Category: Free Swamp DnD Battlemaps

Download these free swamp DnD battlemaps & be ready to play in minutes! Many come with system-agnostic adventures written just for them. Perfect for VTTs.

  • Swamp Village Fortress Free 60×40 DnD Battlemap & Adventure

    Swamp Village Fortress Free 60×40 DnD Battlemap & Adventure

    Swamp Village Fortress Free 60x40  DnD Battlemap & Adventure, featuring a curse decimating a remote village. Do they deserve it? VTT ready!
    Swamp Village Fortress Free 60×40 DnD Battlemap & Adventure, featuring a curse decimating a remote village. Do they deserve it? VTT ready!

    Swamp Village Fortress Free 60×40 DnD Battlemap & Adventure

    Drowning Curse

    Arriving at a small town in a swamp via small rafts that ferried you through the fetid waters, you find the town eerily abandoned. Signs of a small struggle can be found, such as knocked over barrels, scrapes in the boardwalk that seem to have been made by weapons, as well as an odd, black sticky goo that’s covered some areas of the walkways.

    While you’re investigating this, muddy, goo-like creatures rise from the surrounding swamp and attack, seeking to enfold you into themselves and drown you. There are arrows stuck in their muck, and one even has a pitch fork sticking out of its back. Once defeated, you find the bodies of murdered villagers within the slimy horrors, which seem to have been partly consumed by the goo. Upon closer inspection, it appears it is the goo that killed the people, not the weapons stuck in the monsters they became.

    If you make your way up the cliff to the stronghold overlooking the town, you find another group of the–similarly arrow-ridden–monsters attempting to break down the front door. Once they’re dead the goo drains into the soil disappearing from sight, if you call through the door the surviving locals who have been sheltering inside the fortress gratefully let you in, thanking you for killing the monsters, though they say bitterly it won’t be long before the horrors rise up again, and they’ve already run out of arrows.

    As they talk, an older man steps forward, wearing glasses and some minor magical necklaces on his person. He sends a couple of the villagers outside to reclaim what arrows they can before the creatures rise again, before introducing himself as Loyd.

    Loyd explains that the town was cursed about a week ago by a witch of the swamp while she was executed by their town’s leader, Milo, for the suspected kidnapping and murder of a young girl. Only, after her execution, the girl was found drowned nowhere near where the witch lived.

    When villagers started disappearing due to the witch’s curse and the locals discovered the monsters that had taken their place, the townspeople fled to the fortress to survive. Loyd explains that, thinking ahead, he brought one of his books on magic with him. Since they’ve been trapped inside the fortress he’s managed to find a translation of the witch’s curse, but what he’s learned isn’t good.

    He explains that the curse she called down upon the village centers around Milo’s son, Yol and according to the translation, only sacrificing Yol to the creatures made of goo within the center of the village will lift the curse. As much as he hates it, no one here can afford to flee their homes and start up somewhere else, assuming they’d even survive the journey. They can’t allow anyone else to die, the gods know enough of their loved ones have fallen to this curse already. And these monsters seem to come back no matter how many times they’re killed.

    Loyd explains that unfortunately, Milo and his son caught wind of their plan before they had a chance to act, so they barricaded themselves in one of the fort’s rooms and now, understandably, refuse to let anyone in.

    They’re waiting us out, Loyd explains, hoping the monsters will kill us or cause us to flee before we can get to them. He asks you to go and talk some sense into the man and his son, as terrible as that reason might be. Maybe he’ll trust an impartial stranger more than the rest of us.

    Should you go and talk to the condemned father and son through the barricaded doors, if you don’t seem hostile Milo lets you into the room, before barring the door again behind you. His son, a boy about 10 years old, is sitting sadly on a chair, his eyes red and puffy from crying. Milo is holding a kitchen knife up between you and his son with a shaking hand, and explains nervously that he has made a terrible mistake and never wanted so many of his people to die. He would atone for it if he could, and die in his son’s place–but sadly, that would do nothing to lift the curse.

    You see, his son and the drowned girl were friends, and when they were playing they got into a fight and he pushed his friend into the swamp, not realizing it wasn’t water but rather a strange, tarry mud. She drowned in the sticky substance before he could get her out, so his terrified son ran to him for help.

    Milo explains that, to his shame, he blamed the death of the girl on the witch to save his son’s life, for though it was an accident the girl’s mother would likely sue for blood and she holds much sway within the town. In addition, by their laws blood for blood is common within the swamp and that would mean it was likely his son would be sentenced to death.

    Milo continues that the girl’s death was an accident, his son shouldn’t be made to pay the price for it more than he already is. Please, Milo begs you, the boy doesn’t deserve death. If you could just convince the rest of the villagers that it’s better that they all leave their homeland and find somewhere new to start again–if you offer your protection during their travels, they would surely listen! Then, his son could live.

    GM’s Note’s:

    The witch realized something was up when Milo–usually a reasonable man–didn’t believe her pleas of innocence. In her last moments he accidentally said enough that she figured out what he had done, which is why she bitterly cursed his son as she died.

    If the players do not want to force the townsfolk to leave but do not want to give up Milo and his son, perhaps they could also cleanse the town of the curse through other means such as fighting a goo avatar of the witch within the center of town or perhaps even convincing the spirit of the witch that her punishment is to harsh for a child.

    If you’d enjoy more TTRPG resources like this Swamp Village Fortress Free 60×40 DnD Battlemap & Adventure, Luke and I have released our newest Hardcore GM’s bundle of 520 large, 40×30″ DnD battlemaps (double the size of those in the Quarantine Bundle) with 255 fantasy adventurefor $39. It’s your chance to have a great deal on some of our most beautiful maps! We guarantee that is something here for every GM—no matter what setting you prefer, from large cities to underwater seascapes.

    Paying just $39 rather than full price saves you over 98%! Take a look at all the extra maps you can download with one click in the Hardcore GM’s Bundle here

  • Black Dragon’s Swamp Stronghold Lair Free 60×20 Multi-Level DnD Battlemap & Adventure

    Black Dragon’s Swamp Stronghold Lair Free 60×20 Multi-Level DnD Battlemap & Adventure

    Black Dragon's Swamp Stronghold Lair Free 60x20 Multi-Level DnD Battlemap & Adventure Level 1
    The first level of our Black Dragon’s Swamp Stronghold Lair Free 60×20 Multi-Level DnD Battlemap & Adventure, featuring dragon slaying in a ruined castle. VTT ready!
    Black Dragon's Swamp Stronghold Lair Free 60x20 Multi-Level DnD Battlemap & Adventure 2nd Level
    The second level of our Black Dragon’s Swamp Stronghold Lair Free 60×20 Multi-Level DnD Battlemap & Adventure, featuring dragon slaying in a ruined castle. VTT ready!
    Black Dragon's Swamp Stronghold Lair Free 60x20 Multi-Level DnD Battlemap & Adventure 3rd Level
    The third level of our Black Dragon’s Swamp Stronghold Lair Free 60×20 Multi-Level DnD Battlemap & Adventure, featuring dragon slaying in a ruined castle. VTT ready!

    Black Dragon’s Swamp Stronghold Lair Free 60×20 Multi-Level DnD Battlemap & Adventure

    Ohanix the Sinister

    During a visit to a tavern you notice a help wanted poster pinned to a board behind the barman’s counter. The poster is looking for mercenaries to retrieve six magical tomes from a ruined castle, located in a swamp a few days’ travel away. The reward is unspecified but negotiable and could be in gold, gems or other methods of payment. The bottom of the poster is signed by an administrator from an unknown noble family.

    If you ask the barkeep about it, the man shrugs and says he doesn’t know that much regarding the job as the noble family isn’t from this region, but that he was given contact details to forward onto anyone who was interested.

    If you get in touch with the administrator, the man invites you to meet him at the tavern come nightfall. When you arrive, you find the tavern completely empty with only a few candles lit, having been wholly reserved for the administrator. He is a lithe, blond haired man with green eyes framed by round glasses sitting at the back, enjoying an expensive repast of wine, cheese, select fruits and roast meats. When you talk to him, he smiles with uncannily white teeth.

    The administrator welcomes you but makes no effort to share his plentiful food and drink. Should you request any he becomes offended and haughty. The man explains that the land the ruined castle lies on–from which you are to recover the spellbooks–was once prime farmland, but after a disaster, the levees burst, flooding the area and turning it into a swamp. You get the sense that this man is shady, but he tells you honestly that these days blackscale lizardfolk are common in the region and you should expect to encounter them while recovering the spellbooks.

    If asked more about the tomes, the administrator explains that before its destruction, the castle held a great library within its undercroft. The grand treasures of this library were the 6 Tomes of Versig. They were believed lost to history until recently, and his master greatly wishes to add them to his collection. They add a unique perspective to battle magic said to be highly valuable in combat as it turns common tactics on their head.

    Should you ask the administrator about his master, he says he serves a busy man who is a collector, which is why he sees to his master’s affairs instead.

    After negotiating pay, the administrator claims you’ll be paid your full fee once you return with the spellbooks. Should you request pay now, he staunchly refuses; looking down his nose at you and disparaging the loyalty of mercenaries. He claims it’s not personal, but you will only receive your pay after he has the volumes and can see they haven’t been damaged by combat or the swamp. If pressed on payment in advance, he offers to throw in a bonus afterwards, once he has the spellbooks, as a compromise.

    Heading off, you make your way to the swampland. When you begin to trek through the mire, you pass overgrown ruins from a village, and crumbling stone levees that appear to have been partially crushed in places as if attacked by a giant beast.

    Reaching the ruined castle grounds, you encounter a group of blackscale lizardmen who attack aggressively. On their bodies, you might notice that burned into their shoulders is a draconic rune signifying that they serve the “Most Sinister One”. If inspected closely, you’ll note that the mark was made by acid, and the bodies carry a number of vicious scars, as if often beaten or tortured.

    Making your way to the lower levels of the castle, you’re accosted by a black dragon who has made the ruin her lair, as well as more of her lizardmen followers.

    The black dragon accuses you of coming to assassinate her on behalf of one of her dragon rivals, who have always hungered for her land. She hisses that it doesn’t matter, you’ll end up like all the rest. She’ll try to fly overhead, dropping a sphere of darkness and attacking with acid, before submerging herself into the surrounding ponds and trying to pull you in while her minions attack. The water pools are all connected by underground tunnels, so she can swim between them throughout the complex.

    The lizardmen fight viciously to the death, seeming more terrified of what will happen to them should they fail, than of their demise. Should the black dragon die before they do, the survivors flee.

    Once the battle progresses enough for the black dragon to see the possibility of losing, she begins threatening cruel tortures to try to intimidate you to give up. If that fails, she promises vengeance before trying to flee, using the water as cover.

    After she is defeated, when you recover the 6 spellbooks, if you read them you find they’re not spellbooks at all but rather, books on the previous Lord’s genealogy, his taxes, and other mundane affairs.

    Should you pilfer the dragon’s treasure hoard, among the treasures you find a worn leather journal which stands out to you due to its boring appearance amidst all the splendor. If you read it, the journal appears to have belonged to the previous Lord of the castle, and talks about his torments by the black dragon, Ohanix. It tells of how the Lord and his men drove her out of the swamp before the castle was built and the land drained for farming, when he didn’t know how cruel black dragon’s were. He spent his life building a prosperous village here, ignorant of her wrath. Ohanix waited until the Lord grew old, before taking her vengeance. She slew all his descendants and destroyed the levees; drowning many of the villagers in a great flood, and melting those who tried to climb out of the water with acid. Ohanix returned the land to a swamp and ruined everything he built, intentionally letting him survive to see her move into the remains of his castle, over the bodies of his dead family. At the end of the journal there is a significant amount of blood, suggesting that the Lord didn’t part with it and live to tell the tale.

    Returning to the town for your reward, the administrator is nowhere to be found and the barkeep says he hasn’t seen him in days. The man doesn’t know where the administrator went, as–oddly enough–no-one saw him leave. But, anyway, on more pressing matters, there have been rumors of a green dragon glimpsed flying nearby! Can you believe it?!

    GM’s notes:

    The black dragon was in fact correct, unknown to you the administrator was a green dragon who had been plotting the black dragon’s end for sometime. He used you as pawns to get rid of her, so he could take over her territories.

    If you’d enjoy more DnD resources like this Black Dragon’s Swamp Stronghold Lair Free 60×20 Multi-Level DnD Battlemap & Adventure, Luke and I have released our newest Hardcore GM’s bundle of 520 large, 40×30″ DnD battlemaps (double the size of those in the Quarantine Bundle) with 255 fantasy adventurefor $39. It’s your chance to have a great deal on some of our most beautiful maps! We guarantee that is something here for every GM—no matter what setting you prefer, from large cities to underwater seascapes.

    Paying just $39 rather than full price saves you over 98%! Take a look at all the extra maps you can download with one click in the Hardcore GM’s DnD Battlemap Bundle here

  • Nightmare Abode of the Unseelie Court Free 40×30 Multi-Level DnD Battlemap & Adventure

    Nightmare Abode of the Unseelie Court Free 40×30 Multi-Level DnD Battlemap & Adventure

    Nightmare Abode of the Unseelie Court Free 40x30 Multi-Level DnD Battlemap & Adventure
    The Nightmare Abode of the Unseelie Court Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring a dangerous nightmare. VTT ready!

    Nightmare Abode of the Unseelie Court Free 40×30 Multi-Level DnD Battlemap & Adventure

    Sweet Dreams

    When you lie down to rest after a long day, you feel like you’re about to fall asleep when your rest is disturbed by a faint buzzing sound. You try to ignore it, but the noise persists. When you look around to find the source of the disturbance, you notice that you’re not in the same place you laid down just minutes ago.

    You are in an old forest, with trees so tall the canopy blocks out the sun. The leaves are red, the colors of Fall. Some of them detach from their trees and drift to the ground in a perpetual rain of desiccated vegetation. The air smells dry, laden with strange, tangy spices and the unmistakable aroma of death.

    The buzzing noise returns and you notice something flitting between the trees. Something small and winged, which hovers for the briefest moment before darting into cover once more.

    While you try to figure out what’s happened, the small creature flits out of cover and hovers a few feet from your face. She is a faerie no larger than your hand, with tiny pointed ears, diaphanous wings and an expression of unvarnished glee on her face.

    “Oh yes, you’ll do just fine here,” she giggles, flitting about randomly to look at you from different angles. “I’m Elisha, and we’re going to have so much fun together!” Should you inquire where you are and how you got here, the faerie laughs.

    “You’ll find out where you are soon enough,” she assures you with a sly wink. “As for how you arrived, it’s magic! Perhaps part of you wanted to be here, and the Court has a way of making people’s dreams come true. Oops, I’ve gone and tipped my hand! Come, let me show you.”

    Elisha flits away, glowing slightly to guide you through the gloomy conditions. Should you follow, she leads you through the trees towards a clearing that lies beyond. Here, you see a huge stump of a once-great tree, which has been converted into an abode for people of your size.

    Screams can be heard coming from within the structure, the distinct sounds of suffering and madness. Around the giant tree stump more faeries gather, laughing with sadistic glee at the suffering of people here.

    “This is the Unseelie Court, newcomer,” Elisha brags, gesturing expansively at the ominous glade. The other faeries greet you with a mixture of applause, derision and laughter, though their attention is diverted from their evil play for only a few seconds.

    “You may have been thinking about faeries being all sugar and spice, and all things nice,” Elisha continues. “But we’re nothing like that. Honestly, how could anyone be so boring? No, we’re much more interesting than our stupid cousins and I’ll be happy to show you exactly what I mean!”

    “Hey uh,” one of the other faeries remarks when he looks at you, “are they supposed to have brought all their equipment with them?” Elisha looks at you with a blank expression before a look of consternation crosses her tiny face.

    “I thought YOU were supposed to make sure they were unarmed before coming here!” she squeals as she flits away at top speed! The other faeries see you as a threat and close in to protect the Court! They’re small but deadly, wielding tiny spears with razor-sharp tips and many of them have fey magic to use against you.

    Should you defeat the first wave of the faeries, the abode before you beckons. If you take the stairs and head inside, you see other people tied to the walls, clearly the subject of brutal torture from the evil fey.

    “You have to destroy Elisha,” one woman whispers weakly. “Only then will this nightmare end. Go!” Should you heed her advice, you can take the stars to the top of the structure where you will find Elisha and a few of her close consorts.

    “You’ve ruined everything!” she blurts, arms crossed in child-like anger. “We will have to make short work of you, but don’t kill them my sisters! We want to make them pay for this insult!”

    You face off against Elisha and should you defeat her, she lies on the floor breathing her last breath. As she passes, you suddenly feel sleepy. You cannot keep your eyes open, and all turns to darkness.

    You gasp awake, looking around you fearful of what you may find, only to discover you have awakened in the place you originally fell asleep! You are uninjured, and left wondering if it all a nightmare, or did it really happen?

    If you’d enjoy more DnD resources like this Nightmare Abode of the Unseelie Court Free 40×30 Multi-Level DnD Battlemap & Adventure, Luke and I have released our newest Hardcore GM’s bundle of 520 large, 40×30″ DnD battlemaps (double the size of those in the Quarantine Bundle) with 255 fantasy adventurefor $39. It’s your chance to have a great deal on some of our most beautiful maps! We guarantee that is something here for every GM—no matter what setting you prefer, from large cities to underwater seascapes.

    Paying just $39 rather than full price saves you over 98%! Take a look at all the extra maps you can download with one click in the Hardcore GM’s DnD Battlemap Bundle here

  • Swamp Ruins Camp Free 40×30 DnD Battlemap & Adventure

    Swamp Ruins Camp Free 40×30 DnD Battlemap & Adventure

    Swamp Ruins Camp Free 40×30 Battlemap & Adventure
    Download this Swamp Ruins Camp free 40×30 DnD battlemap & adventure, with a prison of sapient parasites bent on world domination. VTT ready!

    Swamp Ruins Camp Free 40×30 DnD Battlemap & Adventure

    Parasites

    While staying at a tavern at the edge of a dismal swamp, you hear a loud thud at the front door. When investigated, you find a half unconscious man leaning up the door cradling his left arm which looks to be badly injured. When his wound has been treated and after some time to recover, the man becomes conscious enough to answer some questions.

    If you ask what happened, he says his name is Kaleb and that he is part of an expedition group that set out three weeks ago to catalog the ruins of an ancient domed building deep in the swamp, however something horrible has occurred.

    He continues that yesterday, part of the dome collapsed; crashing into the floor of the temple and breaking through into an underground water filled cavern. At first, his group believed the waters to be swamp water rushing in from the outside of the temple but soon eel-like creatures began appearing in the waters inside the temple, coming from the cavern below.

    Two of the group decided to study them while the rest focused their efforts on the glyphs that covered the domed walls. He was finishing up a translation of one of the fragmented stone tablets they’d found, and it was late at night by the time he figured out that the symbols were a warning about the eel-like creatures.

    They had been sealed in an underground vault below the temple. Apparently they were intelligent parasitic beings who took host bodies so they could leave their murky waters and sow terror and destruction.

    He shiver’s and gulps, before explaining that when he went to warn the two expedition members studying the eels they were acting weird and knew he was too late. He tried to warn the others that were sleeping, but they were overpowered by the eel-controlled men who threw them into the waters where the other eels were waiting. He barely escaped with his life only because he wasn’t already asleep.

    Kaleb pleads with you to go back to the temple with him and make sure the creatures don’t make it out of the temple–even if it means killing the hosts. He believes they should still be there as it takes some time for an eel to take full control of their new bodies.

    However, if you try to get Kaleb to stay he refuses, explaining that the other expedition members were like family to him and he needs to go as he may be able to get through to the hosts, before it comes to killing them. He needs to take that chance.

    When you arrive at the domed ruin you find the expedition members waiting within. Kaleb puts his hand up and asks you to just give him a moment to try and get through to them, however after approaching the hosts Kaleb instead kneels, claiming that he did his best to bring a more suitable host for The Great One. The man in front of him nods adding that you should do nicely, before motioning for the others to subdue you.

    GM’s Notes:

    Kaleb was actually among the first to come under the control of one of the eels, and thus the eel had more control over his body. He was tasked with finding more hosts for his remaining kin, as well as the eel’s leader called The Great One.

    He was unfortunately attacked by a crocodile while traveling through the swamp, which he killed with the super strength that the eel provides to his host. But he was injured in the exchange, which he used to lend even more credence to his cover story.

    This adventure was written for our Trackless Fens Adventurer’s Guide. If you’d like 4 more adventures and maps for this location, plus even more info and world building for the city, lootable items, NPCs, and more, check out the guide this was written for!

    If you enjoyed this Swamp Ruins Camp Free 40×30 DnD Battlemap & Adventure, Luke and I released the Hardcore GM’s bundle of 520+ large, 40×30″ DnD battlemaps (double the size of those in our famous Quarantine Bundle) with 255 adventures for $39. It’s a great deal on some of our most beautiful maps and adventures! I’m sure there’s content in it you’d have so much fun running for your friends, from large cities to underwater seascapes. Paying $39, rather than full price per map ($3 – $4.50 each), saves you over 98%! Take a look at all the extra content here.  

    Otherwise, I also recommend our latest bundle of system agnostic campaign sourcebooks, filled with battlemaps, locations, NPCs, loot, AND adventures! Luke and I love them so much, they have some of our favorite adventures in quite often grimdark or Lovecraftian horror settings. If you’re not sure about it, download our favorite campaign sourcebook for FREE—it’s about a super whacky location that will have your players roaring with laughter. That is, if their sense of humor is anything like ours 😉 

  • Witch’s Swamp Necropolis Free 40×30 DnD Battlemap & Adventure

    Witch’s Swamp Necropolis Free 40×30 DnD Battlemap & Adventure

    Witch’s Swamp Necropolis Free 40x30 DnD Battlemap & Adventure

    Witch’s Swamp Necropolis Free 40×30 DnD Battlemap & Adventure

    The Dread Witch

    While traveling along a stretch of highway in the countryside, you encounter a young man huddled against the cold. His clothes are little more than rags, and his hair and skin are matted with mud. He looks to be in a sorry state, and as soon as he sees you approaching, he draws your attention by raising one hand.

    “Please, help me,” he begs as you draw near. “There’s a powerful witch living in the nearby swamp who’s been kidnapping people! I barely managed to escape with my life, but there are others being held there even now. You have to help them!”

    Should you inquire further about what this witch can do, he tells you she can summon beasts from the swamp to do her bidding, and create clouds of poison that choke and wither her enemies.

    If you decide to assist him, the young man is visibly relieved. “Thank you, kind stranger. I am called Meddi. Come, her home lies this way.” Meddi ambles along ahead of you, leading you away from the road and into the woodlands. Over the course of hours, the surroundings change from lush forest to murky marshlands.

    Meddi beckons you on, certain of the path he is taking. Should you have expertise in tracking, you may be able to detect the recent prints of many large animals moving along this path. Meddi waves away your concerns though.

    “They’re harmless enough until Agima puts a spell on them. That’s the witch’s name. She’s lived here for many years but never done anything like this before. She must have gone mad. We have to free the villagers from her clutches!”

    You continue through the swamp until Meddi crouches low behind an old stump and points to some stone buildings ahead. Huge trees grow in the area, their branches clutching at the sky like great hands. They shade the swamp from the sun, leaving it a grim, bleak morass.

    “There,” he whispers. “That’s where she lives. I escaped from the large building at the far end. That’s where she’s keeping the others.”

    Should you proceed into Agima’s domain, you move forward across a rickety wooden bridge that leads over the dark waters of the swamp. The buildings stand on land barely above water level, with moss and mud visible on all of the walls.

    If you have skill with traps, or just a knack for spotting them, you might notice a number of traps set along the path! If you fail to avoid them, they attempt to viciously slash you and may even have mild poisons on them. The interior of the buildings repels you with the stench of refuse and clumps of decaying vegetation. They clearly haven’t been used in a long time.

    A short bridge spans a creek that connects to the larger body of water. If you’re perceptive, you might spot a creature lying in wait for you in the murky waters. Should you cross the bridge without being stealthy, a huge alligator lunges at you from the turgid waters!

    Should you survive that, you can go around the corner and see the large building Meddi pointed to just ahead. An arch stands between you and it, and should you have a talent for magic, you might recognize some runes on the inside of the arch, carved into the stone.

    If you blunder in, the runes glow and you feel a darkness assail your mind, trying to weaken you with images of despair! If you resist, or found a way around the arch, the large building stands before you. You may notice Meddi has followed you from a safe distance, and he gives you a tentative thumbs-up when you turn to look at him.

    The doors to the large building are closed, and if you’re perceptive, you might spot another trap on them! If you fail to avoid it, the trap will drop rocks on you as you enter the building.

    Once inside, you can see this place is well-tended, with no sign of the muck from the other buildings present. Strange tapestries line the wall, made of some kind of red ropes that look disturbingly like intestines! Moving forward carefully, there seem to be no more traps, no more beasts, yet no sign of Agima either. Behind you, Meddi stands in the doorway.

    “You’re more cunning than I thought,” he remarks, all indications of his timid nature gone. He looks at you with a devious grin, even as his form changes to a vicious old woman who seems barely human, dressed in homespun garments that appear to be made out of the parts of people! “You’ve made it through my traps and even killed my pet ‘gator! You’ve been more trouble than it was worth to lure you here, but I’ll soon have your guts adorn my hall!”

    Agima attacks with her foul magic as swamp zombies rise from the murky ground outside to assault you as well. Should you survive, you can check the nearby buildings to find that while she was lying about who she was, she hadn’t lied about kidnapping villagers, for there are a dozen people held prisoner here. Should you set them free, they thank you profusely and promise to reward you properly at their village after you leave. Searching Agima’s place reveals a stash of coins and gems she’d taken from her victims over the years.

    GM’s Notes:

    Start in the top left, moving through the first area of buildings with the traps in them. Agima attacks in the building with the pentagram in the bottom right, with other buildings in the bottom left housing the captive villagers. The swamp zombies are fodder to keep the player(s) busy while she hits them with spells.

    If you enjoyed this Witch’s Swamp Necropolis Free 40×30 DnD Battlemap & Adventure, Luke and I released the Hardcore GM’s bundle of 520+ large, 40×30″ DnD battlemaps (double the size of those in our famous Quarantine Bundle) with 255 adventures for $39. It’s a great deal on some of our most beautiful maps and adventures! I’m sure there’s content in it you’d have so much fun running for your friends, from large cities to underwater seascapes. Paying $39, rather than full price per map ($3 – $4.50 each), saves you over 98%! Take a look at all the extra content here.  

    Otherwise, I also recommend our latest bundle of system agnostic campaign sourcebooks, filled with battlemaps, locations, NPCs, loot, AND adventures! Luke and I love them so much, they have some of our favorite adventures in quite often grimdark or Lovecraftian horror settings. If you’re not sure about it, download our favorite campaign sourcebook for FREE—it’s about a super whacky location that will have your players roaring with laughter. That is, if their sense of humor is anything like ours 😉 

  • Mangrove Swamp Fishing Village Free Battlemap & Adventure

    Mangrove Swamp Fishing Village Free Battlemap & Adventure

    Free TTRPG battlemap of Mangrove Swamp Fishing Village
    Grab this free TTRPG battlemap of Mangrove Swamp Fishing Village, plus the hilarious adventure prompt for it. VTT-ready, download now!

    Mangrove Swamp Fishing Village Free Battlemap & Adventure

    Quality Assurance Test

    There’s a poster in one of the cities for a wizard looking for adventurers to pick up an item for him, from a distant magic store. Should you go talk to the old wizard who put it up, you’ll find him at one of the universities of magic, in a very dusty wing of one of the towers which is positively filled with books.

    He’s got knobbly knees and hands which shake with palsy, but is surprisingly bald and clean shaven. He is also dressed in normal clothes, not a wizard’s robe. If you ask him about his unusual dress, he’ll wave his hand at you and chuckle that it’s more practical and less of a risk of catching on any moving experiments.

    The wizard will then invite you to sit down on the other side of his desk. Behind him is a shelf filled with lots of tiny, carved idols. They’re all the same; a kneeling squid-man with bat-like wings carved from red coral, but encased in different glass jars.

    He’ll introduce himself as Aruzahl, before explaining that he’s heard of a magic store in a distant village which he’s seeking to purchase an artifact from. He says the town is renowned for dredging the seas for sunken magical artifacts, and they supposedly sell all sorts of weird and wonderful ones. However, what he wants is specific. It’s a red mask that shouldn’t be too expensive. He’s happy to send you there with the gold to purchase it–consider it half payment in advance. You’ll receive the rest of your funds when you return, which will be quite handsome.

    Should you agree, he’ll give you the coin and directions to the village, before bidding you a safe trip.

    Once you arrive, you’ll find things aren’t right in the village. The locals are all cultists, with tentacles growing out of their backs, or writhing from the skin of their arms. Some even have multiple eyes!

    When they see you, they will attack, whilst rambling madly about the “deep ones” and the “Tatterdemalion King”. If you manage to survive the first attack, you’ll see that the locals have clustered in a ring at the heart of town, surrounding a woman–who is covered with not just tentacles, but eyes all over her skin as well–that is holding up a small, red idol of a kneeling tentacle-man with wings. Like the ones in the wizard’s study.

    If you destroy the idol, the people will begin to return to their senses, and the mutations will bubble away and dissolve into black liquid. They will be incredibly thankful, and if you explain that you came here to get the mask they’ll gladly give it to you as thanks for saving them from the cursed idol.

    When you return to Aruzahl, he’ll thank you for bringing him the mask and pay you the agreed upon sum. But, regardless of whether you tell him about the cultists or not, he’ll ask how the people in the town were doing and if there was anything unusual going on.

    If you tell him about the cultists, he’ll ask how many people in the town were affected, and if the madness seemed to increase with the number of tentacles, etc.

    Should you confront him about the artifact being the same as the ones on his shelf, he’ll harrumph and explain that he sent them a little test. A test which they failed–the idiots couldn’t even figure out the artifact was cursed. He won’t be buying their inferior, or possibly dangerous, magical goods in future because they clearly have no idea what they’re doing, he’ll explain. The test is something he does when he discovers any new magic shop, that’s why he has so many of the cursed artifacts.

    If you’d enjoy way more maps like this mangrove swamp fishing village free battlemap & adventure, Luke and I have just released our newest bundle of 420 large, 40×30″ battlemaps (double the size of those in the Quarantine Bundle) for $59.99. It’s your chance to have a great deal on some of our most beautiful maps! We guarantee that is something here for every GM—no matter what setting you prefer, from large cities to underwater seascapes.

    Paying just $59.99 rather than full price saves you over 97%! Take a look at all the extra maps you can download with one click here

  • Free TTRPG Battlemap – Shadowlands Library

    Free TTRPG Battlemap – Shadowlands Library

    Click image to download this free TTRPG battlemap of Shadowlands Library, then keep scrolling for the detailed adventure prompt written for it. 🙂

    Free TTRPG battlemap of Shadowlands Library

    Guards approach you in a town you visit, saying you look like adventuring types, how ‘bout you help them with a problem they have with some hysterical women? The women are in some sort of religious order and won’t get out of their hair about some sort of magic, but it’s way beyond the guards to handle.

    If you agree to go with them, they’ll take you into the barracks and introduce you to some stressed women in robes. The guards casually hand you off to them, saying you understand magic stuff and whatnot.

    The acolytes will approach you quickly, wringing their hands as they explain their problem. They say they’re from a library about a day’s walk from town and something terrible’s happened! They are the Sisters of Secrets, who protect ancient and powerful books, and now a sister has been possessed by one of them. The book is using her to cast a spell that brings an evil realm into this one. If she is allowed to succeed, everything will be overrun by darkness and horrible shadow-creatures!

    If you ask why the book suddenly possessed her, the oldest of the sisters will explain that one of their younglings dared their friend to read one word from the book as a joke, not understanding how dangerous it was. The girl was possessed by it just from getting too close, so dangerous a tome it is! Now you must kill her to save this realm, it is the only way.

    At this point the youngest acolyte will interject, saying that’s not true! She’s got a book in her hands and claims to have read about a scroll which can be used to eject the spirit of the book from her friend’s body, then she’ll survive if you defeat the spirit. The girl even knows where the scroll is in the library.

    At this point the matron will shake her head, explaining that since her friend has been possessed by the book, even if she survives, she will never be the same again. Such things have happened in the past, and the book drove the possessed mad from the terrible knowledge they gained while under its influence.

    At this point the young girl will burst out in tears, begging you not to kill her friend and saying it’s all her fault.

    If you choose to try save the girl’s possessed friend, she will give you instructions as to where to find the scroll in the library.

    Should you agree to the job, the women will thank you profusely, saying you can read any of the safer books you choose after the disaster is averted. The matron will then give you directions to the library, as well as how to find the secret room within it, where the book is located; bidding you ride fast and sure.

    Once on your way, as you draw close to the library the forest around you will begin to grow dark and twisted. Red sap will leak from deformed, dying trees with leaves like ash. Large fungi with glowing red spots release crimson spores, which spiral like embers throughout the air. And the bone-dry dust disturbed by your mount’s feet will stink like wet coals.

    The area will darken like night by the time you reach the library. It is as ruined and twisted as the forest around it. If you find the scroll and then the secret room, the girl will be floating inside; her hair and clothes defying gravity, eyes glowing red. She is chanting the same spell again and again, her voice hoarse. Before her is a giant book, glowing red. The book is chained to pillars.

    She’ll notice you very easily, and once she does will begin casting other devastating spells at you.

    Should you manage to read the scroll, a red spirit will be pulled from her screaming body. The girl will fall to the ground, unconscious, but the spirit will be furious. It’ll continue casting spells voicelessly.

    If you manage to defeat it, the spirit will disappear and the book slam shut loudly. The ground will shake and suddenly the area is pristine; there are warm braziers glowing around you, all the mushrooms are gone, and the forest has resumed its original, verdant state.

    Soon after, the Sisters of Secrets will arrive. They’ll rush to the fallen girl, who will wake, screaming and crying. One of them will read another spell from a book, and she’ll fall comatose again, groaning and mumbling in her sleep.

    Her friend will be sobbing onto the comatose girl’s shoulder.

    The matron, her eyes haunted, will thank you for stopping the spell and saving the girl. She’ll explain that some of the sister’s will take her to a healer in a distant land, one who has experience with magical ailments. Though she’ll never be the same as she was before, maybe they can do something to ease the girl’s burden.

    She’ll then let you choose from any of the safer books in the library to study, which hold highly valuable knowledge.

    If you’d enjoy more maps like this free TTRPG battlemap of Shadowlands Library, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here

  • Free TTRPG Battlemap – Trackless Fens Treetop Bridges

    Free TTRPG Battlemap – Trackless Fens Treetop Bridges

    Click image to download a free TTRPG battlemap of these Trackless Fens Treetop Bridges, then keep scrolling for the detailed adventure prompt written for it.

    Free TTRPG battlemap of the Trackless Fens Treetop Bridges

    While travelling along the boardwalk in a swamp, you hear hoarse cries from a woman and some men, begging for help. Catching sight of them you see four people tied against a large tree with rope as thick as your fist. Their lower halves are submerged in the water, their clothes torn and caked in mud. Smaller ropes tying their wrists dappled in blood.

    When they see you they beg you to help them. They woke up here after passing through a village and eating dinner at the tavern, their possessions gone. They have no idea where they are or why, but urge you to hurry as they’ve been awake for hours. 

    By the time you make it off the bridge and down to where they are a snake as thick as a man and longer than the group combined emerges from the swampy undergrowth. Its tongue flickers out of its mouth as if it can already taste its next meal. 

    WHAT’S HAPPENING? Once every year a nearby village drugs passers through, before tying them up unconscious as a sacrifice to the gigantic snake. They’ve been doing this ever since they realised how, if the snake overeats, it sleeps for the rest of the year.

    Originally the villager’s own small population was the animal’s prey. Their children would disappear from the village, or travellers through the swamp would never return. Since they started their annual sacrifices, though terrible, far less people die. 

    If you’d enjoy more maps like this free TTRPG battlemap of these Trackless Fens Treetop Bridges, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here

  • Free Multi-Level Battlemap – Witch’s Shrine

    Free Multi-Level Battlemap – Witch’s Shrine

    Click image to download this free TTRPG battlemap of a Witch’s Shrine, then keep scrolling for the detailed adventure prompt written for it ?

    Free TTRPG battlemap of a Witch’s Shrine

    A gigantic skull sits central on a platform of ancient stone and moss, four paths span the chasms that surround this skull, one path however has broken over the ages and now a gap lies between. The dark and dreary forest blocks the light from above and produces a sickly smell of death.

    Within the ancient skull lies three small altars, each with the skull of an animal of the woods. Around them candles flicker gently providing ambient light and in front of the altars lies a small hole used for sacrifices.

    If you’d enjoy more maps like this free TTRPG battlemap of a Witch’s Shrine, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here

  • Free TTRPG Battlemap – Ravenwood’s Crypt

    Free TTRPG Battlemap – Ravenwood’s Crypt

    Click image to download this free TTRPG battlemap of a Ravenwood’s Crypt, then keep scrolling for the detailed adventure prompt written for it ?

    Free TTRPG battlemap of a Ravenwood’s Crypt

    Ravenswood was once a lush and beautiful forest, full of woodland animals and prized within the realm, however after an ancient seal was breached, that all changed. A rot set in, corrupting the woods and the creatures that lived within, shaping their bodies into horrific caricatures of their previous forms, while the trees wept black sap and their leaves crumpled and died.

    You’ve been hired by a one Lord Ralbruct to enter this woodland and find an old tomb belonging to the great sir Robert and the order of the rose. Inside you’ll find his equipment along with his last will and testament as well as some other documents. The lord who has hired you to find this tomb is fine with you keeping the equipment and whatever else you find within the tomb but desperately wants the will and other documents.  

    What’s happening? When sir Robert and the rest of the order of the rose were killed, the king had this special tomb built to house their bodies as well as their other belongings, including a deed to a large castle that the order of the rose held.  

    This castle was given to another lord over Lord Ralbruct however and when the belongings of the order where moved to the tomb the deed was misplaced. Without the deed the other lords hold over the castle is shaky and thus Lord Ralbruct hopes to obtain the deed and thus challenge this other lord to to ownership of the castle.

    If you’d enjoy more maps like this free TTRPG battlemap of a Ravenwood’s Crypt, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here