TTRPG battlemaps with adventures, locations, NPCs, & item cards
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Abode of the Ratmen 30×20 Battlemap & Adventure

$1.48

Download this Abode of the Ratmen 30×20 TTRPG battlemap with adventure and take your players to a corrupted mine. The rocks in this area have been carved away overtime by the streams which run through the mountains. Poorly constructed wooden bridges have been made to bridge the gaps between the stony chasms and dreary dying trees and fetid plants cover the ground.

Strange mechanical devices and pipes jut from the rocks and leak bright green toxic liquid and an entrance to a dark cavern lies at the center of this encampment.

What You Will Receive with this Abode of the Ratmen TTRPG 30×20 Battlemap with Adventure

A battlemap with an adventure prompt .PDF written just for it. The map has been split into separate files, both gridless for use in VTTs like Roll20 or FoundryVTT, as well as gridded for easy home or professional printing.

The files are:
  • A home-printable, A4 .PDF of the gridded map at 300dpi, spread over several pages.
  • 300dpi gridded map A1 .JPEG (pre-scaled for easy poster printing).
  • 300dpi un-gridded map .JPEG for VTTs (super-high resolution and great for table TVs).
  • 72dpi .JPEG of the un-gridded map for VTTs (low file size, fantastic for online VTTs).
  • An adventure prompt .PDF written just for this map!

Description

Abode of the Ratmen 30×20 TTRPG Battlemap with Adventure

Adventure Prompt

A remote village has been affected by a plague that leaves its inhabitants with patchy fur and yellow, ridged claws instead of fingernails. Babies are born with pink tails and heads like rodents, only to be killed by their own mothers. Those who have let them live have suffered from vicious attacks, for the children are not just hideous, but mindless and aggressive.

Now, adults are beginning to lose their memories as well, becoming something different and unrecognizable. It starts with hoarding shiny objects and twitching, before quickly escalating to paranoia and rampant aggression. The worst of them burrow into the soil and seem sensitive to light; coming out at night and hunting the remaining villagers for their worthless, yet reflective, possessions. In this way many friends have had to kill those they once knew to survive.

WHAT’S HAPPENING? A magical contaminant has been flowing downstream in the water (if your players have drunk any they may start changing). Bandits have created a mine and refinery for this valuable, green substance upstream, and, due to the danger, are using kidnapped prisoners to dig it out of the underground veins.

The prisoners don’t live long and are usually killed in two weeks due to the rapid changes, unbeknownst to the other captives. The bandits lie to the survivors, telling them that those who are gone have been freed to return to their families. Because they are not entirely heartless, everyone must work a shift of two weeks, before they can leave. This, they claim, is why they have a constant influx of new slaves.

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