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Background

The small frontier town has existed long enough now that most basics needs can be covered. Many of the townsfolk are a little ‘quirky’ to say the least (whether that comes from living in such a dangerous place, or that is just the kind of people drawn to it, who can say), but they all do their part to keep the community running.

Doctor Sawyer runs a fine surgery, and also sells a surprisingly good selection of unguents, ointments, salves and medical equipment. Her fascination with the human body, particularly that of the deceased, can tend towards creepy, but her ‘experiments’ are not without merit and there is no one with a better medical mind within a few weeks travel. Her curious, pale skinned fellow practitioner, Dr Tyhja, is far less animated and talkative, but carries out their tasks with surgical precision.

Drahomir is the town Farrier and Groom. His way with horses is legendary, and on the odd occasion he can’t sooth one with words, his gargantuan size and strength means he can practically wrestle them down single handed. Accompanied by two stable hands whose own size would seem extraordinary if they weren’t standing beside him, he does good business keeping the town steeds and mares in top condition, but even better business as a fence.

Big Sam may be ironically named, but his physical size does not match his stature around town. One of the first to purchase a pitch and build on the thoroughfare, he makes his money by renting the valuable space to others. Due to confusing deals and obfuscated fees, the occupants of the shops change often, so the building has simply become known as Sam’s Sundries. One never knows from one week to the next what will be on offer, aside from the ever-present moonshine.

Grid Information

GRID SIZE 17x11 (300DPI)
VTT
SIZE – 2380x1540 (140DPI)
RECOMMENDED
PRINT SIZE A3/ANSI B

Design Notes

Doctors Surgery 01 Operating Rooms

  • 01 – Boardwalk
  • 02 – Waiting Room and Shop
  • 03 – Doctors Room – For general check-ups and minor procedures
  • 04 – Operating Room – Kept almost suspiciously clean
  • 05 – Morgue – Bodies of the deceased are kept here in a cold room until they can be collected by family, or taken away by the grave digger. The bodies often have more stitches and sutures that you would expect from a cadaver.
  • 06 – Back Room - Stairs lead up to 09
  • 07 – Storage Closet -There are two heavily imprinted boot marks in the dust on the ground, as though someone spends a lot of time standing here
  • 08 – Ramp

Doctors Surgery 02 Living Quarters

  • 09 – Kitchen – Stairs lead down to 0
  • 10 -Dr Sawyer’s Study – Shelves lined with specimens, anatomical drawings, and books full of her own scribbled notes.
  • 11 – Dr Sawyer’s Bedroom – Very obviously only occupied by a single individual. It is unclear where Dr Thyja resides.
  • 12 – Balcony – Overlooks the main thoroughfare


Driftwood Stables 01 Farrier

  • 01 – Farriers Smithy
  • 02 – Stable
  • 03 – Stalls
  • 04 – Hay Bales – Ladder leads up to 06
  • 05 – Wagon Parking – For a fee, wagons and cart can be left here under guard over night.

Driftwood Stables 02 Storage

  • 06 – Balcony – Tools and supplies for fixing carts and maintaining the stable block. Hatch leads down to 04
  • 07 – Drahomir’s Quarters – Simple furnishings, he rarely uses this space other than to sleep.
  • 08 – Storage – Numerous supplies and goods kept on behalf of others. Definitely not stolen items waiting to be sold.



Sam’s Sundries 01 Shops

  • 01 – Boardwalk 
  • 02 – Market Stalls
  • 03 – Barber (For now)
  • 04 – Leatherworker (For now)
  • 05 – Storage Room
  • 06 – Back Entrance – Stairs up to 14
  • 07 – Laundry (For now)
  • 08 – Closet
  • 09 – Closet with removable panel
  • 10 – Moonshine Still
  • 11 – Stalls
  • 12 – WC
  • 13 – Moonshine Urns

Sam’s Sundries 02 Apartments

  • 14 – Balcony – Stairs Lead down to 06
  • 15 – Hammocks – Relatively cheap long term accommodation for those new to town seeking a new life. More often than not, they end up in Big Sam’s employ.
  • 16 – Big Sam’s Room – Very basic. Sam spends his wealth elsewhere, but likes to keep a presence on the street.
  • 17 – Back Room – Nothing strange here. Just a couple of guys guarding nothing.
  • 18 – Spice Room – The locally procured substance is cut and prepared for sale on the ranches and estates in the region. The Mayor and Sheriff are aware of Sam’s Spice and Moonshine business, but for now have bigger problems to solve and are happy enough to take the bribes, so long as it isn’t sold in town.
  • 19 – Empty Storage Room
  • 20 – Dorms – Slightly more expensive than the basic hammocks and a little more comfortable.
  • 21 – Communal Kitchen – Rarely used for actual cooking.

Files

Comments

Jimmy Jeans

I LOVE this series. Awesome job, Tom. When this is complete, are we getting a town map to go along with it as well? Sorry if this was already answered before.

Erlend Aakre

Awesome maps, and thank you so much for providing desert and snow variants of them as well!

Anonymous

Love the maps Tom! Glad to be a patron! I do have one question/request. Have you ever thought about separating the VTT maps into No Grid and Grid folders? I normally go through them all to do it myself to save space, but just figured I'd ask. Thanks again for the great maps as always :)

tomcartos

Hi SirApetus, To be honest, I have to put them into so many sub folders already that I have to draw the line somewhere to maintain my sanity :) It would also mean that sometimes there is only 1 or maps in a folder, which seems unnecessary. If this is an issue for a lot of people, I could try to figure out a different system though

Anonymous

That's perfectly valid :) Thanks again for all you do already!

Phergus

I have a little batch file I run that creates a "Grid" directory and then moves the gridded files there: mkdir Grid move *_Grid*.jpg Grid I have the batch file (named tcg.bat) in my path and use it from the command line but you could also just keep it somewhere handy and drag it into a folder. Double-click. Drag to next folder. Double-click. Wash Rinse Repeat.