0one's Blueprints: Hill of Many Dungeons PDF

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01GBLU05

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The Hill of Many Dungeons is the bread-n-butter of every fantasy RPG player and game master. The Hill is a rocky formation that houses five different dungeons. Some of the dungeons are accessible from the hillside, while a couple of them are accessible through the hilltop. Although the dungeons vary in number of rooms and features, they are all classic dungeons that can be adapted to any setting and filled with the critters of your choice. The dungeons are not linked each other, but you can easily imagine connection tunnels between them. Similarly you can forget the hill and stack the dungeons to build a unique multi-level dungeon. Some hints to use the dungeon follow:

  • The Hill of Many Dungeons hides a long forgotten artifact. It is said the artifact is shattered and each dungeon under the hill keeps one piece.
  • A cruel orc tribe dwelling in one of the dungeons wishes to extend its domain over the other dungeons. The deceptive chief of the orc tribe sends a polymorphed agent to hire the PCs and give them the task to wipe out all the monsters in the other dungeons. Obviously, in the chief's mind the PC shall be the last to be killed by himself.
  • Five different dwarven tribes live in the dungeons under the hill. The PCs have clues that one of them has sent an assassin trying to kill the king of a nearby country. The PCs must sneak into the dungeons in order to find which tribe has ordered the murder.
  • A powerful necromancer has built an undead army to launch an attack against a nearby town; the necromancer hides in the dungeon with the crypts and has forged an alliance with a powerful lich he awoke.

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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An RPG Resource Review

4/5

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...


A long-needed e-tool for DMs.

5/5

This is what every frustrated DM needs (especially one who can't map worth beans) -- a series of maps ready to be populated and placed anywhere you need a catacomb, evil temple or tomb where adventurers boldly go where no adventurer has... (I'd better stop, I hear lawyers being sharpened :) ). The price is excellent, and the functionality of the PDFs are eye-popping. You can literally strip the maps down to just the outlines of the dungeons if need be, or leave them blue-filled and stocked with items and trap locations. By all means, buy this download.


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