Bugbear Lair – Map

Visit our map index This is a bugbear lair, although it can work as the lair of any other group similar in style, like any goblinoids or orcs. The lair is in a cave under a hill. In the main cave there is a makeshift camp, two stone pillars and a pond, fed by an underground river, the pond’s water slowly filters underground. In the first cave to the right, reachable by stairs, is a small room used as sleeping quarters. The next cave to the right is a hole in the floor, after a short shaft, it doubles back on itself and reaches a cave that the bugbears use for storage, here they keep stolen goods and loot.  At the far end of the cave there is a slave pit, the bugbears have built a palisade to keep slaves and prisoners here, they can eat them later or they…

Guild Hall – Map

Visit our map index This is a map for a guild hall or similar organization. It’s got a social room with bar and kitchens. Next to it are some private rooms for important meetings. Following a short aisle, there is an armory. The last part are the sleeping quarters for the guild members who sleep here. The individual room next to the sleeping quarters is for the guild captain, he also has his own entrance. Outside the main building there is a stable. My mapping ventures are funded through Patreon, It is thanks to people who like my work that I am able to continue mapping and providing RPG original experiences to people all over the world. If you like what I do, consider getting involved and backing me.  What you get is impressive hi-def versions of my maps to be used in your RPG games (these have lower resolution),…

Out of the Abyss guide – Chapter 11 – Gravenhollow

The GUIDE index is here ! This chapter and the next, Tower of vengeance, are designed to pave the way for the rest of the adventure. So far the PC’s have been exploring the underdark for information about the demonic invasion or the means to stop it. Gravenhollow reveals through visions, the nature of the demon lords’ presence in the underdark. The tower of vengeance proposes a course of action that will hopefully put an end to Lolth’s scheme to conquer the layers of the abyss. Most likely the PC’s got the ring from Ghazrim and started the trip to Gravenhollow. The library is by coincidence relatively close to Gauntlgrym. Making the trip back means close to another 40 days of traveling. This is way I suggested in chapter 10 to forget about Faerzress messing up teleportation, alternatively, if no party member has access to this type of magic, a…

Evil wizard’s tower

Visit our map index This is an evil wizard’s tower. The first level only has a permanent levitation circle that can be activated or deactivated by the wizard. It’s his first line of defense since there are no stairs to access the higher levels of the tower. The second level has accommodations and quarters for visitors. There is also a torture room and a cell. They are used constantly by the wizard to keep lab specimens. You can find the wizard’s own quarters in the third level. There is also a den and living room with book cases. The wizard spends his time here, studying and researching magic. The fourth level contains the arcane laboratory. It has everything an evil wizard or necromancer needs to research and try new magic. The last level has a permanent circle of teleportation whose sigil is known only to the wizard. My mapping ventures are…

Town neighborhood map

Visit our map index This is a fast sketch of a town neighborhood. It was originally drawn for a one-shot adventure. It works great for a town outdoors encounter, surrounded by town houses, trees and farms. One of the houses in particular is shown in more detail. Its two levels drawn beside the town map. My mapping ventures are funded through Patreon, It is thanks to people who like my work that I am able to continue mapping and providing RPG original experiences to people all over the world. If you like what I do, consider getting involved and backing me.  What you get is impressive hi-def versions of my maps to be used in your RPG games (these have lower resolution), and the satisfaction of helping the rpg community grow bigger and stronger. Help me get funding and enjoy hi resolution version of all my work. If this option is…

Prison break map – Elven Tower

Visit our map index This the map of a prison, it’s got three levels. The main floor which has a temporary cell, an armory, sleeping quarters for the guards and an office. The second floor which has the prison manager office, the storage room and a balcony. And the prison level which is underground. Areas are separated with cage doors. The first part has a check in desk and quarters for the guards. Also some storage rooms for prisoners possessions. Next, inside the prison proper, there are baths, a dinning room and kitchens. After the last caged area, there are the cells. This area is great for a prison break scenario, whether the PC’s have to break out of jail, or break in to help someone else get out of it. At any given moment there are 3d6 city guards working in the prison. The Prison manager is a seasoned…

Out of the Abyss – Chapter 10 – Mantol-Derith

The GUIDE index is here ! Mantol-Derith is a mad house by the time the PC’s arrive. Something has been cooking in the past few hours before they arrive. The problem came so suddenly that some of the factions in  town are still deciding how to react. The problem is Fraz-Urb’luu’s gem, which has been passing hands and making people crazy. The gem has the power to deceive whoever owns it, the exact nature of the delusion depends on Fraz-Urb’luu’s motivations at the time, or he could be just doing it for fun. In a way, Fraz-Urb’luu is trying to get himself in a position of power. He doesn’t know that if he is released from the gem (by destroying it), he won’t manifest in the material plane but will be sent back to the Abyss (unless you decide otherwise and would rather have a demon encounter with a weakened Fraz-Urb’luu, which is…

Storm King’s Thunder – Session 1

The Heroes’ tale begins ! Follow Stu Stonewhisperer, Ulzu Linbin and Anastasia the Great Bear in their adventures trying to help the world fight the giants. Check out the adventure’s index here. Session 1 – The tragedy of Nightstone Once more there were we, having the usual drink at the usual place. We always sit at the same table, order the same things and stay for the same amount of time. And there I was, humming a heroes’ song, my hands, thick and strong as all dwarves’, caressing a rhythm on an old leather drum on my hip. The smell of ale and farmers’ sweat filled the place with that homely atmosphere of the local tavern. Waterdeep has never been a great thing. It just happened to be where we were working right then. It’s kind of odd how many times the townsfolk needed help with wild wolves attacking stock or the…

Defend the Gate !

Visit our map index I drew this map to be used in an encounter in Storm King’s Thunder. It is used in the “Attack on Bryn Shander” section in chapter 2 (page 41). The setting describes a gate defense encounter versus a group of frost giants who are attacking the town. But there is no map provided in the book. Although it was written for that encounter in particular, this map is useful for any town gate encounter. It’s great for tower-gate defense missions. The doors are 15ft high, they have AC 15, 200 HP and damage threshold of 10. While barred, the gates can only be forced open with a DC28 Strength check. The watch towers are 30ft high, both of them have stairs accesses to climb them, and to connect them to the middle section of the gate. My mapping ventures are funded through Patreon, It is thanks to…

King’s Catacombs – D&D map

Visit our map index One of the projects for this site is to periodically release hand-drawn maps with room descriptions, ready to incorporate and use in mostly any game. This is the map for the king’s catacombs. All stairs descend. Thus having the royal chamber almost 4 stories below the surface. Entrance Hall.- In the center of the room there is a dais with an altar on top. The deity is of the DM’s choosing, according to content. The door on the right is locked (DC 16). Chapel.- There are 10 benches facing a tabernacle. Behind it there is a bas-relief of the family seal. Common catacomb.- There are 7 sarcophagi in this room, two are empty and the rest are currently occupied. The lids are made of unmarked stone, they are very heavy (Strength DC 15 to move). Elders room.- The two sarcophagi in this area are made of sculpted stone,…