After finding the dead body spiked to the wall, the party's desire to find the necromancer is further increased, but so is their caution. "It's clear he... it knows we're coming back, so we need to be careful," says Durego.
Thursday, April 24, 2014
Saturday, April 19, 2014
PBE Games - Release Update
Here's a quick update on what's new from PBE Games on DriveThruRPG (or RPGNow if you prefer). First up is a new trio of Dungeons in Blue Small Dungeons:
I've also published three more Uncommon Ground textures:
- Small Dungeons #7 - A tomb complex.
- Small Dungeons #8 - A series of lava-filled caverns.
- Small Dungeons #9 - A lake front cave hide-out, possibly for pirates.
Small Dungeons #7 |
Small Dungeons #8 |
Small Dungeons #9 |
- Pitted Paint - a crudely painted surface texture.
- Oiled Shale - a slick-looking stone texture with a layered / flaked surface.
- Branch Line Hatching - an odd two-color hatching pattern.
Thanks, as always for reading, happy gaming!
Friday, April 18, 2014
Tile of the Week #8
The latest Tile of the Week entry. This week features an underground lake or sea, with a small dock complex on the shore. I've been messing around with some crate and barrel icons too, so they make an appearance here.
Thursday, April 17, 2014
Wilds - Up and Out!
Exit stage left. Time to get out, recover, and check out the loot. Been away for a bit, this is a bit of a catch-up post.
With the party sorely wounded, it's time: up and out, to camp, rest and recovery. Locky and Mordikarr make a quick check of the hallway to the west while the others get themselves organized, but they see no creatures, owlbear, bugbear, zombie, or other. Locky starts to go north to check out the tree room, but the others are all for leaving, so he reluctantly rejoins the main group.
With the party sorely wounded, it's time: up and out, to camp, rest and recovery. Locky and Mordikarr make a quick check of the hallway to the west while the others get themselves organized, but they see no creatures, owlbear, bugbear, zombie, or other. Locky starts to go north to check out the tree room, but the others are all for leaving, so he reluctantly rejoins the main group.
Friday, April 11, 2014
Tile of the Week #7
The latest Tile of the Week entry. This is a ruined cellar, a house or perhaps a small inn. There's an exterior staircase leading down to this area, and a second ruined staircase that might indicate a hole to the interior upstairs. There are also a few barrels and crates and an old well in the other rooms. It's a bit of a departure from the usual Dungeons in Blue stuff, but sometimes you need mundane spaces too.
Tuesday, April 8, 2014
Dungeons in Blue - Geomorph Preview
Figured I'd share an early preview of one of the upcoming sets of Dungeons in Blue geomorphs. The upcoming sets are a bit different from previous; they all feature either a river or a lake / sea shoreline that cuts across the tile. Rivers match up to rivers, shoreline with shoreline, so if you want to create a dungeon full of underground river pirates, you're covered.
This is a one-third scale preview. I snapped in some quick lines to mark the geomorph edges. I'm sure river police will say river junctures don't work like that, but I am trying to avoid showing flow direction, so tiles can be rotated / swapped, and I'm also maintaining width, so they tile.
This is a one-third scale preview. I snapped in some quick lines to mark the geomorph edges. I'm sure river police will say river junctures don't work like that, but I am trying to avoid showing flow direction, so tiles can be rotated / swapped, and I'm also maintaining width, so they tile.
Monday, April 7, 2014
Wilds - Stuff and Aaah, Monster!
A bit of a catch up post. I missed posting a turn or two last week so here's a big post covering recovery, treasure examination, and... trouble.
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