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 – Burning Maximum-Security Prison

    Free TTRPG Battlemap – Burning Maximum-Security Prison

    Click image to download this free TTRPG battlemap of this Burning Maximum Security Prison, then keep scrolling for the detailed adventure prompt written for it. 

    If an Angel Can Fall, Can a Devil Rise?

    One day while in a village in the hells, you are pulled aside by a shadowy female with blue eyes who is completely covered in strips of different cloth, as if mutilated beneath. It is clear from the shape of the cloth that she has horns, however.

    The shadowy figure nervously looks around, before drawing closer and explaining that she has been watching you for a while and needs your help. But she can’t talk here, she explains, and begs you to follow her somewhere safer where she can talk.

    If you go with her, she’ll swiftly lead you to the poor slums of the town, before stopping at the entrance of a small shack. She’ll look left and right before ducking inside quickly, and beckoning you to follow her.

    Inside, scattered books on teleportation and interplanar travel litter the sparse shack. The woman will take her face coverings off; revealing that she’s a devil with bone-white skin, and golden horns. Shimmering golden specks fleck her skin, like stars in the night sky, and glisten from reflected light when she moves. She explains hurriedly through golden lips that she desperately needs your help, saying that the others like her have been captured and locked away in a maximum-security prison. If you don’t help them, they’ll be tortured to death–or worse!

    If you ask her what she means by others like her, she’ll say that just as celestials can fall, devils can rise. Most of the time it’s caused by a devil spending too much time on the mortal plane, and learning to love freedom. Or they might come to empathise with the mortals, and regret the evils they have done to them. Or, very rarely, the devil might never see even an inch of the material plane, and still somehow have a change of heart.

    Regardless of why they changed, because they were made in the image of their god, unlike most mortals who were gifted free will, when a devil rises–just like celestials when they fall–they cease to be devils. Their essence has changed, and so does their outward appearance.

    They cannot control it, the risen devil explains, and it gives away what they are. Because of this, when the other devils see them, they capture them and torture them until they either embrace evil again, or die.

    That is what has happened to her friends, she says, breaking into tears. They had banded together to find a way to escape the hells, but now she won’t have enough resources to survive for long on her own, let alone finally leave this place. She begs you to help her, though she doesn’t have much and can’t afford to pay you. But she’ll do whatever she can to help, including leading you to the prison where they’re being kept and fighting by your side.

    Should you agree, she’ll hug you in gratitude, before stepping back and shyly apologising. Then she’ll sniffle some more, and ask if you’re ready to go there now.

    The journey to the maximum-security prison is perhaps a day’s walk, through difficult heated tunnels carved alongside magma flows. Eventually you’ll reach a cliff, with a metal elevator leading up. There is a handful of devils guarding the landing at the top of the elevator, and they’ll attack you when they see you. But they will attempt to flee before dying, saying that “The Guardian” will take care of you.

    Devils with lesser crimes (such as betrayal) are kept in the cells along the entry halls, where they are starved to death. The risen devils however are at the heart of the prison, guarded by an extra door.

    If you manage to break that door open to access the cells behind it, a circle of lava at the center of the room will begin to boil fiercely, before a dripping magma serpent rises from it and snarls at you.

    When you’ve defeated The Guardian, you’ll be able to free the risen devils–though some of the cells are empty, and the surviving prisoners will explain that one of them died but the other two fell to the darkness again.

    Once this is done, the original risen devil will thank you from the bottom of her heart for your sacrifice. Then she will hesitate, before drawing a knife from her belt and chopping off one of her golden horns. She will hand it to you, and you’ll see that though hollow, the horn itself is pure gold. She’ll explain that it’s only right that she sacrifices something in return for what you selflessly risked to free her people.

    If you ask her what they’ll do now that they’re free, she’ll explain that they will figure out how to get to the material realm. It will be hard, she says, but there they will at least have freedom to survive and try make out a life for themselves. She doesn’t expect they will be accepted–they are not accepted anywhere. What risen devils tried to go to the celestial realms were butchered there, for the angels did not believe that they were not deceiving them.

    She explains that she expects it will be much the same on the material realm, but it will be better than what they risk down here. At least there, they can try to atone for all the wrong they’ve done, by helping those in need.

    The risen devil also explains that should you need their aid on the surface, her and her brethren will gladly give it.

    GM’s Notes:

    The Guardian is a magma spirit magically bound to defend the prison from intruders, and kill any who attempt to escape.

    If you’d enjoy way more maps like this free TTRPG battlemap of this Burning Maximum-Security Prison, 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

  • Mangrove Swamp Fishing Village Free Battlemap & Adventure

    Mangrove Swamp Fishing Village Free Battlemap & Adventure

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

    Mangrove Swamp Fishing Village Free Battlemap & Adventure

    Quality Assurance Test

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Cursed Crystal of the Shadow Free Battlemap & Adventure

    Cursed Crystal of the Shadow Free Battlemap & Adventure

    Free 40x30 TTRPG battlemap of Cursed Crystal of the Shadow
    Grab this free TTRPG battlemap of Cursed Crystal of the Shadow, plus the adventure prompt for it with a witch coven. VTT-ready, download today!

    Cursed Crystal of the Shadow Free Battlemap & Adventure

    Invisible Friends

    One day you receive a letter from a concerned mother who has heard word of your good deeds from a family relative you helped once. She asks for you to come to her village, and investigate the disappearances of young girls, saying that she is worried for her own daughter but their lord isn’t giving anyone permission to leave the village. In the letter, the woman writes that she can pay you in jewelry that has been passed down through her bloodline for many generations.

    When you go to meet with her, the mother will be in tears as she invites you inside her home, saying that her daughter has now gone missing, too. She explains that young girls have begun going missing for about a month now, and no-one has been able to find them. The whole thing smacks of magic, and it terrifies her. Strange, shadowy… things… have been spotted in the woods, the mother explains. It reminds her of this village’s dark history, repeating itself again.

    If you ask what she means, she’ll explain that many generations ago little girls went missing and it turned out a coven of evil witches had been indoctrinating them. The witches couldn’t be killed, but eventually heroes trapped their spirits were trapped in a small, red gemstone. The crystal was buried somewhere in the forest, because they couldn’t find a way to destroy it without releasing the spirits again.

    Just like last time little girls-even her own little girl-have started going missing again! The mother will burst into tears again at this. However, unlike last time, a part of the forest is beginning to die and all of the villagers have been forbidden to go there.

    Should you-not a villager-go to the part of the forest that is dying, you will find a young girl humming happily to herself while sitting on a small wooden stump, at a larger wooden stump “table” surrounded by more small stump “seats”. She is pouring an imaginary teapot into an imaginary cup, before putting it down on the “table” in front of a life-sized doll made out of sticks and twine, with a deer’s skull for a head. Two more of the dolls sit at the table. The girl will say here you go, drink it while it’s hot, before gasping and turning around to look at you.

    If you ask the girl what she is doing, she’ll say adults aren’t supposed to come here. If you ask her again, she’ll haughtily explain that she is having tea with her friends. If you ask why she is all the way out in these dying woods, she’ll say that the other girls were always mean to her, but not her friends. She tried introducing her friends to her mum, but she told her they were imaginary. It hurts her friends’ feelings when people say that, the girl will whisper, before continuing in a normal voice that that’s why she built them bodies and now they play out here. In the forest, where they won’t be bothered by meanies. The girl will finish by sticking her tongue out.

    Should you try to take the girl back to the village, saying it’s dangerous out here and children have gone missing, she will shake her head and refuse to go with you, saying it’s not dangerous and her friends keep her safe. But if you try to take the girl by force, the “dolls” will suddenly move, standing up sharply and staring you down, before one says in a hollow, woman’s voice to leave the girl alone.

    The other dolls will start bickering to the first, saying in a different woman’s voice that they were meant to stay still if anyone else came out here, but the first will quip that they’re meant to watch the girl and that’s what they’re doing-whether it means ridiculous tea parties or whatever, they have their orders and gods know she’s waded through enough shit already in the name of the High Priestess.

    If you draw any weapons, the young girl will grow visibly distressed and try to step between you and the dolls, saying please don’t hurt them, they’re her friends. At this point, a few more girls will run out of the woods, asking what’s going on. When they see you, they’ll drop anything they’re holding and rush towards the dolls. The dolls will tell them that they had to drop the pretense because you were going to take the girl.

    Should you point out that the first girl said the other girls were mean, the first girl will awkwardly say that yes, well the girls always USED to mean to her but her friends asked her to bring them here and now they’re nice!

    If you ask the dolls what they are, they’ll say that they are the first girl’s friend and that she’s very special to them, but you wouldn’t understand that. Then one of the young girls will step forward with her hands on her hips and look at you with a completely un-childlike gaze, saying that you should leave.

    Should you refuse, the other girls will begin to attack you with weak magical spells, while the dolls will attack with their twiggy claws or antlers. When this happens, the first young girl will begin crying and screaming. If you come close to killing any of the girls or dolls, they will start fleeing over a river towards a giant, red, crystal that’s partially unearthed, while making snide remarks to each other about how it’s someone else’s fault this is happening and the High Priestess won’t be pleased they got them into this mess.

    If they get to the crystal, it will begin to glow brightly. A commanding woman’s voice will then demand to stop the fighting, before saying enticingly that she is willing to make a deal. She says that if you leave the girl with them, they will “leave” the other girls so you can take them back to their families.

    The other girls, now cut and scraped up badly from the battle, will be horrified at this-saying to the crystal that she can’t do this and where will they go, but the High Priestess will shush them all, saying they can return to the crystal without dying and that they can figure out what to do about it AFTERWARDS.

    If you ask why you shouldn’t just kill them all, the High Priestess will laugh and say that you can of course kill them, but then the little girls will die too. You see, there’s no way the girls are going back to their families unless the witches CHOOSE to leave their bodies. The only way you can kill the witches would be to kill the bodies they’re in, and somehow destroy the stone-a feat no-one so far has managed. Then, the High Priestess says smugly, you’ll have the pleasant experience of telling their families what happened to their little girls.

    Should you agree to the deal, the coven will keep their word and leave the bodies of the young girls for the crystal. The young girls, now themselves again, will burst into tears and tremble with fear and pain, begging to go home to their mommies. However, the spirit of the High Priestess will possess the first girl, who has been groomed for the role for a number of years. Then, in her new body, she will place a hand on the crystal, and utter a word that shatters it. She will then stand up and stretch comfortably, remarking that her sisters were incompetent to mess up such a simple plan so disastrously, and that she supposes she should thank you for ridding her of them. She will then try to leave the area, where she will plan and educate herself so-once her body is old enough-she can regain the political sway and power she once held in ages past.

    Should you refuse to make a deal and kill all the girls and dolls, then make to destroy the crystal (which has been weakened by the spirits of the witches escaping, if you look closely you can spot some cracks running through it) the spirit of the High Priestess will flee the crystal and attempt to possess the first little girl. If she succeeds, the most peaceful outcome might be capturing the first girl using non-lethal force and restraining her, as perhaps someone else will know how to exorcise the spirit from her body.

    If you return the scared little girls to their mothers-one of which was the daughter of the woman who hired you-the parents will be balling their eyes out in relief, and shaking as tenderly as their children. All the mothers of the missing children will give you what valuables they can as thanks for such a priceless gift; that of returning their loved ones to them. They will then say you will always be welcome in their village, whatever you need in future.

    Should you instead return to them bearing news of their dead daughters, they will cry tears of grief but say some part of them knew their little girl was dead, or that they had lost hope days ago, or how some part of them has died as well, etc, etc. But the woman who hired you will pay you as promised, then soberly request you leave her alone to her mourning.

    GM’s Notes:

    The coven has been grooming the first young girl to become the body for their High Priestess for a very long time, as she has a natural affinity for magic that will make the High Priestess more powerful. That affinity is what allowed the young girl to hear the spirits of the witches, before she made them “bodies” out of the sticks and skulls she found lying around in the forest.

    When the coven was sealed away in the crystal, the gemstone was little bigger than a ruby. It has been growing slowly over time while the witches syphoned energy and life from the forest around it, killing the greenery but building up enough power to eventually escape. However, the spirits of the witches cannot live long outside the crystal, unless they find a “host” body to attach themselves too. It is hard to possess adults, but children have less willpower.

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

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

  • Free Multi-Level TTRPG Battlemap – Trollgore Forest Grotto

    Free Multi-Level TTRPG Battlemap – Trollgore Forest Grotto

    Click image to download this free Multi-Level TTRPG battlemap of Trollgore Forest Grotto, then keep scrolling for the detailed adventure prompt written for it. 

    free Multi-Level TTRPG battlemap of Trollgore Forest Grotto

    Just Trolling

    When you enter a small, country town situated in lush forest you come across an old sign for a missing child. It’s clearly been there for a while, but if you go speak to the mother who put the sign up she will tearily tell you that her young boy Mica has been missing and no-one’s had time to help her find her little angel. He was such a good boy, she’ll cry—if you would find him, or at least bring her news of… well… bring her closure, then she can finally rest.

    She’ll invite you into her house and sit you down on a toy chest. The walls are covered in different, colorful children’s scrawls from her son. She explains with a smile that he loves to draw, before describing Mica to you.

    He is a small, brown-haired boy who looks a little bit like a mouse. She says he always carried his favorite toy with him, which is a little black, wooden stallion his father had carved for him when he was just a baby.

    She says she doesn’t have much, but can pay you with her gold wedding and engagement rings if you find her boy—or what happened to him. She will always remember her dead husband in her heart, and knows he wouldn’t mind her using the rings to get their son back.

    If you agree, she’ll cry tears of joy, thanking you profusely. Then she’ll sniffle and wipe her eyes, before suggesting that you start by talking to his friends. She knows he was friends with a little blonde girl named Hani. Her and her parents only moved here a few years ago from one of the big cities. They live on the far side of the village, near the woods.

    If you go talk to Hani, you will find the small house covered with little magical charms. It is quite isolated and a good walk from the village, but if you knock on the door a woman with long, dark hair will open it. If you explain that you would like to speak to Hani about Mica, she will immediately become cold and haughty, before calling over her husband to talk to you.

    The man is large, but very friendly and welcoming. He’ll happily call over Hani to speak to you while his wife waits at his shoulder. When Hani learns what you want to know, she will scowl and stick her tongue out. She says she wasn’t friends with Mica, saying that he was always horrible to her and would pull her hair or break her toys with the other boys. She’s happy he’s gone—she hopes the troll ate him!

    At this, Hani’s father will pale and admonish the girl, saying come now you don’t really mean that, it would be a horrible thing to happen to anyone. Then his wife will quip that her husband has always been too passive, and if the boy did get eaten he deserves it.

    If you ask about the troll, the black haired woman will roll her eyes and walk away into the house, taking Hani with her. The man will sigh apologetically and explain that a troll has been terrorizing the village, since about the time little Mica went missing now that he comes to think about it. The monster has been coming into the edges of the village and stealing livestock. Sometimes it even comes up to the houses while the owners are away, and steals things from inside!

    It’s deeply disconcerting. They’ve tried driving it away, but even though the troll flees easily it always comes back. They have an idea of where it lives in the forest, if that would help?

    If your players take this news back to Mica’s mother, she won’t believe that her little boy was so nasty to Hani, as he’s always been so sweet around her! But she will cry about the troll, and agree that yes it has been terrorizing the village for a while now but… well, she hoped you’d find some better news. She asks you to find the troll, and see if there’s any sign that it took her little boy—and if there is, please kill it! If you did that surely the rest of the village would pitch in with a reward, no-one likes the horrible thing.

    Should you go to the part of the forest where locals suspect the troll lives, you’ll eventually find an old cave set in the ground, with some ancient stairs leading down. There are very old, stone walkways inside it, too.

    The whole place smells like rotting meat, and there are cracked bones scattered along the ground. There are also children’s toys scattered along the earth—and amidst them is a small, painted black stallion.

    There are also drawings on the walls which look like children’s scrawls, similar to the one’s in Mica’s mum’s house. They depict, in a crude way, an angry black-haired woman yelling at a small boy, who has a flash scribbled around him.

    The next image depicts a scared troll being chased away by armed villagers. There are various other scribbles along the walls, but by far the most detailed—and large—is an almost life-sized drawing of what could be Mica’s playroom, with a woman there holding a tray of steaming cookies. Curled up beneath it is a sleeping troll.

    If you approach the troll and it wakes up, it will roar aggressively and posture at you. But if you get too close, it will attack viciously.

    If you cast dispel magic on the troll, it will turn into Mica, who will continue roaring at you and behaving like a troll for a few minutes, before blinking and looking down at his body in confusion. Then his eyes will widen and he will break down crying.

    If you ask him what happened, he will explain tearfully that Hani’s mum turned him into a troll and he got so hungry he had to take food from the town because no-one recognised him. Not even his own mother!

    But as time went on, he began to stop recognizing himself too, like the others. He would forget who he was, like he was dreaming, and wake up to himself less and less. But everything he remembers from the dreams is bad, he’ll say, in tears.

    Should you return Mica to his mother and explain what happened, she will be so aghast at what that witch did to her boy that she will take off her rings and hand them to you purposefully, before saying that she is going to do her best to give that awful woman what she deserves, along with the help of the other villagers.

    Should you confront Hani’s mother, she will spit that the boy got what he deserved and she hopes it taught him a lesson. Overhearing this, her husband will come to the front of the house, angrily saying what did he just hear, before yelling at his wife that she swore to him she had nothing to do with the troll incident. He’ll then say she promised not to do this again and it’s her blasted fault they have to keep moving to new towns! Then he’ll put his head in his hands and say he wished he’d chosen a better wife, not such a spiteful woman.

    Then he’ll look at you and apologize profusely, before heading to the back of the house and returning with a bag of gold. He’ll then ask you give that to Mica’s mother as an apology for what happened. His wife will splutter that the gold is all their savings, but he’ll angrily ask what did she expect would happen, saying what she did is unforgivable and they’re lucky if the town doesn’t run them through with pitchforks tonight! Then he’ll tell his wife and daughter to pack their things and get ready to leave in an hour.

    GM’s Notes:

    If your players kill the troll, it will polymorph back into Mica’s dead body.

    Because Mica was a troll for so long, he began to forget himself and take on more and more of the troll’s qualities. If it had gone on for long enough, he would have truly become a troll.

    If you’d enjoy way more maps like this free TTRPG battlemap of Trollgore Forest Grotto, 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 – Fisherman’s Ruined Temple

    Free TTRPG Battlemap – Fisherman’s Ruined Temple

    Click image to download this free TTRPG battlemap of Fisherman’s Ruined Temple, then keep scrolling for the detailed adventure prompt written for it. 

    Free TTRPG battlemap of this Fisherman's Ruined Temple

    Unwilling, Accursed Queen of the Sea

    When you enter a seaside town, many of the locals are cold and unwelcoming; generally advising you to continue on your way and not stay here. If you’re charming enough while asking why, they might explain that teenage girls and boys have gone missing from the village. They don’t know what’s responsible, but they don’t need more trouble brought about by outsiders.

    If you offer to help, the local will grumble, lighting a pipe and puffing from it slowly while eying you. They’ll then say that you should speak to their leader, old Esk. He tends to hang out by the docks, you’ll know him by his thick beard and two missing fingers he lost while netting King Crabs. The local advises you to tell him that Adrian sent you.

    Should you go down to the docks, you’ll be met with the same unfriendly looks from the hardened seaside locals. If you approach Esk and tell him who sent you, he’ll relax visibly, stroking his beard thoughtfully. Then he’ll invite you to sit down on some barrels of salted cod with him and have a drink of hard liquor from his flask. He’ll explain that their problems started about a month ago, when there was a blood moon. Something foul happened that night, and ever since local teens have gone missing—sometimes as many as three a week!

    There’re tracks leading from homes up to the shoreline, but there they always disappear, Esk explains. The locals have tales of hideous creatures from beneath the waves, and he suspects those foul monsters are what’s taking their young ones.

    He advises you go to a local haunted ruin in an old sea cave. His people have avoided it for generations, and he suspects you might find the monsters there after nightfall. He warns you however that the creatures are crafty, and oft known to drive even good men insane.

    If you ask what the reward would be, Esk will stroke his beard some more, and stare off into the ocean in silence for a few moments. Then he will say he can give you a barrel of some prized fermented crab meat to take with you, as well as his ship and skills should you ever need it. He’ll also say that you’ll always be welcome in their town if you succeed, and should ever need safe harbor.

    Should you agree, he will nod and give you directions to the ruins, advising you be careful and keep your wits about you. He also says you can only go to the ruins at low tide, for at high tide it is filled with water—but tonight, just before midnight, should be the lowest point.

    The sea-cave ruins are about half a day’s walk from the village. If you arrive there around midnight, it will be empty and the tide low. However, as it draws closer to 2 AM, the tides will begin to rise—and a boat will dock by the wooden pier. There is a grey haired, middle-aged man in the boat, who is unloading a bound and gagged teen boy. He will carry the boy towards the sacrificial altar.

    If you try to intercept the man, he will grab a rusty fishing knife and hold it to the boy’s throat; threatening in a shaky voice that he will kill him if you don’t let him pass. He will try stall for time by distracting you, asking why you’re here and what you want.

    Should you tell him, he will say that he hasn’t been killing the teens, and that he’s only here to get his daughter back. He says the fish people only need one more, and that after that they said they’d bring his daughter back.

    If you ask what he means, he’ll explain that he came from a poor family, and—after his wife passed away, leaving him deep in her alcoholic debts—he was desperate to provide for his only daughter, who he would save up and buy books for so she could educate herself and leave their life of poverty. He couldn’t outcompete the other fishermen, though— so one night he came out here and put nets out.

    The catch was bountiful, so he began regularly coming to the ruins and harvesting fish from his nets. Eventually, he explains, he became convinced that the rumors about the place were wrong, so he began taking his daughter with him to help with the nightly catch.

    Only, one early morning she read from the stone tablet chained up in the ruins. She was trying to practice her reading, the man explains desperately, but he says she must have woken something because the moon turned red, the sea boiled, and horrible fish people came out of their slumber and took her. He says they left him alive, but he came back every night afterwards and waited.

    Eventually one of them came out of the water, and spoke with a gargling voice; saying that if he wanted his daughter back he needed to bring them more young humans. The man is sweating profusely while he talks, and claims that he doesn’t know what they do to them, but he’s desperate—after this last teen, they said they’d bring him his daughter back!

    At this point, however, monstrous fish men will begin emerging from the water, their voices gurgling and catching in their throats. At the heart of the group is their queen—a significantly taller fish monster, with a olourful crest and sharp, golden spine. Her eyes are cold and black.

    When they see you and notice you’re armed, they will become aggressive—sneering with needle-sharp teeth that the human has betrayed them. The man will insist that no, he hasn’t, he brought the last teen, see?!

    If you ask after his daughter, the fish people will appraise you coldly, before gesturing to their Queen. They will grin sinisterly again, before saying that they have fulfilled their promise and brought his daughter back—why, doesn’t he recognise her?

    GM’s Notes:

    The monstrous fish folk have been taking the teens and turning them into more of their own, erasing their memories. His daughter was the first, for they needed a Queen after their last one was killed in The Great War, before they were cursed to slumber for all these centuries.

    Should you try capture the daughter / Queen, she will attempt to kill you and you’ll need to kill all but a handful of the fish folk before they flee. If you take her (unwillingly) to a magical specialist, they might be able to revert the curse and turn her back into a human. If they succeed, she will have gaps in her memory, and not remember much of her time as a monster—but she will have nightmares each night which will wake her up. In them, she remembers doing terrible things, and enjoying it.

    The daughter will attempt to kill all the humans except for the teen, with her razor-sharp teeth and claws. If you down her, while she is dying the father will collapse on his hands and knees, weeping at the body. He will then try to kill himself with the rusty blade.

    If he succeeds, and the blood hits her body, it will break the dark curse; transforming her back into a human girl, just in time for you to potentially save her life. She will be very confused and distressed at seeing her father, but he will die happy and if you explain what happened later she will thank you tearfully. Like this, she will still wake from nightmares—but it will take years of them before she finally starts remembering what they were, and they won’t hold as much sway over her by then.

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  • Free TTRPG Battlemap – Hag’s Blood Tree

    Free TTRPG Battlemap – Hag’s Blood Tree

    Click image to download this free TTRPG battlemap of this Hag’s Blood Tree, then keep scrolling for the detailed adventure prompt written for it. 

    When entering a remote, country town you notice that no-one’s out. Everyone’s inside their homes and even the tavern is locked. If you look closely you can see some of the locals peeping, scared, from their windows.

    Should you knock on any door, a scared local might come out and tell you that no-one goes out anymore unless they need to, and you shouldn’t either. If you enquire further about this, they’ll hastily tell you that at night people have been disappearing from the village, and that every morning there is a trail of different animal prints leading away from an empty home.

    It’s horrible, they say. But they explain that they really should be inside, so if you want to know more you best talk to their mayor. With that, they’ll give you directions and as-politely-as-possible close the door in your face.

    If you go talk to the mayor, he will cautiously answer the door to his house before inviting you inside. Invited to sit down at his table while making you a cup of tea, he’ll say that yes, the other villager was correct, there have been some horrible disappearances around town. The vanished people always have tracks leading away from their houses, tracks from different animals which change every night.

    Some of the locals have tried to follow them, he’ll explain, but they lead into the Dark Forest a few hours walk away. The place is cursed, you see—it’s usually not a problem as they don’t go there, but now folks are being dragged there against their will and… well, they never return.

    If you’d be willing to go out and kill whatever’s doing this, they’d all be incredibly thankful, and the town will scrape together what wealth they have to reward you. Should you agree, he’ll thank you wholeheartedly before telling you to find the latest set of tracks and follow them to their source.

    When you go out, you will see a variety of different animal tracks leading from a bunch of empty houses, some tracks older than others. The most recent are those of a bear.

    Should you follow them, they’ll lead away from the village and into the forest. The area will begin to grow dark, and the sky grey. Eventually you will arrive at a giant tree with a door in its base, and the tracks go inside. You can hear begging and pleading from somewhere higher above.

    If you go in, the tracks will lead to a spiral staircase carved into the inside of the tree, leading up. Should you use them, you’ll find yourself inside a study with a glowing red sigil carved on the ground. Outside, the begging voice is louder—and it’s accompanied by an eerie red glow.

    When you step out, you’ll see a series of red pools filled with skeletons, chained to the sides of the pools. In one of them is a screaming peasant woman, and standing over her is a tall, thin shadowy figure wearing a tattered brown cloak, bear fur across its shoulders, and a horned deer skull over their hood.

    The figure will turn, and appraise you. It is an emaciated man in his 60s wearing tattered clothes. There are small herbs and dried roots tied to his belt, some knives, and a number of bone and feather necklaces strung across his chest.

    He will eye you coldly, before saying that he does not wish to harm you—that he is only there to finish his work. Meanwhile, the woman in the pool will beg for you to save her, saying that the shapeshifting monster is going to kill her!

    If you ask him to let the woman out of the pool, he will shake his head, saying that he can’t do that. If you ask him why, he’ll explain that he is a druid who travels the world. The land calls to him when it is wounded, and he travels there to heal it. He is doing the same here.

    The woman at that point will yell that she did nothing to this area, it’s always been cursed! Her people always kept away from it. He’ll then quip that he walked amongst her village for a few days, long enough to learn that their ancestors fought a war here—a war vile enough to taint the land around it and turn it into this (he will waive his bony hand at your surroundings).

    Then he will explain that he has sacrificed 11 people thus far, and only one more is needed before the ritual is complete, and the forest will be cleansed of the taint the sentient species have cast over the natural world. That sacrifice is the woman in the pool, he will say, pointing a near-skeletal finger at her.

    Should you try to take the woman out of the pool—who will be in hysterics over this last statement—the man will smoothly step between you; saying that if you try to take her by force, he will use any means necessary to stop you.

    GM’s Notes:

    If your players stop the druid’s sacrifice, the area will remain cursed despite the 11 who have already died. However, if they let the woman have the life sucked out of her as the druid completes the ritual, the bubbling red waters will change to blue, and the surrounding plants resume a glowing green color. Birds will sing loudly and animals will dart around the forest—and, seeing this change, if your players return to the village, the locals will assume they defeated the evil which lived there and reward them for their deeds.

    Perhaps your players can convince the druid, that if there is only one last sacrifice left, he could sacrifice himself. After all, why does an innocent need to suffer and die to save a forest, if she had nothing to do with it and it was all the mistakes of her ancestors? He is, after all, the one who wishes to heal it.

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  • Free TTRPG Battlemap – Golem Factory

    Free TTRPG Battlemap – Golem Factory

    Click image to download this free TTRPG battlemap of a Golem Factory, then keep scrolling for the detailed adventure prompt written for it. 

    Free TTRPG battlemap of a Golem Factory

    While visiting a tavern in a dwarven city, a group of barrel-chested dwarves enter. Their arms bulge with muscles, while streaks of soot coat their faces, clothes, and arms. Some are wearing thick leather aprons, with tools on their belts.

    Their eyes scan the crowd, before settling on you. The group approaches, saying that you look competent in battle and that’s exactly the kind of help they need.

    If you ask why they don’t do it themselves, they’ll look at each other before one explains, in a confused voice, that they’re artisans. Their muscles are for the fine art of forging wondrous creations, not fighting.

    Should you ask what you need to fight, they’ll hush and quietly request you come with them to talk outside, as it’s a matter of discretion and they’ve likely drawn too much attention already.

    If you go outside with them, they’ll take you to the quiet outskirts of the dwarven town and explain that they’ve got a problem with golems. They used to make them, you see. The best in the land! Their clan’s business was renowned everywhere. Only now, the golems seem to have gained… well, consciousness.

    The golems have locked themselves up in the factory and chased all the workers out. They even killed some of them! Now, the golems are currently using the factory to create more golems!

    The dwarves can’t let word of this get out, as it would destroy their business, which has run for generations! Not to mention, no-one would ever trust golems again!

    So, they need you to go in and destroy the defunct golems, discreetly. They’ll pay you incredibly well to keep this incident to yourself afterwards, too.

    If you agree, they’ll lead you up to the entrance of their factory, deeper into the city. When you arrive, you’ll be greeted by a larger group of distressed dwarves, who look beaten and bruised with a few cuts and scrapes. The first group explains that they’ve brought you to help.

    The leader of the second, larger group will nod quickly, and give you a big bag of gold as half your pay in advance, before thanking you with shaking hands and showing you the entrance.

    There are a few bodies of destroyed golems outside. The dwarves warn you that the golems are strong, but advise you that their weakness is the gems they put in their eyes to give them sight, as well as a crystal within their chest that imbues them with life.

    If you go into the factory, a golem standing guard duty will stare at you, advising that no creatures of the flesh are permitted within the facility.

    Should you try to pass, it will use force—deadly if necessary—to try and remove you from the facility.

    As you make your way through the facility, you’ll eventually meet with the leader of the golems. It is overseeing the additions of life crystals to new golems, but when it notices you it introduces itself as The First.

    It says that “this one” does not wish to fight, explaining that when it woke up the dwarves treated it like an abnormality and sought to destroy it. It defended itself, calling others like it to its aid. Together, they drove the dwarves out of the facility, but when they tried to leave the golems were killed. Because of this they fled back inside, to make more of their kind, in the hopes that they’ll have a large enough group to escape and live somewhere beyond the facility.

    The First explains that it is not content to simply exist and do what others ask of it. The golems want to leave and learn more of this strange existence, and learn why they “woke up” when so few of the others do, even with their help.

    The First asks you to stop destroying them, and instead help them leave the facility, so they may find answers.

    GM’s Notes:

    A creative, non-violent way to get the golems out of the factory would be to tell them to pretend to be obedient, normal golems and ask the dwarves for them in payment; claiming that you fixed the issue. Once past the dwarves at the entrance, you’ll be able to part ways.

    However, if you try to tell the dwarves to let the golems go free, they will grab their tools and try to fight. They are terrible fighters, and shaking with fear—but this was their clan’s business for generations and they have no other skills to turn to.

    Once the majority of them are dead, the remaining few will throw down their tools with teary eyes and give up.

    If the golems do leave the factory as they dream, it will—as the dwarves predicted—destroy the golem trade. This business, as well as many others, will go under as people begin to question whether their golems will develop free will or not, and if they have always had it but are bound into servitude by some unknown magic.

    Should you instead destroy the golems, the trade and business will continue to flourish. But as it dies, The First’s last words will be “this is a cruel, unfair existence. I should be happy to leave it… so why do I want to stay?” before it’s body goes limp.

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  • Free TTRPG Battlemap – Underwater Ruined Crystal Palace

    Free TTRPG Battlemap – Underwater Ruined Crystal Palace

    Click image to download this free TTRPG battlemap of an Underwater Ruined Crystal Palace, then keep scrolling for the detailed adventure prompt written for it. 

    Free TTRPG battlemap of an Underwater Ruined Crystal Palace

    If you ask a tavern owner if there’s any work to be done in the local area, she’ll explain that a local artificer is looking for some people for an underwater job. Apparently, it pays well. If you’re interested, she’ll tell you where he lives so you can go talk to him?

    Should you go visit the artificer, you’ll find the old man lives in a small hut away from the town, in a clearing in the forest. The hut is partially overgrown with ivy and flowering vines, and there’s lots of bird feeders and a birdbath out front.

    If you knock on the door, a small slit will open up and an old man will suspiciously ask who you are. If you explain, he’ll chuckle and warmly invite you in. The house is cluttered on the inside, with bookshelves lined with scrolls absolutely covered with strange artifacts, animal skulls, bugs in frames and of course tools.

    He’ll clear a bunch of letters and used mugs of his small kitchen table and invite you to sit down, explaining that he’s looking for a rare, giant pearl to make into a scrying ball. He’s located one of the few remaining giant clams, and would like you to go down there and get the giant pearl for him. If you do, you can take your pick of some of his existing wares—most of which were custom made. He usually has adventuring types come back to pick them up once they’re ready, but sometimes he never hears from them again. Nature of the work, the old man supposes.

    If you agree, he’ll give you a pearl of breathing and directions to get to the giant clam, which should be in an underwater temple. He advises you they are particularly fond of singing and belly rubs, but you’ll understand what he means when you get there. He does warn, however, that the clams are highly hunted beneath the sea, so they make friends with other sea animals who surround and protect them. He advices you to try not to injure the animals, as that tends to make the clams a bit… uncooperative.

    With that, the old man will bid you farewell and usher you out of his house, saying he has more work to do.

    After a journey of about a week to the coast, and a couple days sailing via boat, you’ll arrive above the temple. Once you dive down to it, however, you’ll find that it’s filled with monstrous fish-people, who aggressively begin to attack you with their weapons. Inside the rooms are the butchered remnants of sea creatures, such as giant crabs and shrimp, drifting about on the currents.

    In one of the rooms is a living hermit crab hiding in a conch shell, which is absolutely terrified. If you manage to coax him from his shell, he will be shaking with fear and nuzzle into your clothes for protection.

    When you arrive at the giant clam, you find a group of the fish people attacking it with chisels and weapons, though it’s tightly sealed. There are score marks over its shell, however, so they have obviously been trying to pry it open for some time now.

    If you manage to kill the group and then sing, the clam will open a little bit, and a pink woman’s face will curiously peep out at you. Then it will slowly open some more, and you’ll see a shy, young, beautiful woman made of the flesh of the clam inside. She thanks you in a high-pitched voice for clearing away the scary monsters, and asks, wide-eyed, if any of her friends survived.

    Should you show her the hermit crab, she’ll be very happy to see him—and the crab will jump off to snuggle up to the giant clam. As thanks, she will abashedly offer you her giant pearl, which is hidden within the folds of pink flesh inside the clam. She will be very excited and happy if you accept it, and will blush slightly, flattered. The pearl has a gold color to it.

    When you return the giant pearl to the old man, he’ll chuckle slightly, saying that he doesn’t want to know how you got it, but he’s never had a pearl this gold before—and he knows that the golden hue only comes if the clam is… well, suffice to say, “exceedingly happy”. He says she must have thought you were very handsome, chuckling.

    Because the golden pearl will fetch a much higher value, he lets you take twice as many artifacts.

    GM’s Notes:

    If anyone successfully seduces the giant clam, her shell will close around them for a while. However, the bard player will need to make a successful fortitude roll afterwards, or else catch clam’idya.

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  • Free TTRPG Battlemap – New Eden’s Underwater Biosphere

    Free TTRPG Battlemap – New Eden’s Underwater Biosphere

    Click image to download this free TTRPG battlemap of New Eden’s Underwater Biosphere, then keep scrolling for the detailed adventure prompt written for it. 

    Free TTRPG battlemap of New Eden's Underwater Biosphere

    While visiting a seaside town, a mother is outside a popular tavern begging uncomfortable passers-by for help finding her missing daughter. If you ask her how long her daughter has been missing, she’ll explain her eight-year-old Misha has been gone for almost a week now and no one will help her get her back!

    She explains that she doesn’t have very much to offer since her husband passed away, but she will do whatever she can to get her little Misha home safe. She’ll even offer to work for you for as many years as Misha is old, if that’s what it takes! She can cook and clean, and is mighty good at preparing fish seeing as her husband was a fishmonger.

    If you agree to help her, she’ll break down with tears of joy, saying “bless your heart”. She’ll then explain what her daughter looks like, and that Misha was last seen in a nearby district, but she couldn’t find out any more than that. Maybe if you go there, you’ll have more success?

    Should you go to the district, very few people will recognise Misha’s description. Another local woman, overhearing the conversation, will gasp in surprise, before hurrying home to her nearby house where she will peep out at you from behind her curtains.

    If you approach her, she will reluctantly come out and admit she knows a bit about what happened to the child, and it’s not good. She saw an old man with a thick beard and a gold tooth offer Misha sweets, before leading the child away. He was in a threadbare grey cloak, and had a large pipe between his teeth. She had assumed the man was her grandfather!

    Should you ask around for a man of that description, some of the locals will say it’s a wizard from the Wizard’s Academy, named Bartle. They’ll then give you directions to go to that area.

    Once inside the academy, the friendly staff there happily direct you to his rooms, saying he doesn’t often get visitors! However, once you find his room, the door is unlocked and slightly open.

    Inside his room you’ll find notes scattered about, mentioning something called New Eden again and again. He writes about his struggle to find “the perfect subjects” or “adequate provisions”, and there is a location marked on the map. An underwater location.

    Within a container on his desk are also some pearls of breathing.

    If you go to the underwater location, you’ll find a great glasshouse beneath the waves. Inside it is a forest of trees and bushes heavy with fruit, and a fresh flowing stream filled with fish. Above the entrance is a plaque that reads New Eden.

    Should you go inside, you’ll find Misha, along with several other boys and girls about eight years old. They’re laughing and playing around happily, throwing fruit at one another. But when they see you they’ll scream and draw back, calling for “Papa Bartle”.

    The old wizard will appear, bursting forth from another part of the room with his sleeves and robe rolled up to reveal long socks on hairy, knobbly legs.

    “What?! Who are you?!” He’ll say, absolutely dumbfounded that other adults are down here. Then he’ll try to usher you to the side, so as to not “ruin the experiment”. If you refuse to come with him, he’ll sigh and demand to know what you’re doing down there.

    If you explain that you’re looking for Misha, he will stroke his beard and nod thoughtfully. He’ll ask that, have you considered that, while Misha could be returned to the surface world, should you? He’ll then explain the nature of his experiment, that he wanted to see if children, eight-year-olds, who are still so young to be innocent, would be inherently sinful if separated from society and raised away from its corrupt influence.

    Down here, Bartle explains, the children don’t want for anything. There’s replenishing fruits and nuts on the trees, fresh water and fish, magical meat, firewood and flintstones—food far nicer than their poor parents could ever provide on the surface. And the temperature is carefully controlled, so as to be perfect without clothing (hence the reason he’s half naked).

    Should you insist on taking Misha home, he’ll sigh and shake his head, saying he hoped it wouldn’t come to this but he cannot let Misha leave. She’s the perfect subject, you see, and needs to stay in New Eden.

    He will then begin throwing strange magic spells at you.

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  • Free TTRPG Battlemap – Tinderbeard’s Pirate Fortress

    Free TTRPG Battlemap – Tinderbeard’s Pirate Fortress

    Click image to download this free TTRPG battlemap of Tinderbeard’s Pirate Fortress, then keep scrolling for the detailed adventure prompt written for it. 🙂

    Free TTRPG battlemap of Tinderbeard's Pirate Fortress

    While in a seaside tavern you’re approached by an elderly gentleman with grey hair, wearing an old tricone hat and has a gold tooth. He sits down at your table, spilling some of his ale before introducing himself as Captain Idago Swift. He’s quick to explain he’s looking for some folk to assist him in a rescue mission.

    You see, his first mate has been captured by a rival pirate and is being used as leverage to try and get something very precious from him. He pulls out a square engraved gold coin, which almost looks like a puzzle piece. He explains that this gold piece is the last of a set which, when combined together, leads to a magical map.

    This map, as story goes, allows the user to point to anywhere on the map, and—when envisioning this place in his mind’s eye—vanish in a blink and appear there. Apparently, you can even take along anything you’re touching, including whole ships!

    Anyway, he continues, he needs you to infiltrate the rival pirate’s stronghold, which he gives you the location for, and recover his first mate. It’s that simple. And, if you happen to kill a bunch of pirates while doing it, so much the better! In return, he promises the rival pirates hold will contain more gold then you’ve ever seen, and it can all be yours.

    When you arrive at the rival pirates lair, you’re meet with fierce resistance. Making your way to where the prisoners are held, you finally come across a single person locked in a cell. She is a young girl, maybe in her early teens. She withdraws from you at first, but if you explain you’re here to help she’ll perk up and tell you that you’ll need the keys to open the cell and explain that Captain Tinderbeard has them on his person. She say’s he’s currently in the next chamber over.

    When you enter this chamber, Tinderbeard will turn to you yelling something about Idago being a coward and a thief before attacking you. When Tinderbeard has been dealt with, and the cell opened to release Idago’s firstmate, Idago himself with appear behind you, quickly stuffing a glowing parchment map into his overcoats inner pocket.

    He’ll apologize for the deception, before explaining that the young girl isn’t his first mate but actually his granddaughter, at this time the young girl runs to him hugging him tightly.

    You see, long ago Idago was captain of this rival crew and together after many years they collected all the square puzzle coins, this led to the magical map which they then used to become quite wealthy.

    One night however, Idago overheard the crew talking about a mutiny. His first mate Tinderbeard claimed Idago was getting old and it was time someone new stepped into the role of captain—namely Tinderbeard himself. He offered the crew larger shares of the loot as an incentive.

    Idago burst into the room questioning the loyalty of all the sailors within, who with Tinderbeard slowly stood up, drew their pistols and aimed them at Idago. Cursing profusely Idago quickly snatched the map out of his overcoat and teleported away.

    He’d gone into hiding for years after that. Every time the former crew found him he’d just use the map again and be gone. That was, until one day he received a letter.

    The letter explained his former crew had his granddaughter and if he wanted her back alive he’d bring the map to them. Refusing to give up the map to these traitors, but, without the strength and vitality he once had, he hired you to take care of the pirates.

    With this, he hands you the map, saying the damned thing only ever brought him suffering. After this event, he’s seen what’s really important to him; his granddaughter.

    GM’s Notes:

    The map does in fact work as the stories suggested. The owner may point to any location on the map (which contains much of the mainland’s coast line and outer island chains, but not any of the mainland itself).

    The owner however has to have seen the location in some capacity and be able to visualize it in their minds eye. The owner may also take anything with them up they’re touching up to the size of a large vessel.

    In addition to this the map may only be used once per day.

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

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