Not all sanctuaries are built in plain sight. Some secrets are meant to stay hidden. Safe Houses & Meeting Places II provides two distinct hideouts for those who operate in the shadows—whether your players are seeking refuge, uncovering a hidden conspiracy, or plotting their next move. Each map is available in day and night lighting, and seasonal variations for summer/fall and winter, allowing you to adapt these hidden locations to any campaign.
What’s Inside?
Shadow’s Rest – Forest Hideout
Tucked away in the ruins of an abandoned hamlet, this hideout is hidden in plain sight. Crumbling buildings and a fallen tree barricade disguise its true purpose, while a concealed passage behind a ruined cabinet leads into the safe house itself. The windows have been deliberately blocked with crates and wardrobes, ensuring no prying eyes can peer inside. Perfect for fugitives, secretive organizations, or those looking to disappear from the world.
Veil’s Gaze – Cave Safe House
A moss-covered rock face hides the entrance to this secret sanctuary, disguised as nothing more than a cobweb-filled cave on the roadside. Deeper inside, remnants of a long-abandoned mining tunnel reveal something far more intriguing—a hidden safe house, its entrance concealed behind a secret door. Alchemical workbenches, magical artifacts, and potion supplies suggest that this refuge once belonged to a reclusive mage, a criminal mastermind, or an exiled scholar.
Perfect for Secret Meetings, Hidden Plots, and Escape Routes
These maps offer the perfect setting for hidden guilds, rebel factions, magical research, or fugitives on the run. Whether your players stumble upon these places, use them as their own secret base, or infiltrate them to uncover dark secrets, these safe houses add depth, intrigue, and mystery to any adventure.
Who built these hideouts, and what secrets still linger within?
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