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The Great City: Castle Ward
by Itai G. [Verified Purchaser] Date Added: 05/01/2019 17:06:35

This is more of an introductory product, which is fine, because it's free.



Rating:
[5 of 5 Stars!]
The Great City: Castle Ward
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0one's Blueprints: Vale of the Mages
by Megan R. [Featured Reviewer] Date Added: 01/16/2019 12:59:19

Would you like a mage for a neighbour? The wizards who live here certainly do, there are no less than four traditional wizard's towers here, although one has fallen into ruin. The introductory notes provide a few ideas for using them 'as is' - or of course you can use them individually whenever you have need of a residence for a mage. It also provides a key to common items on the maps, and directions on how to operate the customisation tools to show or hide numbers, grid, furniture and heavy fill on the black and blue versions of each plan.

First up, an overview of the valley, which has a Y-shaped river - the eddies suggest that the two branches entering from the bottom of the page join to flow off to the top-left, but that's up to you to decide. There are paths, woods, and bridges to enable the mages to visit each other without getting their feet wet or having to expend flying magic.

Next is a round tower described as the Old Wizard Tower. This has three levels plus a cellar and a circular staircase. The ground floor has a kitchen and a living room, upstairs there's a comfortable bedroom for the mage and space for an apprentice on the top floor. There's a front view and a cross section to help you sort everything out. The notes describe the living area as the laboratory: well, it has bookcases and a large table with chairs... but also a couple of comfortable armchairs round a fire place.

The second tower is called the Small Tower. It's basically squat and square with some unusual crenellations around its flat roof. Squat it may appear, but it still packs a ground floor and two upper levels as well as a cellar and that flat roof. Like the previous tower, the cellar is used for storage. The ground floor has a kitchen, dining room and bedroom; and there's a laboratory, a library, and a palour upstairs. The mage's comforts have been attended to, there is both a privy and a bathroom noted.

Next the Large Wizard Tower is quite an impressive edifice. It has four levels plus a flat roof, and stands in its own grounds with a separate stable block and gazebo... and a full-blown dungeon underneath, complete with cells and a couple of laboratories. The ground floor contains the kitchens, library, a more public laboratory, dining room and storage. Upstairs, there is a master bedroom for the wizard and accommodation for several apprentices, who have yet another laboratory and a storeroom for components. The wizard has his own private laboratory at the top of the tower just under the roof as well.

Finally, the Ruined Tower. In a considerable state of disrepair, you can still make out a ground floor, cellar and two upper levels. It was built to a round plan, tapering towards the top, and the remains of a spiral staircase can be seen.

These are three nice towers that any mage might want to settle in, with ample room for study and experimentation. I'm not sure I want to know what goes on in the dungeon, though!



Rating:
[5 of 5 Stars!]
0one's Blueprints: Vale of the Mages
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0one's Blueprints: The Citadel
by Megan R. [Featured Reviewer] Date Added: 01/06/2019 12:29:44

Billed as a 'small' citadel, I think it's actually quite a spacious one, suitable for whatever political intrigues or bloody insurrections you may have in mind. The introductory material covers the customisation possible (showing or hiding fill, numbers, grid, and furniture) and presents a legend for map symbols - and also suggests that the grid be taken as 20' squares as the place is large! There are also some ideas for how the citadel can feature in your game. This might be the centre of a larger town, or a stand-alone and self-sufficient outpost. It's on a river (or sea shore) with a dock, as well as stables, a forge, inns, and other necessities.

The first plan shows ground level, the second shows the upper level, and the third the rooftops (perfect for parkour...). There are two further plans, one showing the caverns underneath, part of which has been altered to form a dungeon complete with cells, the other presents a sewer system.

There are well over an hundred rooms to play with. The temple is massive, either whoever rules here is quite fanatical about their deity or maybe this is the base of a religious rather than secular power. Although the introduction talks about stables, a forge, and drinking establishments, most of the chambers are able to be assigned as you wish - there are some obvious stables with rows of stalls.

The main courtyard boasts a massive structure which could be a flamboyant podium or memorial of some kind. Maybe this is where whoever is in charge holds audience, on dry days! There's accommodation, a cloister, halls, two entrances, and a smaller courtyard that has a gated entrance to the larger main one.

There's a lot to play with here. Have fun designing the centre of power for a faith or an area of your campaign world - or have even more fun gifting it to your party when they reach a resonable level or pull off an amazing feat that deserves reward, and watch them making it over as they wish (and then, of course, invade!). It's an unusual edifice, yet one replete with potential to do something quite unique!



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Citadel
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0one's Blueprints: Vampire Castle
by Megan R. [Featured Reviewer] Date Added: 01/05/2019 12:35:44

The vampire lurking in a remote and ancient castle lair is a standard image in the horror genre, so here are the tools to recreate it (you don't even need to be playing Dungeons & Dragons to find a use for these plans!). Of course it may not be a vampire who lives here at all, maybe it's the family seat of an ancient bloodline whose history is entwined with that of the lands around, or it may have been abandoned or repurposed for another use entirely - a grand hotel with hidden secrets, perhaps - or maybe your own party has been gifted the place by a grateful monarch... but you have to make it your own! The possibilities are endless.

The introductory notes offer some ideas for why the party might pay a call here, as well as providing a legend for map symbols and instructions on using the customisation tools that switch fill, numbers, grid, and furniture on and off.

The first plan gives an overview of the entire castle, with a gatehouse and curtain wall around the central structure. Perched on a hilltop with a chasm between the main castle and the entranceway, unless you are good at climbing (or can fly) it is quite difficult to gain access.

The second plan presents the entrance in more detail. There are 2 small structures on the far side of the chasm, a drawbridge, then a small complex of chambers in the outer wall with a wide passageway leading further in. This page also depicts the 'overlook' - a balcony on the far side that looks out over the lands beyond. Relatively safe from attack, this is an open area with several rooms and a terrace.

We then move on to an exploration of the main structure, beginning with the basement or Level -1. Down here there's a veritable maze of very small rooms, probably cells, and a lot of statues. This is followed by a plan of Level 0, which has several large rooms, including a hall that contains a massive statue, and shows the base of several towers. Level 1 shows that the hall with the massive statue is two stories high and also includes what appears to be a throne room.

Next, Level 2 provides the roof to some areas (including the large hall which has a dome over it) and includes high walkways to the surrounding curtain wall, including two which extend to the 'overlook' spoken about earlier. Level 3, Level 4 and Level 5 are mainly rooftops apart from some towers that continue upwards, their top levels - open to the sky - appear on Level 6. Within the castle there are many rooms, most of which have been left empty and unadorned, you will be able to have fun deciding what is there.

This is a quite magnificent castle, worthy of some great ruler or historied family. It's wasted on a vampire... if one's there, it is time to throw him out and install a more worthy resident!



Rating:
[5 of 5 Stars!]
0one's Blueprints: Vampire Castle
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0one's Blueprints: Halls of Giants
by Megan R. [Featured Reviewer] Date Added: 01/04/2019 11:26:59

The idea here is that there is a multi-level underground complex that was built for and inhabited by (or at least was at some time) by giants. There's a ruined keep outside, near the entrance - was that a guardpost to protect them or was it designed to keep them in? There are plenty of things you'll have to decide, although a few ideas (one garbled beyond recognition) are provided in the introductory section, along with information on how to customise the plans (you can choose whether or not to have the heavy fill, grid, numbers or furniture displayed) and a legend for common items that may be found in the plans. It's common to all of 0one's sets of plans so not everything may show up!

The first plan is the ruined keep. Much of the walls are missing, and there isn't much aside from debris within. Even the bridge across the stream running outside looks pretty battered. It's not very clear where the entrance to the underground complex is - look for the number 1 in what appears to be a slight curve in the hillside overlooking the keep, that's where it is supposed to be.

Next is level 1 of the complex proper. It's apparently the domain of guards and warriors, but also boasts a couple of temples. Even they might want to worship after all. There are storerooms and bedrooms. The temples have pillared halls and statues, one is larger than the other. Perhaps two deities of differing important to the residents, or one is a shrine to drop in for a quick prayer and the other the location of formal worship. The way down is to be found down a corridor of storerooms and barracks, not a very smart entrance. There's another way down too, if you can find the secret door to access it!

The next plan is level 2. This is where the chieftain dwell. There's also a shrine, a forge, and several cells, as well as a kitchen and refectory and space to meet. There are storerooms and living quarters for a handful of the senior leadership as well.

Level 3 follows. This is a mining complex, built around a great rift that has been bridged in quite dramatic style. Probably not quite enough space for Gandalf to battle balrogs, but that kind of thing. There are storerooms, a couple more shrines and several crypts down here as well. The final plan depicts Level 4, which is under development, with mineshafts all around the central rift.

This all makes for an interesting complex - a somewhat militarised mining outpost, it doesn't seem to be a 'home' - but it doesn't screech 'giant'. You'll need to be creative about describing these great hallways... or maybe decide it's a 10' or even 15' grid, rather than the assumed 5' one (a scale is never mentioned, so you will be able to get away with that!). There's scope for fun exploring the place, whether it's a working mine with giants working away or an abandoned one which may or may not have attracted other residents.



Rating:
[4 of 5 Stars!]
0one's Blueprints: Halls of Giants
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0one's Blueprints: The Lost City
by Megan R. [Featured Reviewer] Date Added: 01/03/2019 10:27:55

Finding a lost city can ensure your name goes down in history or even provide you with fabulous wealth... or your death! It can certainly be an adventure. So here is one, ready to explore. The introductory notes explain how the customisation tools work, enabling you to decide whether or not you wish to display heavy fill, a grid, numbers, or the furiture and other set dressing supplied. It's reasonably flexible and handled neatly. There also are some ideas about what's going on here that might have drawn your party to explore...

The first plan is an overview of the city as a whole. There's a large walled complex with a couple of gates that contains a massive pyramid and other structures (the introduction suggests these are temples) and there are many smaller structures outside the walls. There is also an entrance to the city which looks like a river dock... this could prove interesting if, as is suggested, you situate the lost city in the middle of a desert, half buried in sand!

Next up is one of the structures from the main compound, which is tagged as the Hall of Heroes. This has a long pillared hallway with statues in niches, and another area down a long corridor that has more statues standing as if on guard outside a series of small rooms. It's a bit unclear where this is on the overview map, but if you take the entrance to the Hall of Heroes to be the entrance through the walls into the compound it begins to make a little more sense. Perhaps everyone entering the compound is obliged to pass through here in respect to those heroes who have gone before.

These are followed by a couple of temples - which if the 'fill' is to be believed are carved out of solid rock! Each consists of a pillared worship area with at least one statue. Next is a page showing another small temple and what are described as a series of crypts - long passageways with lots of tiny rooms. Then there comes a plan labelled 'Main Crypt (Pyramid)' - think of the internal structure of the Great Pyramid at Giza and you get the idea, one major tomb down a long flight of steps.

In an attempt to make things clear, the final plan is a side elevation/cross-section showing how the main crypt is positioned within the pyramid. You are then provided with a few pages on which to make your own notes.

The central burial complex is covered quite well, but the rest of the city has been rather neglected. What are all the other buildings? Where did people live? Or did they only come here to bury - and perhaps even worship - their dead? Have fun coming up with answers to these questions! These plans will do nicely for more modern games as well when you need a complex of this kind for the party to explore.



Rating:
[4 of 5 Stars!]
0one's Blueprints: The Lost City
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0one's Blueprints: Fishermen's Village
by Megan R. [Featured Reviewer] Date Added: 01/02/2019 13:06:04

You never know when a small seaside village will be needed. The intoductory notes contain a few adventure possibilities from vanishing locals to sea monsters or the place being taken over by pirates (and one suggestion about seafood that has got garbled!), but I'm sure you can come up with more. This section also explains the customisation possible, a series of checkboxes that allow you to turn on and off the grid, eliminate the room numbers, get the walls filled and either show or not show the doors and furniture. There is also a generic legend explaining symbols used.

So, on to the first plan, being an overview of the village with a small cluster of buildings around the harbour made secure by a long breakwater. There are quite a few boats moored up, it seems that the fishermen are at home...

We then spin through more detailed interior plans for a shipyard, tavern, temple and warehouses... it's a bit difficult to locate them on the overview map but if you look at the mostly blank notes pages at the back, they have been given numbers that relate to the overview map. So that's sorted!

The shipyard is a two-storey building, the workshops occupying the ground floor with living quarters and office space above. The main workshop opens onto a slipway and there's room inside to build a fishing boat of the size shown in the harbour. There's a big store room as well.

The tavern is equipped with plenty of tables and chairs/benches and a bar in a single tap room, with a kitchen behind, and barrel storage in a cellar below. There is an upper floor with several rooms that can be used for private meetings or living space, plus the owner's bedroom.

The 'sea temple' has the usual sort of religious trappings, a big statue at one end and others along the side walls with living quarters for the priest in back and stairs down to an underground level boasting yet more statues and a pool. It shouldn't prove too difficult to come up with appropriate worship rituals for whichever god you decide to have revered here. My go-to sea deity is called Psglod, by the way, it's one I made up. Priests wear blue-green robes with white trim and this is the patron deity of fishermen and other merchant seamen.

Finally the warehouse has a series of chambers that can be used to store all manner of nautical bits and bobs. The illustrations suggest lots of barrels, fish and some spare boats. There is an upper level with sleeping accommodation, an office and a meeting room - perhaps this belongs to the harbour master or the chief of the fishing fleet.

What's there is excellent... but there are far more boats than there is living quarters for their sailors (and these appear to be day boats, not live-aboards). Even the two or three buildings on the overview plan that are not detailed further would have to be jam-packed with bunk beds to accommodate them all. Add some housing for the fishermen and you have a great little village on your hands.



Rating:
[5 of 5 Stars!]
0one's Blueprints: Fishermen's Village
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0one's Blueprints: City of the Dead
by Megan R. [Featured Reviewer] Date Added: 01/01/2019 11:43:47

Cemeteries can be fascinating places to visit - you may be chasing cultists, smacking down undead, or gloating over an enemy's demise (and maybe even dancing on his grave!). Or perhaps you are a necromancer in search of more supplies. Whatever reason you have for sending the party to a graveyard, here's a good one to send them to.

The introductory notes explain the limited customisation that's possible. You can switch on or off the heavy background 'fill' (for ink-saving purposes), you can also remove or display a grid, the furniture depicted, or numbers. Play around, see what you like best. There's also a few ideas about how you could use this set of plans, and a generic key - a lot of which isn't relevant here, it's the standard one that appears in all sets of 0one plans.

The first plan shows the entire cemetery, which is a quite large walled one on a slight hill. It's probably located outside a city, but sometimes you'll find it within city limits - especially if the city has grown rapidly of late. There's a path up to the single gate, and several trees grow amongst the gravestones and monuments. It gives a good impression of the whole, with regular grave plots as well as some larger monuments.

Next up is a cross-section of the entire hill showing how there are catacombs underneath one mausoleum, and how the ground slopes slightly across the entire cemetery. This is followed by more detailed plans of the mausoleum and the underground level. Statues, pillars and places for multiple burials suggest that an important family owns this tomb. Of course, you can abstract this plan and add it to the grounds of some notable family's home, if preferred!

Next up, plans of the mortuary, which also has an underground level. There's an office, a workshop and storage; clearly this is used for an undertaking business as well as the base for running the cemetery. There's a nice central courtyard with trees and a collonade, and what might be a viewing area downstairs for those who wish to see their deceased loved ones one last time before they are buried.

The following page presents plans for two other mausoleums. One is round and the other is square, but both pack in quite a few tombs. They both have an underground level as well as what can be seen above ground. Finally there are the plans for the actual catacombs, which are also beneath the large mausoleum that was shown first. This boasts several statures as well as loads of burial niches, and an entire section hidden behind secret doors.

Overall, it makes for a lot of scope for some shenanigans in a graveyard - not necessarily limited to a fantasy game, of course. It's certainly a resource worth having up your sleeve.



Rating:
[5 of 5 Stars!]
0one's Blueprints: City of the Dead
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0one's Blueprints: Drow Outpost
by Megan R. [Featured Reviewer] Date Added: 12/31/2018 07:44:47

This set of plans depicts a well-constructed subterranean fortress that guards a tunnel. It's a tough nut to crack, but the daring may be able to conquer it, despite it being a comprehensive establishment well-suited to its role and to long-term habitation by its Drow defenders... of course, even if it was built by Drow, you may decide that they have moved out and been replaced by other forces, or even opportunists! The introductory notes provide several ideas for adventures using the outpost, but there's plenty of scope for your own adventures...

The fortress has several levels, described as 0, 1, 2, and -1 (this last being in the shape of a spider and which would make a good temple to Lolth. Being subterranean, there is no 'ground level' as such, although for internal logic level 0 probably can be considered so - it is the first level presented and has a front door! And a back one, for that matter.

The first plan, Level 0, provides for an open approach guarded by two towers between which there is a solid wall, all well-furnished with arrow slits. Behind this imposing facade there is an open courtyard which, if this fortress were outside, would be open to the sky, Beyond this is another wall (and more arrow slits) while to either side there's a series of storage rooms, barracks and a mess hall. The kitchen appears to be in a corner of the mess hall. Can you but find the secret doors, there is a passageway from the open approach to the storerooms on one side, bypassing the defences. Otherwise the route through the fortress leads through a couple of halls, the second lined with pillars, to a set of double doors that open to the area beyond. This side does not have arrow-slits.

The second plan depicts Level 1. There are numerous smallish rooms, the continuation of the towers and a gallery over the open area in Level 0. Of note is a large pillared hall with the depiction of a spider on the floor. There are more passages to one side, accessed by a secret door but not apparently going anywhere (unless you decide different, of course).

Level 2, the next plan to be presented, is much smaller, being a series of chambers towards the rear of the fortress. It provides comfortable quarters for the commander, with space for entertaining, and a secret door to further passageways - perhaps a means of escape if things get too rough?

Next up, Level -1 is, as mentioned earlier, spider-shaped. There is a pillared hall in the centre, and each 'leg' of the spider ends in a small room. The introductory text suggests these may be cells for prisoners. The final plan is labelled 'Cross section' but is quite hard to interpret. It doesn't really add anything to understanding the fortress' layout and is rather disappointing.

There is limited customisation, and both blue and black versions of each level. There are also some pages for notes, but you have to print them out and scribble on them.

Overall it makes for quite a nice fortress, either underground as intended or even in a narrow valley or mountain pass aboveground if preferred.



Rating:
[4 of 5 Stars!]
0one's Blueprints: Drow Outpost
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0one's Blueprints: Hill of Many Dungeons
by Megan R. [Featured Reviewer] Date Added: 12/27/2018 10:30:07

If you have ever visited the Valley of the Kings in Egypt, you probably dreamed of exploring the numerous tombs to be found there. This is the next best thing, a hill with no less than five separate dungeons riddling it. The notes suggest that if you prefer, you can interconnect them or even dispense with the hill and stack them to create a multi-level complex. Several suggestions are provided for what you might put in them but ultimately it's up to you!

The first map provides an overview: the complete hill with all five dungeons outlined. Like all the maps, it's available in either blue or black and white, and you can make limited modifications by means of checkboxes on the blue version (which affect both, so if you want to use the black one, you set up what you want to see on the blue one). Most of the dungeons have entrances from the hillside (one has several), but one in the middle has no obvious means of ingress.

Next up is Dungeon Number 1, which is a purpose-built tomb with several crypts full of coffins as well as a primary burial chamber with yet another coffin on a plinth. This could be anything from a family tomb to the hideout of a whole gang of vampires. A storeroom at one side leads off to some natural caverns at least one of which has been turned into living quarters - by a mage, judging by the summoning circle and pentacle inscribed on the floor. Further away, there's a spiral stair leading who knows where...

Dungeon Number 2 looks deliberately constructed for magical purposes. It has but a single fairly discreet entrance, but some of the mystic circles probably do duty as teleports. Perhaps this is the meeting place of a bunch of wizards who do not want their activities overlooked - maybe they live in a region where magic is controlled or banned, and need a safe place to work. Or they are dangerous magic-wielding revolutionaries...

Dungeon Number 3 has no less than four entrances, each with steps (up or down as you please) leading into a veritable maze of passageways, all constructed. Again this is a magical or possibly clerical community, but one with a more open-door policy than Dungeon Number 2. It has a lot of statues, so unless they venerate mages who have gone before, the place is probably religious in nature.

Dungeon Number 4 also has no discernable entrance, so it's back to teleporting. There is a spiral stair, which may lead to an entrance, however. One hall is so filled with pillars that it will be difficult to move around, let alone see from side to side.

Finally, Dungeon Number 5 has no overt entrances either. Again there's a couple of spiral stairs, which may lead up (or even possibly down) to a way in, and there's a star-shaped chamber with a large pentacle that may serve for teleportation purposes. The complex is dominated by a long hall lined with statue-filled niches, and it also boasts an underground river. Let your imagination run wild as you determine who constructed this and who may be living there now.

There's a lot of scope here. Dream up your backstory and populate one or more of these dungeons with inhabitants all ready for wandering adventurers...



Rating:
[4 of 5 Stars!]
0one's Blueprints: Hill of Many Dungeons
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0one's Blueprints: Old Lighthouse
by Megan R. [Featured Reviewer] Date Added: 12/22/2018 10:37:18

For some reason, lighthouses make for good adventures and this one is set up to provide an ideal location. It's on a small island, which you can situate in an appropriate place - marking reefs, or the approaches to a harbour or warning of cliffs - in your campaign world. The first plan provides the entire island, complete with a dock, a small warehouse beside it, and some mysterious ruins as well as the building that provides the lighthouse itself and living quarters for its keepers.

The second plan shows how the island is riddled with caves which interconnect all the structures on the island. Excellent for locating a pirate base, or hiding fugitives plotting against unjust rulers... you see, just looking at these plans spawns ideas for how to use them!

The third plan depicts the lighthouse building itself. It has 2 stories, being quite generous living quarters for the lighthouse-keepers, with a tower at one side to hold the light which stands three of stories higher. There's also a high chamber suitable for keeping a lookout. It's a quite substantial building and would make a nice if isolated home. A side elevation is provided to help you get the picture, before we move on to a plan of the ruined building and the cellars beneath (which connect to the underground caverns, of course).

All plans are presented in black and white or in blue, and are to some measure customisable - you can turn off grid lines, numbering, and furniture (where present). Several pages are provided for you to make notes, but you'll have to print them out to scribble on unless you have a very steady hand at adding text to Acrobat pages!

It all makes for a good base for pirates or anyone who likes the isolation, or indeed if you actually need a lighthouse and the action goes there. With this plan to hand, it probably will!



Rating:
[4 of 5 Stars!]
0one's Blueprints: Old Lighthouse
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0one's Blueprints: The Ruined Town, Hill of the Haunting Spectre
by JD S. [Verified Purchaser] Date Added: 08/23/2018 23:26:16

I'm a huge fan of Ones, but this particular product is betterr than the usual high standard.



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Ruined Town, Hill of the Haunting Spectre
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Crimson Sea - Virtual Boxed Set©
by JD S. [Verified Purchaser] Date Added: 08/22/2018 11:59:01

Oones has high standards, but this product exceeded even their high quality. Truely great! I've used the map as a virtual tabletop battlemap, and it kept my players busy for five sessions.



Rating:
[5 of 5 Stars!]
Crimson Sea - Virtual Boxed Set©
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The Terror of Tumbledown - Game Pack
by Cory T. [Verified Purchaser] Date Added: 07/07/2018 01:37:33

I was looking for an interesting adventure about a ruined manor or keep to use with Dwarven Forge sets. And I found it. This adventure has a straightforward location that is filled with fun details and detours. The 0One maps are terrific, containing all the bits of furniture, monster lairs, even piles of leaves that you would expect to find. The plot is just as twisted, especially if you take advantage of the alternate synopsis. The writing is descriptive and succinct; no mere restatements of "an empty 20x20 room with corridors leading off to east and west," nor paragraphs of florid prose cluttering things up. There are also just the right bits of weirdness (silliness even) to keep things lively at the game table, such as the "colander girl" contrsuct. A good package of maps and adventure at a reasonable price.



Rating:
[4 of 5 Stars!]
The Terror of Tumbledown - Game Pack
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0one's Blueprints: Way Inn
by JD S. [Verified Purchaser] Date Added: 04/30/2018 18:08:40

YOu simply cannot go wrong with Oones p[roducts. I have nearly all their blueprints, and they are all first rate.



Rating:
[5 of 5 Stars!]
0one's Blueprints: Way Inn
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