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

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

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

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

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



Rating:
[5 of 5 Stars!]
Heavenring Village: The Smith
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Heavenring Village: Lord's Manor
by Megan R. [Featured Reviewer] Date Added: 01/04/2017 08:50:49

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

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

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

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

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

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



Rating:
[5 of 5 Stars!]
Heavenring Village: Lord's Manor
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Heavenring Village: Cemetery
by Megan R. [Featured Reviewer] Date Added: 01/03/2017 12:34:55

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

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

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

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



Rating:
[4 of 5 Stars!]
Heavenring Village: Cemetery
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Heavenring Village: Temple and School
by Megan R. [Featured Reviewer] Date Added: 01/02/2017 07:58:13

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

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

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

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

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



Rating:
[5 of 5 Stars!]
Heavenring Village: Temple and School
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Heavenring Village: Town Hall
by Megan R. [Featured Reviewer] Date Added: 01/01/2017 10:22:37

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

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

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

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

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



Rating:
[5 of 5 Stars!]
Heavenring Village: Town Hall
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Heavenring Village: Black Gryphon Inn
by Megan R. [Featured Reviewer] Date Added: 12/31/2016 12:30:21

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

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

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



Rating:
[5 of 5 Stars!]
Heavenring Village: Black Gryphon Inn
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Black magic
by Megan R. [Featured Reviewer] Date Added: 09/10/2016 13:08:36

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

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

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

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



Rating:
[4 of 5 Stars!]
Black magic
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Heavenring Village: Virtual Boxed Set©
by Megan R. [Featured Reviewer] Date Added: 09/07/2016 12:12:35

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

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

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

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



Rating:
[5 of 5 Stars!]
Heavenring Village: Virtual Boxed Set©
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Dungeon of Terror #8: Scrags' Caverns
by Megan R. [Featured Reviewer] Date Added: 09/04/2016 11:32:51

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

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

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



Rating:
[4 of 5 Stars!]
Dungeon of Terror #8: Scrags' Caverns
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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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