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Tuesday, April 2, 2019

[Three Hexes] Lost Island At World's Edge

Campaign: Adventure awaits for those who travel to the Frozen Northlands to follow rumors of treasure, lost islands and challenges that promise glory for those that overcome them. There is no shortage of sages, nobles and adrenaline junkies who are hiring crew and mercenaries to travel to Skald-a-fun. There are forces at work, though, to end the incursions and send the outlanders back to where they came from. 

Homebase (Hex 0) (0000): Skald-a-fun -  The cautious Jarl of Skald-a-fun is looking for additional protection for his town after recent attacks by the Ice Men of the North have whittled his forces down. The brash Lord Ivaross is looking for adventurers who are willing to accompany him to find his lost brother Nathaniel, who left on an adventure to find treasure. The wily townsfolk do a brisk business in providing ships, guides, information and a bazaar for selling supplies and artifacts, although the recent Ice Men attacks has dampened their spirits some and driven up costs.




Three Hexes
(Hex scale is 24 miles)

Location 1 (0002): Toothsomes' Lair - The rock filled waters around this island are home to fearsome Sea Monsters who have learned to attack the boats coming from the mainland - they bring lunch and dinner! Survivors of the Sea Monsters will run into the zealous worshipers of a forgotten evil god, who live in longboats and go to the island only for religious ceremonies. They will fight to the death to protect a fabulous treasure on the island - horrific totems of solid gold, encrusted with gems!

Location 2 (0300): Nathaniel's Camp - The lost brother is stranded and attempting to repair his broken airship before rocs with Ice Men riders return to attack! Nathaniel is eager to continue his journey to fly to the Lost Mountain Temple, and is willing to share the loot with any who help. The mountains are an easy way to lose the bandits, who fly up the coast, but the winds and ice storms are dangerous!

Location 3 (0303): The Lost Mountain Temple of Ice - The Ice Men of the North, mongrel men and shamans led by Guldi-aa, have gathered an army and are intent on destroying Skald-a-fun and casting out all outsiders to their lands! Their village lies between the mountain wall and the Temple - guarded by roc riders, archers with fire bows, and Greek Fire catapults. The temple itself, carved out of rock and ice, houses both a fearsome creature worshiped by the Ice Men and an artifact of magic!

The Island at the Top of the World! I had a picture book and (if I remember correctly) a 45 record that played bits from the movie. It captured my imagination at an early age and has fed my D&D preferences far more than I have realized. It's one of the reasons I'm looking forward to the streaming Disney service, so that I can watch it again! This campaign is definitely directly inspired by that movie.

"Three Hexes" are simple campaign starters to show that you don't need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!

I've purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I may have the features moved about on the hexes for clarity, if they don't suit you, move them!

Creative Commons License
Three Hexes by Michael "Chgowiz" Shorten (chgowiz@gmail.com) is licensed under a Creative Commons Attribution 4.0 International License.

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Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed and published by Ubisoft. Revealed in March 2003, it was released across Game Boy AdvancePlayStation 2GameCubeXbox and Microsoft Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.
The game follows an unnamed Prince whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time, while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters. Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands. A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies.
Concept work began in spring of 2001, after Ubisoft acquired the Prince of Persia catalog. After Mechner was brought on board, production began in June of that year. After the initial story draft was scrapped as it was too complex, the team began with four guiding concepts, including the ability to rewind time: this idea grew into the Dagger, the Sands, and the various powers related to them. Mechner's script drew inspiration from the Shahnameh, with the main focus on creating a simple narrative that worked with the pace of gameplay. The game used Ubisoft's Jade engine, originally designed for beyond evi Good & Evil, another game published by the company. Production was troubled, with the team facing problems with the engine structure and delays with environment assets, while also managing to create an effective tester network to seek out the game's bugs. In 2004, a version for mobile phones was developed and published in North America by Gameloft.
Upon release, it received critical acclaim, won and was nominated for numerous awards, and has been recognized by many as one of the greatest games of all time. Sales of the title were initially slow, but it eventually became a commercial success. Its success prompted the development of a sequel, Prince of Persia: Warrior Within, which was released in November 2004. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame.
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Monday, April 1, 2019

Ep 29: Gobblin’ Wargames Is Live!

Ep 29: Gobblin' Wargames
We talk with Chris Arnold about our history of making games and challenges game designers face.

https://soundcloud.com/user-989538417/episode-29-gobblin-wargames

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Try Audible for your free audiobook credit by going to http://audibletrial.com/tvwg

WSS Rules Challenge:
https://www.karwansaraypublishers.com/wssblog/wss-rules-challenge

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.