The Collection Battle Map – Launch

This weeks map launch is another one from our Patron suggestion list, the ‘Greenhouse, hedge maze, stately house gardens‘. In my research for the map I came across some really cool looking ‘glasshouses’, Kew gardens in London being a major inspiration for the actual building. Kew’s glasshouses also have different types of Biomes, desert, tropical, temperate. This really got the gears turning and I ended up deciding on this map concept based around the idea of some rich lord or wizard creating a ‘Collection’ of exotic plants and animals for their own amusement.

Free version DOWNLOAD – Find the full version on my Patreon

Introduction

You’ve heard the talk around town. Strange noises are said to emanate from the manor’s grounds. Servants have been rushed to the local temples in the dead of night with horrible injuries. The rumoured disappearances of guests has become local legend. And now here you are, waiting on the lord to appear, with a flyer in hand. The job request wasn’t specific, “Help wanted, must be fit, quick witted and have no ailments!” is all it said. The pay was suspiciously high, but not unheard of when dealing with the nobility, such people rarely understand the worth of coin.

Across the gardens you hear a scream cut short, replaced with an unnerving silence and then shortly hurried footsteps on gravel. A servant appears walking briskly along an avenue of manicured boxwood hedges and tall cypress trees. He calls.

“You are the next batch… I mean… the adventurers my Lord requested I presume? He will be seeing you now! Through the gardens yonder and into the large glass structure if you please, my lord has need of you post haste!”

Assets

I’ve created some assets for this map, to be used with Virtual Tabletops. I’ve tested them out and they seem to work quite well in Roll20 at least. They work on both the day and night variants of the map.

Assets and alternative maps are exclusive to my wonderful Patrons

Notes and tips

  • The glasshouse is meant to house exotic animals and plants. If you’ve always wanted to pit your party against a creature that inhabits the desert, jungle or Underdark but never managed to get them there, this is your chance.
  • The Lord is in a panic. His creatures have escaped and are roaming the grounds. It’s your party’s job to incapacitate them and return his pets to their enclosures!
  • You don’t need to keep the fight within the glasshouse, the animals could have escaped and be roaming around the grounds.
  • Get the party into the glasshouse by some erroneous means and then lock them in with something horrible!
  • The Lord could stand at the entrance and taunt the party while he/she watches the fun. It’s always fun to monologue!
  • The walls of the glasshouse are enchanted and reflect spells. If a player misses with a spell it bounces off a glass wall and is reflected in a logical direction. Use your own devious mind to make this mechanic both fun and horrible for your players!
  • I’ve provided bars, both magical and mundane, as assets for you to place around the arena. Remember that they can come back down, trapping the party inside the enclosures.
  • The enclosures could be on a lower level than the arena.
  • Each enclosure could house an animal with a key attached to it somehow, all three keys are needed for… something. Escape? A treasure chest? A secret entrance?
  • All of the enclosures could have entrances into other areas below, sewers, old crypts, cave systems.
  • The Desert enclosure could house some type of insect which has made a huge underground nest under the gardens. Huge insects have been marauding around town and this is the source. Use my Hive map as a secondary encounter location!

Griffin’s Rest Battle Map – Launch

This week’s map was a combination of two Patron ideas, a multi-level desert cliff-side and an cliff-side with giant eagle nests. I think there is a lack of giant nest battle maps, so hopefully this will be useful for Griffin, Harpies and Roc encounters.

I love creating these organic, environment maps, I’m really developing my style with each one! Hopefully this will be useful for those running campaigns in the desert and if you need a more generic temperate version I’ve added one as a variant.

Free version DOWNLOAD – Find the full version on my Patreon

Introduction

The sun beats down on you, harsh and unforgiving, creating stark contrast between the pale stone and shadowy crevices along the rocky cliff path. The wind, dry and furnace hot, rushes across the desolate landscape and up the cliff side to blast your faces with sand and desert heat.

Below you is a bright ribbon of cool blue water snaking its way along the base of the cliff, lush green foliage sprouting from its banks. Looking out across the land you see nothing but sand rolling in waves across the world, an endless sea of dunes, only broken by the odd outcropping of rock thrusting up from the sand like islands on an ocean.

As you reach the next bend on the winding path you see a platform of sand and stone ahead. It is covered in detritus, sticks, branches and even small tree trunks, collected into huge circular piles. As you move closer you realise these are not simply piles of wood but huge nests skilfully woven together for strength and protection. 

And then you hear a cry on the wind, a high pitched, noble call. An alarm, a warning and a challenge! A shadow flickers across you, blocking the sun for an instant. You look up and then down. Lifted by the winds from the desert below, huge creatures rise slowly into view, their wings hardly moving but to best catch the thermals that keep them aloft. Their eyes are piecing and unforgiving, you have trespassed into their home. They continue to climb into the sun bleached sky, and then in an instant the wings snap to their sides and they dive at you, talons extended and maws open in a defiant call.

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  • The sun is: blinding, baking you in your armour, bleaching the landscape and is unforgiving to all living things.
  • The rocks are: desiccated, crumbling and burning to the touch, you could literally cook an egg on them.
  • The wind is: Hot and picks up sand that blasts your face. It leeches all moisture from your skin, drying out your lips and making them crack painfully.
  • The air is: oven hot, bone dry with no scent at all.
  • The Ground: has been so heated by the sun it can be felt through your boots.

Notes and Tips

  • This could be an encounter with Eagles, Griffins, Hippogriff, Manticores, Harpies or even a Roc (or a few of them if you really hate your players).
  • Use the open air section to have hovering mobs dive towards the party.
  • The nests could be abandoned and something else now lives there!
  • Nest robbers are stealing eggs, if the party help out the eagles maybe there will be a ride as a reward!
  • The party needs a ride and the eagles/Griffins want them to prove their worth in MORTAL COMBAT! Eagle duel!
  • Your party comes across some harpies raiding a griffin nest.
  • Cliffs can be a pain to deal with, however if you don’t just want to kill a party member that falls off, just remember this cliff has multiple levels, have them drop 10-20 feet onto a ledge and then spend a round climbing back up.
  • The nests could have parasites (giant ticks or fleas) that bit the party if they get within range.
  • The nests could have bodies or trinkets that have been collected by the occupants. LOOT!

I think that’s about it for this week, good luck with your campaigns and as always happy adventuring!

The Floating Temple Battle Map – Launch

This week I tackled a floating temple map. I originally thought I’d just be doing an air temple but soon realised having an ocean/water version would work as well. In the end I created both and decided the water version would be the more useful general encounter map, so that’s why you have that as your base map this week.

Introduction

You’ve heard the rumours in fishing villages all the way along the coast. A floating temple, a marvel of the ancient world can be found here. Once rumoured to soar through the heavens, now its broken remains lay scattered along the waters edge, breakers crashing over its crumbling foundations. As you descend to the rocky beach the sea breeze picks up, cold with a light spray of salt water that dampens your face and stings your eyes. A fetid rotten smell of seaweed and decay assaults your nostrils, while sand fleas jump from your every footstep. As you get closer to the ruins a crack of thunder rumbles across the oceans far horizon, pinpoints of light explode along its dark line, illuminating storm clouds that seem to grow and undulate as you watch. 

With the next flash of lightning you catch movement out near the breakers, at the very edge of the temple and the sea. A silhouetted figure stands facing the oncoming storm, arms raised to the heavens, a dagger glinting in its grasp. The wind brings you chanting and the wailing of an innocent soul bereft of hope for salvation. But hope is not lost, not yet. Time is short, but still there is time. Time before the storm. Time before the dagger is thrust. Time before the summoning is complete.

Free version DOWNLOAD – Find the full version on my Patreon
  • 30×30 Grid battle map

Variants:

  • The Floating Temple, Water
  • The Floating Temple, Dark water 
  • The Floating Temple, Clouds
  • The Floating Temple, Stormy

Notes and tips

  • Roll a D20 when a party member moves across slime covered stone (defined by the GM), if moving at half speed (walking) they only fall on a crit fail, if moving at full speed they make a Dex save with the difficulty defined by the GM.
  • Use passive perception (something which is not used as much as it should be) to allow players to pick up on areas of treacherous slimy stone. Mark them for the players!
  • The chains can be used to move between the different platforms. Make them skill challenges, with the timing of waves moving over them and the slickness of the surface contributing to the difficulty. If they fail, a wave can wash them off and they then need to swim and climb up instead, or they can cling on with a Str save.
  • Any number of monstrous creature could reside here. Giant Octopus, Sharks (Reef, Hunter and Giant), a Chuul (as seen of Crit Roll recently) or if you just want your players dead an Aboleth.
  • There are a number of humanoids that could be summoning some monster from the depth. Sahuagin are a classic choice, or the Kuo-toa. Both have different levels of CR mobs from low to high, and remember you can mix them up with creatures as well. Sea Hags are fun, while land based humanoid cultists would work well. “Oh look its Bob from the village! I told you his Octopus Tattoo was suspicious!”
  • Use the water to surprise your party, things can jump out of it!
  • The god that was worshipped at this temple is not happy its being used for nefarious purposes. They could help out the players in a few different ways. The water in the fountain could have some magical properties, casts a spell on anyone that drinks it, makes them immune to some negative effect. This god could whisper to the party during combat, giving them clues. Lots of possibilities!

And thanks to people over on Reddit for asking for more info on what the chains are used for. I throw together these ideas:

  • I’d say if they were once part of a flying city maybe the chains were used to tether the islands together.
  • Or maybe they floated on the waves, again tethered.
  • Or there was once mechanisms under the islands that would pull the islands together when storms approached
  • Or they hung below the city and conducted raw energies from the magical vortexes that once ravaged the skies!
  • Or they were part of some giant iron net used the trap a god within the temple complex, which as you would expect ended badly.

The Hive Battle Map – Launch

Free version DOWNLOAD – Find the full version on my Patreon

Introduction

The air in the tunnel is warm and moist, a slight draft brings the sent of earth, mould and a strange acidic aroma from the depths below. Ahead you spy a small clump of luminous yellow mushrooms sprouting from the mud wall, casting an amber light across the tunnel. As you move forward you sense something new and unsettling. It feels like the air is becoming thicker, your eyes struggle to focus for a second in the dim light. Instinct makes you reach for the tunnels wall. Almost imperceptibly the walls are vibrating with a low hum that you feel more than hear. You realise, without consciously doing so, you have taken two steps forward, your hand keeping contact with the wall as you do so. You feel a need to continue, to find the centre of this place and the source of the now audible hum.

You press forward, passing multiple small chambers, until finally you reach your destination. This new chamber is huge, its walls and ceiling covered in glowing mushrooms. More ominous are the hundreds of dark holes that line the walls and ceiling. From each one you sense the same hum that has guided you to this place, along with the hum you now hear clicks and high pitched tweets. Walking to the centre of the chamber you wait, anticipating what is to come. Something is watching, no, many things are watching, waiting for a sign, or a signal. You sense your next action will determine the outcome of this encounter. One way or another.

  • 30×30 Grid map

Variants

  • Mushroom (Base)
  • Desert
  • Ice

Notes and Tips

  • Make sure to describe the sound of many creatures, lots of clicks, ticks and tweets. Try to creep out your players a little! (assuming they are all OK with it obviously)
  • Have things climb along the walls or across the ceiling.
  • This nest could be the home of any number of huge insects, including Wasps, Ants, Bees or Termites.
  • Other creatures that could live here: Small snakes could cover the floor (Indy style), while huge snakes slither in and out of the tunnels. Rats or Moles, or giant killer rabbits. Just add Dire to the start and you’re good to go!
  • This could work as a Tri-Kreen village.
  • You could link some of the tunnels together, so mobs vanish into the tunnels and leap out at the players from somewhere new.
  • The players could enter from any number of tunnels or from the ceiling if they have maybe found an entrance from above.

The Barrows Battle Map – Launch

Free version DOWNLOAD – Find the full version on my Patreon

Introduction

A brisk wind blows across dozens of small grassy mounds, creating ripples in a sea of rolling green. Craggy grey stones thrust upwards, monuments to kings and queens long since passed beyond myth and legend. An ancient roadway weaves its way through the mounds, rarely walked by mortal feet. Some of the mounds contain dark openings framed in stone, yawning black maws ready to swallow those foolish enough to enter them. Legend tells of riches buried here, treasure beyond imagining, but dark things are buried here too, things that are best left undisturbed.

  • 30×30 Grid map

Variants: 

  • The Barrows, Day
  • The Barrows, Night
  • The Barrows Night, Wisps

Notes and Tips

  • Line of sight could be interesting on this map. Plenty of cover.
  • A procession of undead march along the road at dawn and dusk.
  • Each entrance has a guardian spirit that is activated if someone tries to enter.
  • Spirits rise from the top of each mound when the sun sets and perform strange rituals. If the party replicates these on each mound at the same time the way to the horde is opened… oh and also it frees some kind of terrible and vengeful spirit. Vengeful spirits are obligatory on a map like this.
  • Spirit lights flicker among the mounds at night.
  • Silver coins sit in piles on many of the stones. Each one is a prayer to keep the dead from returning to haunt those still living. It would be unfortunate if someone moved them.

Granny’s House (Witch’s Cottage) Battle Map – Launch

Free version DOWNLOAD – Find the full version on my Patreon

Introduction

You aren’t really sure how you got here. Your mind rebels whenever you try to remember the walk up to this picturesque little cottage. The smell of wild flowers and pine forest mix on the warm breeze in a strange contrast of delicate floral notes and earthy dampness. A bright white picket fence pokes out of a colourful bed of flowers at the front of the property. A short gravel path leads to the door of a small single story cottage, perfect in every detail. You catch another sent on the breeze, the smell of pies being baked. You realise you haven’t eaten all morning. Maybe the owner wouldn’t mind a few friendly dinner guests? What could be the harm in having a quick bite? …roll a Wisdom save.

  • 30×30 grid

Variants

  • Witch’s Cottage, Day, Evil (Base)
  • Witch’s Cottage, Day, Good
  • Witch’s Cottage, Night, Evil
  • Witch’s Cottage, Night, Good

Notes and Tips

  • The front garden is completely perfect in every way, however the rear, which can’t be seen from the road is overgrown and full of weeds.
  • Illusions can be used to find the true nature of the cottage.
  • The back of the garden leads directly into a dark pine forest, with all the possibilities that holds. 
  • Things could enter the garden at night and prowl around the house.
  • If you go with a witch, maybe they head into the forest at night to go do witchy things, jump over fires, make weird little corn figures, that kind of thing.
  • The front of the property could be situated on the edge of a village or far from civilisation on some lonely moor.
  • This could be used as a player home, there is a ‘good’ variant of the map without the chains and cauldron.
  • The shed to the right is a place that could hold captives. If you are running Hags, I’d suggest they have some kind of permanent ‘silence’ spell cast in or directly around the shed.
  • The fairy ring (mushroom ring) could be used to teleport mobs onto the map, or even teleport the players away.
  • The Witch that lives here could be having trouble with the ‘wee folk’. Which leads to a confrontation between the players and a bunch of Will-o’-the-Wisps, Fairies and the like.
  • The Witch could have any number of wild fey beasts locked up in her shed. They make horrible blood curdling noises at night, howls, screeches, that kind of thing. The local village mayor has hired the party to investigate. I like to think she takes them for ‘walkies’ in the forest behind the cottage.

Winter Racing Battle Map – Launch

Free version DOWNLOAD – Find the full version on my Patreon

Introduction

Winter has descended on the city, the temperature has plummeted, freezing drains, water buckets, and ponds. Even the great river has frozen, its journey to the sea temporarily halted. Frost and ice cover the streets making them treacherous, while above, the clouds, grey and looming, promise snow. At this time of year the people of the city take to the frozen river and celebrate the turning of the seasons with a spectacle of skill, courage and strength, the Winter Race is here once again!

  • 30×30 grid map

Map Variants

  • Frozen River
  • Frozen River, Ice Skating Track
  • Frozen River, Ice Skating Track, Snow
  • No ice

Notes and Tips

  • I have supplied three Ice hole assets, 1×1, 2×2 and 3×3. These are PNGs and can be used in Virtual table tops as they are. They are in the VTT zip file.
  • The spectators could be positioned on the Bridge or on the River, or both.
  • The Ice is treacherous and is classed as difficult terrain unless the players have some type of crampons, which should be able to be bought from a local shop or stall. You could even have it as a requirement to spectate from the ice.
  • The race could be an endurance race or a sprint. Rules could be very strict or anything goes, time to play dirty!
  • Are the players here to take part or just spectate? Or maybe they are hired as private security.
  • The race could be a relay with each member of the party taking a turn.
  • There should be pickpockets in operation. The town guard could be in hot (cold?) pursuit across the ice.
  • A great sea beast from the far north has swam up the river and bursts through the ice during the race. Dark shapes could be seen moving under the ice before it breaks through.

The Gatehouse Battle Map – Launch

This weeks map is another in my urban series. This time we visit one of the entrances to our fair city and say hello to the hardworking men and women of the city watch! Come night and day these stalwart guardians of law and order can be seen patrolling the streets, standing guard along the turreted walls and checking those that are entering or leaving the city aren’t “up to no good”. Your party isn’t up to no good I hope? Of cause they are! Which I’m sure means they’ll try their very best to avoid a talking to by the local fuzz.

Free version DOWNLOAD – Find the full version on my Patreon
  • 30x30 grid map

Notes and Tips

  • Our friendly gate guards are here to help!… and inform your party they need to pay an ‘entrance fee’, which goes towards the city guards retirement fund/petty cash.
  • Have a group of monsters try to scale the walls, with the party running up and down the walls trying their best to stop them.
  • Your party is hired as deputy city guards and end up doing a little guard duty at the gatehouse. It’s amazing how many of the citizenry are up to no good! Give the party a little power and watch it go to their heads!
  • Someone’s been assassinating city guards, have your party go undercover as lowly gate guards and lure out the murderers with their nicely exposed backs.

The Druid Grove Battle Map – Launch

Free version DOWNLOAD – Find the full version on my Patreon
  • 30×30 Grid Map

 Variants: 

  • Pool with ancient tree, day (Base)
  • Pool with ancient tree, night
  • Pool, day 
  • Pool, night

Notes and Tips

  • The tree in the centre of the pool is a full tree (not cut down), its shown this way so you can see the rest of the map under its canopy. Of course you could have the tree cut down, if it works for you!
  • If the party is hostile to the grove, tree roots can burst from the ground to attack or grapple the party.
  • The water could be magically charming, if a player steps into it they make a saving throw or are charmed to walk slowing towards the tree until they take damage or save.
  • Have your party play a game of ‘The Floor (water) is Lava’ and have them move across the stones to reach the tree, with corresponding skill checks.
  • If a party member gets completely submerged in the water they have a chance to turn into a Satyr (Goat person!) over the next 5 rounds. Do with this as you will, depending on how evil you are feeling!
  • The Forest Guardian stands on the raised cliff and commands his minions to protect his grove.
  • The party notice blood in the water as they make it to the clearing. The King/Queen of the forest (any giant forest beast) has been killed in the pool, the forest is angry! The party is a convenient outlet to this anger.

Rocks Fall Battle Map – Launch

Free version DOWNLOAD – Find the full version on my Patreon
  • 30×30 grid map

Variants

  • Forest Entrance, Smugglers Den (Base) 
  • Forest Entrance, Crypt
  • Sewer Entrance, Smugglers Den
  • Sewer Entrance, Crypt

Notes and tips

  • The Wishing Well/Sink Hole Entrance:  The players enter a Well/Sink Hole and lower themselves by rope or other means and start in the pool cave.
  • The Underground River Entrance: The party travel along an underground river and enter the dungeon by climbing down the waterfalls.
  • The Cave/Sewer Entrance: The easy way!
  • The pool could have a hole in the bottom, lots of things could pop out to say hello to the party.
  • Rocks can fall at any time, especially if the party start throwing around loud spells. Have a few rocks fall from the roof to spice up any combat encounter. Make it clear to the party the walls are unstable before you bury them!
  • Necromancers are always looking for nice quiet places to raise the dead, this place is prime real estate!
  • Undead could start climbing out of the well at night.
  • Maybe the smugglers are all dead, eaten by some nasty creature, or maybe they have become undead themselves!
  • The room to the right can be accessed by crawling up the rock slide from the main crypt corridor. However its quite a tight fit… and maybe there are Zombies buried there, which should be fun for whomever is trying to squeeze through.
  • The other entrance to the room on the right is a steep 10 foot climb, crumbling dirt and rocks make it quite a hard task to climb, and also noisy.