


Here are examples of what encounters for the Sample Campaign should look like. They are listed in the order they appear during the course of the campaign. The 4 Humans resemble where the party should ideally be placed.

This is the very first map where the Heroes will start (pg. 27, GM Book.) The top of this map connects to the bottom of Map 2.

This is the second map that the doors from Map 1 lead into (pg. 27, GM Book.) The top of this map connects to the bottom of Map 3.

This is the third map that the door from Map 2 leads into (pg. 29 GM Book.)
This is the fourth map that arises after 5 hours of travel (pg. 30 GM Book.)

Map 5 is for the 1st Joker's side quest (pg. 33, GM Book.)

Map 6 is for the 2nd Joker's side quest (pg. 34, GM Book.)

This is the 7th map that arises when the Heroes are travelling through the Tunnels (pg. 37 GM Book.) The top half is the Raider's Camp, the middle is their barricade blocking off the tunnel.

This is the 8th and final map of the sample campaign, where the Heroes encounter the Academy Mage (pg. 38 GM Book.)
- Not all maps show where enemies should be spawned. In those cases, it does not matter, and as a GM, you can choose based off the scenario.
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- The outside borders of each play mat represent:
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Map 1 - Concrete/Block walls.
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Map 2 - Block, wooden, and concrete walls with windows on the left and right sides of the map.
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Map 3 - Barren land, no real border here.
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Map 4 - Caustic pools of liquid, dense fog, and heavy foliage.
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Map 5 - Concrete cellar walls.
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Map 6 - Rocks, boulders, and areas of no real border.
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Map 7 - Concrete tunnel walls.
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Map 8 - Block walls and book shelves.

