Complete Map Collection

Complete Map Collection product cover

Discounted bundle of three map packs: Bandit Encounters, Unholy Encounters, and Wilderness Maps

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Eleven map packs in one convenient bundle!

Bandit Encounters

Brigands do not pick fair ground. They pick the places that do half the work for them, and this pack delivers all five: blind river crossings, a fortified hillside hideout, and the played-out mines where outlaws hole up once the bounty gets too warm. Drop your party in and let the ambush write itself.

What’s inside:

  • Bandit Hillside Camp (60x40) - the main hideout, sized for a full raid or a very tense parley
  • River Crossing (30x24) - a natural chokepoint, built for a toll-road shakedown or a sprung trap
  • Cliffside Mine (40x60) - a vertical descent straight into someone else’s territory
  • Crater Mine Entrance (40x40) - a defensible mouth with cover for both the dug-in and the desperate
  • Abandoned Chapel (40x40) - the kind of neutral ground that rarely stays neutral

Better still, each of these five locations ships in day and night versions and across the seasons. The camp you scout in high summer is the same ground your players burn down in deep winter, set up once and reused all campaign long. Running the road or hunting the people who work it, you have a year’s worth of bandit trouble ready to drop in.

Unholy Encounters

When the dead refuse to stay down, you need the right ground for it. This set runs from desecrated stone to the lair at the bottom of the stairs: a defiled chapel, a crowded crypt, and the working sanctum of someone who has read far too many forbidden books.

What’s inside:

  • Chapel - holy ground gone wrong, ready for a vigil, a ritual, or a reckoning
  • Crypt - tight corridors and full niches, built for a slow and nervous advance
  • Necro Lair - the boss room, where the campaign’s worst ideas finally come due

Each of these three locations ships in day and night versions and across the seasons, so the crypt feels as wrong under summer noon as it does on a black winter night. Stage the undead arc here once, come back for the cult investigation a season later, and it all still looks right. Built for any night your players were hoping to feel safe.

Wilderness Maps

Not every session happens behind a door. This set covers the wild ground a party crosses, camps in, or stumbles into at the worst possible moment: a lonely cabin, an old stone circle that predates the kingdom, and a frozen pass that does not care whether you make it through.

What’s inside:

  • Druidic Circle Lakeside - standing stones, still water, and the strong implication that something is owed
  • Hillside Cabin - a waypoint, a hideout, or an ambush site, depending on who got there first
  • Mountain Pass (60x40, Winter) - a snowbound bottleneck made for the climactic crossing

Each of these three locations ships in day and night versions and across the seasons. The lakeside circle hosts a midsummer rite or a frozen midnight vigil with no re-prep. Three locations, set up once, ready for travel and downtime in any weather your campaign throws at them.

Rule System:
Any system / system-agnostic
Product Type:
2D Maps & Tokens / Battlemaps
Format:
Image, Fantasy Grounds, Foundry, Roll20