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301-303 Kakrut’s Haunted Park

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Adventure Primer This adventure features a Rakshasa named Kakrut. He arrives at Graney village in human form and lures townsfolk to buy magic trinkets from him. These trinkets manipulate people into going to a clearing in the outskirts of town at night. Once there, Kakrut kidnaps these poor souls and adds them to his Haunted Park’s collection. Once the adventurers find out about Kakrut’s evil plans they must go through the portal to access Kakrut’s Haunted Park. Once inside, they have to find information on how to destroy the generators that create the pocket dimension, defeat the Rakshasa, and save the townsfolk. Background Lore Stories and legends are part of the life of big and small cities alike. Such tales of wondrous exploits or abominable horrors are what help common folk dream of great things and fear the unknown. Other stories…

300 The Great Father Tree

The Great Deku Tree! We’re celebrating a big milestone in my writing and illustrating career. This is map #300 in the numbered series. I’m really happy I’ve gotten this far. When I started making maps I never envisioned making so many of them and being the author of so many adventures and interesting locations. So, I decided to goa little over board with this one just for fun and make a kind of Great Deku Tree from the Legend of Zelda series. The “dungeon” is inside of the great tree and has four different levels. The tree is dying from a malignant blight disease but the fey creatures in the forest cannot help because the poison the blight produces kills them instantly. Only a group of valiant warriors who dare enter the great tree to cleanse it can save the day. This adventure is almost double the length of what…

299 Fort Nimbus

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Fort Nimbus is a small fortified settlement located by the border of two kingdoms. It has a bloody history of victories and defeats over the centuries. The fort has fallen to enemy forces four times since it was built. It was later recovered all times. As of now, the fort has had no major encounter for the past six years. But the fragile peace treaties threaten to fail once more. The fort features 40-feet-tall walls, a fortified gatehouse, three watchtowers, and a large fort tower with four scorpions. It is large enough for a maximum garrison of 70-80 soldiers. Area Descriptions 1. Entrance Gate The main gate features wooden double doors. The doors are half a feet thick and reinforced with iron bars. When under attack, the soldiers can also place three wooden bars behind the doors to make it more…

298 Windbreaker

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Background Lore Among humanoid races, elves are considered by many to be the pinnacle of ability. Their long lives allow them to excel in various disciplines and, therefore, achieve wondrous feats. One of the most popular discipline among elves is magic. Elves who become interested in magic have plenty of time to master their skills. Another factor that helps elves become experts is the little rest they need. Unlike humans, they can dedicate much more time in a day to any project, and keep on doing so for years and years. Zalazar and Erwin have always been friends. They were born in Surinen, the city of winds. Surinen is an elf settlement founded in the Plains of the Morning Light. These plains are surrounded by a combination of hills and mountain slopes. This causes Surinen to be bathed with winds and…

297 Lazuli Reach

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Background Lore Lazuli Reach is a small hamlet with approximately ninety permanent residents. However, a transient population of ten to twenty travelers is common at any given day. Lazuli Reach is located a quarter of a mile from a large merchant road. It branches off of it and leads to the Townspeaker’s house. The origin of the hamlet goes back one generation when an underground vein of iron and silver was found near the merchant road. The Red Fang Trading Union saw the opportunity to profit from unquenched reserves and hired people and prospectors to move close to the place to work on a mine. They offered a fair wage and they did not lack for volunteers. People moved a few minutes from the just begun excavation site and started a new life away from the stinky cities to the south.…

295 Red Flower Crossroads

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Background Lore The place where two major merchant roads intersect is often the birthplace of a small settlement or sometimes even a town. Crossroads hamlets appear organically in an unplanned way and grow at the pace of travelers and merchant who frequent that path. The more commerce and travelers the larger the settlement as it becomes a staple in the middle of larger cities and it becomes more desirable to live there. The small hamlet known as Red Flower Crossroad was born when a group of three travelers had to camp out for a month in the wild because one of them had an injured leg. The merchant refused to return to the city until he was well enough to walk on his own. He claimed that going home to the wife in such condition was like admitting a defeat. While…

294 Nestwing Catacomb

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Background Lore The Nestwing Family was an important group in the area a few hundred years ago. The head of the family held a position equivalent to a duke and they were rich, for their time’s standards. The family name disappeared over the years after a few unfruitful marriages and the unfortunate deaths of the last remaining male members of the family. The bloodline continued and they still have descendants to this day but the family name was lost to time. Over the years, the power they once had vanished and nothing remains to this day. A long-forgotten catacomb is the last remaining piece of evidence of the once-powerful family. The catacomb was located under their large estate but nothing remains of it, only the underground chambers of the catacomb. The area is overgrown with plants as nature slowly reclaims the…

293 Apothecary Shop

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Background Lore Everybody knows where to go when things go wrong and sickness takes over. People know they must find Oolin, the apothecary, and get his latest remedy against pretty much anything that afflicts the body and mind. Some used to think that Oolin’s remedies were nothing but a fraud. A trap for the superstitious. A scam for the unwary. Some people got better, others did not. Such is the nature of medicinal aids and remedies. But then, about two months ago, the number of people getting better and overcoming their diseases increased beyond everyone’s expectations. Since then, Oolin’s treatments have solved a lot of people’s problems and now the shop’s popularity is soaring. The apothecary shop is located outside of town near the farmlands. It is a two-story building with a balcony above the main entrance. An irregular stone path…

290 Planetarium

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Background Lore The Underdark is not a hospitable place. Although various races such as Drow, Dwarves, and Svirfneblin have all found their way to inhabit these dark, huge, compounds of caves, the Underdark is a vast land of danger. There is no sunlight nor fresh air to make any flowers bloom. There are no safe spots to sleep or rest either, unless it is a city. And even cities are dangerous as well, for drow and duergar are not the kindest of races to outsiders. One of the facts about the Underdark that causes the most skillful and experienced adventurers tremble is the fear of the unknown. Many uncharted locations in these deep, wicked caves are intimidating to any would-be explorer. Demons and evil creatures dwell in the depths of the Underdark lurking, stalking, ready to creep up on anyone foolish…

291 Guild’s Trials

DON’T FORGET TO VISIT OUR MAP INDEX AND OUR PATREON FUNDING PAGE Background Lore The Broken Hilt Adventurers’ Guild is the place to start for up an coming adventurers and mercenaries. The guild has so many active members that together form a considerable force. If they could act as a single unit they would be a terrific shock unit in times of war and troubles. That is nonsense, however. The guild is a disorganized faction that employs all kinds of people who would never follow orders or give their life for a city unpaid. Such is the nature of adventurers. The guild receives jobs and bounties and then offers these mission to active members. High-raking individuals within the organization have the privilege of access to high pay bounties. As contracts are less profitable, they are handed down to newer members. A new member could go days or weeks without an available contract. But…