Monday, February 17, 2014

Wilds - Into the Darkness (again)

Usually I trim down and polish up the turns from this game. Today I decided to just cut and paste the message that went out to my players (minus the contacts section with email addresses and such). The main difference is the addendum that outlines standard marching orders and watches.

Friday, February 14, 2014

Nameless Hexes

I really need a snappy name for this project, but I'm not feeling inspired yet. I had the time to add to the previous map. I'm still using the same basic filling strategy with Ground Rules, and now that I have the edges finished off, it's easier to deal with a full hex at a time. Detailing out a hex worth of terrain takes me about 20 minutes now.

Thursday, February 13, 2014

The Wilds - Don't Drop Him!

With spells depleted, and worried about the noise of the elevator room drawing foes to the area, the party decides it's time to get out and recover. "We've only been here for a morning and we're already leaving," grumbles Raúguey as he helps Locky and Mordikarr drag the searched goat-thing's corpse to the Reptile House.

Tuesday, February 11, 2014

Sandbox Update

Just a quick progress image from this map. Finished off all the border areas, and I'm now working on the coast, including where I anticipate placing my "civilized" area.

And here's a cheesy GIF animation of the process, which may or may not work in Blogger's image viewer.


Monday, February 10, 2014

The Wilds - Pull the Other One

With the current level mostly explored, the party decides to make a trial of the lever room after a final bit of exploration. This eventually results in the party splitting up, so the following is a bit piecemeal in places. It also covers several turns, because there was a fight in the middle of it all.

Saturday, February 8, 2014

Progress by Hex

Not much to say about this, just showing forward progress. I changed up how I've been building these a bit. I think the first hex I built out was a little too monotonous, so I'm using a slightly different method now. Before I was treating all unfilled hexes as the large hex terrain. Now I'm placing a single 'best match' hex in the center of the large hex and treating all A1 results (the randomizer hex) as the large hex terrain type. This has led to more variety, while retaining some of the basic feel of the big hexes.
Early Small Hex Work

In progress
It's not exactly a fast process, but that's more because I'm keeping careful labels on everything and flipping between Gimp for mapping and Excel for dice rolling. I've tweaked a couple table entries along the way (and fixed a couple more typos too). I think I want to finish off all the border hexes and then start moving in, so... onward!

Friday, February 7, 2014

Dungeons in Blue - New Tiles

I've finally finished off the next three tile sets for Dungeons in Blue, Set J, Set K, and Set L. Each of these sets contains nine 100x100-foot full-sized tiles, ready to drop into whatever virtual tabletop you prefer. These sets are also available in a bundle, Triple Pack Four, at a discounted price.

As usual these maps include GM and player versions, plus a full map key, preview image and brief read me. All image files are 100px per five-foot square PNGs. Here are the one-third scale preview images for these new sets:



Happy mapping!

PS - If you're looking for previous product releases, you can find them all tagged here.