DriveThruRPG.com
Browse Categories













Back
Other comments left for this publisher:
You must be logged in to rate this
The Great City: Castle Ward
by Bruce G. [Verified Purchaser] Date Added: 05/08/2020 09:02:20

Another part of 0One's huge city. One of the very best cities, this one details the Castle Ward and a small amount of that area of the city.



Rating:
[5 of 5 Stars!]
The Great City: Castle Ward
Click to show product description

Add to DriveThruRPG.com Order

0one's Blueprints: The Pirate Island
by Bruce G. [Verified Purchaser] Date Added: 05/08/2020 08:49:11

TThis is one of the better looks at a Pirate stronghold and the denizens within.



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Pirate Island
Click to show product description

Add to DriveThruRPG.com Order

0one's Blueprints: The Great City, Cutthroats' Alley
by Bruce G. [Verified Purchaser] Date Added: 05/08/2020 08:48:11

One of a series of 'blueprints of one of the World's Larget city. Good detail in info for regular adventuring or a quick side quest!



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Great City, Cutthroats' Alley
Click to show product description

Add to DriveThruRPG.com Order

0one's Blueprints: The Hamlet of Wodfeld
by JD S. [Verified Purchaser] Date Added: 04/19/2020 20:18:25

You cannot go wrong with Oones. They are the best maps on this site, bar none.



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Hamlet of Wodfeld
Click to show product description

Add to DriveThruRPG.com Order

0one's Blueprints: The Citadel
by JD S. [Verified Purchaser] Date Added: 04/19/2020 20:17:40

You cannot go wrong with Oones. They are the best maps on this site, bar none.



Rating:
[5 of 5 Stars!]
0one's Blueprints: The Citadel
Click to show product description

Add to DriveThruRPG.com Order

Deep Blues: Wild West- Frontier Town
by Stephen M. [Verified Purchaser] Date Added: 04/11/2020 23:27:54

Very Cool. I used this as town for a WestWorld/BladeRunner crossover game and it suited perfectly.



Rating:
[5 of 5 Stars!]
Deep Blues: Wild West- Frontier Town
Click to show product description

Add to DriveThruRPG.com Order

Wild West- Virtual Boxed Set©
by JD S. [Verified Purchaser] Date Added: 02/28/2020 23:27:38

I am a long-time Oones supporter; I own about 2/3rds of their maps. As always, their maps are a VTT goldmine. I used this particular set for a Old West zombie outbreak, abnd we spent five sesesions in the topwn. A really first-rate product.



Rating:
[5 of 5 Stars!]
Wild West- Virtual Boxed Set©
Click to show product description

Add to DriveThruRPG.com Order

0one's Blueprints: Megadungeons - Palace of the Vampire Queen
by Timothy B. [Featured Reviewer] Date Added: 01/23/2020 15:56:26

Full review with other Palace of the Vampire Queen related material here: http://theotherside.timsbrannan.com/2020/01/classic-adventures-revisited-palace-of.html

This product is a pretty bare-bones affair, and that is exactly why you want to get it. You get 7 pages of "Blue" maps and 7 pages of black and white maps covering over 210 rooms. The rooms are labeled but that is all the description you get. There are sheets for you to detail the rooms with monsters, occupants, and treasure. This is perfect if you want to create a mega-palace for our mysterious Vampire Queen and stock it full of her undead minions. At just under $2.00 it is a steal.



Rating:
[5 of 5 Stars!]
0one's Blueprints: Megadungeons - Palace of the Vampire Queen
Click to show product description

Add to DriveThruRPG.com Order

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
Click to show product description

Add to DriveThruRPG.com Order

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
Click to show product description

Add to DriveThruRPG.com Order

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
Click to show product description

Add to DriveThruRPG.com Order

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
Click to show product description

Add to DriveThruRPG.com Order

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
Click to show product description

Add to DriveThruRPG.com Order

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
Click to show product description

Add to DriveThruRPG.com Order

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
Click to show product description

Add to DriveThruRPG.com Order

Displaying 1 to 15 (of 682 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates