0one's Blueprints: Keep on Mountain Pass PDF (based on
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Huge and impressive, this fortress rises between two massive mountains. The fortress features 13 known levels, two of which are below the surface level. The level "0" shows two gates with guardhouses, a road passes through the fortress. The subterranean levels are the dungeons, complete with torture chamber and cells. The levels from 1 to 10 feature barracks for soldiers and officer's rooms. The higher level houses the lords of the keep and their families. Some hints to use the keep follow:
A legendary stronghold guarding a mountain pass, occupied by a strong garrison of the royal army.
A goblin infested ruined keep; the goblins attack any caravan passing through the ancient walls.
An ancient keep now haunted by spectres and undeads, a lich is said to live under the dome on the upper level.
An ex-fortress, now useless, because the nations live in peace, and therefore transformed in a huge marketplace.
A ruined keep, now hideout of a famed bandit who assaults nearby territories.
The Blueprints product line offers you old-fashioned blueprint-style maps for your adventures and campaigns. Each map includes a blueprint version and a standard black-and-white version. The maps are all vector-based for maximum print resolution. Despite their old-fashioned appearance, each map offers a degree of customization by taking full advantage of pdf technology. A small control bar (which will not be printed) on each map allows you to turn the grid on and off, eliminate the room numbers, fill the walls, or hide doors and furniture.
Each product features a classic fantasy adventure location: a dungeon, a keep, a temple complex, a thieves' guild and so on. You can use these maps as reference to build your own adventures or simply have them at hand in case your players go in an unexpected direction during the campaign.
While offering you the best quality, these products are really inexpensive.
The intention of this book, and others in the series, is to provide the DM with a ready-made map of a given location which he can drop into a suitable place in his campaign world to suit the story he has in mind. It's set up so that he can populate the buildings, and work out what's going on... and indeed be inspired by the layout to come up with a good story, perhaps a whole adventure based around the site.
Technically, the actual plans are clearly presented in a more simple form than other 0one Games maps. They are line maps, presented in both blue on white and black on white format - the blue version being a tribute to early TSR dungeons modules, which had the inside cover removeable and printed with a blue on white map of the dungeon for the DM's use. Both versions are done as 'vector graphics' which, if you're not technical, means that they can be enlarged or reduced without losing definition. Moreover, each page has a row of checkboxes which you can use to vary the presentation to suit your particular needs. They allow you to choose to have the walls solid colour or in outline (to save ink), as well as whether or not to display the scale grid, room furniture or room numbers.
The mountain keep has 10 levels from ground floor to the rooftops, as well as a couple of underground levels. Unsurprisingly, the underground levels are fitted out as a gaol, while the ground floor is guardrooms and barracks with a well-defended entrance way. Higher levels provide accommodation for the inhabitants, including some 'state apartments' and an 'audience hall' for whoever the big shot around here might happen to be.
Finally, there's a reference sheet you can use to write in descriptions and other details of each room. All in all, it's a worthwhile addition to a DM's collection of resources, leaving you free to concentrate on the creative and descriptive parts of your craft.