Category: The Best Free DnD Battlemaps with System Agnostic Adventures

Download the best free DnD battlemaps with system agnostic one shot adventures! My realistic, grimdark fantasy battlemaps are high resolution and each one shot was written just for its map, should plug-in to any fantasy setting, and includes an easy-to-use hook to get your players started on the quest.

My best free DnD battlemaps with system agnostic adventures are ready to upload into VTTs like Roll20 (and are less than 5MB so should work on a free account), Foundry, or Fantasy Grounds and come as an ungridded 72ppi .JPEG file you can right click to download. The reason our VTT maps are ungridded is because the VTT software drops a grid over them when you play 🙂

If you’d love a printable version of any of my best free DnD battlemaps with adventures, my premium maps include files formatted for easy home printing in A4 .PDFs, as well as A1 or A0 poster files you can have professionally printed at stores like Staples or Office Depot. You can grab these in my great value battlemap bundles, as well as buy individual maps on DriveThruRPG. My premium maps also come formatted as 300ppi .JPEGs without watermarks for VTT use, and if they have a system-agnostic adventure written for them it’s included in an adventure .PDF document.

  • Pillar of the Seventh Dragon Free 40×30 Multi-Level DnD Battlemap & Adventure

    Pillar of the Seventh Dragon Free 40×30 Multi-Level DnD Battlemap & Adventure

    Level 1 of our Pillar of the Seventh Dragon Free 40x30 Multi-Level DnD Battlemap & Adventure, featuring dragon orbs & a powerful wish of good for evil. VTT ready!
    Level 1 of our Pillar of the Seventh Dragon Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring dragon orbs & a powerful wish of good for evil. VTT ready!
    Level 2 of our Pillar of the Seventh Dragon Free 40x30 Multi-Level DnD Battlemap & Adventure, featuring dragon orbs & a powerful wish of good for evil. VTT ready!
    Level 2 of our Pillar of the Seventh Dragon Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring dragon orbs & a powerful wish of good for evil. VTT ready!

    Pillar of the Seventh Dragon Free 40×30 Multi-Level DnD Battlemap & Adventure

    The Dragon Orbs

    While traveling you hear a rustle coming from a roadside bush, before a man in his thirties appears. He’s minorly injured and is out of breath. If you choose to come to his aid, he thanks you, before explaining that there is little time but perhaps—with your help—together you can avert a great disaster.

    He introduces himself as Kai and explains that he was one amongst a group who have spent the better part of a decade traveling the world in search of magical artifacts known as dragon orbs, which are soon to be used upon the nearby pillar of the Great Dragon. He’s happy to explain more on the way, but time is of the essence.

    If you agree to aid Kai, he thanks you profusely before asking you to follow him. On the way he explains that in total there are seven dragon orbs, and it is said that when you have collected all of them you may ask a wish of the great dragon.

    He and his compatriots originally set about to collect the orbs after his village was massacred by a tribal people. This happened while they were away serving the kingdom’s military as conscripts. His group’s intent on finding all of these dragon orbs was to wish for the resurrection of their people, but over the decades many of the others become bitter; believing that, even should they succeed in their goal of bringing their loved ones out, the tribal people and their descendants who took so much from them would still be out there doing the same to others.

    They eventually collected all the orbs and had just arrived at the pillar of the great dragon, where they were to make their wish, when a faction within the group led by a man named Jin betrayed Kai and the others. He demanded that they wish for the destruction of the tribal peoples, instead of resurrecting those they lost. It eventually led to a fight, and to Kai’s sorrow the blood of his fellow brothers was spilled.

    Kai explains that he managed to escape to look for help and thankfully found you, for if the others get their way and use their wish for a destructive purpose, he would forever feel partially responsible.

    When you make it to the pillar of the great dragon, you find the bodies of half a dozen men roughly the same age of Kai. He does what looks to be a religious motion with his hand upon seeing the bodies and hangs his head in mourning, before saying that he will return here to bury them once the others have been dealt with. The dragon pillar is hundreds of feet high and almost a hundred feet wide. Stone steps have been carved into its sides and cherry blossoms are blooming on its rocky stairway.

    It takes some time to reach the top, but when you arrive you find half a dozen men cheering and shouting while the Jin gives a speech about the vengeance that shall soon be upon the tribal peoples responsible for the death of their friends and families.

    Strapped around Jin’s chest you can see the seven dragon orbs. Golden spheres, the dragon orbs and numbered from one to seven by red glowing stars which shift magically over their exterior.

    When the men see you and Kai, they’re shocked and turn to face you, readying their weapons. Jin tells Kai not to make any more stupid decisions, explaining that he took no joy in taking the lives of their brothers but they will be with their loved ones now. Jin continues that he doesn’t wish to take Kai’s life and your life, either, so you should just leave and let him complete his wish.

    Kai of course refuses and instead tells Jin that indeed no more of their brothers will have to die, but it should be them to put down their weapons and hand over the dragon orbs.

    The men look at each other but don’t seem particularly scared of Kai or you. Jin says that is not going to happen, before explaining that he will not allow those of the tribal people to continue on with their slaughter. That, even if they can’t wish back their loved ones, he will know peace because those who did this to them will be no more and cause no further suffering to others.

    Jin continues he is ready to die to see his wish fulfilled, before grabbing the orbs from his chest and activating them, causing them to spin up into the air above Jin.

    Kai looks to you and says that you and him have to stop Jin and his followers, even if it means spilling more blood. Because, if they get their wish, hundreds or thousands more would be wiped out.

    Jin’s men fight you with conviction, refusing to surrender.

    After a few rounds, a great dragon appears above your heads and, with a booming voice, it asks what Jin’s wish is. If you haven’t managed to defeat Jin’s men by this time, Jin manages to make his wish and the great dragon once again disappears in a cloud of mist. Jin is pleased and explains that he is ready to die now.

    With Jin’s wish completed thousands of men, women and children are wiped from existence, many of them innocent of the atrocities of their people. However, because of Jin’s wish the region also will see a time of increased peace and many villagers that would have otherwise been raided by the tribal peoples will instead be left in peace.

    If you, however, manage to defeat Jin’s men before this time and stop Jin, you can instead allow Kai to make his wish to resurrect the dead of his village. Kai is incredibly thankful for your assistance and offers you a pendant his wife gave him that offers magical protection. It was the last thing he had to remember her, but now that his wish has come true, he can return home and see her once more and thus no longer needs the pendant. Thanks to you, he has regained that which was most precious to him, and great evil has been averted.

    If you’d enjoy more DnD resources like this Pillar of the Seventh Dragon 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 adventures for $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. 

  • Greenbelt Cavern Lagoons Free 40×30 Multi-Level DnD Battlemap & Adventure

    Greenbelt Cavern Lagoons Free 40×30 Multi-Level DnD Battlemap & Adventure

    Greenbelt Cavern Lagoons Free 40x30 Multi-Level DnD Battlemap & Adventure, featuring a trip into a dangerous tribal afterlife. VTT ready!
    Level 1 of Greenbelt Cavern Lagoons Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring a trip into a dangerous tribal afterlife. VTT ready!
    Level 2 of Greenbelt Cavern Lagoons Free 40x30 Multi-Level DnD Battlemap & Adventure, featuring a trip into a dangerous tribal afterlife. VTT ready!
    Greenbelt Cavern Lagoons Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring a trip into a dangerous tribal afterlife. VTT ready!
    Greenbelt Cavern Lagoons Free 40x30 Multi-Level DnD Battlemap & Adventure, featuring a trip into a dangerous tribal afterlife. VTT ready!
    Level 3 of Greenbelt Cavern Lagoons Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring a trip into a dangerous tribal afterlife. VTT ready!

    Greenbelt Cavern Lagoons Free 40×30 Multi-Level DnD Battlemap & Adventure

    Grove of the Everlasting

    While staying at a forested village you’re approached by a large muscled man who is an elder of the town and claims to be a shaman, he greets you kindly and asks if he may have a word with you. The man appears concerned and tense.

    If you agree, he introduces himself as Adalbern before explaining that, over the last few months, the forest has seen a change. Dangerous beasts who live deep in the forest have made their way closer to the village, attacking those who stray too far in search of wild berries or herbs.

    Adalbern continues that he believes the balance of the forest has been broken by something dark, originating from a sacred site the villagers called the Grove of the Everlasting.

    Adalbern beseeched the other elders of the village to allow him to travel to the grove to investigate, but he was refused due to the nature of the grove. You see, Adalbern continues, only those old, ill, or close to death seek the grove after proper funeral rites have been undergone for those individuals, because those who enter the grove do-no return. Instead, they are accepted into the afterlife, becoming one with the forest. Because of this, the other elders could not take the chance of Adalbern not returning, even if he was only to investigate the surroundings of the grove.

    Adalbern sighs before explaining that, to make matters worse, it appears his son overheard the conversation between the elders and rashly decided to travel to the grove himself with a friend in tow. Those young men have not returned since last dusk, and so Adalbern begs for your assistance to travel to the grove and find them, if they have not already entered the grove, and–if possible–uncover the nature of the darkness which now shrouds the forest.

    If you ask why the grove wouldn’t accept you into the afterlife if you enter it, Adalbern explains that you’re an outsider and not of the forest. He means no offense, but you do not belong here or to the forest, and so it would not accept you.

    If you agree to help, Adalbern grips your hand tightly and thanks you before giving you simple directions to arrive at the grove. It appears to only be half a day’s travel away on foot through the thick forest, luckily a path will take you most of the way however.

    As you approach the Grove of the Everlasting, you begin noticing ancient stone ruins surrounded by many wide, muddy trails–some more well used than others–which branch off into the forest in all directions.

    If you’re perceptive, you might notice some footprints in one of the muddy trails before entering the grove, which could be from the young men. Entering the grove, you find a paradise of lush plant life, streams and waterfalls which pour down into a grotto. To your surprise, the scent of smoke is on the breeze but it’s hard to pin down where it’s coming from.

    Making your way deeper into the grotto after taking a winding tunnel, you come across the two young men you were sent to rescue solemnly sitting on bed rolls around a fire. They’re surprised to see you but quickly pick up their spears and stand their ground.

    If you explain you’re there to bring them back to the village, they look visibly upset explaining that all they were told about the Grove of the Everlasting were lies and that the afterlife doesn’t exist. If you point out that if the tales were true they’d be dead, they respond back that while that may be true they would have died heroes, willing to give their lives to attempt to appease the forest.

    Interrupting your conversation, the ground shakes and you can hear the sound of scraping echoing from deeper within the grotto then a big splash, as if something large is moving nearby. If you follow the sound, you’re led through several caverns and tunnels before reaching the bottom of the grotto next to a small waterfall, which pours into a small lake.

    The shaking has stopped now but it appears like it was coming from a cavern on the other side of the lake. Making your way over to the cavern you’re shocked to find a wet colossal basilisk curled up, resting amongst the bones of many humans and other animals.

    Flicking out its tongue the basilisk senses your presence and its eyes pop open before the monster eagerly slithers toward you, its maw ready to bite. The young men retreat, drawing their bows and firing arrows as you’re engaged by the basilisk.

    When it’s defeated, the basilisk begins flailing wildly, blood pouring from its wounds before it crashes into the lake. The young men rush up to you cheering in cocky excitement, adrenaline still pumping in their veins.

    Lifeless, the basilisk sinks into the depths of the lake which is clearly much deeper than it appears. If inspected, it seems that the lake is connected to flooded underground caverns which reach deep beneath the earth, and may be where the basilisk originally came from.

    When you return to Adalbern he thanks you profusely for saving his son but when you explain what happened at the grove he appears shocked, but then deep in thought. He explains that two years ago the village suffered heavy droughts and food stocks were low due to the forest not providing its usual yield.

    Many were set to starve before the previous elders of the village decided to make the sacrifice of going to the Grove of the Everlasting early. Over fifty elders chose this path and, due to their sacrifice, no one in the village starved. Since then no one has been sick or old enough to go to the grove.

    It is a horrible thought, Adalbern continues. But what if those who entered the grove these many hundreds of years were not taken into the afterlife by the grove, but instead eaten by the basilisk? Maybe it was the sacrifice of those who chose to go to the grove that kept it well fed and docile.

    Perhaps the story was told in order to keep the village safe, even if it was a lie. The world is harsh and often tradition serves a purpose even if it is long forgotten.

    In this case, perhaps the lack of villagers going to the grove over the last two years forced the basilisk to leave its normally rich feeding ground, pushing out the other predators closer to the village.

    With a sigh, Adalbern thanks you again. Stating that perhaps they can put this tradition to rest now that they understand its purpose, and those who are ready to die can instead die in the presence of their loved ones.

    If you’d enjoy more DnD resources like this Greenbelt Cavern Lagoons 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 adventures for $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. 

  • 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 adventures for $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. 

  • Blood Ridge Free 40×30 DnD Battlemap & Adventure

    Blood Ridge Free 40×30 DnD Battlemap & Adventure

    Blood Ridge Free 40x30 Battlemap & Adventure
    The Blood Ridge Free 40×30 DnD Battlemap & Adventure, featuring the best horror one-shot TTRPG adventure to play for halloween! VTT ready.

    Blood Ridge Free 40×30 DnD Battlemap & Adventure

    The Hungry Ones

    During your travels, you spot a beautiful town in the distance silhouetted against clear blue skies. It rests on lush green fields filled with wildflowers, and you can see stone huts and buildings decorated with flower baskets and fresh wreaths. But as you draw closer, something feels wrong, and you notice it’s ominously silent.

    There are no sounds one would associate with a village; no livestock calling out, or bird calls, nor the sounds of people or children laughing.

    As you continue to make your way toward the village, something crunches underfoot. Lifting your boot, you see the bones of a dead bird, perfectly laid out as if the animal had been flying when it died. There is no sign of flesh, tendon, or cartilage on the bones, and they appear burned–but there’s no sign of fire anywhere else.

    Looking into the fields, you suddenly see why there’s no livestock. Lying amidst the swaying green grasses are the bones of cows, goats, and various birds, positioned as if they, too, had been going about their lives when they suddenly died. Like the bird, there is no hint of flesh left on the bones, and they are blackened as if from fire.

    Approaching the town, you hear the squeak of a rusty hanging shop sign being blown back and forth on the gentle breeze, overpoweringly loud in the silence. As you enter the village, scattered through the streets and the houses are the burned, skinless bones of the locals, still wearing their pristine clothing, jewellery, or other accoutrements.

    Children died hugging pets, babies perished in the arms of their mothers, friends died talking in the street, others died perusing the shops or getting along in their day’s work. Like the animals, they all seem to have died suddenly, in the midst of their lives. Should you enter any of the homes, they are perfectly in order. Some appear to have perished in the midst of a family meal, food still ready on the plates, while still-warm pots of soup cool over the hearth fire. Whatever happened to this village, it was only shortly before you arrived.

    While it’s clear those at the entrance to the town died going about their daily lives, as you move deeper into the heart of the village panic becomes apparent. The bodies there appear to have been running away from whatever it was that killed them, or hugging one another for comfort, or cowering.

    As you look upon this macabre scene, you hear an echoing, monstrous wail coming from the town well. The sound rises and dims, changing into howls and back into eerie wails. If you approach and look into the well, you see it’s mostly dry, with a small puddle at the bottom. Sitting in the puddle and staining it red is a pale man in dirty, torn clothing, his calves bleeding and bones protruding from his kneecaps. He is raving mad from the pain.

    Should you rescue him, he begs for help or mercy from his suffering. If you heal him, the man thanks you, gasping and still shaking from shock, before asking if you have a stiff drink. He looks upon the remains of the village, tears in his eyes and shaking his head, muttering to himself incoherently.

    If you asked him what happened here, he introduces himself as Farvald and explains there was some kind of storm made of red embers which swept through the village. Anything an ember touched, the skin blackened and burned right off, FROM THE INSIDE, Farvald emphasises, saying the resulting ash swept up into the sky and disappeared. Nowhere was safe. Nowhere but underground. Nothing could stop the embers but the well, the well, the well, he mutters to himself, eyes glazing over.

    More questions bring Farvald back to himself and reveal that the embers followed people as if alive and actively hunting them. Should you ask him where the storm was heading, he turns and points towards a mountain in the distance, before shaking his head and saying he’ll still hear the screams as they burned.

    If you move to follow the storm, Farvald grabs your arm and insists on following you. The horror’s he’s seen seem to have shaken his hold on reality, and if you refuse he insists on going there on his own regardless.

    The journey towards the mountain takes a few hours, but after only half an hour of traveling you begin noticing the sound of birds again. If you question Farvald as to why there are birds here if the storm came this way, he sheepishly admits he didn’t really see quite that well which way the storm was heading due to jumping in the well. He does mention however that his mother sang a children’s bedtime story regarding this mountain, a story designed to scare young children into behaving themselves. At least, that’s what he used to believe up until today. Then he sing’s the story as best as he can remember.

    “In a mountain tall and steep,
    Whispers echoed, secrets keep.
    Legends speak of a history old,
    Where heroes fought with hearts so bold.

    Over 200 years ago, they say,
    An invading force came to dismay.
    Defenders climbed the peak so high,
    In a final battle, they had to try.

    When all seemed lost, hope nearly gone,
    A whisper came from an ancient one.
    An evil prisoner, seeking release,
    Offered salvation, a twisted peace.

    The commander, desperate and brave,
    Accepted the offer, darkness to stave.
    In exchange for freedom, the evil’s plea,
    The ember storm unleashed, wild and free.

    Its power engulfed the invaders fast,
    Reduced to bones, a haunting contrast.
    The ancient evil fulfilled its vow,
    But darkness remained, as legends allow.

    Now, my child, rest your weary head,
    As I share this tale before you’re to bed.
    Know that choices bear consequences true,
    Beware dark deals that may ensnare you.

    Dream of heroes, brave and true,
    Who faced the storm and the enemy crew.
    Their sacrifice reminds us strong,
    To resist temptation to do wrong.”

    He explains that he’s sure this mountain peak was the one in the rhyme, and must find the source of what was responsible for the deaths of his fellow villagers, it’s all that he wants now.

    When you arrive near the mountain peak, you find it silent much like the town. As you make your way towards the peak, you see a humanoid-shaped individual standing upon a stone overhang, carving something into its hard surface with a finger. However, something seems deeply off about the person. The skin seems loose, fat rolls bunching around its wrists and ankles, as well as hanging in sagging jowls from its chin.

    The individual turns to face you upon your arrival, its movements eerily fluid, squishy and inhuman–as if it has no bones. The flesh on its face hangs loosely, sagging around milky white eyes ringed by raw, bleeding muscle. Despite its mimicry of humanity, everything about it is slightly off; corpulent and disfigured.

    Farvald breaks down, pushing past you and kneeling before the inhuman figure; exclaiming in excitement that he has brought it more flesh, more life for him and his brethren. He raves that he saw within the eye of the ember storm from the well, beheld the magnificence and power of Those Who Hunger who danced at its heart.

    The shape etched in the stone behind the figure begins to glow an ominous orange and a heavy wind stirs up. Above you, the sky darkens and embers flicker and ignite in the distance; surrounding you as you find yourself within the eye of a new ember storm.

    You can hear voices whispering to your mind, voices that hunger, that seek life and existence from beyond the void.

    The inhuman figure standing before Farvald opens its wet, toothless maw in a smile that splits across its face, stretching and sagging lopsidedly. It reaches out a finger covered in tiny rolls of skin and touches Farvald on the forehead, and the madman’s body begins to change; filling from within, as if bloating with water, before Farvald’s skin splits and morphs into a giant, caterpillar-shaped mass of flesh covered with inhuman faces and writhing limbs. The monstrosity lumbers towards you, its many mouths moaning in hunger.

    After the horror that was Farvald is defeated, the figure behind him steps back; turning to embers and dissipating with the storm around you. In the corners of your eye, you think you might have glimpsed other figures in the storm doing the same. Once the figures are gone, the whispering in your mind stops.

    The air of the mountain now still, you’re surrounded by pure, unnatural silence. The only remnants of what happened is the faded sigil on the ground, and the mutated corpse at your feet.

    Behind the ridge the inhuman being was standing on is a valley full of bones, as well as 200-year-old armor and rusty weapons. Deep amidst the ancient battlefield you notice some kind of giant, hollow, obsidian boulder that had been long ago split in two. If you inspect it, you find very faded ruins of sealing engraved in the surface, along with a dire warning against releasing the evil inside…

    If you’d enjoy more DnD resources like this Blood Ridge Free 40×30 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 adventures for $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. 

  • The Twisting Fel Free 40×30 DnD Battlemap & Adventure

    The Twisting Fel Free 40×30 DnD Battlemap & Adventure

    The Twisting Fel Free 40x30 DnD Battlemap & Adventure, featuring a magical hourglass & an odd realm between hell & the material plane. VTT ready!
    The Twisting Fel Free 40×30 DnD Battlemap & Adventure, featuring a magical hourglass & an odd realm between hell & the material plane. VTT ready!

    The Twisting Fel Free 40×30 DnD Battlemap & Adventure

    An Old Man’s Hourglass

    While staying at an inn during a stormy evening’s meal, the front doors swing wide open revealing a large haggard old half-devil man carrying a wooden chest in his arms. His cloak is besodden from the downpouring of rain and he appears to be bleeding from a sword wound on his arm.

    The other patrons of the tavern look on in shock as the man collapses on the ground, barring the front door with his slumped back while pushing the wooden chest in front of himself. If you come to his aid he explains that the ones hunting him cannot get what lies within the chest and he begs for your aid.

    Soon after the door behind him begins to thump as whoever was chasing him attempts to open it. From beneath his cloak, the old man produces a finely carved ebony hourglass, which he inverts, allowing its black sand to trickle into the other chamber, covering an image that closely resembles the very inn in which you presently find yourself.

    A voice bellows over the storm outside. “In the name of lord Hadron, let us in. You harbor a thief and traitor to the crown”. The half-devil vehemently denies the accusation and implores your assistance in holding the door for just a few minutes longer after which he promises to explain everything.

    If you assist him, the men outside in the storm become increasingly agitated but as the last grain of black sand falls, a hushed stillness descends. No rain, or gale can be heard and the thumping on the door is but a distant memory. As you peer into the hourglass, the building within its lower half is obscured by the black sand below, revealing an entirely new upside down structure bathed in a curious translucent green glow in its upper half.

    Looking out the surrounding windows you can see you are now in an entirely different realm. The inn stands amidst an alien landscape, one of black stone and eerie fel magics. The inn’s other patrons, in states of distress, demand answers and an immediate return home.

    Turning to the half-devil man, you finally notice the uncanny green hue of his eyes. He calmly explains that the hourglass has transported all within the inn to the Twisting Fel, a realm that exists between realms within the hells, a place once called home by his ancestors. He assures you that everyone will eventually return home, but first, he must flee this area before resetting the hourglass to return to the material plane.

    The old man elaborates on the peculiar nature of the Twisting Fel which mirrors the material plane in many ways but not in others and that because of this it can be used for traversal, allowing access to places that otherwise might not be accessible when on the material plane. In this case the tavern you now stand is but a mirror of the one on the material plane, one of many locations which show up within the Twisting Fel which also appear on the material plane.

    If you ask what is so precious within his wooden chest, the old man slowly opens the chest, revealing a small baby half-devil boy lying asleep on its cushioned interior. He explains that his daughter and a nobleman’s son fell in love and in secret had this child. When the nobleman’s family discovered the affair and the existence of the half-devil grandchild however, they sent men to have his grandson and his daughter killed. He barely escaped with his life and that of his grandson while his daughter perished.

    The elderly man beseeches your assistance in accompanying him through the Twisting Fel for a few hours, as he seeks to reach another mirrored building—an old, abandoned stable situated along the King’s highway, far from the tavern’s location. Should you agree, he breathes a sigh of relief, pledging to the other patrons that they, too, will return home within a few hours.

    If you ask what would happen if you invert the hourglass without being in a known mirrored location The old man cautions that this action could result in unfortunate outcomes, such as emerging within walls or underground. Hence, it is best to employ the hourglass solely in known places.

    As you navigate the landscape of the Twisting Fel, you encounter endless caverns, carved stone staircases, and eerie devilish structures that mar the desolate expanse. During the journey, the old man shares stories, explaining that it has been a considerable time since he last ventured to this realm, for it teems with dangers. He expresses gratitude for your assistance and reveals that his ancestors once dwelled in a grand city at the heart of the Twisting Fel. Yet, it has crumbled over time, much like his ancestors, leaving the remnants of the Twisting Fel’s people to eke out a meager existence.

    He explains long ago there were many of his kind who dwelled in a great city at the center of the Twisting Fel, but it, like many of his ancestors perished, and the city is now but a ruin where the remains of the Twisting Fel’s people huddle amongst what little they have left. It is here he continues that all the hour-glasses were made. One of many, it is what his devilish ancestors used to traverse to the material plane and evidently led to the interbreeding with mortals. The old man’s hour-glass in particular was handed down through the generations and he has used it sparingly as it was told to him as a child the dangers of the Twisting Fel.

    After almost two hours of travel, you approach your destination—the abandoned stables, visible on the other side of a chasm, but before you can make your way across the chasm the ground starts to rumble and geysers of fel energy burst forth followed by dog sized wurms of glowing fel energy which set towards you.

    After dealing with half the wurms the ground shakes again and a massive wurm bursts forth close to where the oldman was taking cover, crumbling much of the floor around him, which falls down into the endless void below, before the wurm knocks him aside into a stone wall and charges at you.

    After all the wurms have been dealt with, you find the old man slumped on the stone wall he was knocked against. He is breathing but very weak. In his hands he holds the hourglass, shattered.

    With a feeble voice, he expresses his regret, explaining that he can no longer return you to your home. Instead, he implores you to seek the ruined Fel city in pursuit of another hourglass, your sole hope of returning. Following the healing of his wounds, the old man informs you that he will guide you on a journey of several weeks, fraught with peril, through a realm of dangerous beasts and potent magics, as was foretold during his childhood.

    GM’s Notes: Should the players choose not to return to the tavern to rescue the other patrons after the hourglass is broken, those left behind will likely run out of supplies and starve within a month or meet unfortunate ends at the hands of the Twisting Fel’s denizens.

    The half-devil baby boy has a necklace of sustenance which will sustain him over the long trip to the ruined fel city, not needing to eat or drink.

    You may instead choose to end the adventure by having the hour-glass survive the wurm encounter and have the old man use it to take you back to your plane at the mirrored abandoned stables.

    If you’d enjoy more TTRPG resources like this The Twisting Fel Free 40×30 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 adventures for $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. 

  • Flesh Eater’s Boneyard Ravine Free 60×20 DnD Battlemap & Adventure

    Flesh Eater’s Boneyard Ravine Free 60×20 DnD Battlemap & Adventure

    Flesh Eater's Boneyard Ravine Free 60x20 Multi-Level DnD Battlemap & Adventure
    Flesh Eater’s Boneyard Ravine Free 60×20 DnD Battlemap & Adventure, featuring an undead worm and a massacred desert village. VTT ready!

    Flesh Eater’s Boneyard Ravine Free 60×20 Multi-Level DnD Battlemap & Adventure

    The Grand Wurm

    While visiting a desert town by a great river, you stop by a tavern named the Sable Oryx. Stepping inside, you see the giant head of an oryx mounted on the far wall, high above a fire pit with spit-roasting meat turned by a young, shy boy. After sitting down at one of the sumptuous rug and pillow covered eating areas, a young man in his late teens approaches, asking if you’re mercenaries open to hire.

    The man has caramel coloured skin with black hair and dark eyes, he introduces himself as Riyad. Though he wears the colorful tasseled garb of the locals, he explains he isn’t from here originally, but from a no-longer existent desert settlement further upstream. He explains his adopted mother and father found him floating in a moses basket in the river, washed up against some reeds, and took him in as one of their own. He’s had a good childhood, with 7 other brothers and sisters, but he longs to know what happened to his people.

    You see, when his parents found him, there was blood on his blankets. So the first thing his adopted father did was rally the local fighters and ride out to the upstream village he must have drifted down from, but the fighting party was too late. Everyone in his birth village was already dead. Massacred. It appeared that a giant sand worm had come through and slaughtered everyone, which is a terrible sign of displeasing the gods. The fighters didn’t hang around long enough to find out what his birth village did to cause the beast’s ire, fearing the great worm would return and wreak vengeance upon them too.

    Though he loves his family, he needs to know what exactly happened to his birth parents. If they were evil and displeased the gods, like he’s feared, or if it was something else. He’s never gone back to the remains of the village, as the area is considered cursed and dangerous. Everyone avoids it. His mother won’t permit him to go alone, so he needs to hire you for protection before going to the site of the massacre and seeing what he can find. If you help him, he can pay you in the carved amethyst animals and idols that his village specializes in making.

    Should you agree, the next day you head out on horses to the location of the decimated village, following the muddy river upstream into harsher desert lands for the better part of a day, before you reach the opening of a canyon. Riyad explains that from what he’s learned his people were nomadic, only settling in one place for a few weeks or a month before moving on. They would live in tents, shepherding sheep and selling thick cloths woven from animal hair, white messenger doves, or trained hunting falcons. Apparently, many of the nomads were distant cousins to the people of his adopted village, which is why they rode out to protect them–they still felt some kinship, especially against unknown enemies.

    As you enter the mouth of the cavern, Riyad quietens and notes that this is where the village was meant to have been. If you’re not careful where you walk, you hear the crack of dried bones breaking beneath your footsteps, and looking down you see they’re human.

    There doesn’t seem to be any danger, so Riyad begins inspecting the remains of the village. The whole canyon floor is strewn with human bones. Amongst them, partially buried by the sands, are the tattered rags left over from the tents they used to live in, rugs, or pillows. Riyad checks the walls of the canyon for engravings, searches the floor for books or scrolls, but finds nothing illuminating. Any scrolls that he finds are so brittle they turn to dust when he touches them.

    Just as Riyad sighs in defeat and is ready to leave, you feel a rumbling in the sands beneath your feet. A giant sandworm emerges from the desert floor–but its mummified flesh hangs loosely around an undead, skeletal frame and cruciform jaws.

    The undead worm attacks with ferocious bites as well as its undulating tail. After you get a few hits in, it backs off and regurgitates undead skeletons which rise to attack you, before the worm leaping into the fray again.

    Once defeated, the worm almost breathes a giant sigh of relief as it dies. Then the purple ethereal form of a very old man glimmers to light over its dead body. He wears robes and a headscarf, and looks to Riyad. “Thank you for freeing me, grandson,” the ghost says. He explains, a hitch in his voice, that he was once the chief of this tribe, but he feared death. Seeking immortality, he cast his soul into the body of this great worm, but in so doing was driven mad. To his horror, he killed those who had once been his family; the entire tribe.

    He has learned his lesson from such a terrible fate, the man continues, and can only hope to try to make amends. He says that he will bring the dead tribe back to life and undo the evils that he, in his ignorance, wrought. With a wave of his hand and a few guttural words, the dead in the canyon begin to rise. For a moment the ghost seems proud of himself, before he notices the unholy purple light shining from their eyes.

    The ghost gulps and stutters, saying oh my, well then, as I said thank you grandson for freeing me from my torment! It’s high time I move onto the afterlife. Blessings upon you! With that, the ghost glimmers out, leaving you alone with the undead tribe as they stagger towards you.

    If you’d enjoy more TTRPG resources like this Flesh Eater’s Boneyard Ravine Free 60×20 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 adventures for $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. 

  • Spires of the Vampire Lord Free 60×20 Multi-Level DnD Battlemap & Adventure

    Spires of the Vampire Lord Free 60×20 Multi-Level DnD Battlemap & Adventure

    Spires of the Vampire Lord 60x20 Multi-Level DnD Battlemap & Adventure
    Spires of the Vampire Lord 60×20 Multi-Level DnD Battlemap & Adventure, featuring a friendly vampire Lord running a bloody competion. VTT ready!

    Spires of the Vampire Lord 60×20 Multi-Level DnD Battlemap & Adventure

    Blood for the Bloodlord

    While staying in a small town tavern, you are approached by a young woman dressed in the attire of an alchemist. She introduces herself as Alma and explains that she plans to enter a competition held every ten years by the lord of this region. The winners of this competition earn the lord’s favor, which can significantly change their lives.

    If you ask why she chose you, Alma explains that you’re not from the town, and she can’t trust anyone else who might also be trying to enter the competition. If you’re interested, she says she can provide more details at her store later and leaves you to think about it.

    When you arrive at Alma’s store, you find it tucked away in a small alley off the main street. The house itself is cramped, but Alma greets you excitedly, thanking you for coming before explaining the competition in more detail.

    The lord of the region is a vampire who has ruled for hundreds of years. It may sound terrifying, but it’s more complicated than that, you see he was once the beloved mayor of the town. When he grew old, the people didn’t want to lose him, so, despite his initial protests, he agreed to become a vampire to care for the people forever.

    Now, every ten years, he organizes a competition in which villagers bring him the most exotic blood for him to taste. No one has ever been killed in this competition, but usually, a small amount of blood is drawn, which is then offered to him. In previous decades, winners have given him blood spiced with rum from the southern islands, blood garnished with herbs from the elven kingdoms, and blood infused with desert spices.

    However, Alma claims to have something he’s never tasted before. She presents a bowl containing a slurry of green and brown liquid, a mixture of the deadliest mushrooms and herbs known to mankind.

    This is where you come in. Alma needs you to drink the liquid and then make your way to the lord’s manor with her, which is located in the Forest Spires, a group of stone pillars 600-800 feet high. A small hamlet has been built at the top to see to the lord’s needs who also resides within the spires.

    The poison won’t affect the lord, but the taste of your blood will be incredibly unique. Alma assures you that she will provide the antidote before you leave so you can take it after the lord has sampled your blood.

    If you ask why you can’t drink it here and take out some of your blood now, Alma explains that the mixture should take around 6 hours to infuse your blood with its flavor. To keep it fresh and potent, it’s best to wait until you and she are in the lord’s chamber before drawing the blood.

    If you question Alma’s ability to provide an antidote, she stomps her foot and asserts her proficiency as an alchemist. To prove it, she offers you a potion of levitation, which you find to work as described.

    Now, she mentions the one downside of the poison. It will make you feel progressively sicker over time, but it shouldn’t be lethal until after around 10 hours. This gives you and Alma a solid 4-hour window to get the blood to the lord.

    If you ask what you get out of this, Alma explains that if she wins the lord’s favor, she will request a larger alchemy store and more supplies, enabling her to produce dozens of more potions per month. She’s willing to either supply you with some each month or have them shipped to a destination of your choosing for your convenience.

    If you agree, she hands you the bowl of liquid and suggests leaving in around 5 hours since the spires are only a half-hour walk from here, providing ample time for your blood to both season and for you to still get there in time.

    When you arrive at the spires, you’ve been feeling the effects of the poison for some time, and it feels like it’s close to peaking. You need to climb over a thousand steps to reach the top of the spires and as you approach the top, you start hearing screams.

    Upon arriving at the small hamlet Alma mentioned, you find it overrun with men carrying torches and axes who are threatening the townsfolk. One townsman tries to stand up to them, but one of the attacking men kicks him, sending him falling off one of the wooden bridges connecting the spires. After this the other attacking me begin heading for the lord’s chamber.

    At this point, the poison coursing through your veins is almost debilitating, but if you ask for the antidote, Alma says she’ll never win the lord’s favor if you take it! but in the end leaves the choice up to you.

    Navigating through the hamlet, you’re assaulted by the men with axes if you refuse to stand down and return to your home. Finally, when you arrive at the lord’s chamber, you find the lord, a portly balding man, seated on a lavish throne, surrounded by five men with axes.

    The men insist that the vampire lord must die, as is the fate of all vampires, while the lord stutters and pleads that he’s never harmed anyone during his long existence and begs for your help.

    Once the attacking men are dealt with, the lord sighs visibly, thanking you profusely and inquiring if anyone else was harmed.

    Once everything has calmed down, if you didn’t take the antidote, Alma asks you to remain still while she takes a sample of your blood and presents it to the lord. The lord acknowledges that it is indeed the most exotic flavor he has ever experienced, and that Alma has won the competition. He chuckles to himself, stating that he would have also granted her his favor for your assistance with the men with axes so instead in addition, he offers a weapon from his treasury as a token of gratitude for your bravery.

    If you’d enjoy more TTRPG resources like this Spires of the Vampire Lord 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 adventures for $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. 

  • Temple of Stars Free 40×30 Multi-Level DnD Battlemap & Adventure

    Temple of Stars Free 40×30 Multi-Level DnD Battlemap & Adventure

    Temple of Stars Free 40x30 Multi-Level DnD Battlemap & Adventure
    The Temple of Stars Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring fulfilling a Spelljammer-inspired prophecy. VTT ready!

    Temple of Stars Free 40×30 Multi-Level DnD Battlemap & Adventure

    The Star Seers

    During a resupply visit at a large city, you’re contacted by a dour servant who treats you condescendingly, handing you a letter sealed with the emblem of a formidable old nobleman with a reputation for being an incredibly wealthy recluse. The servant waits expectantly for you to read it, insisting that he must bring your response back to his lord.

    The letter contains a seemingly misplaced ramble, addressing you as an old friend—which you’re not—and sharing banal details about how the man’s boring life is going. Should you ask the servant whether or not the letter was actually intended for you, the man raises an arch eyebrow and asks that you are in fact you by name. Should you answer that you are, the man suggests that you take a closer look, perhaps by a candle to assist your… failing vision.

    When you look at the letter by firelight, invisible ink shows up. The true message is an invitation to the lord’s manor, explaining that he has heard of your work through various informants. He writes that there is an insidious order of religious charlatans calling themselves the Star Seers, who survive like a bloated insect on the donations of the naive. He invites you to visit him, so that together you may see this order disbanded once and for all. There is good gold in it for you, should you be willing to stamp out the charlatans.

    After reading the letter, the servant asks whether or not you’d like to stop in and visit your “old friend”. If you are, he’ll lead you directly to the manor, or give you instructions on how to get there later on your on, giving you a passphrase to tell the guards (they’ll ask “when the raven calls at night”, to which the response is “the stars reveal the light”).

    Once inside, the servant guides you up to a sumptuous drawing room to meet with the old nobleman, named Andreas. The room is filled with rare, unusual collectors items and lots of expensive-looking scrolls behind locked glass display cabinets. The scrolls have the emblem of a star on the timber ends.

    Andreas has intelligent eyes and sharp features, and is in remarkably good physical health for his age. He explains in a raspy voice that he is glad to see you’ve taken him up on his offer, saying there’s a small planetoid with a village on it located at the foot of the charlatan’s temple. The Star Seers claim to be prophets, and the whole village believes in their deceit.

    The peasants there are not a wealthy people to begin with, and the charlatan’s strip them of what excess possessions and wealth they have, leaving them with little more than the clothes on their backs and barely-full bellies. The locals don’t have the gall to stand up and do something about it because they believe their filth, so Andreas will. He’s a tired man, and has seen too much hardship and injustice in his day. Now that he’s old and has money to do something about it, he won’t stand by and watch that kind of injustice any longer.

    If you ask what makes the Star Seers charlatans, he explains their prophecies are all lies, worded so vaguely as to be applicable to almost anything!

    Should you agree on the amount of gold as your reward, he gives you instructions for how to get to the temple. Before you go, he remarks nonchalantly—as if remembering something last minute—that there is a scroll he needs you to acquire from the temple, and bring to him. It contains information on the so-called Star Seer’s future plans or corrupt connections, which he’ll need to fully root out the remains of their influence. It should be kept by the temple leader.

    After an uneventful sail to the planetoid through the dark sea, you arrive at the village and find the buildings and inhabitants are quite poor like Andreas described. The town sits in a small valley, and at the top overlooking it, built into a cliff, is a stone temple with its walls inlaid with silver circles and patterns depicting the stars.

    Should you talk to any of the villagers, they are humble and relatively happy. They seem to believe what the Star Seers do is essential and holy work, albeit beyond their comprehension, and as such they are glad to donate what little they have to their cause.

    When you go inside the temple, you are immediately beset upon by priests and priestesses wearing black togas with silver trim, intricately embroidered with silver threads marking the constellations, as well as circles symbolic of the orbits of planets. The women wear headbands of silver, elaborate earrings, and small diamonds pinned in their hair symbolizing stars, while the men wear silver bands on their wrists and forearms that have been etched with planets and suns. Silver chain belts tie their togas; the lavish ornaments a stark contrast to the poor village below.

    The Star Seers refuse to negotiate, pulling out small daggers or using martial arts to attack you on sight. When you fight them, you get the uncanny impression they know what you’re going to do before you do it. They dodge seemingly effortlessly away from any attack, even ranged ones—until suddenly, one by one, they don’t; dying via clean kills, almost as if it were their intent.

    Once you’ve fought your way to the upper level of the temple, you find the High Priestess standing with her back to you, her hands hidden in front of her, looking out at the stars. There are two silver star-wheel pistols at her belt.

    Somehow, on the other side of the temple where she looks, the planetoid simply falls away; as if it was sundered in two long ago. Through the windows you can see chunks of asteroids drifting aimlessly in the starry sea beyond.

    Still observing the stars, but seemingly aware of your presence, the head priestess recites “In the heart of a deceiver, kind and bright, Our ancient order meets twilight. His gentle ways belie his might, As he eclipses our starry light. The old must fade, so proclaims the tide, To avert a fate we cannot hide. In the wake of change, where fears reside, Necessary is our star-crossed slide.”

    Then the woman speaks normally, saying that her people have always watched the stars and motions of the planets, believing that should they perfectly calculate their next movements they can divine the future. Whether or not they write it down accurately, however, has always eaten away at her with doubt.

    Turning to face you, she holds two loaded and ready silver star-wheel pistols in her hands, aimed at you. “Kill me, before I kill you,” she says, her voice trembling. “I have not the faith of my followers. I doubt in my heart whether our interpretation was correct.”

    Should you seek to talk further, she closes her eyes and fires the first shot; hitting her target in a dangerous, but not lethal place, showing that she is a legitimate threat. Should you not attack right away, she fires the second, before going for the others at her hips. If you fight her, she intentionally misses and somehow steps directly into an uncannily clean death, whispering relieved as she dies that the prophecy was correct.

    On her person are two scrolls of prophecy, both marked with the same star sigil as the others in Andreas’s manor. With the two scrolls is a letter addressed to you. It tells you that the first scroll, bound in red ribbon, is the one Andreas wants, but should not have lest he send the worlds into a dark future. It will, however, endow you with great riches and power in his wake. The second scroll, bound in silver, is one that, if given to him, will ensure that the future is bright, though you will be unrewarded for such kindness. Should you read either of the scrolls, you will inadvertently affect the future in disastrous ways. The letter advises that Andreas is only expecting one scroll with a prophecy, but does not know what it will contain, thereby the choice is yours. Choose wisely, the letter ends, and may dawn’s light serve as your guide.

    Once you have the scrolls, the temple begins to shake, as if the very cliff on which it resides has become unstable and is about to break off into the shining sea beyond. Should you escape in time, if you look behind you as you leave the temple you see it fall off the cliff and disappear in the shadow of the planetoid below.

    When you go back to Andreas (providing the passcode so the guards admit you), should you confront him about his lie in sending you to the Star Seers, who were in fact real prophets, he scoffs and explains that he told you what you wanted to hear—would you have accepted the job otherwise? Adventurer’s like you all want to play the hero, and now you have. What you did was necessary. That order gave their prophesies to just anyone asking after them, and if it had continued a terrible future would unfold.

    He continues that a future that has been predicted among these very scrolls, gesturing to his collection. Thanks to you, that future will no longer come to pass, and disaster has been averted. As their protector, he will see to it that the wrong hands do not get access to such dangerous instruments of prediction. Now, have you brought him the last scroll?

    If you claim not to and are lying, he’ll see right through it and have his snide servant—who is a surprisingly adept fighter—search you for it. Andreas might also fight, as he is a powerful caster, though prefers others remain unaware of that fact.

    Should you hand him either of the scrolls, he’ll immediately unravel it and read it eagerly, with an expression on his face like a man who was dying of thirst drinking water. Then he’ll recurl it, and say decisively “I see,” before paying you and dismissing you to go on your way.

    GM’s Notes:

    For the encounter in the temple, to simulate the priests and priestess’s foreknowledge of the players attacks increase their AC score so they’re hard to hit then after one or more rounds reduce it to something much lower and easy to hit on a few select individuals so your players can pick a couple off each round. As they die, describe it as if they suddenly stop uncannily knowing what the player will do in advance as if they’re deliberately letting themselves be hit. This is because the NPCs know what their fate is, and when their time has come; following their destiny fervently.

    The loot that the players pick off from the bodies of the priests and priestesses is not as luxurious as it first seemed. In reality, they are only silver plated, and the supposed hair diamonds are really just cut quartz. It seems the order recently spent the last of their savings to affect an air of wealth, in preparation for your players arrival.

    Should the players hand Andreas the scroll that gives them great wealth but damns the future, Andreas will commit suicide and they will be contacted by a deceased estate manager giving the last of his wealth to them in thanks, saying it was their delivering the scroll that gave him the strength and knowledge to know what to do. Then hook into a greater campaign where disaster is unfurling. We recommend you might start with a town or NPCs your players love dying, perhaps from a new invasion of dark forces, or lovecraftian cultists rising up amongst them. If the players hand Andreas the other scroll, nothing happens to them.

    If you’d enjoy more DnD resources like this Temple of Stars 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 adventures for $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. 

  • Haunted Vineyard Free 40×30 Multi-Level DnD Battlemap & Adventure

    Haunted Vineyard Free 40×30 Multi-Level DnD Battlemap & Adventure

    Haunted Vineyard Free 40x30 Multi-Level DnD Battlemap & Adventure
    The Haunted Vineyard Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring a morally grey haunting. VTT ready!

    Haunted Vineyard Free 40×30 Multi-Level DnD Battlemap & Adventure

    The Restless Dead

    While visiting a small village, you are approached by a middle-aged man wearing fine leather armor, with an assortment of weapons at his disposal. His face is scarred and his expression is cold and hard.

    “Pardon me,” he says politely in spite of his harsh demeanor. “I’m looking for strong people for hire, to aid me in a most noble quest. Are you available?” If you tell him you are, he continues. “My name is Jeddik Erskine. I live locally, though I spend much of my time on the road, protecting merchant caravans and hunting bandits.

    “This isn’t the career I had in mind when I was young. When I was a small boy, my family grew grapes and produced some of the finest wines in the region. The vineyard where I grew up isn’t far from here, but I haven’t been back in years for you see, my family was killed in horrifying circumstances.

    “The details are sketchy, for I was young and frightened, but nobody travels to the old vineyard anymore, for good reason. Malevolent spirits dwelled below in a series of chambers that were hidden when first we moved there. Strange occurrences began to manifest; minor things at first, but then my family were killed off, one by one.

    Erskine steadies himself as he deals with powerful emotions. “I have lived in fear of that place ever since, but I will tolerate it no longer. I mean to go there and vanquish those specters so that my soul can be at peace, and I can reclaim my family’s land. I can pay you well for this task; will you join me?”

    If you agree to help Erskine defeat the literal ghosts of his past, he bids you follow him to the vineyard just down the road, outside the village. If you follow, you soon arrive at a place frozen in time. Fields covered in weeds sprawl beneath towering pines, keeping the place cloaked in perpetual shade.

    Erskine carefully approaches the cottage with a sword in hand, looking for signs of trouble. He can’t bring himself to enter the cottage, but instead looks out over the fields. In the dim light, you can see faintly glowing apparitions of people working among the weeds, as if they were still alive!

    “Don’t let their appearance fool you,” Erskine warns. “These are the monsters that massacred my family! Let us clear this area first.” If you join him, you advance on the specters, which immediately turn toward you and transform into visions of fang-toothed, clawed monstrosities, hungering for your flesh!

    They howl and evaporate when destroyed, and should you defeat the specters in the field, Erskine turns and notices the entrance to the underground crypt.

    “I remember this place,” he mutters, then visibly flinches. “The sound of people screaming from within, yes, I was here. It was terrifying.” He grips his sword tighter and marches with purpose towards the doors which he kicks in revealing an empty chamber except for a staircase. With a torch in one hand, he goes forward, and if you follow, you descend a staircase to a lower level.

    “This is the wine cellar,” he confides as you proceed cautiously. “It used to be a crypt, but it was repurposed.” Bones and wooden debris crunch underfoot as you head further in, spotting intact barrels nestled into the alcoves along the way. The silence is deafening, but something compels Erskine to continue on. Only when you reach a shattered door at the southern end does he stop.

    Through the door a single specter hovers over a casket, with more of the cursed spirits faintly glowing by the walls around the raised area. To your surprise, the larger specter moves forward and speaks in a ghostly voice.

    “Why do you return to this place?” he asks Erskine. “Why do you continue our torment? Have we not suffered enough?”

    “For killing my family, it’s the least you deserve,” Erskine snarls, ready to continue the fight. If you’re insightful, you might sense there is more going on here than you realize. If you ask the spirit what they’re talking about, you receive an answer.

    “We are the spirits of those who died when the Erskine family plundered and stole our land,” he howls. “They cut us down in the fields, and those of us who made it into the wine cellar to take refuge were locked inside to starve. Our souls are disquiet, unable to free ourselves from the shackles of this torment until the last of the Erskine family dies. Only then will we know peace. Help us!”

    “It’s a lie!” Erskine shouts, unwilling to listen further. “And even if it were true, I wouldn’t have even been born yet when that occurred. To want a man dead for the sins of his father is as monstrous as I would expect from those who butchered my family, including women and children. As the only survivor of the Erskine family, I cannot abide this! I will vanquish these demon spirits or die trying!”

    If you side with Erskine, you must fight the undead spirits of the fallen until they are all gone. If you survive, Erskine thanks you profusely for aiding him in avenging his family’s death, and provides you with a handsome sum of gold.

    If you side with the spirits, Erskine is livid that you would turn on him and fights you and the spirits like a crazed man. If you defeat him, the spirits breathe a collective sigh and slowly vanish into the ether, leaving Erskine’s valuable sword and armor – not to mention a pouch of gold.

    If you’d enjoy more DnD resources like this Haunted Vineyard 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 adventures for $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. 

  • Ruined Merchant Prince’s Toll Fortress Free 40×30 Multi-Level DnD Battlemap & Adventure

    Ruined Merchant Prince’s Toll Fortress Free 40×30 Multi-Level DnD Battlemap & Adventure

    Ruined Merchant Prince’s Toll Fortress Free 40x30 Multi-Level DnD Battlemap & Adventure
    The Ruined Merchant Prince’s Toll Fortress Free 40×30 Multi-Level DnD Battlemap & Adventure, featuring a commercial moral quandary. VTT ready!

    Ruined Merchant Prince’s Toll Fortress Free 40×30 Multi-Level DnD Battlemap & Adventure

    The Price of Commerce

    While walking through the streets of a large city, you notice a commotion just ahead. If you move in for a closer look, you spot a large man wearing expensive clothing and several gold rings on his fingers. He’s having a heated argument with a few members of the City Watch in the middle of the street.

    “What manner of guards are you, anyway?” the large man blurts, his face red with outrage. “My lawful establishment is under attack and you lift not one finger to help? The onerous taxes I pay put food on your tables! But if you aren’t going to step up, I shall look for help on my own. Begone, fools!”

    If you sense the opportunity for gainful employment from someone who obviously has loads of gold in their pockets, you can step forward and offer your services. The wealthy man takes one look at your equipment and nods approvingly.

    “This is more like it,” he murmurs. “Competent people willing to help a man of means. Well met, my friend, you’ve arrived just in time. I am Xavier Valdin, merchant prince extraordinaire! I have many pecuniary interests in the region, but one of my proudest achievements was improving the highway from this city to the next.

    “Prior to my intervention, it was a pock-marked dirt track, unsuited for the number of travelers who ply that road these days. This includes a number of my own caravans, but everyone benefits. The highway upgrade was a triumph! The cobblestones prevent it turning into a quagmire in the wet, speeding up travel for everyone.

    “It was only right and proper that I charge a modest fee for this magnificent benefit to the city and her citizens, so I built a toll collection post not far outside the city. The fee is quite modest and reasonable, I assure you. But some people have rebelled against the idea of fair commerce and even now, assail the post with the clear intention of bringing it down and looting what remains!

    “The men I have paid to operate the toll post are trying to defend it, but they are outmatched and need your help! I will pay you to fight off the highwaymen and restore order to my toll post, but you must set out immediately, lest the thugs attempting to ruin my business succeed.” Should you agree to defend the toll post, Xavier breathes a sigh of relief, then points down the road towards the main gate.

    “The post is half an hour down that road. Go now, and give those miscreants what-for! I shall try and locate more warriors to aid you.” Should you follow these rousing instructions, your journey down the highway is a pleasant one, until you see the stone outpost built across what really is a very fine road.

    The sound of trouble from ahead is quite clear and if you approach, you see a few of the tollway’s defenders trying to battle some surprisingly well-equipped brigands. If you’re insightful, you might suspect they are more than mere highwaymen, forced to attack this toll post out of desperation.

    Nevertheless, they appear to be in a strong position and will take control of the toll post soon if you do not intervene. If you head in, you must battle warriors and archers with the outpost walls, with only marginal support from the current defenders.

    Should you succeed, the remaining defenders thank you for coming to their aid, but one last enemy remains. The enemy captain approaches warily, drawing back a heavy cloak to reveal the finest armor and a magnificent sword on his hip. He raises a hand to signal for a parley.

    If you agree, he speaks to you about the real nature of this toll post. “Xavier would have you believe he is charging a modest fee for this toll post, but in reality, he is robbing travelers blind! My warriors and I were hired by a conglomeration of merchants to demolish this abomination that is ruining their business. Just look at the coffers here if you don’t believe me.”

    If you follow his suggestion, the defenders reluctantly allow you to look at the coffers where takings are kept, and they are filled with gold! You hear footsteps of many people approaching, and if you look outside, see Xavier arriving with more warriors.

    “What is this?” Xavier blurts in alarm as he sees you conversing with the enemy. “Delving into matters that don’t concern you? I am paying you to defend this place, not rifle through my coin!”

    If you mention the sheer volume of wealth taken from travelers, Xavier is unrepentant. “I may have downplayed the profit from this venture, but your task is unchanged. Defeat this brigand and your task is complete. I’ll even double your pay if you don’t mention my takings to anyone!”

    “Work with me to take down this thief and we shall split his takings between us,” the captain urges you.

    If you agree to keep Xavier’s secret, you can fight the mercenary captain, taking his weapon and armor upon his defeat and being paid a handsome sum from Xavier. If you side with the mercenary and fight Xavier and his guards, the merchant keeps to the rear while his new guards try to defeat you!

    He surrenders upon their demise, begging for his life. If you spare him, he flees the toll station as you take his plunder for yourself! With the toll station left in ruins Xavier abandons the improved highway and it soon once again falls into disrepair making merchant caravans trips take much longer. He also ceases his trade routes to the city as he sees it as no longer profitable which increases the prices of general goods that do still happen to make it to the city from the smaller caravans.

    If you’d enjoy more DnD resources like this Ruined Merchant Prince’s Toll Fortress 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 adventures for $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.Â