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.

  • Free TTRPG Battlemap with Adventure – Skyship Slums of Aeraveska

    Free TTRPG Battlemap with Adventure – Skyship Slums of Aeraveska

    Free TTRPG map the Skyship Slums of Aeraveska

    Explosive Conspiracy

    One day while visiting the floating sky city of Aeraveska, you are given a letter by a messenger dove with a shimmering bronze seal on it. It is marked by the Mechanist’s Guild, and the letter comes from none other than Alkari Corvus; the guild’s Grand Artificer. 
     
    The letter writes that the artificer suspects there is a terrible conspiracy going on, one which he cannot trust to many of the locals–and those he does trust, would be recognised instantly whilst trying to uncover the truth. Alkari writes that he’s heard word of your good deeds in the city, and wishes you to meet with him and discuss preventing a possible disaster.
     
    Should you go to meet with Alkari, you’ll find him in the Mechanist’s Guild. It is one of the oldest buildings in the city, though covered by rust like most other things here. But there is a sense of faded glory about the place, with its high columns and vaulted ceilings.
     
    If you enter you’ll be greeted by the receptionist, who has curly black hair and dark skin. She is wearing a copper-colored dress decorated with small, shiny bronze cogs, and shimmering bronze lipstick. Upon seeing the letter, she’ll smile warmly and give you directions for how to find Alkari.
     
    His office is at the top of one of the towers, overlooking the surrounding city and sky. When you knock, Alkari will open the door using a complicated rope-mechanism he can peck from his desk. He looks reminiscent of a raven, with smooth, black feathers and a belt along his waist with an assortment of gadgets. A small set of goggles rest on his forehead.
     
    Alkari thanks you for considering his offer, and gestures with a “hand” tipped wing (much like a raven’s foot) for you to sit down in a couple of chairs draped with thick moss. They appear to be welded together from different cogs and scrap pieces of metal, but polished to a high shine, though there are some patches of rust in the depressions.
     
    Once you are comfortable, Alkari will explain in a solemn voice that he has heard wind of terrible rumors. Rumors that there is a conspiracy amongst one of Aeraveska’s lowest slums to blow up the arcane generator which holds the city aloft! You must go there at once, Alkari pleads, and investigate these claims. If they are real, you must do what you can to stop what he fears is a growing rebellion from the malcontents on the city’s lower levels.
     
    He’ll then pull a small, rolled up map tied with a red ribbon out from one of his desk’s draws. Then he’ll hand it over to you, saying that it shows the locations where most of the rumors of violent discontent have been reported. He’ll also offer you a small pouch of gold doves; some of the city’s original currency, which are highly valued. 
     
    Should you go to the area, you’ll find it is among the very lowest of the city’s slums. The whole area is made of retired timber skyships, which have been nailed together with more planks of wood. The use of such a short-lived material so close to the long-drop below tells tales about the slum’s desperation. A few patched hot-air balloons have been jerry-rigged to add extra lift to heavier parts of the structure, too.

    On top of that, these slums have some of the foulest fumes wafting amongst them; exhaust from the arcane generator that holds the city aloft far, far above. Litter that can’t blow away in the often-strong winds cover the walkways. The sides of ships the locals have made homes in are broken in places, or heavily carved out with graffiti. And the often-scarred residents here wear stained, ragged clothes, often with torn strips of cloth over their nose and mouths.
     
    Because of this, the locals will notice you right away. Many of them regard you with dour looks, while others might try to jump you for your valuables. If you try to ask anyone about the conspiracy, however, they’ll coldly say they don’t know what you’re talking about before excusing themselves.
     
    Should this happen, you will be jumped by a group a few minutes later–once the individual you questioned has had time to run off to tell their contacts that a stranger’s been asking around regarding their plans. If you manage to defeat the group, the other locals will begin attacking you also. They may be poor, and many of them even drug-addled, but they’re a close-knit community with nothing much to lose.
     
    Once the fight reaches a certain size or hits a certain number of casualties, the leader will emerge and try to reason with you. She’ll come out of one of the rooms, with her hands up in the air as a gesture of peace. She is wearing red, worn-through fingerless gloves, and a bandana tying up thick locks of auburn hair. Holy stockings cover lean legs, while a dress that has been patched far too many times drapes her wiry frame.
     
    Her ears are adorned with steel or carved wood earrings, and she has a belt covered with different tools along her waist–predominantly knives. She’ll introduce herself as Kathorne, and say that she seeks an end to this violence for her people. Then she’ll say that you came here asking about their plans, so as a peace offering she’ll explain them to you. Then you can decide for yourself what you wish to do with that knowledge. Fair?
     
    If you listen, she’ll explain with a relieved sigh that yes, they have been planning to blow up the arcane generator which holds up the city–but it’s not as bad as it sounds! They have a mechanist friend who works for the guild, and he told them there are safety measures in place so the city won’t just crash. It’ll drift to the ground.
     
    She continues to explain that her people have been forced to live in these slums due to the overpopulated city’s stagnant economy. There are too few jobs and too many people–we can’t work even if we want to! On top of that, it costs money to get down to the land below, so most of us can’t just leave. There are so many people in the slums, all over Aeraveska, breathing in the toxic fumes from the arcane generator. Most don’t make it beyond 30! All her people want is to leave and start a new life somewhere else, somewhere far away from this dying city.
     
    If you are swayed by her reasoning, she’ll breathe a sigh of relief and thank you, before sending a group out to rig the final explosives and set them off, now that the Mechanist’s Guild is cluing on to them. Before the crowd disperses, she’ll tell you where you can find her in her hovel should you need to.
     
    About an hour later the explosion will destroy the arcane generator. The bones of the city will shudder terribly, and it will slant as it begins a steep slide through the sky, crashing down towards the earth at terrifying speeds. The emergency systems will engage, slowing the descent somewhat magically, as well as sending a barrage of parachutes up behind the doomed city.
     
    Upon impact with the earth below, some of the old and rusted buildings will crumble and collapse. 10% of Aeraveska’s population will die.
     
    If you go to find Kathorne afterwards, her house is among those that collapsed. Should you make your way into the ruins, you’ll find her crushed body, as well as a journal. In the journal Kathorne wrote that she knew the fail-safe wasn’t fully functioning due to the city being so old and in such a decrepit state, but she believed the risk was worth it for her people.
     
    Should you refuse to aid Kathorne in her plan instead, unless you can find a peaceful resolution (such as paying for their passage off the city), her and her people will put up a vicious fight.
     
    Once you tell Alkari about what has occurred however, he’ll puff up all his feathers in distress. Then he’ll remark how horrified he was that they wanted to rely on the failsafe systems, which were created at the city’s founding and might be just as unreliable as much of the old, run-down city. It could have ended in many, many deaths–without even regarding where Aeraveska would land. Shaking his head some more, Alkari will solemnly pay you even more of the golden doves as thanks for making the right choice against what could have been a convincing argument. Thanks to you, he emphasizes, many lives were saved, along with our great city.
     
    As you leave, he muses to himself thoughtfully that perhaps the Mechanist’s Guild can find some way to allow poor citizens to leave, if they wish.

    If you’d enjoy way more maps like this free Skyship Slums of Aeraveska D&D battlemap, 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 with Adventure – Feywild Castle Courtyard

    Free TTRPG Battlemap with Adventure – Feywild Castle Courtyard

    GMs, I’ve read a lot of different things about the Feywilds. Do you think spirits there should be immortal and unkillable, as some of the lore suggests–taking time after being “killed” to reform again? Or do you play it some different way, such as only powerful spirits doing this–or none of them? Let me know in the comments below! As always, keep scrolling for the one-shot adventure written for this Feywild Castle Courtyard free TTRPG battlemap! âʇ

    Realm of Madness

    A poster in a large city requests the aid of mercenaries for a foray into the realm of fairies. More information can be found at the university of magic, and if you go there you’re halted at the reception until the man who wrote the poster comes down from his apartment for you.

    He is an old wizard, with wrinkled skin, long gray hair, and a scraggly gray beard. He looks gaunt, and his blue robes come up a little too short around his ankles. The man cheerily introduces himself as Eskal, and shakes your hand with a bony grip. He invites you to an inn across the street for something to drink and a bite to eat while he explains his proposal.

    Once settled at the inn, Eskal explains enthusiastically that he seeks a special artifact from the fae, which was lost a long time ago in the ruins of a palace that is said to have been built by the God of Madness. He says he is searching for it as he needs a suitable gift for a queen who was recently widowed. He admits cheekily that he’s always had a thing for her, and says that now they have even more in common because his own wife Bertha left him


    Anyway, the point is the Queen’s set up a competition. The man who gets her the most wondrous gift will become her next husband, he says with dreamy eyes. Of course, Eskal chuckles, rumor is that she poisoned her last husband­–but that’s women for you! He slaps his knee in mirth at this.

    He concludes that he’s found the most wondrous gift of them all, one surely any lady will love. It’s a chicken, said to once have been a pet of the God of Madness, but it lays eggs–lots of them! And you’ll never guess what’s inside the eggs! People! Tiny people, who hatch fully grown and clothed–though it is said you can’t understand a thing they say. He’ll need to study it more once he has it. If you help him, not only can you keep anything else you find in the fairy realms, but he’ll pay you in a collection of rare toads from his last project. They’re worth quite a bit, you know, and he can’t be bothered selling them.

    Should you haggle for a better deal, he grudgingly concedes that he can throw in a few rubies as well–though he mutters under his breath something about them being slightly cursed. Should you press him on it, he stammers that it only causes a persistent itch on the left ankle, while absentmindedly scratching his own.

    If you agree to the job, he whoopees in delight before telling you to wait for him at the reception again tomorrow morning.

    When the time comes, he leads you to an overgrown, unkempt graveyard in the city and down a small path inside it. Eventually you arrive at a crossroads, and he tells you to hold his hand before closing his eyes and walking forwards­. He leads you through the middle of the crossroads, and suddenly the land around you changes. You are no longer in a graveyard, but a lush jungle–and plants there shimmer bright blues, greens, pinks or purples.

    Overgrown by the brightly colored plants are the ruins of a beautiful, yet perplexing castle. Parts of it are normal buildings, with flowering hedgerows which even now keep their shape (as you watch, flowers bud, bloom, and die rapidly)–but other parts of the castle weave in and out of a giant tree which spreads its roots throughout the entire area. Some small rooms even hang like precarious baubles from the higher branches.

    Eskal leads you to a courtyard, filled with statues holding blue flames. He takes a pouch from his belt, and opens it; showing you some shimmering purple powder. He explains that you and him need to put the purple powder in all the flames that the statues are holding. The color of the flames indicate which room waits behind the large timber doors, which are built into the tree’s roots at the end of the courtyard.

    Each room, he explains, presents a challenge before one can enter. Unfortunately, you seek the castle’s Chicken Room, which means you’ll need to defeat the bane of all chickens–a large, 6-legged fox! It’s also got QUITE the number of tails, but don’t you worry about that, Eskal assures you.

    When you go to put the powder in the bowls the statues are holding, the statues come to life and shift away from you, trying their best to hold their bowl out of reach while saying things like “No”, “Nuh-uh”, “Don’t touch me, you filthy plebeian”, and the like. But, as soon as the powder is in the bowls the flame will change to purple and the statues will grow still again with a sigh or grumble.

    Once all the flames are purple, a small hole in the center of the courtyard, walled by an overgrown fence, will begin to make rattling noises, as if by some strange mechanical contraption. Slowly a wooden elevator will stop at the top of the hole, locking into place, and on top of it is a fox standing on two back legs, and looking at the other four front “arms”. They have very long claws, and are more reminiscent of a bear’s.

    The fox has four eyes, three tails, and long fangs overhanging his jaw. Seeing himself in the light, he sighs in deep resignation. “So, I’m to be a fox now, am I? Very well
”

    If you ask him what he means, the fox looks at you uninterestedly and explains in a flat voice that he’s the immortal guardian of this palace, and he is forever destined to take the correct form the challenger must face to get access to the room they seek. Now, if you don’t mind, he’d prefer to get this fight over and done with, so he can go back to oblivion until the next challenger summons him.

    He will then lunge at you, doing slashing attacks, biting, and using harsh criticism to demotivate you.

    Once defeated, he’ll let out a sigh as his body dissolves into orange butterflies, whispering sardonically “finally”. Then the butterflies will disperse into the sky.

    When you enter the room behind the door in the tree’s roots, you’ll find almost everything is made out of pink, sparkling crystal–except for a plump pink velvet cushion, with a white hen sitting on top of it. She is surrounded with cracked white egg shells, and the floor is swarming with tiny people yelling gibberish in high-pitched voices. They stand about three inches high and rush towards you, before beginning to try to climb up your legs.

    Eskal will chuckle at the sight of the room, saying isn’t this amazing, before hiking up his robes and walking through the space–uncaring of what he steps on–towards the chicken. The surviving tiny people begin to scream and flee out the door, with their arms up in distress as they disperse into the wilds. If you watch them once outside, a crow will fly down from above and happily eat one of them.

    Once Eskal has the chicken on the cushion (you must always keep the cushion, he whispers reverently), he leads you out from the fairy realms again, through finding another crossroads in the wilderness. Once back in the graveyard, he leads you to his quarters in the university and pays you with the toads–which are indeed worth a pretty sum–and also offers the cursed rubies, regardless of if it was agreed upon or not. If you accept them, he sighs in relief once his left ankle stops itching.

    He invites you to come with him tomorrow to present the chicken to the Queen, as well. If you agree, he’ll ask you to meet him at the reception again.

    Once you do, he emerges dressed in his finest blue robes–which are still a little bit too short for his ankles–with a pointed wizard hat in a matching shade of blue. He has oiled back his hair and his beard glistens
 with silver sparkles. There are even sparkles in his eyelashes, and the overpowering smell of some kind of cologne.

    He winks at you, saying in his gravelly voice that he’s always known how to impress the ladies.

    He is also carrying the chicken, only this time, it’s on a blue pillow. He walks with you and the chicken to the palace, where he requests an audience with the Queen and explains what the chicken is. The guards to the throne room turn red in the face trying to suppress their laughter, but they gesture for you both to go inside anyway.

    Once inside, you join a line of others with grievances to bring before the Queen, and on either side of the line are pews partially filled with differing nobility.

    After waiting almost the entire day in line, the Queen sees you and Eskal. The queen is a woman in her 30s, with blond hair, rosy cheeks, in a long white lace dress and wearing jewelry which is absolutely dripping with diamonds.

    Eskal blushes bright red as he steps forwards, and, stammering, gestures to you as he explains you both traveled into the fairy realm to get this incredible hen. He then places the pillow and hen on the ground, before lifting the hen up. At least five eggs shoot out from behind it as he does so, the chicken clucking loudly, and the eggs crack after rolling about on the floor for a few moments. The small, fully-clothed people pop out of them, then begin running around the floor and examining everything, all the while speaking that strange, high-pitched gibberish to each other.

    Though the court begins laughing, the Queen squeals in amazement and clasps her hands together. Then her eyes fall on you, and she breathlessly asks if it was you, the brave mercenary, who fought that terrible fox and acquired this wondrous gift, with the help of that old man?

    Eskal will start stammering incoherently while the Queen commandingly clears the court, saying that she wants to be left alone with you–and only you


    GM’s Notes:

    All players must be touching each other and one of them touching Eskal to cross over into the fairy realm with him.

    The Queen will find the most handsome player in your party the one she wishes to spend alone time with. Note she has a fondness for scarred barbarians, and orcs.

    If you’d enjoy way more maps like this free Feywild Castle Couryard D&D battlemap, 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 Adventurer’s Guide to Aeraveska

    Free Adventurer’s Guide to Aeraveska

    An Overview of The Flying City of Aeraveska

    Soaring hundreds of feet above the surface, the legendary flying city of Aeraveska has existed for centuries as a port of call for travelers, inventors and philosophers. Constructed by the most renowned mechanists and engineers, the city was built with the express purpose of bringing together people from diverse nations without the restriction of borders, or the petty squabbles of rulers and tyrants.

    Powered by a mystical arcane generator, the city was made to the highest standards of its era, using the finest materials and designs to make it a place of wonder in a sometimes-bleak world. But time has a way of distorting the original purpose of the most noble endeavors, and Aeraveska is no exception.

    The shining streets and towering pinnacles of steel have turned to rust, and as the founding builders passed, so has the ability of the city’s mechanists to properly repair it. Barely resembling its original design, Aeraveska is now a rusting hulk, rebuilt with whatever scraps and improvised machines the mechanists can find or create to fulfil the functions of the old machines.

    Gone are the days where noble paladins would walk the streets, discussing the best way to serve the needs of the people. Now, a twisted sort of fanaticism has gripped a portion of the population, who revere the city’s very existence yet actively work against those who are attempting to maintain it. Though it is still an important city that stands apart from the machinations of the lords and ladies below, Aeraveska has its own dangers as factions struggle for control of the decrepit city.

    Locations

    Paladin Statue

    Standing high above the center of the city rises an ancient statue of an armored man, bearing sword and shield and looking outward with an expression of optimism and courage expertly carved into his features. 

    This is a memorial to Sir Gareth Prescott, the leader of a small band of paladins who worked with an army of mechanists to create the flying city of Aeraveska centuries ago. Time has not been kind to this depiction of the city’s founder, with large chunks of the statue missing and the surface pockmarked with damage from weapons and age, a more fitting tribute to the current state of the city than it has ever been.

    Old Glin’s Docks

    This squat tower used to be where the city’s chief mechanist used to live, a man by the name of Old Glin. Revered as a brilliant designer and one of the key architects of the city, the tower gradually became home to his descendants who had grown wealthy from his legacy. 

    This is now the wealthy part of the city and arguably the least decrepit, where small indoor gardens liven up the place. They even have access to their own private docks, where expensive air yachts and balloons are kept.

    Supply Docks

    Referred to as the old supply docks, this is a small docking area for balloons and smaller airships, which is now mostly used as a passenger terminal. Stacks of goods are piled strategically around the place to provide thoroughfares for people moving to and from their ships, though such goods are mostly the luggage of travelers.  

    Blue Bridge Inn

    Hanging beneath a platform leading from the supply docks is the Blue Bridge Inn, a place where visitors can find a decent night’s sleep during their stay in Aeraveksa. The staff are courteous and polite, and the food adequate but unremarkable. 

    The big attraction of the place is the view from the common room, where carefully placed windows reveal a panorama of the skies around and below the city, which can make it difficult for those who don’t like the constant reminder of their current location high above the ground.

    Ms. Eva’s Saloon

    Ms. Eva’s Saloon is the most popular place to enjoy a meal and a drink in the entire city. It is a place where courtesy and good manners are still maintained, even if life outside the bar’s rusty walls has devolved over the decades. Commonly used as a meeting place for merchants, mercenaries and miscreants, the Saloon is a slice of heaven in an otherwise grim locale. Two hulking clockwork golems are employed as bouncers to ensure the patrons remember their manners, and troublemakers are efficiently dealt with so as not to disturb others.

    Mechanist Guild

    One of the more important buildings in the city, the Mechanist’s Guild is home to the city’s engineers and inventors, the organization responsible for keeping the city functional and safe, even if they have fallen behind in their work. The building is covered by rust as much as any other, but there is a sense of faded glory about the place, with its high columns and vaulted ceilings.

    Raseem’s Observatory

    This towering, domed structure is home to Raseem Ahmadi, a scientist who uses this observatory to scour the heavens at night, taking notes and looking for revelations in the stars above. When the huge telescope within is adjusted to look at a different part of the sky, it is accompanied by a horrid screeching of metal on rusty metal, which can be heard through most of the city. Not a native of Aeraveska, Raseem sometimes causes a stir with his insights and hypotheses.  

    Slums

    All cities have a place where the lowest rungs of society are left in squalor, and in the case of Aeraveska, this is almost quite literal. 

    Living in polluted air near the generator core, this place is filled with those who simply don’t fit in anywhere else. The poor, the homeless and those with violent tendencies gather here to try and find whatever work will put food in their bellies. It is rife with crime and the Aeronauts rarely police the area.

    Generator

    This huge building is under constant guard, for within lies the city’s central power generator which provides the mystical energy that keeps Aeraveska aloft. Smoke billows from improvised chimneys and the constant thrum of machinery vibrates the platform around it, and at night, the dull glow of eerie green lights can be seen through windows and cracks in the walls.

    Sky Temple

    The Sky Temple is the hallowed meeting hall of The Order of Heavenly Ascension, a religious group that has a moderate following within the city, who the ruling class deem to be bordering on dangerous. The temple itself is one of the more impressive structures in Aeraveksa, with a towering pinnacle reaching to the heavens and lots of glass so that worshippers can bask in the view.

    Military Quater

    Order within Aeraveksa is kept by the city’s military, who are trained in melee and ranged combat and serve the ruling class, who finance the whole thing. Several times over the centuries, Aeraveksa has been invaded by outside interests who would see it fall under their control, and it is through the expert training found here that the defenders make the best use of their lofty environment to outwit and outmaneuver their enemies with an unbeatable home turf advantage. 

    Aeronaut School

    Anastasia Belle, Sky-Captain of the Aeronauts trains an elite cadre of soldiers deemed strong and smart enough to bear the mantle. 

    Aeronauts are humans (or similar races who lack wings) who use mechanical wings to soar around the city, fighting off anything that threatens Aeraveksa. Their unique weaponry includes grappling hooks and dart guns, and their incredible mobility allows them to move throughout the city with speed. 

    Marketplace

    Tucked away beneath the merchant’s guild is the marketplace of Aeraveksa, a sprawling arrangement of rusty old buildings in which all manner of goods are bought and sold. It is a chaotic affair, with merchants hawking their wares and customers haggling for the best price, all under the careful watch of the city guards. Nearly a quarter of the market is taken up by Lavech’s shop.

    Hang Glider Ramp

    A quick way to get around the city is to hire a hang glider here, and ride the winds to your destination. For the wealthy, it’s also a fun diversion from the day-to-day life within the confines of the rusting hulk of Aeraveska, a reminder of what it’s like to fly free. 

    Trading Docks

    Built to replace the smaller supply docks, these are the trading docks, where vast quantities of goods are brought in to feed the city’s insatiable hunger for spare parts. Huge airships and balloons can often be seen here, tethered to the city’s outskirts as workers move cargo on and off these mighty vessels. Passengers rarely come this way, unless they’re looking to keep a low profile.and dart guns, and their incredible mobility allows them to move throughout the city with speed. 

    Factions

    The Mechanist Guild

    “Thanks to the genius and innovative designs of our esteemed founders, we continue the endless duty to maintain Aeraveska. In this task, we cannot fail, lest the grand work of generations come to naught and the city itself falls.”

    –Alkari Corvus, Grand Artificer of the Mechanist Guild

    The pre-eminent organization within the city, this group is populated with descendants of the city’s original creators. Centuries after its construction, the techniques and blueprints of the original city are long gone, forcing these creative individuals to use whatever materials and designs they can come up with to replace worn-out components. 

    In addition to their primary purpose of keeping the city aloft, they create all manner of inventions, and often come together in their great hall to work on their designs, discuss technical details and collaborate on larger projects.

    The True Defenders of Aeraveska  

    “Our city has become polluted with land-dwellers, those our ancestors built Aeraveksa to escape. In honor of Sir Gareth, our city’s founder, it is our duty as the true defenders of this great city to maintain the purity of our people, and return the land-dwellers to their rightful place beneath our feet.”

    –Magnus Sharpe, Lord Captain of the True Defenders

    Sworn defenders of Aeraveska, the True Defenders are cultists who fervently believe in the superiority of those born in the city. Led by the disgraced Aeronaut Magnus Sharpe, the group maintain a low profile for the most part, but from time to time they strike out at visiting land-dwellers, kidnapping them and leaving the bodies hanging in prominent places with warnings written in blood. Although their numbers are small, they are a potent force known to cause a lot of disruption to the city.

    The Order of Heavenly Ascension

    “This holy city that lifts us into the heavens has been corrupted through time and the weak will of its rulers. Through fire and blood, we shall punish the corrupt and restore Aeraveska to its true place of glory in the skies!” 

    –Dalia Serafina, Matriarch of the Order

    Devout believers in the idea that Aeraveska was designed to be a shining light in the skies, this order of religious fanatics is descended from the benevolent paladins that founded the place, but have since lost their way. From their place in the Sky Temple, they see the rusting, crumbling city around them as an affront to the memory of Sir Gareth, the leader of the paladins, and see the Mechanist Guild as corrupting the purity of the city’s original glory. 

    They make their thoughts known with street sermons, protests, and in some cases, violence, all in service of their goal to depose the Mechanist Guild’s leadership and take control of the city themselves. 

    Important Characters

    Lavech

    A tall, lean man of middle-age appearance, this merchant goes by the name of Lavech, yet in spite of his seemingly unassuming nature, it is a name known throughout the city. Quiet and thoughtful, Lavech operates the largest store in Aeraveska, dominating nearly a quarter of the marketplace. There is no signage or official title – shoppers are simply directed to ‘go and see Lavech’ when they have need of something obscure.

    In the dark recesses of the marketplace there is a single, ordinary door accessing this shop, and those with an eye for magical may recognize that, upon entry, they are stepping through a portal to a pocket dimension. Indeed, at the whim of the shop’s owner, this single doorway can act as a portal to many dimensions and other places in the world, leading to speculation that Lavech is far more than some mere mortal – some speculate he may even be a minor deity, for he wields this subtle yet powerful magic with ease.

    Lavech is known to work as a broker for unnamed wealthy clients, those who need work done but wish to remain anonymous until the right people are found. Only then are the two parties introduced and their business conducted. These are typically high-paying jobs, where ethics is rarely a consideration. 

    Lavech’s shop is also the best place to acquire magical items, but these can’t be bought with money – only by running jobs for him can these items be obtained. Such work usually entails finding materials or dealing with problems both in and out of the city itself. When Lavech wants to communicate with a client, he freely hands out Sending Stones, which allow him to speak across great distances. 

    Magnus Sharpe

    Formerly a high-ranking member of the Aeronauts, Magnus Sharpe was stripped of his rank and (literal) wings after his affiliation with a radical cult was discovered. Now the leader of the “True Defenders of Aeraveska”, Magnus has cobbled together a set of mechanical wings from discarded scraps, and designed an assortment of gadgets with which to fight for his cause, including a grappling hook and deadly dart gun. 

    The cult he leads was always lurking in the shadows, with the authorities aware of its existence but paying it little heed, until Magnus took over. With his training and fervent dedication to the cause, he has personally lifted their ambitions and prominence in the city, as well as the danger they pose to society. 

    Magnus is charming, driven and passionate, but also quick to anger. He uses his knowledge of machinery to maintain his contraptions, but keeps these devices for himself. Magnus is not above using others for his own ends, and his fervent belief that those who live on the land below are unworthy of living in the skies with the chosen people drives him to commit greater crimes in pursuit of his goals. 

    Sabine Pryce

    The dark streets of Aeraveska at night are not for the faint of heart. Crime is rife in many areas of the city, as poverty and desperation drive people to do what they need to survive. While the wealthy are thought to be indifferent to the plight of the common folk, one of their number walks these streets looking to balance the cosmic scales a little.

    By day, Sabine Pryce is the daughter of a wealthy noble who goes about her normal affairs in the wealthy spires of the city. But by night, she uses her knowledge of the nobility to infiltrate their homes and take a few precious items they wouldn’t really miss. These trinkets are often worth a small fortune, and Sabine makes certain they find their way into the hands of the needy.

    What motivated her to take up this rebellious lifestyle isn’t clear, but rumors abound that her family is involved in some unpleasant business that impacts the common folk, and Sabine felt the need to balance the scales with acts of ‘virtuous thievery’. When out on one of her late-night jaunts, Sabine obscures her appearance by necessity. An opera-style mask covers one side of her face, painted with two diagonal orange lines, which apparently has some specific meaning for her.

    Sabine walks with a cane, though it is not because of any specific physical need. When its jeweled handle is pulled, a gleaming steel blade is visible within, a weapon with which she is well-practiced. She speaks rarely while in disguise, but her voice is soft and self-assured.

    Alkari Corvus

    One of the bird-people who have lived in Aeraveska since it first took flight, Alkari is a person reminiscent of a raven, with smooth, black feathers and an inquisitive mind. He wears belts with an assortment of gadgets around his waist, including concealable weapons that can incapacitate, or even kill an attacker. Goggles adorn his head, though he only puts them over his eyes when he works.

    The Grand Artificer of the Mechanists Guild, Alkari is the most accomplished and technically proficient mechanist within the city, and uses his vast knowledge and keen mind to keep the decaying city aloft. He is well-liked within the guild, though he is not without his rivals. 

    Thoughtful and observant, Alkari tends to let people speak their minds without interruption, before answering with a considered response. It is with this careful and intelligent manner he leads the guild, and although he is advancing in years, he shows no sign of slowing down.

    One-Shot, System-Agnostic Adventures with Battlemaps

    An Explosive Conspiracy

    One day while visiting the floating sky city of Aeraveska, you are given a letter by a messenger dove with a shimmering bronze seal on it. It is marked by the Mechanist’s Guild, and the letter comes from none other than Alkari Corvus; the guild’s Grand Artificer. 

    The letter writes that the artificer suspects there is a terrible conspiracy going on, one which he cannot trust to many of the locals–and those he does trust, would be recognised instantly whilst trying to uncover the truth. Alkari writes that he’s heard word of your good deeds in the city, and wishes you to meet with him and discuss preventing a possible disaster.

    Should you go to meet with Alkari, you’ll find him in the Mechanist’s Guild. It is one of the oldest buildings in the city, though covered by rust like most other things here. But there is a sense of faded glory about the place, with its high columns and vaulted ceilings.

    If you enter you’ll be greeted by the receptionist, who has curly black hair and dark skin. She is wearing a copper-colored dress decorated with small, shiny bronze cogs, and shimmering bronze lipstick. Upon seeing the letter, she’ll smile warmly and give you directions for how to find Alkari.

    His office is at the top of one of the towers, overlooking the surrounding city and sky. When you knock, Alkari will open the door using a complicated rope-mechanism he can peck from his desk. He looks reminiscent of a raven, with smooth, black feathers and a belt along his waist with an assortment of gadgets. A small set of goggles rest on his forehead.

    Alkari thanks you for considering his offer, and gestures with a “hand” tipped wing (much like a raven’s foot) for you to sit down in a couple of chairs draped with thick moss. They appear to be welded together from different cogs and scrap pieces of metal, but polished to a high shine, though there are some patches of rust in the depressions.

    Once you are comfortable, Alkari will explain in a solemn voice that he has heard wind of terrible rumors. Rumors that there is a conspiracy amongst one of Aeraveska’s lowest slums to blow up the arcane generator which holds the city aloft! You must go there at once, Alkari pleads, and investigate these claims. If they are real, you must do what you can to stop what he fears is a growing rebellion from the malcontents on the city’s lower levels.

    He’ll then pull a small, rolled up map tied with a red ribbon out from one of his desk’s draws. Then he’ll hand it over to you, saying that it shows the locations where most of the rumors of violent discontent have been reported. He’ll also offer you a small pouch of gold doves; some of the city’s original currency, which are highly valued. 

    Should you go to the area, you’ll find it is among the very lowest of the city’s slums. The whole area is made of retired timber skyships, which have been nailed together with more planks of wood. The use of such a short-lived material so close to the long-drop below tells tales about the slum’s desperation. A few patched hot-air balloons have been jerry-rigged to add extra lift to heavier parts of the structure, too.

    On top of that, these slums have some of the foulest fumes wafting amongst them; exhaust from the arcane generator that holds the city aloft far, far above. Litter that can’t blow away in the often-strong winds cover the walkways. The sides of ships the locals have made homes in are broken in places, or heavily carved out with graffiti. And the often-scarred residents here wear stained, ragged clothes, often with torn strips of cloth over their nose and mouths.

    Because of this, the locals will notice you right away. Many of them regard you with dour looks, while others might try to jump you for your valuables. If you try to ask anyone about the conspiracy, however, they’ll coldly say they don’t know what you’re talking about before excusing themselves.

    Should this happen, you will be jumped by a group a few minutes later–once the individual you questioned has had time to run off to tell their contacts that a stranger’s been asking around regarding their plans. If you manage to defeat the group, the other locals will begin attacking you also. They may be poor, and many of them even drug-addled, but they’re a close-knit community with nothing much to lose.

    Once the fight reaches a certain size or hits a certain number of casualties, the leader will emerge and try to reason with you. She’ll come out of one of the rooms, with her hands up in the air as a gesture of peace. She is wearing red, worn-through fingerless gloves, and a bandana tying up thick locks of auburn hair. Holy stockings cover lean legs, while a dress that has been patched far too many times drapes her wiry frame.

    Her ears are adorned with steel or carved wood earrings, and she has a belt covered with different tools along her waist–predominantly knives. She’ll introduce herself as Kathorne, and say that she seeks an end to this violence for her people. Then she’ll say that you came here asking about their plans, so as a peace offering she’ll explain them to you. Then you can decide for yourself what you wish to do with that knowledge. Fair?

    If you listen, she’ll explain with a relieved sigh that yes, they have been planning to blow up the arcane generator which holds up the city–but it’s not as bad as it sounds! They have a mechanist friend who works for the guild, and he told them there are safety measures in place so the city won’t just crash. It’ll drift to the ground.

    She continues to explain that her people have been forced to live in these slums due to the overpopulated city’s stagnant economy. There are too few jobs and too many people–we can’t work even if we want to! On top of that, it costs money to get down to the land below, so most of us can’t just leave. There are so many people in the slums, all over Aeraveska, breathing in the toxic fumes from the arcane generator. Most don’t make it beyond 30! All her people want is to leave and start a new life somewhere else, somewhere far away from this dying city.

    If you are swayed by her reasoning, she’ll breathe a sigh of relief and thank you, before sending a group out to rig the final explosives and set them off, now that the Mechanist’s Guild is cluing on to them. Before the crowd disperses, she’ll tell you where you can find her in her hovel should you need to.

    About an hour later the explosion will destroy the arcane generator. The bones of the city will shudder terribly, and it will slant as it begins a steep slide through the sky, crashing down towards the earth at terrifying speeds. The emergency systems will engage, slowing the descent somewhat magically, as well as sending a barrage of parachutes up behind the doomed city.

    Upon impact with the earth below, some of the old and rusted buildings will crumble and collapse. 10% of Aeraveska’s population will die.

    If you go to find Kathorne afterwards, her house is among those that collapsed. Should you make your way into the ruins, you’ll find her crushed body, as well as a journal. In the journal Kathorne wrote that she knew the fail-safe wasn’t fully functioning due to the city being so old and in such a decrepit state, but she believed the risk was worth it for her people.

    Should you refuse to aid Kathorne in her plan instead, unless you can find a peaceful resolution (such as paying for their passage off the city), her and her people will put up a vicious fight.

    Once you tell Alkari about what has occurred however, he’ll puff up all his feathers in distress. Then he’ll remark how horrified he was that they wanted to rely on the failsafe systems, which were created at the city’s founding and might be just as unreliable as much of the old, run-down city. It could have ended in many, many deaths–without even regarding where Aeraveska would land. Shaking his head some more, Alkari will solemnly pay you even more of the golden doves as thanks for making the right choice against what could have been a convincing argument. Thanks to you, he emphasizes, many lives were saved, along with our great city.

    As you leave, he muses to himself thoughtfully that perhaps the Mechanist’s Guild can find some way to allow poor citizens to leave, if they wish.

    The Screw

    There are posters up inside Ms. Eva’s Saloon and the Blue Bridge Inn within the floating city of Aeraveska. They’re from an old woman who is looking for help finalizing her deceased husband’s estate. She writes that she wants to donate a lot of the items to the Mechanist’s Guild, so they can melt them down and use the scrap to continue repairing the city. It’s a simple job, just labor intensive–though it pays alright.

    Should you go meet with the old woman who’s offering the job, you’ll find she lives in the wealthy district of Aeraveska, known as Old Glin’s Docks. When you arrive at her considerably well-maintained house (compared to the rest of the rusting city), a middle-aged maid will open the door and invite you inside. Once in, she’ll sit you down at a small coffee table in the midst of an indoor garden, before leaving to get the matron.

    When the matron arrives, you’ll see she’s a woman easily in her 80s, with her gray hair tied up in a neat bun. She is wearing a long, blue dress and some simple jewelry made with expensive gold and colorful jewels, and moves smoothly.

    She will welcome you warmly, before taking a seat opposite you. She’ll explain that her husband had a lot of things she has no need for, and since his passing she’s been tying up the loose ends to prepare for her own, eventual death. Her now-adult children moved away from Aeraveska many years ago you see, and they don’t have need for their father’s things. So, she’s decided to send much of it to the Mechanist’s Guild to become scrap and much-needed parts to repair the city. If you would take it there for her–chairs, mechanical contraptions, a metal workbench and some tools–she can pay you once the job is complete.

    Should you accept, she will thank you, and pay you half in advance before getting her maid to show you where the things are located.

    When you arrive at the Mechanist’s Guild, there are two burly men standing outside the front door, with light leather armor and weapons on their belts. Should you try to enter, they’ll say that you can’t in thick voices. If you ask why not, they’ll pause for a moment, before saying the Guild is closed for maintenance.

    Should you explain that you’re bringing scrap to donate so that they can melt it down and use it to help repair the dying city, one will shake their head fervently and say that they’re not accepting scrap today, go take it elsewhere. At this point, however, a loud scream will sound from somewhere within the building.

    If you insist on entering to see what’s going on, the “guards” will fight you rather than willingly letting you in. Should you make it past, you’ll find a handful more of the thugs beyond the door, in a room with a statue at its heart.

    Further in, there are a couple of crumpled receptionists who have been knocked out and tied up behind the desks. If you succeed at waking either of them up, they’ll beg you to free them and warn you that there are armed men in the building looking for an artifact.

    Should you free the girls, they’ll thank you before running out the way you came in, saying they’re going to go get help. In the room beyond the receptionist’s section, you’ll find a number of soot-stained tinkerers, wearing leather working clothes, who have been tied up and surrounded by more of the goons. If the goons see you, they’ll attack–muttering to themselves about “giving the boss more time to get the artifact”.

    When you’ve defeated the goons and freed tinkerers, they’ll thank you before urging you to hurry. They’ll say that those goons don’t seem particularly bright and kept mumbling to themselves about this being some kind of a distraction!

    There’s a loud bang from the upper floor as they say this. If you race up the stairs to see what it is, you’ll encounter a couple of men in brown leather armor with mechanical wings made of scrap metal. They’re in an outdoors area in front of Grand Artificer Alkali’s office. They will attack on sight, flying and using aerial combat to their advantage as well as any trained aeronaut.

    The sounds of combat come from Alkali’s office while this happens. 

    Should you defeat the winged defenders and go into the office, there are a number of holes which have been cut into the ceiling. Dead goons lie on the floor (some with darts in their neck), but there is a tall man with mechanical wings still standing, quite alive. He is wearing light leather armor, with a crossbow aimed at Alkari, but one side of his face is covered with a splatter of blue dye and his body is already covered in scrape wounds.

     Alkari is a person reminiscent of a raven, with smooth black feathers and a tool belt on his waist. He is wearing goggles over his eyes, and hefting a small contraption in a clawed “hand” at the tip of his wing, from where he perches on a desk. Unusual traps have been set off all over the tower, and they appear to have done damage to the tall, winged man–who is both frustrated and out of breath.

    When you enter the tower you walk into this stalemate, and both the men will look at you in confusion. Alkari will twist his head at you thoughtfully, before asking if you have come to his aid. The winged man will spit, saying of course it’s outsiders. Then he will growl at you to leave the affairs of Aeraveska to the skyfolk, warning that you have no idea what you’re meddling with. 

    If you ask him what you’re meddling with, he’ll say plans that will enable his people to finally reach the true glory this city dreamed of–plans which Alkali Corvus is getting in the way of.

    At this point Alkari will clack his beak, and say that if the True Defenders of Aeraveska’s plans for greatness rely on The Screw, they are doomed to fail. Far more goes into mechanical engineering than relying on a magical artifact.

    Should you ask what The Screw is, he’ll explain that it’s a wondrous screw created by Kolgar the Frustrated. It will make any invention it’s added to work, though it doesn’t guarantee that it won’t explode or fail later on. Only a desperate man–or a fool–would wager important plans on such an item. Alkari will then look at the winged man, saying that, while he has had his differences with Magnus Sharpe, he never imagined he was a fool. 

    The winged man will growl, telling Alkari to stop speaking ill of his leader, and demanding that he hand over the artifact and let them be done with this nonsense. He’ll tell the bird that he does not want to harm one of the city’s own skyfolk–despite him killing so many of his men–but he will end him if he doesn’t hand over what he wants.

    At this, Alkari will look at you, a twinkle in his eye, and say that he supposes that you are the deciding factor in this stalemate. He warns you that Magnus Sharpe is a religious extremist, as are his followers. The blood of many innocents are on their hands, and he has never found them to be reasonable. Whatever they are planning, it will not be good.

    Should you side with Alkari, if the winged man is injured enough he will attempt to flee back out through one of the holes in the ceiling. Afterwards, Alkari will sigh, and say that today was a near miss. He’ll ask after the health of the mechanists below, and once he knows they were saved, he’ll visibly relax. Then he will hop down to his seat and open up a draw; pulling out a screw from a box amidst all the other junk.

    He talks while he hops back over to you with it, saying that he supposes after today’s events it is far too dangerous to keep The Screw here. Magnus is the last person who should be allowed access to the artifact, due to the terrible damage he could do with it. So, as thanks for your good deeds today, you may have it, he says. He finishes with a small, gracious bow.

    If you side with the winged man instead, Alkari will not surrender. Instead he will stare you down determinedly, saying that he will never hand over The Screw to a man known to be violent and wholly unreasonable. His death will slow you down, for it’s a large office to search for such a small screw–and by now, the Aeronauts will have heard of the fighting here. They’ll be here any minute.

    Should you attack him, he’ll attempt to shoot you with a poison dart from his small revolver. If you manage to kill him, his dying words will be a warning that Magnus may be charming, but he will try to kill you. If you turn back now, you can still save the city from whatever evil he is planning


    Once Alkari is dead, the winged man will step on his small feathered body, spitting that he was a traitor to his true brethren; the skyfolk. He’ll then ask for your help pilfering through all the drawers for The Screw, and when he gets his hands on it, he will thank you for your assistance. After that, he’ll fly out through the hole in the ceiling, before dropping a firebomb from his belt into the room you’re still in; calling you a useful idiot. 

    He’ll laugh as he flies away, not looking back to see if you survived or not.

    Battlemaps for the Adventures

    Skyship Slums of Aeraveska

    Made for “An Explosive Conspiracy”, download this complimentary free battlemap for VTTs from our Patreon here: patreon.com/posts/64874360.

    Mechanist’s Guild of Aeraveska

    Made for “An Explosive Conspiracy”, download this complimentary free battlemap for VTTs from our Patreon here: patreon.com/posts/64874360

    Seeds of More Adventures

    ‱ It is a closely guarded secret that the city is running low on the machinery essential to maintaining its flight. The few mechanists responsible for maintaining the engines are getting desperate, and need people to go on extraordinary quests to locate obscure resources.

    ‱ There’s a rumor that the Order of Heavenly Ascension are going to attempt to destroy the main docks to the city, cutting it off from the outside as a prelude to something bigger. 

    ‱ The captain of an airship owes money to one of the shadier criminal groups within the slums, and with this debt coming due, may ask a huge favor of the party. The captain is more than happy to offer free transportation to places near and far for eliminating this problem.

    ‱ Though the city is usually able to be steered clear of rough weather, sudden and powerful storms can arrive too quickly to avoid. When this happens the systems of the city are sorely tested, with emergency crews in short supply and high demand to save lives and prevent a mortal blow to Aeraveska itself.

    If you enjoyed this adventurer’s guide, please help us make more by supporting us on Patreon or buying some battlemaps from this website 🙂 Want your NPCs or setting added to our next guide, and immortalised in TTRPG lore forever? Sign up to our Forger of Worlds Patreon tier! Your support helps make what we do possible! Thank you so, so much for anything you contribute.

    Hope you and your friends enjoy Aeraveska! \(^.^)/

    Beb and Luke, with the help of Stephen L. Nowland and The Art of Caustic

  • Free TTRPG Battlemap with Adventure – Ruins of the Dwarven Village of Blandr’vist

    Free TTRPG Battlemap with Adventure – Ruins of the Dwarven Village of Blandr’vist

    GMs, would you allow Turn Undead, instead of instantly destroying a ghost, to move them on to their next life? Let me know in the comments below! As always, keep scrolling for the one-shot adventure written for this Ruins of the Dwarven Village of Blandr’vist free TTRPG battlemap! âʇ

    Echoes of Blandr’vist

    When stepping inside a tavern in a dwarven underdark town, you come upon a sombre meeting. An elderly dwarf inside is pleading with the local townsfolk, asking if there’s not anything they can do to go to Blandr’vist and save the holy man he sent there. But the rest of the locals only shake their heads sadly, saying that none of them can risk setting foot in that haunted ruin, and the cleric should have known better.

    If you ask what this is about, the elderly dwarf will approach you, saying that you look like mercenaries and plead for your help. He introduces himself as Modek, and explains that he sent a holy man to the ruins of Blandr’vist, a town several days’ journey away. He wanted him to deal with the ghosts there, but now the holy man hasn’t come back and he’s worried he’s gotten him killed.

    Should you ask why he wanted to deal with the ghosts, Modek will pale and stutter, unable to answer. Another dwarf will stand up and pat Modek on the back, explaining for him that the people of Blandr’vist were massacred to quench a rebellion, in a most horrific fashion. Modek is one of the only survivors, but his family didn’t make it out with him. The only peace he could try to find was by sending in a holy man to help the ghosts of his wife Bovolda and son, Heni, move on to the next life.

    It was foolish, the dwarf finishes, but there’s not a soul here who can’t understand why he did it. The dwarf guides Modek, who is still stiff and silent, to sit down at the nearby table. He then continues, saying that it’s tragic, but no-one else should die for what happened there, so if you’re willing to go and try to save the holy man from the bloodthirsty ghosts, the whole town here is willing to pitch in to pay you. Modek is a healer, and has done nothing but help all of them–asking almost nothing in exchange–since he moved here, and they’re willing to do what they can to return that kindness.

    But you must know that the ghosts at Blandr’vist are incredibly dangerous, some have even become like wraiths. Everyone in the nearby area avoids it, lest they have a death wish. As a result, they’ll pay you as much as they can afford, but if you agree to the job it must be with open eyes. Very few go to Blandr’vist and make it out alive.

    Should you agree to the job, Modek begins weeping, saying that he never wished for other people to get hurt, and the other locals cluster in to comfort him. The original dwarf who took over the conversation takes you discreetly outside the tavern and gives you directions for where to go. He also warns you in a low voice that you may have to kill the ghosts that Modek hoped to save, but that it would be better than letting another innocent dwarf die to the hands of the tortured souls. If a cleric cannot redeem them, he suspects no-one can, and the ghosts would be better off to cease existing if that is the case.

    When you arrive at Blandr’vist, a cold chill comes over you. It creeps into your bones, and makes your skin rise with goose bumps. Mist forms on your breath when you exhale. Even the light of your torch seems oppressed by the heavy darkness, and dims.

    Around you, there are strange, echoing cries, weeping and other noises like rattling which you notice from the edge of hearing, but can’t clearly focus on if you try.

    There are incredibly angry ghosts all throughout the ruins. They are made of shadowy mist and swirling rags of cloth, created by deaths so brutal and enraging that the spirits lost all sense of humanity or compassion. They come at you screaming, with some human features wafting out from their shadowy appearance; skeletal hands with rotting flesh, eyeballs glaring out from skinless skulls with ragged, drifting strands of patchy hair


    As you move deeper into the ruined town, you spot a pale figure facing away from you in one of the houses, and while you’re looking at it your torch flickers and dies. Suddenly you are swarmed by a number of pale ghosts and reaching hands in the darkness, surrounding you and pressing against you. They are hideously disfigured by burns, with peeling skin and exposed, charred bones. They’re yelling “help us, save us, please!”

    However, as they say this, some attack you while reliving their death and seeing you as the one responsible. If you try to reason with any of the ghosts by telling them they’re dead, they become even more stressed and unreasonable, saying that they don’t want to die which is why you must help them!

    If you fight back against the ghosts, they become angrier and more wraith-like, similar to the ghosts you encountered earlier. When you have either defeated or escaped the group, you’ll feel a small tug on your clothing. If you look down, you’ll find the ghost of a small boy holding onto you. He doesn’t appear to have any burns on him. He says “The others are scared, but mom told me not to be afraid.” Then he’ll try to lead you through the ruins, to the cellar of an old house.

    As you get closer to the cellar, the ghosts seem to become less common until you don’t really see any at all, aside from the young boy. Once you’re outside the cellar of the burned-out house, you can see light that looks like daylight peeping through an entrance that’s been haphazardly boarded up with burned pieces of timber and crumbled rocks. “Mom told me it’s safe here,” says the boy, and he walks straight through the rubble.

    There is a shocked voice from inside, and you can hear the boy talking to it. If you move the rubble and go inside, you’ll see a dishevelled dwarven cleric with torn clothing and some scrapes. He looks like he was kneeling in prayer before being disturbed, and a small orb of sunlight floats at the center of the room.

    The boy will smile when he sees you, emphasising that it’s safe here and his mom told him to hide. The cleric will be surprised to see you, and ask why you’re there. If you explain, he’ll sigh and say that he really thought he could save these spirits, but there’s just so many of them, and they all died so horribly


    If you ask what he means, he’ll pilfer through his bag and pull out a singed journal and throw it to you. He explains that the people were part of a rebellion that was spreading in the region, and a general was sent by the nobles to quell it. Rather than risk fighting a long and bloody civil war, with a significantly higher body count, the general made an example of the town. He lied to the residents, told them to stay inside their homes while his men guarded the outside. Told them it would be all right, so long as they complied. They killed anyone who resisted–mercifully–and those who obeyed waited while their homes were boarded up, and stacked with tinder at the front. Then the general had his men light the fires, and all the remaining inhabitants of Blandr’vist were either burned alive in the flames, or slowly cooked inside their stone homes.

    The cleric shakes his head, saying he’s never encountered anything like it, and that it was so much worse than he could ever have imagined. He shivers as he finishes speaking.

    Should you look at the journal, you’ll find it was written by the general responsible. At the end, he summarises that the decision was a tactical one through and through–and one which successfully quelled the rebellion at its heart. However, the author laments that he learned too late the difference between theory and practice. The screams and the smells which he heard on that day
 he’ll never be able to un-see them. He doesn’t know if what he did was the right thing, and feels his soul is ultimately condemned to the hells. The journal concludes that he’ll leave the dairy in the ruins, which is where he intends to bury this terrible deed, and the rest of his life leading up to that moment.

    If you ask whether or not the cleric achieved his goal of moving the ghosts of Modek’s family on, he’ll shake his head sadly, and say that there’s so many ghosts and wrenched souls here he can’t possibly tell them apart. The only semi-lucid ghost he’s met is that little boy, and he hasn’t helped the child move on because he saved his life and he might need him to get out.

    Should you ask if there’s any other way to help the ghosts in the village to move on, as Modek wanted, the cleric will stroke his braided beard thoughtfully. Then he’ll say that many of the ghosts are so far gone that it’s hard to even reason with them, let alone discover what their unfinished business is–or help them solve it. And he suspects that, even if one were to successfully communicate with the ghosts about what happened, resolving the unfinished business of so many could take years.

    The likeliest chance of survival, amidst so much hatred and fear, is to flee and hope you make it out alive, says the cleric. However, he cannot bring himself to leave when there are so many tortured souls here. He has prayed for guidance from his god, and the only way he can leave this place with a clean conscience is to do his best to force the spirits to move on, through channeling divinity. If you would help him in this, by distracting the ghosts so he only has to handle one or two of them at a time, it would make his survival more likely.

    If you do not wish to help him, he understands. He would prefer to stay and do this regardless, as he feels it is a holy calling and knows that–should he be slain–he will find himself in the arms of his god.

    Should you help him, the cleric will thank you and lead you out into the fray. As he does so, the light he was creating disappears, and the cleric explains that he cannot focus on keeping the light aglow while forcing the ghosts into the next life.

    The strange noises, whispering voices, and echoing sobs get louder as you leave the cellar. However, as you do, the child ghost begins to panic. He says that it’s not safe out there, and his mom told him to stay inside and hide. If you point out that the child was running about when you got there, the boy will look down in shame and say that he was trying to find his mom, to make sure she’s alright. She was meant to come back, and she still hasn’t.

    The cleric will then tell the boy that if he comes with you, the group will keep him safe and maybe they’ll be able to find his mom together. The boy will agree reluctantly before trailing along.

    Now that the holy light is extinguished, ghosts begin to draw closer to you. Objects start moving, and you can feel light touches on your body, while the light on your torch begins to flicker, before the ghosts finally arrive.

    Once you have helped the cleric force many of the ghosts to the next life–his touch or pointed hand causing them to dissolve in either a burst of light paired with laughter or sighs of relief, or fiery, red heat and screams–the ghosts will finally begin to thin out. The chill in Blandr’vist will begin to fade, and if you light your torch it will seem to give more light and no longer blow out.

    The child ghost, however, is sad. He says that he still hasn’t found his mom, and wonders if he should maybe go back to the cellar to wait for her. If you ask him to take you to where he thinks his mom might be, he’ll lead you throughout the ruined town to a secret room. He’ll open the door using a lever, explaining that his mum showed him how to open it as she’d meet with her friends here.

    Once inside, you see the wreckage of an old table, and skeletons lying on the floor in torn, bloodstained rags. Crossbow bolts are lodged into the fabric.

    The ghost of the boy’s mother is in the room, and she turns around to face you, in an ephemeral dress peppered with arrows and stained in blood. Thinking you are the nobles who killed her, she scornfully says that you’ll never stop the rebellion, and that what you’re doing to these innocent people only shows everyone the true face of the money-stealing nobility! You never cared for them, only their taxes–everything else you said were lies and propaganda!

    Before she can attack, her son runs up to her and hugs her skirts. The woman pauses, and blinks several times, looking down at her son. The boy says happily that he waited and waited for her in the cellar, until it became hard to breathe, but he’s glad he finally found her. Then the woman’s face softens, and her dress mends; the arrows and stains fading. She strokes his head, lovingly calling him Heni and saying that she’s so happy he’s ok. Then she looks at you again, as if seeing you for the first time, and thanks you for bringing her son back to her.

    Then, as if remembering something, she asks after her husband, Modek. She says in a distressed voice that he left to heal a man in another town who had injured himself a few days before the attack. She says she needs to know he’s ok, that his ties to the rebellion weren’t discovered.

    If you explain why you were sent there and that Modek’s ok, she cries tears of joy and clasps your hands thankfully. The sensation feels like cold tingling on your skin. Then she asks you to tell him that what happened to them was quick, that
 they didn’t suffer as much as some of the others. And to tell him that they still love him, and will wait for him in The Great Beyond.

    Should you agree, she thanks you again. Then her son, Heni, asks if it’s time to leave yet, because he’s tired. Bovolda nods and says that they can finally go, before kneeling and embracing her son. They both disappear in a shimmer of golden light and laughter.

    GM’s Notes:

    Modek will cry tears of joy at your players’ news when they return, saying he can finally find peace in his life and it has lifted a great burden from him to hear that their deaths were not like the others. He’ll happily patch up the cleric and your players if his energy is too depleted to heal anyone.

    Modek’s whole–rather small town–community will be very happy for their friend, and congratulate him on doing the right thing. It’s not something they all believed would work, but has finally put those ghosts in that cursed town to rest. Then the villagers will pay your players the sum they offered earlier, and tell them they will always be welcome in their town if they need it.

    If you’d enjoy way more maps like this free multi-level D&D battlemap of Ruins of the Dwarven Village of Blandr’vist, 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.

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  • Free Adventurer’s Guide to Craobh Agus’tur

    Free Adventurer’s Guide to Craobh Agus’tur

    An Overview of Craobh Agus’tur

    Built on the coast between a lush forest and calm waters, the village of Craobh Agus’tur is an old settlement home to a few hundred people, consisting of farmers, shipwrights and mages going about their daily lives in peace. Here, the weather is pleasant, the waters calm and the people productive.

    Although none would consider it a wealthy place, the people are well-clothed and few go hungry.

    It wasn’t long ago when war cast its long shadow over the town, leading to the death of dozens of people and the destruction of many homes.

    The population was predominantly human, until gnomish refugees fled the strife further inland and made their stand with the people of Craobh Agus’tur against their attackers. Now, in the aftermath, they’re building new homes here after losing everything but their lives. All of the residents of this village work together and look out for each other, a community forged in the fires of war which only grows stronger by the day.

    Travelers are generally welcome, though some who walk the streets will cast a nervous eye at any newcomers, still wary of those from outside the town after recent dark events. Craobh Agus’tur is loosely governed by prominent members in town, such as the wizard Ichorath, the Dockmaster Corin Blackwell, and the Guard Captain Mothus Barkton, but the unlikely person everyone defers to is Meadmaster Fuzzington, who offers wise counsel and general good advice to those running the town, even if he deplores the role.

    Locations

    First Tree

    This is a vast, blackened stump towering over the southern part of town, the charred remains of the beloved First Tree, which had been planted here centuries ago when the town was founded. It was one of the first casualties of the recent war, it’s massive bulk absorbing flaming arrows and catapult barrages aimed at the town. In a way, the sacrifice of this great tree was instrumental in the town’s survival, buying the defenders time to counterattack and disable the enemy. 

    The stump now stands here as a solemn reminder of what was lost. Small shrines can be seen dotted around its base, or carved into the blackened wood to remember those who were lost during the fight, and fresh flowers are frequently left here to commemorate their lives.

    Second Tree

    Following the winding coast road into town reveals a small community nestled around what the locals call the Second Tree, magically grown from a seed recovered from the smoking stump of the First Tree. Even with the application of magic to speed its growth, it stands less than half the height of the original, but it is healthy, green and vibrant, embodying the hope for a better future the people of Craobh Agus’tur share in the wake of the war.

    The Party Hall

    While times have been grim of late, festivities are never in short supply as The Party Hall usually has some kind of celebration going on. A big place with lots of public and private rooms, it was known for drinking, dancing and debauchery long before the war descended upon the town. 

    Operated by the vivacious Celeste Del Tara, she and her staff enjoy life and encourage people to revel in it, and to get on with living after the darkness that came to Craobh Agus’tur. This often results in rather boisterous affairs, and a few select days a year are devoted to public days of celebration, where the party spills out of the hall and into the streets, for all to enjoy. Such affairs are rarely well remembered, since most of the town becomes roaring drunk and the following day is spent cleaning up the mess they made.

    Mage College

    Far from being a simple rural village, Craobh Agus’tur is also home to the College of Mages, where young aspirants showing a spark of magical skill are taught by the venerable wizard Ichorath in the ways of the arcane arts. The size of the place suggests that in times past, there were several dozen students here at any given time, but recently only a handful have been studying the arcane arts, at least until the injection of new, inquisitive minds with the arrival of the gnomes.

    Now, the place is packed with people eagerly experimenting with magic, under the tutelage of Ichorath and a few other trusted teachers. Thought to be close to retirement, the wizard has been given purpose anew with the influx of students. 

    Wyvern Grounds

    The Second Tree is home to a nest of wyverns, bred and trained by the talented Nadia Vesper who’s steely demeanor reflects her iron will. Although the community was initially cautious about the prospect of homing such powerful beasts, Nadia has proven their worth and the locals consider these creatures to be a useful addition to Craobh Agus’tur’s character, not to mention a powerful new defense.

    Fuzzington’s Meadery

    Not far from the College is Meadmaster Fuzzington’s Meadery, a rustic and homely old building where the owner’s home brews are served to eager customers. There is accommodation out the back for travelers to rest, and although the rooms aren’t large, they are cozy and exquisitely furnished. The beverages served here are of such quality and flavor that travelers come from miles around to sample Fuzzington’s legendary brews.

    Mushroom Farms

    This cave opens into a large cavern, which is used to grown mushrooms for an assortment of applications. Some are grown for general consumption, while other varieties provide “interesting” effects, often used in The Party Hall to provide the celebrants with a little extra kick. It is known that the cavern is connected to a series of tunnels that descend into the earth, though nobody alive today has explored them completely. 

    Junkyard

    Unceremoniously placed along the road into town, this patch of land is littered with the broken equipment from those who were fought back by Craobh Agus’tur’s tireless defenders. Nothing here is intact, but the pieces of magic items, weapons and armor can be seen rusting away in the pile, along with other refuse from the town. The smell is what people would expect from a pile of junk, but there are a few brave souls in town who pick over the discarded refuse looking for valuable trinkets.

    Dock Ward

    The docks on the shore are always bustling with activity, as new supplies are brought in to continue the rebuilding effort, and produce from the town’s farms and mushroom caves are exported to hungry customers abroad. The hammering and sawing of shipwrights assembling a new vessel are often heard, and the town does a lively business constructing new ships to take its wares to places near and far.

    Battleground

    At the far end of town, more serious activities are pursued. A large field called the Battleground is used for new recruits and traveling mercenaries to train in weapons and tactics, and to prepare for the time when the town must defend itself again. There has been a surge of interest lately, especially from the gnomish refugees who wish to learn how to defend themselves and their loved ones, should they be called to fight once more.

    The thirty soldiers of Craobh Agus’tur are led by Captain Mothus Barkton, a grumpy, unshaven lout who was a common soldier during the war, but has now found himself in charge of the town’s defenses. He’s a decent trainer and fierce fighter, but he lacks the social grace and magnetic personality required for a true leader. Thus, when hard pressed, he will defer to the judgment of others in town rather than risk his own skin.

    Farms

    Large fields of crops are grown in this area, with farmers producing a wide assortment of grains and vegetables, such as wheat, corn, pumpkin and potatoes. Pigs and goats are also grown here, providing a steady source of food for the town, and for export to other places along the coast. 

    Ichorath’s Tower

    The old mage Ichorath lives in this tower, made with transparent walls on the eastern side of the Second Tree. The magic he used to build this wondrous design allows him to sit and gaze for hours upon the green hills and blue waters around Craobh Agus’tur, or turn them opaque with a gesture to grant him some privacy now and then. 

    It is understood he has a large collection of books and magical paraphernalia locked within his magical tower, and while reluctant to share power, he would likely share knowledge with those in need.

    Factions

    The College of Mages

    “We must always ensure the absolute best education for our students. If that means we must step in to protect the town, as loathsome dabbling in politics is, I say we do what must be done to preserve our esteemed College.”

    –Icorath, Grand Wizard of the College of Mages

    Teachers and scholars all, the men and women who impart magical knowledge to a new generation of arcane students have little interest in manipulating affairs to their advantage. 

    Indeed, if they put their minds and collective will to the task, they could easily dominate the day-to-day operations of Craobh Agus’tur, but to these middle-aged scholars, that sounds like an awful lot of work. 

    The College Dean is Kalist Edin, a kindly a respected woman who is effectively the second in charge, after the wizard Ichorath.

    The Dockers Guild

    “Whatever we do to maximize our profits, we must not–under any circumstances–incur the wrath of the community. To best achieve this I propose we rebuild the town’s fleet, so we have control of the flow of goods to and from Craobh Agus’tur…”

    –Corin Blackwell, Merchant and Black Marketeer 

    The continued operation of the docks is paramount to the rebuilding of town, and those who operate the docks know this very well.

    Led by Corin Blackwell, his shipwrights work hard to build and repair ships, as well as ensure the loading and unloading of merchant vessels is undertaken efficiently. 

    Sometimes goods go missing without a trace, and the dockers are quick to charge a recovery fee if the owner is desperate enough to want it back.

    Gnomish Survivors

    “I refuse to roll over and let us be treated as if we are on uneven footing with the other members of this town. We must be firm in asserting ourselves for our continued survival!” 

    –Brialla, Spokeswoman of the Gnomes

    Led by the strong-willed Brialla, the gnomish survivors have formed a strong bond with each other, and they tend to act as one with Brialla as their spokeswoman. Though grateful for the shelter and help they have received in town, they’re unwilling to be pushed around and thus, strongly negotiate any agreements to make sure their needs are met.

    Beyond mere survival, these industrious and inquisitive people look for ways to contribute to the town’s recovery, and provide a wide variety of trade skills from carpentry to stone-masonry, and everything in-between. Thus, they negotiate from a position of surprising strength in the community.

    Important Characters

    Meadmaster Fuzzington

    At first glance, this individual appears to be a brown bear, albeit one dressed in a large apron and wearing spectacles that have seen better days. He is, in reality, a sapient and articulate fellow who, in spite of his huge, imposing form, is beloved by the townsfolk and is the proprietor of Meadmaster Fuzzington’s Meadery, the fanciest place in town.

    When he isn’t hosting functions or weddings at his magnificent and highly successful establishment, Fuzzington is a professional apiarist who cares for his bees, who in turn provide the honey he uses to make the finest mead in the region. 

    His personality is as sweet as the mead he brews, and he has a reputation for helping adventurers and travelers in need. But troublemakers who mistake his easy-going nature for weakness soon find themselves being literally tossed from his establishment in short order.

    Easily the most popular person in town, Fuzzington is thought of as something of a leader in the community, and it is a poorly kept secret that he’s actually running the place, even though he holds no official position. Repeated attempts to get him into any sort of official job are repeatedly rebuffed, as the brewer has no love for the tedium and weight of responsibility that comes with high office.

    Still, when times are tough, there is no-one better to count upon than this quiet and unassuming bear-man.

    Ichorath

    A mage of substantial skill and power, Ichorath resides in the transparent tower near the Second Tree. Elderly and wise, he appears very much like the classical wizard, with a short, white beard and round spectacles adding a kindly aspect to his features. Comfortable robes drape around his thin frame, and he is often seen walking with a tall staff, which he leans on for support.

    In spite of his frail appearance, it is widely understood that his magical power is the main reason the town still stands. Though the First Tree was lost and many buildings burned, Ichorath led his students and helped turn back the tide of war that threatened to overwhelm Craobh Agus’tur.

    Slow and ponderous in conversation, Ichorath is content to let everyone speak their mind and reveal their true intentions, before making his own thoughts known. He has little patience for outsiders coming to him with trivial concerns, but if there is genuine need, he will set aside time to sort out problems both mundane and magical.

    Wary of the other factions within town, Ichorath prefers to ignore the politics and focus on teaching his students the wonders of magic, a task he has endless patience for. He possesses vast sums of knowledge, some of which is stored at his personal tower, and some at the college, but he keeps many secrets that he has never put to parchment. 

    His past is largely unknown, but it is thought he has traveled far and wide in his youth, and only settled here a few decades ago to teach. Rumor has it that there are other reasons he chose to settle in Craobh Agus’tur, but for now, the ghosts of his past remain buried.

    Elvira and Mr. BugBugs

    A recent arrival in town, this orphaned young tiefling girl is dressed in little more than rags, and goes by the name Elvira. She carries with her a slightly disheveled teddy bear called Mister Bugbugs, whom she keeps close at all times. Elvira can sometimes be heard talking to the teddy bear as if he were listening.

    Those who have approached the wandering girl have learned that Elvira can’t recall where she came from, only that she escaped from some “bad men” and that “Mister Bugbugs looks after her.”

    Elvira is often seen wandering around town or sitting around the docks, watching the people go about their work and enjoying the fresh seaside air. She cheerfully offers her help to anyone who needs it, and although still a child, she has remarkable insights and sees things as they truly are, exhibiting some innate magical abilities she barely seems aware of. 

    Any adult tiefling she meets is asked the slightly awkward question of “are you my mommy (or daddy)?”

    Anyone who threatens Elvira, or if she faces danger will quickly discover the true nature of Mister Bugbugs, who transforms into an 8ft tall bugbear who will fight to protect her. Even without the transformation, when hugged, the magical teddy bear appears to speed healing and offers other less tangible protections against attack.

    Spending any time talking to Elvira about her past gives a strong indication that the “bad men” she refers to aren’t quite done with her yet, and sooner or later they will come for her. Although she never asks for help directly, Elvira will often look up at people with her big, round eyes that implore someone to step up and protect her against those who would return her to captivity.

    Snatch

    The junkyard is usually avoided by most people in town, but those who look closely might spot this green-scaled kobold scurrying around, searching the mound of discarded waste for broken magic items left behind after the war. Going by the name Snatch, he’s obsessed with fixing and rebuilding magical items out of the broken pieces he finds. 

    Tolerated by the community, Snatch is considered an odd fellow by any measure. His little shack near the junkyard is sort of a temple to a “Clockwork Goddess”, for whom he creates his little gizmos. 

    Although usually left to his own devices, Snatch is happy to trade bits and pieces for the parts he needs to repair his broken items. The quality of his repair work varies greatly, and townsfolk caution anyone thinking of purchasing such magical artifice that you can expect anything from barely functional, to better results than the original. 

    Snatch can talk for hours about his work, but if a visitor can make it through all of that, he actually has some interesting insights on the people in town. He views the interactions of those within the community like cogs in a machine, with each one performing a unique task, and without everyone doing their thing, the whole place would fall apart. 

    To this end, he will sometimes assist others in town on their tasks, often for reasons that seem unfathomable to the casual onlooker, but those who know Snatch understand he’s working to improve the lives of everyone in town.

    Adventure Hooks for Players At Craobh Agustur

    ‱ It is known there are shipwrecks in the shallow waters off the coast, the remains of the small defensive fleet that fought the invaders. Scavenging from these wrecks is considered a foul act, yet there are treasures ripe for the picking for the unscrupulous.

    ‱ The junkyard is thought to contain the broken remnants of some dangerous and powerful magical items. In the wrong hands, these could prove disastrous to the town, and Snatch the kobold is probably not the best person to be playing with all this stuff.

    ‱ Ichorath’s choice to settle here is a curious one, given he could have chosen a more populous area to teach magic. Rumors abound that he has another purpose for settling in Craobh Agus’tur, where he can watch the surrounding land from his transparent tower. 

    ‱ The mushroom caves are connected to a series of tunnels, and while they have never been fully explored, the guards of the town keep a wary eye on them in case something wicked this way comes. 

    If you enjoyed this adventurer’s guide, please help us make more by supporting us on Patreon or buying some battlemaps from this website 🙂 Want your NPCs or setting added to our next guide, and immortalised in TTRPG lore forever? Sign up to our Forger of Worlds Patreon tier! Your support helps make what we do possible! Thank you so, so much for anything you contribute.

    Hope you and your friends enjoy Craobh Agus’tur! \(^.^)/

    Beb and Luke, with the help of Stephen L. Nowland and The Art of Caustic

  • Free TTRPG Battlemap with Adventure – Frozen Alien Machine

    Free TTRPG Battlemap with Adventure – Frozen Alien Machine

    How would time travel work in your campaign? Does the very act of going back jump your players into a parallel timeline, meaning the future your players came from still exists somewhere else? Or would you keep it as the same timeline, and anything your players do could stop their own births from coming about if they’re not careful? Let me know in the comments below! As always, keep scrolling for the one-shot adventure written for this Frozen Alien Machine free TTRPG battlemap! âʇ

    The Time-Traveling Prisoner

    While traveling through a large, rough-looking city inhabited by surly-looking peasants and lavish nobles with private guards, you see a poster with an urgent bounty on it. It’s not hard to miss–there are plenty of them, all over the city, and the reward is HIGH. The original price has been crossed out a few times, and replaced with larger sums every revision.

    The wanted man is a prisoner who escaped from the city’s jail, named Oswald the Artificer. The poster has a linework print of a thin man with his long hair drawn back in a ponytail, and a tattoo across one eye. The poster warns that though the man appears somewhat weedy, he is known to be cunning and incredibly dangerous—hence the high reward. Those interested in taking on the job are urged to speak with the jail’s warden, Old Ben.

    Should you go and speak with Old Ben, he’s located in an office at the top of a high tower which overlooks the jail. He thanks you warmly for inquiring about the contract, and explains that almost no other bounty hunters have come forward–most likely due to the underworld’s influence, as Oswald the Artificer had a lot of friends. The warden doesn’t have any guards to spare in this near-lawless town, and of those bounty hunters who did apply for the job, he’s since lost contact with them and fears they may have been killed. He needs you to know that if you take this job you must hurry, for time is short.

    Old Ben explains that the escaped prisoner, while not a mage, specializes in strange and ancient artifacts. He sold those skills to the underworld, and eventually ended up working as part of an elite thieving crew. The underworld has strong sway here in this city, unfortunately, and eventually he was involved in an attempted coup of the royal family here. Thankfully he was betrayed, and apprehended by the law–but the right people must have been bribed, because instead of being executed Oswald was sentenced to lifetime imprisonment.

    He kept Oswald in isolated confinement, fearing he’d get something or other smuggled in which he’d use to escape. Unfortunately, that’s exactly what ended up happening–only, the corruption here is so deep that it was one of his own guards who gave Oswald the device, despite being in isolation.

    The warden pulls out a map while explaining that his guards interrogated the traitor and learned that Oswald is likely traveling to a location marked on the map with a red X. The warden says that there’s supposedly an ancient artifact there of some sort. Powerful, and unlike anything you’ve ever seen. Old Ben is worried that the escaped prisoner is going to use the artifact to somehow finish what was started with the coup, to prove he wasn’t the betrayer and be accepted in his old thieving crew again.

    Old Ben rolls up the map and gives it to you, saying that–due to his tattoo–Oswald is a highly identifiable man. He’s on the run, and will be taking a roundabout way to the location, and likely on foot. It’s been more than a week since he escaped, but if you take some good horses the guards are willing to lend you, you should be able to intercept him in time.

    If you accept the job, Ben writes you a letter to take to the guards at the stables outside the prison’s gate, so you might borrow a fast horse. While handing it to you, he looks around quickly and lowers his voice. He tells you softly that he’ll pay you extra if you bring Oswald back dead. It’s highly irregular, he says, but the underworld in this city has far too much sway, and you can bet if he is apprehended again he won’t be trialed fairly. He doesn’t see any way the man won’t end up escaping again and start causing more trouble.

    You’ll find the large, muscular warhorse Old Ben is lending you at the stables just outside the entrance to the jail. He is a fiery, gray stallion with a scarred hide. While there, one of the guards gives you a pouch of stimulant seeds to feed the horse, so that it will not tire—but they warn you not to stop feeding them to it until you’ve caught your prisoner, as the horse might well collapse for several days afterwards if you push it too hard.

    The journey to the place marked on the map takes just under two weeks. The roads wind through towns up steep mountains, until eventually you go through a thin, frozen gully between two mountain peaks. The other side opens up to wide, open space and eventually drops off to a cliff. Much of the floor consists of a giant, metal cube, whilst rusted metal gears wait frozen around its edges.

    However, at the center of the cube, standing on a dais, is Oswald the Artificer. When he sees you, he growls that Ben finally got some rats to do his dirty work. In-between pressing a number of different buttons on the machine, he throws something at you that skitters across the metal ground. It’s a small, jade turtle which suddenly turns into a giant, living–and very angry–alligator snapping turtle.

    The creature attacks you immediately, trails of glowing green smoke coming from its eyes and nose. But if you’re on the huge metal cube while Oswald finishes clicking his buttons, you’ll feel a sickening sensation and suddenly you’ll no longer be on a glacier overlooking a cliff, but a similar cube structure that’s overgrown in a hot jungle. Water runs over its mossy surface, and Oswald will curse loudly.

    Should you manage to defeat the giant turtle, it disappears with a pop as shattering jade pieces scatter across the ground. Oswald cries out in despair, saying “No, Snappy!” before grumbling and fumbling on the buttons even faster.

    The sickening feeling comes over you again, and suddenly the air is supercharged–almost too hard to breathe. Spiked rocks surround you as heat radiates from lines of magma which run along a clean metal cube, while the metal cogs around it tick and shudder loudly. Large, metal golems turn and look at you angrily from where they were previously standing guard on the cube, and attack all life forms; yelling warnings of “Intruder! Alert! Alert!”

    Over the next minute Oswald will desperately teleport everyone on the cube again (unfortunately including the golems), and you’ll arrive on a version of the cube that’s flying in a crimson sky. Violent winds whip around you, while red lightning streaks past angrily.

    There’s another giant cube passing close above you, and a hoard of ragged looking people jump off it with angry yells. They land on your cube, attacking any remaining golems as well as anything else living on it.

    Oswald will throw up a flying orb which shoots little streaks of light, fending off his attackers but not doing much damage.

    When there are only a few enemies left, the sickening sensation will come over you once more and you’ll be on a broken cube, floating in a sea of green stars, amidst the nothingness. Any surviving people from the red cube in the sky will freeze in confusion for a few moments, before deciding it’s some kind of trick and continuing the fight.

    Should you manage to defeat them and get to Oswald, he’ll draw a small shank and try his best to defend himself. It takes a lot for him to surrender, and it is only when captured or near death that he holds up his hands and yells “wait, wait!”.

    He tells you that only he knows the coordinates to get you back to your plane of existence, and to get them you need to let him go! If you say that you can’t let him kill the royal family, he’ll look at you in confusion before saying that they’re not the royal family, he is. He’s the only one of the true royal bloodline left, and the people who sit on the throne of the city slaughtered his family when he was a child. He escaped, and when they found him later those New Royals sold him into slavery in distant lands, and his masters branded this tattoo over his eye.

    It took him years to escape, and years more to journey back to his homeland. When he did, he was welcomed by his people, and formed a rebellion. They’re called criminals by the nobles, but that’s because all the nobles who were truly loyal to the royal family were executed alongside his family!

    If you ask him why you should believe him, he’ll sputter and grow quiet, thinking. Then he’ll snap his fingers, saying that the warden must have told you about the guard who helped him escape! She knew he was of the old bloodline, which is why she helped him. He formed bonds with his people, you see, and they know him and care for him. Not like the New Royals, who have stepped on the peasants since the day they seized power.

    The man tells you that, if used correctly, this device will allow him to travel back in time and stop his attempted coup from failing–but it only has enough charge to do it once.

    If you ask why he doesn’t just go back in time to stop his family from being slaughtered to begin with, he’ll shake his head and say that it would be going back too far, it’s too risky and could change too much. All he’s comfortable doing is going back and stopping the man who betrayed him from doing so, so that the coup may succeed. You seem like a good person–in truth, if you let him go, the codes will be of little value to you as you won’t remember any of this, because none of this will have happened if he succeeds. But you will have his gratitude, and–perhaps–knowledge in your souls that you have done the right thing.

    Should you let him go, he thanks you emphatically, before dialing in another sequence in the machine. There is a hum, and a flash of light, and suddenly you are traveling through a large city which appears to be undergoing some kind of celebration. Should you stop and ask any of the cheerful peasant’s what’s going on, they’ll say that a despot has finally been overthrown and their corrupt followers are being put to execution. There are posters all over the city showing a thin man with a tattoo over an eye, with flags behind him and the slogan “Long Live the Revolution”.

    GM’s Notes:

    Should your players take Oswald back alive, the warden Old Ben will grumble that they didn’t do their job properly and try to kill him himself. If he succeeds, his guards will turn a blind eye to the murder, and everyone will believe that your players killed Oswald as he didn’t allow himself to be brought in alive.

    If your players bring Oswald back dead, Old Ben will be relieved and pay them an incredibly high sum. Some might consider it a bribe to keep quiet and leave the town without causing a fuss


    If you’d enjoy way more maps like this free TTRPG battlemap of this Frozen Alien Machine, 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.

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  • Free Multi-Level TTRPG Battlemap with Adventure – Sunken Coastal Temple

    Free Multi-Level TTRPG Battlemap with Adventure – Sunken Coastal Temple

    Are there reasons for traditions? Do they have forgotten meanings, or are they simply outdated superstitions? As a GM, what uses can they have in worldbuilding / running fun sessions? Let me know in the comments below! As always, keep scrolling for the one-shot adventure written for this Sunken Coastal Temple free multi-level TTRPG battlemap! ⬇

    The Destinies We Are Born To

    While visiting a seaside town you notice a young woman with dark, shoulder-length hair dressed in men’s clothes angrily storm from the council long-hall. The action garners some strange, knowing looks from the other locals who are watching.

    A village elder follows the woman, calling her name before she turns around to face him. He speaks to her in a calm voice, saying that he’s sorry they cannot test her to become a Wave Speaker. He explains that everyone is born to a fate, regardless of whether they want it or not, and that many fates are hard to bear–even his own. The man tells her that life is unfair, and he himself struggled for a long time with his child being destined to die of a wasting sickness. But ultimately, he explains, it is everyone’s duty to bear their fate with temperance and grace, as their god teaches them.

    The woman will retort that his son dying of an incurable disease is completely different from her being stopped by traditions, and the man will shake his head sadly before walking back into the long hall. After a while, she will look up and notice you, before striding boldy over and asking if you’re mercenaries. If you say that you are, she’ll introduce herself as Lyssa and ask if you’re willing to take on work, saying that she’s got a job.

    If you’re interested, she’ll lead you back to her home to explain the job. Along the way she’ll tell you–loudly and angrily–that her people are backwards and old fashioned. She’s heard stories from other towns where women are allowed the same opportunities as men, but here it is not so. It’s unfair! Just because she had the misfortune to be born a woman instead of a man shouldn’t determine her fate.

    She’ll explain that her village has a long tradition of Wave Speakers, which is an honored skill that a few in the village’s bloodline have. When a Wave Speaker uses one of the four ancient Wave Wands, they can command the sea to a greater or lesser extent. It is a revered position, for they often become great heroes in times of need. She’s always felt a calling to become a Wave Speaker, and a deep connection with the ocean–but the elders won’t let her simply because she is a woman! It’s madness!

    Once you reach her straw-roofed house, she’ll let you inside. Her fiancĂ© is smoking some fish within it and tending to the fire, and will jump in surprise when he sees you. He’ll reach for a weapon, but Lyssa will assure him it’s ok and you’re with her.

    He’ll ask why she brought mercenaries into their home, and she’ll explain that the elders have refused her the trial, they won’t even let her TOUCH the Wave Wand and see if it responds to her! It’s not right!

    Gesturing to you, she explains that you might be able to help her test to see if she could become Wave Speaker. She explains to you and her fiancĂ© that she discovered the location of a lost Wave Wand, making them 5 in total. But it is located in a dangerous, partially underwater temple by the ocean. She tried to go there herself, but it’s filled with sirens.

    If you’re willing to help her, she’ll pay you to go to the temple and bring the Wave Wand back. That way, she can undergo the trial herself­–regardless of whether or not the elders allow it.

    Her fiancĂ© will shake his head at this, pleading with her to drop this notion. He says that if they don’t allow women to become Wave Speakers, surely there’s a reason.

    She’ll look at him with pleading eyes, saying that she knows it’s more important to be a mother than a Wave Speaker, which is why she chose to marry him. And she’s looking forward to having children, really. But, before she does, she needs to complete the trial and just HOLD one of the Wave Wands, and see if it responds to her, so she can at least have closure. This was a lifelong dream of hers, before she fell in love with him–surely, he understands.

    Her fiancĂ© will sigh, saying that he does understand, but she must promise him she’ll do nothing other than hold the Wand to see if she has the ability. The woman promises joyfully, before turning and asking if you’d be willing to take the job. She’ll pull out a jar made from a large seashell filled with gold, showing it to you and asking if that would be enough as payment.

    If you accept the job, she’ll hand you a map she’s made herself leading to the ancient, partially sunken temple. She says that the Wave Wand is somewhere within it, and should look like a long, twisted braid of red and white coral embellished with pearls.

    Should you go to the temple, it is built off the end of a seaside cliff and is partially underwater. Inside, you will find that it has indeed become the home of sirens. Beautiful women with the long, barbed tails of fish and curving silver horns lounge on the rocks, preening themselves. When they see you, they’ll hiss angrily, before starting to sing in an attempt to charm–and then drown–you.

    If you get too close to them, they’ll lash out with their barbed tail, or clawed hands. Or, their face might distort into that of a toothy aquatic monster, as they attempt to deliver a bite to your jugular. Should you injure any of the sirens enough, they’ll try to leave the temple and flee deeper into the ocean.

    In the lower, underwater half of the temple, the walls are covered with murals. They depict a powerful siren queen who fell in love with a man. She abandoned her position and left her coven of sisters to be with him, but still could not survive on the land for long. The man, desperate, prayed to his god using a Wave Wand, and the god answered; turning the siren with a ray of radiant light into a woman with legs. Finally, the lovers could live with one another, and that love founded the town; the ancestors to the villagers you met.

    At the end of the underwater section, you’ll find the same Wave Wand from the mural; held in a statue of the man embracing a beautiful woman. It matches Lyssa’s description.

    Should you take it, and return to Lyssa at her house, you’ll find her and her fiancĂ© talking in lowered voices at the kitchen table. Upon seeing you and the Wave Wand, Lyssa will gasp in surprise, exclaiming that you actually got it! Then she will nervously stand, reach out, and hesitate, before finally grabbing it in her hand.

    The pearls on the Wand will illuminate with a brilliant golden light, and her hair will rustle with an unseen wind. She’ll drop it down onto her table in shock, and step backwards, looking at it for a moment. Then she’ll quietly say that she’s never felt such power in her life, and it was like a part of her was finally whole.

    A determined look crosses her face, and she’ll press the money jar into your chest as payment, before grabbing the Wand again. Her fiancĂ© looks at her in horror, before asking her what she is doing. She tells him that she finally felt whole, like there was a power she’s always had coursing through her. It was wonderful, like nothing she’s ever experienced in her life. Now that she’s felt the Wand, there’s no way she can just walk away from her dreams of being a Wave Walker. It’s who she is, was always meant to be!

    Her fiancĂ© shakes his head, reminding her of her promise to him, and asking if she would break a sacred vow. Tears well up in Lyssa’s eyes, and she snuggles into her fiancé’s chest and says that he doesn’t understand how much this means to her. He pushes her away firmly, saying that if it meant so much to her, she should never have made the promise. He warns her that traditions exist for a reason, and even though they may not know what it is, he believes there is a reason why women shouldn’t become Wave Speakers. If she chooses this path, he says, he doesn’t know if he can marry her anymore.

    Lyssa gasps, then shakes her head while crying silent tears, before grabbing the Wave Wand and striding with it into the town. Her fiancé sighs and follows her some distance back; a hard, hurt look on his face.

    Should you follow them into town, you’ll see Lyssa get up on a rock in the town square, overlooking the waves. She demands everyone’s attention as, behold, she–a woman–becomes a Wave Speaker.

    Amidst this kafuffle some of the elders emerge from the long hall, and gasp loudly, talking amongst themselves about a fifth Wave Wand. Lyssa’s fiancĂ© stands there with them, watching with a pained expression on his face as Lyssa holds up the Wand.

    The wand shines with light, and her hair rustles again from that unseen breeze. The waves rise up at her behest, crashing in surly swells against the shore. With a look of pure ecstasy on her face, a great beam of golden light shines down from the heavens and illuminates her.

    But then, her body changes. Her hair grows long and unruly, and her legs morph into the silver tail of a siren. She becomes more beautiful, while growing silver horns and claws. Then she drops the Wand with a hiss, looking down at burned hands, before glancing at the crowd and diving into the raging ocean waves. Once in the water, she quickly disappears beneath the swell.

    After she is gone, the waters settle again, but her fiancĂ© will cry out in horror. He runs out to the edge of the ocean, crying and asking others to help him look for her. Some of the locals come to his aid, but they won’t be able to find what was once Lyssa.

    An elder wanders up to you as this happens, shaking his head and saying that he’d heard stories that the town was founded by the first Wave Speaker and his siren lover. The stories told that she abandoned power to choose love, and so was gifted a woman’s body. He thought it was only ever a story, but now…

    The elder muses that he finally understands why the women of the village were not allowed to handle the power of the Wave Wand; for it looks like should they use it, their god’s blessing will leave them, and their siren blood will take over.

    Should you ask why, if that’s the case, this doesn’t happen when men use the Wave Wands, he’ll stroke his beard. After a long silence, he’ll look at you and say that he’s never seen a male siren–have you?

    If you’d enjoy way more maps like this free multi-level TTRPG battlemap of this Sunken Coastal Temple, 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.

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  • Free TTRPG Battlemap with Adventure – Pirate’s Coral Encrusted Ship Graveyard

    Free TTRPG Battlemap with Adventure – Pirate’s Coral Encrusted Ship Graveyard

    If you discovered bureaucrats used the suffering their paperwork generates to fuel evil magical powers, would you be surprised? ?

    Let me know in the comments below! 😀 As always, keep scrolling for the one-shot adventure written for this Pirate’s Coral Encrusted Ship Graveyard free TTRPG battlemap! ⬇

    The Dark Arts of Bureaucracy

    There is a missing person’s poster in a city, and if you contact its owner you’ll meet a woman looking for her missing husband. She works in a community garden for one of the churches, and is about 19 years old and pregnant with her first child. Once you introduce yourself, she’ll take you aside and explain that her husband took a sailing trip to a distant town on behalf of the church, but hasn’t returned.

    She explains that they both work for the church, helping wherever they can, and one of their missionaries fell sick so her husband offered to journey to the coastal town instead, to bring the people there medicine. She’s very worried something’s gone terribly wrong, though, and to emphasize her point she’ll pull out a leather necklace from under her simple blouse. At the end of it is a small, yellow gem which is glowing faintly.

    The woman tells you that when her and her husband were married, a cleric they didn’t know from other lands attended and gifted two of the necklaces to them afterwards. It lets them know if the other is in danger, and to her horror that is the reason why the gem is glowing now.

    She needs you to find her husband. She has had visions in her dreams, visions the necklace is giving her, that her husband is somewhere in the ocean, in a cavern filled with the wrecks of sunken sailing ships. She can draw the place in her mind’s eye on a map, if you need it.

    If you agree to the job, she’ll pay you half in advance, promising the other half when you return. It’s a small sum from the church who raised the money to help her and her husband. She doesn’t want their child to grow up without a father, the woman will demurely explain. She’ll also give you a description of her husband; a man in his late 20s, hair already beginning to dapple with grey strands.

    Should you go to the place in the woman’s visions, you’ll find an overgrown reef that extends above the water. In it you can see abandoned, damaged ships which have been encapsulated by the coral growth. However, a small “bay” has been hollowed out of the razor-sharp reef, almost perfectly, and a pier waits at the end.

    There is a short, balding man with spectacles standing at the end of the pier. He is wearing grey robes. Once you dock your vessel, he will greet you flatly, asking you if you have your papers. He’ll explain that if you don’t have your papers, unfortunately he can’t let you in until you fill them out. He’ll then pull out a thick wad of forms from inside a sleeve, and hand them over to you.

    If you try to fill out the forms and come back, he’ll tsk tsk that you’ve made a couple of errors “here, and here” (showing you the spots) before telling you to go back and fill them out again. Should you try to get admittance anyway, he’ll shake his head and apologize, saying that everyone needs to fill out the forms correctly and without them he cannot grant you entry.

    If you try to get past, he’ll roll up his sleeves and attack. He’ll magically cause a whole flurry of papers to attack you, leaving paper cuts all over, or floating fountain pens will leave stab wounds. Quills might materialize and slice like razors, or he might slow you by causing a sense of hopelessness to fall over you. He could also give you Final Notice, which does something really bad (but no-one knows what as those who receive Final Notice never speak to tell the tale), or magically wrap you up in a spool of red tape; immobilizing you completely.

    Should you manage to defeat the gatekeeper, and make your way deeper into the pirate’s den, you’ll be attacked by more bureaucratic scallywags with similar abilities. They’re mostly middle aged, with greying or balding hair. Some are portlier than others, while most of them insist on wearing the grey robes of their order–or in leu of them, other drab, grey clothes.

    Once you make it to the first set of cells, you’ll come across a table where some more of the bureaucrats are sitting. They are all going over many sheets of contracts, often tsking or telling the prisoners where they’ve made a mistake and it needs to be filled out again.

    Should you kill the bureaucrats and free the prisoners–who have all grown their hair and beards long and unkempt, their cells filled with paper and worn-down stubs of pencils–they will thank you emphatically, saying it’s been hell. If you ask them what happened, they’ll explain that they booked passage with a sailing company, and had to sign a huge pile of paperwork beforehand.

    The ship they sailed on then took them and the other passengers here, instead of to their destination, where the bureaucrats said they had to fill out more paperwork before they could go back on their way–but they could never get it right! It was impossible!

    However, the woman’s husband is not amongst this group. If you continue deeper into the bureaucrat-pirate lair, you’ll find the oldest and most haggard of the bureaucrats sitting on a throne of skulls, surrounded by several hundreds of pages of forms piled high around him. He is slouching in his chair, wearing a worn grey robe, and is completely bald beneath his hood. Some of his teeth have fallen out, and his hands stick out like claws from beneath his sleeves.

    The man is talking to someone in a cell as you enter, saying in a cracking voice that they should embrace the dark arts of bureaucracy–they’ve already dabbled in it, they must simply give in and realize the power that suffering can bring!

    A young man’s voice from the cell will stutter back that he only facilitates paperwork occasionally, and when he does it’s only to help the church! The King bureaucrat will chuckle throatily at this, before noticing you.

    If you confront the Bureaucratic King about taking prisoners, he’ll say “What?! No, I’m not preventing anyone from leaving. But before they go they need to fill out these forms—in triplicate of course—and then these forms over here,” While he speaks, the King gestures to the different stacks of forms behind him.

    Should you say the prisoners thought they were being taken to their destinations, he’ll cackle and say they were being taken to their destinations, but they didn’t read the fine print on the contract they signed first. This is a stop along the way to their destination, where they need to fill out some
 additional paperwork. Everything here, the man insists, crossing his arms, is perfectly legal.

    However, if you try to free the woman’s husband from his cell, the King will command you to stop–saying that this man is a special case, one he deems worthy to enfold into his esteemed order. This man, the King continues, gesturing to him, is already a bureaucrat–he’s already got the beginnings of his grey hairs, and dead, lifeless eyes!

    The man’s face will pale at this, stuttering that he’s only dealt with paperwork sporadically for the church, and that now he knows the dark arts behind it he vows to never dabble in it again! Then he’ll turn to you, begging you to free him.

    Should you go to free him without filling out the (impossible) paperwork, the King will stand up on his knobby knees and magically form the large stacks around him into a giant, paper serpent that will attack with an acidic spray of ink. While the paper-serpent fights you, the King will also summon the lesser bureaucratic attacks that the others of his order used, but with greater strength.

    If you manage to defeat him and free the woman’s husband, he will weep in relief, saying that he prays he never has to touch another sheaf of paperwork again in his life!

    GM’s Notes:

    The Dark Arts of Bureaucracy gain their powers from the suffering of those forced to engage in extensive, never-ending, all-eternal paperwork. This powers their sorcery, and is the reason the sailing company made sure to get the travelers locked up here as an extra source of power before continuing (if ever) on their way.

    If you’d enjoy way more maps like this free TTRPG battlemap of this Pirate’s Coral Encrusted Ship Graveyard, 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

  • Necromancer’s Underground Cavern Lair Free DnD Battlemap with Adventure

    Necromancer’s Underground Cavern Lair Free DnD Battlemap with Adventure

    Your birthday’s coming up and you have no friends. Do you:
    A. Invite a bunch of random strangers to your party.
    B. You never wanted a party anyway and get drunk alone.
    C. Literally make friends. That is to say, reanimate the dead.

    Let me know in the comments below! 😀 As always, keep scrolling for the one-shot adventure written for this Necromancer’s Underground Cavern Lair free DnD battlemap! ⬇

    Necromancer's Underground Cavern Lair Free DnD Battlemap with Adventure, plus the whacky one-shot adventure for it. VTT ready, come download!
    Necromancer’s Underground Cavern Lair Free DnD Battlemap with Adventure, plus the whacky one-shot adventure for it. VTT ready, come download!

    Necromancer’s Underground Cavern Lair Free DnD Battlemap with Adventure

    Making Friends

    While buying goods at a market in a rural town, a local pastor will stop by your shoulder and ask if you might be an adventurer. If you say you are, he’ll ask you for a private word about some troubles their town has been having. If you humor him, he’ll take you aside discreetly for a stroll through some quieter, overgrown lanes between cottages. He’ll explain in a soft voice that a shadowy figure has been spotted in the graveyard at night, but no-one knows who it is. However, they’ve been seen digging up graves.

    The pastor says this has disturbed those who have lost their loved ones’ remains, so he would like to know if you might be willing to follow this person back from the graveyard one night and figure out where they’re going. He explains that he has some ample donations which should pay for the job.

    Should you agree, he’ll nod somberly and walk you to the village’s small graveyard, which has had a number of the graves disturbed. He says that the figure shows up every night, but usually around 2 or 3 AM. If you make sure you know where they’re taking the bodies before you deal with them–so the pastor might recover the remains–he and the townsfolk would be incredibly thankful.

    If you go to the graveyard around that time, you will indeed find a robed figure digging up a body from one of the graves. Once they’ve broken the bones out of a casket, the figure will shove them into a bag and begin carrying them away with an odd, excited gait.

    They’ll slink from the outskirts of the village, and into the surrounding rolling hills. Eventually, the figure will disappear down a steep, dry gully and down some stairs which lead even deeper, into some kind of underground cave system.

    Should you attack the robed figure once they’re in the cave, you’ll find that they’re not a person at all–but rather, a reanimated skeleton with glowing green eyes! It will defend itself, and if you destroy it the bones will fall apart with a loud rattle. If you continue deeper into the cave system, you’ll come across more skeletons with the same eyes, but with pointed black cones tied to their heads.

    When these other skeletons see you, they will become aggressive and attack. Further in are instruments playing themselves in merry tunes, as well as an altar with a skeleton waiting to be animated on it.

    When you reach it, you’ll find an old man in a dark robe with another little cone on his head, working on reanimating the body with some magical artifacts. His sleeves are rolled up and he is humming merrily to himself, alongside the tune of the instruments.

    When he sees you, however, the man will start with a yell, before asking accusingly who you are and what you’re doing here. Then he’ll look at you closer, observing the bone dust, and say “Oh no, you didn’t destroy my friends did you?! What the hell is wrong with you, they took me days to make!” If you point out that the skeletons attacked you, he’ll throw down his artifacts loudly and yell that of course they attacked you, you were trespassing–what did you expect would happen!

    If you point out he shouldn’t be stealing bodies from the cemetery, he’ll scoff that they would have walked themselves back after he was done with them, if it wasn’t for you! Now he won’t be able to tell any of the bones apart, let alone return them all! And besides, everyone knows souls go to the heavens or hells–it’s not like they’re USING the bodies, the old man will huff.

    Should you ask what on earth he’s doing here, the old man will open his arms wide and yell at you that this is his holiday home, and it’s his birthday! He was going to throw a party, and he doesn’t have any friends, so he has to MAKE them. He does this every year. But no, you had to come along and ruin it. Now the only way to make this right is for you to go back to the cemetery and bring him the bodies he needs. He’s even prepared the feast hall with illusions of food, and games, the old man will finish with a huff; crossing his arms.

    GM’s Notes:

    If your players go back to the village to dig up more graves, the wizard will be thankful and even, shyly, invite them to attend his birthday party. There they might learn he is actually a very illustrious and achieved researcher at the land’s most prominent University of Magic, and specializes in destroying undead–incase a lych king should ever rise again. He does, however, appear to have VERY bad people skills which might be why he has no friends.

    If the party goes well, he might thank you sincerely for becoming his friends, and give you his card should you wish to socialize again in future.

    Should your players get caught digging up the graves by the pastor, the man will be horrified. If they explain what’s happening and that they’ll bring the bodies back afterwards, plus the others, he’ll be utterly perplexed and stammer in confusion. If the pastor protests, he won’t have an argument against the fact that the souls aren’t using the bodies anymore and might just watch in helpless bewilderment as your players saunter off with the bodies.

    If the party replaces ALL the bodies that the wizard and the players took afterwards, the pastor will still pay them the agreed upon sum–but he will still be confused and not entirely sure what happened, or why. He will feel slightly violated and request that the party and the wizard don’t come back to the town. The wizard, of course, will not respect the wishes of some small-town pastor and his illogical presumptions.

    If you enjoyed Necromancer’s Underground Cavern Lair Free DnD Battlemap with 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.  

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  • Farmstead on the Styx Free DnD Battlemap with Adventure

    Farmstead on the Styx Free DnD Battlemap with Adventure

    Click image to download this free DnD battlemap of this Farmstead on the Styx, then keep scrolling for the detailed adventure prompt written for it. 

    Farmstead on the Styx Free DnD Battlemap with Adventure. Are you prepared to farm the hottest chillies in the realms of existence? VTT Ready!
    Farmstead on the Styx Free DnD Battlemap with Adventure. Are you prepared to farm the hottest chillies in the realms of existence? VTT Ready!

    Farmstead on the Styx Free DnD Battlemap with Adventure

    Devilishly Hot Chilies

    One day while looking at very expensive but high-quality magical ingredients from a small stand at a market, you get into a conversation with the retired adventurer who runs it. He is middle aged, with a grey beard and short hair, and wearing light leather armor with some weapons on his belt.

    He explains that, of all his products, his favorites are the chilies. He tells you he grows the hottest chilies in all the planes of existence—and that he sells each one with a true resurrection spell, because they will kill you, he laughs. It’s a big hit with the wizards, he finishes with a shrug and a grin.

    Then, after eying you, your clothes, and your weaponry a bit better, he’ll mention that he actually has a bit of a problem with his farm, and would be happy to give you the goods you need if you were to help him out in exchange.

    If you ask what the problem is, he’ll waive his hand nonchalantly and say just some trouble with neighbors. But, it just so happens his neighbors are well armed and have sent him a threatening letter saying they will attack his farm if he doesn’t leave, and given him a deadline.

    You can come with him to help out once he’s finished packing up his stall, if you like?

    Should you ask where his farm is, he’ll say it’s not a long journey from here at all, in fact you’ll be there quite quickly. He’ll then check a watch and say that whelp, sales haven’t been too good this morning so he might as well pack up early. Then he’ll step on something at the base of the stand and it will begin folding up on itself, growing smaller and smaller with each fold. When it’s the size of a folded pocket watch he’ll pick it up from the ground and drop it into a pocket on his chest.

    Then he’ll pull out a scroll from a different, too-small-for-a-scroll pocket and read over it with a hurried, mumbling breath. Then suddenly the world will spin into a spiral, like running ink in a bucket of stirred water. You’ll hear a loud pop and the world will untwist itself in new shades of reds and browns.

    You’ll find yourself in a high-walled garden next to the river Styx. Spirits in the river wail in distress as they are pulled along by the relentless currents beyond the farm, and the large house that sits on it. Over the sounds of the wails are strange, high pitched singing that comes from the plants, who are swaying and dancing merrily.

    The retired adventurer will dust his hands off cheerfully, before chuckling and explaining that one of his customers only ever pays with interplanar travel scrolls, so he has more of them than he knows what to do with! He’ll then turn out one of his small pockets and at least five scrolls too large to fit will fall out and tumble on the ground. He’ll gesture to them to emphasize his point, laughing and shaking his head, before opening his pocket and whistling. All the scrolls but one will then jump obediently back into his pocket on their own. The adventurer will point at the last and threaten it, and it will jump back into his pocket with a shiver and a squeak.

    If you ask him why the plants are singing, he’ll laugh heartily and say that the souls from the river make the best fertilizer for his plants, but they have unintended side effects. But the conditions in the Underworld are ideal for his chilies! Can’t grow them anywhere else.

    He’ll point over to an inlet on the river Styx where it stretches into his fields, calling it “The Well” and saying he often pulls up souls from there once they’ve had long enough to “marinade”. But you don’t want screamers, oh no those souls are hard to deal with, I just throw those ones back in, he’ll say with a shake of his head.

    Then he’ll start and say that amidst all the excitement he forgot to introduce himself! His names Rex, the man says, shaking your hand warmly. If you ask who Rex’s angry neighbors are then, noting that the farm seems awfully well fortified, he’ll grin and say they’re devils. They want to keep all the souls to themselves, he’ll chuckle. Their parents never taught them to share growing up, so we’ll have to teach them instead!

    He’ll point out the statues on the walls, saying that the fires they hold will ignite and form a wall of flames if a devil should attempt to cross the barrier. The biggest risk will be if they manage to break the gates down and also defending the banks of the farm from the river. You have two days to figure out a strategy and get ready before then, as that was the deadline they gave him to leave.

    You’re welcome to borrow some of his old equipment, he offers. Oh, and dinner’s served when the plants go quiet and fall asleep, come inside and join him then! He cooks a mean pot of chili, if you know what he means!

    Once the devils attack, they’ll break the gates down, and some smaller imps will come from the river Styx rowing small dinghies. There will also be some winged devils that come over the flaming walls.

    If the devils get too far into the garden, some of the plants will uproot themselves and begin fighting back angrily, throwing punches and kicks. Rex will also come out with you, in his old adventuring gear, and have a wonderful time slicing up devils with his old broadsword.

    Should you succeed at fending off Rex’s angry “neighbors”, he’ll chuckle and say that was the best fun he’s had in a long time, and that it makes him feel young again! Then he’ll go grab you any of the magical herbs you were looking for and gift them to you as thanks.

    He’ll also throw in a few extra interplanar travel scrolls, saying that you’re welcome to stop by for another pot of chili whenever you feel like it!

    If you enjoyed Farmstead on the Styx Free DnD Battlemap with 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 😉Â