Wednesday, January 28, 2015

PBE Games Update

Looking back over my product spreadsheet for PBE Games, I see I've been in Dungeons in Blue mode for the first month of 2015, publishing a trio of Small Dungeons, and five new Mega Tiles. Here's the latest stuff.
  • Mega Tile Six - a large natural cavern crossed by an underground river. Several cliffs and crevices create natural elevation changes and obstacles in the cave.
  • Mega Tile Seven - is a large temple complex with tombs and crypts nearby.
  • Mega Tile Eight - depicts a trio of sewer lines running into a large natural cavern and the river therein.
  • Mega Tile Nine - is a traditional dungeon area with several large chambers and multiple stairways. It's a great level transition piece as it depicts three separate elevations on one tile.
  • Mega Tile Ten - is a huge lava-filled cavern with several elevation changes. Red dragon lair anyone?
  • Small Dungeons #13 - a fortified complex with several large chambers.
  • Small Dungeons #14 -  a very long hallway connecting a natural cavern complex to a traditional dungeon area. Both areas have exits to the outdoors.
  • Small Dungeons #15 - A classic dungeon with a mix of features and some curved corridors to befuddle your mappers.

And as usual, there are deals to be had. Mega Tile Five Pack #2 bundles Mega Tiles six through ten into a discount package. Small Dungeons Map Pack #5 does the same for Small Dungeons #13, #14, and #15.
Small Dungeons #13 Preview
There's a little more variety in the queue for the next month: a few new Uncommon Ground textures; two more Hexed Places sandbox regions, Two Fang Gap and Ash Wood; plus a trio of tile sets featuring over-sized corridors, and more Mega Tiles. I also have a whole bunch of Tile of the Week posts queued up too. Stay tuned.

Uncommon Ground - Stonerash Preview

Monday, January 26, 2015

Wilds - Say Hello to my Little Friend

The party has gotten past the heavy portcullis, but now they face a new large and smelly challenge. Reactions are... mixed.

Friday, January 23, 2015

Tile of the Week #48

The latest Tile of the Week entry. This is the fourth of four multi-level tiles, and, well, it's a trap! The stairs on this tile are unmarked, so you can treat it as both up, both down, or one up, one down as you like.

Tile 48 - 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, January 22, 2015

Wilds - Breach the Gate

With a dark, stench-filled hole in front of them, the party tries to figure a way past the heavy portcullis that blocks the passage.

Monday, January 19, 2015

Wilds - Ruinous

The night watch rouses the others at first light. "Rise and shine Stumpy," says Ingvild, nudging Strom with his toe.

"Don't call me Stumpy," growls the dwarf as he rolls out of his blankets onto the cold frost-covered ground. Strom looks at the sky, a few stars still show overhead, and then sniffs the air. "Looks like a nice day."

"Clear and calm," agrees Dagmarten. "Should be nice all day."

Friday, January 16, 2015

Tile of the Week #47

The latest Tile of the Week entry. This is the third of four multi-level tiles, and it features a 30-foot wide corridor joining up with standard 10-foot passages.

Tile 47 - 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, January 15, 2015

Wilds - New Roads to Follow

After a short rest and review of the map compared to the party's position, the group *thinks* they're at one of two possible locations on the map. Ohwatoo and most of the group is interested in checking out the area to see if they can prove a correspondence between the map and reality, and to see if the markings on the map indicate ruins. Profitable ruins. Maro is resistant, intent on getting back to Blackpool to face down the necromancer, but in the end, the voice of the majority outweighs his plea. The group heads southwest along the roadway, intent on a few hours travel before nightfall.