Flynnkd Games
I can be contacted at flynnkd@flynnkd.com.
Latest version of the ELM map.
Realised I had lost the final map for this, even though I had a print of it. So had to re-create it.

6d6 form fillable character sheet.
Adaptions, personal campaigns and works in progress:
Apocalypse World hack.
Campaign world map
Campaign story arc.
Finished Map for Fallen Cities rpg.
Role playing setting.
Rippers campaign.
Map artwork progression.
Conversion of Eclipse Phase to Savage Worlds.
Ideas for a game using SOTC rules.
Fantasy Trip: Apocalypse (RPG)
One of the original rpg's converted to post apocalypse scenario.
Conversion of the D&D game to SW.
Fading Suns SW (RPG)
Savage Worlds adaption of the original FS game
Mechanoids SW (RPG)
Science fiction pulp game using the Savage Worlds rules system.
Hell on Earth (RPG)
Apocalyptic science fiction fantasy role playing game.
Balkania (PBM)
Rules for a Play-by-Mail game that was never developed. Evolved from the previous El Mythico system.
Chill (RPG)
Horror role-playing using the Mayfair rules.
Dark Conspiracy (RPG)
Campaign using the Dark Conspiracy rules.
Deadlands (RPG)
Wild west horror role playing using the Deadlands and Deadlands Reloaded rules.
Fading Suns (RPG)
Fantasy science fiction setting using the original FS rules.
Hero Quest (RPG)
Role playing in Glorantha with the latest Runequest inspired game systems.
Play-by-mail ancients wargame.
Swift Swords (RPG)
In house fantasy role playing game in development.
Traveller SW (RPG)
A friends game, work in progress.
Old Aegyptvs (RPG/SW)
RPG setting in ancient egypt using either the Savage Worlds rules system, or the in house Aegyptvs system which is still being developed.
Work in progress.
Pulp - Spirit of the Century (RPG)
Work in progress.
Work in progress
Valairium (Fantasy Trip Campaign)
Fallen Cities - City Map - draft.
Savage Runequest.
An adaption of RuneQuest to the Savage Worlds system.
Latest version of Runequest character sheet
Dust storm over the Iron Mountains as seen from the Red River Valley side.
Sarmarkand.
Updated poster.
Sarmarkand Map.
Cartography by Glynn Seal - www.monketblooddesign.co.uk
Sarmarkand, Adventures.
Redlands
The AByss Tree
The Spike
Dragon Pass
The King and Queen
The Crater Lands
The Jungle
The Ice Sheet
Viriconium, City of Spires
San Lando, Pirate Haven
Helles, City of Walls
Tower at Eret Nor
Great Northern Glacier
The Chaos Vine
Mapping Cards
Mapping Cards now has 25 different card sets:
Common Cards, Fantasy Dungeon, Guide to Using, Secret Base, Spaceship, Orbital Station, Sky Scraper, Dirigible, Ocean Liner, Haunted Mansion, Desert, Deserted Island, Ancient Temple, Dark Forest, Chase Cards, The Dragon's Lair, Necropolis, Swamp, Shopping Mall, BUGS!, Hospital, Industrial Plant, Village, Sewers, Oil Refinery, Shopping Mall, Medieval Castle.
Swift Swords – Underworld.
SS/Underworld is a multi-player card game in which you play a fantasy Hero in search of a legendary treasure, guarded by a legendary Monster – THE VAULT. Players compete with each other to reach the Treasure Vault, fighting the other players, the terrain, and monsters along the way.
Play is in turns, each player performing a single action of their choice, but many of the actions can involve other players, as a friend or as a foe.
A number of CLUE cards are used that need to be discovered, that will allow you to enter the Vault and defeat the Vault Monster.
Death is not a Heroes prerogative, and in Underworld you cannot die, instead you simply get beat up and may have to approach your mission in a new way, re-thinking your tactics and possibly trying to ally with another beaten up Hero to overcome the beater.
The game can be played as single session winner takes the glory, or it can be played as a campaign where your character can improve and grow stronger.
The SS/Underworld game set is all you need to play the Basic game. It has been designed for expansion however, both by me through kits, and by you through your own efforts. All the materials you will need to make your own cards and adapt the game in any way you see fit are provided.
SSU uses a LOT of d6! You should have at least 20 dice, but you don’t have to.
Available at: http://rpg.drivethrustuff.com/browse.php?manufacturers_id=3986
Swift Swords UNDERWORLD - a card game for 2-8 players.
Get a free copy of the rules, or a Print&Play copy of the game for $10 at http://rpg.drivethrustuff.com/index.php?cPath=7932_10114.
You can get a FREE PNP copy of the Basic game (number of cards have been cut back) at Drivethru also.
Dwarven Keep GM Aid.
http://rpg.drivethrustuff.com/product_info.php?products_id=95506
Dwarven Keep is a set of basic maps for use any any fantasy role playing game.
The maps are without adornment, GMs can add their own final touches to them as they see fit. They are also hand drawn and deliberately left ‘rough’ in some areas. I could have gone over them with a graphics tool but I personally like the hand drawn look&feel.
The maps are designed with a square grid for use in the virtual desktop tool – MapTool (http://rptools.net/). Maptool is a free package and I encourage you to use it. It is however not required to use these maps as play aids.
Settings.
The dwarven keep can be used in a number of ways, some of which follow:
A wilderness fort, long abandoned and now controlled by Orcs and Worgs.
A key fort in a line of defences that has fallen to an invading enemy.
An ancient fort that is now used by human settlers and hunters.
A fort recently reclaimed by dwarves, but which they have been unable to re-enter due to hostile inhabitants.
The Castle of the Hand - GM Aid
http://rpg.drivethrustuff.com/product_info.php?products_id=95621
The Castle of the Hand is a set of basic maps for use any any fantasy role playing game.
The maps are without adornment, GMs can add their own final touches to them as they see fit. They are also hand drawn and deliberately left rough in some areas. I could have gone over them with a graphics tool but I personally like the hand drawn look&feel.
The maps are designed with a square grid for use in the virtual desktop tool ¡V MapTool (http://rptools.net/). Maptool is a free package and I encourage you to use it. It is however not required to use these maps as play aids.
Settings.
The Castle of the Hand can be used in a number of ways, some of which follow:
As an ancient abandoned tower now inhabited by the undead and various other abominations left behind by the long past Sorceror of the Hand.
As a dark and brooding home of the supremely powerful Sorceror of the Hand, who requires defeat.
An out of the way, mostly unknown or ignored tower of evil. Where dimensional warps and evil experiments have gone horribly wrong, leaving the structure in a constant state of warfare between the various levels.
As the central control point of an orc invasion, masterminded by the evil Lord of the Hand.
The Tower of the Hand is called thus due to its Five Towers, that stand out like fingers from and outstretched hand emerging from the ground. Legend has it that the towers were the home of the Five Wives of the Lord of the Hand. Each was imprisoned in their own tower, and the Lord who visit them as he chose.
The Green Dragon Fortress
http://rpg.drivethrustuff.com/product_info.php?manufacturers_id=3986&products_id=95740
The maps are without adornment, GMs can add their own final touches to them as they see fit. They are also hand drawn and deliberately left ‘rough’ in some areas. I could have gone over them with a graphics tool but I personally like the hand drawn look&feel.
The maps are designed with a square grid for use in the virtual desktop tool – MapTool (http://rptools.net/). Maptool is a free package and I encourage you to use it. It is however not required to use these maps as play aids.
There was once a mighty ancient huge Green Dragon, and it was slain by a great Hero, using the Golden Spear. The Dragon crashed to the earth and it was so huge that half its body lay buried. Only the Dragon wasn’t quite dead, but it was mortally wounded as long as the spear remained within it.
In time the Liche Lord Asteroth found the still dying dragon and using his necromantic powers converted the still living flesh into a mighty fortress for his demonic minions. He then retreated into the Dragons Brain to find all the great secrets hidden within.
His demonic minions and their servants however prospered, and extended his domain within and without of the Dragons living corpse.
The Green Dragon Fortress is an epic adventure for very powerful players. The enemies are numerous and well defended. The lair is a maze of living and dying flesh, where necromantic powers have altered the functions to suit the needs of the inhabitants. The environment itself will be hostile to the players.
Gms may use the Lair in a number of ways:
· As an epic mission to slay the evil Liche Lord.
· As a search and recover mission, to find the Golden Spear.
· As a series of raids, exploring the body and its various components.
· As a frantic and desperate mission to rescue someone held within.
Following are some broad notes and possibilities about the various areas within the body of the dragon. You may use these as a starting point for fleshing out the various areas and what they may contain.
Disclaimer: although I have corrected some of the more obvious errors in the ways things connect, these maps have been taken from my original notes from some time ago. Liberties have been taken in the positioning of organs and how they all connect, for the sake of a good story.