MAP #7 – Rebel Base

Time to go scifi. This map was actually drawn a while ago, but I only recently scanned and finished it. This could easily fit into a Star Wars game, but honestly any scifi setting should do, even ‘harder’ scifi.

Basic gist of the map is that there is a hidden base (Not extremely well camouflaged but you could imagine it employing stealth technologies to mask signals from their equipment and ships) taking advantage of a small crater in a dense forest. The base has basic facilities for around two dozen people and mostly passive sensor arrays. Even if the name says ‘Rebel base’, there is no reason that the occupants have to be rebels. It could easily be an imperial outpost (in the Star Wars context) or serve whatever group you wish. However the current setup makes more sense for an armed group rather than traders, smugglers or scientists.


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Map – Hidden ruins

Time for a new map. This time, I don’t have much background for the map, but the idea is that the original entrance to these ruins was sealed off, but the ruins were rediscovered (cultists, adventurers, forces of evil or just unlucky miners) later. The map is currently quite empty except for a couple of statues and an altar. Additionally, there is a trap that opens to a pit underneath marked by a dashed line in the room with two statues. As usual, ‘S’ denotes a secret door.

Just in case you need it, here is a version without the grid.


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Map – Desert Base

After a productive week (on the map making front, that is), I have another one ready. This is a small desert base for either bandits or or more benevolent denizens. The actual base consists of a cave on a side of a mountain or a hill and two large rock pillars that have room for lookouts. Each ‘tower’ has multiple arrowslits. The elevation could be  about 20 ft. There is a balcony facing inwards in the other one. Besides the suspension bridges, there isn’t much to see from the outside and the base should be difficult to spot from a distance. The base also has a reliable, but not infinite source of fresh water from a small underground stream.

Since the blood splatters make this map harder to use for practical purposes, here is a link to version without it: No blood and here is a link to a version without the grid (and without the blood).


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Map – Tavern in the Woods

Here’s another hand drawn map of a tavern build on ruins of an old keep. It’s located in remote woods away from the most frequented roads. Usual customers are hunters, smugglers and bandits. There is a strict policy of not asking questions and both the keeper and clientele like to keep disputes away from the tavern. Indeed, rare aggressors usually find themselves facing an unlikely alliance.

The tavern itself has a main room with almost around the clock service. The tower has a couple of rooms offering privacy but most opt for a simple shared accommodation. Besides the main hall, there is a basement. It has a couple of holding cells but most of the time it is used simply for storage or even accommodation.


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Map – A (Small) cultist dungeon

Here’s another map. This one features a small dungeon that local cultists have used as a meeting place for their rituals. It has also two hidden entrances: one via a secret door (marked with an S) and another through a small underground pond. The main chamber opens to a cliff and sometimes sacrifices are made by forcing people to jump of the planks extending over the edge. The cave is often deserted unless a ritual night is at hand. Again, this one would also favor lower level play.

The likely location to find this dungeon would be nearby a small town or a village where most of the villagers take part in a murderous cult in exchange for protection and favors. They could worship either a genuinely powerful entity or a weaker spirit that has, for example, minor healing powers.


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Map – Smuggler’s Den

I recently started making hand-drawn dungeon maps again and here is one for you to use. The map is about a semi-hidden cave that is being used by local smugglers or thieves to gain a clandestine entry into the city. Room 1 has a very small opening to the sea/river (or even a lake, whichever body of water you prefer) to spot both incoming shipments and to get an advance warning on possible hostiles. There den is not often deserted and you can usually find at least a couple of unsavory characters inside.

In DnD 3e/Pathfinder terms this location would best serve levels before 5, since it has limited space and tactical depth for higher level characters.


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