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Lost Hall of Tyr – Encounter Maps

After a successful Kickstarter campaign run by Gaming Ballistic, I’m working on updating the 7x encounter maps for the Lost Hall of Tyr.

Doug Cole is the mastermind behind Gaming Ballistic, and is an all-round great guy. You can often find him getting kidnapped into online chats with Matt Finch over on Uncle Matt’s RPG Studio.

Lost Hall of Tyr (2nd Edition) is a mini-setting and adventure for the Dragon Heresy Roleplaying game. Dragon Heresy is a self-contained complete game in one volume, and the Introductory Set covers Level 1-5.

Lost Hall of Tyr (2nd Edition) contains

  • A non-linear adventure for 4-7 characters of Level 1-5
  • A detailed workup of the Viking-inspired town of Isfjall, suitable as either a home port for an extended campaign or a jumping off point for the adventure
  • Rules for overland journeys in the wild north, several adventuring locations, and of course the quest to rediscover the Lost Hall itself
  • A bestiary containing all the key creatures from the adventure, including the Dragon Heresy unique stats pre-calculated (Threat DC, Hit DC, wound and control thresholds, wounds, and vigor)

Lost Hall of Tyr is 112 pages long, in full color.

The main maps are already completed, as they were done as part of the GURPS Dungeon Fantasy, Hall of Judgment version done by me. Here’s one showing the region, and also the Rival Claim encounter location, just across from the Rope Bridge:

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Rival Claim

So, let’s take a look at the first map, Rival Claim. In the GURPS Dungeon Fantasy, Hall of Judgment version, it looks like this:

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Rival Claim encounter map in Hall of Judgment

So, the brief was to create an encounter map that was easier to read, and also show the trees and trail leading north, and also the rope bridge to the south. Here’s my rough sketch:

01 Rival Claim SKETCH r1 96dpi

The rope bridge was a little too wide, so I narrowed it in the final. I used ArtRage 5 for this mainly. The final labelling and scale bar/compass was added in Photoshop CC 2019.

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A photo of my screen, prior to labels, scale and compass

The stones and trees were created separately as ‘sticker sheets’. I then used a sticker spray brush to place them with a slight variation to the rotation, hue, and scale. I then went back and added consistent highlight and shadow to each element.

And this is the low resolution version of the final map. It came out pretty well.

Do you want to get all these maps, and a cool adventure — and even pick up Dragon Heresy too? Then head over to the pre-order here: https://lost-hall-of-tyr-2nd-edition-maps-and-print-run.backerkit.com/hosted_preorders

01 Rival Claim PSD FINAL r1 96dpi
Rival Claim (96dpi)
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Behind The Walls – Available NOW!

Behind The Walls (Adventure)

Now available in digital and print-on-demand softcover versions at DriveThru RPG:
https://www.drivethrurpg.com/product/261303/Behind-The-Walls

Check out the product in my webstore also (only available to buy through DriveThruRPG, but you might see other nice shinies):
https://monkeyblooddesign.co.uk/product/behind-the-walls/

An old school adventure set in a damp version of the north of England (Havenland) near the Scottish (Scrottish) border. The Romans (Gomans) left their mark on the landscape in more ways than one. Of course, this adventure is compatible with The Midderlands settings, and Swords & Wizardry or other retroclone rules.


Players Introduction

The adventure takes place in the north of Havenland, near to the Scrottish borders by the Kelderwater lake (see Hex M09 of The Haven Isles map).

Ebeneezer Garbett, a local farmer from the mushroom-filled valley village of Otterdale, returned to the hamlet with tales of riches he had found. Now, no-one has seen him since, and he villagers are becoming ill with a strange fungal infection.


Game Master’s Information

A farmer from the small village of Otterdale has discovered the ruins of an ancient Goman fortification. Half-buried in a hillside, it has been revealed by recent torrential rains.

Taking the gold he discovered there back to the village, the farmer is unaware that he has disturbed a dormant fungal creature known as the Mullach Dubh – a mould that grows on the dead, absorbing their memories and re-animating their bodies into a terrible half-life.

Unaware of this, the farmer — Ebeneezer Garbett — returned to his farmstead and succumbed to the toxic spores that he had breathed in. However, his stories had already drawn treasure seekers to the area in search of Goman riches. These adventurers, the Eagle’s Talon Adventuring Company, disappeared into the fortress and were likewise subsumed into the fungal colony.

People in Otterdale who had contact with Ebeneezer have begun to succumb to the spores, growing sick and then returning from death as grim parodies of their former selves. Meanwhile, the controlling colony seeks to use these new ‘workers’ to rebuild the glories of the long-gone Goman Empire.


This adventure is intended for low level play and can be scaled up or down accordingly. It should work best with 4× Level 1-4 player characters.

48-pages, die-drop chart to rear. You can check out the quick flip-through here:

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Beadle & Grimm’s Waterdeep Dragon Heist: Platinum Edition

This is a really good look at what’s in that platinum box (video). There is a HELL OF A LOT of stuff in there.

https://www.ign.com/videos/2018/12/19/beadle-grimms-waterdeep-dragon-platinum-edition-unboxing-with-matthew-lillard

Check out the briefest glimpse of one of the battlemaps I did for the set at 12:07 (underside) and 12:11 (he’s looking at it). It is part of a round tower. That’s one quarter of the four pieces that connect together to make that battlemap).

Check the box out for yourself – https://www.beadleandgrimms.com/.
Expensive as a single purchase, but for a combined gaming group purchase I bet it will give you enough fodder for a year of sessions.

MBD-4