The local fishing spot down the river from the docks is really popular among the old fishermen around town. They really use it as a place to sneak away from their wives and drink the day away swapping fisherman’s tales. Arglo, the village elder, is out there each day telling how he almost reeled in “The Monster”. Clean ripped his rod in half. Something that big in the river must be nothing but bluster- Well that or someone should really put a few more nails in these rickety old boards.
Every adventurer has their nemesis, but their true enemy… the real BBEG is “THE DOOR”
Look, there is no shame in it. Delving dungeons means stumbling into traps here and there and after one trap you get a little on edge. You start checking everything, touching as little as possible. You expect anything with an obvious solution to be a possible death sentence. And so you slow down, talk everything through. Scrutinize the smallest details so you don't get caught unaware. And when your party comes to a door you become suspicious and spend 2-3 hours poking and prodding what might just be a normal- unlocked door.
Well sometimes you're right. This door wants to beat your ass.
The Door is a phased bossfight encounter I designed (honestly sort of as a joke) to throw against those overly cautious parties. Every anxious dungeon crawler deserves their chance to tell their party I told you so. The obvious next true BBEG map I need to make, ”Scheduling”.
We can survive the blizzard in here! Look, there is even a nice fire burning and strong sturdy doors!
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“You slam the door behind you, the roar of the furious wind in protest spraying a torrent of ice and snow in after you as you do. You’ve survived, but only barely. Another hour in that, and you’d be far less lucky.
Outside, a horrible blizzard threatens to end your lives in frigid isolation, hopelessly buried under bone-white snow. But inside, you are safe, for now at least. You find yourself in the mountaineer’s lodge, the place you ventured this far up the mountain to reach and meet with your contact who was to guide you across the treacherous, unmapped mountain chain. However, only one of your guides seems to be here, but he is slumped in a chair at his dining table. And as far as you can tell, he is in a near-death slumber.
You are cold. You are isolated. And something evil is hiding in this lodge.”
The map is a remake of my first ever published one-shot I made 5 years ago! It’s been updates and reformatted and the map itself is cleaned up and expanded into a full phased map! The One-shot is a 4 hour escape room themed adventure for 3-6 players at level 5!
After a hiking trip I decided to make a phased battlemap inspired by the northern Californian old growth redwoods and Fern Canyon.
When I wrote my book Ida’s guide I was inspired by my memories camping in yosemite park as a boyscout. The otherworldly feelings I got while running further away from camp than I should, and the Redwoods which are the largest trees on planet earth. Some nearly 200 feet tall, which sounds like nothing on paper but in person it gives you vertigo just to look at the tops of them. I never got to revisit while writing the book so I based everything off that childhood memory but this week I went to hike the out in redwood national park to see Fern Canyon. And I knew I had to make a map right away inspired by it and the giant trees surrounding it.
The Derilict’s SoS was sent from the Helm over 1000 years ago, no lifesigns on-board. Just that signal- a last desperate plea from help only heard now as an echo, a millennium too late.
The signal broke through the Oroko particles, something our scientists believed impossible. It drifted, or maybe flew, into orbit, slowly creeping into Minimum Sustainable Altitude sending out an SOS signal that was first sent 1000 years ago. No one knew what the ship was or why it arrived until a few scavengers made it onboard and found data containing its name and mission, “the widdershins”.
A mythological colony ship that left earth more than 3000 years ago before it vanished.
I’ve had Sci-fi on my mind lately between seeing Project Hail Mary (amazing btw) and the Artemis mission launch, so It's time for another Lancer inspired map! This time it's a spaceship Helm inspired by the Ten, In lancer lore when earth fell to climate and nuclear disasters ten ships left the planet and launched out to form whole new civilisations completely removed from earth.
In my game one of these ships, “Widdershins” gets lost in Blinkspace. They instead experienced 5000 years onboard inside blinkspace while 2000 passed “realtime” trapping them inside endlessly warping all over space never able to exit. slowly over generations devolving and forgetting there ever was a destination to begin with, until eventually human life onboard went extinct. But- the mission continued on.
Raider’s Refuge, a collaboration dungeon map for an upcoming Encounter Book for Draw Steel by MCDM.
A very exciting dungeon map made in collaboration with MCDM for an upcoming Draw Steel book, a handful of my maps will bring to life some of the encounters in the book. This three room dungeon delve is designed to be plug and play in any adventure. A very cool and novel concept, They only asked for one of the variations but here I’ve included a number of other options for any tables that want to shift the encounter's flavor or even genre. The map pack features a number of variations, various tones, a cavern, a ruined and repaired variation, a negative of the whole dungeon to make it an alleyway scene. Even a Sci-fi corporate office.
Secrets in the Bayou, out there in the swamps there are a million places to hide and twice as many things best left unfound.
While developing my Call of Cthulhu map a while back I was rereading the book and came to the chapter about the ritual in Louisiana. I thought that would make for a really awesome encounter with loose footing and lots of environmental hazards- on top of the cultists and whatever monsters they conjure up. This map has a handful of other variations. Quicksand, a stranded boat and crashed plane, a fey swamplands filled with massive bones and bugs, unicorn’s grove, a jungle canopy tarzan-like branch above.
I probably should have done something romantic for a valentines day release, but instead I made a big stinky bog.
The Phantom coachman never stops, his carriage rolls through the fog of purgatory to collect the spirits of the dead.
The moors of dolver are haunted, its few pine-lined roads crisscross between settlements draped in an oppressive gloom. Its reaching castles filled with what few stalwart souls choose to linger in the lands where the veil of purgatory and the world of the living grows the thinnest. It is here that it is sometimes said the phantom coachmen can be seen with the naked eye moving those whose time has come from the lands of the living to the darkness hereafter. Normally his hauntings pass us by unseen but in places like dolver he is said to roll with his ghostly steeds through walls of fog for the briefest of moments. It is best to ignore such things, they are not for the living to witness. And if his coach arrives for you it is best to climb aboard- no use running the phantom coachman never stops.
The Coachman is my setting, Crudilex’s grim reaper. I wanted to do a sort of gothic horror- carchase type encounter where the players are literally running from death. Something with that frakenstine-ravenloft sort of stink!
The Windchime Market, traveling in a choir of ringing bells, the flotilla of ballooning nomads venture through the skies together selling their goods along the winds.
The City of Yisa is more like a traveling band of ballooners. Their homes and vehicles are lifting and dropping like mobile camps all over the continent of Iarin. Landing at the edge of cities and opening up like a floating circus. Pilots zipping through the air doing stunts. Airships and skiffs offering rides to kids. But the most well known of all is the Windchime market. It began simply selling exactly its name sake but as more and more merchants joined Yisa this mercantile flotilla has become the primary place to make trade in the whole country under the gentle dings of the chimes above.
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For this map I wanted to make something for a unique culture I've been dreaming up. Yissans, a people who have taken to living in the sky, really connecting to it like many cultures in our world have with the earth. Yissian’s are semi-nomadic and live in hot air balloon huts that move all over the land but return to Windchime market and Yisa when conditions are bad, or they get too old for life in the air. This map includes a number of variations, two cyberpunk one downtown one a junk night market. A caveman times river tunnel, a necromancer market, and more!
The Airship Good Finch and its crew of longhaul couriers is relied upon for mail, cargo, transport, really everything coming in and out of the city of Yisa. Even the birds take advantage!
Once built for war, this airship has been completely retrofitted by Yisian Aeronauts to serve as the city's primary long-distance transport. It makes regular trips moving goods, cargo, passengers, mail, and trade up and down the Manderwind from Yisa. For decades this Ironclad was unnamed until birds began flocking around it as it made their migrations easier since as it followed the same routes during the same months the birds would. More and more birds began flying with and even nesting on the ironclad, eventually, even a Great Finch. After years of this the murmurations that would fly alongside the ship became Something of a symbol to the people of Yisa and a proper roost was built for them on the ship, this Ironclad was named 'The Good Finch' and decorated with a flag representing the Great Finch's Wing. The birds may make a mess on the ship but they are welcomed as pets and mascots for aeronauts who rely on The Finch
This is one of the first pieces for a yet-to-be announced project featuring all kinds of airship content. If that's something you dig in your TTRPGs follow along! This map is a collab with the fabulous artist @henturtlettrpg. See more of their stuff at henturtleportfolio.carrd.co
It can't all be combat, at some point every adventuring party has to grab trunks and towels and have a proper cannonball contest.
The fabled heroes have traveled to every corner of the kingdom, slain countless great evils. Battled dragons, liches, dark knights. But nothing has prepared them for this, their ultimate conquest. A 4v4 beach volleyball contest. No holds barred, TOO THE DEATH or first to three since we only rented the court until sundown.
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I made this map because where I live, in northern california its been 4 weeks of absolute gloom and the sun is a distant memory. As a summer-child I have been longing for some poolparty energy. And thus the Beach Episode map- I’ve kicked around the idea of writing a really extremely complex TTRPG with a 400 page rule book called “Beach Episode” where the whole bit of the game was the unbelievably crunchy rules used for a slice of life type setting. Then at the very back having one page of rules-lite combat rules for the “Combat Episode” Maybe someday I’ll commit to the bit. But for now this will have to do. Haha.
The Gravemines, treating ancient graves and their magical artifacts within like mineral veins to be stripped and sold. Cold and pragmatic, desecrating the dead for a fast payday.
The discovery of Sun Ivory ignited a frenzied rush of adventurers, miners, and fortune hunters, all eager to extract these rare and potent relics by any means necessary, strip mining for catacombs. What began as a small dig has now grown into a feverish race to unearth the crypts and mine their contents.
The practice of treating these ancient graves like mineral veins to be stripped and sold earned the participants the name "tomb dredgers." Originally an insult, the term has since become as common as "blacksmith" or "lamplighter" as the coin piles higher. The demand for Sun Ivory has surpassed that of any other resource in Crudilex. The Gravemines, the largest of the excavation sites, are now ruthlessly strip-mined in search of more tombs and artifacts, their cold and pragmatic efficiency leaving deep scars across the tundra.
Huge pieces of metal scrap are thrown all around you as you desperately scramble to shut down the out of control machine spewing fire and smog from it’s Scrapyard Incinerator.
Scrapcity is a sprawling junkyard metropolis where mechs are as common as cars. A rusted maze of broken war machines, salvaged armor plating, and makeshift dwellings welded together from the skeletons of giant long-dead constructs. Smoke curls from chimneys built into old missile pods. Streets are carved between the legs of toppled titans. Ruled by scavengers, tinkerers, and war profiteers, those who thrive on the leftovers of the stalemated conflict.
Nothing metal in the Scrap-City stays dead for long. If it could walk when it died, it walks again.
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Sometimes an encounter is more about avoidance and survival than combat outright. In this map I imagine players trying to avoid the claw and debris it throws around, the smoke and fire all while trying to shut the machine down and achieve whatever goal brought them there. Originally I was working on an airship battlemap with the claw here but I got really inspired, I think by watching Dimension 20’s Cloudward, Ho (best season yet, Imo)
City Backstreets, roads, alleyways, sewers. The city is filled with places one might find a fight.
The megastructures that fill the center of the 500 mile city of Grand Nostridan are crowned with parks and terraces, gardens and entire cityscapes perched atop their highest heights. Many citizens live their entire lives without ever wondering what lies at the bottom. But far, far beneath the city lies Lowside, a place crammed with people, homes, and factories built wherever there is space. There are no roads. There is no map. The streets are more like gutters. The suns above are distant and shine on the lowest levels for only an hour or so each day. There is no government here, no sanitation, no direction. And yet, countless people do. Lowside is the runoff of life. When the city has no further use for something it ends up down here.
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This collection of maps are all inspired by the depths and side streets of large cities. Deep allies and busy main streets far from the forests and dungeons most adventures take place in. I like to imagine a dense and confusing city adventure where skills to find your way like nature and survival might be useful in the same ways they’d be deep in the wilderness. It includes a few different settings, modern, fantasy, Cyberpunk, and three from my setting Crudilex.
Rouge Wave, 80 feet high like a monolith of tortured water falling over your ship, a crumbling mountain of surf turning everything around you to splinters.
I called to the other men that the sky was clearing, and then a moment later I realized that what I had seen was not a rift in the clouds but the white crest of an enormous wave. I’ve experienced the ocean in all its moods. I had not encountered a wave so gigantic. It was a mighty upheaval of the ocean, a thing quite apart from the big white-capped seas that had been our tireless enemies for many days.
Then came a moment of suspense that seemed drawn out into hours. White surged the foam of the breaking sea around us. We felt our boat lifted and flung forward like a cork in breaking surf. We were in a seething chaos of tortured water and our ship shuddered under the blow.
Castle of Cannons, a cathedral-fortress belonging to a militant sect of crusaders who worship artillery. making war as holy sacrament, Their doctrine teaches that anything reduced to ash becomes one with their goddess of fire.
Traditional Dawnfire scripture venerates fire as a purifier of both body and spirit, the Castle of Cannons extends this belief to an extreme. They believe that each foe struck down by a blade is a soul lost, wasted in purgatory. But a being obliterated by cannonfire is delivered directly to the goddess by sacred flames, their heresy turned to ash and left behind, their purest essence folded into the divine cause of Dawnfire. In death, they are saved. In fire, they are made holy.
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This map dives back into the Crudilex setting, Specifically the central reaches of the world where trench-style warfare and long stalemate wars are fought with seemingly no end. So long that whole structures like the castle of cannons are built along the back lines. I wanted the map to represent a push by the enemies very very close to the artillery cannons where they’ve had to blast their own trenches. Also- I just love making maps where shit blows up.
The entire northeastern quarter of Veirloh Island is covered by the Stone Forest, a vast, jagged expanse of sharp limestone outcrops that make travel nearly impossible on foot. These rock formations are the remnants of ancient fossils, worn away over thousands of years by relentless rainstorms. What remains are long, blade-like fins of stone that rise and fall across the land, forming a maze of stone sails. The dry riverbed that cuts through the center provides one of the only easy passageways through the stone forest but regular storms make it a gamble each time as the flash flooding in the region washes everything away.
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This map was inspired by the Shilin Stone Forest in China and Tsingy de Bemaraha in Madagascar. There are so many places like them in the world that feel straight out of a fantasy story, but funnily enough are hardly ever actually IN fantasy stories. I’ve been working on a series of maps that explores the more magical real-world locations like the stone forests!
Mouth of the Void, The Gates of hell; The passage to the bottomless pit where all hopelessness, paranoia, and anxiety originates, calling out to those who cast its shadows above, whispering the call of the void.
Hell has fallen, the betrayer demons have claimed the throne of the devil and declared the dark below as “the void”. Haunting paranoia and oppressive, unrelenting darkness choked out all the torment and cruelty that once defined “Evil”. The New Devil, Monodono, rules that bottomless pit and at its edge, the mouth of the void. Its gates, watched over by the skeletal titan, welcome countless souls who cannot bear the toil of life anymore and cast themselves willingly into the nothingness of Monodono, answering his call of the void.
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Decided to make the gates of hell in my setting, Crudilex, as this week's map. Did a bunch of other "Gates" from around the setting as well for the other variations and a cheeky little post apoc one because the inspiration struck. It is surprising how many big important doors you can squeeze into a fantasy setting, I guess there is just something evocative about a huge doorway and what protects whatever might be behind it.
The locals say deep in the jungle is a temple, overgrown and collapsing into the mountain it was carved from as it is strangled by roots and vines. No one knows the name of the snake god who was once worshiped here, so it has gotten the nickname “The Pit of Vipers.”
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This map is an experiment with 11x17 sized maps, which are a much more printable scale. I notice not a lot of dungeon themed maps are small enough to easily be used in meat world play, so I thought of this as an interesting challenge to see how much adventure I could pack into a much smaller room than normal.
Crosshaven is a well-known frontier town, with loads of adventurers passing through, which of course means parties butt heads or debate claims over who staked out a dungeon first. Typically these conflicts are resolved with a showdown; the last party member standing wins the rights for their group. However, lately a Dust-fey has become more and more annoyed with the constant parade of chaotic heroes traipsing around in its territory. Seeing the perfect opportunity for a little payback, it rode into town followed by a regular army of spiny dry tumbleweeds to drown all those damn adventurers and their stupid town in!
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Inspired by the tumbleweed storms that rolled through Texas and Utah, covering absolutely everything. Seemed like a perfect, unexpected freak nature event that would make an encounter for a D&D party to try and deal with, maybe while tussling with some nature-controlling foe blowing them around with high winds!
The Orrery, calculating and mapping the movements of magic through the aether for the master wizards of the arcane university.
The Celestarium of the Mimsy is the foremost school for the study of the relationship between the ley lines and the stars, exploring the growing field that attempts to understand how the conditions one is born under shape the future of that person and the essence of their soul. The Orrery was developed to track the nexus of these arcane concepts and calculate them in a measurable way. Six ley lines were discovered, and so six spheres rotate below a map of the cosmos painted above.
There are those, however, who see this device as heretical—believing these wizards are attempting to understand the heavens and the realms of the divine. Fanatics have already attacked the Orrery three times since its creation, and they nearly succeeded in destroying it the last time. After three years of restoration, the study has at last been allowed to continue. The school has hired a small group of heroes to protect it until the important work can be completed.
The Boiler Room had been tinkered with by the repairman for decades. It was only after he vanished that the tenants realized they had never known who he was. Hissing, rattling pipes and hoses dripped hot water from the low ceiling. The network beneath the building was a strange kind of alchemy only the repairman understood. Without him, you’ll have to cross the mess he built and fix the boiler yourself before the pressure gets too high!
I made this map on a complete whim while working on another with pipes. The idea of trying to get into a maze-like boiler room and back out before being cooked by hot steam really sounded like a fun, non-combat challenge that could still be run with turn orders. Putting a complicated problem in front of the players and asking them to solve it with the tools they’ve built into their little murderers can be a fun change of pace!
Sky Pirates and aeronauts are generally mortal enemies but the few things they agree on should be headed by all who climb to the clouds. And among the many superstitions one stands above all others- That in the dark skies over crudilex is a horrible cursed vessel. A ash-black skiff hull what rests on the bones of an Arcwhale. Whose damned crew of phantoms kills and butchers any ship that comes into their line of fire and cannot be felled with a blade or gun.
The legends tell of a Cutlass of green phantom steel forged in the lands of the dead and smuggled back to the living. “Wake” they say its named. And who wields this cutlass commands the ship of lost souls, This power over death is yours while you live but once your time comes your everafter belongs to the Phantom Airship, The Frigid Gale.
Another map from my setting Crudilex, Airships are a key feature of the setting and the daring aeronauts who sail the skies make for many of the world's heroes and adventurers. And what's more troublesome for a sailor than a ghostship. This particular ship sails to and from the realms of the dead mooring in purgatory in the ghost city of Tanare, Which I’ll have a map set in coming out soon!
Wytch's Dale, A single narrow pass between towering frozen mountains. The laws of the coven here say passing through in complete silence is the only way to reach the other side.
Nestled at the eastern edge of the Algēre glacier lies Wytch's Dale, a forest choked by silence. This woodland valley is home to one of the oldest witch covens in all of Crudilex, a sisterhood of Blooded Riven who forged a pact with the Dryad personification of the season of winter in ages long past. Through this pact, the witches gained dominion over the Dale, ruling unchallenged and exacting tribute from all who pass through. Magic and secrets must be offered, and any who cross their territory must pay this tithe or pass their lands without speaking a single word. An unnatural silence hangs over the dale, not a birdsong and animal call to be heard within. Even beasts respect this dominion of the coven.
To loudly cross Wytch's Dale unwelcomed and without paying their tithe is to welcome disaster into your life, perhaps not right away, but well into your future. curses are grown right into the roots of the trees and those who fail to pay their due to cross will find the dale has a way of following you back to where you are going and getting what it is owed.
This map is another feature from my setting crudilex, the covens are a culture in the setting that gathers magic without any regard to its source, believing there is no evil in magic. Some covens align themselves with a single creature like the Coven of Winter here in Wytch’s Dale. The idea was one of those classic video game looping dungeons, where you have to successfully make it to the other side of an area perfectly or be sent back to the beginning.
The bridge fortress, Watching the comings and goings of each and every cart and merchant who crosses the city, sneaking past the soldiers to the other side of the river will be no simple thing.
The Historilogical Protectorate strictly controls the narrative and story surrounding the founding of the empire, and has been given imposing power and resources with-which to silence those who claim any contradiction to the government approved history. Moving around the reach of the imperial country they regularly move into cities and claim temporary rulership, setting up stations to observe, control, and censor. Stations like Fortaleza Protectorate
The imposing stone building spans across the bridges crossing the Delta which runs through the city of Tankren. Overlooking the goings-on of the region, maintaining a threatening presence over the people. Fortaleza Protectorate is the fortress that serves the occupying force in the city, Many of the secret police of the Protectorate serve from here under the orders of its shrewd and no-nonsense captain, Raphael Marina, a well-known mage-slayer.
The Hatchet of Hadar, dreaded airship of the villainous Captain Kane Rotlungs. Unleashing hell in the night over the Capital City.
Rotlung’s infamous ironclad pushes the limits of what a Manabattery engine can keep skyworthy, Covered in layers of pigiron and scrap salvaged from the bones of ships he’s taken from the sky Rotlungs and his crew of mischievous Imps bombard cities into submission and make off with loot and weapons. His ever growing boldness has sent him for larger and larger targets deeper and deeper into Grand Norstidinian airspace. Until one dark night that hatchet of Hadar, silhouetted against the shattered moon, let free hell over the capital itself.
Something no Air Pirate has ever been crazy enough to attempt.
This map Is a Crudilex original featuring the great city below and one of the many famous airship pirates of the setting. Kane plays the part of a sort of Long-John-Silver type. An antihero who calls himself a freedom fighter but is really just a backstabbing treasure hound at his core- Kane himself cuts a broad silhouette for a tiefling, a mountain of a man with a horn littered beard and intelligent yellow eyes. I’ve made tons of airships but a nice scraped together-post apocy looking one just makes sense!
All you have to do is cross a room, easy peasy, also don't get crushed, that's important too.
The door slams closed behind, the party looks before them a deep pit with cubes, each marked with arcane runes. The otherside of the room is another door. Ok- reach it. Easy. They take a step and the room jumps to life, the stone cubes slide violently fast across the pit. Not so easy. The floor is littered with symbols, maybe those can help us predict where the cubes move and we can ride them across without needing to navigate the meat grinder below.
Inspired by those sliding box puzzles from platforming games in the 90-00s. 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.
Online Cyber Cafe, For one low low (hourly) price guests can enjoy (Limited tiered subscription plans) to link into the local net from this off-grid cafe! (cash only)
The high-rises of the city, so packed with people, put a demand on the local intranet signal that is nearly as congested as the apartments themselves. But like any problem in the dark future, there is a solution available for the right price. The Online Cafes let customers access high-speed connections for the VR worlds they use to escape the late-stage capitalist hellscape they find themselves in, or to link into private business meetings with a need for a less personally connected connection address.
For this map, I wanted to zoom in more, working on a smaller, high-detail design. Not every encounter has to be a massive, dynamic battlefield—sometimes, as a player, it's fun to just scan the map, looking for inspiration in the details for those unexpected, off-the-cuff sort of moves!
“Most totemic troupes are quite poor. But to have so little and still perform is—I think—an even truer expression of Passion.” – Ida Holly
The magnificent Sperrowspot Revue. Pop-up traveling theater, one night only! Half off tickets if you bring your own chair!
The theatre troupe of the Sperrowspot Revue can have their whole stage set up in a day, and torn down in under an hour. A useful talent when your lead actors have a habit of causing a scene at the local tavern when your caravan is pulling out of town. They’d throw him in jail if not for his charm, a once-in-a-lifetime wit wasted on a complete ass of a man.
But the show must go on, and on it goes sundown tonight at the edge of town. One night only.
This map is inspired by the bohemian arts pictured in those early 2000s greats like Moulin Rouge and Dr. Parnassus. Victorian paper theaters, vaudeville. Turn-of-the-century pre-war circus art and occultism. Have a hard time pinpointing exactly what that style is called, but boy do I adore it. This map comes with a number of variations, most inspired by theatre in some sense.
“Your path to discovering Arjun’s Inn begins at the foothills of the Markehsha Mountains, a major crossroads of cultures. The majestic sight of Joramy volcano is just above the horizon.” - Ida Holly
Here lives a rich merchant, Arjun, who has fallen on hard times and has turned his large home into “Arjun’s Inn. The kind of boutique hotel that wealthier adventure travelers might seek out in Dawnfire. Traders, pilgrims, and crusaders have passed through this small, rural village, on a well-traveled road to Seagate snaking through the central north of the lands of Dawnfire. While travelers rest at the hotel, the owner and other families reside there. The décor, as well as the furniture, at Arjun’s Inn is an amalgamation of mismatched artifacts Arjun has collected through his years of travel across southern Crudilex.
Dawnfire culture believes that fire is sacred, The act of burning something is to send it into the divine realms to become one with their goddess. Ash and soot being the portion of that thing that are not sacred, unholy or deconsecrated. All that remains when every holy element is removed from a thing leaving behind only the portions the goddess does not wish to claim. Because of this many cultures throughout Dawnfire see touching of ash as a corruption, like staining your fingers with pure unadulterated unholyness.
The Getaway! You’ve loaded an airship up with your ill gotten coin, now all that matters is outrunning the cops!
“They say the heist of the casino was the boldest ever preformed in the whole of the world. But they forget to add the chase that came after was too” - Ida Holly
“Your listening to Rockthron radio:
This just in! The auction taking place at the cirrus on high floating island casino in Grand Nostridan HAS. BEEN. ROBBED! a grand heist has left the coffers of Enchante herself completely empty and- what’s this?
Breaking news!
A spellship loaded with countless coin come careening carelessly through the hot air balloon show off the side of the island, Roian police skiff in hot pursuit firing their force-chain cannons! Go get’m boys!
This has been Rockthorn Radio!”
The final map in my cirrus casino series. Starting with breaking in, Then the raceway outside, then hitting the vault, and now the getaway! All four maps will be released together in an up-coming One-Shot! Cirrus is a dear part of my Crudilex setting and now that this portion is done I’ll finally be moving to another part of that world to dive deep on!
“The Wilder, the Wilds. Home of the wolfking and his children. The land of beasts is no friend to man. The soil riots to our boots and the winds cry our passing. Wander ye weary through circles of the fey.” - Avara Luvo, witch of Dunwel
In ages long forgotten these portals served the beasts of the woods, connecting their burrows and warrens to the land of the fey. Today the fairy use them to prey on foolish mortals. There is a song, It goes:
"O tread ye not near fey-folk's ring,Where deathless spirits dance and sing.
By stone and root their charm is laid,Like snare for those who pass or stray'd.
They watch from warrens, from bush and sprawl,Where mortal boots must never fall.
For time turns foul and paths are lost,And kin who seek thee pay the cost.
Leave milk and bread, then walk thee wide—
And venture not to fey-folk’s side."
This time we’re diving into the lands of the fairy. With many variations on the fairy circle. With seasonal fey court versions and even the Unseelie. I think the one I like the most is the Faun's Labyrinth, Inspired by one of my all time favorite modern fairy tales, Pan’s Labyrinth. I could totally see a Feywild game in DnD where you're jumping between fairy rings and transporting through the various courts and seasons trying to seek something or escape.
“There are few monsters great enough to be mentioned on world maps by name, But it is critically important that the territory of Rahido, the Arcwhale, is known to anyone traveling the skies.” - Ida Holly
The Lost horizon is the fastest, Highest flying twin manabattery Iari class airship ever created. The Drakul Harpoon is the strongest most advanced airship harpoon constructed to date. The crew we’ve assembled is hand picked by Tankren Falstead who’s been hunting Rahido since he was old enough to become an aeronaught. There are no further preparations or equipment hitherto forth available to us. And somehow it still doesn't feel like enough-So, as your captain, best that the lot of you to pray to every devine whos name you know. That's an order. Good. Now- To stations! Full speed into the eye of the storm! Let's kill an Arcwhale!
This map is set in my setting of Crudilex high in the sky featuring the legendary battle between an one of a kind airship, The Lost Horizon, which I featured in a previous battlemap, fighting the world of Crudilex’s greatest airborne monster! I wanted it to feel momentous and epic! Like a clash between Captain Ahab and Moby Dick or an encounter with a leviathan but thousands of feet off the ground!
“Sometimes a quick getaway is more dangerous than just sticking around to fight!” - Ida Holly
Life in silkwind Junction is fast and cheap, Emphasis on the FAST! And the Tho mines are blasting all round the clock and wont even pause for a group of wayward adventurers and hurt their bottom line. Baron’s would say if you stopped for every band of misfits who ran down into the blasting tunnels you’d never have a full day’s work!
Danger, Blasting! This phased battlemap takes you on a minecart chase through the active canyon mines, past exploding dynamite, the edge of a canyon cliff, and into a dam-powered ore grinder! This map is my second minecart rollercoaster map, the last one was inspired by indiana jones, and TAZ 11th hour, this one is more in the flavor of Big Thunder railroad, or Looney Toons! Its a bit crazy, a bit goofy, but sometimes it's a fun time to run an encounter that… flies of the rails? Eh eh?
Silkwind Junction, The canyon mine is always rolling day and night, no time to slow down, cross the tracks at your own risk. Life in Silkwind Junction is fast and cheap, better to work the mines then tussle with the Tho Barons. The locals say If you don’t have a mind for invention then you better have a back for digging or fists for fighting. Down in the canyon it's all or nothing and switches between them mighty fast.
Inspired by one of my earliest maps that was a frogger sort of encounter on a busy street I wanted to set a similar kind of challenge in my canyon city of Silkwind, a gnomish desert city where inventors are celebrities and the rest struggle to survive. This is also a two part map! Next week we’ll see what happens if you jump aboard a minecart and ride down into the blasting tunnel!
“People in glass castles shouldn't throw stones.” - Ida Holly
As you enter the great hall, your eyes run up the black marble walkway to the great Geode throne in the center of the chamber. The throne must tower about 15 feet high, dwarfing everyone else in the chamber, but somehow the figure sitting in it makes it seem too small.
A man built like an Olympic God reclines in it, his opaline eyes regard you thoughtfully, striking a vivid contrast to his stone-like obsidian skin. He stands up, and every other person in the palace of black glass bows low before him, holding their hands up in supplication.
This map was an experiment with light and layers. I've done a few throne room type maps in the past so I really wanted to challenge myself and make something with more dimensionality and levels to play in during a boss fight kind of encounter. With the upper landing, a deep bottomless pit, lots of falling shards of obsidian shattering while the players try and destroy the BBEG holding the place together and get out before it crumbles on top of them!
“See Basanna never run off when their links are undone. It's mostly because they are too dumb, but the point remains.” - Ida Holly
Moving cargo isn't exactly a QUEST, but you have to start somewhere and your party needs coin. So you climb up the wagon and roll off to the market faire. Unloading was easy but loading everything back up in the evening has been a real pain, when suddenly the druid lets the pack beasts loose! “They hate this job” so they say, which would be all fine and dandy if you weren't ON the wagon when it started rolling backwards down the hill! Everyone HANG ON!
This map was a pretty time consuming affair, as are any maps where the platform the players are on is still while the background moves. But In the end it's always worth it! I like to think this could be used as a non-combat encounter as well as a fight if your say wrestling with a thief as they try to snatch something from the wagon, or releasing the wagon intentionally for a cinematic get away from the guards!
The Saltpool Terraces separate the upper sea from the lower, The great geyser erupts with mineral rich torrents in the upper sea and slowly they flow over the mountain side depositing their minerals and forming countless pools and rivers. The people of the region believe among these sacred pools lie portals, windows into time where one can peer and see how their life might turn out depending on the choices they make. Divining Dowser Wizards make frequent visits to them they say to seek to glimpse their fate, but the public secret is that its really just to the region's best vacation spot.
This map is a collection of maps from the region of Rayion, in my setting Crudilex. Inspired by Pamukkale in Turkey, Yellowstone, the sulfur lake in Indonesia, the Danakil Depression in Ethiopia, and various other unique hydrological regions in our world. I’m endlessly fascinated by ways water behaves and the extremes are so unbelievably beautiful to look at and so alien.
‘Twas the dark of midwinter, the hearths burning low,
When out in the village there came a faint glow.
Mari Lwyd has come and challenges you to rhyme,
but if the ghost horse wins she will come in to dine.
The moon, on the snowbanks that shimmered below,
Lit up the dark lanes with an eerie white glow.
When, what to my wondering eyes should appear,
But a horse’s white skull and a troupe full of cheer.
With ribbons and bells tied to bone stark and bare,
Mari Lwyd had loomed, a sight strange and rare.
Her sockets were empty, her grin wide and grim,
Yet joy filled the air as they sang their old hymn.
"Open your door!" came Mari's refrain,
"Let us best you in rhyming, or here we'll remain.
For blessings and cheer, and a sip of your ale,
We’ll riddle and jest 'til your words finally fail!"
We answered their rhymes with quick, clever wit,
Each line and retort we hoped would outwit.
But Mari was cunning, her verses well-spun,
And soon we conceded, her victory won.
With laughter and joy, no more rhymes left to think,
And in came dear Mari for our food and our drink.
They drank and they danced, their spirits alight,
Bringing good fortune to all on that cold solstice night.
“Critical note: Just because Mimsy sometimes LOOK like stuffed animals doesn't mean they are cute and snuggly and nice.” - Ida Holly
In the dreamlands of Nocturne everything is steeped in whimsy, the theatrical world of sleep. Here the Mimsy, Jester-like personifications of various dreams and desires, live their lives. Their great dreaming city of Avu serves as an anchor point for all the waking world to visit when they are asleep and their minds wander to Nocturne, and at the heart of the city is the Carousel.
With its decorated sheep bouncing up and down as it spins, and its celestial patterned walls and roof, it is an Icon of the realm of Nocturne beloved by the Mimsy. And an ever present target of their enemy, Nod.
For this map I wanted to make something cute and fun, I went for that blue and gold celestial 90s motif that was once super popular. They call it whimsigoth these days. Perfect vibe for a magical counting sheep carousel I think!
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.
“The Lost Horizon, Plague of merchants from Seagate to South Deitzeil, Yet somehow its crew manages to do good. Could there be such a thing as a hero pirate?” - Ida Holly
Airship Pirates, Really not too much of a threat. Most of the time a few broadsides is enough to keep them away. But if you see the flying skull of The Lost Horizon’s flag. Best to just surrender…
There are legends that Captain Tankren The Lost Horizon made a wish to fly an airship that would never go down, Always outrun, and come to rule the sky. That the Lost Horizon would dominate Crudilex and outlast all others- Today even Tankren himself has aged and died, But his old ship still flies. Who can say if the legends are true.
This map is my third in a series of large airship maps. The first two were more imperial style warships. Only made sense to give some representation to the noble airship pirates, legends of the flying port of La Gaviota. This map was very inspired by the Blue Rouge’s airship the Delphinus from Skies of Arcadia, one of my favorite games of all time.
This map is a feature in my most recent bundle of 14 other airship maps also! So if you have a airship heavy game now is the time to check out balatro.net/airshipbundle
“I’ve heard lots of tales of the adventurers who fly that airship, and really… It's no surprise it wrecked. Honestly, most adventurers shouldn't be allowed to fly.” - Ida Holly
The Affinity was an exceptional airship and it crashed in just as exceptional a wreck. Shattered to splinters hundreds of feet in the air when it tried a daring maneuver through a basalt canyon that was just a bit too narrow. Now it dangles from ropes in the frozen wastes, its treasure and secrets high and unreachable, but always tantalizing those who venture across the tundra.
But someone, someday will come along and make the climb up to the wreck. And they better come prepared. The icey cliffs are hardly safe, but there are rumors that something is roosting up there in that airship wreck.
The Elemental Nexus, An ancient lost temple constructed at the meeting point of the four primary elemental Leylines. Where the turning of a lever shifts the behavior of the natural world around you!
“Yes, tampering with the natural order. I’m sure that went great for the ancient civilization who built this temple. Shame they were all mysteriously wiped out by unknown cataclysmic forces.” - Ida Holly
This map was the winner of my December patreon vote. Every month my patrons can add ideas to a poll on discord and then select maps from a poll and the winner is made! Elemental Nexus has been on there for quite a while and at last it gets its time in the sun! The design of this map is actually inspired by the entry temple area from the Indiana Jones ride at disneyland.
The final trial, the fire dragon's, has the heroes walking though perfectly identical buildings like pillars lined up like soldiers in a vast plaza. Across which lies the temple that must be entered, but the Fire Dragon sweeps between the towers grid lighting fires and leaving cindering coals in its wake!
This map is part 4 part adventure, Four phased maps all based around a single city map! The Dragon's Tower.
I generally don’t try and put lore into my maps to allow DMs using them to draw their own inspiration. But this time I wanted to play with the idea of offering something more than just a map- but a whole scenario the maps might belong to. By no means is this a requirement if you use these maps, I’d be thrilled to hear about other ideas for these encounters or other ways you’d use them. But I hope the idea of a dragon city humans must prove themselves to enter is a compelling one to you as it was to me!
I've often wondered why Megalomaniacs always build their lairs in the most dangerous places possible. -Ida Holly
A final encounter, an evil lord driven mad with power opens a portal to a world unseen by mortal eyes as a last-ditch effort to become a master of the universe. A tale as old as time. Entering the throne room was the easy part escaping with your lives will prove more difficult. FOOLISH HEROS!
This map has 7 phases and ends with a portal to another world opening just behind the throne and whips of volatile magical energy flying forth. Designed as a climactic story ending encounter with the big bad this map is inspired by the ending encounter between He-man and Skeletor in Masters of the Universe 1987! I did my best to faithfully capture the absolutely bonkers throne room and sprinkle in a little of the Balatro trademark chaos, including falling walkways, toppling statues, and an entire balcony that comes crashing down around you to really capture that crumbling temple energy.
Lmure’s and Gentledevils! The wolf howls at the unfeeling moon! Which means its time again for Avernus’s premier winner takes all cross-hell Race! The Soulgorger Classic! A 10 phased carnival of demonic violence. So mount your infernal Warmachine, and rev those screaming engines!
Not all the devils of Avernus are too thrilled to be pawns in the blood war. Some prefer to spend their time with more… leisurely activities. Like betting all the soul coins they have on a death race across the blasted hellscape of Avernus, Classic summer fun! And if they splatter a few demons along the way- well it was all in the name of Asmodeus of course!
If you’ve found yourself as a racer in The Soulgorger Classic, you’re either very lucky, for only a select few infernal Warmachine crews get selected by the Ringmaster, the devil who runs the race. Or very very unlucky, Every race one being who still has a soul is put on the track, just as a distraction to the hungry devils… Guess that’s you this time. Good luck!
This map was inspired when I thought, The Warmachines didn’t get enough of a highlight in decent into Avernus. What if- I made wacky racers meets Mad Max… IN HELL! And thus The Soulgorger classic was born! It’s designed to be an absolute mad house, A cartoonish death race. Of course, the version of the map you’re seeing here is my rendition of events, But if you prefer a little more freedom as a DM included in the pack is every racer’s infernal Warmachine and each leg of the race as a blank background!
Just imagine, a full party wipe, the whole team dies. Are sent to hell, where they encounter The Ringmaster who offers to planar shift them back, if they win a race against the devil reincarnations of all the villains they’ve killed! Sounds rad!
As a cartographer, I must acknowledge that much of my trade is performed for military endeavors. I don't like it nor am I proud of it, We have all seen what devastation war is capable of. Some things of the past are better LEFT in the past.
~Ida Holly
In the final days of the Last War, House Cannith unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their chests. This rampage was cut short on the Day of Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps.
But some survived, and are still out there waiting to be awakened. Cannith artificers are eager to track them down. Powerful men in the world have a vested interest in claiming these wrecks for themselves because the possibility of having one under your command could change the face of Eberron.
This behemoth of a map is a sequel to "The Monster Factory" and is a commission by patron Bishop869 to grow his Eberron game. It is 16(!) phases, the most I've ever done. This battle sets the scene of a final encounter between a BBEG and the party, and as such, I tried my very best to make it feel cinematic and epic! It revisits the Colossus I had created in "Atop the Colossus" but imagines it in Eberron.
A classic battlemap of mine, while I still hold a special place in my heart for it this map no longer reflects my current skill level and so I’m offering a steep discount at more than half off! Please enjoy! If you really love it let me know and mabye I’ll remake it at a quailty more reflective of my current work!
~Bal
"A wedding is a magical day. Sometimes... too magical."
~ Ida Holly
A pair of love struck heroes have decided to preform an ancient ceremony and honor their love before friends, Family, and their adventuring party. and they take there vows under a local Gazebo... The Dread Gazebo. Ten phase encounter map.
This map is a touch goofier than my normal stuff, but that's the beauty of D&D, it's never wholly serious. The encounter starts with the players taking part in a Local Adventurer's wedding, When at the "I dos" a blustering wind causes a crossbow on the Gift table to fire. Shooting a single bolt over the gathered party goers. Which wakes a long slumbering Elemental. The Infamous Dread Gazebo, Which plows it's way to through the gathered crowd to the back, where it's attention shifts from violence, to cake. We've all been there.
This map was created in honor of my dear friend Chris and his new bride Geena. Both are wonderful people who each have played in one or more of my own games. I'm so glad they found each other. I hope them only the best and a perfect day without incident. (In real life at least!)
The wonderful art that inspired the encounter, was created by the Irreplicable John Sheppard.
The tides are callous and unkind to those who disrespect them. There is a reason “Here there be monsters” is only marked over the ocean.
- Ida Holly, Balatro’s Cartographer.
Two ships, both equally matched in crew and firepower meet on the tides among a small shallows. Closing the gap they unleash their cannons as soon as they are within range at nearly the same moment, Between blasts, our heroes and villains alike board the other ship and begin to engage in melee combat!
This map includes 3 variants, I’ll be sharing them separately but the simplest breakdown is that in one version the top ship wins, another the bottom, and the third they both sink from a surprise third party attack!
They say in a snowstorm, during the winter solstice if you gather with your companions around a tree and all sit quietly you can hear it. The pallid Loxodonta, who brings the snow.
And if at that moment your host offers a gift, it will come. The white elephant, Shepherd of gifts, and master of the exchange. It will test the bond of your gathering, offering presents.
And if you are brave, you can undergo its trial, a snowball fight like no other. A friendly competition, but that doesn't mean it will be so simple a thing. For only one can be chosen to revive the gift from the white elephant itself.
But that’s just a legend.
*distant elephant noise*
In this encounter, the players and all their friendly NPCs are gathered in a hut to weather a passing snowstorm. When the white elephant challenges them all to a gift exchange and snowball fight, each turn a player can open or steal a magical item, and engage in a snowball fight. Using the gifts is key to being the champion!
SNOWBALL FIGHT MECHANICS
Players and their NPC friends are engaged in a friendly snowball fight. They can gather up a snowball as a bonus action rolling 1d12 on the Snowball table below. Snowballs are Dex+prof and can target anyone you have a line of sight on.
A hit coats the target in snow, if they are hit with three snowballs they freeze and their movement speed becomes 0.
The last player with a movement speed wins.
D12 Snowball Table
1. Snowball: is a ball of snow, has no special effect.
2. Showball: you may use Dex or Cha on this attack, performing a colorful dance charming whoever is hit. (Charm ends if they cannot see any other targets)
3. Schmoeball: target forgets whatever they were about to do and completely changes their next action.
4. Snowman Ball: creates a full snowman that cannot be moved through. Destroying the snowman costs an action but gives you 3 snowballs.
5. Slowball: target moves at half their speed.
6. Glowball: attacks of this target have advantage and they have disadvantage on stealth checks.
7. Broball: removes all negative effects of snowballs, and knocks off one layer of snow. cannot be used on yourself
8. Crowball: can target anyone who can be seen from a birds-eye view.
9. Foeball: Has advantage on any target who has no snow in them.
“He who fight and runs away, lives to activate the force wall another day” - Ida Holly
“No alarms, no warnings. A ship full of siege weapons and a horrible electrified monstrosity of an airship attack all at once. The entire guard cut down and the port was set ablaze.
The only choice is to fall back, regroup, and try and evacuate as many civilians as possible through the sky dock. But the wards won’t hold and the lightning frigate turns its sights on the wizard’s tower.”
This map was commissioned for an all-is-lost moment, where the player's home base is besieged by the collected forces of their BBEG, unwilling to wish for them to supply and sneak into their lair. I always love splashing in dieselpunk elements into my maps so it was a delight to design a villainous airship that gives off some Warhammer 40k vibes to me!
As always this map includes a variant without the ships or vehicles included allowing for finer dm control!
A classic battlemap of mine, while I still hold a special place in my heart for it this map no longer reflects my current skill level and so I’m offering a steep discount at more than half off! Please enjoy! If you really love it let me know and mabye I’ll remake it at a quailty more reflective of my current work!
~Bal
“Speaking from experience, Shipwrecking at sea isn't so bad when you’ve been shipwrecked in the sky. Though that's not one of my theories that I recommend testing.”
-Ida Holly
Our adventurers find themselves crossing a vast dryland on the HMS Affinity. A long journey cargo-merchant airship converted into a personal vessel by it’s captain. With many days of travel ahead they expect a fairly uneventful trip.
That is before they reach the Canyon that marks a border to a nearby Tyrannical empire. One who doesn't take kindly to whom they have declared as Airship pirates. Which, it just so happens, was once true of the Affinity’s captain. Must have slipped her mind, She gives a wicked smile, and recommends you hang on tight, Those new Empire Airfrigates are fast. Look at the bright side, at least it's not pirates!
A battle between two airships descends from high in the clouds and weaves through the narrow canyon below. Trading artillery, Smashing into walls, before ending in two crashes from a risky maneuver, allowing the battle to continue on foot. 9 Phased Battle map.
This map includes
- 9 phased Airship chase.
- Gridless Variant
- No Ship Variant
- Airship Transparent Png tokens (Both ships)
- Open sky tile, just in case.
A classic battlemap of mine, while I still hold a special place in my heart for it this map no longer reflects my current skill level and so I’m offering a steep discount at more than half off! Please enjoy! If you really love it let me know and mabye I’ll remake it at a quailty more reflective of my current work!
~Bal
Necromancy is gross, But have you ever seen an artificer try their hand at it... That's a new and exciting kind of Gross.
-Ida Holly
Monster Factory, our adventurers have followed leads of strange monsters all across Eberron centered around a factory nestled in a quiet north side factory district.
A mastermind calling himself Lord Cardillo has been Forging monsters of all sorts with foul alchemy, Forbidden Necromancy, and all the Mechanical wonders of Eberron than secretly sending them out into the world for nefarious enigmatic reasons. cornered now This villain would be happy to see this factory reduced to ruin before besmirching his good name, and will trigger all manner of havoc causing explosions throughout the factory from his well-protected control room all while taunting our heroic adventurers.
Monster Factory is a 7 phased battle map, It is chaotic and very goofy much like the namesake. Cheers to the good good boys. The green Ooze is inspired by "The Dip" from Who framed Rodger Rabbit, My hope is the encounter will become something of a The floor is lava sort of experience as the party fends off the factory's creations and tries and stop them from erupting out of glass chambers and reanimating from the conveyor belt.
The Trial of the Four Dragons. A Four phased map collection. Set in the hidden city of dragons which welcomes only the most powerful mortal souls into their great tower. To enter the heroes will have to complete a challenge presented by each of the four elemental Dragons!
“The Tower of the Dragons is a sight to see, even from afar. So few mortals have proven their worth to enter that it is said whole sections inside are inaccessible without flight as it has never proven necessary to build stairs.” - Ida Holly
The pinnacle of the ocean plateaus is not a welcoming place to anyone, but without the powers of flight the heroes will have to use ancient hanging bridges gusts of powerful wind to reach the Temple of the Air Dragon and complete it’s Trial
At the heart of the Crater lake is a tower carved from a single rock, the meteor itself. Standing sturdy and unmoving against the smashing, towering waves like a lighthouse caught in a storm. The heroes must climb this water slick tower while standing against enormous crushing waves to enter the temple atop to complete the Water Dragon’s Trial.
Atop the mountain along a steep climbing staircase upon the mountain's ridge is the path way to the Trial of the Earth dragon. To complete it the Temple must be entered, but as the heroes approach the earth tears open and Boulders rain down from the peak tumbling and shattering stone all around them!
The final trial, the fire dragon's, has the heroes walking though perfectly identical buildings like pillars lined up like soldiers in a vast plaza. Across which lies the temple that must be entered, but the Fire Dragon sweeps between the towers grid lighting fires and leaving cindering coals in its wake!
This map is a 4 part pack, Four phased maps all based around a single city map! The Dragon's Tower. I generally don’t try and put lore into my maps to allow DMs using them to draw their own inspiration. But this time I wanted to play with the idea of offering something more than just a map- but a whole scenario the maps might belong to. By no means is this a requirement if you use these maps, I’d be thrilled to hear about other ideas for these encounters or other ways you’d use them. But I hope the idea of a dragon city humans must prove themselves to enter is a compelling one to you as it was to me!
At the heart of the Crater lake is a tower carved from a single rock, the meteor itself. Standing sturdy and unmoving against the smashing, towering waves like a lighthouse caught in a storm. The heroes must climb this water slick tower while standing against enormous crushing waves to enter the temple atop to complete the Water Dragon’s Trial.
This map is part 4 part adventure, Four phased maps all based around a single city map! The Dragon's Tower.
I generally don’t try and put lore into my maps to allow DMs using them to draw their own inspiration. But this time I wanted to play with the idea of offering something more than just a map- but a whole scenario the maps might belong to. By no means is this a requirement if you use these maps, I’d be thrilled to hear about other ideas for these encounters or other ways you’d use them. But I hope the idea of a dragon city humans must prove themselves to enter is a compelling one to you as it was to me!
Atop the mountain along a steep climbing staircase upon the mountain's ridge is the path way to the Trial of the Earth dragon. To complete it the Temple must be entered, but as the heroes approach the earth tears open and Boulders rain down from the peak tumbling and shattering stone all around them!
This map is part 4 part adventure, Four phased maps all based around a single city map! The Dragon's Tower.
I generally don’t try and put lore into my maps to allow DMs using them to draw their own inspiration. But this time I wanted to play with the idea of offering something more than just a map- but a whole scenario the maps might belong to. By no means is this a requirement if you use these maps, I’d be thrilled to hear about other ideas for these encounters or other ways you’d use them. But I hope the idea of a dragon city humans must prove themselves to enter is a compelling one to you as it was to me!
Dead Man’s Party! When the veil grows thin the dead can return for a brief time to the world of the living, And there are some few who take full advantage until the sun rises!
There are some few with the innate ability to see ghosts, Via Cruse, or boon, blessing, magic, or perhaps even being born an innate medium. But all who truly bear this power will tell you that the personalities of the dead are just as diverse as the living. And when they get an infrequent chance to celebrate, poking their spectral heads back onto our side of the veil, they absolutely get down.
Don’t believe me? Just cast a speak with dead spell on hallows eve at your local graveyard and see what happens. Don’t forget to bring some ale, because decades in the grounds leaves one mighty hankering for a stiff drink!
Inkarnate’s own Mati and I collabed together for a special halloween map! Inspired by the St. Louis Cemetery No. 1 in New Orleans and The happy haunts of the haunted mansion at Disney. Mati built the map and I provided the phases!
Find more of Mati’s over at https://inkarnate.com/p/34K9WG--mati/
Nautiloid Vs Spelljammer, A Giff bombard spelljammer is ambushed by a hostile Mindflayer armada Nautiloid in This 13 phase boarding action battlemap.
“The Illthid’s true strength is not their ability to quickly repopulate a hive, Their tactical genius, or even their psionic abilities. Their power is in their reach and secrecy. It is nearly impossible to know exactly when they will appear and it’s never when you're prepared.” - Ida Holly
This map is the first of a three part series I’m calling “The Battle of Tu’Narath” which imagines a chaotic clash between the powers of Wildspace all converging on the dead-god city and seat of the Lich queen of the Gith. Starting with the first approach to the city itself harried by the Gith’s ancient rivals, the Mindflayer.
“I consider myself something of a multi-versal explorer. I wrote the book on it. But I draw the line at “Space Clowns' ' - Ida Holly, Author of Ida’s Guide to Worlds Beyond Our Own.
The Vale to the edge of Wildspace pushes right up against the docks, and rumor has it there drifts a massive skeletal dead god. I don’t want to say it’s valuable without having seen one, But I know the Dohwar are sending a merchant fleet to scour it. So- I’m not saying we STEAL anything, I'm just saying we’re closer…
Do with that what you will captain.
As a completely unrelated aside, I’ve upgraded our Spelljammer’s forward thrust.
To celebrate the release of Spelljammer I decided to make a phased map that tour some of the locations we’ve heard about in interviews! I’m super excited to dive and really play with those good good Treasure Planet vibes! I was super inspired by the art we’ve seen so far. I have no idea if everything here will make sense once we know more about the new cannon lore for spell jammer but I knew I had to make something to release in tandem!
In the Astral sea built upon the corpse of a forgotten god is built the great City of Tu’Narath. Having reached its cobbles now you must battle through war torn streets, over bridges, and through its gates to climb the cyclopean chains anchoring the skull of the dead god!
“The sea of thoughts is littered with Dead gods. Some might say this shows the most powerful weapon against some of the more malicious, demanding, devines among our pantheon are felled by a bit of careful thought.” - Ida Holly
The twisted gothic buildings frequented by minions of the Lich Queen are slowly being reduced to rubble. Whole towers and sections of rock float, blasted off into the Atherial sea blasted by the raining fire of the Spelljammers above. Red Dragon flights circle and clash above as below the soldiers of both armies clash on the cobbles.
It is your task to reach the Queen’s chambers. But to do so you will have to pass through the active warzone, Cross the high bridge over the city, Breach the gate into the citadel and climb the chains anchoring the skull of the dead god to Tu’Narath.
THEN the battle can begin!
This map is the second of a three part series I’m calling “The Battle of Tu’Narath” which imagines a chaotic clash between the powers of Wildspace all converging on the dead-god city and seat of the Lich queen of the Gith. Part one can be found named “Nautiloid Vs Spelljammer” marks the arrival into the city, and this part is the battle THROUGH the city! Keep an eye out for part three, where the characters will reach the throne room for a final encounter with the City’s queen!
The Throne of bones, Upon which the most powerful lich who has ever been sits. Their power growing, magnifying. Waiting for the fools with the audacity to challenge them.
“There are terrible things in all corners of the Elseworlds. But when evil convinces the people it is good there is no greater horror.” - Ida Holly
The Queen's chambers have been breached. But after clambering the chains anchoring the citadel to the dead god below you expected an army waiting for you. Not so. The castle gate is open, the courtyard is silent. The only thing that tells you this place is not completely abandoned is the soft wheezing laughter and the faint red glow of magic emitting from the throne of bones.
Vlaakith looks through tattered strands of hair with glowing eyes. The Lich queen speaks slowly…
“Well, You have worked so hard to get my attention, now you have it. Before I add you to my army of the dead I should very much like to hear what you have to say.”
This map is the last of a three part series I’m calling “The Battle of Tu’Narath” which imagines a chaotic clash between the powers of Wildspace all converging on the dead-god city and seat of the Lich queen of the Gith. Part one can be found named “Nautiloid Vs Spelljammer” marks the arrival into the city, the second part is the battle through the city to reach this final map! part three, where the characters will reach the throne room for a final encounter with the City’s Lich Queen!
Too many enemies to fight, your party flees until they reach a vast gorge, The only way across,A rickety bridge. Would you go for it? The Rope Bridge of Doom, A 5 phased battle map inspired by the classic fight scene from Indiana Jones.
“The surprise doesn't come from the fact that it collapsed, Look at it, Of COURSE it collapsed. The surprise was not knowing WHEN or HOW it would!” - Ida Holly
Every campaign isn't complete without a few key adventure scenes, A statue that comes to life, A door you can’t get through, A slowly lowering ceiling, and the Rope Bridge of Doom. This map is my take on the classic battle at the end of Indiana Jones and the Temple of Doom with the Thuggee cult chasing after them.
And you know,
If Indy could have played as an Aarakocra at level 1, I’m sure the scene would have played out VERY differently.
“They say the ley lines of this world are what we use for magic- I wonder if the moon has ley lines…” -Ida Holly.
The red glow from the meteor was unmistakable. And all across dunwel fen the crash of it falling from the heavens scared the crows into flight. Followed by the immeasurable flash. Night instantly became day for but a moment. Then the stillness came as everyone in the land realized what had happened.
But after the moment passed a second thunder roared. The pounding of hooves and the readying of those who would seek their fortune. For the magical components of a moon fallen Noctrite meteor were more valuable than some small kingdoms. The race was on, and all around hundreds ran into the forest where the crash happened- Ignoring the glowing red smoke of the coming forest fire.
Another Variation style map, The meteor, the hill before it landed, the glow of the meteor from above, Also versions with other things crashing like a nuke, a spaceship. Some versions that play with the landscape, such as a portal and castle atop a hill. And even a version set on the moon! And more!
“There are cracks in your authority my king, as big as those in the fabric of spacetime behind you…” - Ida Holly
At the end of all things the Scarlet king awaits. The lord of horror and master of all evils who came after him. His malignant energies have merged with the ley lines and taken root in the very heart of the world causing generations of darkness to bubble to the surface and a legion of minions to rise to his wordless commands. And here, at the heart of everything you have entered his throne room, a simple enough looking man, humble even. But as your indignance continues the Scarlet king casts aside any semblance of humanity. revealing the true horror. no more wasted power on illusions. No more wasted intentions on mercy. After centuries of waiting the final battle at last can begin.
This map is the final battle location for the campaign of a years long supporter of mine! I’ve made something around 50 maps for his games through commissions and it's been very cool to paint all these scenes of his players' stories for a few years now. I've felt like an honorary player invested in their adventure. (Or a secret villain, if you look at the maps I’ve made for them, sorry about all the explosions!) This map is the final final of that game, a proper Cosmic BBEG arena!
“The effects of a legendary beast taking a lair has on the land is not well understood. Perhaps it is a residual bleed from the potent magic within them? All we have is conjecture for now.’ - Ida Holly, On the Primal Beast
“It’s said the creature came from long ago, slumbering in the molten rock below the geysers. And one day the thunder of war roused it, with thousands of years of hunger it ate an entire army in one go before slinking off into that tunnel and making its lair.
Not comes out of that mountain’s maw but steam and the trickling river of rock-stained water. And not goes in but fools like you. There is no justice to be found for the ones who lost their lives to the Primal Beast. Best leave it alone or the river will turn from orange- to red.”
This map is inspired by geyser fields like Yellowstone! I love the idea of a monster layer set above a slumber caldera that slowly wakes up as the legendary effects of a lair grow more and more powerful, causing more geysers to form and eventually- possibly a big eruption the heroes have to prevent. That’s just how I’d run it anyway. What would you put in this monster-lair?
It’s fake. I mean just looking at it statically, if there are that many skiff crashes there shouldn't be any aeronaughts left to fly the darn things! - Ida Holly
The Cirrus Casino, constructed in a cloudy valley of floating island motes, hovers miles above the purple, sandy wasteland dunes below and serves as the playground for the most famous and influential figures in all of Crudilex. It is best known for hosting the Monoskiff Classic.
The casino's mysterious owner, the gorgon Enchante’ Cirrus, has run the Monoskiff Classic airship race four times now, and it only grows bigger and more extravagant with each event. Private booths are now worth a small fortune, and people flock from every corner of Crudilex to witness the spectacle and the renowned racers who fought their way through fierce competition to appear in this grand final. Winning this race makes legends, and from the most despised villains to the people's champions, the pilot-aeronauts are celebrated daredevils of the skies—assuming they put on a good enough show.
This map is my second set at the flying Casino of Cirrus on High in my campaign setting Crudilex. This time it features one of the main events the casino hosts, a high speed high octane airship race. The entire vibe of which is inspired a lot by pro wrestling with stories playing out between races and pilots being high energy characters and villains playing roles and building relationships for the audience to get behind all leading up to the last big race for the title!
"I wouldn’t claim to know what sort of crime one could possibly commit that even the land of ultimate evil would want you imprisoned."
– Ida Holly, On the Void
Some souls, after passing on, are still too dangerous to exist even among the damned. In the deepest pits of the void lies a prison—solitary confinement for those who might seek to unleash their horrors upon the living once more. There, in the blackest depths, the Abyssal Dias houses these spirits for all eternity. Do not meddle in cosmic affairs, nor venture to those depths. If someone you love has been banished to the bottom of Hell—they deserve to be there.
At the tiered waterfalls where the river meets the sea hundreds of pirate crews gather in the bones of old shipwrecks. connected by rotting rigging and swaying rope bridges. Here no navy would ever dare sail, but still they live in fear of the kraken who sleeps below the bay.
“Keelhaul Falls is a den of horrors. Thousands of ships, more sailing in each day. Murderers, Monsters, and Pirates all living among each other in a bandit camp that grew unchecked to become its own terrible city. Its small wonder the bay is the nesting ground of the Kraken. A fitting throne for the king of horrors”
- Ida Holly, Regarding Triton and the Western Sea.
The Pirate Kings tout that the Kraken never strikes from it’s nest in the bay because they keep it so happy and fed with the sinking of merchant and Imperial ships. They rest easy and drink their rum, play their songs, and fight their fights sparing the growing- world ending monster- left unchecked just a few hundred feet below them.
But nothing is sure in Keelhaul other than chaos. And one day those wakes as the foot of the falls will become choppy. And the glowing yellow eyes will look up and see exactly what sort of prey the surface has to offer when whales and sinking ships stop being enough.
Until that day the pirate kings will continue to gloat about their favorite pet.
Top of the World! Climbing the highest mountain to witness the beauty and magic that hide above the clouds at the edge of the world. But tread carefully, one wrong move and an avalanche would rain down.
“There must be some calculable proportional number between the beauty of a location and the danger.” - Ida Holly
High in the alpine reaches above the veil of clouds where hides a world witnessed most by gods, Where the heavens and earth meet. Few dare to make the days long climb to the top, fewer still survive to the top.
They say, Palidians from all over the world climb the mountain to reach the aurora which many believe is a gate to the celestial realms. A pilgrimage to bask in the physical presence of the divine realm of their patrons or even, if they are worthy, speak directly with their god. But to reach the gate they must first defeat the challenges of the ascent. Avalanches, Ice, and the cold. To speak nothing of the Roc’s high roosts or worst of all- the Yeti.
But there could be no greater reward than basking in the celestial light of the aurora.
Roots, if given enough time, can shatter steel, and there is said to be magic that can speed up that time to just moments. The forgotten forest gods don't appreciate it when their few remaining altars are trampled.
“There are legends of ancient devines- fallen into a slumber- waiting to be remembered.” - Ida Holly
There stands to the north a dense, ancient forest shrouded in an ethereal mist. Deep within its heart lies the altar to the ancient peoples' forgotten forest god, the Ent Father. Legends speak of the Ent Father's wisdom, and druids often come to this place to commune with nature and seek guidance. Unbeknownst to you adventurers, tonight, the forest is alive. There is 100 hungry spirits in the trees looking down.
Subtle tremor ripples through the ground. The statue of the Ent Father, carved from ancient wood and adorned with emerald leaves, comes to life. Its eyes, once stone-cold and lifeless, illuminate a brilliant shade of green. The altar beneath it begins to pulse with vitality. Vines and flowers crack through the stone, wrapping around the temple. The air fills with the scent of rotting leaves and wet earth, as the magical energy envelops you.
the Ent Father, after countless generations, has awoken.
A classic battlemap of mine, while I still hold a special place in my heart for it this map no longer reflects my current skill level and so I’m offering a steep discount at more than half off! Please enjoy! If you really love it let me know and mabye I’ll remake it at a quailty more reflective of my current work!
~Bal
Adventurers top a ramshackle raft as they are pulled at a violent clip down stream. The map this time moves around the players. the raft itself the focal point so tokens don't need to be moved between phases.
To say we scholars wish to understand civilizations of the past isn’t fair, We desire so much more. We wish to walk its streets and be moved by its art. My father used to say that nothing is ever gone, we just haven’t learned how to find it yet. That true beauty leaves its mark on time, someday we’ll know how to read those marks.
And when we do we will bask in the light off of the eyes of our ancestors.
-Ida Holly
In this phased map an ancient artifact “The Paradox’s Orrery” awakens after hundreds of dormant years creating a bubble inside of which the past moves parallel to the present. But nefarious explorers zealously hunt this magical machine for the untold power it might lend to them, the least of which is access to the lost city when its streets were lined with gold.
Controlling the artifact proves no small task, but moving between the past and future must come at a cost. Players will have to wrestle with their enemies to achieve their desired outcome all while handling whatever once roamed these now ruined streets in its ancient history.
This map was a pleasure to create, I hope it sparks a lot of adventure ideas, I’d love to hear how you’d use this map.
“The difficult thing about creating maps is shifting borders. This time, quite literally.” - Ida Holly
The dunes they say burry countless secrets. Treasure hunters are always making their way out there to see if they can strike it rich locating some of the ancient cities swallowed by the sand. You’re fools to go out there, Even if such a thing exists what could you hope to bring back? More likely you’ll just be adding more bones to the tomb.
How would I know? Well, let's just say I didn't find this crystal neckless in the stalls of the market. If you want my advice, go when seems the worst time, The heart of a sandstorm. The bigger the better. You’ll be surprised by what the winds unearth…
if you are mad enough to brave them.
This map is another I had been thinking and reiterating over and over. I wanted to create another version of my popular water temple map, Something about a large structure slowly appearing is just so very quintessential fantasy. Perhaps I’ll do a Fire and Air temple and make this a whole series.
“The temperament of nature is calm until it isn't.” - Ida Holly
What sleeps below, The roiling powers of the earth that boil and churn away from our gaze. Inner chaos that hungers for release. The mountain waited for an age, far from mortals who would build their towers and fish the sea, where it could truly contemplate, and consider its turmoil alone, a few thousand years of thought.
Interrupted, a band of misfits comes to disrupt the silence. And at long last, the choice of settle or erupt is made clear. The Mountain chose violence.
This map was created for annex theater’s Kaiju battle arena, where each player in the stream played as a legendary monster and went toe to toe in PvP! This map was set it at the center of 9 50x50 battlemaps and forced them to explore the rest through the eruption! It was extremely fun and can still be watched, and perhaps even soon a second Kaiju battle will happen!
“Captain Goldfang. The legendary big boisterous cat-man pirate. I heard a tale that the guards finally caught him by employing a strategic use of Pspspspsps.” -Ida Holly
Here be the last will and testament of the dread pirate king Captain Goldfang Cronen, Terror of the seas and amasser of a horde of treasure that’d make a dragon blush. I lived a life of plunder and gluttony fat on the liquor of the land and never wanting for a single thing but now my time on this mortal land comes to its end-setting sail to unknown waters. Me father always said the Goldfang boys only die at the end of swords or the end of ropes.
So to whoever what reads this here massive I present to you my last dagger in the back of fate. Me treasure is out there at the end of the river rapids with rocks like teeth, through the bones of me old crewmen, and into the guts of me ship rotten now as the hearts of its swabbies. Should you whistle in the darkness the walls will fall and there too you can claim it be yours as I did. That terrible treasure of captain Goldfang.
Yarr! This map is a second shot at my river rapids map I made about a year ago now but this time inspired by pirate-treasure hunting adventures. Specifically, I was inspired by the goonies and one-eyed willie’s treasure, but more in tone and energy than anything else.
“One of the most fascinating things about Undrum’Kal. Even as I write these words I know that no Undrumian decedent will be able to read them.” - Ida Holly
The dwarves in crudilex constructed the most powerful city ever to stand in crudilex deep in the underdark, Named Undrum Kal alongside the Atlantiens. But in an act of treachery they turned on the merfolk and attempted to claim the city. After a long bloody war the King of the Atlantiens, Thrumm transformed himself becoming an Aboleth, and with this power banished the Undrumian Dwarves from the underdark entirely, this curse still lingers today, any dwarf who ventures deep into the earth, simply forgets everything they see, completely failing to retain any memories. Leading them to spend their days on the surface, unaware of history they have lost.
This map is my first toe dip into making a battlemap for a dwarven style. In Crudilex the city of Undrum’kal is supermassive. Thousands of miles of forgotten and flooded under-ruins below the surface. Someday I’ll bundle up all my sunless sea ruins maps into a Undrum’kal pack and put them all together on one big map. But for now we get a taste of some of the primary locations in the ruined dwarven city!
“The Void of hell is isolation, paranoia, loneliness. I don’t know which is worse. Eternity of torment or eternity of- nothing.” - Ida Holly
What is the measure of a man? The sum of his deeds and his failures, weighed against eternity. Who are the divine to pass judgment, to offer me paradise or damnation? I will not submit, I will not bow. My soul will not be so easily reaped, nor will I surrender the final spark of my essence to a hollow, proud eternal. If you desire my soul, come and take it. Face me here, as a warrior, upon the scales of judgment. Should you triumph, I will consign myself to your eternity. But if I am victorious, my spirit and its power shall be granted the gift of absolute oblivion.
This map I wanted to play with the way we use and think about phased maps.instead of making something sequential this time the map serves as a tug of war back and forth. I imagine the scales tipping one way or another depending on where the bulk of the fighters are, forcing players to make interesting choices as to where they want to be standing to affect the tip of the scales or the battle!
The Henge of the guardian of earth and lava has been completely forgotten, overgrown, and consumed by the jungle. Surely awakening a lava elemental won't cause any problems.
“Moldo Island filled with monsters, Pirates, and ancient forgotten angry elemental gods of land, sea, and sky. I can't wait to go!” - Ida Holly
The Elemental gods of Triton each have a champion. Though they haven't been summoned in the modern age. The myths say their altars can still be found and if they are defeated in battle they offer a gift from their respective patron god.
Deep in the jungles of Moldo, the lost island, the elemental guardian of the land, Arewanna, waits and waits. The throngs of orc who once paid homage to their patron devine of the land long have moved away from the pilgrimage to the island to worship and leave offerings. The shrine has become overgrown. The few elders who remember the guardians' visits grew fewer and fewer until they stopped completely. But Arewanna remembers… and its challengers will one day return. One day.
All we need to do is escape the cell, get out into the yard, Avoid the guards, stay out of the light, sneak down to the dock, and row a few miles through stormy seas! See, breaking out of jail is easy!
The thunder will mask our hammers breaking the wall. So we have to escape during a storm, and it's the end of the season so either we break out now or we are trapped on this hell island for another year- Are odds are bad, horrible really. But it’s go now or rot.
For this map I really wanted to play with light, Shifting the shadows along with the spot lights to create a dynamic environment for a fun stealth encounter. The best thing about this map is it can be run forward and backward over and over to have the lights slowly pan back and forth as the players are sneaking along and avoiding guards. It was inspired by the first dungeon, the forsaken fortress, from Zelda Wind Waker so if your DM runs it they legally have to let you hide under barrels.
“And to think. These beasts aren't even the largest monsters can become.” - Ida Holly
Titan Elemental vs. Warforged Colossus: two god-like giants warring at the heart of the city. Could any power even hope to stop their clash now?
Above you, great giants clash, but the battle rages on! Their duel creates an ever-shifting battlefield as you face your opponents below their feet. You use whatever tactics you can to avoid their massive feet and awesome weapons, as everything in their path is reduced to rubble. Time is running out to end this encounter and escape before they unleash their true power.
Magic vs. Tech! This map is inspired by all the wonderful titanic robot anime I watched growing up, mixed with a bit of WWE and Pacific Rim. The warforged titan (nicknamed Alexander) is an old favorite of mine, and I really wanted to revisit him and give him a Crudilexian makeover—something a little more Dieselpunk. This map was really challenging; it took four sleepless nights in a row to complete. Even if no one sees it, I'm super proud of it. It was incredibly fun to make, and sometimes you have to create the kind of thing you love as an artist. And I happen to love big, huge mechs and explosions!
“Riddles are so common in dungeons from the age of magic that it's actually not a bad idea to bring a riddle expert with you on an excursion.” - Ida Holly
The Flooding Chamber, Deep in the dungeon a mysterious door offers a riddle. But each guess raises the water level. Can you solve it before you drown? The ancient dwarves protected their crypts from the rising ground water with special chambers to contain it. These cisterns provided ample supply of fresh water in the ancient times. So much in fact they started to find creative uses for controlled flooding and water irrigation in the dwarven megacity of Undrum’Kal. But today they really only ever cause problems.
“When the gods shed tears in excess,
And rivers can't hold their embrace,
I march on and never regress,
And submerge all below my surface.
This map is inspired by one of the first ever homebrew encounters I ran, Instead of flooding water the guessing added an additional monster to the encounter, one of my very first- a “Ratspider” Luckily I got more creative with my beasties as the years went on, But I’ll always have a little soft spot in my heart for what is an objectively terrible campy monster. The answer to the riddle is the file name of the Gif. (also in the map files)
“The Outriders have fought against the Empire for one thousand years, while they have not won, They have never for a second considered stopping.” - Ida Holly, On Okugai
An Outrider druid lives among the plains, one with their mount and ever-present in their saddle. They practice ancient magic passed down for generations, originating from the Sky Giants. Proud, patient, strong, they make a formidable foe as a group and a dangerous challenge alone. If challenged, the arena will be formed with hundreds of hooves pounding at full speed in a circle around the combatants.
Legends say their hooves rumble the ground so loudly it calls out in the language of thunder to the sky.
This map of the Outrider's Arena is set in the world of Crudilex, where horses are fairly rare but prized among a culture known as the Outriders. Inspired by the khanate, ancient Mongolia, and the Eurasian Steppe, I imagine this scene where a single powerful foe stands against the party as hundreds of his men respectfully allow the challenge to continue, creating a storm of horses as a battlefield.
“Khan Nimbus was known for two things: barbarism and cleverness. I shudder to think of a more dangerous combination of traits.” ~ Ida Holly, On the Skies of Okugai
Fortress of the Cloud Giants: The ancient keep built upon solid clouds miles above the surface using ancient runic arts that the giants themselves are slowly forgetting. Ancient magics and arts are sliding away generation by generation, replaced with primal fury.
Your party has been summoned to appear before the Khan of the Sky Giants. Guided by their minions and sherpas up the mountains to their peak, where a bridge lies extending into the foggy clouds. Crossing into the mists, a huge, logic-defying fortress is constructed right upon the clouds themselves. Silver-blue eyes watch as you walk in silence but for the howling winds.
You’ve heard their myths and legends: magical acumen, incredible poise, and riches. But now the Cloud Giant Khan’s son sits upon the throne and looks no different than a hill giant, if not for the setting. “My father has been banished. Khan Nimbus walks the ground amongst you smallfolk now. I—Khan Stratus—am Lord of the Sky Horde. Grovel.”
This map is my second shot at making a full dungeon phased map. It imagines a clan of Cloud Giants cut off from their kin and regressed to a primal state, forgetting everything that gave them their identity and following a might-makes-right leader who removes all ties to their past. It's inspired a lot by the ruined fortress dungeons from Skyrim, occupied mostly by bandits who had no relationship with why it was constructed, treating the once-noble castles as little more than a hideout or cave.
“Well, it's a bit of a fixer-upper. But if these walls could talk… I mean... they can. That's actually on the list of things you’ll want to fix.” - Ida Holly
Grand Estate: After a bit of hard work and a whole lot of gold, even a rundown haunted house can become a perfect home base for a group of adventurers! And it comes with secret passageways!
After a point, all heroes get over the murder-hobo life and look for a place to hang up the +2 full plate for the night. The Grand Estate awaits. Won from a quest for a local lord, taken as a secret squat, or cleared of creepy crawlies by the party themselves—however they got the keys, the party now has their very own place to call home! It's really nice to not have to sort out sleeping orders and night watches for once. Oh, and the kitchen has more than just trail rations!
A second crack at my old haunted house map, this one comes with a handful of variations, including a full cyberpunk warehouse club inspired by the Totentaz from Cyberpunk 2077, as well as a WWII requisitioned forward operating base, and a noir murder mystery variation!
“ You may have dark vision, but do you have horrible blinding light death ray vision?”
- Ida Holly
The coastline is extremely well-defended; the most advanced minds of a generation work beyond its bluffs to ensure the empire is never caught unaware. The only method to besiege these shores that will have any significant effect is sheer overwhelming numbers. But surely no army would mount such an attack; the casualties would be immeasurable!
This map is inspired by the myth-shrouded mirror weapon that historical writings suggest Archimedes used with “burning mirrors” to set anchored ships on fire during the siege of Syracuse. I remember seeing the Mythbusters episode about this very subject and thinking it all made sense to me! Solar beam your enemies! So here’s my D-Day-like fantasy Greek Omaha Beach attack phased map.
The Totemic have been a nomadic culture for one hundred generations, Devoted followers of the god of travel and adventure. They see journey as a form of worship welcoming others into their caravans and sharing their sacred knowledge, the safe routes, and practices for navigating the roads of Crudilex to outsiders and followers alike. And at the center of this unifying spirit is the wandering church.
The Great Vardo serves as a traveling capital building, or religious cathedral. It is usually accompanied by a parade of other carts, wagons, and horseless carriage as it ventures anywhere and everywhere, only ever stopping during large ceremonies and Totemic Holidays. If the great green Vardo pulled by its team of great ox, hear the songs and smell the food you know the caravan is passing and many more are sure to follow.
“The Totemic served an important civil role, aiding travelers crossing dangerous stretches of the monster strewn grasslands of the plains of avarice between the countries of man. They were honored for ages until the train was constructed and today many have forgotten just how much the nomads served the people.”
- Ida Holly, the tragedy of progress
The Cloud City of Auran hovers in the skies over the dreaming lands of Nocturne. The city is a paradise where all earthly needs are tended to by conjured wind elementals and unseen servants. The people of the lofty city, called Eicio, have grown so completely bored with everyday things that they now indulge exclusively in the one interest they all have left: fashion.
Crudilex’s Air Eicio are elemental spirits of air tethered to a mortal body. They enjoy princely, pretty things; they see their bodies as their models and the world as their personal runway. Their culture is very hedonistic and disconnected from the world. While not all Air Eicio share these traditions, the majority live this way in the cloud city of Auran. Their natural ability to drift weightlessly has completely untethered them from the world below, both literally and culturally.
Learn more about the Citizens of Auran in my book Ida’s Guide balatro.net/eicio
This map includes variations of Auran, Including a festival, Fire, Night and airship hover over the city. As well as a selection of other variations of cities I've created from the same setting as Auran, Crudilex. Also Venice, of earth, and Cyberpunk which feels like it's basically earth now also. lol.
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!
“The Tipsy Tavern is a great place to hear a good tavern song. The best part, The clashing cultures sing the same song with the words slightly changed. Funny how a few shifted names can change a songs entire message.” - Ida Holly
The Tipsy is a quite famous sailors tavern and Inn roosted high above the Divwhim peninsula along the rocky bluffs. The tavern is home to all kinds of wayfaring travelers crossing the Fjords and serves as a very active crossroads between cultures all gathering for some respite up and down the coast.
Fights can be common in such places where morals and cultural taboos cross. What could be kind to one sailor could be a curse upon the ancestors to another. This is why the tavern is known as the Tipsy, Always sliding between standings right on the edge. Well that and the 700 foot drop down to the water below!
“Love is an endless conversation that somehow still feels too short.” - Ida Holly
Wedding in the Woods, I’m getting married! This map is my fantasy interpretation of our Venue.
This map is a dedication to my wife. I'm posting this on our wedding day, Time set to release as were at the altar saying I do! What better way for a Cartographer to commemorate their love than to make a map about it, haha. I make two styles of map, Phased and Variation, but for this one I did both!
Thank you for the support everyone has shown me over these years map making, I'm so glad to have the community at my back who has helped me feel secure enough to do something as crazy as planning a whole wedding! It’ll be a little quiet for awhile as Im off to my honeymoon! Cheers!
-Balatro
“On The Dreamland Express. All cars are sleeper cars.” - Ida Holly
All aboard! The Dreamland Express departs Bedburrow station and makes its way across Nocturne on route to Nod, Stops through Leather, Languor, Somnolence, and Torpor. Transfers to Lucid on Platform Zzzz. All trains to Coma have been canceled. All ABOOOOARD!
The aetherial realms of thought and dream are so complex and ephemeral to the beings of the waking world. It's a land where metaphor has no meaning. Things are both conceptual and literal at all times, even time moves in odd intervals. Lucky for the staff of the Dreamland Express. Tasked with bringing sleeping mortals across the boundary for their nightly sojourn in the lands of Nocturne.
As long as your circadian rhythm is in sync, the Dreamland Express will get you there right on time to witness the mysteries in the theater of memory. Sleep deep, and follow your feet, It's never good to snap out of the fog of sleep early before you reach your destination.
Locked in an ancient volcano the Duergar constructed impossible, Powerful weapons. But their gates, magically sealed, turned this Keep into a tomb. The heart of the hold was a powerful magical forge that could create weapons never seen, and the secrets of its use were lost with Duergar when starvation drove them to infighting.
A meddler has found a way to break the enchantment on their gates and enter the volcano again with hopes of using the magical forge, But hundreds of years of slumber have not served to make it safe to ignite, and the attempt causes Volcano to begin to erupt. Can our heroes stop the intruder from completing their powerful weapon before they have to make their escape, Or will it be too late!
This map is BANANAS big. [70x70] I wanted to make another full phased dungeon, and I’ll admit it was nearly more than I could handle alone. This was one of the most difficult to make maps I’ve done yet but after many hours I feel I’ve landed somewhere I can be proud of!
In the far off future of 1943, In a strange world not unlike our own! Stupendous Dieselpunk machines of war rampage through bombed out cities and lead the battle for the soul of the world! Punch a hole right through that enemy line! Go get em boys!
“I’ve seen many worlds, many cultures. At some point, everyone invents the tank.” - Ida Holly.
“Well, The Moonwell gasket is leaking. We only have 100 gallons of fuel to get us through this siege and drive it back to base. We're surrounded on all sides, the bridges across the river are bombed out and I haven't had lunch.”
Well… I can fix one of those problems right now.”
Captain Buck said, handing the engineer an MRE. "As for the rest, I leave that in the capable hands of the lord. Stations everyone."
“Cap there ain't no way, All the roads are blocked.”
“Well, We’ll make our own road then, Right through the mayoral Estate.”
This map is actually set in the city of Saradross in my setting of Crudilex. The setting is heavily influenced by Dieselpunk and WW2. While it may not seem like it from the map alone it is in fact a D&D setting just not rooted fully in a medieval world. Crudilex includes technology akin to what might be seen in our world up to the 40s, But is rooted more in fantasy. Experiencing an evolving technological timeline entirely separate from our world, giving it an Anachronistic flair which allows many kinds of stories to play out in the setting.
Like driving a tank through a building for instance!
Don’t be afraid to dream your worlds bigger, DnD can be anything!
Bioluminescent Hightide, The glowing lights radiating from the surf are a sight adventurers travel far and wide to see! Many want a look up close. But perhaps this steadily growing flood is a BIT too close.
“Someone told me once that the Glow in the sea is from Invisible tiny creatures who live in the water and even inside us. I don’t know about you- but Ley Line magic seems a bit more believable.” - Ida Holly.
She was waiting for you knee deep in the water. Her staff at her side and her antlers silhouetted by flickering stars in the night sky. Alice Luvo, The master Druid. her attacks on the coast cities with her woodland beasts at last brought to a close after a long fought battle. Only she remained and having led your party here to the coast she turns “So, You’ve come.”
The water around her glows and responds to her words. Her power over nature made plain. Without another word she turns and lifts her staff and the light spreads up and down the rocky coast line. The Bioluminescence baths the arch-druid in a ghostly blue light
and as you draw your weapons
the sea begins to rise.
“Power of a leader is derived from their people. Some leaders take that- maybe a bit too literally.” - Ida Holly
High over the desert city, the throne of psychics serves as the conduit for immense power for it’s sovereign. Only a fool would challenge one whose power is drawn from an entire city's worth of energy atop their own tower!
Inspired by Sarlona from the Eberron setting this map imagines an encounter where the ruler of a city has hive minded the population and gathered all the strength together in themselves. Serving as a massive physic beacon and conduit. When challenged by the players they unleash this power sending chunks of their throneroom hurtling off into the sands along with the heroes as they fight the superpowered sovereign.
The Water Temple, An ancient puzzle locks the submerged entrance to an underground temple. The party pulls a series of levers to block the river feeding the lake above, and eventually have access. But- that damn doesn't look all too reliable.
Across the nations of the world it’s denoted that many, even, most civilizations build along the sea, for trade and food. As a cartographer I can say without doubt over the ages the seas have crept closer and closer.
Leads one to wonder, What history of the ancient world sleeps under the tide, What volumes could we fill if only we had gills. - Ida Holly
Note: Ancient temple structures are unreliable. Especially puzzles, And double so for moving parts.
The map comes in ten phases; the first few are ideally done out of combat allowing the players to explore and use the levers to dam the water above. Then from phase 6 on the dam begins to burst. At this point the players have a choice where to go, into the cave below the lake or away from the wall of water crashing over the empty lake.
This map is inspired by the Wonderful movie Atlantis: Lost Empire, and the infamous Zelda dungeon from which the map gets its name, and is a Remaster of a map I made 2 years ago. One of my favorite and most popular maps, which I’ve lovingly recreated to keep it up to date with the skill level I have now!
At the edge of the frontier on the crossroads sits the last tavern for at least two weeks in any direction. The Crowcover Inn. Best to stop in and enjoy a drink and a hot meal because its bedrolls and jerky from here forward.
“Relius is such a unique family name. I’ve only heard it once before, belonging to one Saint Relius. But surely, this generous, happy-go-lucky host is not the self-proclaimed purifier of the dead and leader of the undead-hunting plague doctors. It would be a long journey from necromancer-hunting fanatic to humble barkeep.”
- Ida Holly. Ida’s Guide to Worlds Beyond Our Own.
The two-floor inn stands on a lonely crossroads — the only building for miles. It looks to have once been a vibrant, popular place, but now it is completely empty and just a step away from run-down. It has an open stable on the side, covered by the second floor overhang.
It is much nicer inside, with bright red drapes hanging over an open vaulted ceiling. Soft record music plays from a Gramophone, and a soft hum emits from three large industrial machines, which appear to be brewing different drinks.
At the bar, a single patron, a Fallen Elf, sits at the counter, behind which an elderly human man cleans a glass. Both regard the characters as they enter but otherwise pay no mind.
Crowcover Inn was once famous, as its founder was a well known adventurer. He had the tavern built many decades ago, out in the most isolated part of the world he could find so that people would have to “earn” its shelter. It has since become a local spot to escape the Phantom Rain and a popular place for hunters to meet up, but otherwise, it mostly stands empty.
When the party visited the local Onsen they expected a well earned moment of peace and relaxation. But when the wizard asked where the hot water came from the staff all began to act very suspicious.
“Listen potions and spells are well and good but the kind of healing I’d like is 3 or 4 hours in a hot spring.” - Ida Holly
This map is inspired by the stunningly beautiful hot springs from all over japan. I did my absolute best to capture some of what makes them so stunning. It includes variations including a cyberpunk version in the heart of the city, A Volcanic take like a fire temple, A sky island, a Dramatic Anime bridge duel showered in Cherry blossom petals and more!
Atop the tower the wizards' crystal prison contained the Atropal all too well, it could not escape but neither could it be moved and the rotting curse poisoned the land for a generation.
“A wizard did it. Just put a sign up outside of every arcane disaster from now on- nine times out of ten it’s right.” - Ida Holly
Meddling is the great strength of wizards, tinkering on the fringes of the powers of the universe. Mostly their magic is cosmically harmless. But every era or so some mage gets ambitious. An attempt to create a Divine being by a mortal is doomed to failure- but that attempt will always come at a cost. For the case of the grim tower it was the lives of an entire civilization for two generations.
To the wizards credit the being was summoned and created. But it contained none of what makes a creature “alive” in any sense. Devoid of purpose it quickly became an atropal. The last act of the mage was sealing it in a prison it could not escape. Sealing the undead unborn god atop the tower where corruption ate away at everything for miles around.
The Town of Pottsfield, located somewhere in The Unknown,Over the Garden Wall, Is thrilled to welcome all to take part in the harvest! So long as you don’t trample the crops… If you do, Enoch will be forced to sentence you to... a few hours of manual labor.
For the entire month of October, as always, I'll be creating horror-themed maps—four in total. This marks the third year of this tradition, and it's officially becoming a favorite! This year, we're taking a page out of Laudna's book. The theme of all of them for 2023 is FUN SCARY! Last week was the Addams Family Mansion. This week We’re getting a little lost Over the Garden Wall!
Specifically Pottsfield from episode two! Where perhaps your players don’t receive sucha favorable punishment from the Gord headed skeletons. The encounter is imagined as a clash with the leader of the chamber of commerce, Enoch, who may or may not be a cat inside of a giant autumnal maypole.
Dodging his flailing ribbons, braving the high winds and kicking up, leaf filled dust as the creature flails in a whirling dervish. The map has 12 phases, but phases 8-12 actually loop into each other allowing the boss to continue spiraling as long as the battle goes on!
“That Can't Be Good For The Table."
Throughout October, I've been crafting my annual set of horror-themed maps—four in total. This year marks the official third installment of this tradition! Inspired by Laudna this years theme is FUN SCARY!
This particular map, however, veers more towards the fun side rather than pure fright, featuring Howl's Moving Castle! It's not only my all-time favorite movie but also a massive influence on my writing and world building. I've poured extra love into this creation.14 phases that guide players through some of the film's iconic scenes.
With an airship in pursuit the heroes fall through a cavern opened by its bombardment. Stumbling into an ancient forgotten Magi-tech laboratory. Back against the wall, the only way to escape is to delve deeper into the unknown.
“The world is strewn with ancient ruins left behind by forgotten civilizations. Dungeons deep and vast built to entomb ancient peoples, and forgotten magics.” - Ida Holly
United by a need to rediscover the ancient technologies of the forgotten arcane civilization, you gathered as experts in your field to find and reawaken the powers of old. You were on the verge of success when the Imperial airship admiral captured you. Intent on using the power for evil, he forced you to guide his armada high into the mountains where your research led you. At the 11th hour, you managed to escape, and now, with only seconds ahead, it's up to you to reach the treasure first!
However, it wasn't until the fourth day of searching for the entrance to the dungeon that you began to hear the propellers of the airship on the horizon.
This map draws inspiration from Final Fantasy 14, envisioning a Galarian airship bombing a cavern that houses a late Allagan rebel research facility. I aimed to incorporate various design influences from across the setting, despite not being intimately familiar with it. I made an effort to ensure its relevance to most traditional TTRPG games, and I'm pleased with the final result!
“They say the Queen of Sirens spends her days lavishly lounging on her throne and reading her collection of messages in bottles that will never reach shore like letters from a lover.” - Ida Holly
The Siren's Throne is an inhospitable island chain in the distant stormy seas made up of jagged cliffs above the surf and tangled seaweed strangled around countless rocks and wrecks below. It's bad luck to sail within a mile of it- and worse luck to follow the songs into the heart of it.
Fog on the tide is generally considered an Ill omen in the Triton coast. Hides potential rocks in the surf, Drifting debris, but also- worst of all it covers anything that may wish to swim up close to your craft while you cross between islands.
And you best be careful out past Guillotine Point. Never sail where your chew could snag on rocks. Always wear a token to give to the lost lady of the tides to lead you back if you go over. And stay alert because that's where the Mara’Kahua and the Sirens hunt.
and take care and plug your ears in the cold hours of the morning.
Sand Skimmer, an 11-phased battle map. Crossing the vast deserts poses numerous dangers – exposure, thirst, and, out in the dunes and canyons, the most formidable threat is the Bulettes. In the soft grounds, they can grow... quite large.
“If a Salt Dunes or Redwaste outlaw starts running while holding up your sand skiff, you run too. You’re on the same team now.” - Ida Holly
The dunes, though only 20 miles across, divide the kingdom so completely. No army can march through; no caravan can trade. Out there, it's an empire of monsters and vultures feeding on what they leave behind. That is, of course, besides the Sand Skiffs.
Officially deemed a crime by the crown, Skiffs are considered too risky. One in every 5 skiffs never returns, but that's exactly how the Skiffjocks like it. No oversight, no cargo checks. Just coin and speed. Smugglers, outlaws, bandits, criminals – they all make a good living taking anything and anyone brave enough to skim out under the oppressive sun and launch into the razor winds to outrun the Sandshark Bulettes to the canyon rocks at the desert's heart.
I'm sure you have your reasons for not taking the two-day trip around the dunes; hope it's worth it.
“Tablrough, An entire town shrunken to the size of a tabletop, exists in The Glassway. For a fee you can speak to the wizard who runs it and get shrunken down to live forever as a mini-you. Best be sure thats the life you want to lead before you say yes” - Ida Holly on the Glassway
Borrowers, Hero mice, and Awakened toys alike find themselves sneaking into the bigfolk houses now and again, Generally they are best avoided but sometimes you gotta clamber up right onto their giant tables and get the loot you need!
Inspired by my recent game of Mausritter it occurred to me that “Tiny little guy in a big huge world” is a genre of adventure often explored in books but missed out on in battlemaps! So I tried to dream up a swath of various scenes all set on a table top in a world far bigger than the heroes! Various tones and settings both fantasy and modern, Some meta jokes like a table set up to play DnD on which would be a very funny and brainblasting level of meta layers deep. Also among the variants is a Giant’s table, if in a normal DnD game the players end up on the menu of a family of actual giants!
Cirrus Casino, The floating island playground of the World’s most wealthy, hand selected patrons! This “Impenetrable haven of decadence” is literally above it all and protected from the drab woes of the unwashed masses. So- lets rob it!
The Cirrus Casino, constructed in the cloudy valley of floating island motes, hovers miles above the sandy purple wasteland dunes below, backlit by hundreds of magical Illusionary symbols and light shows. The Cirrus Casino is the playground for the most famous and influential figures in all of Crudilex.
Cirrus is known for more than just its eccentric clientele or glamorous architecture. Its tyrannical master chef, Grelofishal, produces food sought after across all 4 nations. Its master Humunculmancer, Jakacoru Peel, creates prized familiars for the world's preeminent mages. Most of all, the casino's mysterious owner, the Gorgon Enchante’ Cirrus.
The Casino was commissioned by Enchante who serves as hostess and proprietor of all future events including the Monoskiff classic airship race, Sky Yacht shipshow, and the Premier Auction where all the greatest and most valuable artifacts of Crudilex are collected and sold to the affluent and hand-selected clientele of the world's most notable figures.
This map is set in the same setting as my book, Ida’s Guide, Crudilex, and is inspired by all the great heist movies! The entire thing is meant to evoke that feeling of executing the perfect plan with your crew during some kind of big fancy event, even Ocean's Eleven style. When I first ran this encounter, I included a handful of criminal organizations who were invested in the crime with a “Pick one to protect you; the rest are coming after you” sort of complication on top. Because the only thing better than pulling a heist is another crew also hitting the same casino at the same time!
“Agrakata is a well defended city. Only a fool would try any sneak into the palace of the Phoenix king. And such a fool would need these maps of the city's aquifers, hopefully such a fool has 250 gold.” - Ida Holly
The Sneaking Into the City, Rumor has it the main well connects to an underground river that flows out of the city. Guard patrols out in the dunes are infrequent, Once you're in you’ll need to creep your way to the Palace. Stay out of the light!
One little slip up in an otherwise perfectly defended city. An opening to get you behind the walls and not far from the palace where the crown, your target, is. Now here's the rub. You set off alarm bells and the whole operation is a bust, because we can't just steal the crown we need to REPLACE it with this fake and the royals can't be none-the-wiser. So this is a sneaky quest, in and out in silence, Got that, bard?
Designing the layout of this map I knew I wanted it to be a Mediterranean city, and for it to be beautiful and opulent, a city of plants and art filled with life and for the players to be sneaking in during a rare time of quiet through an otherwise very busy and lively city. For this map I wanted to pull from Turkish/Ottoman architecture like the blue mosque and the terraced houses in Mardin.
“The ancient city of A’taran is built upon the limestone Cenotes where the stairways lead to the depths. The dead are offered to the underworld in exchange for the pure life-giving water of its pools.” - Ida Holly, On the Triton sea.
The Underdark reaches below most of the surface world. But sun-dwellers will tell you it's all glowing mushrooms and Duergar. Nothing could be further from the truth. There are biomes of a thousand kinds most upper-folk have never even seen. In the west, we have the limestone caverns, a thousand times larger than those seen in the rest of the deep. Formed in the primordial eras from beds of bone and coral, the earth around is literally formed of fossils and death.
The Sunless sea there is brilliant, and the water is perfectly pure, cleaned by the stone. The death-granting life. They say there are windows to the surface where you can see the shine of your blinding sun through Cenote. But know when you drink from our waters down here, you are a guest in the underworld. And the drow are witnessing each trespass.
This map is inspired by a thread I did on Twitter a few years ago, discussing the incredible real-life locations of our world and how the settings might inspire us to be more creative in our fantasy world-building! So many amazing locations outside of just forests, mountains, and fields!
“Let's see you get out of THIS one, superdorks!” - Evil Doctor Notida
The villainous lair was easy to find, almost too easy! Entering, there wasn't a guard or henchman in sight. Just a large metal tank and enough explosives to blow up half the city! The alchemical vats and laboratory beakers bubbled, and the only sound was the sudden slam of the iron exit door. Gas filled the chamber, and your vision began to blur; the last thing you saw was the villain's boots as he walked away.
You awake, bound to four chairs next to the gathered bombs, a cartoonishly long fuse leading to a cannon pointed directly at the pile! Your arch-nemesis clears his throat to begin his evil monologue.
"Well, well, heroes! You've managed to uncover my secret alchemical laboratory. But NOW, let's see if you can ever ESCAPE IT! Surely, some capable adventurers like you can break free from a few locks and chains before the fuse burns! MWA ha ha ha!!"
"Between cults building stone monoliths, the heat, and the sand storms, I can't decide what I'd rather do me in." - Ida Holly
Listen up, soldiers! This information cost our greatest spies their lives. The line of obelisks siphons power from all across the land, funneling it back to the enemy's kingdom. Each one feeds the next in an endless line of invisible power, rerouting ley lines, shaping the landscape, and draining everything for the benefit of the enemy!
The chain of obelisks reinforces each other with their arcane energies. Once completed, they are nearly indestructible. However, if they are connected to the arcane link BEFORE they are finished being built, then destroyed, all the power will flow outward into the wastes - like opening a dam as a river trench is being dug.
There is no telling what that much magic released at once will do; the least you can hope for is a bad sandstorm. But it is the one weakness of the chain, and our only hope!
Deep below the castle dungeons the servants hear the cries of those who are taken. But the Duke of the castle continues to forbid anyone from investigating, and prisoners continue to vanish. Lich’s Lair! Also with 10 other variations from archeological dig to a Fallout vault!
The main map of this pack is a Lich’s Lair where a necromancer secretly prepares to preform the transformation, but this map collection includes 10 other variations as well! A pirate’s cove, sewer cistern, fallout vault, Yuan-Ti jungle shrine, a cloning facility, a red dragon’s horde, A graffiti covered buildsite inspired by Cyberpunk 2077’s Dogtown, a myconid colony, And a dinosaur fossil archeological dig site!
The lich’s lair variant map is part of a Noir-inspired murder mystery one-shot, Murder! At castle Kradsten. The 4 hour whodunit adventure places each of the characters at the scene of the crime with only a handful of suspects, including each other! Because in this One-Shot mystery the twist is- a member of the party is a PLANT!
Deep in the deadlands, Poisoned by decades of undeath. At the heart of this evil, barren place. Lies the forsaken steps. A stair climb to the top of a mountain above which hangs the heart of the curse, A mysterious dark star.
“Sometimes, There is nothing to magic missile BESIDES the darkness!” - Ida Holly
It cost so much to reach even just the first stair. The Plaguelands stretches from the mountain all the way beyond the horizon and all that can be seen is death. No plants, no animals. Just the undead waiting for the black star to awaken and their master to return from the darkness beyond.
The doom that has hung over the horizon threatening this world for a generation has at last found the heroes who can undo it. Hopefully.
After they ascend the Forsaken Steps.
This map is a location from my own setting, Crudilex. And was a location of immense historical importance to a nearly world ending plague. My thought is the location where a BBEG might be waiting for the heroes to come face to face can be just as dangerous or important to their wicked plot as the villain themselves!
Mountains of Madness, 9 phased battlemap set in the high peaks of Leng, Below the eons dead Land of the South Pole. At the heart of the ruined city of elder things the Shogoths stir awake.
“Takali-li… Takali-li”
Below the unknown tallest mountain on earth, where the elder things fled into the vast unknown darkness 50 million years before the first vestiges of humanity would crawl from the mud. Below an abandoned city wracked by polar ice as the planet froze over made it uninhabitable.
The howling abyss leading infinitely down, below the mountains of madness. But what is it that howls?
My first call of Cthulhu inspired map! This map is based on what in my opinion is Lovecraft's best work, Mountains of Madness.. The book spends almost all of its length describing the growing mystery of the origins of life on earth starting with as little as a mysterious fossilized footprint and ending with- well the scene I duplicated here as our encounter!
The rise of the shaggoth who built the massive city and in all likelihood were responsible for its ultimate demise.
“Ghosts doesn't narrow it down. Shades, Haunts, Banshee, Hells even some LICHS are ghosts. I’m going to need you to be a lot more specific.” - Ida Holy
The Riverbend estate has been abandoned for decades, It’s previous lord was executed for toying with “Dark Magic”. And no one has so much as ventured there to trim the hedges. But when the lights in the tower started the locals became nervous. Shades began haunting all along the river and the woods around the estate.
If your meaning to head out there, Do it in a storm. Those shades don't much care for the lightning. That said, Best still be on guard, who knows what old evils got left behind in that haunted place. And worse still who knows WHO has gotten into them.
For this map, I wanted to try my hand at making a phased map that also had multiple floors. I tried a lot of different approaches but eventually liked this one the most. The idea being that as the players are exploring the dungeon The lightning storm is going off in the background. The monsters in the dungeon, ghosts of some kind, are only harmable in light. And as the players explore or in combat, they have to time their actions around the lightning!
Sort of a mini-game approach to a dungeon that I think would make for a very fun encounter and offer loads of creative problem-solving moments for players!
I’m a cartographer and a historian. I seek to best understand the world around me. But not all things should be written down. Some things are best forgotten. - Ida Holly
An exposition has traveled deep into the icy glacier cavern, some relics were found from what may have been a ship from long ago- but they haven’t returned in days. Expecting the worst, crossing the ice on dog sleds, descends into the tunnel, repelled by rope and lit by the teal-colored light of the sun through the ice.
A feeling of dread grows further as you delve into the glacier. You should not be here, you don’t belong here. Thoughts like this enter unbidden. At last, you find the ship, around it, bones- must be some ancient sailors. Sailors… with dog sleds.
This map is the first of my April boss fight series! I wanted to put the players against an enemy who was mostly immobile for a majority of the encounter but eventually breaks free and goes absolutely ape. Like all monster-on-map encounters I make, this one also includes a blank background for a finer level of control!
“You’ll always remember the day, That uhhh… that.. Hang on, it’ll come to me.” - Ida Holly
Your boots barely reach the trap door. The man with the black sack on his head checks the noose. And all through your mind hundreds of opportunities to right the wrongs you’d done in the eyes of the merchant lords play on repeat.
This is the end. The drummers ring out their drums. Wait… that's- not drums. The eyes of the crowd cast out to sea. A silhouette casts a long shadow over the rolling sunset tide, As if sailing out of hell itself there is a hush. Than chaos. The building behind you explodes as cannon fire blares all around you. The Adine’s Sorrow begins its raid and your new life as a pirate begins.
This map is a part of my April series of boss fight maps. For this one, I imagined what it would be like to have a boss encounter with a pirate ship! I treated the ship as I would any on-map boss monster, and included a version without the ship on it for DMs who prefer to have more control. I took a ton of inspiration from Disneyland’s Pirate’s ride, specifically the scene where Barbossa's ship is firing at the port.
The Druid circles are isolated far from the cities. But don’t get it wrong. Out in the woods, they are protecting us all from things we will never even encounter. - Ida Holly
“It grows every day.” the old fishermen says, lugging cages of sickly looking river-life up onto the dock where you stand. “Slow enough that no one seems to pay it much mind. But we notice. Those of us out there along the rivers. Something is making this whole forest sick. Half my haul comes back looking like this.”
“Black Dragon, I’d wager. Made its lair out there in the wetlands.” A fisherwoman chimes in from her own boat. “Neigh- its gotta be one of them Otyughs. You smell it out there?” “Otyuga-what now?!” The whole dock begins bickering back and forth leaving you with little to go on as you head out deep into the woods- following the rot.
This map is the 3rd in my April boss fight series. This time I went for something that doesn't move about- but creates loads of tough terrain and challenges for the players to navigate to reach the heart at the center of the tree.
With timeless lives and boundless intellect I am forced to wonder if our most brilliant minds were not consumed, would we too be this advanced? - Ida Holly, on elder brains.
“The hive was unlike others the historians wrote about, few if any Psyoniccally controlled minions. Its walls were reinforced like armor. Pipes and gaskets all around hissed and the air was thick with chemical smells.
When we reached Xzvel’s Brine pool it didn’t even seem startled. In our minds it welcomed us… and when a massive door behind it opened the dread machine inside- whatever that monster was building- it tore our party apart with fire and acid and light… You mustn’t venture down there, I beg you!”
This is the last map of my April boss fights only series! I did three others, a rotting heart, a pirate raid, and a frozen horror! For this one, I imagined “who led them all” and came up with the idea of a sort of Elder brain BBEG who has been testing the heroes up to this point! If you saw the others you’ll see in each of the vats is a small nod to them- implying this elder brain somehow created them.
I’ll never understand the desire of monarchs to build castles at the tops of mountains. Sure they are safe, but the cold is miserable. - Ida Holly
The climb along the icy mountain cliffs, the snowbanks hiding perilous cavern shafts, and the unyielding wind that leaves ice crystals stinging your skin are all left behind you as you breach the mountain’s top. There it stands- Iverholm keep. A towering forgotten castle left abandoned for nearly a century, its palisades still in place from the war that brought it to ruin.
As you pass the gates into the empty courtyard and begin scouting for a good place to set up camp you hear a voice in the winds. “You are not welcome here. Leave us to rest” The wind kicks up as your party all grabs for their weapons. In the silhouettes of the snow, figures begin to take shape. Frozen phantoms. And behind them growing ever closer. A massive- horrifying blizzard.
This map was originally made for my home game, I usually don't share the ones I make for my own players but I felt like this one was really great and wanted to give you all a crack at it! Originally it included a landed airship and some abandoned bi-planes (My setting is turn of the century themed) I figured I’d make it a bit more accessible but I DID include that version as an alternate in the files!
Don’t just stand there! Try and brace it with something! - Ida Holly
The pressure plate clicked, and the whole party held their breath. Nothing seemed to happen after passing through the dungeon filled with falling rocks, Poison darts, and Swinging logs. All manor of Traps, you, at last, arrived in the lich’s tomb, and yet. Not a trap to be seen.
A full second went by before anyone allowed themselves to think maybe it was safe, Then CRASH! The doors slammed closed and WOOSH! All the braziers alit with flame! Dust and rubble cracked and fell from both walls to your right and left. And the whole room rumbled, deep in the sarcophagus you hear a maniacal, cruel, laugh.
This map I’ve wanted to make for ages, Inspired by the ceiling in Temple of doom and the famous trash compactor in A new hope. A classic adventure trope where the whole landscape turns against you that I think can be executed best through a phased battlemap!
“So we all agree- next time we pull coin for a wagon that can float?” - Ida Holly
"Crown’s Canyon bridge was the only crossing along the river border between the two kingdoms large enough to march trade across- or soldiers. Its collapse would mean passing far far north to the caverns through the mountain or worse the southern lake said to house a horrible monster in its depths.
It’s up to you by orders of the king to protect the bridge from any brigands who may wish to see it reduced to rubble on the river’s bed. Unless, of course, you are willing to hear out their offers."
I think anyone who makes phased maps is required by law to make a bridge collapse map. Haha. I wanted to play with color on this one and make it feel really vibrant, Also water is probably one of my favorite things to animate with phased maps.
If you ran this map what would you make the cause of the collapse? Explosives? An earthquake spell?
“Just a little snack, guys!” - Ida Holly
“The market attracts people from all over the kingdom, From well outside the city's walls, to come and view its lights and splendors and spend their precious coin. Listen, they came to lose the coin I don't think they’d much mind HOW they go about losing it. Call it a charitable donation to the poor and impoverished peoples of the city.
Just remember the plan. Snatch it and run down the alley, If the guards keep up we swing the crane. If somehow that doesn't slow’m down enough just get up on the rooftops. What could go wrong!”
This map was me NEMESIS. I worked on it for 5 days straight, right up until I'm posting it now. Really it's 9 distinct maps, Each with this semi-isometric perspective, I wanted to give the alleyways a sense of depth and keep climbing and running on rooftops a possibility for the chase. But boy oh boy don't think I’ll do something like THIS again. I still really love how it turned out, and I think phased maps have a lot to offer for chase rules encounters which are rare as it is. Chaser, or chase’ee I think all good TTRPG games should include a solid chase scene!
“The Gates to the hells open first within us, then around us” - Ida Holly
"We have grown so used to the security of our towers, castles, and stone walls. Humans flocked to their cities and watched waves of soldiers smash against these shields. But the arch-devils claim power over the souls corrupted by evil, living and dead alike. And evil exists within, no stone wall can be built around the soul.
The trouble is they can only shape an evil soul to their bidding that they can reach. and evil souls have enjoyed the security of the living world from their would-be tormentors.
But that has changed. The first arch-devil arrived and each corrupted soul shone like a beacon, a source of power, and each source of power a potential gate. And while they cannot reap the souls of the pure-
they can burry a pitchfork into them, And that's just as good."
Trying something a little different this time. This is more of a map series of 4 maps, Farm, Village, Coastal pier, and City Gates. I imagine this being a sort of frantic moving from place to place defending what you can while more and more of these gates open up. Or perhaps spreading them out over the course of a campaign as the rifts become more frequent.
“Nothing in this world is predictable but taxes and tides.” - Ida Holly
“It’s not abnormal for the Tides to flood the canals. But with the coming festival, the kingdom has put forth efforts to slow the flooding as the city fills with merchants. The canals are packed with more gondolas than ever when something shook below the waves.
An island, on the back of a massive creature, rose from below the tides outside of town and displaced an inordinate amount of water rushing into the gullies and canals all across the city! And with it all manner of beasts of the sea.”
I was really inspired by the yearly flooding in Venice when making this map. because there is something incredibly evocative about the sinking of such a beautiful place. I'm so proud of this map, I really think it's some of the best work I’ve ever done!
“Druidic magic has always confused me. I suppose I don’t understand how something like a beehive is considered natural where something like a house is not.” - Ida Holly
The wedding celebration was in full swing. Music, Food, two families becoming one. The Druidic covens and the royal houses uniting and settling the years-long conflict between nature and civilization was cause for celebration of itself.
But before the union can be considered official the Druidic father required one last challenge of the humans. And with a wave of his staff, a massive twisting maze grew just beyond the reception.
This map is another map it hopes can be a non-combat encounter. Something players use their skills for more than battle! Each phase changes the layout of the maze in small ways; they impact the route in larger ways. And each is still solvable from one side to the other!
“It is the most peculiar thing that a creature 5 times my size would be so easily distraught. Who among the gods I wonder decided that the noble horse should be a prey animal.” - Ida Holly
“The beating hoofs of the stallion could trample an adult man to death, But a simple thunder wave spell sends it sprinting full speed away. Even a well-trained horse can get spooked and now what was a simple encounter with a group of roadside bandits has devolved into a highspeed chase all the while attempting to calm the panicking party steed before it flings us all down into the river!”
This map includes a variant with a Horseless Carriage featured as part of my book Ida’s Guide to Worlds Beyond Our Own. However, the setting is more advanced than the average dnd so I decided it best to include a be-horsed Carriage. Both are in the folder however if you have Model T’s in your setting. Haha.
“Did I say I wanted to explore the oceans? In that? Uh- I think that's a misquote.” - Ida Holly, Who definitely said she wants to explore the ocean.
It is the pleasure of the Submersible Integration Nautical Keepers corporation to announce our latest and most effective magical artifice! The Greater apparatus of the Crab, Unlike the 5-person model of ages past the greater apparatus, is capable of any depth, any pressure, an endless air supply, and still has plenty of room for the wife and kids!
S.I.N.K is proud to be the leading artificers guild building bridges between the merfolk and land dwellers! (All S.I.N.K brand Greater apparatus of the crab are in an invitation-only closed alpha, S.I.N.K is not held liable for equipment failure. Consult your cleric to find out if going to the bottom of the ocean is right for you.)
This map is inspired by one of DnD’s silliest magic items, the apparatus of Kwalish. I’ve personally only used it in a game once and only heard of a handful of people who have so I wanted to make a map imagining a GIANT one you could have an entire encounter in. And I mean I make phased maps so I had to make it sink, haha. The last phase imagines it after the water has settled and fully filled the apparatus allowing the encounter to become a struggle to the surface and a good old underwater battle.
Updated: This map now includes a remasted variation with the filters creating the blur removed as well as a full intro campus dungeon as a single map.
“Every little Warforged reaches that age when they ask where they came from.” - Ida Holly
The facility has stood in the heart of Cyre for ages staffed by the greatest mages and Artificers. The laboratory existed long before the creation forges were used to create Warfogred and became one of Cyre’s most important locations For thirty-one years, the creation forges churned out numbers of Warforged through processes only scions of House Cannith fully understand.
Specializing in experimentation and innovation to bring about victory! Surely nothing bad will EVER occur here in Cyre, with such powerful and well-defended Eldritch Machines as these?!
Long live Cyre! Long Live House Cannith!
For this map, I wanted to dive into the Creation Forges and play around with what I think they were like in the peek of their use in Eberron! I was lucky enough to get a bit of advice on the design of the map from Keith Baker himself as woefully there are very few references for what an active Creation Forge was like before they were all destroyed.
“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.
“Abraham Dune, He calls himself “Snake eyes”. He’s a dwarf stricken with the Yuan-Ti’s curse and he runs that place. I need to talk to him. The thing is- The cost of admission is a bit…high for me. Help me and I’ll help you!” ~Ida Holly, During the events of Shrive Débauche
Infante’s Dice is already the unofficial town hall of Tankren. Ruling from up and down the river and draining the town of all their hard-earned chips. And that is made doubly true during the Week-long festival of indulgence that grips the town every year. Shrive Débauche. A high stakes 3 dragon ante with only the best players the world has to offer is held aboard the Riverboat and lit by magnificent magical light and fireworks!
The week leading up to The Tankren Ante is a special event in Tankren. The streets fill with parties, music, and people. Parades go down the River wharf tossing chips and trinkets to applauding crowds. The cultural saying is the week celebration and debauchery is done as a means to cleanse the spirit. The indulgence of gluttony and vice and seen as an act of release. This way the soul is ready to accept whatever fate has in store when the life is placed up for complete reset at the Tankren Ante, The final event of Shrive Débauche.
This map has been in the works for ages and ages. In the end, was about two weeks of daily work. It includes lots more little goodies than most of my maps. All the decks of the Riverboat, It sailing along the docks past a parade. And even a bonus with it out in a swampy river just to really capture the flair. It's also a Primary location for my Book Ida’s Guide and is featured in one of its big encounters! Hopefully, you can find it as inspiring and useful as I did
“These creatures are hardly creatures at all. It feels more true to call them walking disasters.” - Ida Holly.
What horrors slumber in the soil of our world, resting, waiting to reawaken and unleash a new age of chaos? The Tarrasque has attacked this world so many times yet few remember the last, 1000 years pass after each time it falls before it returns to slumber. Generations of beings speak of it, the tales turn to legends turn to myths. And again it is forgotten, and the world becomes complacent and vulnerable.
That is until the Elven envoy arrives at the King's court, with a dire warning.
This map is another Big ol’ boss fight map! I wanted an epic encounter with one of DnD’s most iconic creatures. Since the Tarrasque in 5e is cr 30 it would be almost impossible for a party to actually face one without some incredible outside help, so that led me to think how can you use on in an encounter? The idea for this one is actually less intended for combat and more intended to be a desperate scramble to simply survive as the creature rampages, perhaps buying time for reinforcements or some massive spell to go off. Either way, the battlefield is designed to try and force the players to get creative and move around a lot! I did include an extra phase with a “sleeping” Tarrasque just in case your players surprise you and defeat this legendary foe!
“You want me to go to an Island that moves throughput time. that can only be reached by those who wreck, and can only be escaped by those who know how. I didn't get YOU anything!” - Ida Holly
“it seemed finding something yet unknown was your fate. but fate, she is seldom so kind. Months into your nautical journey you heard murmurings from the crew. Moldo, they said, was the island you couldn't reach without first wrecking your ship.
The place where lost sailors wander in the untamed jungle forever. And isn’t that just the thing about legends? they all come from somewhere.
You washed ashore, the massive wave and the flash of lightning striking a shattered mast still burning into your closed eyes. You attempt to stand… sea water and sand rain from your half-buried body. you look up a climbing island mountainscape and back to the sea to see all around the Timbers of shattered ships you know it id true. And now you’re shipwrecked on Moldo.
This map is inspired by the One-Shot releasing at the same time for the 5$ tier members of my patreon. It’s a survival adventure where the players have to save their crew from a coven of sea hags hiding inside a treasure-filled ship using only what they can steal and scavenge from the ship. The catch is the hags are protected by a 5-mile-long stretch of open ocean guarded by an angry sea monster. Meaning our heroes will have to get pretty creative!
“It came from beyond the stars in the darkness of an eclipse, It drinks blood and offers fame and riches. Oh, and it sings a mean Soulful solo.” - Ida Holly, Field notes from Worlds Beyond our Own.
The Oddities shop holds many artifacts from across the multi-verse. Trinkets collected from the adventures of its eclectic owner and sold to new up-and-comers who wish to explore the many mysteries of this and many other worlds. Truly artifacts have a way of coming into the shop more than leaving it and its role has grown to be more of a museum. One such artifact recently passed hands and ended up here.
A plant, with a mind of its own. Desires and goals. And a single defining craving, Blood.
This map is part of my 4 part October series of horror-themed maps only! Last year the maps were all quite fun so I decided to make it a tradition. This time I’m basing all the maps off of horror movies starting with The little shop of horrors!
“The real monster was the friends we made along the way” - Ida Holly
It’s Alive! The mad wizard screams as the platform is lowered from the blustering storm above. The body crackled with electricity and the flesh golem is complete. The wild-eyed wizard and his companion smile wicked smiles at your party.
“We appreciate your help! And you will be handsomely rewarded- well those of you who survive the first test.”
The minion throws a switch and the creature is released.
This map is the second of my spooktober22 series. All this month my maps will be horror movie themed! I tried to combine all the greatest labs throughout the Frankenstein mythos, the original, bride of, and even young Frankenstein! (The Abby normal brain is referenced on the desk at the bottom!)
Mist Closing In, A 6 Phased battlemap. The players are lost deep in a swamp as an ominous and supernatural mist slowly closes in around them. With muck and water up to the knee and tangles of mangrove roots proving the only surface above the water. And someone or something is lurking… waiting for their moment.
“In the deepest mists, on cold nights in isolated parts of the world it is said the dead can peer through the threshold, and spy upon the world of the living” - Ida Holly, on The Haunted Shallows.
As if being lost and stranded in the Mangrove marsh wasn't bad enough the chill of night creeping in has brought with it a choking mist, for now it hangs low to the water, as if dredging through the muck was too easy, at least now if something jumps out you won't see it coming.
Hopefully it has the decency to make it quick, Dying in the mangrove swamps would be preferable to navigating them half alive.
This map is a variation on an encounter set in my book Ida’s Guide to worlds beyond our own! The world is a fantasy dieselpunk setting and features mechs, called automata. And the players come upon a crew of which is trying to make sport repairs as strange eyes watch in the encroaching mists. You can check out more about this scene and the rest of ida’s guide at balatro.net/lore/#Hauntedshallows
Well of the Golden Serpent: A legendary ruin, once the heart of a great city deep in the jungle. Abandoned and swallowed by overgrowth, only the bravest are said to accept the endless riches the myths promise. Surely without any sort of ironic twist.
“The Serpent god Nisi’Mammo is the patron of green and gifts. Anything you desire can be yours with a visit to her well. But you will forever be changed. Contorted to her likeness forever more.” - Ida Holly, reading ancient writing on the wall of the Well of the Golden Serpent.
Every adventurer has heard the legend, a well the size of a castle whose waters house a giant statue made of pure gold in the shape of a titanic snake - the Golden Serpent. Standing at the edge of the well and asking for eternal wealth is all the price that needs to be paid for more gold than one could carry.
Countless pirates, conquistadors, and adventuring parties have bushwhacked through the jungle in search of the well, and so far, those who return are fewer in number, or forever changed. But the one thing that defines every person who has seen the Well: they will speak nothing of it, no matter how persuasive the questions may be.
This map is made featuring the latest Early Access assets the EA team has gotten to play with, with a Jungle theme! I am very grateful to be among the chosen members to get to experiment with these assets and share them here in first looks with you!
"In the forests of Dolver, there is a city fallen to ruin before its completion, cursed to wait forever for its citizens to return." - Ida Holly.
Everyone perished before completion, building their new kingdom in the unexplored, mysterious pines without discovering the horrors that lurked among the needles. Every citizen either died or vanished, leaving the castle to fall into ruin.
The strange, haunting need to protect its people awoke something in the kingdom. Protective of its citizens who fell before the moat was dug, it lies in wait for their return and grows ever wearier as their homes overgrow and crumble. The castle finally arose when strangers sought to steal from the bones of its people.
As it rose, awakened as an elemental of the ruined kingdom, so too did the citizens. Their skeletons adorned with arms, they returned to defend their home.
“Making it through another year is worthy of celebration. Your birthday for you and the New year for us all!” - Ida Holly
Even adventurers need a break, a festival and celebration now and again. And after a rough year heading off to the capital to watch the local customary magical sphere descend might be just the thing.
This year marks my 3rd year map making,
It's an alternate version of one of my favorite maps, the Deco-city and includes a version without the text, ball, and an isolated ball for your convenience. I'm really grateful for all the patrons who helped support my work this year and going forward, 48 maps a year each with 20+ versions between variations and phases. It's been a huge huge year for me and I’ve never stopped appreciating how lucky I am to do this for a living.
Here's to 2024! Happy new year!
Tidepool Shipwreck, Shattered against the unrelenting surf into the rocks and tidepools, this old wreck is slowly being reclaimed by nature. But for now it has had all manner of creatures and monsters move in and make themselves at home.
“There are those who say man never should sail. That we were born for the land. But exploration is so inherent in us. I’m convinced if there exists a means to venture, we humans will find it.” - Ida Holly
Waking up on the shore buried in a layer of sand. The crew, and more importantly the navigator who can guide you off the island, have gone missing. This island is a tropical paradise but if you don't act quickly it will become your prison.
Looking around you discover tracks. And in the distance you see the ruins of a ship.
It sits nearly on its side. Feet deep in tidepools. A massive cannon-blasted hole marks the entrance along the ship's underside and a welcoming glow of firelight spills over the damp rock-covered island. Inside a collection of eyeballs hang from the barnacle-covered wood. Some even turn to view you as you Approach… Sea hags have made this place their Lair.
This map was originally made for my One-Shot survival adventure Shipwrecked on Moldo. Where the players are trapped on a magical island and their guide- Their only hopes of escape- Is being held captive by Sea Hags! I wanted to explore more kinds of scenes where a shipwreck might feature with the variations and I’m in love with all the ones I came up with! I’m super proud of this collection!
Ruined Elven Kingdom, Driven to madness by the poison smog of invention the elves transformed into monsters. Corrupted, they tore apart their Treetop Castles with their bare hands.
“What happened to this sacred elven grove is horrible. At least In war you fight your enemies. Here the elves went to battle with themselves.” - Ida Holly, On Felshire.
Long have the elven houses sustained themselves on the powers of the feywild. But with the rift between worlds now closed- The fires of invention have become as poison. And just like innovation changes the land, so too has it changed the elves. And in one night the great Kingdom roosted high in the canopy of the elder elms fell to ruin.
What few elves survived the chaos of the feral elves have become refugees, without a home. Never sure if the curse they befell their siblings and turned them to monsters will befall them as well.
This map plays with the fallen kingdom trope, But more a wood elven kingdom roosted high in the trees! And it includes many variations including two straight from a location in my Book Ida’s Guide to Worlds Beyond Our Own. Which is what is described in the flavor text above! Fallen Elves are also one of the Unique Playable variations of existing D&D races from the book with the same history!
Other Variations on this map include the Pre-ruined Kingdom, A Beautiful waterfall, shrine to a river god, an elven Bridge, as well as The tree’s canopy above the Throne room, a Roc’s nest and a big old Redwood Tree Stump!
Page Turner Bookstore, Even in our world there is something about a warmly lit bookstore that is mysterious and magical. Imagine the mystery that can be found in a bookstore in a fantasy world!
“It is my belief that we are simple vessels for hungry spirits, and it is our goal to feed them wonder. And perhaps it’s only me, but there is majesty and splendor in being lost in a book, just as in an adventure.” - Ida Holly.
This map pack contains many variations on the fantasy bookstore to allow all kinds of ways to use it. From a lair of a book hoarding dragon, A magic Item shop, a Hunting lodge, all the way to a spell bound tome that opens a literal portal when read, depicted as a PNG with a transparent hole in the center so the DM can lay the map over any other to show what lies within the book’s portal.
My hope is that Page Turner Bookstore will be the kind of location players will want to visit often to see what matter of chaos is unfolding at the shop. As we all know there is little more dangerous in fantasy roleplaying than messing around with mysterious books.
Ritual Summoning! Calling to planes beyond and pulling creatures into this one. Never once has it been a bad idea! A battle map set in a ruined castle during a forbidden rite with 9 variations!
“Little unknown fact. Most evil summoning rituals are actually just teleportation spells. They just are open for a few moments and the portals are right in the worst possible place. Or best I suppose. Depending on how into monster invasions you are.” - Ida Holly.
Rain pelts the cobblestones as the characters approach the crumbling castle on the hill. The glowing light off the magical circles coloring the falling rain. All round standing astride fallen stones the cultists chant all their voices combining into one horrid hum, a call into the slowly opening window into the other realm.
A call that is returned from the otherside.
This battlemap was originally inspired by the opening scene from Guillermo del Toro’s amazing 2004 Hellboy. One of my absolute favorite movies. The scene where Rasputin opens the portal seemed like it would make for an amazing D&D encounter. And I decided to make a whole series of maps inspired by similar Magical Evil Summonings! Including Calling to the Void, Demonic Resurrections, Eldritch far realms portals, Kraken Waking, And Fairy Circle rites. As well as a repaired version of the castle before it fell to ruin and a Dieselpunk Tank outpost!
City under the Sea! Down deep below is an entire world, Aquatic cultures removed almost completely from the surface world. What dangers lurk for outsiders diving down into the darkness below?
This map pack explores undersea adventures and takes us to a wide array of possible locations from the deepest debts where the world is plunged into darkness, To the Elder Horror steps of R’lyeh. As well as undersea cities inspired by Rapture from Bioshock and Atlantis- From… Atlantis! Among other seafloor locations.
Santa’s workshop! In the heart of the north pole on the banks of an icy river, Santa preps with his elves to deliver new toys to all the good adventurers this year!
“He has many names and takes many forms. Where I’m from he’s Christoph the GIver and hails from the “Jolly Sphere.” - Ida Holly
This map comes in a set of 12 variations! Including the canyon in summer, A desert mine, The Krampus’s Lair, One foggy christmas eve.
This map was made originally for my own home game. The ruined variation was where a very dark dramatic moment happened in the frozen river between one of my players and their BBEG. So I thought “Let's make a santa’s workshop out of this very dark location.
Merry Christmas and happy holidays!
“La Gaviota. Home of the Airship pirates who plague the skies from Prossporo to Daven. But you have to give it to them- Who wouldn't want a hideout that moves!” - Ida Holly.
The heart of the crews is the Covens. The mother matrons set the rules on the Mote here and all crews obey them. They may not have the mustering of our numbers or strength to fight us off but that isn't the point. Their power comes from the pirates, The hags set a rule and the crews all agree, That's the only way La Gaviota stays flying. That's the only way we stay free.
Aint nothing no merchant zep captain, nothing no Royal Areonavy admiral, and nothing no on the outs raff crew can do about it. On this crew mate, We respect the Hags. That or you take the short walk and the long drop to feed the hungry sky.
This map is a little bit of my own lore, The skyport of La Gaviota was invented for my setting Crudilex. It's a Floating Island mote “ruled” by a mysterious Hag called Granny who dotes upon her “Children '' the many superstitious airship pirate crews who call the island home. While it may not be how you choose to use the map I also included loads of variations, A flying Market on the backs of airships, An imperial Raid, The island ablaze, flying over seas, deserts, Two airships battling it out off the side of the island and more
“The baser instincts of humans to fight are so deeply ingrained even in times of absolute peace they still insist on beating each other up.” - Ida Holly
Below the tavern is a large whisky barrel that is actually a false door, behind it is an unused sewer path that leads to a cistern. Drained and rebuilt as its own little fortress the thieves guild had set up a hideout. For years they collected loot and spoils there but eventually had more than they knew what to do with. And so the Pit Fights were created, and what was once a useless cistern became the most popular attraction in the whole city.
It’s become something of a public secret, Hell even the guard captain comes in and bests on the fights off the clock.
This map is my transition to working variant maps into my rotation and not just doing phased maps. My maps generally have a narrative meant to inspire encounters, but I’d like these maps to be more applicable to more situations for DMs to use on the fly!
This map includes the following Variations.
Pit fight, Watching crowd, Thieves Guild Trial, Spot Light, Spikes 1-2, Flooded 1-2, Trash Covered, Collapsed, Beast Cage, and Fire.
Facing the villain who’s evil machinations are nearly complete on top of the very machine they have come to destroy as it’s being built! Dodging chains, sparks, and molten iron in this battlemap!
“The legends of the age of magic say an object with sufficient magic thrown into a Quicksilver Crucible emerges as a fully forged humanoid construct, with designs and purpose nearly identical to the intent of the artifact used in its creation.” - Ida Holly
Pouring molten metal overhead spilling from soot blackened Crucible, Sparks and fire leaping out of cooling casts. The factory hums with life and danger in equal measure. Your party arrives with only minutes perhaps seconds left to spare as the machines of industry make evil artifacts of simple slag.
And from under a shower of sparks your enemy walks, their blade dragging in the ash behind them. Standing between you and the completion of their dark work. Battling over the top of it as it’s constructed.
Be it a Mechanical dragon, a fire giant’s sword, or an army of warforged, this map imagines an ironworks the characters have come to shut down before it completes its task. Having them dodge molten metal and chains and smoke as the doomsday device is constructed around them as the battle rages!
Originally this was imagined as a phased map where the factory is alive, but I elected for variations on the map instead to allow for the widest possible array of things being constructed!
Towering apartments nearly 100 years old stand side by side almost like one massive beautiful building flanking the Canal running through the heart of this Parisian inspired city street.
“Adventurers are rarely called ‘Heroes’ even while they are fighting against evil. I think a big reason for this is the way some behave when left to their own devices in large cities.” - Ida Holly
I have always loved the architecture of Parisian apartment blocks and have felt like they would make an awesome battle map that plays more with verticality. With 10 Variations Busy, Empty, Ablaze, Lowtide, Dead of night, Post apocalyptic, Sinkhole, Cyberpunk (Inspired by Blade Runner), Pridemonth celebration, And Grand Nostridan, A location from my own setting of Crudilex.
Shipwreck Treehouse! Stranded on a remote island this village in the treetops was built out from the ropes and planks of the very vessel that betrayed you.
“Just look at it like a vacation! an extended, forced, no escape, starvation induced… horror filled VACATION!” - Ida Holly
The storm shattered the HMS Lillian against the rocks of the island. And for weeks you collected timber and rope, waiting for the fleet to notice the signal fires. But as time drags on and days march forward it feels more and more likely that there won't be an escape from this island.
So the crew begins to build a life here. Houses first, then bridges, soon leadership, protection, even a market.
Months become years, and somehow the life you left behind fades away. Of all the places and all the people you could have been stranded with, these ain't so bad.
This map is a variation collection with a few different takes. Most inspired by the Swiss family Robinson, Tarzan, Hook. All those good old treehouses. It also includes other variations, Includings An apocalyptic dry ocean outpost, Sky Islands, A treetop village, A waterworld-like floating fortress, a pirate lair, Even a Cyberpunk Ship Breaking yard! And more!
Grand Arena, The stands filled with roaring crowds seeing what sort of surprises the master of the games will put against the characters! Doesn't matter if you survive so long as it’s a good SHOW!
“Of course I find the arena barbaric! This is a flag for a different “Oglore the gladiator destroyer.”... It's a very common name.” - Ida Holly
Pit fights, Races, Sports, and COMBAT! The grand arena is a scene present across all genres! This variation map offers many ideas for challenges, types of games and a handful of alternative settings where you might toss your players into combat to placate their adoring fans!
This map includes the following variants. Grand arena, King of the hill, water challenge and bloodbath. Then we also have Truck rally, Shogun’s Arena, The Ancient ruins and the cyberpunk pit fights. Also a probending arena for those playing the new Avatar TTRPG!
And the Theatre- which if you're a drama kid like me you know is the most deadly arena of all. (The piles of bodies from the dead social lives blocked out the sun)
The Cathedral of the Rose, A primary location that my book Ida's Guide centers around! (And 9 other variations like Cyberpunk, Gate to hell, Weddings, Funerals, a vampire lair and more!)
“A giant rose!? Does it come with GIANT CHOCOLATES!?” - Ida Holly
The Cathedral of the Rose stands as a towering ruin at the heart of the Bramblefen. Its majesty is marred by time and the echo of forgotten prayers lingers in the air. This ancient structure is now overgrown with the relentless embrace of the Bramblefen. Tall spires reach for the suns of crudilex, yet are anchored to the ground by the sinuous vines of the rose.
Inside, the cathedral retains a sense of solemn majesty. Stained glass windows, now cracked and shattered, still showers the space in a kaleidoscope of colors. statues of carved stone stand along the walls, etched with intricate patterns and symbols, perhaps of the faith that once thrived within these walls that is now forgotten by time. The white marble floors are now overgrown with a padding of dirt and tall grass. And the ancient pues are now petrified and blanketed with thick moss.
A heavy aura of reverence still hangs in this place where history and nature have woven together in an eerie dance of beauty and decay.
During my first time in The Glassway, I said, “sell everything? What does that mean?” Then I saw a store that sells stores. So, my first question was answered, and that was the beginning of many, many more. - Ida Holly
A mysterious demi-plane that is an alleyway between worlds. This location is a black market for all manner of strange, alien, and otherworldly beings, who sell and barter all manner of rare items and artifacts not seen anywhere else.
The Glassway is a narrow alley, tightly packed and crowded between looming buildings. Finding your way to The Glassway is a carefully guarded secret. Many outsiders sometimes accidentally get lost in the side streets of a large city and emerge in the Ninoten Loop, or the back door of the bashful Basana Tavern. Only once one has earned the trust of a shopkeep or vendor will the secret to locating the magical market be offered, usually only when they think you may come back for return business.
Also! You can explore the Live Map of the glassway right now at balatro.net/glassway
Clicking anywhere on the map will pull up the lore of the shopkeep or location of that area of the market!
Supplements for TTRPG games are usually about vast cities, or countries, and sometimes, even whole worlds, but Glassway introduces a new concept: what if we took a single street and examined everything about it? What if we met everyone on it, learned every story and visited every single market stall? The goal of The Glassway is to create a vibrant, entertaining hub with lots to explore and uncover, to add spice to the sometimes dreaded “shopping session” by making it more rewarding and suffusing it with more and better roleplay!
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