DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Other comments left for this publisher:
You must be logged in to rate this
pixel_trans.gif
The Spirit of the White Wyvern - Game Pack
by Megan R. [Featured Reviewer] Date Added: 01/29/2017 10:12:43

Working like a 'mini-bundle' product, this 'game pack' provides everything that you need to play The Spirit of the White Wyvern adventure: you get the adventure itself, a set of floorplans for the White Wyvern Inn in which it takes place, and a set of counters of the main NPCs which you can use on your floorplans during play.

First, the adventure. It's a location-based adventure, the location in question being the White Wyvern Inn, situated with an eye to the travelling (and adventuring) community about a day's journey from anywhere... you pick a suitable place in your campaign world. The adventure is not just based in the inn, it is built around the very fabric of the place, and provides opportunities for those who wish to exercise their brains and their role-playing abilities, as well as their sword-arms.

It begins with some extensive background, some of which can be explained to the characters as events unfold, some of which they might find out for themselves... and some of which they may never know, but which make for a rich experience as you use the whole to good effect as the game proceeds.

It is left to you to arrange for the characters to be in the White Wyvern Inn. Perhaps they're 'passing trade' or they may have been sent for deliberately... because the landlord has a bit of a problem. A ghost that haunts the taproom, playing the organ and entertaining the patrons, even acting as bouncer when people get a bit rowdy. But it has a disquieting habit of possessing someone mid-evening and declaiming a monologue in their voice, leaving them unharmed it is fair to say, but not everyone is happy about it and so the landlord has decided that the spook must go. Can the characters help?

Naturally, there's plenty else going on, even if the task of discovering how to ensure that the ghost goes to its rest was not enough. There's a whole cast of well-detailed characters each with their own distinct personality, agenda and set actions for the night - picking their way through what everyone is up to will provide plenty to keep your characters busy, never mind attending to their ghost-busting duties. Some may attack, some will try to enlist the characters' aid in their own schemes... and should you wish to make this an integral part of an ongoing campaign, rather than a one-night stand, much can be used to foreshadow further adventures.

The Inn itself naturally plays a starring role, and is described in loving detail, and referencing the original mapset if you have it. There's a decent-size map for the GM to work from, and this relates to the full set of floorplans also included in this Game Pack.

After all this, background and maps and room descriptions and all, we actually reach the adventure itself. On page 8, there it is, the 'read aloud' text to introduce the characters to what you have in store for them - must be one of the longest introductions I've read in a long time! Once launched by their arrival, events move at a cracking pace with plenty of detail about what the NPCs are doing and how they will react to whatever the characters get up to. Everything is presented in two parts - there are the 'location' based events that will take place whenever the characters go to the stated location, and the 'timed' sequence of events that will take place at the appropriate time wherever the characters have got to... all melding together to create a vivid alternate reality that should come to life around your characters.

As for the floorplans themselves, the artwork is clean and crisp, with well-detailed rooms... even to the extent of showing the layout in the privy, never mind the rooms in which characters might need to move around, brawl, and so forth. The usual 0one 'Rule the Dungeon' feature allows you to set various parameters such as square grid, hex grid or none; amount of 'fill' in walls; presence or absence of furniture or doors and the like. Printing out the map tiles (after you have chosen your settings) provides an excellent visual reference for your players as the adventure unfolds.

The collection of counters enables the main NPCs to turn up on the map just where you need them, scaled to work with the bases of conventional minitures if that's what your group uses. If preferred, there are plenty of blank counters which you can mark up to indicate party members or anyone else you decide is there. There's even a 'bag' to put them in, although it doesn't actually work very well - it's the thought that counts! The bag and the fact that the set doesn't have a proper 'face-on' cover to print out for the front of the box of folder you store everything in are about the only disappointing things... otherwise, you have a cracking little location-based adventure with a lot crammed in, full of excitement and with all the resources to run it well. Drop this in somewhere suitable, tweak events a little to fit your own campaign, and it could become a momentous and memorable part of the story you and your players are creating together.



Rating:
[5 of 5 Stars!]
The Spirit of the White Wyvern - Game Pack
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Threads of the Orb Weaver
by Megan R. [Featured Reviewer] Date Added: 01/28/2017 12:34:32

0one Games are building a loosely-connected series of adventures in a corner of the Eerie Woods - which can be placed anywhere suitable in your campaign world, to mix in seamlessly with anything else you have going on. Everything is designed so that it is easy - references to 'a nearby kingdom' for example.

We start off with some background, telling of a hitherto respectable scholar who went a bit off the rails after finding an artefact... add in that since his death many folk have ransacked his manor house in search of said artefact and we have a familiar story. Fortunately before he went totally strange, he left a sketch of the artefact at the religious academy where he had been working which has just turned up... and the clerical-scholars would like some brave adventurers to go and see what they can find. They've already sent an apprentice to look the place over, but he was chased away by 'giant spiders' and unfortunately he ended up dead in an alley with a crossbow bolt in his back, so the party won't be able to speak with him...

A few hooks are provided to help you get the party involved. Once they've been hired the scholars invite them to a meeting where they explain pretty much all of the backstory and show them the sketch, then it's off to Spiderhaunt Manor to start their investigations. The actual journey is left to you to arrange, although there are a few rumours that can be picked up along the way. The Manor itself is a bit of a mess, earthquakes have reduced it to ruins, but there still are places to explore which are described and mapped for you to make running the investigation easy.

There's a villain to this piece, and he is described in detail. Shall we say he's found the artefact and made headway in learning how to use it...? This gives rise to a cinematic climax with the party racing to rescue a sacrificial victim before the final stage in the artefact's activation can occur.

In some ways the adventure is quite basic, but there are lots of little touches that make it come to life and add drama to the proceedings. The plans provided are definitely 'DM eyes only' and thought could be given to providing some player versions to lay in front of them to help them picture the scene. There's also the odd spelling mistake that a good proof-read ought to have caught. But don't be put off, if you have a suitable level party eager for a bit of action this should keep them happily occupied - provided they are not scared of spiders!



Rating:
[4 of 5 Stars!]
Threads of the Orb Weaver
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
0one's Black & White: Tumbledown Manor
by Megan R. [Featured Reviewer] Date Added: 01/11/2017 13:06:08

Something quite unspeakable was going on here... this product provides detailed floorplans and room descriptions for an abandoned and decidedly spooky manor house all ready for intrepid adventurers to poke around in. All you need to do is decide where to put it in your campaign world, provide any backstory you want to include, work out if there's anyone or anything still there (alive or undead as you please) and round up a party to investigate...

The manor is a rambling building with a few outbuildings and extensive cellars. It once had more than one floor but the upper level has collapsed (either through decay or perhaps there was a fire, you decide). The state of the cellars has not been improved by an underground stream that now runs through them... but it has opened up further underground areas to explore.

The state of the place is made clear both through the brief descriptions and the debris depicted on the floorplans (that is, if you use the Rule the Dungeon facility to have the 'furniture' displayed when you print them out). From even a cursory examination, it appears former inhabitants used the manor for dark rituals... and perhaps some perversion as well, one chamber appears to be set up for orgies and worse. There's some loot to be found, and curious characters may want to try and figure out what precisely was going on here. Others may want to destroy even the traces that remain. That will depend on the party and whatever plot you provide them with.

Overall, this remarkably detailed set of plans are almost an adventure even before you add a bit of plot and backstory, and maybe a monster or two. If you want a full adventure, get the Terror of Tumbledown Game Pack instead, which contains this floorplan and a complete adventure built around it. If you have an appropriate adventure in mind, get this and have a blast!



Rating:
[5 of 5 Stars!]
0one's Black & White: Tumbledown Manor
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
0one's Black & White: Mad Scientist's Lab
by Megan R. [Featured Reviewer] Date Added: 01/08/2017 10:32:24

If you have ever wanted to send the party to explore the classic 'mad scientist' laboratory, well here is one all ready for you. Outwardly it looks like a normal house but inside... the downstairs is pretty normal too but the upstairs has been gutted and filled with all manner of strange and quite creepy stuff. This is a very versatile establishment, it could be a necromancer's laboratory but it could equally serve if you are playing Call of Cthulhu as the workplace of a cultist even more insane than most, or fit in to just about any genre or ruleset if mad science is the order of the day.

Standing in its own grounds with a couple of outbuildings, one being a stables and the other containing a cart and a stack of coffins, the house has a grand entrance with semi-circular steps leading up to a foyer flanked by a small 'guardroom' which contains a bed and a closet/store room. The foyer opens out into a huge living/dining area that boasts a pipe organ (excellent for some creepy music...) and a grand staircase leading upstairs. A big kitchen, well-stocked larder, a room for servants that sleeps five, and the master bedroom with ensuite bathroom also occupy the ground floor. There is also a library stuffed with medical and other texts, that serves as the scientist's study. Finally, the first of the strange contraptions, a lift that is used to take coffins upstairs, is also there, although it can only be accessed from outside, not through the house.

Upstairs, imagination has gone wild in true Hammer House of Horror style. Two vast and mysterious machines, a dissection room, alchemist's paraphenalia, body storage (in large glass tubes filled with unknown liquids), shelves filled with jars containing body parts... and the focal point, a large table that can be raised up to the roof (which opens) upon which unspeakable experiments of the Frankenstein nature are performed. You will be able to go to town describing all this to your players, with a floorplan to back it all up!

As usual, the 'Rule the Dungeon' feature gives you some customisation tools - grid (hex, square or none), presence or absence of furniture and doors and so on. It's a nice detailed and quite imaginative scene. If your taste leads to the macabre, this is worthy of attention - it would be easy to build an entire adventure in which the exploration of this space is the climax.



Rating:
[5 of 5 Stars!]
0one's Black & White: Mad Scientist's Lab
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: The Jail
by Megan R. [Featured Reviewer] Date Added: 01/07/2017 10:19:46

For a small village, Heavenring boasts a remarkably substantial gaol, with five cells fitted out to accommodate a total of eleven convicts. The building also houses space for a tribunal to sit and a residence for the chief law enforcement officer, who for Heavenring is the county sheriff, a dwarf called Mardags.

Built in an L shape, Mardags' residence consists of two rooms: a living area with basic cooking facilities (an open fire with a cauldron), a dining table and some more comfortable seating and a large bedroom which incorporates an en-suite bathroom (far better facilites, as one would imagine, than the convicts receive!).

The space allocated for trials has a couple of rows of seats for spectators, tables for prosecuting and defending lawyers and for a clerk, and an imposing chair for the presiding judge. It does not appear that trial by jury is practised here. A caged-off corner leads back to the gaol wing, presumably the accused stands there during the hearing.

There are a couple of offices, probably for law enforcement officers' use, and a room for the turnkeys with a couple of beds. Then on to the cell block proper. Here a row of spartan cells have a barred door to a corridor on one side and a barred opening out onto a yard ominously labelled 'Hard Labour Area'. What convicts are required to do is unclear, probably breaking rocks into smaller rocks or similar mindless and exhausting tasks. The convicts' sanitary needs are met by a row of latrine huts and some 'washing pools' - no indoor bathrooms for them!

As usual 0one Games display considerable technical mastery of PDF functions, using layers to allow you to pick the grid you want (square, hex or none), and whether you want furniture or doors to appear. As you can print tiles separately, you can change the settings for each one - so if you do not want your prisoners to have even basic comforts, you can remove what little furniture there is in the cells! Do not turn the doors off for the cell block, though...

Knowing the average adventurer's attitude towards the law, you might have need of a town gaol, so this is a useful set of tiles to have tucked away, whether or not you are using Heavenring Village as a whole. After all you can put it anywhere, as needed.



Rating:
[5 of 5 Stars!]
Heavenring Village: The Jail
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: Emporium
by Megan R. [Featured Reviewer] Date Added: 01/06/2017 10:51:59

Whatever their players may feel about it in real life, adventurers always seem to enjoy going shopping! Heavenring seems to boast what is almost a mini-market with plenty of produce and household goods on sale, and the storekeeper's house is also included in this tile-set. If you are using Heavenring 'as is' the storekeeper is a halfling by the name of Vimbas, who is rumoured to be a wizard on the side.

The shop itself consists of two rooms, one being used for sales and one for storage. The sales area has a vast display of everything from fruit and vegetables to frying pans, basic tools, clothing and even teddy bears, the store is full of barrels, cart wheels and cupboards. Anyone setting up house or looking for basic supplies ought to be able to find what they are after here.

The house is also quite substantial. It has a large porch for those warm summer evenings, a living area and kitchen, two bedrooms each with their own facilities and an office for the storekeeper to do his bookkeeping (or study spells if the rumours are to be believed). One bedroom is a double, clearly the master bedroom, and the other a single - probably for the storekeeper's child.

The usual features of the 0one Games 'Rule the Dungeon' are present, letting you customise the plans to some extent - changing the grid (square, hex or none), displaying furniture and doors and the like. Everything is clearly drawn, although you can waste too much time trying to identify items in the shop (remind yourself it isn't supposed to be an exact representation). It's a nice addition to the collection, but the real use of plans at this scale is to have a fight and who fights at the market? So, perhaps of limited use...



Rating:
[4 of 5 Stars!]
Heavenring Village: Emporium
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: The Smith
by Megan R. [Featured Reviewer] Date Added: 01/05/2017 10:28:27

A smith is a welcome addition to any settlement, and judging from the wares on display, this smith is also an asset to the adventuring community. There are two buildings in this product: the smithy itself and a separate small residence for the smith (unlike most of the village he doesn't have his living quarters in his place of business). In Heavenring Village the smith is a half-orc by the name of Ruck, who apparently has bad manners that mask a helpful and honest nature... but of course you can use this forge anywhere, with a smith of your choosing.

The forge building has three rooms: the forge itself, a storage area and a shop where visitors can browse an array of armour and weapons laid out on a long bench. The storage area is also spacious and contains assorted raw materials. The forge itself looks well-equipped with a big furnace, two anvils and racks of tools.

The smith's residence is quite substantial too, with an open porch with a table and chairs for sitting out, perhaps on a warm evening after the day's work is done. Inside, there is a big sitting/dining room, a kitchen, a master bedroom with a double bed (the presence of a vanity suggests that the smith has a partner... or, of course, is a lady) and a second bedroom with three beds for children or guests. Each bedroom has an ensuite bathroom. Of course, this makes for a nice home for anyone, not necessarily the smith!

0one Games display their customary mastery of PDF technology using layers to allow some measure of control over what you see - square grid, hex grid or no grid at all, or the presence/absence of furniture and doors, or even how heavy a 'fill' there is on the walls. A usful addition to your floorplan collection although... who wants to start a brawl in a forge? The smith might get annoyed and he has loads of stuff with which to spoil your whole day!



Rating:
[5 of 5 Stars!]
Heavenring Village: The Smith
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: Lord's Manor
by Megan R. [Featured Reviewer] Date Added: 01/04/2017 08:50:49

Whether your party has business with the lord of the manor or perhaps one of them has aspirations to become a lord of the manor, this quite substantial residence may come in handy. In Heavenring, if you are using the entire village, the current lord is indeed a retired adventurer. His house is well-defended (and not just by his old suits of armour standing around!) yet open and welcoming to visitors.

The entrance is imposing, with a driveway through wooded parkland ending in a semi-circular flight of steps up to the front door. Two statues of armoured figures flank the doorway, and there is a guardpost to either side with arrow slits providing opportunity to fire at unwanted visitors. Inside, there's a hallway to either side and straight ahead the entrance to the main hall.

The manor is centred around a large hall that is described as combining dining room and parlour. There are a couple of conversation groups around a pair of fireplaces, a large round table, an organ at one side and a massive formal dining table at the end of the hall. This stands on a small dais and is flanked by the aforementioned suits of armour. Another table nearby with some stools around it appears to serve as the lord's office.

Opening off the main hall, there's a large kitchen on one side with a storeroom off it, and the lord's private quarters - a spacious bedroom and private bath - on the other side. It would appear that the lord has a wife, as there are TWO bathtubs and matching washbasins... and two privies! Guest provision is far less impressive, although there are several bunk rooms (labelled as barracks or servants' quarters) there are only two further privies tucked away in side rooms at the rear of the building. Each has a washbasin, but no more tubs.

As usual, 0one Games demonstrate their technical mastery of PDFs with their 'Rule the Dungeon' button that uses layers to enable you to have a choice of grid (square, hex or none) and whether or not you wish to see furniture, doors, and so on. If the need arises you can print individual areas, or the whole thing, of course changing the settings as you please each time.

If you ever have need of a single-floor manor house, this is a well-presented and solid option.



Rating:
[5 of 5 Stars!]
Heavenring Village: Lord's Manor
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: Cemetery
by Megan R. [Featured Reviewer] Date Added: 01/03/2017 12:34:55

Hopefully you won't have much need for this pleasant graveyard set in a garden. I'd hate to think of undead trampling around... this set of tiles provides details of three crypts and a grave with a statue on it, as well as the cemetery office and mortuary, and the guardian's residence. If you are using Heavenring Village, this is the only proper cemetary for miles around, so people bring their dead here.

The 'office block' contains a spacious office and a small mortuary where bodies awaiting burial may be stored. There's also a larger storage area for coffins and other materials, and a single chamber for the caretaker, which looks quite cosy... at least the neighbours tend to be quiet!

The graveyard itself is laid out neatly, with tombs in neat rows and plenty of space for more. The crypts seem quite substantial, as are the gates to the cemetery, which is walled. All in all, a nice place to lay your dearly departed to rest.

The usual technical effects are available including choice of grid (square, hex or none) and whether or not you want furniture (this empties the crypts of their tombs as well as removing the tombs from the graveyard...), but if you need a cemetery, well this is a nice one. I did run an adventure a couple of years ago that started with the party being invited to a funeral and receiving a bequest, so it is not always the loss of a party member that can bring your game here.



Rating:
[4 of 5 Stars!]
Heavenring Village: Cemetery
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: Temple and School
by Megan R. [Featured Reviewer] Date Added: 01/02/2017 07:58:13

Lucky Heavenring Village (or wherever you choose to site this), they have a temple with resident priest who teaches school for the local youngsters as well. This mapset comprises two buildings: the actual temple and a combined priest's house and school. Both come with excellent detail that make it easy to find uses for them in your game.

The temple is a large airy building with plenty of space for worshippers in a conventional layout with rows of seats facing a raised altar area. Mostly circular, this is stated to be a dome with an overhead skylight to illuminate the worship area. There's a small vestry for the priest, whilst to one side in the worship area there is an organ and on the other side some shrines. The deity is left unspecified, so you can pick one from your campaign world who appreciates this style of worship.

The other building is nearly as large, with the biggest room given over to a conventionally-laid out classroom with rows of desks facing the teacher's table which is on a semi-circular dais. There is an entryway/waiting room and a bedroom for a servant or assistant as well in the school part of the building which is separate from the priest's quarters in the rest of it. The premises also boast a fenced garden which the pupils can use during recess.

The priest's residence looks comfortable, wrapped around the schoolhouse with several doors to the exterior. It consists of a foyer, library, shrine, dining room, bedroom and bathroom (complete with tub and water closet). The dining room boasts a conversation group round the fireplace and a desk as well as the dining table... but where the poor priest prepares and cooks his food is anyone's guess, there are no kitchen facilities!

The usual technical wizardry displayed by 0one Games makes the PDF easy to use and somewhat customisable - you can choose a square grid, hex grid or no grid at all, and display furniature and doors or not as you please - making this a useful addition to your collection if you need a place of worship or a schoolhouse.



Rating:
[5 of 5 Stars!]
Heavenring Village: Temple and School
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: Town Hall
by Megan R. [Featured Reviewer] Date Added: 01/01/2017 10:22:37

The Mayor (spelled 'major' throughout, a rare spelling mistake) of Heavenring village is a dwarf by the name of Musdus Marub and with typical dwarven efficiency the Town Hall includes his house. Should he be voted out, it's not clear if he'll pass his residence on to the new Mayor or not (there could even be an adventure in that...), it may be the offical residence rather than Musdus's own home. The front part of the building contains the official chambers, chiefly a large hall surrounded by offices, and the Mayor's house occupies the rear. The tile-set also includes the village well which stands in front of the Town Hall.

The main hall is a large room with a dais facing the door, on which there is a long table with chairs behind it facing out into the room. The rest of the hall is filled with rows of chairs facing the dais, with a carpeted aisle down the middle. It will make an excellent setting for anything from the bestowal of public rewards to a trial... both possible events in your campaign. There is also a flight of steps leading up to the entrance, making it quite an imposing place for a village! For times of trouble, there are two small guardposts, one to each side of the steps. Each has space for the guard to live as well as look out for trouble.

As well as the main hall there is a meeting room with a large round table, an office for the Mayor (with a door through to his residence), and a couple of rooms for records and archives. All of these chambers have direct access to the outside, you do not need to tramp through the main hall to reach them although they do also open into it.

The Mayor's residence is nicely-appointed with a foyer, dining room, bedroom, bathroom (complete with tub!), kitchen and another room that's designated as for a servant, but could of course be used for the Mayor's children should he have any.

As to be expected, 0one Games display their usual mastery of PDF technology, making it very easy to use and even customise to some extent (choice of hex, square or no grid, and whether or not you want furniture and doors to show). Whether you are using Heavenring Village as a whole or just need a Town Hall (or indeed a guild hall, it could work as that too), this is a nice set of floorplans.



Rating:
[5 of 5 Stars!]
Heavenring Village: Town Hall
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: Black Gryphon Inn
by Megan R. [Featured Reviewer] Date Added: 12/31/2016 12:30:21

Given the natural affinity of adventuring parties for inns (and the tendency for brawls to break out necessitating a change of hostelry!), you can never have too many inn floorplans in your collection. This one is a straightforward village inn, designed as part of the Heavenring Village set), with ample stabling and several nice rooms for those who wish to stay the night as well as a large common room/bar, kitchens and even indoor toilets! Accommodation ranges from multiple occupancy, with stragicially-placed cupboards to give a modicum of privacy, to a spacious suite with its own bathroom. The owner's apartment also features. Detail is excellent, down to an array of bottles on the backbar and a keyboard instrument for budding bards in the corner of the bar which also boasts tables set up for dining and gambling.

The usual technological abilities of 0one Games shine through with their 'Rule the Dungeon' system that allows you to decide precisely what is printed on your floortiles - choice of hex grid, square grid or none at all, presence/absence of doors and furniture and so on.

In a nice design feature, all the residential rooms open to the outside - those in a hurry or wishing to avoid attention do not need to resort to climbing out of windows if they do not care to go through the common room. Indeed it looks a pleasant place to stay... and menu suggestions include giant black potatoes stuffed with cheese and onions, slices of salmon grilled with spices, and the renowned Heavenring caviar with toasted bread and fresh butter. The caviar is harvested from local salmon caught in the river that surrounds the village. Sounds like a nice place for a pub lunch!



Rating:
[5 of 5 Stars!]
Heavenring Village: Black Gryphon Inn
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Black magic
by Megan R. [Featured Reviewer] Date Added: 09/10/2016 13:08:36

Linking neatly in to the previous two adventures that 0one Games has produced for Dungeons & Dragons 5e, this one is also set in the former County of Boskerry, once a pleasant place but now fallen into wild and dangerous shape due to the last Count having been afflicted by vampirism. Naturally, it's fairly simple to run the adventure in a suitable swamp in a frontier area of your own game world if you prefer.

Almost as long as there's been a swamp, there have been rumours of a 'swamp witch' living there - some say she might provide useful information to those who do her bidding, but most of the rumours cast her in darker light, abducting children and other such mischief. The introduction and adventure summary lay out what is really going on (and who this swamp witch is) for the DM.

Several hooks are provided to get the party involved, and once they are there's a nice swamp to travel through to get to where the swamp witch is said to live. It's pretty foggy, and witches are not the only critters living there. When they reach the hut, there's a clear map and copious notes about what is to be found there. The map does show secret doors and other things not immediately obvious, so you'll have to come up with something of your own if your players like maps to look at.

Whilst on the face of it, this is a fairly straightforward 'deal with the wicked witch' adventure, it has sufficient twists and turns to keep even jaded adventurers interested - and challenged. There's also a useful little note on how to handle lower-level characters who decide to go to the 'wrong' place and end up here before they are ready to cope with the witch as detailed here, a nice touch especially if you like to treat your game world as an entire place your party may roam over as they please.



Rating:
[4 of 5 Stars!]
Black magic
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Heavenring Village: Virtual Boxed Set©
by Megan R. [Featured Reviewer] Date Added: 09/07/2016 12:12:35

Heavenring Village is a completely-mapped entire village, right down to every room in every house. Each area of the village is available separately, but if you fancy a complete village in that level of detail, this is the product that you want to purchase. Your download will contain eight separate files that comprise eleven buildings in total, along with a massive overview map and an extensive file that gives you space to write detailed notes about each individual room in the entire village.

The Referee Map file contains a vast 'poster map' version and the same spread over four pages that can be printed separately and stuck together if you don't have commercial printing facilties to hand. The usual technical wizardry (the Rule the Dungeon button) enables you to set various parameters before you print - the usual furniture and doors, and type of grid (hex, square or none) and an additional one... you can choose to see the roof rather than the floorplan of each building - nice for the party rogue!

The other file unique to this product is Templates. This presents all 101 rooms contained in the village, one per page. Each room is depicted in detail with plenty of space for you to write out your own notes - room description, who is in there and what they are doing, what's to be found if you search and so on. It's an excellent planning tool, the only drawback is that you have to print it out and scribble your notes, it's not set up so that you can type them in (although if you're good with the 'comment'tools in Adobe Acrobat you might be able to manage!).

Overall, if you have need of a very detailed small village, get this!



Rating:
[5 of 5 Stars!]
Heavenring Village: Virtual Boxed Set©
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Dungeon of Terror #8: Scrags' Caverns
by Megan R. [Featured Reviewer] Date Added: 09/04/2016 11:32:51

In the final element of the Dungeon of Terror series we have a series of natural caverns that predate even the dwarves who originally colonised the underground complex and made it their own. They never really caught the interest of the Mad Mage, Infidus the Black, who took over after the dwarves left (or were chased out by him, nobody knows for sure), but do provide homes for other beings... currently a band of gnomes, a few sea trolls and others live there. The notes suggest how they get along and what they are doing but are, perforce, quite sketchy. You will have to add more detail (and game statistics) before the party arrives.

There are eleven chambers in all in this area, which is at the south-east corner of the complex. Only a couple show much evidence of construction work, the rest are natural. There's an overview map showing this area with reference to the rest of the complex as well as individual miniatures-scale tiles to enable you to lay it out before your players. With their usual mastery of PDF technology, 0one Games enable you - via their Rule the Dungeon button - to customise various elements of the tiles before printing: square, hex or no grid, whether or not you want furniture or doors and so on.

Another nicely-thought-out area, there's plenty of scope for some interesting encounters whether you use this as part of the Dungeon of Terror or as a stand-alone set of caves.



Rating:
[4 of 5 Stars!]
Dungeon of Terror #8: Scrags' Caverns
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Displaying 46 to 60 (of 691 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
pixel_trans.gif
0 items
 Hottest Titles
 Gift Certificates