Abandoned Warehouse
Map creator
UrsuBurgoDescription
[Here I leave you a battlemap of a abandoned warehouse](https://drive.google.com/drive/folders/12XOSk63xRZe_5OYdZyI7tbUyG4NRgdrZ?usp=drive_link) (roughly 13x26) made with [2minutetabletop](https://2minutetabletop.com/) assets.
This is how I think it:
* The central trench (\~3m/10ft below) provides access to the "vault-rooms" beneath the floor. There are also holes in the floor to enter those that are locked with bars (up and rightmost entrances). The rooms beneath the floor can lead to other maps (I connected them to the sewers).
* In the walls on both sides, there are holes so that NPCs can move intelligently and—perhaps—surprise the party (or vice-versa). This grants 4 ways to enter the warehouse (the "principal" entrance below, the small door above, and the holes on each side wall)
* The wooden walkway (second story) is about \~5 meters (15 to 20ft) away and is accessed by the stairs (the left one is broken and doesn't reach the walkway and is above a hole that leads to the "vault room" below, you can add a d6 of fall damage to a clumsy PC if you feel particularly evil). The handrail is gone in some parts, beware. The office above the main entrance has holes in the floor through which a character can fly/levitate in, also the "windows" provide a view of almost all the warehouse length below.
* I think the areas of bright light, dim light, and darkness are self-explanatory: bright-dim by day turns into dim-darkness by night.
* My party was following a NPC that leads them to an ambush here. It was fun when Teora the cleric *commanded* one of the bandits in the wooden walkway to "approach" her...
[This](https://i.pinimg.com/1200x/f5/b2/45/f5b24563b5538cafd7e998619f27c813.jpg) was my reference. As always, now it's your map: you have the final say.
Enjoy!
This is how I think it:
* The central trench (\~3m/10ft below) provides access to the "vault-rooms" beneath the floor. There are also holes in the floor to enter those that are locked with bars (up and rightmost entrances). The rooms beneath the floor can lead to other maps (I connected them to the sewers).
* In the walls on both sides, there are holes so that NPCs can move intelligently and—perhaps—surprise the party (or vice-versa). This grants 4 ways to enter the warehouse (the "principal" entrance below, the small door above, and the holes on each side wall)
* The wooden walkway (second story) is about \~5 meters (15 to 20ft) away and is accessed by the stairs (the left one is broken and doesn't reach the walkway and is above a hole that leads to the "vault room" below, you can add a d6 of fall damage to a clumsy PC if you feel particularly evil). The handrail is gone in some parts, beware. The office above the main entrance has holes in the floor through which a character can fly/levitate in, also the "windows" provide a view of almost all the warehouse length below.
* I think the areas of bright light, dim light, and darkness are self-explanatory: bright-dim by day turns into dim-darkness by night.
* My party was following a NPC that leads them to an ambush here. It was fun when Teora the cleric *commanded* one of the bandits in the wooden walkway to "approach" her...
[This](https://i.pinimg.com/1200x/f5/b2/45/f5b24563b5538cafd7e998619f27c813.jpg) was my reference. As always, now it's your map: you have the final say.
Enjoy!
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