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Dungeon of Terror #7: Mad Mage Chambers (South)
by Megan R. [Featured Reviewer] Date Added: 09/03/2016 11:26:01

One of the more strange areas of this massive underground complex that is the Dungeon of Terror, the south area of the Mad Mage's chambers appears to have been a bit of a playground. The Mad Mage, Infidus the Black, set up his quarters here after either driving out the dwarves who originally lived here or fiding the place empty after they'd left. Nobody's quite sure, just as nobody knows what happened to Infidus although it's believed an assassin was sent after him... and in his turn, also perished. Much of what Infidus built remains, and some has been tampered with by later visitors.

According to the notes here, something of the sort happened in this section, with a drow princess, a necromancer and a witch squabbled over these chambers before reaching a kind of truce. There are brief - indeed tantalising - notes about the fifteen rooms presented here - the Perpetual Explosion Hall is particularly intriguing - but you will have to work out what's going on and design the traps that are alluded to in the text.

The usual technical mastery of 0one Games over PDF creation is made manifest via the Rule The Dungeon button, that allows for choice of grid (hex, square or none) and whether or not you want furniture, doors, etc. to appear. Each room appears as miniature-ready tiles as well as in an overview that shows how these chambers relate to the whole complex.

OK, so there's a fair bit of preparation before you can use this area, but whether you are running the entire Dungeon of Horror or want to extract these rooms for your own lair, there are some intriguing ideas to conjure with as you decide what's actually going on there.



Rating:
[4 of 5 Stars!]
Dungeon of Terror #7: Mad Mage Chambers (South)
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Dungeon of Terror #6: Lord of the Undead
by Megan R. [Featured Reviewer] Date Added: 08/31/2016 10:09:24

As if there weren't enough problems in this massive underground complex, there's an infestation of undead to contend with. It seems that just after the so-called 'mad mage' Infidus the Black, who either chased out the original dwarven inhabitants or took over the place after they'd gone (opinion is divided), perished, a lich called Alseriak moved in, searching for anything that would make him more powerful. He began to study Infidus' books and populated the complex with his own creatures. Then a vampire, Varlania, came along and began to compete with him for the knowledge in the books, sending hordes of her spawn against Alseriak's creatures, never daring to face him herself... until one day they met and fell for each other! Together they created their own unique unded, the runed vampires.

There are twenty-one rooms in this section of the complex, and there's the potential for many secrets to be found there - especially if you go with the story. There's a little more explanation of runed vampires and their specific characteristics, although you will have to do some development work yourself before they are ready to meet marauding adventurers.

The usual technological mastery of PDFs is on display with the Rule the Dungeon button giving you a measure of control about what is displayed on each of the miniatures-scale map tiles, and there's an overview page showing how this section fits into the whole complex for those who choose to use it that way. Alternatively, it could make a good stand-alone lair for necromantic or undead activity if that meets your needs better.

Whilst this is not a ready-made dungeon there's enough to get you started, with some good coherent ideas about who might be there and what they are doing to help you in planning out this part of the delve.



Rating:
[5 of 5 Stars!]
Dungeon of Terror #6: Lord of the Undead
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The Invisible Hand
by Megan R. [Featured Reviewer] Date Added: 08/30/2016 06:25:14

When a greedy ghost and a bunch of goblins get together, it's not surprising that there's soon a situation that requires a party of adventurers to deal with it. The adventure background outlines what has been going on and provides several hooks to get the party involved.

The adventure outline is simple: the party should track some rather organised (for goblins) goblin raiders back to their lair, then explore the caverns beneath to find a long-lost underground temple. These locations are mapped clearly (and quite beautifully... although all secrets are revealed, these are DM maps rather than ones you can show to your players), with plenty of detail about who and what can be found there and likely reactions to the party's arrival. In places, advancing the adventure depends on a successful skill check (generally Perception) so it's worth thinking about other ways of keeping things moving if everyone flubs their rolls. There's also a quite difficult puzzle to solve at one point.

This is a well-presented straightforward adventure with plenty of combat and underground exploration... and the treasure to be gained includes the main antagonist's diary which can be used to fill in the backstory for your players (a neat touch). A solid adventure to further a party's career.



Rating:
[4 of 5 Stars!]
The Invisible Hand
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One Night at the Red Vampire
by Megan R. [Featured Reviewer] Date Added: 08/29/2016 12:21:50

There's a lot packed into a few pages here, a nice little adventure to spring on your party when they are travelling and welcome the sight of a welcoming inn on a remote road...

The background lays out concisely why all thoughts of a quiet's night rest are out of the question. Whilst the background is quite specific as to names and places, it ought not to be too difficult to change them to fit in with your campaign world - all you need is a fairly wild forest on the borders of civilisation which has a road through it that sees at least some traffic (else why attempt to run an inn there?). A couple of hooks are provided if you want the party to have more reason than a routine rest-stop on their travels for being here.

The adventure itself is quite simple. The adventure opens with a bit of socialising with other guests and an opportunity to find out about the history of the establishment. The place used to be the home of a vampire, now dealt with... but somehow some of his spawn get loose in the night and the first the party knows about it is when other guests start screaming! Of course, as seasoned adventurers, they are the most suitable people to deal with the problem.

The inn and its immediate surroundings are mapped and described well, facilitating a sandbox approach in which the party may wander freely and interact with whatever they find. Note that the maps show secret doors and the like so will have to be modified before they can be shown to the players. However good room descriptions and details of who is where and what they are likely to do makes the adventure easy to run.

Overall a neat adventure with plenty of excitement - just when the characters weren't really expecting it! Moreover, it's a nice inn that could be used again (if it survives the night!) or, perhaps even better, before you decide to run this adventure. All the more startling if this is a regular point of call without any prior trouble...



Rating:
[5 of 5 Stars!]
One Night at the Red Vampire
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Dungeon of Terror #5: Mad Mage Chambers (West)
by Megan R. [Featured Reviewer] Date Added: 08/28/2016 10:35:56

If you are using the whole Dungeon of Terror and its outline plot, this set of map tiles depicts the heart of the 'mad mage' Infidus's personal quarters. There are ten rooms altogether, but the four big ones will attract curiousity and fair crackle with potential... traps, maybe, for the unwary or something quite unusual and intriguing.

There's a vast combat arena, complete with large statues of sword-wielding bald elves and ghostly images of demons. There's a libary full of books. And more... None of the current denizens of the complex dare come here, not the orcs nor the assassins.

The notes provided give some inkling as to what perils and prizes you may choose to place here, but of course if you have other things in mind it's easy to change them. This is an outline, a framework, upon which you can craft your own adventures rather than a ready-made adventure. You get the floorplan with doors and furniture and other bits and bobs - like the aforementioned statues - but it's up to you what those levers do, if that statue animates or whatever, let alone who or what might be encountered there.

The floorplans are provided as an overview showing where these chambers fit in the overall whole (assuming you want to use it 'as is') and then in separate sheets at appropriate scale for miniatures or tokens. By use of the 'Rule the Dungeon' button you can customise what is printed out - selecting square, hex or no grid and whether or not you want to display furniture or doors, for example. Conveniently, the three largest rooms can be printed out by selecting the correct tiles to have any one of them alone - the arena occupies eight tiles on its own - without getting the rest, if that suits your needs better. Maybe you don't like drawing floorplans (or struggle to scale them up for miniature use), maybe looking them over will spawn ideas for adventure that you can use. Whatever, enjoy!



Rating:
[4 of 5 Stars!]
Dungeon of Terror #5: Mad Mage Chambers (West)
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Dungeon of Terror #4: The Maze
by Megan R. [Featured Reviewer] Date Added: 08/27/2016 11:44:15

In this installment of the massive Dungeon of Terror underground complex, you are provided with an area that encompasses one of only two entrances to the complex and a maze that is said to be haunted by the spirit of a minotaur which once was trapped there by Infidus, the (allegedly) insane mage who made this complex his home after driving out the dwarves who used to live and work there (or he may have found the place deserted and the dwarves long gone, records are unclear on this point!).

The maze is trapped with a complex series of teleports, although there is a way to neutralise them... if the party can find it! There are also some inhabitants who have started making their own modifications - although perhaps they are better adventurers than they are bricklayers - and who offer to show visitors the way through, for a fat fee of course.

In total, this area comprises some fifteen rooms and the passages between them... a LOT of passages! It is presented as an overview (which also shows this area's position in relation to the rest of the complex), and as a series of miniature-scale tiles you can print out and use on the tabletop. 0one's well-known mastery of PDF technology allows you to customise the features of the tiles via a 'Rule the Dungeon' button that lets you show or hide room numbers or furniture, have a square or hex grid or none at all, or decide how heavy you want the walls.

Although ideas are provided for who might be here and what they might be doing, it's left up to you to 'populate' your dungeon and decide what's going on there. Perfect if you don't care for drawing floorplans (especially if you like using miniatures) but have a good imagination to build a story around them.



Rating:
[4 of 5 Stars!]
Dungeon of Terror #4: The Maze
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Dungeon of Terror #3: Mad Mage Chambers (East)
by Megan R. [Featured Reviewer] Date Added: 08/07/2016 13:08:51

Part of the Dungeon of Terror series, this presents just part of the quarters of a so-called 'mad mage', Infidus the Black, who drove out the creators of this underground complex - a bunch of dwarves - and made his home here, conducting all manner of magical experiments... until an assassin sneaked in and put an end to him! Various other opportunists have moved in since (and nobody's quite sure what happened to the assassin) and the place is ripe for exploration. The part dealt with in this product is part of Infidus' personal quarters, and nobody has breached it... until now. This is despite this area including one of the main entrances to the underground complex.

This area consists of some 27 chambers presented as an overview and then as separate 'tiles' you can print out and use with minatures or other markers. Whilst the plans show all manner of intriguing things - from strange and cryptic markings on the floor to abandoned barrels - it's up to you to decide what they are (or were) and what their significance might be. But there's plenty to conjure with!

0one Games display their usual mastery of PDF technology, allowing you to customise your maps before printing by choosing various options like square/hex/no grid, grey or black fill, whether or not you want doors or furniture and so on. You can also pick which tiles to print from the overview, or just go to have a closer look before deciding.

If actually drawing dungeon floorplans is the bit you find difficult, all the work has been done for you. You just need to decide who lives there...



Rating:
[4 of 5 Stars!]
Dungeon of Terror #3: Mad Mage Chambers (East)
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The Dungeon Under the Mountain: Level 5
by Mike S. [Verified Purchaser] Date Added: 07/24/2016 21:46:02

it's fantastic! is there a way to make this usable with roll20?



Rating:
[4 of 5 Stars!]
The Dungeon Under the Mountain: Level 5
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Creator Reply:
0one Games products are not protected in any way, you can easily export the big map as image and use it in your favourite gaming tool.
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0one's Blueprints PRO: Ten Small Dungeons
by Jeremy Z. [Verified Purchaser] Date Added: 06/03/2016 05:00:40

Firstly, bear in mind, these maps are meant to be old school style maps, from the heyday of TSR, they are not meant to be modern, color, full of unreadable and blurry textures style maps found in most modern adventures.

As such, they are quite nicely done, very high resolution and very crisp. Most of them make prefectly well designed and viable small dungeons, with the possible exception of the catacombs, which is only a few rooms (mostly just niches for bodies)

My only real complaint is that they aren't too easy to work with, being presented only as layered TIFFs. Apparently (from my googling) you need Photoshop to be able to manipulate the layers and turn on and off all the various features mentioned. At least, I couldn't get it to work in GIMP. At the very least, I would have liked unkeyed versions as separate files, since in some cases, I would like to re-number them (and not having photo shop to turn off the layer, I'll have to manually erase all the numbers).

WIth that said, you are still left with standard old school style dungeon maps, fully keyed and with the usual square grid.



Rating:
[4 of 5 Stars!]
0one's Blueprints PRO: Ten Small Dungeons
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Deep Blues: Wild West - Sheriff and Barber Shop
by Mark P. [Verified Purchaser] Date Added: 01/01/2016 16:02:13

Used this nice little jail in a fantasy town for a jailbreak scene. Wondering what the things that look like doors into the cells on the ouside view are? Also had to add a small pen for the impounded companion animals.



Rating:
[4 of 5 Stars!]
Deep Blues: Wild West - Sheriff and Barber Shop
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0one's Blueprints: Vale of the Mages
by Will W. [Verified Purchaser] Date Added: 11/03/2015 18:17:13

Cheap, well made, and useful! And this one has several good towers in one! The only thing that would bump this up to a five is if it had mini-scale pages for printing out battle maps... but I'm not at all sad to have bought it without them.



Rating:
[4 of 5 Stars!]
0one's Blueprints: Vale of the Mages
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0one's Blueprints: The Ruined Town, Old Observatory
by Jonathan P. [Verified Purchaser] Date Added: 09/11/2015 13:19:02

I love this product like I love all of 0One's stuff. I use these maps for all of my campaigns, and at the listed price, I'm more than happy to pay for such a good product.



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Ruined Town, Old Observatory
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Urban Adventures: A Pound of Flesh
by Brian G. [Verified Purchaser] Date Added: 08/07/2015 11:00:37

I stumbled upon this adventure module quite by accident. Having grown a little lazy and shorter on time to prep gaming material...I often will turn to pre-made modules for a basis or inspiration for running an adventure for my gaming group.

I was looking for some interesting material based on a city adventure. The old trope of explore caves and ruins and underground complexes has gotten a little old for my tastes. I wanted something different...and this was it.

A Pound of Flesh offers an interesting, complex, engaging foray into a city adventure. It is set in 0one's Great City, but that can quite simply be overlooked and any city can stand in for it.

The basic plot is fairly linear: missing person, PCs have to investigate and persuade (or threaten) to get the info they need, follow the clues and discover what is behind the disappearance. There are several sections to the plot-line and depending on how clever your players are, some of them may be bypassed all-together. Taverns, gambling halls, rundown apartments, dilapidated old docks, abandoned warehouses, prostitutes, zombies, thugs, aristocrats, and cultists.

How can you go wrong with that mix?

The story is really well developed, as are all the NPCs. Backgrounds, motivations, and knowledge of all the characters is laid out quite nicely. The scenes of the adventure flow beautifully together. My group even skipped a couple and threw a curve-ball at me on another that let me do a little improvising to keep things on track.

The detail of the locations and buildings is full fleshed out, even providing some non-plot-relevant NPCs to interact with. My players loved when they mistakenly stumbled in the the dominatrix's abode, and the hilarity that ensued.

The module is 50 pages of full stated foes for the 3.5 rule set which can easily be used for Pathfinder. I ran the adventure using Savage Worlds, so it was pretty easy to convert on the fly, and worked out quite well.

Whether you are looking for an immersive, role-playing opportunity, or a combat-focused, roll-playing one, A Pound of Flesh can provide either quite nicely, or a blend, all depending on how you run it and how your gaming group approaches the challenges.



Rating:
[5 of 5 Stars!]
Urban Adventures: A Pound of Flesh
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The Great City: Castle Ward
by Timothy B. [Featured Reviewer] Date Added: 06/08/2015 16:46:34

Was looking for a walled castle and this fit the bill. I used it mostly for the maps and really didn't use the NPCs (although they were perfectly fine).



Rating:
[4 of 5 Stars!]
The Great City: Castle Ward
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Battlemaps: Slave Ship
by scott i. [Verified Purchaser] Date Added: 05/11/2015 23:40:52

The preview image and overview maps look very lush, illustrated, and immersive, but the scale maps are low poly count CGI images with limited textures, and not illustrated.



Rating:
[2 of 5 Stars!]
Battlemaps: Slave Ship
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