8/18/2015

Published on 8/18/2015 Written by 2 comments

The Swords of Splatter-Elf

Splatter Elf's back, man!

Well, as a literary genre, it's never gone anywhere and is actually alive and well in the a new series of stories by Philip T.D. Overby (they're available on Amazon!). But now, for the first time in quite a while, Splatter Elf the game makes a triumphant return.

The main character in Philip's stories is a half-elf mercenary obsessed with collecting swords, so I decided to stat out a few of her favourite weapons for use in Splatter Elf: The RPG. Now, these weapons are specifically designed for the SE version 0.3 rules, which have not been widely shared, but you get the idea.

Also of note, these are completely unofficial versions of the weapons and how I envisioned them to be used in the game. Philip would have his own take on them, which obviously supersedes anything I say here.

Hey Phil, does this mean you've now generated your first fan fiction?

Lauralee

"The warped, cracked blade looked like hammered shit, but it hit hard and couldn't be broken."
- from The Unicorn Eater

Named after the Starseer Bathbrady's wife, Lauralee is made of Garlaxian bone, one of the hardest materials in existence and cannot be broken. Some believe Garlaxians are aliens from outer space, powerful beings that could break swords and men with their bare hands. It is immune to acids that destroyed other magic swords.

When grasped, the wielder feels alternating attacks of chills and warmth, and will be psychically assaulted by visions of otherworldly skeletal beasts, their wails terrifying and disorienting. Someone wielding Lauralee for the first time will find it difficult to endure such cacophony, but over time they get used to it, though it always rises in intensity when in the presence of monstrous threats.

Lauralee grants its wielder a +3 bonus to hit, and inflicts 2 extra wounds on a successful attack. It may be wielded single handed (3 wounds total) or with both hands (4 wounds). It is virtually indestructible, and gains a +12 bonus to any roll to resist any damage or attempts to break the weapon.

It also grants the wielder the Weapon Breaker blood power. On a successful hit, the wielder may spend 1 blood point to forgo the 2 extra wound levels of damage and instead destroy the target's armour, weapon or shield. Non-magical equipment is destroyed automatically; magical gear gets a defense roll (you may add the equipment's "+" bonus to the roll). If the defense roll beats the attacker's roll, the item is not destroyed. The victim still takes the base damage.

The first time the wielder picks up Lauralee, they suffer a +3 attack versus their Aegis defense. If they fail, they are temporarily driven insane for 1-12 rounds as they try to deal with the screaming skeleton monsters trying to get into their brain. The wielder suffers this same attack the first time they meet a dangerous enemy while holding this blade, and again the first time they suffer a mortal wound. After that, as long as the blade remains in their possession, they become immune to these attacks. If the the wielder loses the blade for two weeks or more, they will be subject to these checks again when they recover it.


Serpent's Kiss

"Serpent's Kiss had been on her father's list for years, always slipping through his filthy fingers. He told her, 'Chasing invisible swords is the same as loving someone that you know is going to die one day.'"
- from River of Blades

Once carried by a bandit lord across Groteskia as he poisoned merchants and attacked wayward travelers, Serpent's Kiss is a short, slightly curved blade with a worn leather hilt. Rather unremarkable, but with a glint of green upon its edge.

A relatively minor sword, Serpent's Kiss provides a +1 bonus to attack rolls and grants the wielder the Slow Poison of Excruciating Demise blood power: On a successful attack, the wielder may spend 1 blood point to poison the defender. Roll 1d6 - the victim loses 1 health level each turn for that number of turns.

The venom of Serpent's Kiss is so virulent that it is even dangerous to its wielder. Any time the wielder does something stupid while holding the blade (missing an attack while attempting a risky maneuver, performing some feat of dexterity - like jumping or climbing - while the blade is drawn, trying to wrestle it from another character, etc) the  player must make an attack roll against himself. If successful, the character is poisoned for 1d6 turns.

C.D. Gallant-King wrote a book. It actually does have a sword in it, though one that is not as cool or well-named as Lauralee. It's available now from Amazon.com. You can also catch him on his other blog, Stories I Found in the Closet, on Facebook and on Twitter.
Read More

8/04/2015

Published on 8/04/2015 Written by 2 comments

10 More Zombie Survival Intro Scenarios

Last year I shared a list of 10 Random Zombie Survival Intro Scenarios based on my ad-hoc zombie survival/horror game (which is kinda like a DCC Funnel but set in the modern world, and with zombies). It was actually one of the most popular posts I ever wrote on this site (people still really seem to like zombies, go figure) so I thought it was time for a sequel.

Last time the set-ups were pretty standard fare. Scenarios you've seen in many zombie movies, games and books. A rag-tag bunch of strangers, thrown together in an every day situation (a crashed bus, locked in a mall, hiding in a cabin in the woods) and they must survive the overwhelming onslaught of the undead. Death is rampant and expected (each player begins with four 0-level characters), and only the best (or more likely luckiest) will survive.

This time a few of the scenarios are quite a bit weirder and may take some more prep work. If you don't want them, don't pick them, or if you roll them randomly, then just roll again. The idea of this is to give you a quick, easy and fun jump start-start into a zombie survival game. If it's not fun, don't do it.

10 More Random Zombie Survival Intro Scenarios
Once again, feel free to steal these for other games/purposes. I probably just stole them from someone else anyway.


11. Comic Con... of Death!
Ever want to shoot Sailor Moon in the face? What happens when you're trapped in a Game of Thrones panel in Hall H when the zompocalypse strikes? This works for any large convention such as San Diego, New York or Wizard World Chicago. This one's not about long term planning but just surviving the immediate danger of getting out of the hotel or convention centre when 100,000+ plus nerds start trying to eat each other's flesh. Also, it provides the added opportunity of fighting all your favourite pop culture characters in the form of zombie cosplayers.

12. Asylum of the Damned
I'm talking a creepy, old-fashioned asylum for the criminally insane like Shutter Island or Arkham. When a supposedly "insane" new patient starts biting and infecting everyone else, the staff flee, leaving the characters (who may be staff, visitors or inmates themselves) to deal with an ever-expanding zombie horde as well as wandering lunatics and pyschopaths. For bonus horror points, set the facility on an island, and the cowardly doctors took the only boat.

13. Spring Break... of Death!Many countries around the world have a history of debauched partying for young people on their break from studying. Thousands of people, descending on beaches or nightclubs, pressed shoulder to shoulder with no room to breathe, booze flowing like water and music pounding in your ears. Now imagine that the zombie apocalypse breaks out in the middle of that scene and you have to fight your way out to survive.

For extra fun, set it during the early 80s in Fort Lauderdale before Floria raised the minimum drinking age to 21, when 250,000 to 350,000 thousand kids would descend upon the city each year.

14. Stupid Long Bridge... of Death!
There are some insanely long bridges in the world. In the United States you have stuff like the Chesapeake Bay Bridge (24km) in Maryland, the Seven Mile Bridge in Florida or the 38-kilometer long Lake Pontchartrain Causeway in Louisiana. The party starts stuck in the middle of one of these bridges with traffic blocked on all sides. The only way out is to get out of their vehicle(s) and hoof it on foot (or jump in the water and risk swimming miles to land). Supplies would be plentiful if anyone wanted to risk going into zombie-infested cars to get them.

15. You Are the Bad Guys
Contrary to pretty much every other option, in this scenario the players start off well-stocked and equipped. It is several weeks into the outbreak and the players are members of a small community with lots of weapons, food, and a defensible location. They've built fences and barricades around a small collection of houses (and probably a field for growing food) and while zombies are a regular threat, they are usually easy to deal with.

The bigger problem arises when word gets out to other survivors of the players' hideout and suddenly desperate people are pounding on the gates asking for help. At first it's just a few, but the groups get larger until literal busloads start showing up at the door. The players don't have enough food and supplies for everyone, but who do they help and who do they turn away? Not to mention the larger groups will attract more zombies, and the more people involved the more likely something will go wrong (infected gets in the walls, someone leaves a gate open, etc). Do they players try to find a bigger, better location for everyone? Do they pick and choose who to save (and deal with the consequences)? Do they abandon the rest and try to make it on their own?


16. Zoo... of Death!
What if the zombie infection doesn't just affect humans? What if animals can catch it, too? More importantly, what happens when you're trapped in a zoo with zombie lions, tigers and meerkats? Zombie humans are optional, but I would imagine they're around. We're not letting you get out that easy.

17. Das Zombie Boot
During the height of the outbreak, a small number of naval sailors abandon their post and escape to sea on a submarine. They take a number of civilians, perhaps their family, perhaps as hostages, perhaps just random people they tried to help escape. Either way, the players are among the group when it's discovered - too late - that infected individuals are among the survivors. The zombies spread quickly in the enclosed space, and the submarine's pilots are among the first causulaties. Firearms are probably plentiful but incredibly dangerous to use in the enclosed sub. The players must somehow deal with the zombies and figure out how to get back to the surface, where even more danger potentially awaits...

18. Death Mountain
Once a challenging, nearly impossible feat of human endurance, Mount Everest is now summited by hundreds of people a year. Thousands flock to the famous mountain every season both to scale it and to provide support and services for those attempting the climb. Despite being big business, the ascent is still very dangerous... made even more dangerous by a zombie outbreak among the climbers. Perhaps the players are fleeing from the infestation in lower lands, or perhaps the apocalypse starts right on their very slopes - either way, the only thing that matters is surviving one of the most inhospitable environments on earth and getting back down the mountain while simultanously battling the shambling monsters coming up at them.

(Do zombies have the coordination to keep climbing up the mountain? You may have to take some liberties on this one)

Art by BorjaPindado
19. Slaughterhouse-Five / Zombie Nazis!
Dresden Germany, February 1945
One of the last major Nazi strongholds is infected with a zombie outbreak. The city is overrun, and though the military presence is strong they don't know how to deal with the crisis and they have no back-up from outside. The players could be civilians, soldiers or Allied spies/POW's (though let's be honest, the true allure of this setup is the opportunity to kill Nazi zombies).

The kicker in this scenario of course, is that one or two days into the outbreak, Britain and the US will launch the most devastating bombing assault in history (outside of the atomic bombs in Japan) on the city. Over a three day period (Feb 13-15) Allied bombers will drop thousands of tons of high-explosives on the city, killing tens of thousands of people. Can the players survive a zombie horde as well as the bombs?

(If you don't like the WWII setting you can use this same scenario in a modern city where the military bombs the place to try and clear out the outbreak, but then you don't get the Nazi zombies.)

20. Castle of the Dead
This one's a bit different, and may not be everyone's cup of tea. But if you REALLY want a random intro scenario, surprise your players by starting them in a medieval European village during the dark ages. Sure, you'll need to tweak the characters a little (but since the rules I use are based on D&D/DCC, it's really not much of a stretch) but it will certainly put the players in a precarious situation.

People in the middle ages are used to plagues, but what happens when those who die start coming back to life? How does anyone survive against the zombie hordes in a world without magic or modern weapons? Surely they will try to flee to the local castle, but inevitably an infected person is going to get in, and now they're trapped INSIDE with the zombies. Either way, it will be a change of pace if you've played a few of the other scenarios on this list.

* * *

So whaddya think? Did I miss any big ones? Remember, Scenarios 1-10 are here.

C.D. Gallant-King wrote a book. It doesn't have zombies in it, but it does have flesh-eating Time monsters. It's available now from Amazon.com. You can also catch him on his other blog, Stories I Found in the Closet, on Facebook and on Twitter.
Read More

7/22/2015

Published on 7/22/2015 Written by 2 comments

Casting the Dungeons & Dragons TV Show, Season 2


Last year around this time I wrote a post about who I would cast in a D&D TV series. Such an event wouldn't be completely out of the realm of possibility: with the glut of fantasy and sci-fi filling our screens these days, there has never been a better time to get Fireballs and Magic Missiles on our TV screens. Plus, with the recently released 5th Edition going strong, Hasbro/WotC would be foolish not to jump on the chance for some cross promotion.

It can't possibly be as bad as the old official D&D movies. I'm hoping with a decent budget and a cable network that wouldn't shy away from blood and violence, we could have a fun little show on our hands. This could be the next Game of Thrones or Walking Dead, people...

And hey, even if this doesn't work out, there's a sequel to Hawk the Slayer in the works...

RETURNING MAIN CAST


Emily Blunt as Tasty Sugarbush

Tasty graduated from Action Girl last season to Heroine this year as her mentor and lover, Sir Brador, is killed off early in the season and she takes up the mantel of leader for the Badass Crew.

Previously a loner who only looked out for herself, she now has to deal with the responsibility of bringing together a disparate group of weird and dangerous characters in order to save the world while also coming to grips with Brador's death and various other treacheries from people she once trusted.

Once again, she must never become the Damsel in Distress. She knows how to take care of herself. It's trying to figure out how to take care of everyone else that creates the drama.


Taye Diggs as Sylverius

Sylverius was a recurring character last season but gets promoted in Brador's absence. A mercenary who the Crew originally saw as a rival, he joins the Rebel's King's cause and tries to convince Tasty and her band to join him. He and Tasty actually have a history together, going back to childhood that will be revealed over the course of the season. She blames him for horrible things that happened to her as a child that may or may not be true.



Jordan Prentice as Hamhock the Dwarf


Hamhock was the artificer and cunning strategist of the group last season, but he has fallen to drink and depression after the death of his best friend Bluto. He just starts to overcome his demons when the man who killed Bluto - Fitzbibbons - joins the crew and sends the dwarf into an even more dangerous spiral of rage and self-destruction. Can he get past his issues to once again become a valuable member of the team? Or will he be causality of his own design before the season is over?




Christopher Lambert as Thromboné the Wizard

Last year it seemed Thromboné was a lock to betray the heroes in the final scene but he stayed true to the group and helped them survive their battle against the Rebel King.

He saved his betrayal for this season. With their goal of eliminating the King of Dyskovenia apparently accomplished, Thromboné mercilessly attacks his former allies at the behest of his King. Brador is killed and Bainthaureth is driven away, as Thromboné aligns himself with the new Big Bag (The Dark Lord). The rest of the group survives and joins up with the deposed Rebel King to extract revenge against Thromboné and the Big Bad.


John Leguizamo as Ezbar, the Rebel King of Dyzkovenia

Ezbar was the Big Bad last season, the vile and bloodthirsty rebel looking to destroy the kingdom. This season... he's still vile and bloodthirsty, but it turns out the True King is even worse than him.

Somehow the Rebel King survived the pitched battle at the end of last season and once again begins using his charismatic ways to rally forces around him. When the Badass Crew are betrayed by the King and Thromboné, they have no choice but to throw in with Ezbar as well in a desperate attempt to save the kingdom as well as their own necks. But can the Reformed Villain be trusted?


Colt Cabana as The Last Fitzbibbons 

In Season One a member of the Fitzbibbons family was killed almost every episode, the joke being that every one of them was played by Colt Cabana (once in drag as the Fitzbibbons sister). In the end, the "Last" Fitzbibbons turned out to be 100% more effective than his siblings, as he killed Bluto, the party barbarian and Hamhock's best friend.

When the party turns and joins the Rebel King's side, Fitzbibbons becomes the group's Token Evil Member, being a bad guy who doesn't know how to get along with the others. He is especially reviled by the dwarf Hamhock, and it will take great sacrifice by the Last Fitzbibbons before he is forgiven for his transgressions.


NEW REGULARS

Vin Diesel as The Dark Lord

Come on. You know he would be down to be in a D&D show. I'm surprised he hasn't pitched this series himself, and I can't believe I missed including him the first time around.

Diesel takes over the King's orders to destroy Dyzkovenia after the Baron of Gutslinger failed in Season One. He starts as the party's patron and boss, but he becomes the Big Bad when it's revealed that The King is actually an evil lunatic trying to destroy the world, and the Rebel King was just the first person to see through his plans and tried to stop him.

Colm Feore as Mystic Martin Mithrandir

When Thromboné betrays the group in an early episode, they need a new wizard to round out their party. Who better to play the wild, insane wood mystic than the proper, straight-laced Colm Feore?

Mystic Martin is a Cloudcuckoolander/Mentor who is bat-shit insane but also an incredibly powerful. He has only moderate control over his magic, but he is dragged along because he is the only one who can combat Thromboné and the Dark Lord at their own game.

Naomi Harris as Dame Lorelai Heartrender

The Heartrender is the only genuinely good person in a party full of killers and cutthroat weirdos. The Dark Lord destroyed her home and family many years ago, so young Lorelai became a knight and a paladin to right the wrongs he caused. She joins Tasty and the Rebel King grudgingly because they are the only ones brave enough to stand against the King and his evil minions.

She is the Heart and moral compass of the team, trying to steer their wickedness to do good.

Kenny Omega as Lord Charming

Hey look, another wrestler. It's my show and I can do what I want!

Charming is The Dark Lord's right hand man and Dragon, a rakish, well-to-do noble that loves to feast and womanize but seems out of place in the dark army threatening to overtake the land. The truth, however is that he is a cleric of a dark god of ritualistic slaughter and a dangerous warrior in his own right. It becomes apparent late in the season that he may himself be plotting against the Dark Lord in order to strengthen his own position when the demons inevitably take over the world.

SEASON TWO GUEST STARS



Jonathan Banks as Sir Brador

Brador was the original Leader of the Badass Crew, but since Better Call Saul is doing well he's walking out on us. He will be taken out in an early episode by Thromboné's treachery after finally consummating his weird relationship with Tasty. His death comes as a shock that nearly destroys the group and they spend the rest of the season trying to get back on the same page. 

We'll leave the door open for him to get raised when he's done with his Breaking Bad spin-offs. :-/



Noomi Rapace as Bainthaureth the Elf

Bainthaureth was an important member of the Badass Crew last season, the deadly elf warrior/mage who looked down on everyone as her inferior but had the skills to back it up. When the group sides with the Rebel King she forsakes her former allies as she blames him for murdering her family. She appears only occasionally through the rest of the season, though the door is still open for her to return in Season 3.






Bruce Campbell as the Warlord Autolycus

Autolycus was a mercenary warlord whose army was destroyed during the final battle of Season 1. Now a homeless, penniless crippled beggar, he wanders the countryside cursing those he blames for his failures and trying, pathetically and comedically, to raise another army.




Jewel Staite as Mistress Brumhilde

Owner of The Violent Mime tavern and almost every brothel and gambling house in the land, Mistress Brumhilde shows up regularly as a source of information for the main characters. She tries not to become too strongly aligned with any side during the conflict, but eventually she draws the attention of the Dark Lord who destroys her business and nearly kills her, leaving her broken and alone.




Mark Hamill as The Bard

A wandering minstrel and performer, The Bard appears a couple of times through the season as a bumbling and harmless musician, though oddly wherever he goes murder and monsters follow. He is actually cursed with powerful magic that forever haunts him and brings ruin and destruction to those around him, which causes numerous headaches and challenges for the Crew whenever they cross his path.



Jessica Walter as the voice of Trogdorlina the Dragon

Last season, the party defeated Trogdorlina's mate, but now she's back for revenge. Bigger, stronger and more pissed off that Trogdor, you can't have Dungeons & Dragons without a dragon, can you?
Chevy Chase as The King

The King of Everything He Sees is finally revealed in the second season after being only mentioned in name last year. He turns out to be a childish and senile old bastard who made pacts with dark forces in exchange for power and long life. Those powers are now coming to collect and endanger the entire world, but the King is too mad and self-centered to notice or care. He leaves only pain and suffering in his wake and his selfish and evil advisers (including the Dark Lord) are all to happy to humour him in exchange for their own power.



So that's my dramatis personae for Season 2. (Don't forget, Season 1 is right here) Who would you cast in a D&D TV show?

You can also catch C.D. Gallant-King on his other blog, Stories I Found in the Closet and on Twitter. Oh, and hey, he wrote a book, too! Ten Thousand Days by C.D. Gallant-King, now available from Amazon.com.
Read More

5/15/2015

Published on 5/15/2015 Written by 8 comments

How Role-Playing Games Make You a Better Writer

It's probably not the reason you're thinking.

Full disclosure: My debut novel is now available as an eBook on Amazon. The following is a description of a gaming trick that worked for me, that helped me to develop better stories. You may not find the same thing to be true, and you may completely disagree with me and think I'm full of shit. That's okay. I respect your right to be wrong.

When most young writers start playing role-playing games, especially Game-Mastering, they fall into a very common trap (I know I did) - they write their story and expect the other players/PCs to follow through it. The would-be writer doesn't want the players to be active members of the narrative - they want the party to stumble through his detailed adventure/novel, hitting HIS beats and telling the stories the way HE wants them told.

How do you know your GM is one of those who just runs you through the script of his novels? The following are pretty obvious tells:

"You can't do that!"

"You're not supposed to do it that way!"

"That's not what I had planned!"

I know I've probably said all of those things at one point or another (though hopefully not recently). They are not really the sign of someone who didn't prepare enough so much as somehow who prepared too much - and really wants to make certain he gets all his shit in.

So yeah, you can write a novel, plop your players into it and slog through it, but that doesn't make you a better writer, and makes you a downright shitty GM. So what the hell am I talking about?

For reference, this is too many notes for your novel OR your D&D adventure.
The best part of any role-playing game is the unexpected part(s). The players will come up with stuff you didn't plan for, and you often have to improvise to keep the story going. One of the players kills the big villain in cold blood half-way through the adventure. One of the player characters kills another player character out of the blue but actually makes perfect sense in retrospect. One of the players randomly declares he's another character's brother, even though (unbeknownst to the player), the character is a Cylon. Someone says something really stupid. These create wrinkles that make the game memorable. These are the moments you talk about for years to come, especially if you work them into the mythos of the campaign and they become canon.

You know what are also the best parts of many works of fiction? The unexpected parts. So many books, especially genre fiction, are pretty paint-by-numbers, and you can see every twist and turn of the plot coming a mile away. When something surprises you, hits you right in the feels, it makes that memorable mark on you the same way a surprise moment in a game does.

Bit of advice: Don't surprise a wookiee during a game of Monopoly.
Take for instance A Game of Thrones (I hear it's pretty popular these days). At the end of the book *SPOILER* a major character dies rather suddenly and unexpectedly (though upon further re-reads he totally deserves it). It was a defining moment in the series that sets it apart from other fantasy series: anything can and will happen in these books.

You know how that scene played out in Martin's D&D game the night before he wrote it?

Player One (playing Ned): Okay, so we've got a plan? I'm going to go to the Wall, raise an army, then come back to protect King's Landing.

Player Two (playing Cersei): Perfect! I'll hold down the fort and stir up distrust against the Targaryans. We want the people on our side when the bitch with the dragons comes back. 

Player Three (playing Joffrey): OFF WITH HIS HEAD!

Player One and Two: WHAT THE FUCK ARE YOU DOING?

Player Three: I'm the king now. I can do whatever the hell I want!

Player One: But you... but we... 

Martin (as Game Master): *rolls* He makes his command check. The headsman nods and attacks Ned with Ice, which is +4 to hit and automatically decapitates on a 19 or better... *rolls* NATURAL TWENTY!

Player One: FUCK! I was level 12, you fucking bastard!

You know that's exactly how it went down.

Pictured: Your little brother's character in like, every game. Ever.
Those are the kinds of moments you want to embrace. Those are the feelings of shock, awe and wonder you want in your writing. You don't necessarily have to kill off characters to get it (though that is the quick and easy way). But don't be afraid to add weird, interesting things for the sake of throwing in weird and interesting things.

Some people plot their novels to death, outlining every scene, every line in advance so they know exactly what will happen. This certainly has a place, but you also need to have room to explore and be creative and let unexpected things happen.

There are lots of weird things in my book, Ten Thousand Days. It starts off (after the prologue, anyway) as a very normal, real-world story. There's a few brief flutters of oddness but it stays fairly grounded until the weirdness grows more and more frequent. At the half-way mark reality goes out the window and we enter completely into a surreal fantasy world. Some of the oddness in the first part foreshadows this, some of is doesn't. There are a lot of odd goings-on in the second half that I throw out there but never really explain, and that was very much on purpose. The main character doesn't understand what's going on around him, and neither should the reader. They should experience the same unnerving sense of wrongness as our hero. When he does find something that makes sense that he can latch onto, it becomes important to him and he needs this thread of reality to keep him going, so I explain it more for the reader as well.

Basically he has his quest/adventure laid out, but there are lots of bits of set dressing thrown on top. This is the same as the fluff the GM adds to his game, or the stupid shit the players make up to entertain themselves. It doesn't always make sense right away, but it becomes part of your world and if you embrace it, it creates the best memories.

How do role-playing games affect your writing? Or your enjoyment in reading, for that matter? Do you read books and watch movies and automatically view them through the filter of an RPG?


My debut novel, Ten Thousand Days, is now available as an eBook on Amazon sites worldwide as well as Kobobooks.
Read More

3/29/2015

Published on 3/29/2015 Written by 7 comments

Steal this New Map

After watching these videos , I started playing around and drawing up some topographical maps in photoshop. They aren't my typical style, but I think my first effort turned out pretty decent.

So, here you go. Key up this map and use it for your game. The only thing I ask is that if you post it on your blog/Twitter/Google+/Facebook that you link back to here, or my Twitter, my Google+, or my Facebook page. Have fun.

https://drive.google.com/file/d/0B8MmK-tB6Uf_VEQyTmZGTFVWVUU/view?usp=sharing

The picture is quite large, so don't forget to zoom in to see the details.
.........................................
Several people have inquired whether they could my maps in their commercial (for profit) projects. The answer is: No, you cannot use these maps for any commercial project. Read the creative commons copyright below.

But, if you are a DIY RPG person, with little to no money, and really want to use one of the maps for something that you're working on, that might earn you a bit of money, let me know. We can talk, and if I like your thing, I will most likely let you use my maps for free.

  Creative Commons License This work by John Williams is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Canada License
Read More
Related Posts Plugin for WordPress, Blogger...