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Saturday, September 14, 2013

D&D 30 Day Challenge - Day 14 - Favorite NPC

Malakor Grais'li - Head of (whatever the local government) Intelligence, always willing to give the characters a dangerous but well paying job.

He always has a secretary/assistant named Helga who is tall, beautiful and has a loaded crossbow/pistol/handaxe close at hand and knows how to use them

Thursday, September 12, 2013

D&D 30 day challenge - day 12 Favorite dungeon type / location

I've never been a fan of really big dungeons, so most of my games have had small locations or been overland /wilderness based.  Ruins are always a good go, with a few small cellar complexes, sewer tunnels to explore as well as the aboveground ruins.

I also like ship-based adventures . . . I have a couple of players who HATE when I mention a sea voyage, they act like Mr. T trying to be coaxed onto an airplane :D   gotta love that.

Wednesday, September 11, 2013

D&D 30 Day Challenge - Day 11 Favorite Adventure

That would be my "Horns of Kuberlo" adventure that I used over the years to start several campaigns (I've had to change it up a few times because I have a couple of players that have been in my groups for a couple of decades).

The adventure starts with a kidnapping from the town the characters are in/from and ends up with them facing the threat of stopping a demon worshipping cult from bringing the object of their veneration into the material plane to wreak havoc and destruction.

Tuesday, September 10, 2013

D&D 30 Day Challenge - Day 10 Craziest thing that has happened that you saw

Way back in the mid 80's I was running a house ruled (duh) 2nd edition game for my friends and one of the players had a magic user who had a wand of lightning bolts with (to him) an unknown number of charges remaining.

I was using the moathouse from the Village of Hommlet module, and the group had managed to get into the moathouse and then got themselves cornered and were facing about three times their number in bandits, with an ogre among them.  The mage player asked if he could force the wand to shoot a triple power lighting bolt if it expended twice as many charges as usual (I've always allowed my players to come up with creative options whenever possible), I told him sure, but there could be dangers in that.  His response was "We got plenty of dangers in front of us", so I told him to make a percentage roll (I fixed a numeric range in my head and saw in my notes that the wand only had 5 charges left).  He rolled an 01 and smiled.

I told the group, "As the mage (I forget the character name at the moment) concentrates and points his wand towards the approaching mass of bandits and their ogre muscle, you see sparks begin to encircle his hand and the wand and then a massive array of lightning streaks out as the wand explodes in his hand"

I had everyone roll saving throws, and when the smoke cleared, three of the party were unconscious but still alive, the mage looked like one of those cartoons characters where a cigar had exploded in his face, and the bandits and ogres were all burned to a crisp (as were their equipment, including a magic sword the leader was carrying).


Monday, September 9, 2013

D&D 30 Day Challenge Day 9 - Favorite Character I haven't played

I suppose that would be the mage character Ryzalec of my friend Wyatt Bruce.  He played him with creativity and style iin every incarnation of the character over a number of games and systems.

Sunday, September 8, 2013

D&D 30 day challenge day 8 - Favorite Character Played

My first would probably have to be the favorite, although I've enjoyed every character I've ever played.

Corwin - the Human Ranger from my first game ever.   By the time I left Orlando and quit playing him, he was a level 10 Ranger and had a pair of weapons that he had acquired in the course of the campaign, a dagger called "Lichesbane" that did double damage to undead (useful when only doing half damage to skeletons with a dagger :P) and protected him from draining attacks.  In his other hand was a short sword called "Trollburner" that did an additional 1d4 fire damage.   Both of these were only +1 weapons for attack bonuses, but after acquiring them at 5th level, I passed up on every chance to take 'generic' +2 and even +3 weapons for the remainder of the campaign.

Saturday, September 7, 2013

D&D 30 Day Challenge - Day 7 - Favorite Edition

Ohh, let's open a can of worms, shall we?   just kidding.

Actually, I have played every edition of D&D at some point and have played any number of house-ruled versions, including my own (I have seldom met a ruleset that I didn't want to tinker with).

I think though, that the most enjoyment I have achieved from D&D games were in any of the pre-3rd edition games, although I have some hopes for 5th edition.

Friday, September 6, 2013

D&D 30 Day Challenge - Day 6 Favorite Deity

Cthulhu!

No, seriously. . . I'll have to fall back on one of my own creations.
Thanator, the god of death in my Leshan campaign is not a 'bad guy' deity.  He is represented by a fighting order called the "Undefiled" whose job is it to send Undead back to the boss and to protect the sanctity of burial grounds.   We had a warrior priest of Thanator in my last RQ campaign and he made for some interesting roleplaying instances, especially when he was stopping the rest of the party from looting what he declared to be "honorable dead".   He would allow them to loot monstrous opponents and those without honor, such as ambushing bandits and the like, but foes who challenged and faced the party head on were off limits.

Thursday, September 5, 2013

D&D 30 Day Challenge - Day 5 - Favorite Dice

Hmmm, favorite dice. .  .

Truthfully, I'm not that particular in general, but I do have a green 20 sider that I've had since the late 1980's that seems to like to roll either 1's or 20's on a fairly regular basis that I do enjoy using; and a pair of d10s (red and blue) that I've had since the first time I ran Rolemaster back in the mid 80's that I tend to use for percentile purposes.

Wednesday, September 4, 2013

D&D 30 Day Challenge - Day 4 Favorite Gameworld

Well this one is a bit harder.  

Is it egotistical to say that my favorite gameworlds are the ones I've created?

I have my fantasy setting: Leshan, which has evolved over the past couple of decades

I have my two fisted alternate 1930's pulp setting and I have my recent Swashbucklers of Atlantis, which is an Alternate history 18th century setting (Atlantis is what you and I call North America).

For favorite Gameworlds that I didn't come up with. . . . I'd say Harnworld and Greyhawk.

Tuesday, September 3, 2013

D&D 30 Day Challenge - Day 3 Favorite Playable Class

My favorite playable class is a toss up between Fighter and Ranger, with Ranger taking the lead.   I like a character who can handle themselves in a fight, and the special wilderness abilities of a ranger have always appealed to me (it was my first character, after all).   When I look at a new system, I first see how well I can create my prototypical ranger type character (these days named Alegur Thatain, as I realized a long time ago I should quit naming my characters after book and movie characters and make up my own names for them :P)

Monday, September 2, 2013

D&D 30 Day Challenge - Day 2 Favorite Playable Race

Most of these posts will be much shorter than my first post, where I wax nostalgic (part of getting older, I hear).

My favorite Playable Race is simply Human.  I've played Dwarves, Elves and even Half Orcs, but I always enjoy playing a Human the best.

Sunday, September 1, 2013

D&D 30 Day Challenge - Day 1 How I got started

I'll give this a shot and see if I can actually post all 30 days.

In 1980, I was stationed in Orlando, Florida at the US Navy Nuclear Training Center, learning about nuclear reactors and all of the things that went along with it.   It was a very time consuming and stressful training, requiring 40 hours a week regular classtime and a minimum of 40 extra hours a week logged in for after hours study (which had to be done IN the building, since most everything we were learning had been marked Classified).  

At that time, at the ripe old age of 18, most of my down time was either spent on dates or at bars on or off base (I really enjoyed dancing back then and it was the tail end of the age of disco).   Some of my classmates had been talking for a while about a game they had been playing on Saturday evenings, something called 'Dungeons and Dragons'.  They invited me to play, but frankly, the descriptions of what they were talking about didn't sound that appealing to me at the time.

Then one weekend, I was at loose ends, both of the girls I had been dating were out of town and I really didn't feel like hitting the bars, it was already starting to get old to me, so I planned on sitting in the barracks and reading that night.   My roommate, who was one of the players in the game, suggested again coming to play, or at least watch, and see what I thought about it.   I was about to politely demur when he said the magic words "There will be pizza from xxxxx (I forget the name of the pizza place, but it had some of the best pizza I had tasted to date)"    That did the trick, what the heck, I could have really good pizza instead of leaving base or eating whatever was being served in the mess hall.

I went and met the Dungeon Master, an older Chief Petty Officer (E7, Think Sgt First Class in the Army), who I had seen around the school.  There were six regular players, all but one of them, E3's like myself, and students of the Nuke School, the other fellow was an Ensign (lowest ranking officer), also from the Nuke School, but the Officers had their own building for training, and other than trying to avoid having to salute what seemed like a million of them if they got out of their classes at the same time we did (some of them were real jerks about it), we had little contact with them most of the time.

The Chief told me about the game, and he talked me through creating a character (it was 1st edition AD&D with lots of house rules), I created a human ranger, named him Corwin (I was working my way through the Amber series at the time), leveled him to level 3 to be just a level lower than the average of the others and we began playing.    Next thing I knew, it was 0200 and we had been playing for eight hours and I had a blast.

I was hooked.  I went to a game store one of the other guys told me about (I think the name of it was Enterprise 1701, but I'm not 100% sure) during the next week and bought the Players Handbook and began playing with the group every other Saturday.  One of my girlfriends had found someone else to date (which was fine by me, she was sort of high maintenance), and the other one actually said the game sounded interesting, so I talked to the Chief and he said sure, bring her in, so she joined the game and played with us.

I played Corwin the ranger from April of 1980 through February of 1981, when I left the Training Facility.  I had a blast and during that time I found something that I have enjoyed to this day.

I stopped playing for a while after I left Orlando, but started up again after I had came home and went to work running a local computer store in my home town.


Thursday, July 18, 2013

Star Wars: Edge of the Empire

My initial thoughts regarding Star Wars: Edge of the Empire

I received my copy of SW: EotE, a set of dice, and the GM screen yesterday and skimmed over them last night and created a character to see how it went.   I thought I would share my opinions

The Book:  geez, this thing would stop a blaster bolt!  It's huge, heavy and well made.  The interior is beautiful, albeit a little difficult to read due to the color choices, unless you are in a well lit area (at least for my weak old eyes :D)  

The GM Screen:  Well made, heavy duty, beautiful player-side art, but to me, the GM side SUCKS!  The thing has a patterned grayscale background with most of the text in a small font (8 point lightweight font, it appears).  The headers are big enough, but the background is very distracting.  

The dice: Nicely made, easy to read

Character creation:  Seems simple enough, like most games, there is too much (for me) of the tendency to explain the process multiple times.  I would love to see a game that covers character generation in  a step by step process rather than giving an overview, then another explanation, and then actually getting to the character generation, but you have to go back to the previous explanations for clarifications on stuff.   That being said, it still only took me about half an hour to create my first character, which for making one after an initial read through, is not bad at all, so overall, I like the character generation process.  I purposely made my character with random rolls and no real concept in mind and the obligations, careers/specializations and motivations enabled me to have a concept by the time I was finished.

Dice mechanic:  A little confusing at first glance, but I think it would be easily understood after a little use.

Overall opinion:  Other than the GM screen (and it came with a nice adventure, which I did like), I don't feel like I wasted my money, and I really don't feel like I wasted my money on the screen, because of the adventure and with some difficulty I will be able to use the screen itself, although if I were to run the system, I would probably reset the type and glue new sheets to the GM side of the screen that would be easier to read.

I would play this system in a heartbeat, no hesitations.   Whether I would run it or not is still up in the air.  If I want to run a star wars setting (or pretty much any setting) I would be more likely to set up a Ubiquity, BRP/Legend/RQ/Openquest, Classic Cortex, or BoL based system setup, but those are the systems  that I tend to prefer to run on a regular basis.    Regardless of the system anyone would use, this book is filled with information and ideas that you can mine for use with Star Wars or any other Space Opera game.

Would I buy it again, knowing what I know?   I don't know, but I probably would.  I waffled back and forth several times before I purchased the game, but as I said above, the money was not wasted.

If you are a Star Wars fan, it's worth purchasing.   If you like to add new stuff to your gaming selection, it's worth purchasing.  If the funky dice make you cringe, or anything I mentioned above does,  perhaps you should see if you can find a copy to flip through and see what you think.

Wednesday, April 17, 2013

A Travelers Tale - A snippet for Swords and Wizardry Appreciation Day

Created for the 2013 Swords & Wizardry Appreciation Day



The following is a fragment of a scroll or pages from a book that the GM can have the characters stumble across.

Dependent upon the GM’s wishes, this can either be used as a guide to a strange, new world after the characters have passed through a magical portal; or perhaps be found in their current, comfortable, known world and be used as a hint towards the existence of portals between worlds.

The text as follows (or a print out of the attached pdf marked Players Copy) should be imparted to the player characters.

Stats for creatures and people listed within will be listed at the end of the main text here, and will be compatible with Swords & Wizardry.

=============================================================

. . . Yesterday, after coming down from the mountainside where I emerged from the portal, only to find that there was no portal on this side, I came across Lisstrah, the alligator man, or saurial, as he said his people were called.


Lisstrah came to my aid as I fought the huge reptile that had attacked me on the edge of the vast swamp.  

The Swamp Wyrm, as he referred to the dead creature lying on the ground, was still twitching from our battle when Lisstrah began to cut away the scaly skin; telling me to build a fire on a nearby bit of dry ground and that soon we would eat.

As he dressed the beast, my new friend told me that I was not the first to stumble through the wall of the mountain, although many fell prey to the dangers of the swamp.

During our meal and the days that followed, Lisstrah told me much of the swamp, and of the swamp wyrm.  The eyeballs of the swamp wyrm, he said, are much prized by the alchemists in the preparation of potions that allow the imbiber to see clearly under water, while it’s intestine is used by hideworkers to fashion waterproof containers, such as pouches and packs.



On the other side of the Great Salt Marsh lies a town known simply as Marshton.  Lisstrah said that his folk were typically tolerated in Marshton, and that his clan often traded in the market there.

The folk of Marshton refer to the Saurials as the ‘Swamp Spirits,’ because of their knack of appearing and vanishing suddenly when within the swamp and marshes.   The Saurials share the Great Salt Marsh with a folk called the Sskar-trog, or Troglodytes, as the locals call them.


The Sskar-trog live in vast cave complexes beneath the swamp, and have a less than stellar reputation among the humans, since they have a bad tendency to look upon human animal pens as a communal feeding ground, and have not been very receptive about the concept of private property.






[large section missing here]






. . . I copied this map from one I found in the library at Myrddis.  Ever since I stumbled through the gateway near Hellespoint in my own lands, I have wandered this bleak, desolated world looking for a way home.

I have come to learn that worked steel is very valuable to the people of this world, which they call Zaalbar. Apparently the art of steelwork was lost at some time in the past and most steel weapons that existed have fallen into rust and disrepair.

I have learned more regarding the Lost Emperor, as many I have met have referred to him. . .

It seems that the Lost Emperor was an immortal being, virtually godlike, and that he had ruled this world for several millennia. One day, about three hundred years ago, another came and challenged the Emperor.

This challenger gave his name as Cron-Mar and he said that he would take the soul and power of the Emperor in single combat if the Emperor were brave enough to face him.

The generals of the Emperor's armies offered to fight for their beloved ruler, but he would not allow any to fight in his stead, and took the challenger out of the Holy City of Baalbek to face him in single combat upon the Plains of Myrrd.

The ringing of their swords was heard for six days and nights, until suddenly, a silence fell upon the land as the Emperor fell, Cron-Mar's axe buried to the hilt in the breast of the Emperor. A sudden and horrific storm sprang up from the skies as Cron-Mar threw back his head and laughed in maniacal joy. As the storm raged, the forests and grasslands of the world blackened and died, and items of steel and iron melted away, even as they were being worn and worked with, creating a horrifying death knell from across the lands.

Cron-Mar is said to have wandered the wastelands that remained, killing and raping as he desired. He was unstoppable, it is said that he would laugh off spear thrusts and sword blows as though they were naught but the wind.

For ten years did Cron-Mar lay waste to an already wasted world. Finally, he was heard to say that he was heading into the Starfall and richer worlds that were to be his for the taking.

Perhaps this meant that another gateway that leads away from this desolate, gods-forsaken world exists or existed in or near the chasm.

I intend to make my way there, but I feel I must first acquaint myself with the legends of this world to see if I could learn more to aid my search.



[Missing sections of text]



. . . Yesterday I met another traveler who had come through the gateway. She resembles the Kybari Elves of my world, but said she hails from a country called Artigili, in a very vibrant
and living world. Her name is Tuathan Cel Gord, or Tuath Silverwood, as she said it would tranlate into the common tongues of mankind.

Tuath has been on this world for two decades and had given up on finding a way home and recently taken up residence here in Myrddis. A lovely maiden, Tuath is a skilled bowyer and fletcher, talents very rare in this world with so few trees.

After my weeks of research in the Libraries, I have spoken to Tuath to let her know my intentions to leave and continue my search. She has agreed to accompany me on my quest to find a way home. While we were preparing to leave Myrddis, Lisstrah and Akut'tha arrived looking for me.

They had heard tales of something unusual near the Starfall and offered to travel with me to investigate. I was happy to have the companionship of friends again, and we shall set forth in the morning. . .


[missing text]





. . . I sketched this while staring at the mirror in the Fire's Shadow Inn last night. The past four years in this world have aged me more than those four years would seem, but my sword arm is still strong and my reflexes are still quick. We leave after breakfast this morning for the trek across the trackless wastes that lie between here and the Starfall itself. Perhaps my friends and I will find a way to leave this world soon . . .






[the bottom of the page is tattered and no more text is to be found]



Creature and NPC listing

Saurial Race
The Saurials are a reptilian race and can spend extended amounts of time underwater. Saurials are able to see underwater as clearly as on land, and their movement increased by 50% when underwater.
Their scaly hide provides Saurials with a natural base AC of 7 [12].
The only classes open to Saurials are Fighting Man, with a racial limit of level 6, or Saurial Scout, with no limitations.

=======================

The Saurial Scout
Hit Die Type: 1d6+1 per level. After reaching 9 hit dice, the Saurial Scout gains an additional 2 points per level.
Armor/Shield permitted: Leather, Chain, Any Shield
Weapons Permitted: any
Prime Attribute (5% xp bonus): Strength 12+ And Dexterity 13+

Saurial Scout Class Abilities:
Tracking: Saurial Scouts are able to track other creatures, and are even able to do so from under water. The base chance for a Saurial Scout to track is 80%, modified by -10% for each day of age of the tracks. Saurial Scouts do not suffer any penalties for the trail being wet, whether it be from precipitation or the target passing through water.

Concealment: Saurial Scouts are able to conceal themselves quite readily in natural environments. If still and unobserved when concealing themselves, a Saurial Scout can only be spotted on a 6 on a 6-sided die roll. If moving slowly and carefully, they can still only be seen on a 4 to 6 on a 6 sided die roll. If in urban environments, they suffer a -3 penalty.

Wilderness Survival: The Saurial Scout is adept at finding food and water in the most inhospitable environments. They can readily provide for themselves on a daily basis while on the move, and if they wish to spend 4 hours a day looking for food, they may provide food for 1d6+ half level additional individuals. Saurial Scouts can find ready shelter as long as some is reasonably available.

Saurial Scout Advancement Table
Level Experience Required Hit Dice (d6+1) Saving Throw
1                          0                            1                          16
2                     2,000                         2                           15
3                     4,000                         3                           14
4                     8,000                         4                           13
5                     16,000                       5                           12
6                     32,000                       6                           11
7                    120,000                      7                           10
8                    240,000                      8                             9
9                    350,000                      9                             8
10                  460,000                   9+2hp                       8
11+ 110,000 per level above 10 9+3, with an additional +2 per additional level 8 and remains at 8 thereafter.

Saurial Scouts attack using the Cleric attack table.


============================

Lisstrah, Level 3 saurial scout
Str: 12 Dex: 13 Con: 10 Int: 9 Wis: 9 Cha: 10 +1 to hit Ranged / -/+ 1 AC
Hit Dice: 3 HP: 11 XP bonus: +5% Saving Throw: 14
Armor Worn: none AC: 6[13]
Attacks: by weapon

============================




Swamp Wyrm
Armor Class: 6 [13] Hit Dice: 4
Attacks: 1 bite (1d6+1) Saving Throw: 12 Special: none
Move: 8 (18 swim)
Challenge Level/XP: 4 / 250 XP

============================



Sskar-Trog


Armor Class: 9[10]
Hit Dice: 2 Attacks: by weapon Saving Throw: 16   
Special: Darkvision
Move: 9 (12 Swim)
Challenge Level/XP: 2 / 30 XP

============================




Tuathan Cel Gord (Tuath Silverwood)
Level 3 Elven Adventurer
Str: 10 Dex: 14 Con: 13 Int: 12 Wis: 10 Cha: 15
Hit Dice: 3d6 Hit Points: 12 Saving Throw: 13 (MU)/15 (FTR)
Armor: Leather AC: 6 [13]
Attacks: by weapon
Spells: 2/1
Spells in Book:
Level 1: Detect Magic, Light, Read Languages, Read Magic, Shield
Level 2: Invisibility, Knock


============================




Akut'tha Level 2 Human Fighting Man
Str: 14 Dex: 9 Con: 12 Int: 9 Wis: 9 Cha: 10
Hit Dice: 3 (d6+2) Hit Points: 19
Armor: Leather+Shield AC: 6 [13]
Attacks: by weapon

============================




The contents of this post and the associated images and documents are declared open content and/or creative commons. the text, cartography and pathetic drawings are done by myself, Anthony Hunter.   Feel free to use as you wish, and support gaming companies, large and small with your purchases and your creativity.


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Wednesday, April 10, 2013

Shrine of Kwathogga


This short adventure seed is inspired by this map posted by Matt Jackson on G+


After being attacked by a vicious mutated, toothed duck as they camp by a remote stream, the adventurers can track it back to its lair if they so desire.   They come upon a shallow, musty cave, reeking of duck droppings and littered with bones and scraps of clothing, apparently from other victims of the mutant duck.  If a torch is used and a careful search is performed, the adventurers can note a partially chewed femur protruding from what appears to be the base of the rear wall.

Closer examination will reveal the faint outlines of a secret door carved into the rock wall.  The ground in front of the door shows semi-circular grooves in the dirt and what appear to be webbed foot prints, some the size of a normal duck, such as the one which attacked them, and more disturbingly, some as large as a man’s footprint.

Removing the bone from under the door, it can be easily pulled open, revealing a rough stairway leading down into the dark.  An odor reminiscent of chicken coops, mixed with the smell of damp and mildew, overlain with a pervading scent of rotted meat, blasts forth from the depths, causing all but those of the strongest stomachs to gag from the smell.  A dim, flickering light, as from a torch, can be seen at the bottom of the stairs, and a rhythmic sound of what seems to be waterfowl can be heard echoing through the darkness.

If the adventurers proceed quietly, they may find that the rooms to either side at the bottom of the stairs are empty of living creatures.

The room on the right appears to be a sleeping room of sorts, but instead of cots or beds, there are half a dozen large ‘nests’ around the room.   Two of them, if investigated, have large eggs, the size of a small keg, covered under the straw.

The room on the right seems to be some type of mess hall and kitchen combination, but the fare is none that sane men wish to sup from.  On the preparation table lies the remains of a dismembered human corpse, and on one of the plates, a partially eaten hand.   

Searching this room may reveal another secret door, this one cleverly disguised as a pantry shelf, triggered by pushing down on the one broken shelf that sits at the bottom.

Descending into the damp darkness that the secret door leads to, reveals a large, underground water source, the far reaches of which cannot be revealed by torchlight.  (this may lead to additional adventures if the referee so desires.)

In the final room of the complex, as the adventurers approach the door, the rhythmic quacking, for it cannot be denied to be anything but, grows to a frenzied pitch.  Behind the door, which is a heavy stone affair, carved with what appears to be ducks, but with tentacles coming out of their beaks; lies the foul temple of Kwathogga, god of the Anatidae (waterfowl).  A dozen beastmen, with duck visages and feathered bodies, are chanting (quacking), as another of their number, robed in multicolored feathers and adorned with what appears to be human scalps, begins to pour oils upon the freshly severed heads of four human males, each adorned with a wild, scraggly beard.

If the Adventurers are noticed, they will be in for a fight to the death with the duck people, the leader of whom is a shaman/cleric/witchdoctor type of equal ability to the most powerful member of the adventuring group.

Should the Adventurers survive the encounter, the two statues on the right side of the temple are covered in a layer of hammered gold and have eyes of precious gems.  Beneath the altar is a cache of weapons, coin and items that have been taken from those unfortunate enough to blunder near the duck people’s lair.       The leader of the duck people also possessed a magical amulet that allows the wearer to speak and understand any language he hears, and a magical dagger that ignores half of a target’s armor protection.


Monday, April 1, 2013

Moleskin Maps, A short review

I am now the owner of all four collections of Moleskin Maps, produced by +Matt Jackon at Chubby Monster Games, and I wanted to take this opportunity to provide a short comment regarding them.

Mr. Jackson has provided four excellent sets of what appear to be hand-drawn maps (if I understand correctly, they are inspired by maps that he had originally drawn in his Moleskine, thus the name).

There are 11 maps in volumes I & II, and 10 maps each in volumes III & IV.  Most of them are underground caverns, although there are also a campsite (possibly two, depending on your interpretation of the map, a small village and a farm in volume I, as well as some other non-underground locations in the other volumes.

Each volume is a pdf with maps, and a location key sheet for the GM to set up what the map is going to represent.

If you visit Matt's blog, you can find samples of his work, to see if you like what you see.

In addition to a nicely laid out pdf, each volume also has a zip file containing high resolution PNG files, which you can use in your virtual table tops, or print out as needed for your not so virtual tabletops.

The price is very reasonable on these, and I highly recommend them to GM's who need some inspiration for locations.

Sunday, March 31, 2013

Maps

I don't think I've posted these before.   I was sorting my external hard drives onto the internal drives of my new computer and I came across these.

Feel free to make use of these, I designate them as creative commons.



Friday, March 22, 2013

Five Minute Friday map

Over on Google Plus, Matt Jackson posted an inspirational image for a Five Minute Friday map

I can't figure out how to attach my image IN google plus, so I'll do it here


Here's my five minute friday map that was inspired by the image linked in his post


if you have any problems viewing it, I've also put it on Box
https://www.box.com/s/lf1vy20r8yn93dhkgryg