All across the lands there are taverns of every shape and kind. Really, what more is a tavern than a place you can get a drink? Roof and hearth optional.
This map is a collection of 9 taverns found across my setting, Crudilex. The adventurer, as an entity in the world, means taverns serve many different uses: gathering and forming parties, providing safe harbor for rest, and exchanging information, like what dangers lie between this and the next tavern!
Among the collection there are many rowdy places perfect for a brawl: mercenary and airship pirate taverns, Stinky Dukes, which is an old abandoned fishermen's wharf building, the mead hall of the northern Jarl, a brothel-cantina, the Witches Bar inspired by Howl's room, the Rootbound Tap, which is inside a ruin held together by the vines of a tree ant who also happens to be the barkeep, and the Emerald and Ivy, a fancy elven game hall where one can drink expensive wine while listening to a harp as two monsters tear each other apart in the pit below.
When you delved into the hidden dungeon below the academy you realized It wasn't the academy that had changed after the pulse- but you- transported into the far future.
Deep in the guts of the dorian academy of invention a secret arcane laboratory was hiding the dungeon of the Chronomancer. A meddler who’d combined the three major sciences, Arcana, Alchemy, and Engineering to invent the world’s first time machine. But the unstable device send itself and everyone delving there into the far future. Pulsing on and off, sending the adventurers trying to stop it back and forth between a time of ruin and the present.
The city parades committee has become so accustomed to heroics they can set up a parade with an hour's notice these days.
A well earned victory deserves a heroic welcome. Festivals and parades thrown in the honor of the conquering hero’s defeat of their arch nemesis. Market holidays- harvests- funerals- and marches. The parade grounds have become the center for events all across the city.
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This map is inspired by the opening scene from howls moving castle where the city is seemingly very excited about going to war. While the irony isn’t lost on me I did always think that it seems like a killer party. lol.
We have to fight our way down to the end of this passage- it may take a bit… guess we're in for the long hall.
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I developed this map when I wanted to run an encounter that had the players pushing down a long hallway with some sparse cover- Sort of inspired by halo CE onboard the pillar of autumn. However I couldn't find any skinny long maps, so I made one! It's a very tall map 25x50. This map includes 10 variations across a few genres, A cyberpunk back alley between mega buildings, WW2 Trench, An ancient desert temple, Indiana Jones boulder chase, A cavern for your cave diving adventures (No thank you), a river rapid, And Multiple spaceship/station interiors.
You enter a dim chamber, the stone door sliding closed behind you, the room is lit by faint glowing runes one each on every stone between here and the exit. On the opposite side of the room an illusion of one of the runes glows over a plinth.
Collapsing Puzzle Floor, A phased battle map where glowing runes on the floor slowly crumble underneath the heroes. Each rune is foreshadowed by the illusionary plinth, telling players who figure out what's happening which runes they best avoid. After each rune has fallen- the doors open releasing them!
Simple enough- But of course, there is the matter of those flickering shadows waiting to attack on the far side of the room. Surely handling a small puzzle AND fighting a terrible beastie isnt too much for a group of brave heroes!
Inspired by The Last Crusade’s crumbling floor puzzle. I really enjoy making simple dungeon rooms like this and it seems sometimes folks like just a simple functional idea and not a big flashy movie scene like I normally make.
Lmure’s and Gentledevils! Such a shame you all died, But worry not It’s time again for the carnival of vehicular violence! Hell will spit you out if you can out deathrace the Infernal Engines of our champion devils, The 7 deadly sins!
What happens AFTER a full party wipe? the whole team dies, the battle is lost is this the end for our heroes?. Nope! They are sent to hell. Now the trick is getting out! Luckily down on the first layer lives “The Ringmaster” a twisted Devil who shirks his duty to the archdevils to instead rake in the soul coins in infernal engine death races!
He offers to planar shift them back home, but only if they win a race against the devilish reincarnations of all the villains they’ve killed in life! The 7 deadly sins- Hell’s poster children for evil and the once-living BBEGs your party has put away. You beat them once right? Cant be so hard now that they are devils!
“Endlessly fascinating the minds of the creators of dungeons such as these. They never make them impossible to enter- but never safe either. Perhaps the lure of the possibility of success is what brings in more adventurous victims.” - Ida Holly, Lichs and other megalomaniacs
Delving the deeps of the Tomb of horrors or the Tomb of annihilation to simple for you? Well if the rumors are to be believed yet another Lich’s domain has been uncovered deep in the High mountain forests. Locals have uncovered the entrance after a recent flash flood and none have been brave enough to cross the gargoyles at the entrance.
What is inside is unsure- but the town’s wizard has advised the local lord to keep all away from it as they detected a powerful set of four chromatic enchantments within. The kind locked inside crystal spheres. Who can be sure what Foul creature these wards are keeping locked within if they are all collected? Luckily we will never know!
Very happy with this map! It's an 8-phased romp through a collection of classic dungeon traps and tropes. I wanted to give something new a try- this map is meant to be played as kind of a series of small encounters- each room you enter the Dm should hide the other rooms and run all 8 phases in that room! Like a bunch of smaller contained phased maps! The dungeon is laid out around the 4 crystal balls and the main chamber (On the far right) the idea being the players need to obstacle course their way past all the traps in whatever order they want to reach the four and unlock the final chamber.
“You know, This would be a lot of fun! If it wasn't for the bottomless pit… Bubbling lava… unseen monsters.. Oh and were being chased! But I mean, other than THAT. weeeeeeee!” ~ Ida Holly
The tunnels deep into the mountain have been left unmined for many years. The deep depths have long become home to any manner of monster and foul creature. It's really better left forgotten.
But, of course. There are plenty of magically resonating crystals that were never collected when the mine was closed. The kind of crystals particularly dedicated mages would hire sellswords to collect at all costs… The kind that adventurers require for important spells, and Potions.
This map is my first attempt at including a player choice to direct the path of a phased map. A switch along the rail sends the players either along a narrow ledge towards a broken line out from behind a waterfall or in a loop around bubbling lava ending in a screeching halt, tipping just barely over the edge.
The choice comes at Phase 7 meaning phases 8,9, and 10 have options A and B leading down either path! This means this map really has 13 phases!
Trapped in an endless loop of its final moments escape the dead-grey fog of the mourning. Cyre 1313’s domain of dread is a personal hell for phantom its passengers.
Our heroes find themselves lost in the deadly mysterious mists of the domains of dread, Wandering its fog when a Lightning rail roars into view. Boarding it moments before it launches full speed out of the fog into a dark forest. Its passengers panic and hang on, Screaming and clutching one another. Crying out as the City of Cyre is consumed by the mourning’s Dead Grey fog, which closes in from behind.
Closing over train car after train car our heroes must fight to the front, where the last passenger. Who held the train from leaving the station, can be found sipping wine, calm as can be. Blissfully unwilling to accept fault for the other passengers being consumed by the fog. Until the fog closes in on this final car. Just moments before bursting through the fog to the other side. A train station. Where our heroes boarded. And all again in an endless cycle, the train launches forward. Endlessly reliving this final moment to punish its last passenger.
This map is the first of my October spooky maps only set! Crye 1313 is so so cool, it’s a real shame all we got about this awesome domain of dread was a single paragraph (page 168 of VRgtR) and some great art! Hopefully, this gets this cool little Piece of spooky Eberron lore into more games!
This set also includes two variations, one with motion blur and one without the Dead-Grey fog!
Fond Departures: Skyliner Class, Civilian Transport Ironclad.
The massive, refitted military ironclad was built for war, a titan of the sky capable of transporting a small army and deploying it directly onto its target while withstanding horrendous amounts of flak. Today, it has been redesigned as a cruise ship, painted stark white and capped at the nose with a huge domed window. Fond Departures is the largest still-operational skyliner of its kind. Though it now only ferries celebrities and politicians from Grand Nostridan up to the Cirrus-on-High Casino.
The Luxury cruiser occasionally makes appearances at Nostridinian celebrations, its titanic bulk used as a symbol of national power and progress. Such propaganda is highly effective, especially when the skyliner is displayed beside more modest airships. However Fond Departures continues to belong to the billionaire Enchanté Cirrus, and it’s likely that none of the people it’s meant to inspire will ever even step foot aboard.