0one's Blueprints: Halls of Giants PDF

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01GBLU10

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An ancient ruined keep, surrounded by a stream of water, stands before the entrance of the Halls of Giants. This oversized underground complex goes deep in the belly of the earth. The first level belongs mainly to guards and warriors but features a temple area too. Going deeper to level two, the chieftains' rooms are found. On the third level, a mining complex surrounds a great rift. A great staircase has been built over the rift at this level. The fourth level is under construction, dug all around the great rift.

You can place this dungeon just about anywhere. It could be inhabited by many kinds of giants, mainly those who dwell in rocky areas. The entrance could be on top of a mountain, on a rocky hill or in plain ground.

Some hints to use the Halls of Giants follow:

  • An evil fire giant cleric has discovered that an ancient artifact once believed destroyed in a underground volcano is still intact and has begun to kidnap and enslave the neighbor people to dig the mountain.
  • An ancient demon of the past has been freed from is slumber by stone giants who dug too deep in the earth. A group of good-aligned characters managed to seal the Hall of Giants but the demon lure the PCs to his lair through the stone giants now enslaved.
  • An evil necromancer turned all of the inhabitants of the Halls of Giants into undeads under his control. The undeads plague the nearby territory gaining fresh corpses for the necromancer's evil experiments.
  • A duergar tribe has occupied the Halls Of Giants, searching for gold ore in its deeps. The duergar use illusions in order to make the people believe the giants are still there.

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.

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01GBLU10


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An RPG Resource Review

4/5

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.


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