Let's share our maps! I'll go first. Here is a map I made: "Tomb Of The Dread Barons." I want to share this map openly by placing it into the public domain. I hereby share it with the 5e Community!~ Thank YOU fellow gamers. This map can be used as a printed battlemap (though not printer-friendly), and is excellent for VTT (Virtual TableTop) games. Enjoy!
Please contribute your maps for others to use in this thread.
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
I found these two maps on Tumblr. I stuck the dungeon in the Mill Pond and had the giant robo-head at the bottom start creating a beam and magic aura that converted the water to steam until the pond emptied and revealed the dungeon. It was a cute first level adventure for my wife and her friends who were playing as some young would-be adventurers who were growing up in the town and needed to have some excitement.
Here's some adventure notes if anyone is interested:
Town Notes
The Town of Harken
Nonnie’s Farm: Nonnie’s Farm is run by the titular Nonnie, a single human female in her mid 30’s with a strange birthmark that mars the side of her face. Nonnie has run the farm with the help of her brother Tobbin and various local farmhands (including a PC). She has a reputation for being a bit dim witted and slow but friendly, with a high voice and a driving need to gather knowledge (even if it takes her a while) and a dedication to making sure others seek education as well. She is well known for both being a hopeless romantic as well as a masterful drinker, despite her lithe form. She has won many a drinking competition. Tobbin, a few years younger than his sister, is a dashing, charismatic artist with a braided beard. He’s a bit scrawny, and often can be heard speaking in clear, concise words; a habit he picked up talking with his sister. He believes everyone is deserving of respect, and often is slower in conversation as he ponders the right way to talk with people. Tobbin is very protective of Nonnie and rumor around town is that Nonnie’s mental state was his fault due to a childhood accident.
The Broken Gaol: The Broken Gaol is the local roadside tavern where travelers and locals gather to swap gossip and relax to the music and entertainment of the local talent (another PC). It is run by Garris Fitch, an older half-elf who took over within the last couple of years when the previous owner fell ill and had to sell the place. Oftentimes Garris can be found spouting oaths and swears as colorful and as changing as his hair colors. He’s very strong, so much so that there’s hardly any trouble in his establishment, though he is also rather absentminded so a lot of work falls on the shoulders of his small staff. Garris is great with animals and is known in the village for his honesty with others, especially keen on not taking sides very often. There are rumors in town that Garris used to run a criminal empire but is now in exile/hiding from his former gang. He’s very protective of a locket that nobody has seen the inside of.
Cliffside Brewery: The Cliffside Brewery is run by local gnomish wizard, Litzner (holder of the “Litzner’s Luxurious Libations” brand, a franchise subsidiary of the Wizard of Wines Inc.) Litzner is a very healthy, if fidgety, hot tempered gnome with a twitchy eye and personality as dull and dry as his wines. He does however have a perfect memory and is extremely loyal to his incorporated shareholder, traits which have served him well. He’s also very big on community outreach, taking in several apprentices in both the magical arts and brewmanship. Rumor around town is that Litzner is extremely jealous of another franchisee from Marl that routinely outperforms him in brewmastery and producing quality magicians. Because of this, he is somewhat overly critical of his current wizard apprentice (a wizard PC).
Harkenwold Trading Station: The local economic hub of Harken is run by Moonsong Willow-Wind or “Moonie” for short. This Tabaxi matron is quite the beauty, with an exceptionally sharp mind, though she is somewhat frail physically. Often found in her store, whistling away as she works, this masterful merchant is fiercely independent, and even a little suspicious of others. It is well known among the village kids that she cannot abide frogs. Among adults however, several rumors surround this salacious serval. Why does she always send a portion of her profits up the road to Darken every month? Does she really know the various coded gestures of the criminals as some have said to glace as they walk past her shop?
House of Faith: A temple to Waukeen, the goddess of trade, the House of Faith is run by the head priestess, an older human woman by the name of Sister Melly. A very insightful old lady who uses her flowery words and honest demeanor to sooth the locals, Melly has been serving the House of Faith for as long as many can remember. Her sickly appearance is usually brushed off with a rambunctious tale about how she fought with a demon in her youth, and that it ate a few of her fingers, and is now waiting for her to weaken so it could come back and finish her off. It’s hard to tell the veracity of the tale, as Sister Melly always seems to pull through whatever affliction she has at the time and no demon has ever descended upon the town. Gossip around town is that Sister Melly, oddly enough, seems smitten with the wizard, Litzner, who runs the local brewery. Nobody knows what to really make of that.
Constable: The local constabulary is run by Sherriff Gavin, an older human man of healthy demeanor, if somewhat clumsy. Masterful at sorting out puzzles, and always quick with a joke or pun, this friendly old adventurer has kept the town fairly safe and quiet for as long as anyone can remember. The good sheriff believes very strongly in beauty, causing rumors to circulate throughout town that he may be blinded by the radiance that is Ms. Moonsong Willow-Wind, unable to detect her possibly darker predilections. Gavin, however, is quick to brush off these rumors in curt, somewhat arrogant tones, reminding the gossips that there is little, if anything, that remains hidden from him.
The Dungeon Adventure
The Descent
Main Chamber 1a:
The spiral path leading down from the revealed quarry enters into a steamy chamber. The mists obscure just how far down the chamber goes, but two passages can easily be discerned from where the pathway abruptly ends, in what looks to be a broken stair. One tunnel is near the end of the stairway while the other is on the other side of the chamber, requiring players to devise a way to cross the broken stairway to reach it. (See Crossing the Broken Path skill challenge) Players who succeed on a DC 15 Perception check see that there is a third and fourth tunnel near the bottom of the chamber and stairs that spiral down even further into the shrouding steam. An impromptu waterfall has formed from the creek by the mill draining into the chasm below. It seems as though something down there is converting the water to steam as fast as it is draining down the hole.
Crossing the Broken Path: In order to cross the broken path, players must succeed in a DC 10-15-20 (depending on choices) skill challenge that requires six successes before three failures. Failure leaves the group with one level of Exhaustion until they complete a short rest. Taking this rest increases the number of Giant Fire Beetles found in Area 3 from four to six.)
Area 1:
The easiest area to get to, this passageway opens in to a medium sized (20x30ft) room that looks like it might have been a supply room long ago. Almost everything inside is ruined, looking to have been burned ages ago and waterlogged for ages longer. There is a soft ashy mud covering the ground. Players investigating the remains find a skeletal arm in the muck wearing an iron gauntlet with a brass lens fastened to the palm (trinket item).
Area 2:
The three chambers that comprise this area seem to be religious in nature. Old, worn murals of three eyed metal giants razing the land. Some depict one of the giants shooting fire from its third eye, and fiery monsters (or people on fire? It’s hard to tell.) blooming from where the burning beam makes contact. A DC 20 History or Religion check reveals these murals to be somewhat similar to a legend from the times of the Dawn War where metal giants fell from the sky and set fire to the world with the help of fiery demons that they summoned via their third eye. The central chamber has what is left of a small stone shrine and altar where an iron candlestick with a fell symbol on it and a bronze figurine of a long-forgotten monstrous god (trinket items) can be found. There are also a couple of charred looking skeletons jumbled around the altar.
Area 3:
On the stairway down, players can make a DC 15 Perception check to notice the sounds of clicking and skittering over the noise of the waterfall. The smell of rotten fish is somewhat prevalent the closer they get to the room below. The room itself seems to have been a somewhat large (40x40ft) meeting room or mess hall. Broken, burned, waterlogged, or otherwise ruined remains of tables and chairs, as well as slippery dead rotting fish carcasses, litter the ground making the area difficult terrain. The room is fully lit however by four (or six) Giant Fire Beetles that were “peacefully” fighting over fish remains until the party interrupted them. Seeing as how they outnumber the party, the beetles click menacingly in their direction and attack. The beetles’ glands can be harvested with a DC 10 Nature or Survival
Main Chamber 1b:
The passage from Area 3 reenters the main chamber area on the “lower level.” The path around the Main Chamber’s lower level circles behind the small waterfall and past another passage opening before spiraling down further into the steam-filled hole.
Area 4:
The passageway to this area is blocked by some sort of locked iron gate. The gate itself rusty and corroded in places. A DC 15 Strength or Dexterity (Thieves Tools) check is required to break down or unlock the gate. There is a skeleton tangled up in the gate that looks like the person was trying to get in before they died. The skeleton has a single cloth glove with an alien symbol in the palm (trinket item) of its right hand. The room itself is long (20x40) with stairs leading off to the right. In the alcove opposite the gated entryway, a somewhat intact suit of armor. All around the edges of the room, broken stone bookshelves are filled with ashy remains of books while what were probably once work tables and a desk sit mostly rotted away. If the players enter the area, the suit of armor comes to life as an Animated Armor and demands to see the players’ credentials…or badges…or it wants a password, it’s hard to tell. The Animated Armor cycles through the request in two or three languages (Celestial, Sylvan, and Primordial), but its use of the language is so old that it requires listeners to make a DC 10 Intelligence check to get the basic gist of what it is after. If a player puts on the glove from the skeleton and shows the symbol to the armor, the suit will return to its alcove and deactivate. Otherwise, it will attack until slain.
Area 5:
The stairs from Area 4 lead to an antechamber and what looks like a private quarters that, other than hundreds of years of water damage, is otherwise preserved. What remains of a stone bedframe, a trunk, some stone tables, ruined alchemical tools, and what was probably a desk sit mostly undisturbed. The trunk is locked, but the materials are so rotted and corroded that the lid breaks off easily. Inside are the desiccated remains of some clothes, parts of a broken compass in a small leather bag, a jade chess piece engraved with the symbol of a legendary alchemist, a crystalline orb filled with filings of iridescent metal, and a perfectly preserved scroll tube with half of a map of a dungeon in a distant kingdom (trinket items). The antechamber is mostly empty save for a large standing mirror that stands covered opposite the secret door leading to Area 6. The mirror radiates slight divination magic if Detect Magic is cast on it. The player wearing the symbol glove can see the secret door if the mirror is uncovered and they either look in the mirror or pass by it with a Passive Perception of 12.
Area 6:
The door is locked, but the metal is corroded enough that a DC 15 Strength check can bash it down. The small room is surprisingly dry (thanks to the previously airtight door, and later the resulting air pocket), and mostly empty, save for a chest propped up on a stone bench. The Chest is locked and trapped. (See Mechanical Trap) The chest, when opened, contains 2100 cp, 1400 sp, 80 gp, and 11 gems worth about 110 gp in value. (351 gp total value, apx 75lbs heavy)
Mechanical Trap: A Poisoned needle is hidden within a Treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity (Thieves’ Tools) check disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
Main Chamber 2:
The stairway leading down to this area ends abruptly at a passageway and a broken gap. The air down here is thick with steam and there seems to be an unearthly glow coming from further down below. The players can hear the water from the waterfall making contact with what is surely the bottom floor, but there is too much steam to see much of anything. The passageway is partially blocked by a calcified skeleton that seems to be propping up a cave-in by itself. There is a broken bottle on the ground with a label in an old Common that reads “get stronger.” There are two other bottles as well. One is labeled “get away” (Potion of Gaseous Form) while the other is labeled “get better” (Potion of Superior Healing). The passage is dangerous, and is considered a Falling Rocks trap if the players do not find the weak points and shore them up before entering.
Falling Rocks: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 Dexterity save or take 2d10 damage; apprentice tier, dangerous.
Area 7:
This area appears to be an old worker recreation room. Tables and chairs have long since decayed away and there are more than a few skeletons lying about the muddy, ashen floor. To the right is a passageway that leads to what might have been the private room of a foreman or taskmaster as well as some stairs that lead down to a hallway that splits to the left and to the right. In the taskmaster’s room, there are the rotted remains of furnishings, a small locked chest with a DC 15 Dexterity (Thieves Tools) check to open, and a skeleton holding a scroll tube with some waterlogged, ruined vellum paper inside. A DC 13 Intelligence (Arcana) check reveals the ruined paper to be a Scroll of Water Breathing. Inside the chest is a multicolored 1-ounce block made from an unknown material (trinket item) and a Scroll of Protection from Elements.
Area 8:
These rooms appear to have probably been bunk rooms for workers. Rotted remains of bunks litter the floors and more than a few skeletons poke up from the debris. There is an interesting looking sword sticking out of the floor. It is an Adamantine Short Sword (counts as magical, critical on 19-20). The fetid bubbling muck on the ground isn’t the healthiest of stuff to be breathing in, but pressure from the steam being generated in Area 10 sometimes causes pockets of steam to squeeze through cracks in the floor here, causing an eruption of poisonous gas like a Poisonous Gas Trap that players may be caught in if they investigate the rooms.
Poison Gas Trap: DC 15 to find; affects all targets within a 10 ft. square area, DC 15 Constitution save or take 2d10 poison damage; apprentice tier, dangerous.
Area 9:
This hallway leads to an old trash hole. A Gray Ooze has lived in this hole for a very long time, eating the trash dumped by the ancient inhabitants, and then later, after whatever incident caused the dungeon to flood, it left the hole occasionally to scavenge the remains. It isn’t particularly fond of the heat and has remained in its hole for now. If a player gets too close to the trash hole, it looks like it is filled with water and goes down a fair depth. The ooze will attack if disturbed, or if the players linger. It will not give chase if they flee from it. Inside the hole, the players can fish up a glass orb etched with an impossible alchemical formula (trinket item) and a Rod of Invulnerability (magic item) (This thin glass rod cannot be damaged or destroyed by any means short of a Wish spell, divine intervention, etc.)
Area 10:
The broken stairway leading down to Area 10 can be circumvented with a DC 15 Dexterity (Acrobatics) or Strength (Athletics) check (or other means). Fail could end in a dangerous situation ending in a level of Exhaustion, or a fall several feet down to the ground bellow (as well as corresponding falling damage). Falling damage is 5d6 halved due to the soft conditions of the walls and ground as well as the growing pile of dead fish at the bottom of the waterfall.
At the bottom the stairway, large piles of mostly dead fish are baking on the rather hot floor at the bottom of the waterfall. The water from the fall is quickly converted to steam, making visibility in the room hard. This area leads into an excavation site where a giant metal head is partially exhumed. A large white stone that is cracked on one side on the head of the metal giant is the source of the mysterious light as well as, most likely, the heat. A strange device seems to be set up in front of the head. The device has a control panel that seems to have a space for a square object and a round object. Atop the device a large clear crystalline mirror seems to be somewhat damaged seems to be diffusing the beam of light from the iron head. If the players tamper with the stone in any way, a burst of energy issues forth causing a Steam Mephit and two Spitfires (Custom 1/4 CR monsters) to appear and fight the party.
Shutting it All Down: The device diffusing the beam is currently in something of a broken state. It requires the multi-color cube found in the taskmaster’s room and the iron gauntlet from Area 1 to control. The cube has a different color on each side (red, orange, yellow, green, blue and violet). There are six corresponding dials and symbols on the device. Placing the cub in the square causes it to sink into the device. Whatever color is showing on the panel is the color the crystal changes to. Each symbol needs to be locked and charged by using the gauntlet to control which side the cube is facing within the device and then locking the dial for that color’s corresponding symbol. Once the crystal on the device is charged, the iron titan will go dormant again. The crystal in the machine can be removed and has any properties that the DM feels would be interesting to this or future adventures.
Getting Away: Once the gem in the giant head goes dormant, water from the waterfall will begin to flood the dungeon once more as the pond refills. Make the rush to the surface as exciting as you wish, remembering that there are several broken paths on the way up and that some of the treasure the players have on them (the crystal, the treasure chest full of coins, etc.) are somewhat heavy and unwieldy.
-Antimagic Susceptibility: The armor is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute. -False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Actions
-Multiattack: The armor makes two Melee Attacks. -Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
-Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing. -Corrode Metal: Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. -The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. -False Appearance: While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Actions
-Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
-Innate Spellcasting (1/Day): The mephit can innately cast blur, requiring no material Components. Its innate spellcasting ability is Charisma.
Actions
-Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. -Steam Breath (Recharge 6): The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
-Spider Climb: The spitfire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions:
-Spit Fire: Ranged Weapon Attack: +5 to hit, reach 10/30 ft., one target. Hit: 5 (1d4+3) fire damage.
Reactions:
-Heat Vent: When a creature successfully grapples the spitfire, it can cause fire to seep out of its scales all around itself. The creature must make a DC 10 Dexterity saving throw taking 3 (1d6) fire damage on a failed save, or half as much damage on a successful one.
Too funny I actually renamed Harken and use that map. I saw it as a perfect place for my players to build upon and make their own. There is also a map of the keep in that map, I think its called Iron keep.
You should defiantly put your old owl well map on here i love it. I wish I had that map when i first ran lost mines with my group. My interpretation of the layout wasn't that great when i drew it out on the battle map lol.
My bad for filing up the thread with my ramblings, i thought my reply's would stick with the images i was referring too. I see that i just look like a crazy person, sorry about that all of these look great.
Here is a rather large map I made of a city Temple Quarter. Even as is, it isn't super high resolution because it is so enormous, but if anyone is interested in a particular section or the whole thing saved in a maptool .cmpgn file, just let me know. It would be great if it got some use as I spent way more time on it than I probably should have -- I wanted my players to have an array of options regarding their approach...
Hey Lord_Ao, I'd love to see you post a link, if possible, to the high resolution version of your town map. This is an EXCELLENT adventure site, easily imported into MapTool or any VTT for tabletop. I use a projector and would love to see this map in action if possible...?
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Let's share our maps! I'll go first. Here is a map I made: "Tomb Of The Dread Barons." I want to share this map openly by placing it into the public domain. I hereby share it with the 5e Community!~ Thank YOU fellow gamers. This map can be used as a printed battlemap (though not printer-friendly), and is excellent for VTT (Virtual TableTop) games. Enjoy!
Kindly, -Tom
http://orig06.deviantart.net/b93b/f/2017/069/a/4/velanddungeonb_by_paxveritas-db1vet8.jpg
Kindly, -Tom
Nice! I like it :)
I post most of the maps I make at http://trwolfe13.deviantart.com/
My favourite work so far was a re-painting I did of the already-awesome Redbrand Hideout from the Lost Mine of Phandelver campaign.
Jack of All Trades
I can contribute something I suppose-I do have some on the website! :D
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
I wonder why this thread hasn't gotten more contributions or traffic?
Threads like this will get a LOT more traffic once DDB is live.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I found these two maps on Tumblr. I stuck the dungeon in the Mill Pond and had the giant robo-head at the bottom start creating a beam and magic aura that converted the water to steam until the pond emptied and revealed the dungeon. It was a cute first level adventure for my wife and her friends who were playing as some young would-be adventurers who were growing up in the town and needed to have some excitement.
Here's some adventure notes if anyone is interested:
Town Notes
The Town of Harken
Nonnie’s Farm: Nonnie’s Farm is run by the titular Nonnie, a single human female in her mid 30’s with a strange birthmark that mars the side of her face. Nonnie has run the farm with the help of her brother Tobbin and various local farmhands (including a PC). She has a reputation for being a bit dim witted and slow but friendly, with a high voice and a driving need to gather knowledge (even if it takes her a while) and a dedication to making sure others seek education as well. She is well known for both being a hopeless romantic as well as a masterful drinker, despite her lithe form. She has won many a drinking competition. Tobbin, a few years younger than his sister, is a dashing, charismatic artist with a braided beard. He’s a bit scrawny, and often can be heard speaking in clear, concise words; a habit he picked up talking with his sister. He believes everyone is deserving of respect, and often is slower in conversation as he ponders the right way to talk with people. Tobbin is very protective of Nonnie and rumor around town is that Nonnie’s mental state was his fault due to a childhood accident.
The Broken Gaol: The Broken Gaol is the local roadside tavern where travelers and locals gather to swap gossip and relax to the music and entertainment of the local talent (another PC). It is run by Garris Fitch, an older half-elf who took over within the last couple of years when the previous owner fell ill and had to sell the place. Oftentimes Garris can be found spouting oaths and swears as colorful and as changing as his hair colors. He’s very strong, so much so that there’s hardly any trouble in his establishment, though he is also rather absentminded so a lot of work falls on the shoulders of his small staff. Garris is great with animals and is known in the village for his honesty with others, especially keen on not taking sides very often. There are rumors in town that Garris used to run a criminal empire but is now in exile/hiding from his former gang. He’s very protective of a locket that nobody has seen the inside of.
Cliffside Brewery: The Cliffside Brewery is run by local gnomish wizard, Litzner (holder of the “Litzner’s Luxurious Libations” brand, a franchise subsidiary of the Wizard of Wines Inc.) Litzner is a very healthy, if fidgety, hot tempered gnome with a twitchy eye and personality as dull and dry as his wines. He does however have a perfect memory and is extremely loyal to his incorporated shareholder, traits which have served him well. He’s also very big on community outreach, taking in several apprentices in both the magical arts and brewmanship. Rumor around town is that Litzner is extremely jealous of another franchisee from Marl that routinely outperforms him in brewmastery and producing quality magicians. Because of this, he is somewhat overly critical of his current wizard apprentice (a wizard PC).
Harkenwold Trading Station: The local economic hub of Harken is run by Moonsong Willow-Wind or “Moonie” for short. This Tabaxi matron is quite the beauty, with an exceptionally sharp mind, though she is somewhat frail physically. Often found in her store, whistling away as she works, this masterful merchant is fiercely independent, and even a little suspicious of others. It is well known among the village kids that she cannot abide frogs. Among adults however, several rumors surround this salacious serval. Why does she always send a portion of her profits up the road to Darken every month? Does she really know the various coded gestures of the criminals as some have said to glace as they walk past her shop?
House of Faith: A temple to Waukeen, the goddess of trade, the House of Faith is run by the head priestess, an older human woman by the name of Sister Melly. A very insightful old lady who uses her flowery words and honest demeanor to sooth the locals, Melly has been serving the House of Faith for as long as many can remember. Her sickly appearance is usually brushed off with a rambunctious tale about how she fought with a demon in her youth, and that it ate a few of her fingers, and is now waiting for her to weaken so it could come back and finish her off. It’s hard to tell the veracity of the tale, as Sister Melly always seems to pull through whatever affliction she has at the time and no demon has ever descended upon the town. Gossip around town is that Sister Melly, oddly enough, seems smitten with the wizard, Litzner, who runs the local brewery. Nobody knows what to really make of that.
Constable: The local constabulary is run by Sherriff Gavin, an older human man of healthy demeanor, if somewhat clumsy. Masterful at sorting out puzzles, and always quick with a joke or pun, this friendly old adventurer has kept the town fairly safe and quiet for as long as anyone can remember. The good sheriff believes very strongly in beauty, causing rumors to circulate throughout town that he may be blinded by the radiance that is Ms. Moonsong Willow-Wind, unable to detect her possibly darker predilections. Gavin, however, is quick to brush off these rumors in curt, somewhat arrogant tones, reminding the gossips that there is little, if anything, that remains hidden from him.
The Dungeon Adventure
The Descent
Main Chamber 1a:
Area 1:
Area 2:
Area 3:
Main Chamber 1b:
Area 4:
Area 5:
Area 6:
Main Chamber 2:
Area 7:
Area 8:
Area 9:
Area 10:
Monster Stats:
Giant Fire Beetle (Small Beast)
AC: 13 HP: 4 Speed: 30 ft
Str: 8 (-1) / Dex: 10 (0) / Con: 12 (+1) / Int: 1 (-5) / Wis: 7 (-2) / Cha: 3 (-4)
Senses: Blindsight 30 ft Passive Perception: 8
Traits
-Illumination: The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.
Actions
-Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.
Special Notes
-A giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies.
Animated Armor (Medium Construct)
AC: 18 HP: 33 Speed: 25 ft
Str: 14 (+2) / Dex: 11 (0) / Con: 13 (+1) / Int: 1 (-5) / Wis: 3 (-4) / Cha: 1 (-5)
Senses: Blindsight 60 ft (blind beyond this radius) Passive Perception: 6
Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poison
Traits
-Antimagic Susceptibility: The armor is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.
-False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Actions
-Multiattack: The armor makes two Melee Attacks.
-Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Gray Ooze (Medium Ooze)
AC: 8 HP: 22 Speed: 10 ft / Climb 10 ft
Str: 12 (+1) / Dex: 6 (-2) / Con: 16 (+3) / Int: 1 (-5) / Wis: 6 (-2) / Cha: 2 (-4)
Senses: Blindsight 60ft (blind beyond this radius) Passive Perception: 8
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Resistances: Acid, Cold, Fire
Traits
-Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.
-Corrode Metal: Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
-The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
-False Appearance: While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Actions
-Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Steam Mephit (Small Elemental)
AC: 10 HP: 21 Speed: 30 ft / Fly 30 ft
Str: 5 (-3) / Dex: 11 (0) / Con: 10 (0) / Int: 11 (0) / Wis: 10 (0) / Cha: 12 (+1)
Senses: Darkvision 60ft Passive Perception: 10
Languages: Primordial
Immunities: Fire, Poison
Condition Immunities: Poisoned
Traits
-Innate Spellcasting (1/Day): The mephit can innately cast blur, requiring no material Components. Its innate spellcasting ability is Charisma.
Actions
-Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
-Steam Breath (Recharge 6): The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
Spitfire (Small Beast)
AC: 13 HP: 7 Speed: 20 ft / Climb 20 ft
Str: 8 (-1) / Dex: 16 (+3) / Con: 11 (0) / Int: 2 (-4) / Wis: 10 (0) / Cha: 7 (-2)
Passive Perception: 10
Traits
-Spider Climb: The spitfire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions:
-Spit Fire: Ranged Weapon Attack: +5 to hit, reach 10/30 ft., one target. Hit: 5 (1d4+3) fire damage.
Reactions:
-Heat Vent: When a creature successfully grapples the spitfire, it can cause fire to seep out of its scales all around itself. The creature must make a DC 10 Dexterity saving throw taking 3 (1d6) fire damage on a failed save, or half as much damage on a successful one.
Here is a big one of a town.
direct link is here
A mysterious island!
Main map for my current campaign (it's big):
I upload most of my maps here.
Too funny I actually renamed Harken and use that map. I saw it as a perfect place for my players to build upon and make their own. There is also a map of the keep in that map, I think its called Iron keep.
Are you pumped for Mathews campaign setting for Taldori?
You should defiantly put your old owl well map on here i love it. I wish I had that map when i first ran lost mines with my group. My interpretation of the layout wasn't that great when i drew it out on the battle map lol.
My bad for filing up the thread with my ramblings, i thought my reply's would stick with the images i was referring too. I see that i just look like a crazy person, sorry about that all of these look great.
@RaygunGoth I adore your campaign map. So much thematic atmosphere!
10/10 thread.
I draw maps and upload them to 2-Minute Table Top 😊
This is a great thread. I wish I had a map to contribute.
Here is a rather large map I made of a city Temple Quarter. Even as is, it isn't super high resolution because it is so enormous, but if anyone is interested in a particular section or the whole thing saved in a maptool .cmpgn file, just let me know. It would be great if it got some use as I spent way more time on it than I probably should have -- I wanted my players to have an array of options regarding their approach...
Here is my small and simple contribution.
Thanks RayGunGoth!
Hey Lord_Ao, I'd love to see you post a link, if possible, to the high resolution version of your town map. This is an EXCELLENT adventure site, easily imported into MapTool or any VTT for tabletop. I use a projector and would love to see this map in action if possible...?