Thursday, November 6, 2014

Wilds - No Damn Good in the Mud

Still chugging through the mud on their way back to Blackpool Maze. Winter is coming, etc.

Monday, November 3, 2014

The Wilds - Soggy

The night watch rouses the party early the next morning. There's a lot to do. While some work to get the piles of supplies under better cover, the rest of the group and the unburdened mules head out with Strom and Grendor. The intent: to escort the pair at least as far as the river that crosses the Wood Walk. Some party members are still suspicious, some are simply cautious. With the mules unburdened, the group makes better time, limited only by stubby dwarf legs. The weather has cleared up, but it's still a muddy mess on the road.

Friday, October 31, 2014

Tile of the Week #36

A new Tile of the Week entry for Dungeons in Blue. This week starts a four-tile series featuring curved corridors. Today's tile is a simple bend with a statue-filled circular chamber connected to the outer rim.

Tile #36 - 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, October 30, 2014

The Wilds - Corpse Run

Finally, we're back on the road. There was much wailing and whining and gnashing of teeth concerning logistics and gear, but we finally got it done. Here's the first turn of the new cycle...

Wednesday, October 29, 2014

A Bit More Hexing

This is another round of work on one of the hexes I posted here. I tweaked the hex sizes, text, and borders a bit, added scale information, some icons for the GM's version, and... something else I don't remember.

GM's / Icon Version

Players / No Icon Version
I'm still pondering how to deal with water / roads.

Tuesday, October 28, 2014

Some Hexing

A while back I did some work on a hex map sandbox, the Nameless Coast. I never really took it anyplace, because I kind of got lost in messing around with immigration history and population groups and how they moved into the area. I also think the area was too big, it's approximately twice the size of the state of Pennsylvania.

Anyhow, a few RPG.net posts started me thinking about hex maps again, and that led to messing around with the classic six-mile hex. From there I decided to subdivide into one mile hexes just to see where that ended up. Starting with a mountain hex, I ended up with this:

And a forest led to this:
Of course tiling these together is a bit messy, because there are overlapping partial hexes on the corners and edges. I'm not sure how I'd handle that. There's also the problem of roads and rivers crossing from hex to hex, and for a geomorph-ish approach, those are hard to do, though I guess you could standardize some cross-over points on the edges.

Anyhow, there's some random map musings.

Oh, if you're missing the Wilds updates, well, players are being disorganized, and work travel is interfering, so Monday's turn... wasn't. Soon (TM).

Friday, October 24, 2014

Tile of the Week #35

The latest Tile of the Week entry. As with last week's entry, this is a small multi-floor structure, two stories and two cellar variants. Note that as is sometimes the case, there are no real differences between the player and GM versions here. This is just a small house, nothing special. I provide both versions for completeness.