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Map - Information TTRPG Maps
Map - Information TTRPG Maps
Table of Contents
1. Thank you 3
2. Notes Regarding Format 3
3. License 3
4. The Maps
• Map 1: The Bridge 4
• Map 2: The Command Center 5
• Map 3: The Jail Cells 5
• Map 4: The Firepit 6
• Map 5: The Citadel Dungeon 7
• Map 6: Ambusher’s Campsite 8
• Map 7: Sandomere’s Vale 8
• Map 8: The Town Hall 9
• Map 9: The Wandering Wagon Inn 10
• Map 10: The City block 10
• Map 11: The Estate House 11
• Map 12: The Sewers 12
• Map 13: The Dock Warehouse 12
• Map 14: Battle at the Clocktower 13
• Map 15: The Ivory Tower Island 14
• Map 16: The Library 15
• Map 17: The Balcony 15
• Map 18: Enemy General’s Camp 16
• Map 19: The Swamp Campsite 17
• Map 20: Noble House Gardens 17
• Map 21: Estate Gardens 18
• Map 22: The River and the Rose Inn 18
5. Future Editions 19
6. About the Artist 19
7. Acknowledgements 19
Included with this document is a .rar file containing each one of the maps in .jpeg format. Most of the maps are
2000x2000 pixels in size, though some are smaller. There are a total of 22 different map locations with multiple
maps including both night and day versions so that you can pick the one that's right for your scenario. All told,
with the different time settings for some maps, there are 40 maps included in this map pack.
I created the light and dark versions because these cues on a map can help set the mood for a given scenario as
well as give visual cues about the environment, thereby giving your players a chance to visualize where they are
and what props, if any, they may be able to use to their advantage in the coming fight. I personally find these
cues helpful as a GM. Rather than explain every little item that can be found in an area, I let the map do the
talking for me. Perhaps it will work the same for you.
Happy Gaming!
The manual you are reading now will have commentary about the origins of the map and what it was used for, as
well as suggestions on how the map may be used in your own game. One folder contains keys to some of the
more detailed maps that might need more explanation. If something you see in one of the maps doesn’t make
sense to you, refer to the key for help. Not all maps have keys, mind, but most do.
License
All maps found in this map pack are © 2013 Lanndon Blackmon. The end user is granted permission to print these
maps for his or her own personal use as well as using them online with VTT software (such as Fantasy Grounds II and
others). Any other use, commercial or otherwise, is strictly prohibited, up too and including publishing them online
(e.g. at your website) without the artist’s written consent. These maps may not be resold under another publisher's
name, nor may they be distributed as part of another collection of maps.
Suggested Uses: As suggested above, the bridge should be an obstacle that your PC's must find a way to cross.
Placing just enough enemies on both sides of the bridge to make combat their last resort might force your party to
find creative ways to cross, encouraging "outside of the box thinking". Maybe the guards could be convinced the
party members are on the same side as they are. Or perhaps the party can find a way to sneak in close enough when
no one is looking to climb under the bridge and use the supports underneath to cross. If it is night time, thief/assassin
type characters could have a field day using the shadows to hide in them.
Conversely, the entire object of this map may be for the players to destroy the bridge or make it impassable in some
fashion.
Depending on your own game, you may have more options than my players had for crossing the bridge. In my game,
the party decided to cause a distraction to lure a few guards at a time to where the party was hiding in the tree lines
for an ambush.
Suggested Uses: This map could serve as a recently abandoned or destroyed outpost/command center. It may also
serve as older ruins from a long over battle. For that matter, this could serve as a command center for a current
battle. It may be up to your PC’s to either defend or assault this building!
This command center has a set of stairs leading down into the earth (found in the center of the map) that may lead to
any number of places.
Original Intent: After the party left the command center, they originally intended to make for a large border fort
on the border between Light and Shadow controlled territory. Unfortunately that fort was under siege when the PC's
arrived and decided against trying to fight their way to the front gates. Instead, an NPC scout with the party knew of
a secret cave system that would get the party into friendly territory without them having to deal with the enemy
army that stood in between them and safety.
When the party followed the scouts directions, they encountered this seemingly recently abandoned camp site.
There was evidence that something had been killed and eaten here. From the sides...behind berms of snow and tree
Note that there is a hand dug cave that joins the dungeon to the
sewer system. In the game I created this map for, enemies used that
access cave to sneak into and out of the Citadel, which was the large
structure sitting above the dungeon with no one being any more the wiser...at least until my party came along and
discovered it.
Original Intent: In my game, the party eventually made it to safety, but soon uncovered a conspiracy in the town
they found themselves in. While investigating this conspiracy, the party tracked some of the evil doers ‐ men and
women working with the Shadow ‐ to this dungeon. This was the site of one of the earliest "boss" fights my party
encountered.
The nice thing about this map and that particular encounter was that the players had full surprise. The thief character
was able to sneak around using the abundance of shadows to stay hidden, and the other players could determine
how and from which direction they wanted to begin their attack.
Suggested Uses: It could be used for anything. Perhaps the players are being held in a cell in this dungeon, and
need to escape. Or perhaps they must break in and free an ally. It could also be used as it was in my game...a place
the players new about after investigating and determining their enemies would use this place to hide while a larger
force attacked the village walls outside. When the time was right, the enemies in the dungeon were supposed to
head up into the Citadel and attack the leadership of the village and the headquarters of the military garrison
Original Intent: Just before the last village the PC's visited was overrun by the armies of the Shadow, they were
given a quest - to escort as many elderly, women, and children to safety as possible.
So they fled as the village behind them was destroyed. Several days later, while still fleeing the enemy behind them,
one of the players had a sending from several wolves in the area. This particular player could speak to wolves via
telepathy. The wolves warned him of this camp, set up directly in his path, where many deaths had occurred.
Map 7: Sandomere’s
Vale
Features: This is a map of a village called
Sandomere's Vale. Most of the maps up this point
dealt with snow and rocky terrain, as the game we were playing was set in the mountains near the end of winter. By
the time we got to Sandomere's Vale, it was the early stages of spring, and the village is set at the base of the
mountains. Therefore, spots of snow still remain, though most of it has ran off.
This village features a blacksmith, general good store, inn, and a lumber mill. There are many other buildings which
are mostly private housing. The nice thing about this village is you, the user, can decide which buildings do what.
You will notice a river boat is docked near the lumber mill, which may be useful for your campaign. If not, it's just a
trade ship to give the town some character. In my game, it was an option to get down river faster. Unfortunately the
village was attacked before the PC's could use the river boat, and it burned during the attack.
Suggested Uses: This map could fit into any campaign that needs a small village. There are two complimentary
maps that were designed to work with it ‐ the Town Hall maps and the Wandering Wagon Inn maps.
There is an inn here, which houses an outdoor patio and bar. There is also
a guard tower, which extends higher than any of the multi‐story buildings.
Among the ordinary shops and/or homes that might make up the rest of
the buildings here, there is also an upper class restaurant with both
indoor and outdoor seating.
Each building has an access door to reach the roof top. You’ll also notice
a set of stairs in the alleys. These stairs connect to the Sewer map above.
Original Intent: Originally the players were in the city to re‐supply and
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In order to make the game interesting and keep the focus from being solely on role play that session, I decided to
create a small encounter using these alleys.
On the way back from turning in the quests, the players just managed to witness a thief had pick pocketing one of the
characters and they pursued him into the alleys. Sadly this was more than a simple robbery and the players were led
into a set up. The leader of the group that awaited them demanded the players switch sides and turn over the
artifact they were carrying. The players refused and a battle took place.
Suggested Uses: It’s a city block. This should scream “use me” in many different ways. Pursuits, thefts,
ambushes, or a simple bar fight that spills outside into the alleys…the possibilities are endless.
Suggested Uses: This map could be used for any number of things. Your players may need to break into a noble
house and steal an important document or artifact. Maybe you have a party of thieves that just want to rob someone
rich. Or it could be used as I used it, and your players are staying here as guests of the noble house that owns the
estate.
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Suggested Uses: Perhaps your players are pursuing a thief and find they’ve fled into the sewers. Perhaps your
party is comprised of thieves and they are pursued into the sewers by the city watch. There could be a monster in the
sewers that’s been taking children and your party is hired to find this creature and kill it. Sewers are useful for many
different adventures!
There are wooden cranes at the end of each pier, which are meant to be used to load the larger cargo onto the boat.
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Perhaps there is something your party needs to find on the boat, and when they do, they’re attacked.
Maybe you have a party of criminals and they want to rob a place that holds something valuable. Maybe that
valuable item can be found in the captain’s quarters of this river boat...
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Battle took place here in the streets around this clock tower. Two new PC’s were introduced to the game, with one
coming from the tavern to the south, and the other coming from the inn gardens to the northwest.
Suggested Uses: Obviously this map can only be used if your city is under attack, though the scale of such attack
may be smaller or different than mine was. You might have an insane or renegade wizard unleashing hell in this part
of town, and it’s up to the players to stop him. Perhaps a wild animal or monster has been unleashed in town and the
players must stop them. OR…perhaps a dragon is attacking the city, and the burning parts of the map are places he’s
streaked with his fire breath.
You will notice that a spiraling stair case rotates up to the level above the island. There is also a staircase leading
beneath the island that leads to one tower or the other, just one level below.
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Here one of my players received a letter that warned him that a member of his party had been kidnapped and was
being held by his enemies in the basement of the White Tower. Shortly after he received that letter, enemies in
league with the kidnappers arrived attempting to capture him. For my game, these events took place during the
night, so the night map was used.
Suggested Uses: Enemy pursuit that ends up going up (or down) many flights of stairs and ends up here, on the
island bridge.
I personally feel this would be a good location for battle with a major NPC villain.
Original Intent: This was an apartment for another one of my Aes Sedai characters. She was enjoying an evening
with her warders out on the balcony outside of her rooms, when she was warned her friend had been abducted. Just
as she received the warning, she and her warders were attacked.
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Suggested Uses: If you have any thieves looking to score big at a noble house, this map could be the gateway to
that mission, where they have to bypass the roving guards before gaining entrance to the house. It could be a
combat map, either after having been pursued to this location or having pursued someone else here.
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Acknowledgements
I would like to thank my wife, Stacey, for encouraging me to publish this map pack and being so supportive while I
was putting it together. I’d also like to thank Allan Frost for suggesting I do this in the first place. Lastly, I’d like to
thank Jesse and James from my Wheel of Time campaign for sticking with me as long as you have. I probably never
would have done something like this without that game.
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