Tuesday, July 9, 2013

Meanwhile, in the Wilds

I haven't posted much on this game lately, because the last couple turns were uneventful, and the party is now back in Auslaug, dealing with XP, gold, equipment, and the like. Of the survivors, the main characters, except the poor elf Maro leveled up to 3rd. Also, using our 0th level adventuring rules, the three hirelings also leveled up. More on that below.

Thursday, July 4, 2013

Library of Names Now Available!

I just wanted to throw up a quick note that I've bundled the three-volume Tome of Names series into the Library of Names. This set includes over 1000 names divided into nine language categories, including both first names and surnames.
The names in this product have a fantasy flavor, but may also be useful for science fiction, or other settings.

Thanks for reading, enjoy the July 4th holiday (if applicable)!

Thursday, June 27, 2013

Wilds - Wanted: Dead or... Dead!

With the ghouls' remains burned to a crisp the party packs up and starts backtracking along their trail (with a mix of grumbling and enthusiasm). The trail is not particularly hard to follow, at least for a while, but after several hours traipsing generally northwest, the signs grow thin and faint as the dense undergrowth and tall trees give way to more open woodlands. Enthusiasm wanes and grumbling increases. By mid-afternoon, only Maro seems intent on continuing along the possibly-lost trail.

Monday, June 24, 2013

The Wilds - Bring out your Dead!

Dead, or mostly dead? Whatever the things are, it's clear the party is going to have to fight!

Round One - enemy initiative

Ohwatoo begins casting a spell!

As the party prepares swords, bows, crossbows, holy symbols, and spells, the creatures charge, closing on the party's front rank. The mules scatter back along the path, and one yanks Jonquil off his feet as he tries to control it. Thinking fast, Gorvil shifts into the gap left by the fallen Jonquil and sets his trusty pole arm against the charging foes from the second rank.

Friday, June 21, 2013

Dungeons in Blue Virtual Tabletop Tiles

Dungeons in Blue, classic blue geomorph-style maps for the virtual tabletop, are now available on DriveThruRPG! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously sprinkled with tricks and traps. Every geomorph tile seamlessly connects to every other tile in the series, providing the megadungeon builder tremendous freedom and flexibility.

Start with The Master List, a free starter kit that includes a set of ready-to-use tiles, the latest and greatest map key, one-third scale summary maps of every Dungeons in Blue tile set, and an index PDF with direct links to the rest of the Dungeons in Blue product line.

There are currently three tile sets available, cunningly named Set A, Set B, and Set C. Each of these sets includes:
  • Four 100x100 foot full-sized tiles.
  • Four 50x50 foot corner tiles.
  • Four 50x100 foot edge tiles.

50x100 foot sample tile
Each set also includes a map key, one-third scale summary map, and a quick readme PDF.

If you're ready to dive into the deep end, all three sets listed above are available in the Triple Pack One bundle.

All maps are rendered at 100 px per five-foot square, in ready-to-use PNG-format files compatible with most virtual tabletops. Two versions of each map are provided, one for players, and one for GMs. The GM's versions show additional features, tricks, and traps. Use them as-is, or combine them into larger maps using your favorite image processing software.

Thanks for taking the time to read this. I hope you'll check out Dungeons in Blue, or take a look at some of PBE Games' other products. Have a great weekend!

50x50 foot sample tile

Thursday, June 20, 2013

Wilds - The Road Home

With a pile of gold, silver, copper, and platinum bars in their hands, greed comes to the fore, and the party decides it's time to head to town. They retreat out of the vault complex, sealing all the doors behind them, and fall back to the camp they used the previous night, near the stream. The hike isn't terribly long, but Durego and Raúguey have convinced everyone that they should load excess personal gear on the mules so they can split the bars and other treasure among party members. That way a mule can't run off with all the loot. It takes a couple hours to wind down off the hill and backtrack along the old road, covering tracks as best they can.

Monday, June 17, 2013

Wilds - Pop the Box

Fully recovered and itching for loot, the party prepares to open the three chests they found in the glowing vault...

Start Date: July 16, Year of the Badger, morning
Start Status: Pop top!
Start Location: In the golden tunnels, deep in the Wilds

The Turn

After a discussion about various ways to open the chests, the party agrees to build a lifting mechanism using some poles, rope, and a grappling hook. Before heading out to gather the needed supplies, they check out the last doors. As expected, they mirror the already explored areas.