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The Road to Revolution: The Bloody Fix
by Dark M. [Verified Purchaser] Date Added: 12/14/2010 21:42:08

The Road to Revolution by 0onegames


This product is 64 pages long. It starts with a cover, credits and ToC. (4 pages)


Introduction (4 ½ pages)
This section talks about how it is connected to the others in the series. How to tie it to the previous adventure. Background for the adventure. Plot Summery. Four plot hooks and a map of the over all area the adventure takes place in.


Starting the Adventure (7 ½ pages)
This section is the actual beginning of the adventure, starting with the PC's going to meet someone that wants to hire them. The plot is there are fight clubs in the city and the person hiring the PC's believe they are rigged to murder officers in the militia that take part in them. The man that hires them was a nemesis from the first adventure but it is not required to play it to play this one. Several other NPC's from the first adventurer also make appearances in this one.


There is also 5 hand outs, broadsides(news papers) of goings on in the city. A rumors table, of rumors the PC's might here around the city while the investigate things. This section also introduces a young boy to help the PC's out, he knows the city and the people in it well. They go into great detail how to use him, to annoy and endear him to the PC's all at the same time.


Part one The Investigation (22 pages)
This first section is a investigation into the fight clubs and looking for proof they are indeed being used to cover up murder. It begins with advice on how to help make sure the PC's take part and stay on track. It is very well done and very sandboxy, with plenty of advice on how to help keep things moving if the PC's get stumped.


There is 8 location based encounters, they may or may not involve combat depending on how the PC's handle things. There is also 3 event based encounters, one may happen several times.


Part two of the adventure (7 pages)
For reasons that are very good and should drive any PC into action. They head to one of the fight club nights during one of the fights to confront who the believe are the villains of the adventure. There is 4 encounters in this section and their will being fighting. There is some stuff going on in the background that really puts pressure on the PC's and a sense of urgency as well.


Part three of the adventure (8 pages)
They catch up to the person in charge of the previous section and find out where the real villain is. From there they go off to confront the real villain. I so badly want to talk about this section of the adventure but I really can't say anything with out spoiling it. It is just outstandingly well done. It also talks about how to end the adventure depending on how well the PC's did in defeating the “big bad guy” at the end.


Next is a new monster. (7 pages)
It is a very cool new monster. I can't and won't say anything about it other than it is a very clever idea and I am surprised no one had thought of it before. Or I have never seen something like this before and after reading about it, it seems so obvious. The reason I can't talk about it is I don't want to spoil the surprise.


It ends with a handout, ad, OGL and back cover. (4 pages)


Closing thoughts. I loved this adventure, I really did. It was a well done mystery with a lot of twists and turns that totally make sense once you know whats going on. Plus the PC's should figure out the whole story and the history to the adventure as well. It is well written, I didn't notice any obvious errors in the adventure. The layout was good, artwork was black and white and good.


The adventure is a pretty dark and mildly disturbing adventure. It is bloody, gritty and very sad in parts. If a GM pulls things off well and gets their players to emotionally invest with their characters in this adventure, I think it will be something they talk about for some time. The only downside for this adventure is. It doesn't work very well with evil characters, or players that are into hack and slash. This is a very story and RP driven adventure. There is a lot of location maps scattered thru out the book.


So whats my rating? Well I really have nothing at all bad to say about this adventure. I just loved it. So I am giving it a 5 star review. It should be noted while this is a 3.5 adventure there is free download for Pathfinder conversion.



Rating:
[5 of 5 Stars!]
The Road to Revolution: The Bloody Fix
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Cavern Tile Designer
by Thomas A. [Verified Purchaser] Date Added: 12/14/2010 15:59:39

Neat product for $10, but it's very limited, especially if you're looking for detail that's smaller than one grid square. This leads to creating very "blocky" maps, where every wall is 5 feet thick and details like pools, campfires and pits only occur at the center of the 6x6 square.


Nevertheless, it's still quite useful for quick battles or for encounters where it's not worth building a 3D model.



Rating:
[3 of 5 Stars!]
Cavern Tile Designer
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0one's Blueprints: Meteora
by Mark S. [Verified Purchaser] Date Added: 12/06/2010 18:48:49

Another nice map from the kings of pdf gaming products.


Meteora is a very nice map. As soon as you look at it you'll start to plan out where it goes in your campaign.


At $1.95, how can you NOT buy this product?


I recommene Meteora as a nice map and a nice value. It stands out as a game setting even among 0one's other Blueprint products.


You won't regret buying this one.



Rating:
[5 of 5 Stars!]
0one's Blueprints: Meteora
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0one's Colorprints #10: The Sunken City
by JD S. [Verified Purchaser] Date Added: 11/15/2010 00:53:31

Oones has the best maps, bar none. I have bought most of their product line and will likely own all of it eventually.


That said, I docked them a star for this product because the Rule the Dungeon feature (while nice) is wonky in this product, and because since I use the maps as jpgs with MapTool, I'm stuck with the big ugly button covering a portion of the map. The older products' discrete check boxes were much better.



Rating:
[4 of 5 Stars!]
0one's Colorprints #10: The Sunken City
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0one's Blueprints: Meteora
by Ben G. [Featured Reviewer] Date Added: 11/08/2010 10:17:17

Clocking in at 16 usable pages (plus a title page and advertisement at the end) 0one's Blueprints: Meteora is a fantastic, non-fantasy building for use in your fantasy campaign. I know, right?


Meteora is an honest to gosh monastery existing in our world today, high on stony peaks and looking like it would go perfectly with your fantasy campaign. Nigh unassailable, built out of stone, basements galore. In short, I'm surprised it hasn't be used in more campaigns.


Now, there's nothing stopping you. Ten Zero One offers you this traditional blue-print style map of Meteora, printable in either blue, or black and white and set up for you to slap into the fantasy (or scifi) setting of your choice. They've laid out the building quite well, leaving you plenty of room to add your own encounters and descriptions and giving any GM an instant, heavily fortified layer for your bad person, high king or godling of choice. Note that these aren't battle maps used for encounters, but literal blue-prints of the structure.


0one utilizes their Rule the Dungeon button (for Acrobat 6 or higher users) which allows you to turn on and off various features of the maps, such as grids, text, numbering and more. I've always found this useful and the blue prints for Meteora are no exception.


Coming in at under $2.00, this is a no brainer. If you need a cool, large building on a cliff face - get this. It will save you from having to design one yourself, costs less than a cup of coffee and is an actual, functioning building to boot.



Rating:
[5 of 5 Stars!]
0one's Blueprints: Meteora
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0one's Colorprints #10: The Sunken City
by Megan R. [Featured Reviewer] Date Added: 10/30/2010 07:26:00

Herein is presented an unusual and atmospheric place to explore. As usual, 0one Games's technical ability shines with especial mention due to the 'water' overlay, showing what you'd see of this sunken city from above the water - anyone who's gone diving or even snorkelled will appreciate how different things look from above and below water!


It's a big city - the grid you can add via the 'Rule the Dungeon' function is a fifty-foot one rather than the more customary five-foot... or at least, so it is claimed. I think that actually it is the conventional five-foot one, only that there are considerably more than usual of them across a page! That or the houses are gigantic.


There are lots of ruined houses, other features include sunk ships, crypts, sea monster skeletons and some larger buildings like an arena and a palace. Naturally at this scale the buildings are mere outlines - should you require more detail you will have to scale up or find another similar floorplan in the required scale.


In one area, some features are designated 'monoliths' surrounding a structure called 'the main crypt' which bears marking reminiscent of dread Cthulhu! You may wish to change this, at first glance before looking at the legend I thought the 'monoliths' were fumaroles, with a large temple situated between them. Well, it's your underwater city, put what you like there!


The usual features are here: greyscale and colour versions of the maps, ability to set the direction of north (or eliminate the compass marker altogether) and to choose to print all colour (or all greyscale) pages at once rather than select each in turn.


Overall, a nice resource which could intrigue characters interested in underwater archaeology (or treasure hunting!) once they figure out a way to get down to have a look around... and as always, technically excellent.



Rating:
[4 of 5 Stars!]
0one's Colorprints #10: The Sunken City
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The Road to Revolution: The Skullcrackers
by Dark M. [Verified Purchaser] Date Added: 10/20/2010 00:41:57

The Skull Crackers by 0Onegames


This product is 43 pages long. It starts with a cover, blank page, credits and ToC. (4 pages)


Next it moves into a adventure summery and overview. This is the first part of a six part adventure series that takes place in the Great City campaign setting, also by 0Onegames. The adventure is for 1st level characters and should take characters to 3rd level by the end. The over view of the adventure is a murder investigation, but there is a underlining greater story arc going on that involves the rest of the adventures in the series. (2 pages)


Chapter 1 – The Body (2 ½ pages)
This involves finding the body and getting involved in the investigation. It is not all social, but I won't spoil while.


Chapter 2 – Grang's Crematorium and Casket Shop (6 pages)
After the first part most of the rest of the adventure can be done in any order depending on the PC's actions. It is a very sand box style investigation. So this may not be their second encounter. This is about the PC's wanting to see the body to examine it.


Chapter 3 – You're in the Army Now (3 ½ pages)
This section is if the PC's talk to the military(the dead was a soldier) about their findings or the city watch. There is a follow up encounter afterward's as well.


Chapter 4 – Asking Around Town (2 ½ pages)
This is if the PC's ask around town about the goings on they have uncovered up to this point. Mostly a social encounter section.


Chapter 5 – The Sewers (5 pages)
This is where the investigation has pointed to a local gang and where they confront the gang about it. It involves having a mini dungeon crawl to learn vital information.


Chapter 6 – Residential Ward (2 pages)
Part of this section can happen at any time and part of it only after some of the previous parts have happened. The final set encounter will lead the investigation to the next part.


Chapter 7 – Smugglers Tunnels (4 ½ pages)
This part is another favor the PC's are asked to do for the information they need for the investigation. This is a mini dungeon crawl.


Chapter 8 – I Smell a Rat (4 pages)
This is the section where the PC's finally track down the killer and solve the case. I won't get into details even vague ones as it would ruin the mystery.


Appendix – New Creatures (2 pages)
1 new monster a cerebral bat. Full stat blocks and history for the new monster.


It closes with 1 page handout, OGL, 2 pages of ads and back cover. (5 pages)


Closing thoughts. I liked the adventure but then I like urban and mystery adventures. The artwork is good black and white line art. It has a nice mix of social encounters and combat ones. It is also a nice intro adventure for the Great City campaign setting as it introduces you to several area's around the city. For the most part the hooks to follow the investigation from section to section are good, certainly good enough with at most minor tweaks the DM can make sure they players are able to follow it. The only real weak spot in the adventure I saw was the first plot hook to get involved. It is a decent one and I think most PC's would bite, but I don't think all would with out a little nudging from the DM.


Other than that one little negative I think it is a well done urban mystery adventure. I am going to give this one a 4.5 star rating. It was very good but not great. Well worth picking up if you like urban or mystery adventures.



Rating:
[5 of 5 Stars!]
The Road to Revolution: The Skullcrackers
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The Great City Campaign Setting
by Dark M. [Verified Purchaser] Date Added: 10/20/2010 00:38:32

The Great City Campaign Setting by 0Onegames


This product is 162 pages long. Cover, credits and ToC. (4 pages) There is far far to much information for me to get into a detailed review, so I will give a overview as best I can.


Forward (1 page)


Introduction (6 pages)
Gives a general overview of the city. Including taxes, politics, and two page map of the city.


History (3 pages)
Gives a brief overview of the history of the city.


City Wards
It breaks the city down into wards. Each section list it's Special Interest, Power Groups, Citizens and Activities, Notable NPC's, Keyed Locations, Wandering NPC's and Adventure Locations. Each section has a map of that ward of the city and several maps of key locations in the ward. A note about the wards. The truth is they are so detailed I could have written a full paged review easy for each one.
Army Ward (15 pages)
Home to the cities military. As well as a guild and some other power groups.


Castle Ward (15 pages)
Seat of the rulers of the city.


Dock Ward (12 pages)
Covering the docks, warehouses, fishermen and taverns and such that serve them.


Residential Ward (15 Pages)
Former nobles district now taken over by the middle class and poor of the city.


Temple Ward (17 pages)
Where most of the temples are located. It also includes information on some of the gods and price of healing magics.


Trade Ward (16 pages)
Mostly shops, while the owners typically live above their shops. Where most things are bought and sold in the city.


The Cost of Freedom (8 pages)
It introductory adventure. A merchant is on trial for murder and the PC's have 3 days to find out what really happened. It does a good job of introducing many aspect of the city. It is fairly short adventure but looks like a fun adventure that will help players want to learn more about the city.


Monsters (6 pages)
There is 5 new creatures in this section will full stats.


Important NPC's (30 pages)
In this section is gives stat blocks for all the NPC's mentioned in the varies ward sections. This section is broken up by ward as well to make finding the NPC you need pretty easy.


It ends with a OGL, 1 page of add, 1 blank page and the back cover. (4 pages)


Closing thoughts. This book is just stuffed with neat locations, groups, NPC's etc. I could have easily done a full 1 page review on each ward alone. There was just no way to give a detail review and actually cover all the good points in this book. There is enough plot hooks with a little work you could set a whole campaign here in the city and never leave. Also when a section touches on something they have done another product about it mentions the name of the other product. So you can find it if you would like more information. It has extensive bookmarks. There was a few spelling errors and grammar errors but honestly with a book this big that is to be expected. The artwork is mostly fair to good.


My only real critic is I would have liked to have seen this book cover the culture of the city a bit more. What do the people dress like, maybe even cover popular foods are drink. Really that is the only thing lacking from being able to really bring this city to life. If you want a in depth city to drop into your campaign or looking for a well done city to center a campaign on, then this is a very good pick up. Even if you don't want to use the city as is, it is still a good pickup. There is plenty of locations, groups and NPC's you can steal for your own stuff. My rating is a 4 star. I liked the book, I think it is a good pickup. But I do think with a dozen more pages it could have been fantastic.



Rating:
[4 of 5 Stars!]
The Great City Campaign Setting
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0one's Blueprints: The Abbey
by Jeffrey J. [Featured Reviewer] Date Added: 10/03/2010 15:40:17

Øone games is one of the companies that have really taken to the PDF technology, and give you something that actually has functionality that would be impossible or next to impossible in a print product. This product uses PDF layers to let you choose square, hex, or no grid, as well as whether or not to print things like room numbers and furniture. You can even turn off the wall fill to save ink. The map has simple and clean line art - the Abbey overview map would not look out of place on the inside of a TSR module cover.


The Abbey is a large-scale product (not a battlemap), consisting of 7 letter-sized maps showing a walled medieval abbey complex high in the mountains. The walls enclose a dozen buildings of the sorts you would expect to find in such a place: cloister, chapel, church, refectory, bell tower, etc. This particular abbey is also prepared for pilgrims, with its smithy and stables; for scholars with its large library; and can act as a hospital with a sizable infirmary in times of plague or war. The layout is definitely reminiscent of actual medieval monasteries, so should you have need of such a building in your game, this is a simple and inexpensive way to map it. The only thing missing that I can see is a scale for the map: from the sizes of furniture I would guess that it's 1 square = 5 feet.



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Abbey
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0one's Black & White: Mad Scientist's Lab
by Jeffrey J. [Featured Reviewer] Date Added: 10/03/2010 15:37:47

Øone games is one of the companies that have really taken to the PDF technology, and give you something that actually has functionality that would be impossible or next to impossible in a print product. This product uses PDF layers to let you choose square, hex, or no grid, as well as whether or not to print things like room numbers and furniture. You can even turn off the wall fill to save ink.


The Mad Scientist's Laboratory is set up to be printed at battlemap scale. It shows a large two-story house, the ground floor seemingly normal while the upper storey is given over to the sort of experiments that involve grave robbery, lots of late-night stitching, and an electrical storm. Furniture includes chemical vats, a steel table (with strapped-in monster) and even a room full of coffins.


For more reviews visit drnuncheon's gameblog at http://drnuncheon-
games.blogspot.com



Rating:
[4 of 5 Stars!]
0one's Black & White: Mad Scientist's Lab
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0one's Blueprints: The Abbey
by Mark S. [Verified Purchaser] Date Added: 09/15/2010 21:29:33

This is definitly a five star product. The price to gaming value ratio is almost unbelievably high, even when compared to 0one's other excellent products in the Blueprints line.


What you get is six maps depicting the (ground floor only) interiors of six large abbey buildings. In addition, you get another 8.5 x 11 map that shows the whole abbey grounds. There are no wasted maps, such as depictions of natural cave squiggles or dungeons. That makes The Abbey a larger product than the other files in the Blueprints line, but at the same price.


Liked: For less than two bucks you get either the basis for a campaign (based in an isolated abbey that might be run by paladins, martial artists or the traditional medieval monks) or one excellent adventure location with lots of room for monsters to hide and horrible evil to lurk. Plenty of room, in other words, to kill stuff and hunt for treasure. You don't have to use the maps as a set. You could use each map as a distinct building....six distinct buildings. Not bad. Not bad at all!


Disliked: It seems logical...and even obvious...that the exterior views of the buildings should have been individual maps as well, allowing gamers to tape together an exterior map of the entire abbey on the same scale as the interior maps. Why this was not included is a mystery, since the maps are already there...just in 1/6 the size they ought to be. Perhaps a photocopier might blow them up to the correct scale...? This too-obvious feature should have been included. What was it going to cost? Pixels?


Even with this quibble I have no qualms in rating The Abbey at five stars. The Abbey gives me more than one night's worth of high-quality gaming, and a fine foundation for my own campaign ideas. 0one comes through again, reinforcing their position as the kings of pdf game value. You will not regret buying this product.



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Abbey
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Dungeon of Terror #2: Assassins' Brotherhood
by Megan R. [Featured Reviewer] Date Added: 09/15/2010 10:21:30

This is part of the Dungeon of Terror, a massive underground complex from the mapping genius that is 0one Games. If you plan on using all of it, pick up their Dungeon of Terror Virtual Boxed Set, but this, like most of the sections, will work as stand-alone dungeons or as part of a complex of your own devising.


In the Dungeon of Terror, this section runs down the north-west - a complete map is provided so that you can see where it goes. It consists of some 25 rooms, and has a backstory to go with it, although you do need to populate it with monsters/NPCs and decide on room descriptions. The Dungeon was originally a dwarf mine which subsequently fell into the hands of an insane mage, who took up residence there. For a long time, nobody who visited emerged again, and there were many tales about the evil things the mage was doing... until he vanished. Some say an assassin finally got him, others that he's become a lich and is still around. Be that as it may, others have now taken over various parts of the complex, and the portion dealt with here was claimed by a brotherhood of assassins, led by an evil fellow who claims to be the reincarnation of the assassin who killed the mad mage. Or of course, if you prefer you can substitute your own backstory and inhabitants.


Whatever, whoever, you put in there, it is a well-provided lair for some group - maybe even your player-characters will take it over for a base once they have cleaned it out! The entrace is defended with a portcullis, but there are plenty of facilities for those who are allowed in, including a banqueting chamber, a shrine, bedrooms, a kitchen and plenty of storage - even a nice latrine with seat, washbasin and a curtain to let you have some privacy! One section, called the Chamber of the Test, is rather inconveniently placed between the sleeping quarters and the banqueting hall, so you need to remember how to navigate it when you want your dinner. The resident assassins being a nasty bunch, there's also a gaol and a large torture chamber - but from the looks of it, most of the more unpleasant equipment is portable if you'd rather use it for something else.


And that of course is possible due to the mastery of PDF technology we've become accustomed to from 0one Games. Using switches on the main plan, you can choose whither to have a hex grid or a square one (or none at all), if you want furniture or doors or a solid black fill to walls and the like. You can also use the plan to select which tile to print or to look at, empowering quite a lot of versatility as you decide just what you want to lay out in front of your players.


A useful item for your collection, a lair to invade - or perhaps to escape from, if characters are unlucky enough to get captured by the assassins - can always come in handy! And as ever, just looking at it spawns ideas...



Rating:
[5 of 5 Stars!]
Dungeon of Terror #2: Assassins' Brotherhood
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Dungeon of Terror #1: Orcs' Nest
by Megan R. [Featured Reviewer] Date Added: 08/07/2010 12:48:27

Launching the Dungeon of Terror series, this product consists of some 35 'dungeon tile' sheets (suitable for use with miniatures, or just to show your players what they have got themselves into)... and this is just the north-east corner of the dungeon complex! You can either buy it piece by piece as the need takes you, or go for the massive Dungeon of Terror Virtual Boxed Set if you decide you want to explore the whole thing.


It starts off, though, with some background notes which you can use, if you like, to set the scene for the entire dungeon. It seems the place was originally the habitat of a single lunatic - but extemely powerful - mage, who may be dead or still somewhere around (possibly in the form of a lich). Anyway, the place has fallen into some disrepair and quite a few other folk have moved in, including a tribe of orcs who live in the part featured here. Or of course, if you just need an underground dwelling for a group of sentient humanoids, you can write your own story as to the history and current occupancy of the place.


Whoever you decide to put there, it is quite a nice complex for an organisation to use as its base. There is a large temple/assembly hall, covering some 9 tiles on its own, as well as a library, kitchen, bedrooms, storage areas and beast kennels (the orcs apparently keep dire wolves, but you can substitute other animals - or use the area as a prison - if preferred).


Of course, being 0one Games, technical presentation is of a high standard, with crisp black maps in vector format (hence they enlarge or reduce without distortion), and the ability to 'rule the dungeon' - a set of options that allow you to choose if you want to display features like text, a hex or square grid, doors and furniture, or even if you'd prefer grey to black fill, or none at all. You can only set it from the master overview map, but as you can click on any tile from there - even print individual tiles without going to them - you can quite easily switch settings as you print to get the desired effects.


A suite of rooms off the temple provides private quarters for the leader of your group, while the far side of the temple leads off to a 4-bed chamber, possibly acolytes' quarters or space for the leaders' servants, beyond which is that useful facility, a well. The temple itself is equipped with a statue of the deity worshipped, a couple of piles of skulls and a few torches. It is approached through a hall of pillars from the one passage leading in to the complex. If you have the full set, this passage leads to the Mad Mage's chambers in the central area of the dungeon, but in this single product, it's just a passage leading off, so you can have it leading to the outside if you prefer.


There is a whole sub-complex devoted to animal care, with a chamber for the beast-master, food storage areas and several cages for the animals themselves. Another part of the complex houses an audience chamber, council chamber and treasure store. There's a second well, too, so nobody should get thirsty here; and there is also a kitchen with ample storage including a wine cellar - indeed the only bodily needs not catered for is a distinct lack of a rest room or washing facilities. Orcs may not bathe, but if you have more civilised occupants they may prefer to be able to keep themselves clean! A nice touch is that even in rooms that might become repitious, such as a whole row of bedrooms, each one is individual both in shape and in the contents (should you use them).


Overall, it is a neat and compact set of living quarters for any organised band - even adventurers might care to consider it as a home (once they've cleaned out whoever was there before them!). It is versatile enough that it can be used stand-alone, or as part of a larger dungeon, as suits your plotline.



Rating:
[5 of 5 Stars!]
Dungeon of Terror #1: Orcs' Nest
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0one's Blueprints: The Ruined Town, Temple, Farms and Dungeon
by Mark S. [Verified Purchaser] Date Added: 08/03/2010 16:33:13

I consider The Ruined Town, Temple, Farms and Dungeon to be an unusually good value, even compared to other 0one products. For two bucks you get four encounters....temple, two farms and a Stonehenge-like holy site not mentioned in the title or depicted in the online sample. Good maps of cathedrals are hard to come by. This one is very good. I can see the megalithiic site coming in very handy in any campaign. Who doesn't need a ruined farmhouse from time to time? It is hard to praise these Blueprint products too highly, given their cost/adventure ratio. Buy this one. You will like it.



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Ruined Town, Temple, Farms and Dungeon
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Drow City: Virtual Boxed Set©
by Mark S. [Verified Purchaser] Date Added: 08/03/2010 16:21:52

Drow City is worth your gaming dollars. You get the essentials for an underworld encounter, or the base for an entire campaign.


A good map of the drow city of Erelhei-Cinlu was one component missing from Gary Gygax's famous module, D3 Vault of the Drow. The city was arguably the most interesting part of the vault, but the module itself was more focused on tournament play and a goal-oriented journey to the Fane of Lolth. Also missing were essential maps of drow estates and other areas of real interest in the vault.


Now you have an inexpensive and flexible tool for building your own drow city. Even if you don't use the entire city setting, the virtual boxed set gives you cool pieces to add on to your existing campaign. Each of the pdf files in the set can stand on its own as an adventuring area.


$13.99 is high for an 0one product...unless you add up the total value of the files in the bundle. Then you will see that the product makes sense and the initial outlay will be more than repaid in gaming value.



Rating:
[5 of 5 Stars!]
Drow City: Virtual Boxed Set©
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