Rogue's Encampment - Stay Awhile, and Listen! [65 x 45]
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This map is available on my Patreon (https://www.patreon.com/morvoldpress).
PATRONS - get your download links for this map by clicking on the URL for your Tier (1, 2, 3, 4) below:
Tier A (Intro Adventurer) - https://www.patreon.com/morvoldpress/posts/intro-adventurer-172832625
Tier 1 - https://www.patreon.com/posts/tier-1-dungeon-81146477
Tier 2 - https://www.patreon.com/posts/tier-2-world-map-81312503
Tier 3 - https://www.patreon.com/posts/tier-3-master-87793681
Tier 4 - https://www.patreon.com/posts/tier-4-master-87797001
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This is my interpretation of the Rogue Encampment from Diablo II.
I decided to return to this location after someone on Reddit mentioned that St. Andral's Church reminded them of the church from Diablo, and that reminded me of a lot of fun times rolling around the countryside looking for enemies, loot, weapon sockets, gems and more. One of the most iconic locations in the game is the starting zone and the Rogue Encampment, where you meet a small band of NPC's holed up against the rising darkness.
Perhaps THE most memorable line in the entire game is uttered by Deckard Cain, an elderly Horadric Scholar that serves as a guide through your descent into Hell, who greets your return to camp with the phrase, "Stay while, and listen." I've included an illustrated scene of that central camp fire by Ha Art to help set the mood.
The encampment itself had several areas populated by members of the Rogues or travelers hawking their wares or taking advantage of the camp's protection in these dark times.
In the game, the encampment had several makeshift structures (i.e. blacksmith, main tent, merchant tent, mystic's tent, merchant wagon, etc...), but none of them had specific interiors defined other than what was visible from a limited viewpoint. I have included interiors (and rooftop PNG tiles) for all of these various buildings to allow you to use them to support your own campaign and story with more ease.
How would I use this map?
Starting Location - This would make a great starting location for your PC's, perhaps all meeting here with groups of refugees and travelers looking for protection against the encroaching darkness. Basing out of the camp for a time, the party could venture into the nearby woodlands or fields and discover what has befallen these settlements.
Quest Hub - If the PC's are already on their way, this could easily become a quest hub for a time, as they interact with NPC's, gather lore, complete missions and use the space as a headquarters before the story takes them elsewhere.
PC Background - Perhaps one of your rangers used to be part of the Rogue's, and returning here could be a chance to rekindle old friendships, family connections or feuds with old rivals.
I hope you enjoy it!