Greetings folks! Welcome to our weekly poll, where you get to decide what map we'll create next! Voting lasts till September 15th 1:00 PM CET, and after that, we end the poll and get to work :)
Also, note that you can vote multiple times- pick everything you like! The most popular themes, which didn't make it, will appear again in future polls!
Remember that you can always tell us your map theme ideas on Discord! We'll include it in future polls :)
Visit the home of dwarves who live inside the Olan Mountain!
The King of the dwarves of Olan Mountain has put up a notice calling for adventurers willing to deal with a goblin infestation in one of the mines under his domain. You volunteer and get rid of the problem quickly since you are proficient at fighting such monsters. After the kingâs men confirm that the mine is clear of the evil vermin, the King invites you to his home. He wants to personally congratulate you on your success.
The dwarven home is inside the mountain. A large stone door engraved with battling dwarves opens to reveal a wide corridor. To your left is a storage area for items the dwarves trade with those who come to the Olan Mountain to barter. You follow the dwarf assigned to guide you. He leads you through a large empty chamber to the next room where the king sits upon his throne. The old dwarf is overjoyed at being able to have you here as his guest. He pays the handsome reward he promised you and insists that the mountain is now as much your home as it is his.
He walks you through the corridors of the place, showing you around. âThis is where my chambers are.â He leads you through a corridor to the west of the throne room. âFarther south are the rooms of the nobles. There are two dining halls here as well.â
He then leads you to the other side of the dungeon to another room with a dining table. Tired dwarves, dirty from work in the mine, rise to greet their king. âThis is the area in which the miners eat and sleep. Beyond that-â
Shouting interrupts his words; the cries sound from the coal mine to the east of the dining hall.
âGoblins! Weâre under attack!â A dwarven miner comes running your way.
You have to fight to save the dwarves again!
Adventure Hooks
Youâre guests of the king of the Olan Mountain after successfully completing a quest for him. When he shows you around his home, goblins attack the coal mine adjacent to the dungeon. You have to fight to protect the monarch and the other dwarves.
The King of the Olan Mountain has a precious ax embedded with a ruby. Rumor says he hides the item in his chambers. You get hired to steal the ax and must infiltrate the dwarven dungeon to locate it. Hopefully you will be able to get out without anybody noticing you. Suddenly, however, you see guards! Oh no, youâve been found out.
A dwarven noble by the name of Grumdarf has tasked you with stealing an emerald signet ring from his bitter rival Grumdorf. You have to enter Grumdorfâs chambers while Grumdarf stands guard. However, the operation goes awry and you are noticed. Now you have to explain to the king why you meddled in dwarven affairs.
Greetings folks! Welcome to our weekly poll, where you get to decide what will be the theme of our future maps! Voting lasts till September 5th, and after that, we end the poll and get to work :)
Remember that you can always tell us your map theme ideas on Discord! We'll include it in future polls :)
âThe Ship Graveyardâ is the last map of The Adventures on the Interplanetary Sea. With this set of our maps, you'll be all set to start your intergalactic voyage. Who said that space adventures does not need magic?
Find interesting loot in the remains of a battlefield!
Your voyage on the Interplanetary Sea takes you to an area where an enormous battle between ships took place not long ago. Youâre not that interested in politics, but even you have heard about how the Realm of Yorstan went up against the Confederacy of Perten here. Not that it really matters who fought whom of course. The true value of this place lies in the loot that remains on the shipwreck.
You fly your ship between several of the destroyed vessels, deciding which one to approach first. Just then you see a shadowy figure beneath you. As the figure nears, you realize that itâs a dragon and that it doesnât appear to be friendly! Will you hide between the wrecked ships and the asteroids or will you run away? Fighting such a giant, dangerous creature is not an option. You must decide your next move quickly!
Adventure Hooks
You hear that the Realm of Yostan and the Confederacy of Perten fought against each other long ago, leaving behind a large ship graveyard. You fly to the battlefield to loot the shipwreck when a dragon appears. You have to maneuver your ship between asteroids and destroyed vessels to hide. Hopefully the dragon will pass by!
The King of the Realm of Yostan lost his scepter, a piece of regalia symbolizing his power, in the battle against the Confederacy of Perten. He hires you to go to the ship graveyard that remains at the former battlefield and find the artifact. Any loot you gather in the process is yours to keep.
The Confederacy of Perten has hired you to find the scepter of the King of Yostan, which rumor says he lost during the battle a few days ago. You will have to fly through the whole graveyard to find the monarchâs vessel. Beware, however, of the dragon that resides amongst the wreckage.
âA Port Townâ is a map of The Adventures on the Interplanetary Sea. With this set of our maps, you'll be all set to start your intergalactic voyage. Who said that space adventures does not need magic?
Walk from the docks of Perlin to the townâs beautiful square!
You dock at Perlinâs port, glad to finally step off the deck of your ship onto the stable ground of the asteroid on which the large and impressive town of Perlin has been built. The docks are busy with people moving cargo around. You follow their lead and bring the barrels and crates from your ship to the magistrateâs office. The man to whom the shipment is supposed to be delivered is waiting there. You get paid a handsome amount of money, and with the heavy pouch in hand you venture back to the main throughway, big smiles on your faces.
But suddenly someone grabs the pouch and yanks it out of your hands. Before you can react, the burly man runs away towards the center of town.
âThief!â You scream as your party starts running after him. The people you pass look at you curiously, but no one bothers to help you.
You arrive at the main square of Perlin where a small marketplace with colorful tents is being held. Where did the man go? You look around and see him disappear down one of the alleyways. You run after him â you manage to catch up. Thereâs more of you, so your party surrounds the man. He hangs his head low and gives up the stolen money, begging you to spare him. He looks pitiful, sporting ragged clothes and a beard that hasnât been shaved in days, so you let him go and give him a few coins. He thanks you, tears falling down his cheeks, and heads deeper into town as he walks away.
You go back to the beautiful marketplace, but now you see Perlin in a different light. This port town might be rich, yet there are still problems here â thievery, homelessness, and sickness. But what can a small party of adventurers like you do against such issues? Maybe a visit to the mayor is in order to see how you might help the town?
Adventure Hooks
A thief steals your hard-earned money, and you run after him to the main square of the town. You catch him, but youâre now aware of Perlinâs poverty problem. You go to the mayor to find out how you can help the townsfolk, and he directs you to the local orphanage. You spend a day patching the buildingâs leaking roof. Itâs a different kind of adventure than youâre used to, but not a bad way to spend your time. After all, being an adventurer is about helping people, right?
In the marketplace of Perlin thereâs a festival going on; colorful dancers and dexterous jugglers entertain the crowd. You join in on the fun. Once in a while, a break from adventuring is in order.
The marketplace of Perlin is known to have perla fruit for sale. A merchant from Omary has tasked you with purchasing and transporting back to him a large amount of the fruit. But the salesperson at the stall doesnât have nearly enough of the delicacy to satisfy the order the merchant gave you. You will need to walk around Perlinâs
Greetings folks! Welcome to our bi-weekly poll, where you get to decide what will be the theme of our future maps! Voting lasts till August 26th, and after that, we end the poll and get to work :)
Also, note that you can vote multiple times- pick everything you like! The most popular themes, which didn't make it, will appear again in future polls!
Remember that you can always tell us your map theme ideas on Discord! We'll include it in future polls :)
âMonster Skeletonâ is a map of The Adventures on the Interplanetary Sea. With this set of our maps, you'll be all set to start your intergalactic voyage. Who said that space adventures does not need magic?
Investigate the cultist base built around a skeleton of a strange monster!
Somewhere deep in the interplanetary sea is an asteroid which is known for its graveyard of monster skeletons. Many creatures come to this place to die. No one understands the cause of this habit, but it has gone on for centuries now.
Youâre surprised when you receive a quest to investigate strange excursions to and from this asteroid. Apparently some people have taken up residence there, and theyâre not a very friendly group.
When you dock by the edge of the asteroid, you stare at the sight before you in wonder. Around the skeleton of a giant monster, a building has been erected. You hear the sound of weird chants coming from within, and the air smells foul. By the entrance there are bloody marks.
Weapons and magic at the ready, you go inside to see a large room with a magic circle on the floor. The symbol is glowing faintly; definitely active. Soon the inhabitants of the building come pouring inside from the adjacent rooms. They are wearing black robes, and theyâre not happy to see you at all. You recognize the symbol tattooed on the sides of their heads â they are cultists of an evil god you thought was almost forgotten and no longer worshiped. It seems you were wrong though.
A fight breaks out, and the cultists throw foul magic at you. When you are finally victorious, you step over their dead bodies and explore the other rooms of their dwelling. Thereâs a library, a kitchen with a dining room, bedrooms, and a storage space. One room has been used as a prison. You free the people who have been held captive there, and they cry tears of relief. Once again you are saviors.
Adventure Hooks
Youâve been tasked with investigating a monster graveyard. Apparently the cultists there have turned one of the skeletons into their base. You fight the cultists and clear the place of their evil presence.
The parents of a young boy who went missing task you with finding their son. The investigation leads you to the monster graveyard. After fighting the cultists who live in the makeshift building around one of the giant skeletons, you find the boy trapped in their prison. Luckily heâs alive and unharmed.
You infiltrate the cult of an evil god whose worshipers reside in a monster skeleton to find out more about their nefarious activities. The cultists kidnap people and sacrifice them to their deity. Once you gather enough evidence of their evil deeds, it's time to strike!
âShip: The Last Cryâ is the first map of The Adventures on the Interplanetary Sea. With this set of our maps, you'll be all set to start your intergalactic voyage. Who said that space adventures does not need magic?
Board the magnificent ship and explore the vast seas!
The ship rocks from side to side, floating upon the boundless interplanetary sea. Beyond the broadside, you see the pink and purple cosmic swirls of space that connect worlds. The side-wings of the Last Cry sway slightly as if catching wind, but thereâs no wind blowing. The air smells of a fresh pine forest, the sea rolls with gentle waves; everything here is designed to create a sense of calm and relaxation.
Itâs boring. You thirst for an adventure, but you first need to get to a place where you can find one.
Suddenly you hear a cry from the deck below. Your party members give each other a glance before you all run down the stairs as one. Where did the cry come from? Your quarters? The kitchen or dining room? Or the captainâs cabin? Just as you finish checking all the rooms, confused, you hear a growl from the lowest deck.
You remember that youâve taken on the quest to transport some cargo. You were heading to its intended destination anyway, so why not use the opportunity to earn some extra money? But included in the cargo, alongside the numerous packages, barrels, and bales of textiles, were two strange-looking monsters locked in metal cages.
âStay away!â You hear someoneâs voice from downstairs. It sounds like Dowty, the young deckhand who barely knows anything about life on a ship. You run down and see him on the ground, one of the monsters on top of him. Foam from the creatureâs mouth falls onto the boyâs face. It looks enraged, growling menacingly. How did the monster escape the cage?
No matter, the important thing is to get the creature locked up once more. After all, youâre getting paid to deliver the monster alive. However, no one said anything about making sure it remains unhurt. Some sense must be knocked into the creatureâs overgrown head.
You throw yourselves into battle.
Adventure Hooks
It is a boring day on The Last Cry, but only until you learn you have to deal with the monster youâre transporting escaping from its cage. You have to put the dangerous cargo back behind bars, but donât kill it! Youâre getting paid to bring it to Perlin alive.
Youâre traveling the vast interplanetary sea when another ship approaches you at top speed. You quickly realize youâre being attacked by pirates. They throw hooks onto the deck of your ship and board you. Can you repel their attack?
On your way to Perlin you pass by a group of purple whales, leisurely floating in the interplanetary sea. When you pass between the mighty creatures, you notice thereâs an asteroid that was previously hidden from your sight. On the surface, a small temple stands. What secrets could it hide?
"Nobleâs Mansion" is a map of DM's Essentials theme. With this month's set of maps, we've prepared maps that every Dungeon Master should have at their disposal. They'll be perfect for both one-shots and longer campaign.
A heist at Lord Wilburnâs mansion?!
A long driveway leads to the beautiful mansion of Lord Wilburn, a rich noble. The fountain in front of the steps to the entrance flows gently. When you reach the front door, an elegantly-dressed butler opens it wide.
He looks you up and down, not hiding the disgust on his face. âSuch dirty people as yourselves, daring to step on the lordâs expensive rugsâŚâ He mumbles under his breath, but you hear his words clearly enough.
You shrug, looking at each other. Youâre adventurers, not the usual visitors of the lordâs mansion. But Wilburn has granted you an audience, so why does the butler find it necessary to point out how out of place you are in such a high-class setting? You step over the threshold into the main hall which houses a large staircase leading to the upper story. Your footsteps echo on the marble floor⌠Yes, in truth, you donât feel like you donât belong here. Still, you have a quest to accomplish.
The butler guides you to a door on the right that leads to a cozy living room in which the master of the mansion is seated. Heâs a black-haired human in his late 40s dressed in a deep red tunic and black trousers. Lord Wilburn. The man sips red wine and looks at you over the rim of the glass.
âTo what do I owe the pleasure?â He asks in a deep, gravelly voice.
You explain that your employer asked you to retrieve an item she lent Lord Wilburn two years ago â a golden necklace with emerald embedded with gems embedded.
The man sneers. âYou and your client will get nothing from me. Begone.â
Before you can protest, youâre ushered out of the mansion. Standing in the driveway, you wonder how youâre supposed to accomplish your task. After exchanging a few deep looks, all of you share a smile. The people of this house havenât been accommodating to you, so you wonât feel bad about returning at a more opportune time and taking whatâs rightfully yours.
When night falls, you sneak back onto the mansion grounds. You enter from the rear this time, sneaking through the picturesque garden lit by moonlight. You climb the small stairs to the terrace and open the back door to the mansion.
The first room you check is to your left â a study. Here might be a good place to hide an emerald necklace. However, once you check all the shelves and the desk, youâre certain this isnât where Lord Wilburn has stored the item. Next is the living room. You search thoroughly, but again you donât find anything. Across the mansion is the dining hall. The room has two tall decorative sculptures flanking a long table with eight chairs in the middle of the room. Another door leads to the kitchen, pantry, and servantâs quarters from where you can hear the staffâs loud snores. You donât think you will find the item there.
Careful to avoid any noise, you make your way up the stairs to the upper floor. The first room, facing the front of the mansion, is a play room for Lord Wilburnâs son. The next room is his wifeâs bedroom, where she sleeps quietly. The next one is the childâs bedroom, also asleep. Only two doors remain. You open one, fully expecting the lordâs bedroom, but you see a storage room instead. That makes sense; since thereâs no cellar or attic in this mansion, the family has to use a spare room to store unneeded belongings. The item may be here if the lord has not moved it to his room. A search is worth trying.
You enter and carefully check the dusty room, eyes peeled for the jeweled necklace. But itâs nowhere to be found. You sigh in annoyance. One of you leans against the wall as you frantically gesture to each other, trying to figure out what to do. Suddenly the surface moves slightly. Thereâs a hidden door here!
You open the door to look inside. In the middle of the room sits a box. Inside⌠is the necklace! You take it and exit the mansion as quietly as possible.
Hopefully Lord Wilburn will take a while to realize youâve secured the item. By then, the necklace will be back in your clientâs possession and you will be long gone, off on another adventure. Hereâs to a successful heist!
Adventure Hooks
Miranda Malten, a lady of noble birth, hires you to recover an emerald-encrusted golden necklace she gave to Lord Wilburn two years ago. The man refused to return it when their affair ended. The necklace has no magical properties â however, itâs valuable to Lady Miranda. When you ask the lord to give it back, he refuses, so itâs time for a heist! You need to sneak into the mansion in the middle of the night and find the precious item.
You come to Lord Wilburnâs mansion dressed as nobles to steal a precious signet ring from him during a ball heâs throwing for his sonâs 8th birthday. You need to find out where he keeps the precious item before anybody questions why youâre snooping around the mansion.
Lady Wilburn is throwing a tea party on the terrace of her town mansion. The garden is particularly beautiful this time of the year. However, youâre not here to have fun, but rather to ask her what she knows about the recent murders in town. Is it possible that this distinguished lady is somehow connected to the killer?
"The Golden Horseshoe" is a map of DM's Essentials theme. With this month's set of maps, we've prepared maps that every Dungeon Master should have at their disposal. They'll be perfect for both one-shots and longer campaign
Stop on your journey at this cozy inn by the road!
The Golden Horseshoe is a charming inn located on the road from Old Wolde to Brightstream. Many merchants and caravans travel between these two main trading hubs; a strategic fact which the owners of this inn kept in mind when they chose this location for their business. Now the inn is where everyone stops while traveling between Old Wolde and Brightstream. Aware that most of their customers travel by wagons pulled by horses, the owners decided to also construct a barn next to the main building. Full care for a guestâs hard-working animals is included in the price of a night at the Golden Horseshoe.
You enter the main building to see a long table where a bunch of drunk adventurers sit and tell each other stories of their greatest victories. You walk towards the bar. Behind the counter is a smiling, plump, red-headed woman who serves a tankard of beer to a customer seated on a stool opposite her.
âHello, adventurers!â The womanâs smile grows wide and bright at your approach. âIâm Nina Peddleton, and Iâm one of the owners of the Golden Horseshoe. The other owner is my husband, Perry, whoâs our cook. How can we help you today?â
You order a serving of todayâs special â roasted boar with potatoes â and a pint of beer for each of you. Your party sits at a table in front of a small podium from which a bard sings a cheerful tune about a party that got rid of the bandits who used to attack caravans along the road. You glance at each other. Youâre always happy to hear the achievements of fellow adventurers being praised.
After youâve eaten, you make your way upstairs to the common room you purchased for the night from the kind lady. Itâs the cheapest space available â all five of you will have to sleep next to each other. But it sure beats camping out in the woods. Finally youâll have a comfy bed in which you can get a good nightâs rest! You wonder how many rooms this inn has. The building is large but business seems to be booming â most of the beds appear booked for the night. With such good service including a tasty meal and a soft bed in a clean and private room, you wish the owners of the inn all the best. With luck, their business will prosper for many years to come.
However, in the middle of the night you are woken by the sound of someone screaming.
âWeâre being attacked by orcs!â A man calls out.
How fortunate that you decided to stay at the inn for the night. You hope your skills will make getting rid of the attackers easy and that Nina and Perry Peddleton will remain in business despite the events of this night.
You quickly run down to the ground floor and draw your weapons. There are already some orcs inside â but not for long!
Adventure Hooks
Youâre traveling from Old Wolde to Brightstream in search of more adventuring work, when you decide to stop at the Golden Horseshoe for a night of rest on comfy beds. However, in the middle of the night, a band of orcs attacks the building. Get ready for a fight because someone has to protect all the guests from these vile enemies!
Youâre escorting a merchant caravan from Brightstream to Old Wolde when your employer decides to stop at the Golden Horseshoe. Youâre glad youâll be able to rest in a clean and warm place tonight. However, the bard who is supposed to perform is sick, and the merchants who expected to hear some good music while dining and drinking are complaining. Is anyone from your party a musician? And if so, would they dare to come up to the podium and entertain the restless crowd?
While youâre staying for the night at The Golden Horseshoe, another band of adventurers approaches you. At first they just seem to want to exchange stories of everyoneâs victories, but soon the conversation turns into a quarrel about who is the most accomplished adventurer. It doesnât take long for a fight to break out. Now the main hall of the inn is your battleground. After all, you canât let the disrespectful slights theyâve dared to hurl at you go unanswered!
"A Clearing in the Woods" is a map of DM's Essentials theme. With this month's set of maps, we've prepared maps that every Dungeon Master should have at their disposal. They'll be perfect for both one-shots and longer campaigns.
***
Take a rest in this peaceful clearing after a day spent adventuring!
Youâve been fighting powerful enemies since you woke this morning â just another day in an adventurerâs life, you could say. At night your party makes camp in a small clearing in the woods. Before you go to sleep you all share stories of adventurers you had before the party met and decided to work together. Soon the talk turns to reminiscing about the quests youâve been on together. The orc leader you defeated. The bandit camp you destroyed. The goblin caves you cleared. The weird individuals who have hired you for tasks. The bard in your party sings a song he wrote about your virtues. Finally youâre all too tired to stay awake, so you snuggle into your bedrolls. One of you stays up for the first watch.
But the night is only peaceful for a few hours. Suddenly a commotion wakes you up, and you grab your weapons. Youâve been attacked by goblins! Theyâre not after your lives thankfully, but they are eager to steal your hard-earned valuables! They grab your bags and run. You fight and quickly slay the ones who stay behind to keep you busy. Afterwards though, you have to search for the runaway goblins and the goods they took.
The night does not end up being nearly as peaceful as you hoped it would be.
Adventure Hooks
After a long day fighting monsters, you make camp in the clearing and go to bed. But at night goblins attack, and you have to fight to protect the loot youâve gathered. When some goblins escape with your treasures, youâre forced to give chase.
You have been looking for a clearing to rest in for an hour now. Finally your party stumbles upon a seemingly peaceful clearing. This place should be good to make
camp in for the night. But soon after you fall asleep, the howls of wolves wake you up. Youâre being attacked! Fight for your lives!
You stumble upon a group of traveling entertainers who have set up a camp in the woods. Theyâve got interesting stories to tell if youâd like to listen.
Explore the cave system which houses the lair of goblins! Hunting goblins is part of a new adventurerâs normal day. The vermin like to dwell in abandoned ruins and mines. Sometimes more of them gather in one place than you would like. Despite their numbers, the plague of goblins has to be eradicated. You enter a cave system that you heard is a goblin hordeâs lair. Indeed the foul smell of your enemy is hard to miss in this place. The air is quite damp too, and not far away from the entrance you hear water flowing. There must be a river here. To the left, a bunch of wolves tamed by the goblins live in a pen. They howl upon noticing you. The sound lures the goblins to your location â youâre in for a fight! After you defeat the first wave of greenskins, you proceed farther into the caves. You pass by the river, soon finding yourself in a large cave. Piles of hay â a resting place for the goblins â are scattered around. You fight off more of the enemies and proceed to the last cave where the goblin shaman resides. The fight with their leader is the hardest battle yet, but you are victorious regardless. You gather what you find of value in the caves. You have an idea to tread through the water in search of a hidden room. Indeed, upstream you discover a hidden cave which holds a giant chest filled with gold and jewelry. Now your party will be able to live like kings for the next month!
Adventure Hooks
Potburry has suffered long enough from goblin attacks on the road leading into town. You accept the mayorâs quest to find the enemyâs lair, and your search leads you to the cave system. Now your task is to clear out the despicable vermin residing within.
The old human wizard Richmond requires goblin ears for a potion that heâs making. He calls it a âbeautifying elixirâ. Goblin ears arenât pretty, so why theyâre an ingredient in such a potion is a mystery to you. But the wizard is paying well, so you find a cave system full of goblins and venture inside to defeat as many of them as you can.
You spend a night in the woods, resting after your latest adventure. But while slumbering you are attacked by goblins. Once they realize they canât defeat you, they grab your bags which hold your valuables and run away. You chase them to an entrance leading into a cave system. To get back whatâs yours youâll have to venture inside!
The miners have unearthed an old dwarven dungeon! Come and explore its depths!
The silver mines near Potburry have brought a lot of wealth to the region. Nobody expected that the miners would one day also unearth an entrance to what seems to be old rooms of dwarven origin. The first room they glimpse through the opening has a circle of dwarven symbols on the floor â was this design prepared for a summoning ritual or some other nefarious spell?
The foreman refuses to risk a disaster happening to his crew. He closes the mine and calls for brave adventurers to explore the dungeon. You are the one who takes on this quest.
In the first room to the right, thereâs water that reaches your knees. Itâs stale and old, but otherwise harmless. In the room to the left, two sarcophagi dwell. But are these simple discoveries all there are to the dungeon? As you break the spell circle, four suits of armor from each corner of the room start to move. You will need to fight for your life!
When the battleâs over, the door that leads deeper into the dungeonâs depths opens with a loud sound. Opposite the entrance is a throne room. Thereâs a fancy chair in the middle. But what really catches your eye are the glowing crystals. What manner of precious treasure are these? The corridor on the left leads into a room with a crystal ball. Do you dare to look inside and discover your fate? Or maybe the crystal ball is just a trick created by some old dwarven inventor and wizard. The last room, on the right, houses what youâve really been seeking â a treasure chest filled with gold!
With your help the dungeon has been cleared, but the question of what those strange blue glowing crystals are remains. Maybe an old wizard should be summoned to offer expert guidance on them? The foreman remains doubtful about whether to open the mines again. Is it safe⌠or not?
Adventure Hooks
The foreman of the Potburry mine hires you to check if the old dwarven dungeon that his people uncovered is safe. He wants to open the mines again but canât until he knows that no danger is lurking within the opening in the wall. You can take anything you think is worth something as payment for your exploration.
The dwarven scholar Theobold has been researching dwarven ruins in the region. When he hears that an old dungeon has been uncovered by the miners of Potburry, he asks you to investigate it for him. Heâs particularly interested in what the dwarves called crystal cultivation. If you come across any samples of blue glowing crystals, you should bring them to him.
The human researcher Hadden is curious about his future. He hears that in the mines near Potburry an old dwarven dungeon has been uncovered which houses a crystal ball. Possibly whoever gazes into the ball sees what their fate will be five years from now â or so the old dwarven texts claim. Hadden hires you to escort him inside the mine so he can check for himself.
Visit the marketplace of Averille and buy all manner of wondrous items!
One of the activities you most enjoy doing during your travels is collecting precious artifacts. But your last runs of clearing out the dungeons resulted in no exciting treasure. You did, however, earn a lot of money. Maybe itâs time to spend this small fortune on getting exactly what your party needs â extraordinary weapons with magical properties perhaps?
The marketplace in the town of Averille is known for sellers who carry many oddities. A ring that lets you speak a foreign language youâve never learned? A shawl that makes you invisible? A tome that reads its contents aloud to you? Here you will find all these fantastic treasures and more!
âThief!â Someone calls out, but you see no thief nearby. Instead, the guards who pour out of the alleyways point their spears at you. Youâve been framed! Will you be able to talk your way out of this situation or will you have to fight your way out instead? The space between the colorful stalls is tight. Youâd better have a good strategy for close combat in the middle of the market, should the situation go south.
Adventure Hooks
You want to buy a magical item with all your hard-earned gold. You hear that the marketplace of Averille is a location where such artifacts are sold. You travel to the town and enter the market to browse the wares.
An old scribe by the name of Alison Torelle sends you to Averille to buy a tome that reads its contents aloud. The woman is old and going blind. She has nobody who can read to her. She couldnât promise a great reward, but you were moved by her plight and decided to help her regardless.
Youâre preparing for a heist and think the shawl of invisibility could make your victory easier. The item is expensive, but you hear it can be purchased in Averilleâs marketplace. So you travel to the town and browse the wares.
Greetings folks! "Bandits' camp" is a map of DM's Essentials theme. With this month's set of maps, we've prepared maps that every Dungeon Master should have at their disposal. They'll be perfect for both one-shots and longer campaigns.
***
Vanquish the evil bandits who attack and rob caravans!
For the last few months the roads between Old Wolde and Brightstream havenât been safe. Bandits in groups ranging from five to eight members have been plundering the caravans traveling between these two major trading hubs. Finally the mayors of the two towns have decided theyâve had enough of the bandit threat. Theyâve contacted you to get rid of the dreadful enemies.
You make your way through the woods to the bandit camp. Itâs surrounded by a tall palisade, suggesting that the inhabitants arenât planning to leave any time soon. Two humans stand guard in front of the entrance. You make quick work of them and enter the camp itself.
To the right are four tents around a campfire. The inhabitants come outside, weapons drawn, and attack you. The battle is difficult and bloody. At some point, from the larger tent in the back, the bandit chief appears and joins his comrades in the fight. Heâs strong, and the swings of his battleaxe are deadly. But you prevail, and the fight ends with your victory.
When you look around the camp you notice cages with people inside. These are the bandit victims who went missing. They cry tears of relief as you open their prisons and let them out. In the back behind the tents is a wagon with expensive textiles, recently stolen. There are also numerous crates full of potions, jewelry, pottery, weapons, and pieces of armor. The bandits stole whatever they thought was of value. But now you will be able to help Old Wolde and Brightstream return these valuables to their rightful owners.
Finally the threat of bandits is no more, and all thanks to you, brave adventurers!
Adventure Hooks
Old Wolde and Brightstream, the two main towns in the region, have had their trade interrupted by bandit attacks on the road that connects them. They have asked you to locate the bandit camp and get rid of the enemies who disturb the peace of their traders.
A dwarven merchant called Dumas had his wagon full of expensive textiles stolen recently by a group of bandits. He will pay you handsomely for returning the lost property to his residence in Brightstream.
Itâs bad enough that the bandits who are active on the road between Old Wolde and Brightstream rob wagons of valuables, but now theyâve started taking people prisoner too. An old woman who goes by the name Tasia has no money for the ridiculously high ransom the bandits demand in exchange for releasing her daughter Gia. An old heirloom of hers is all she can give you. She pleads for you to rescue her child.
Greetings folks! "Ruined Monastery" is a map of DM's Essentials theme. With this month's set of maps, we've prepared maps that every Dungeon Master should have at their disposal. They'll be perfect for both one-shots and longer campaigns.
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Explore the ruins of a monastery deep in the woods!
Recently the villagers from Blackwoode have reported hearing ominous-sounding chants coming from the direction of the ruined monastery. Decades ago, the place was a holy site dedicated to the worship of a benevolent god. Now, ever since the cult died out, no one remembers the deityâs name. So why does the ruined monastery seem to be a place of activity once again?
When you follow the trail through the woods, you first reach the temple. Itâs nothing like the places of worship youâre used to. With a high vaulted ceiling supported by many pillars, it is a sight to behold. Thereâs a simple desk on the podium at the other end of the temple. The sanctuary is not covered by dust. Has it been used recently? If so, for what?
A door on the side of the temple leads to a corridor. Adjacent to it is a dining room and a bedroom with bunk beds. In the middle of the ruin, an overgrown garden appears to have seen better days. The rest of the monastery is in a terrible state. Only the foundation remains to tell the story of what the site once used to be.
But from the most ruined area, eight hooded figures now emerge. It seems that these cultists are the monasteryâs current residents, and they donât take kindly to you walking around their home. Youâre in for a fight!
Adventure Hooks
The villagers of Blackwoode have reported strange chanting coming from the monastery in the woods. They have decided to pay passing adventurers to rid the ruin of the inhabitants who have made it their new home.
Youâve been investigating a cult that sends its members into cities to recruit new acolytes. What youâve discovered leads you to the ruined monastery in the woods near Blackwoode. It seems you might have arrived at the right place!
A woman from Blackwoode comes to you, crying. Her son has gone missing! When you arrive at the village you learn that there have been many disappearances in the past weeks. Eventually, information leads you to the abandoned ruins of a monastery in the nearby forest.
Greetings folks! We're back with a new map. Meet our new cartographer - Magda! In addition to Magda, Anna has also joined our team. She will be in charge of map design and story hooks.. Anna is a Dungeon Master with many years of experience, so her experience will be very helpful for us :) We're sorry for the delay but getting a new artist that will suit our style was no easy task. From now on, maps will be published regularly, so stay tuned for new maps :)
"Wizard's Tower" is a first map of DM's Essentials theme. With this month's set of maps, we've prepared maps that every Dungeon Master should have at their disposal. They'll be perfect for both one-shots and longer campaigns.
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Visit Old Master Imogeneâs tower where your magical wishes will come to life!
Or so said the pamphlet you read in town. Now that youâre actually in front of the wizardâs tower and knocking on the large oak door, thereâs no reply. The doorâs not locked though, and curiosity is stronger than your sense of danger. You enter and find yourself in a kitchen with a dining table. The remains of a meal lie abandoned on the table. The door to a storage room is ajar. But what are those purple stains? Looks like some sort of powder. The stains are also present on the stairs to the towerâs upper floors. And the master of the tower is nowhere to be found.
What a fraud! You wonât leave without having your wish granted through. You walk up the stairs. On the first floor thereâs a small library with two armchairs. The suit of armor in the corner starts moving when you step lands in the middle of the floor â itâs animated!
After the fight, your feet carry you upstairs. On the second floor you find yourself in the wizardâs bedroom. So thatâs what the purple powder was: the chalk with which a giant summoning circle on the floor has been drawn. And here lies the one who promised miracles too â the Old Master Imogene. Heâs dead by the clawed hand of the demon inside the circle. Get ready for battle because the fiend is enraged â all it cares for is spilling blood!
At the top of the tower the beautiful view of the area takes your breath away. Yet you canât help but notice the imps that the wizard has imprisoned in cages. A smaller summoning circle is drawn on the floor. Will you have mercy on the creatures and send them to freedom?
Adventure Hooks
You hear that Old Master Imogene who lives in the wizard tower an hour away from town makes love potions. A desperate noble lady who wants her crush to love her back hires you to fetch her a potion from the old man.
Howls and groans of something not of this world have been heard from Old Master Imogeneâs tower. The residents of a nearby village want you to check what has happened inside the tower.
Old Master Imogene tasked you with collecting goblin ears for him for the latest concoction heâs preparing â a beauty potion, or so he claims. But when you return to the tower, the eccentric wizard is nowhere to be found.
Greetings folks! Hidden deep in the mountains, Hilltop Manor welcomes all weary travelers. But don't look around too much, and don't ask any unnecessary questions. The local lord does not reveal his secrets to just anyone.
"Hilltop Manor" is a map of May's Mountain Fortresses theme. During May and the beginning of June, our patrons will receive access to different maps of locations in the Mountain Fortresses. With this month's set of maps, you'll be able to play out the entire campaign in Mountain Fortresses!
The royal guard arrived on your property early in the morning and took away your right-hand man. They are accusing him of betraying the Kingdom. Someone gave them a tip; they won't say who, but someone from the manor. You need to find out who betrayed you.
A maid has been hiding secret notes for you in the food. Everything was going smoothly until the maid was caught. You need to leave the manor as soon as possible, or else your life will be in danger.
An alchemist wants to build a lab in your manor. Nothing out of the ordinary, except he won't tell you what special potions he will be brewing. He's also known for being quite⌠explosive.
Greetings folks! An impregnable castle hid deep within the mountains. The folks living here are as harsh and cold as the weather in the mountains. Elverston Fortress is not a place where you will find friends and allies. Especially if you're not from here.
"Cliffside Castle" is a map of May's Mountain Fortresses theme. During May and the beginning of June, our patrons will receive access to different maps of locations in the Mountain Fortresses. With this month's set of maps, you'll be able to play out the entire campaign in Mountain Fortresses!
Out of all seven siblings, you had to be the one to get the worst castle. Situated in the icy, cliffy mountains. And the castle itself isn't even remotely impressive! But you will still show them. You'll train the best, most durable army, proving that you can't be pushed around so easily. But first, you must win over your servants, who have lived in this castle for years and do not look at you too kindly.
You need to get inside the castle. Preferably not by force. Elverston Fortress is known for its ideal defensive position, and no one has succeeded in capturing the castle so far. Perhaps you could search for a way to sneak into the fort unseen.
It's your third week of service with Lord Eric and you've had enough. The weather is unbearable, the food is awful, and the Lord himself is merciless and cruel. No one has left the castle alive⌠so far. But you are sure you're gonna be the first one to do it.
Greetings folks! Once a place watching over the peace between the people of humans and dwarves, now an abandoned ruin. Mountain Stronghold is badly damaged, robbed of all valuables, and overgrown by vines and weeds. After the war, everyone has forgotten about this very place, and its only visitors are cold mountain winds.
"Mountain Ruins" is a map of May's Mountain Fortresses theme. During May and the beginning of June, our patrons will receive access to different maps of locations in the Mountain Fortresses. With this month's set of maps, you'll be able to play out the entire campaign in Mountain Fortresses!
It is rumored that a sword forged by the dwarven Master Blacksmith Kirdorlug Opalsword is hidden in the ruins of the stronghold. Many daredevils have tried to find it, but their efforts were fruitless. You are assured that you will not share their fate. After all, his descendant is among you.
Strange activity has been reported in the area of the stronghold and its surrounding. You and your party have been sent to keep a watch in ruins. Nothing seems unusual at first, just you and the cold mountain winds. But you feel the local birds watching you strangely. Their eyes seem too... intelligent.
So it's yours. The Stronghold. Passed from grandfather to grandfather, until finally, it fell into your hands. No one was willing to restore the ruins, a challenging mountain hike to get there and overrun with bandits and monsters. But you have a plan for how to utilize this place.
Greetings folks! We have the May maps for you. Once again, we apologize for the delay; as we said, our illustrator Anna has a hand injury :( This month we invite you to Mountain Fortresses, and we start with the entrance - the bridge.
"Snowy Fortress Bridge" is a first map of May's Mountain Fortresses theme. During May and the beginning of June, our patrons will receive access to different maps of locations in the Mountain Fortresses. With this month's set of maps, you'll be able to play out the entire campaign in Mountain Fortresses!
Adventure hooks:
The snake that lies under the bridge has been asleep for hundreds of years. According to legends, it is supposed never to wake up, but lately, you've been feeling disturbing rumblings at the entrance to the fortress.
Dangerous and mysterious, the abandoned fortress hides many secrets and treasures. Countless cracks and crevices in the stone façade, as well as falling stones, make traversing the bridge to discover them even more dangerous. But oh well, you only live once, so you may as well try to cross the bridge. As you step onto the bridge, the snowy clouds start to gather around you, and maybe the fortress has more secrets than you think.
Rumor has it that an ancient crown that is hidden within the fortress will allow you to bend the serpent to your will. Unfortunately, the snake won't let you get into the fort without a bloodbath. Maybe you could sneak past himâŚ
Since you're a lost traveler, we have a special gift for you - TheMountain Fortress Map Pack. So get adventurous and embark on a journey to Mountain Fortress with us!
Greetings folks! Welcome to our monthly poll, where you can decide what will be the theme of the maps in May! Voting lasts till May 13, and after that, we end the poll and get to work :)
Also, note that you can vote multiple times- pick everything you like! The most popular themes, which didn't make it, will appear again in future polls!
Remember that you can always tell us your maps theme ideas on Discord! We'll include it in future polls :)
Greetings folks! St Athuneya Church is where all are welcome, no matter your past, present, or future. Anyone is welcome to explore the teachings and attend the sermons and rituals. Some of the people go there, hoping to find the answer of their secret prayers.
"St Athuneya Church " is a map of April's Town theme. During April, our patrons will receive access to different town locations maps. With this month's set of maps, you'll be able to play out the entire campaign in a small town!
The bell that is situated in the center of the town has always been used to warn the people of danger. For the past few days, it has been ringing on its own. Some people say it may have been possessed by a ghost. You offered the Mayor your help, but he forbids you to go near the bell.
The town folks have been giving sacrifices to their Goddess for generations. However, their Goddess demanded human sacrifice on the last full moon, and no one could deny her wishes. The Priest is worried that his Goddess has been corrupted. H needs to find a way to save the village from her wrath.
Everything that the Priest says during his sermons comes true. The events he describes always happen, and everyone who attends his speeches knows this...but they don't know how or why. Some are afraid he will abuse his power, but the Priest denies everything.
Greetings folks! Can you feel the breath of sea air? Welcome to the Port! It's rumored that the Pirate King once resided here, but the locals deny it. Still, if you look some of the fishermans in the eyes they seem a little bit dangerous. Maybe the Pirate King is hiding among them.
"Meliland Port" is a map of April's Town theme. During April, our patrons will receive access to different town locations maps. With this month's set of maps, you'll be able to play out the entire campaign in a small town!
A captain who disappeared a few years ago arrives one night in a small boat. Heâs missing a few fingers, and when you try to talk to him, you notice that his tongue has been cut off. He shows a gold coin with a symbol that reminds you of something you saw in the past.
Adventurers Guild is looking for new members! All you have to do is prove your proficiency in four skills: combat, boat racing, craftsmanship, and of course, drinking a whole barrel of wine.
The armory, a secret place where weapons are stored and cared for, is looking for a new blacksmith. The old blacksmith recently retired and left the position open. The armory has employed you, and it is your job to make weapons and take care of them. Unfortunately, the weapons get covered in rust every night, no matter what.
Greetings folks! The tavern is the center of the town's social life. Every Wednesday night, all the townspeople gather here. All you hear in the tavern is a rather dull everyday business... until you start drawing out the right people.
"Ales 'n Beds Tavern" is a map of April's Town theme. During April, our patrons will receive access to different town locations maps. With this month's set of maps, you'll be able to play out the entire campaign in a small town!
The bed at the tavern is terribly uncomfortable. You feel like something is digging into your spine, so you angrily lift up the mattress. Under the bed, you find a chest filled up with bones.
The ale at the tavern has been filled with a magic potion that makes you answer honestly to any question you are asked. Good for getting to know each other and bad for secrets keeper.
Each night at the tavern, Madame Zora sits alone and stares into her mug of ale. She's willing to tell anyone's fortune for a few coins. All her predictions have come true, or her clients have disappeared under mysterious circumstances.