All we need to do is escape the cell, get out into the yard, Avoid the guards, stay out of the light, sneak down to the dock, and row a few miles through stormy seas! See, breaking out of jail is easy!
The thunder will mask our hammers breaking the wall. So we have to escape during a storm, and it's the end of the season so either we break out now or we are trapped on this hell island for another year- Are odds are bad, horrible really. But it’s go now or rot.
For this map I really wanted to play with light, Shifting the shadows along with the spot lights to create a dynamic environment for a fun stealth encounter. The best thing about this map is it can be run forward and backward over and over to have the lights slowly pan back and forth as the players are sneaking along and avoiding guards. It was inspired by the first dungeon, the forsaken fortress, from Zelda Wind Waker so if your DM runs it they legally have to let you hide under barrels.
The Boiler Room had been tinkered with by the repairman for decades. It was only after he vanished that the tenants realized they had never known who he was. Hissing, rattling pipes and hoses dripped hot water from the low ceiling. The network beneath the building was a strange kind of alchemy only the repairman understood. Without him, you’ll have to cross the mess he built and fix the boiler yourself before the pressure gets too high!
I made this map on a complete whim while working on another with pipes. The idea of trying to get into a maze-like boiler room and back out before being cooked by hot steam really sounded like a fun, non-combat challenge that could still be run with turn orders. Putting a complicated problem in front of the players and asking them to solve it with the tools they’ve built into their little murderers can be a fun change of pace!
Huge pieces of metal scrap are thrown all around you as you desperately scramble to shut down the out of control machine spewing fire and smog from it’s Scrapyard Incinerator.
Scrapcity is a sprawling junkyard metropolis where mechs are as common as cars. A rusted maze of broken war machines, salvaged armor plating, and makeshift dwellings welded together from the skeletons of giant long-dead constructs. Smoke curls from chimneys built into old missile pods. Streets are carved between the legs of toppled titans. Ruled by scavengers, tinkerers, and war profiteers, those who thrive on the leftovers of the stalemated conflict.
Nothing metal in the Scrap-City stays dead for long. If it could walk when it died, it walks again.
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Sometimes an encounter is more about avoidance and survival than combat outright. In this map I imagine players trying to avoid the claw and debris it throws around, the smoke and fire all while trying to shut the machine down and achieve whatever goal brought them there. Originally I was working on an airship battlemap with the claw here but I got really inspired, I think by watching Dimension 20’s Cloudward, Ho (best season yet, Imo)
Nuclear Reactor meltdown imminent!
This map was inspired by the encounter in the game Prey where the player has to power down a satellite station causing it to lose gravity and life support. I knew I wanted to run something like that in my Lancer adventure. Imagining mid-fight the players trying to power down a reactor while the baddies are trying to over heat is so it's a tug-of-war for the device mid combat!
This map has a number of variations including a nuclear reactor, submerged in coolant, overtaken by an alien hive, post-apocalyptic, and more. But in addition to that I've included a short group of phases for a version of the map that's melting down.
The Launch codes were stolen, and the Silo has been breached. It's up to you, agent, to sneak in and shut it down before we begin world war 3!
It's no simple task to sneak through the desert unseen, but it's up to you agents. Professor Killstone and his paramilitary have kidnapped the vice president and with him the launch codes, they are holding him hostage at the ICBM’s silo presumably using their truth serum to extract the codes- launch the nukes- and kick off world war 3. We’ve provided a fool proof disguise that should help you blend in but once you are inside you’ll be on your own. Good luck agents, the world is depending on you.
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For this map I wanted to do something that felt a little cold war, a little james bond. I feel like spy thrillers are a woefully unexplored genre for TTRPG. But the map includes loads of variations to suit other games. A classic DnD dungeon, an alien spaceship, a Fallout style post apoc complete with radioactive barrels and more.
I hear the TNL VSN pyrotechnics budget alone requires ⅓ of the cut from every concert they have.
“The neo-capital sensation TNL VSN is a four piece synth-punk band made up of hackers known for putting on elaborate stunts at their shows. Hacking a small army of self-driving cars to create a moving blockade around their show. Or that time they hacked the powergrid and had the entire downtown quarter flashing its lights along with their pyrotechnics. They never pull the same stunt twice and if they come to your city, you’ll be sure to hear about it.
Their local Neo-Capital PD is always trying to put a stop to them but the fans defend them in numbers that require Riot cops to deploy and more often than not the stunts are temporary, the mayor's office has quietly asked PD to just let the shows go through the motions to prevent a disturbance of a few hours from becoming a days long series of riots and arrests.
All pilots report to Mech Hangar 01! High alert! Enemies detected within hangar. All hands battlestations!
The titanic machines require nearly constant upkeep. For every pilot there are 200 of us engineers. The damn things have countless moving parts, and they insist on them being bipedal for some god forsaken reason. Really it's a miracle of engineering these things work at all and then those damn hot shots take them out on the battlefield and blow them up, unbelievable. You’d think flash printing would have put us out a job but the easier they are to make the more those apes blow them up, we’re working more than ever!
This map is inspired by the Lancer TTRPG, and the long history of the mech hangar ready-up scene from mecha anime. If the battlefield is where the action takes place then the mech hangar is where the interpersonal drama shines! No reason one can’t leak into the other.
This collection has 10 variations, The Hangar, AI (NHP) Storage Facility, Air Drop Hangar, Space Cultists Lair, Modern Docks, Shamazon warehouse, A player character hangout hangar, and more!
Dark Acidemia: 9 maps each inspired by variations on academic libraries. From Eldritch horror, to modern Oxford, a Cyberpunk Corpo Datafortress. Or a blasted post apocalyptic waste with the last copy of the one book that can save the world.
“Alright students, Look to your left, look to your right. One of those people will not pass my class. And the other will get eaten by an eldar horror…” - Ida Holly at Azmik University
In the sheltered halls of Dark Acidemia, where forbidden wisdom intertwines with occult secrets, lies the infamous Forbidden Library. This battlemap plunges you into the heart of a archive of tomes with contents that blur the boundaries between knowledge and danger.
Navigate towering bookshelves that seem to whisper forgotten incantations, their tomes guarded by spectral librarians with eyes aflame with eldritch knowledge. Or barter with the Corporate elite to unlock their vast data fortress guarded by an army of black I.C.E. Or investigate the unhallowed sanctuary of Miskatonic University, where the line between scholar and Cuthluian clutist becomes obscured in the shadow of the jewel of their collection… The Necronomicon.
Venture into the forbidden depths of the Dark Acidemia, where each page turned might lead to enlightenment or unleash unimaginable darkness. Will you uncover the secrets hidden within, or become lost in the labyrinth of forbidden knowledge?
City Backstreets, roads, alleyways, sewers. The city is filled with places one might find a fight.
The megastructures that fill the center of the 500 mile city of Grand Nostridan are crowned with parks and terraces, gardens and entire cityscapes perched atop their highest heights. Many citizens live their entire lives without ever wondering what lies at the bottom. But far, far beneath the city lies Lowside, a place crammed with people, homes, and factories built wherever there is space. There are no roads. There is no map. The streets are more like gutters. The suns above are distant and shine on the lowest levels for only an hour or so each day. There is no government here, no sanitation, no direction. And yet, countless people do. Lowside is the runoff of life. When the city has no further use for something it ends up down here.
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This collection of maps are all inspired by the depths and side streets of large cities. Deep allies and busy main streets far from the forests and dungeons most adventures take place in. I like to imagine a dense and confusing city adventure where skills to find your way like nature and survival might be useful in the same ways they’d be deep in the wilderness. It includes a few different settings, modern, fantasy, Cyberpunk, and three from my setting Crudilex.
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