pulls out his light stone. The monument is a weathered stone obelisk, a few feet across. The top is engraved with faded writing [image on web site]. "Can you make it out?" asks Durego, who is more concerned with keeping an eye on the surroundings than the writing.
"It's very faint. A pity we don't have more time to study it."
"No time at all. They have the trail. Hide the light."
The scouts quickly find signs of passage, the same odd prints they found outside Hill Hole's entrance. The group follows the trail, which leads away northeast, though not directly toward the group's campsite, which is south of the travel line. Or at least that's how the party remembers it. "Probably just a hunting party then," mutters Raúguey.
The group follows the trail for an hour, then Rawon holds up a warning hand. He scouts ahead a short distance, then returns to the group. "The trail crosses a small clearing here, and there's a big fallen tree along the near edge. Looks like a good ambush site. We're far enough from Hill Hole that noise won't carry. I say we set up here."
There are murmurs of agreement from the others, and the group takes positions flanking the creatures' trail. Grendor, Strom and Maro take position behind the huge fallen tree. Raúguey finds a shallow crevice behind a rock to the left of the tree and covers himself with leaves. Rawon and Dagmarten take position in the woods behind the fighter, hunkered down behind a small outcropping of stones. Durego and Ohwatoo back the tree group, while Ingvild and Mordikarr split off to the right, ready to use missile weapons.
Time passes and a thin fog rises from the soaking-wet ground. Raúguey shivers as cold mud slowly creeps into his armor. A noise? Yes, a noise, a faint clickity-clack. Then movement. The three creatures enter the clearing from the northeast, moving at a quick pace [from what you can see, they probably travel faster than humans]. From this distance you can see two of the creatures are carrying something, a deer perhaps, suspended from a pole. You can also see they are armed with bladed weapons.
As the creatures reach the center of the clearing, Ohwatoo speaks the command word for the Fang of Bats, summoning a vampire bat. With a word, he indicates the targets. The bat flies up, and then swoops down at the front spider thing, which hisses in surprise!
- Visit the game index.
Tuesday, March 10, 2015
PBE Games - Latest Releases
Here's a quick update on the latest PBE Games releases, which include some new Dungeons in Blue geomorphs, a pair of Uncommon Ground textures, and a new Hexed Places sandbox locale. Short and sweet:
I've also done a fairly broad strokes discount pass over all my older products, so if you have anything from PBE Games on your wish list, you may want to take a peek and see if it's been reduced.
Like I said, short and sweet. Thanks, as always for checking out the stuff I post up here. Happy gaming!
- Uncommon Ground Stonerash and Radiated are two stone-like textures. The
first is fairly normal looking, the second includes some unnatural color
mixes. - There are three new sets of Dungeons in Blue geomorphs up. The tiles in
the Big Time series (One, Two, and Three) all include at least one
oversize hallway or cavern. All three sets are available at a discount in
the Big Time Pack too. I've also grouped up a bunch of random one-off tile
sets into the More Parts and Pieces Bundle. This package includes seven
previously released tile sets. - Two Fang Gap, a Hexed Places sandbox locale, is also out. This
mixed-terrain, six-mile hex is split by a deep river. You could swim, or
maybe, risk crossing the gargoyle-guarded bridge.
Big Time One - Preview |
Uncommon Ground - Radiated |
Like I said, short and sweet. Thanks, as always for checking out the stuff I post up here. Happy gaming!
Monday, March 9, 2015
Wilds - Ambush?
After returning to Hill Hole, the party decides to spend a couple days trying to ambush hunting parties leaving the site. It takes a while to settle on a plan, but when they do, here's what happens.
Friday, March 6, 2015
Tile of the Week #59 and #60
The latest Tile of the Week entry. This is another pair of tiles from the ongoing corridor set I'm doing. each pair of player tiles contains a corridor piece with a tileable pillar layout, so you can make long passages that look right. No tricks or traps here, unless you add your own.
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.
Tile 59 |
Tile 60 |
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.