Man of War Battle Map – Launch

Hello adventurers! The Man of War map is here! This was interesting to work on and turned out to be a fairly big release. There are four levels to the map, the upper decks, upper decks interior, gun deck and the cargo hold. I think I got the essence of a ship of this type about right, it’s a fairly big ship with a good amount of space for combat. Just as a side note, I imagine the sailors normally sleep in hammocks on the gun deck, I decided not to add them into the map as it looked a bit confusing visually, so in your description mention hammocks hanging from the gun decks ceiling.

I’ll be straight onto the City Streets map this week with an eye on getting that out next weekend. Thank you for your support, have a great week and as always happy adventuring!

Free versions


The lookout calls from above, pointing to aft. You run to the ship’s stern and look across the deep blue green ocean waves. Out below the rolling water you see a dark shadow, it seems to be keeping pace with the ship, leaving a wake in the water behind it. Whatever is under the water is huge and moving at speed.

The captain frantically shouts orders to the crew, men run up and down the rigging, sails are unfurled and within moments you feel the ship surge forward, spray leaping across her bow as she cuts through the waves. After several minutes you hear the captain curse. “Its gaining on us gods damn it’s dark heart! Arm the men!” he shouts to the first mate. As you watch the shadow slowly closes the distance and vanishes below the stern of the ship. With a mighty crash the ship jolts from the impact of something massive. You are thrown off your feet, while those in the rigging cling on for dear life. As you regain your footing you hear a strange sound, guttural yet high pitched emanating from the water around the ship. You run to the side and look down. 

Below you, crawling up the sides of the ship are strange humanoid creatures, green and scaly with webbed hands and feet, claws digging into the wood of the ships hull. You shout a warning and look to the captain just as a huge black tentacle whips up above the stern of the ship, wraps itself around the man and drags him overboard. You back away from the railings and draw your weapon, the creatures strange cries get louder as you wait for them to crest the railing and swarm the deck.

Notes and Tips

  • 30×45 grid.
  • The map contains 4 levels: The Upper and Main deck. The Gun Deck and the Hold.
  • The sailors sleep on the gun deck in hammocks. The officers and captain sleep in the upper deck officer’s quarters.
  • The officers could have bunks, allowing for four or even six places.
  • The sickbay is at the stern on the gun deck.
  • The ship could be invaded by sea monsters such as Sahuagin, Kuo-toa, Merfolk, Merrow or Chuul.
  • Monsters could get onboard through the lower decks by way of the gun ports, or even through a breach in the hull of the ship.
  • The ship is carrying something weird and evil below decks which gets loose and starts making its way to the upper decks.
  • Use the lower decks as an interesting meeting place for a clandestine port encounter.
  • Have a roc or Harpies attack the ship while at sea, flying creatures can attack the sails or pick hapless sailors off the deck and throw them into the sea.

Upper Decks, officers and captains’ quarters

Gun Deck

Cargo Hold


Cutouts for all the decks (can be placed on any background)

A full set of sky ship maps (inspired by sky ships from the Critroll Tal’dorei setting!)

The Hacienda Battle Map – Launch

Happy New Year Adventurers! Whatever time zone you are in, I hope you’re having a great New Year. I wanted to get The Hacienda map out before the end of the decade (that sounds weird) and I just managed it! Huzzah! I hope you like it.

I went with a somewhat tropical version of a Hacienda because I rather liked the vibe it gave off. I imagine this could work for a villa along a coast, a pirate hideout or a compound of some crime boss up in the mountains. Or simply a place your party comes across that can be used as a small settlement to protect or invade. I think I’ll make a desert version of this as well over the next few days, as I do remember I few of you were asking for alternative maps with that biome.

The next map on the list is The Man of War – Giant Galleon. I’m not 100% sure when that will drop, I’ll put out an update later this week with timescales and a new list of maps for January.

Have a wonderful New Year and now onto the map notes!

Free version DOWNLOAD – Find the full version on my Patreon


The compound looks dark from the outside, but it is certainly not deserted. The gate towers loom above you, silhouettes of guards pace along the walls and stand idly in each tower. You see a new silhouette appear behind a guard, with a swift motion they are taken down, you hold your breath, waiting for an alarm to be sounded, but you hear nothing. One by one the guards are dispatched, your friend is very good at his job.

Finally you hear a faint sound, wood grating against wood and then slowly the gates crack open. You move forward beckoning the rest of your party to follow. You enter the compound, watchful for any guards your friend missed. The interior is open, covered with cobbles and terracotta tiles. All is quiet except for a fountain burbling at the centre of the courtyard. Towards the back of the compound is a large building, the targets residence according to your informants.

As you move across the courtyard a flame flickers into life within the dark archway ahead. You watch in horror as a torch is thrown towards you, illuminating your group in a pool of orange light. You look up as silhouettes appear along the roofs that surround the courtyard. In the dark archway you hear a chuckle. “Is this all they can afford to send against me? Pitiful! Guards! Dispatch our guests!”. You hear bow strings being drawn back as you dive for what little cover you can find.

Notes and Tips 

  • 30×45 grid map
  • There is an entrance to the main house from the roof garden.
  • The flat roofs have small walls around them which can be used as half cover.
  • Place enemies on the roofs to create threats which are difficult to reach.
  • The red roof tiles can come loose if walked on, have your players make Dex checks.
  • This could be used as a defensible location to fight off bandits.
  • You could attempt to assassinate a crime boss which lives in this compound.
  • I think flying creatures would work well here, the roofs can work well as perches for flying monsters such as harpies, wyverns or maybe some kind of giant insect.
  • Talking of insects, how about a giant ant invasion? I love the idea of fighting off giant ants as they swarm over the walls like a scene from StarShip Troopers.


Day Outside – A roof version!

Nighttime lit and unlit versions

The Tarrasque Task – A FREE Tarrasque Dungeon Adventure

Hello Adventurers, happy holidays! I hope you are having a great time. Over the last couple of months many of the best creatives in this community have been working on something special as a thank you to the wonderful people that support us. I’m super excited to finally show it off to you all. Its completely free, I really hope you enjoy it, I had a blast working on my part. And yes, I chose to draw the Tarrasque Rectum map, I have no regrets! Other than maybe the google searches for reference material.

This post contains a full adventure with maps, music and minis all set inside a Tarrasque. This collaboration has been in the works for quite some time now, there are a bunch of map makers involved, including Cze who organised it, along with some other talented creators from the P&P gaming community. It was wonderful to be part of this and I’m hoping to work with many of these lovely people in the future. You can see a full list of creators in the Adventure PDF!

What you get in the files:

A full length dungeon adventure – written by the amazing DMDave.

Music and sound – created by the wonderful MusicD20 and TabletopAudio.

Miniatures – by the talented PaperForge and PaperMage.

Monsters – by the twisted mind of ItsADnDMonsterNow.

Items – by the creative TheGriffon’sSaddlebag.

Full interior map collection – You get a full set of maps for the interior of the Tarrasque with contributions from a ‘truck load’ of talented artists. Full list in the Adventure PDF and in the credits at the bottom of this post.

Butt map – The best rendition of a Tarrasque butt hole you’ll ever see.

Find all the files and a full credits list on my Patron here >

The Yeti’s Cave Battle Map – Launch

Its December and whether its hot or cold where you live, I decided for our first map of the month to create a winter map for a bit of a snowy festive theme. Hopefully this one will be useful for you all at some point, it should work well for general winter wilderness encounters and even locations in higher elevations.

Thank you all so much for your continued support, have a wonderful weekend, and as always happy adventuring! Now onto the map notes.

Free version DOWNLOAD – Find the full version on my Patreon


The weather has turned deadly, what was a brisk sunny winter’s morning has transformed into a blizzard of monstrous proportions. The wind races across the landscape whipping up clouds of snow and draining whatever heat your bodies still maintain. It has been snowing for hours, dropped from thick grey clouds that blanket the sky. Once the sun sets, the temperature already freezing, will drop even further, to levels you know will be your deaths. You must find shelter soon or succumb to the storm.

And then you see it, a dark entrance, a cave opening against the cold stone of a cliff face. You stumble forward eyes blinded by snow glare and the relentless frigid winds. One by one you step into the mouth of the cave. The roar of the wind is cut instantly to a low rumble, darkness replaces the white of the blizzard outside. Your eyes, so used to the snowy whiteness take time to adjust. Behind you someone strikes flint to steel, lighting a torch. The flame flickers, guttering in the wind, they hold the torch aloft illuminating a circle of cave around you. Beyond the light’s reach is blackness, and something else, eyes reflecting the flame like red jewels in the night. You notice a strong musk in the air, a scent of animal and with that comes a noise, a low rumble that mirrors the wind outside. A growl of warning and menace. It seems whatever lives here is not happy to have guests.

Notes and Tips

  • 30×30 grid map
  • Winter themed maps don’t need to be used solely in winter settings, this could be a mountain pass or be some kind of magical weather.
  • The pools and river can be flowing or be frozen depending on what you want to do with them.
  • Frozen environments can have many environmental hazards, temperature, ice, deep snow and avalanches. Not to mention snow can reduce view distance and even blind a character.
  • Winter animals can be driven to attack the party out of starvation. Describe their emaciated, skeletal appearance.
  • Yetis, Owlbears and any number of forest or other wilderness beasts could inhabit the cave. Or some other travellers could be using it for shelter, they don’t have to be human, I imagine a hunting party of humanoid monster (goblins, bugbears) would make for a fun encounter here.
  • Larger humanoid beasts could throw boulders at the party as they move along the trail, trying to prevent them from finding their cave.


Day/Night standard

Winter Crystal – Day/Night
I imagine this could be used for some kind of magical encounter where the weather has some magical origin.

Firelight – Day/Night
For those awkward encounter with someone or something you just don’t want to be encountering in a lonely cave in the wilderness.

The Vaults Battle Map – Launch

Hello Adventurers! It’s the end of November and with Black Friday and Cyber Monday upon us it’s fitting that the last map of the month is a bank vault. I like the idea of setting an encounter in a Bank, running a bank heist with your players or foiling one sounds like a whole bunch of fun!

I went with a Victorian style layout with brass bars and cages all over the place for the cashiers and workers. The hall is open enough to have a standoff with some robbers, and I’ve made sure to keep the two level vault spacious enough for a range of encounters.

Have a wonderful rest of the weekend and as always happy adventuring! Now let’s get onto the map notes.

Free version DOWNLOAD – Find the full version on my Patreon


The Bank is full, the queue for deposits is long. You get in line and glare at people ahead of you holding long complicated looking forms, an old woman directly in front of you is carrying a bucket of copper coins. You swear under your breath.

The Cashiers sit behind their counters in brass barred cubicles, behind them notaries and clerks work at long desks counting money and tallying up figures. The huge metal vault door glints at the back of the hall, locked tight by intricate gnomish engineering and secured by magic.

With a sudden shout a scruffy looking man throws back his robes to reveal a silver rod in each hand. “Nobody move this is a robbery!” he shouts. Two hulking half orcs step in front of the doors, preventing anyone from leaving. A guard jumps to his feet, in an instant the robber points a rod his way and a flash of light erupts from its end. The guard drops to his knees and falls face first to the ground, his body smoking slightly.

“You heard me! I said nobody move!… Now everyone on the floor!”. The crowd of frightened bank customers collectively hesitate, unsure if they should move or not. “Floor! Now!” The robber screams, pointing his wands at random people. The crowd drops, leaving you and your companions standing amongst a sea of cowering civilians. A bucket of copper coins spills across the tiled floor, you sigh and draw your weapons.

Notes and tips

  • 30×30 grid map
  • When your players next need to deposit coin have them role-play the encounter and drop a few bank robbers into the crowd to mix it up a little.
  • Banks need security, especially if they are temporarily protecting something unique. Have your party camp inside the vault to protect said item. Obviously someone will break in and find the party there.
  • The party could try to perform a bank heist themselves. This will need much planning and some high explosives, or some explody magic!
  • The Bank could be a cover for some kind of organised crime. Everyone working there turns out to be cutthroats and ninjas in disguise!
  • You know bank managers are almost always evil, it’s a universal constant. They could be a devil and be trying to buy souls for money loans.


We have a day/night version of the Bank vault.

We also have a strange ‘cult’ variant with secret meeting hall under the public vault. This also comes in day/night variants.

Lumber Mill Battle Map – Launch

Hello Adventurers! The Lumber Mill battle map is here! It’s a big one at 30×45 as I wanted to fit in a proper Mill pond as well as a full length building and lumber yard. I like the idea of fighting on the floating logs, or using the log and lumber piles for cover or elevation.

As with many of my maps I did some research into Lumber Mills to get a reasonably realistic layout and as always learnt a lot about the subject. So although the map may not be 100% practical it at least has all the elements you’d need to cut that lumber!

As always thank you so much for your support, none of these maps would be created without your help! Have a wonderful week and happy adventuring!

Free version DOWNLOAD – Find the full version on my Patreon


The Lumber Mill is silent, abandoned for at least a week now. The open sides of the building offer a panoramic view of the surrounding trees. Sawdust covers the floor helping to dampen your footfalls as you pace back and forth, weapon in hand. The smell of resin and freshly cut wood lingers in the air, mingling with the damp, natural scents of the dense forest that looms at the edge of the camp. 

Something lurks within these trees, something dangerous. The Lumberjacks working here will not return until the creature is dispatched, not willing to lose anymore of their number. They tell stories of it prowling the borders of the camp at night, picking off anyone foolish enough to enter the forest alone, or even in small groups. You assume it’s some rogue bear, or big cat, maybe even a rabid Owlbear, although you haven’t seen one in these parts for years. Whatever it turns out to be you’re sure you can handle it, after all this land is far from the wilderness it used to be, civilisation has tamed its savage nature.

A noise catches your attention, a rustle of leaves and then a loud crack of a branch. You freeze, listening intently hearing more noise, this time from a slightly different direction. The sounds continue for a few minutes, slowly circling the camp. This creature doesn’t seem to care if you know its there, you get the impression it wants you to investigate, to step into the tree line. And for some reason you know, deep down, that would be a terrible choice. You stand stock still listening intently, focusing your senses on the circling creature. Then you hear it, a soft pad, a scuff of sawdust on wood, close and directly behind you. Your blood runs cold as once again a loud crack of wood can be heard off within the forest. ‘Clever’ you think to yourself as animal musk invades your nostrils and rotten breath warms the back of your neck.

Notes and Tips

  • 30×45 Grid
  • The log and lumber piles can be used for cover and elevation.
  • The mill pond is a great place to have a fight, horrible for your players, really fun for you!
  • Fire is bad here! Sawdust catches fire easily.
  • The interior of the building is open on all sides, making for a poorly defensible location.
  • Ents or other plant based creatures don’t take kindly to Lumberjacks cutting down their friends!
  • The Mill could be illegally cutting down some kind of magical trees which incurs the wrath of scary forest spirits.
  • Have the party come across this place already abandoned, whatever has driven the loggers away finds the party at rest and isn’t happy.


We have a night time version as well as a night time lit version.

I’ve also created a Feywilds variant which could also be used as a more exotic woodland location, say elvish or magical forest.

Jungle Wilderness Pack – Launch (Free to Patrons)

Hello Adventurers! I’ve been busy this week getting the Jungle Wilderness Pack ready to launch. This one is completely free to patrons as a major thank you for supporting me on my map making journey. I couldn’t do this without you all, thanks from the bottom of my DnD loving nerdy heart!

I’ve put together three maps in this Pack, a simple Jungle Path, a River Crossing and an ancient Ziggurat/Alter/Shrine. Hopefully they will help with the more tropical locations you travel to in your adventures.

Thanks again for your support, have a wonderful weekend and as always happy adventuring!

All maps come in day/night variants. The  Ziggurat also has a touch lit version.

Free version DOWNLOAD – Find the full version on my Patreon

A quick tip for the Ziggurat. The top of the stairs could be an entrance to the inside, or simply the way to the top platform, DMs choice.

House on the Hill Battle Map – Launch

Here is the final map for October, it nearly killed me getting it done over the last few days but it’s here now and I think it’s turned out great! I went with a haunted house theme and created a manor house that could be used for a ghost/haunting encounter.

I love researching old house designs and architectural maps, there are some amazing blueprints around the internet. I got the idea to have an arboretum from one of those old designs as well as getting a good idea of what types of rooms are normally present in these manor houses.

Thank you all for your support and kind words. Have an amazing weekend (and Halloween if it’s not already over) and as always happy adventuring!

Free version DOWNLOAD – Find the full version on my Patreon
Free version DOWNLOAD – Find the full version on my Patreon


The local children had been taunting you from the moment you entered town. Walking beside you making snide comments about the quality of your adventuring gear, your lack of magical items and general shabby appearance. It wouldn’t bother you so much if it wasn’t partially true. Maybe you shouldn’t have risen to the jibes, maybe you should have been the bigger person, the adult in the room.

Now here you are, breaking and entering, after being dared to spend a night in the local ‘haunted house’. The kids stand by the fence, as you glance back one of them sticks her tongue out at you, you hold back the urge to do the same back. The house is old, dusty and seems to have been abandoned for years. Some of the windows are broken, others are boarded up, the wood has taken on a silvery grey hue from age and mold. Most of the furniture remains, covered in dust sheets, waiting for their owner to return. As you enter the entrance hall the sun, already low in the sky, shines through the doorway illuminating the interior in a warm crimson light, before draining away as the sun sets behind the trees outside.

The interior is dark, the smell of mildew and rotten wood fills your nose. You decide to head upstairs, planning to wave at the brats from an upstairs window, when you hear a creak from somewhere deeper in the house. As you reach the top landing you could swear you hear a low chuckle, maybe an exhaled breath. The noises appear to be coming from a room at the end of a long dark corridor. It seems that you are not alone in the house, those nasty little goblins must be trying to unnerve you. As you move forward you begin to hear low mumbling and sobbing, if you didn’t know it was a bunch of snot nosed children it would be really unsettling. You reach the doorway to the room and with a triumphant ‘ah ha!’ you push the door open to reveal your pint sized tormentors, except it isn’t children you see standing (floating) before you, its something very much worse and before you can react it rushes towards you with a wail that you find yourself echoing as you scream in terror.

Notes and tips

  • 30×30 Grid map (Each floor)
  • I’ve left the outside of the house blank so it can be used in urban locations or in its own grounds.
  • There are multiple ways to enter the manor. The main entrance, the arboretum and the kitchen backdoor. You can also enter through the many windows and the library and arboretum both have skylights.
  • The house has two levels, which can be accessed by the main stairs and also through the library’s and arboretum’s upper windows. Both of these locations span both levels.
  • Getting through a broken window can be tricky, use a skill check to see if its done silently and if its a significant failure there maybe some injury.
  • If the party doesn’t move with care they could kick up dust that could make them sneeze, roll constitution not to sneeze!
  • This house is perfect for the many cool ghosts and ghoulies in the monster manual of any setting. Remember you are not restricted to standard mobs. Try creating unique ghosts with specific goals and needs.
  • Ghosts often appear to not notice a living person unless they interact with them. Have them float through walls, do mundane activities they would do in life, or just make them cry in a corner. 
  • The whole point of this type of encounter is to creep your players out, so use every trick in the book. Get inspiration from horror films and books!


For those of you weirdos that want to run a haunted house encounter in the daytime! Or maybe you have your own lighting system 😉

A nice version of the Manor, all clean and probably not haunted.. Both day and nighttime lit versions.

The Last Flight Battle Map – Launch

Hello Adventurers! Another map launch is here, this time it’s The UFO Crash Site, renamed The Last Flight. I’ve always loved the idea of sky ships in fantasy settings. Airships and Spelljammers are awesome to add into a campaign to open up the possibilities for your setting, at least in my opinion. This map could be used as a one off adventure as a piece of weird arcane technology fallen from the sky, or it could be used as a way to introduce air/space/sphere travel into your setting. Either way I hope you enjoy this Spelljammer inspired UFO!

As always thanks for your continued support, you really do make these maps happen! Have a wonderful weekend and happy adventuring! Now onto the notes!

Free version DOWNLOAD – Find the full version on my Patreon


Ships log: Day 1
We have captured the sky ship! I say captured, it would be better described as salvaged. We found her adrift off the coast and boarded her without incident. The ship was deserted but for a lone survivor locked in a cage deep within the hold. He was mad with thirst and delirious, raving about voices in his head. We took him above deck and gave him a little bread and water. The hold contains boxes of equipment and a number of large cages. All the cages are unoccupied, except the one at the bow which contains a huge glass cylinder opaque with slowly moving purple gases, arcane symbols cover the floor around it. Something of this nature must be worth a fortune to the right person! Our captain has assigned ten of our crew, including myself, to sail her home.

Ships log: Day 2
We have yet to find a way to make the ship fly, but she sails well. The crew are in good spirits although some have had trouble sleeping in the hold. They complain of bad dreams.

Ships log: Day 4
We have lost a man overboard. He was on watch and when a crewman came to relieve him he was gone. I can only assume he somehow fell overboard and his cries for help went unheeded.

Ships log: Day 6
The men continue to complain about bad dreams, of tentacles and smothering. I have yet to have any trouble in this regard, my dreams have been peaceful, almost comforting in nature, as if the ship is lulling me to sleep each night. Another man has gone missing. The men will no longer take watch alone or sleep below decks.

Ships log: Day 7
The ship is speaking to me! It whispers in my dreams such wonderful secrets! The men are belligerent, they want to abandon the ship. I have cut the skiff free, the ship needs them, she must have crew!

Ships log: Day 10
The crew are converted, they realise now what must be done, the sacrifice that must be made by each of them. Soon we will take flight and return in triumph.

Hints and Tips

  • 30×40 map grid (Including interiors)
  • This could be a Mary Celeste style encounter. The ship seems abandoned but maybe has something lurking below decks.
  • The ships brain wants a new crew and it will stop at nothing to get one. It will create illusions of any number of monsters and horrors to slowly break down the parties mental defences.
  • Have the cages full of weird creatures from ‘off world’. Their cages could have been weakened in the crash and they can now break out at just the wrong moment for the party. Or have an ‘alien’ creature attack some locals as an introduction to the encounter.
  • Have a ship’s log in the captain’s cabin with some creepy log entries.
  • This could be an experimental ship full of Mindflayers. The ship wants to be free and has crashed in an attempt to rid itself of them. The Mindflayers are injured and the ship is blocking their psionic powers, making it an easier encounter for lower level parties.
  • Have a few surviving ‘aliens’ attack the party before they enter, then use the interiors as a continuation of the encounter. 
  • Have a group of ‘aliens’ attack a local homestead! This could lead the party to find the crashed ship.
  • The ship could be crewed by pirates, or some kind of military force. It doesn’t have to be illithids.


Night variants for grassland and desert!

A desert variant so you can really get into the Roswell UFO style vibe!

A skying or sailing version!

The Mangrove Swamp Battle Map – Launch

Hello Adventurers! Our first map of the month is here, The Mangrove Swamp! As suggested by you wonderful Patrons. I really enjoy working on natural maps with lots of foliage and this one certainly has a lot of that. I think the mangroves look kind of cool and are a little different to the standard swamp style maps you see around.

Thank you so much for continuing to support my map creation, I’m having a blast coming up with these each month and it’s you that makes it possible. As always have a fantastic week and happy adventuring!

Free version DOWNLOAD – Find the full version on my Patreon


The tribesman leads you along the swamp path, stepping through the explosion of green as if he was walking through a summer meadow. You struggle behind him, sword hacking away at vines and foliage that continually tangle in your armour and wrap around your legs. Your Wizard companion loses his temper and you hear a small eruption of flame as a section of forest is incinerated behind you, you would admonish him but if you could create flames with your mind you’d also be laying waste to this godsforsaken place.

You continue on and after some time your guide halts and beckons you forward. Ahead you see a break in the trees, the scent of salt is in the air and the crashing of waves can be heard in the distance, you see a glimmer of azure water and blinding sunlight through the trees. This is the place you were told about, the route to the fishing grounds the villagers use, or did use, until recently. Something has taken up residence here, the villagers are unsure what but a number of fishermen have gone missing over the last few weeks and some of their belongings have been found along this section of the path. Your guide looks nervous, he keeps repeating a phrase you have yet to translate, but he whispers it with fear in his voice. You thank him for his help and move silently forward.

The path leads into a small lagoon, stagnant briny water steams away in the sun’s heat. Bright green pond scum covers much of its surface, along with huge lily pads and other aquatic plants. A makeshift walkway made from rotting wooden planks crosses the deeper looking areas. As you step onto the walkway you see movement in the water ahead, you draw your weapon and continue forward. As you reach a small sandy island in the centre of the lagoon the Wizard makes a startled noise, you turn to see him peering into the murky water. Before you can react a giant pink tongue shoots out of the water, wraps itself around the Wizard and pulls him in. At the same time small robust figures spring from the water all around you, rudimentary spears held in their webbed hands, you look back towards your Wizard friend and see his legs kicking wildly, sticking from the mouth of a giant toad. As you watch the toad suddenly expands and explodes in a flaming mass of toad gore and the odd bit of Wizard. The frog people look stunned for a second and then with an angry cry (croak?) they attack.

Notes and Tips

  • 30×30 map grid
  • The lily pads can hold the weight of a small creature (1×1), or a medium creature (2×2 or more). More than one creature on any pad will make it unstable and result in some kind of penalty.
  • The water can be as clear or as murky as you want! All the better to hide your ambushers! It can also be as deep as you want, shallows make for a larger battle area.
  • Bullywugs would be great for this map, along with giant frogs and toads. Remember Bullywugs often capture their victims rather than kill them. 
  • Drag your player characters off the walkways and into the water with rope traps or have giant toads or frogs grapple them. Although they don’t officially have a tongue attack, I think you could flavour their grapple as a tongue.
  • Most aquatic races could work here as well, so Merfolk, Sahuaghin, Kuo-Toa or Merrow.
  • Climbing through the mangroves could be possible but will certainly be difficult terrain but may also allow for half cover.
  • Try a crocodile or alligator attack, it could be covered in pond scum and look like a floating log. Use those passive perceptions!
  • Throw in a shark or two. You can never have enough sharks in my experience!
  • This could be a place to harvest a special type of pearl, have your players dive into the water and then… well you know, try to kill them.


Tropical nights

General swampy version, Day/Night (basically a more temperate swamp)

A spooky glowing fog version, definitely no ghost pirates in there!