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
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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...

Thursday, January 31, 2013

The Wilds - There Will Be Blood!


Well, this proved to be a very ugly turn for the party. They found themselves facing off against a couple of nasty foes, and had to pull out all the stops. Who will live and who will die?

Monday, January 28, 2013

The Wilds - Here Comes the Boss

After encountering a group of kobolds barricaded behind some tables, the party attacks aggressively. We'll see how that works out for them...

Thursday, January 24, 2013

Deeper into the Cold Caves

Another day, another turn in my Labyrinth Lord campaign. The party is back in the Cold Caves, looking for more of the dread Acorn Kobolds, and possibly something bigger. After a brief side trip down the trash tunnel they've returned to the main caves and are pressing on...