I love maps. Ever since my first reading of Tolkien, maps have held a special place in my heart. From my cloth map of Ultima VI, to the Birthright campaign map, to the blue printed maps in the old Tactical Rules Studies (TSR 🔍) modules; maps permeate the hobby.
And Matt Jackson has been delivering fantastic maps. First he gave us Moleskin Maps I See my review and now we have eleven more area maps in Moleskin Maps II.
Each map is two pages. The first page provides a small map and a worksheet for filling out the Location Name, Background, Key Locations, Game Master (GM 🔍) Notes, Wandering Encounters, and Major Treasure. The second page is the full-sized version of the small map.
As a GM you will need to do some work to populate the map; Then again, the GM is the best person to do the work.
Some of the maps are very simple structures with a few logical “rooms;” Others are more complicated structures with several rooms and passage ways.
If I had to name these locations I’d say go with:
- Fault line cave
- Bandit cave at the falls
- Collapsed tower and cave stores
- Fortification in the box canyon
- Dwarf crypt
- Shelter for the night
- Owlbear den
- River smugglers den
- Pit slave quarters
- Goblin warrens
- Gladiator arena monster’s lair
Then again, who knows what thoughts they will evoke in you. Like its predecessor, Moleskin Maps II is a fantastic compliment for your GM toolbox.