u/DarthAvernus

Image 1 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 2 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 3 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 4 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 5 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 6 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 7 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 8 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 9 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 10 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 11 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]
Image 12 — Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]

Jarl's Haven - 50x40 map for those in need of more Icewind Dale [OC][No AI]

Heil og sæl, and welcome to the far North!

Whether it's storm-swept Ruathym, the winter-whipped lakes of Icewind Dale, the northern reaches of Rashemen, land of Berserkers —or the harsh and unforgiving lands beyond the great glacier...

Long nights, illuminated by the aurora borealis. Fierce frost, deep snow, piercing winds—these lands create a unique and distinct breed of people.

On the fringes of civilization, where monsters don't hide from humans, where ancient magic and old gods are still present in memory and blood—dwell warriors and pioneers, quick to anger—but also willing to open their homes and hearts to guests in need... at least until they break the sacred laws of hospitality.

For gallery, description and 72DPI day/night maps in grid/gridless version - visit this free post on Patreon.

For 150DPI 3 variants map - subscribe for free and enjoy the growing collection of maps and lore.

Video presentation on YT.

Map description:

  • In the middle of the rocky, cliff-like coast lies a comfortable and safe bay, where a naust/boathouse with a basin was carved into the rocks to protect the longship from winter storms and ice. The tall structure protects against gusts of wind, also allowing for the hoisting and securing of sails and rigging, as well as for making necessary repairs.
  • Next to the naust/boathouse is the longhouse – a place where the jarl and his most distinguished warriors or relatives live and feast. Only the leader has a separate chamber – the rest sleep in the great hall, on benches that serve as tables during celebrations.
  • Less distinguished members of the household live in a wooden building, in another room of which goats are kept – it's warm, and as for the smell - the goats have somehow become accustomed to it...
  • Jokes aside, the next room is the steam bath – a small, low stone building where a fire heats hot stones, on which hot water is occasionally poured. Then, all you have to do is open the door, run a few steps, and jump into the bay...
  • The buildings are completed by a pantry and a woodshed, as well as a stone wall protecting the household.
  • Stairs carved into the rock lead to a rock platform on which we find two megaliths – the first with a phosphorescent figure representing an ancient deity or demon...
  • And the second, with a circle carved into its center, surrounded by runes. On long winter nights, a greenish light radiates from it – and the shackles visible beneath the megalith reveal that it has other uses...

^(Variant 1: Human offerings)

^(Your party member/favourite NPC was chosen as an offering to long-forgotten demon, kidnapped and shackled to the monolith. Would you stop the ritual and slay the beast?)

^(Variant 2: Odin's sacrifice)

^(To gain wisdom or knowledge you have to endure the fasting and shackles for days - piercing by a spear optional. Useful in grim-themed campaign or just to set the mood for harsh and unforgiving north...)

Adventure hooks:

We Were Bears... or how the people change

In the far north, danger lurks around every corner – so people gather in larger groups, and solitary farms are inhabited by those brave enough to dare – or... Surprise your players, exhausted by their journey through the icy wilderness, with hospitality and a feast that changes slightly in the moonlight...

VARIANT: Lycanthropes does not attack first, bound by rules of hospitability.

Looted and Found

The party searches for an artifact lost in a raid of axe- and shield-wielding sea raiders. The trail leads to the Jarl's residence – will they choose negotiations or take the treasure by force?

Mead, poetry and a path to forgotten world...

Yearly festival gathers the best and most ambitious minstrels, skalds and bards. Only here the tale of Myrkviðr, an enchanted forest is being told - and you yearn to find it's location...

The catch is - only recognized skalds and heroes are allowed to enter. Would you get acces through poetry - or through the trials of steel?

VARIANT: you can use any place/location/artifact as a bait.... err, reward

^(Credits and attribution:)

^(Map created in Dungeon Alchemist, with additional assets.)

^(Great thanks to DA asset uploaders: SAC, Centimar DeVarion, smashbear76, DangerWeasel, OgreSmash, Luminuus and others!)

^(As well as for sketchfab creators: Modbuff, massive-graphisme, nofaced3d, eb78, Studio Lab, kEam, CharlieCatling, Medv3D, Razzhivin_Ivan, Valery. Li, Andrei.D and Tolibjon)

u/DarthAvernus — 1 day ago

Jarl's Haven [50x40] - winter and spring, link to 150DPI maps in description

Heil og sæl, and welcome to the far North!

Whether it's storm-swept Ruathym, the winter-whipped lakes of Icewind Dale, the northern reaches of Rashemen, land of Berserkers —or the harsh and unforgiving Norsca.

Long nights, illuminated by the aurora borealis. Fierce frost, deep snow, piercing winds—these lands create a unique and distinct breed of people.

On the fringes of civilization, where monsters don't hide from humans, where ancient magic and old gods are still present in memory and blood—dwell warriors and pioneers, quick to anger—but also willing to open their homes and hearts to guests in need... at least until they break the sacred laws of hospitality.

For gallery, description and 72DPI day/night maps in grid/gridless version - visit this free post on Patreon.

For 150DPI 3 variants map - subscribe for free and enjoy the growing collection of maps and lore.

Video presentation on YT.

Map description:

  • In the middle of the rocky, cliff-like coast lies a comfortable and safe bay, where a naust/boathouse with a basin was carved into the rocks to protect the longship from winter storms and ice. The tall structure protects against gusts of wind, also allowing for the hoisting and securing of sails and rigging, as well as for making necessary repairs.
  • Next to the naust/boathouse is the longhouse – a place where the jarl and his most distinguished warriors or relatives live and feast. Only the leader has a separate chamber – the rest sleep in the great hall, on benches that serve as tables during celebrations.
  • Less distinguished members of the household live in a wooden building, in another room of which goats are kept – it's warm, and as for the smell - the goats have somehow become accustomed to it...
  • Jokes aside, the next room is the steam bath – a small, low stone building where a fire heats hot stones, on which hot water is occasionally poured. Then, all you have to do is open the door, run a few steps, and jump into the bay...
  • The buildings are completed by a pantry and a woodshed, as well as a stone wall protecting the household.
  • Stairs carved into the rock lead to a rock platform on which we find two megaliths – the first with a phosphorescent figure representing an ancient deity or demon...
  • And the second, with a circle carved into its center, surrounded by runes. On long winter nights, a greenish light radiates from it – and the shackles visible beneath the megalith reveal that it has other uses...

^(Variant 1: Human offerings)

^(Your party member/favourite NPC was chosen as an offering to long-forgotten demon, kidnapped and shackled to the monolith. Would you stop the ritual and slay the beast?)

^(Variant 2: Odin's sacrifice)

^(To gain wisdom or knowledge you have to endure the fasting and shackles for days - piercing by a spear optional. Useful in grim-themed campaign or just to set the mood for harsh and unforgiving north...)

Adventure hooks:

We Were Bears... or how the people change

In the far north, danger lurks around every corner – so people gather in larger groups, and solitary farms are inhabited by those brave enough to dare – or... Surprise your players, exhausted by their journey through the icy wilderness, with hospitality and a feast that changes slightly in the moonlight...

VARIANT: Lycanthropes does not attack first, bound by rules of hospitability.

Looted and Found

The party searches for an artifact lost in a raid of axe- and shield-wielding sea raiders. The trail leads to the Jarl's residence – will they choose negotiations or take the treasure by force?

Mead, poetry and a path to forgotten world...

Yearly festival gathers the best and most ambitious minstrels, skalds and bards. Only here the tale of Myrkviðr, an enchanted forest is being told - and you yearn to find it's location...

The catch is - only recognized skalds and heroes are allowed to enter. Would you get acces through poetry - or through the trials of steel?

VARIANT: you can use any place/location/artifact as a bait.... err, reward

^(Credits and attribution:)

^(Map created in Dungeon Alchemist, with additional assets.)

^(Great thanks to DA asset uploaders: SAC, Centimar DeVarion, smashbear76, DangerWeasel, OgreSmash, Luminuus and others!)

^(As well as for sketchfab creators: Modbuff, massive-graphisme, nofaced3d, eb78, Studio Lab, kEam, CharlieCatling, Medv3D, Razzhivin_Ivan, Valery. Li, Andrei.D and Tolibjon)

u/DarthAvernus — 1 day ago

Jarl's Haven [50x40] - winter and spring [no AI][OC]

Heil og sæl, and welcome to the far North!

Whether it's storm-swept Ruathym, the winter-whipped lakes of Icewind Dale, the northern reaches of Rashemen, land of Berserkers —or the harsh and unforgiving lands beyond the great glacier...

Long nights, illuminated by the aurora borealis. Fierce frost, deep snow, piercing winds—these lands create a unique and distinct breed of people.

On the fringes of civilization, where monsters don't hide from humans, where ancient magic and old gods are still present in memory and blood—dwell warriors and pioneers, quick to anger—but also willing to open their homes and hearts to guests in need... at least until they break the sacred laws of hospitality.

For gallery, description and 72DPI day/night maps in grid/gridless version - visit this free post on Patreon.

For 150DPI 3 variants map - subscribe for free and enjoy the growing collection of maps and lore.

Video presentation on YT.

Map description:

  • In the middle of the rocky, cliff-like coast lies a comfortable and safe bay, where a naust/boathouse with a basin was carved into the rocks to protect the longship from winter storms and ice. The tall structure protects against gusts of wind, also allowing for the hoisting and securing of sails and rigging, as well as for making necessary repairs.
  • Next to the naust/boathouse is the longhouse – a place where the jarl and his most distinguished warriors or relatives live and feast. Only the leader has a separate chamber – the rest sleep in the great hall, on benches that serve as tables during celebrations.
  • Less distinguished members of the household live in a wooden building, in another room of which goats are kept – it's warm, and as for the smell - the goats have somehow become accustomed to it...
  • Jokes aside, the next room is the steam bath – a small, low stone building where a fire heats hot stones, on which hot water is occasionally poured. Then, all you have to do is open the door, run a few steps, and jump into the bay...
  • The buildings are completed by a pantry and a woodshed, as well as a stone wall protecting the household.
  • Stairs carved into the rock lead to a rock platform on which we find two megaliths – the first with a phosphorescent figure representing an ancient deity or demon...
  • And the second, with a circle carved into its center, surrounded by runes. On long winter nights, a greenish light radiates from it – and the shackles visible beneath the megalith reveal that it has other uses...

^(Variant 1: Human offerings)

^(Your party member/favourite NPC was chosen as an offering to long-forgotten demon, kidnapped and shackled to the monolith. Would you stop the ritual and slay the beast?)

^(Variant 2: Odin's sacrifice)

^(To gain wisdom or knowledge you have to endure the fasting and shackles for days - piercing by a spear optional. Useful in grim-themed campaign or just to set the mood for harsh and unforgiving north..).

Adventure hooks:

We Were Bears... or how the people change

In the far north, danger lurks around every corner – so people gather in larger groups, and solitary farms are inhabited by those brave enough to dare – or... Surprise your players, exhausted by their journey through the icy wilderness, with hospitality and a feast that changes slightly in the moonlight...

VARIANT: Lycanthropes does not attack first, bound by rules of hospitability.

Looted and Found

The party searches for an artifact lost in a raid of axe- and shield-wielding sea raiders. The trail leads to the Jarl's residence – will they choose negotiations or take the treasure by force?

Mead, poetry and a path to forgotten world...

Yearly festival gathers the best and most ambitious minstrels, skalds and bards. Only here the tale of Myrkviðr, an enchanted forest is being told - and you yearn to find it's location...

The catch is - only recognized skalds and heroes are allowed to enter. Would you get acces through poetry - or through the trials of steel?

VARIANT: you can use any place/location/artifact as a bait.... err, reward

^(Credits and attribution:)

^(Map created in Dungeon Alchemist, with additional assets.)

^(Great thanks to DA asset uploaders: SAC, Centimar DeVarion, smashbear76, DangerWeasel, OgreSmash, Luminuus and others!)

^(As well as for sketchfab creators: Modbuff, massive-graphisme, nofaced3d, eb78, Studio Lab, kEam, CharlieCatling, Medv3D, Razzhivin_Ivan, Valery. Li, Andrei.D and Tolibjon)

u/DarthAvernus — 1 day ago
▲ 19 r/dndmaps

Jarl's Haven [50x40] - winter and spring, link to 150DPI maps in description

Heil og sæl, and welcome to the far North!

Whether it's storm-swept Ruathym, the winter-whipped lakes of Icewind Dale, the northern reaches of Rashemen, land of Berserkers —or the harsh and unforgiving lands beyond the great glacier...

Long nights, illuminated by the aurora borealis. Fierce frost, deep snow, piercing winds—these lands create a unique and distinct breed of people.

On the fringes of civilization, where monsters don't hide from humans, where ancient magic and old gods are still present in memory and blood—dwell warriors and pioneers, quick to anger—but also willing to open their homes and hearts to guests in need... at least until they break the sacred laws of hospitality.

For gallery, description and 72DPI day/night maps in grid/gridless version - visit this free post on Patreon.

For 150DPI 3 variants map - subscribe for free and enjoy the growing collection of maps and lore.

Video presentation on YT.

Map description:

  • In the middle of the rocky, cliff-like coast lies a comfortable and safe bay, where a naust/boathouse with a basin was carved into the rocks to protect the longship from winter storms and ice. The tall structure protects against gusts of wind, also allowing for the hoisting and securing of sails and rigging, as well as for making necessary repairs.
  • Next to the naust/boathouse is the longhouse – a place where the jarl and his most distinguished warriors or relatives live and feast. Only the leader has a separate chamber – the rest sleep in the great hall, on benches that serve as tables during celebrations.
  • Less distinguished members of the household live in a wooden building, in another room of which goats are kept – it's warm, and as for the smell - the goats have somehow become accustomed to it...
  • Jokes aside, the next room is the steam bath – a small, low stone building where a fire heats hot stones, on which hot water is occasionally poured. Then, all you have to do is open the door, run a few steps, and jump into the bay...
  • The buildings are completed by a pantry and a woodshed, as well as a stone wall protecting the household.
  • Stairs carved into the rock lead to a rock platform on which we find two megaliths – the first with a phosphorescent figure representing an ancient deity or demon...
  • And the second, with a circle carved into its center, surrounded by runes. On long winter nights, a greenish light radiates from it – and the shackles visible beneath the megalith reveal that it has other uses...

^(Variant 1: Human offerings)

^(Your party member/favourite NPC was chosen as an offering to long-forgotten demon, kidnapped and shackled to the monolith. Would you stop the ritual and slay the beast?)

^(Variant 2: Odin's sacrifice)

^(To gain wisdom or knowledge you have to endure the fasting and shackles for days - piercing by a spear optional. Useful in grim-themed campaign or just to set the mood for harsh and unforgiving north...)

Adventure hooks:

We Were Bears... or how the people change

In the far north, danger lurks around every corner – so people gather in larger groups, and solitary farms are inhabited by those brave enough to dare – or... Surprise your players, exhausted by their journey through the icy wilderness, with hospitality and a feast that changes slightly in the moonlight...

VARIANT: Lycanthropes does not attack first, bound by rules of hospitability.

Looted and Found

The party searches for an artifact lost in a raid of axe- and shield-wielding sea raiders. The trail leads to the Jarl's residence – will they choose negotiations or take the treasure by force?

Mead, poetry and a path to forgotten world...

Yearly festival gathers the best and most ambitious minstrels, skalds and bards. Only here the tale of Myrkviðr, an enchanted forest is being told - and you yearn to find it's location...

The catch is - only recognized skalds and heroes are allowed to enter. Would you get acces through poetry - or through the trials of steel?

VARIANT: you can use any place/location/artifact as a bait.... err, reward

^(Credits and attribution:)

^(Map created in Dungeon Alchemist, with additional assets.)

^(Great thanks to DA asset uploaders: SAC, Centimar DeVarion, smashbear76, DangerWeasel, OgreSmash, Luminuus and others!)

^(As well as for sketchfab creators: Modbuff, massive-graphisme, nofaced3d, eb78, Studio Lab, kEam, CharlieCatling, Medv3D, Razzhivin_Ivan, Valery. Li, Andrei.D and Tolibjon)

u/DarthAvernus — 1 day ago

Shou Elder home - Kara-Tur style [20x40][link to 300DPI in description]

Exiles, merchants, and travelers from Kara-Tur—a rich and mysterious continent located far east of Faerûn—have found a safe haven in the cities of Thesk.

Hardworking, intelligent, and keeping to themselves, they quickly became an influential, if somewhat inconspicuous, group.

In their enclaves—districts with their own rules, authorities, and law enforcement—newcomers are closely watched, and being granted an audience with the community leader is a rare honor. Welcome to the abode of one of them—filled with exotic artifacts, unknown magic, and spirits who gaze upon you with judgment...

Gallery, description and 150DPI day/night grid/gridless maps are available for free on Patreon.

Join as a free subscriber to unlock 300DPI variant maps and video introduction.

Map Description:

A rich but not over-the-top home of an influential member of Kara-Tur enclave.

1) The House.

  • The entrance, guarded by terracotta statues (the temptation to create golems from them is hard to resist...).
  • A wide hall with seating for visitors awaiting an audience.
  • The Audience Chamber – with a throne, a low table, and cushions for petitioners. A public and official space, emphasizing the majesty and power of the owner.

To the left of the entrance, we find:

  • The Game Room – with a chessboard in the center and a single pedestal with a sword under the windows.
  • The private chamber of the master of the house, with a bed, an altar dedicated to the patron deity, and a bathroom.

To the right of the entrance, we have an area intended for closer friends:

  • A dining room/tea room (screened from the windows for increased privacy)
  • A private study and an archive.

2) The Garden.

An amateurish mix of mythological elements – we have altars dedicated to the five elements (the Tree is in the center) that affect the ground, we have the yin-yang symbol, and elements of a dry garden from the Zen tradition.

Notice two differently-coloured stepping stones (traps, traps, traps...) and the Fire Altar with just an ash remaining... Something's wrong...

Plot hooks:

Game of Kings, Game of Life

The most obvious of traps/tests – touching a pedestal or chess piece (or even just getting close to it, if your players have already learned healthy paranoia...) leaves one team member at the board, while the rest are transported to its extradimensional version. You have just your players, the enemy - all figures, represented by real-life monsters.

Would you allow your players to bent the rules and decide the game by series of duels?

Alternatives:

-> Normal chess game

-> All players go to extraplanar chessboard

Mouse from the Ashes

You expected phoenix, don't you?

Well... asian phoenix, while respected, does not have the connection with fire like greek/egyptian one. Instead - we have a humble Fire Mouse (chinese Huoshu, japanese hinezumi).

That little mystical creature disappeared - and the owner of the house suspects that the perpetrator may have been from within the Shou community...

When noone can be trusted, the outsiders are the easiest pawn to introduce into the game. Prepare for investigation, politics and plots within a plots... Or just straigt up chase and fight with the thiefs.

An acorn thief

It is said that the golden-leafed tree that stands at the center of the garden blooms once every hundred years—and bears only a single fruit.

The seed from this fruit had been coveted by local druids for years, and after decades of delicate negotiations, they were to obtain it. Meanwhile, someone, or something, slipped past the guardians and guardian spirits and snatched the precious treasure that linked the owner to the family he left behind in Kara-Tur.

Who stole it? Some renegade, rival, a shadow druid... or a humble squirrel?

Let your players negotiate, search and fight!

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Great thanks to DA asset uploaders: DallasRT, SAC, frankdek45, Yomgeon, Colt Seavers and others)

^(Special thanks to) ^(Korea Heritage Service) ^(for sharing impressive sketchfab collection.)

^(Thanks to other sketchfab creators: Shiro Morturn for Terracota Army, Renderedbyzhai for Fantasy Style Tree, local.yany for Koi Fish, Milkshake2002 for his animated Koi Fish)

u/DarthAvernus — 8 days ago
▲ 21 r/dndmaps

Shou Elder home - Kara-Tur style [20x40][link to 300DPI in description]

Exiles, merchants, and travelers from Kara-Tur—a rich and mysterious continent located far east of Faerûn—have found a safe haven in the cities of Thesk.

Hardworking, intelligent, and keeping to themselves, they quickly became an influential, if somewhat inconspicuous, group.

In their enclaves—districts with their own rules, authorities, and law enforcement—newcomers are closely watched, and being granted an audience with the community leader is a rare honor. Welcome to the abode of one of them—filled with exotic artifacts, unknown magic, and spirits who gaze upon you with judgment...

Gallery, description and 150DPI day/night grid/gridless maps are available for free on Patreon.

Join as a free subscriber to unlock 300DPI variant maps and video introduction.

Map Description:

A rich but not over-the-top home of an influential member of Kara-Tur enclave.

1) The House.

  • The entrance, guarded by terracotta statues (the temptation to create golems from them is hard to resist...).
  • A wide hall with seating for visitors awaiting an audience.
  • The Audience Chamber – with a throne, a low table, and cushions for petitioners. A public and official space, emphasizing the majesty and power of the owner.

To the left of the entrance, we find:

  • The Game Room – with a chessboard in the center and a single pedestal with a sword under the windows.
  • The private chamber of the master of the house, with a bed, an altar dedicated to the patron deity, and a bathroom.

To the right of the entrance, we have an area intended for closer friends:

  • A dining room/tea room (screened from the windows for increased privacy)
  • A private study and an archive.

2) The Garden.

An amateurish mix of mythological elements – we have altars dedicated to the five elements (the Tree is in the center) that affect the ground, we have the yin-yang symbol, and elements of a dry garden from the Zen tradition.

Notice two differently-coloured stepping stones (traps, traps, traps...) and the Fire Altar with just an ash remaining... Something's wrong...

Plot hooks:

Game of Kings, Game of Life

The most obvious of traps/tests – touching a pedestal or chess piece (or even just getting close to it, if your players have already learned healthy paranoia...) leaves one team member at the board, while the rest are transported to its extradimensional version. You have just your players, the enemy - all figures, represented by real-life monsters.

Would you allow your players to bent the rules and decide the game by series of duels?

Alternatives:

-> Normal chess game

-> All players go to extraplanar chessboard

Mouse from the Ashes

You expected phoenix, don't you?

Well... asian phoenix, while respected, does not have the connection with fire like greek/egyptian one. Instead - we have a humble Fire Mouse (chinese Huoshu, japanese hinezumi).

That little mystical creature disappeared - and the owner of the house suspects that the perpetrator may have been from within the Shou community...

When noone can be trusted, the outsiders are the easiest pawn to introduce into the game. Prepare for investigation, politics and plots within a plots... Or just straigt up chase and fight with the thiefs.

An acorn thief

It is said that the golden-leafed tree that stands at the center of the garden blooms once every hundred years—and bears only a single fruit.

The seed from this fruit had been coveted by local druids for years, and after decades of delicate negotiations, they were to obtain it. Meanwhile, someone, or something, slipped past the guardians and guardian spirits and snatched the precious treasure that linked the owner to the family he left behind in Kara-Tur.

Who stole it? Some renegade, rival, a shadow druid... or a humble squirrel?

Let your players negotiate, search and fight!

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Great thanks to DA asset uploaders: DallasRT, SAC, frankdek45, Yomgeon, Colt Seavers and others)

^(Special thanks to) ^(Korea Heritage Service) ^(for sharing impressive sketchfab collection.)

^(Thanks to other sketchfab creators: Shiro Morturn for Terracota Army, Renderedbyzhai for Fantasy Style Tree, local.yany for Koi Fish, Milkshake2002 for his animated Koi Fish)

u/DarthAvernus — 8 days ago

Shou Elder home - Kara-Tur style [20x40][link to 300DPI in description]

Exiles, merchants, and travelers from Kara-Tur—a rich and mysterious continent located far east of Faerûn—have found a safe haven in the cities of Thesk.

Hardworking, intelligent, and keeping to themselves, they quickly became an influential, if somewhat inconspicuous, group.

In their enclaves—districts with their own rules, authorities, and law enforcement—newcomers are closely watched, and being granted an audience with the community leader is a rare honor. Welcome to the abode of one of them—filled with exotic artifacts, unknown magic, and spirits who gaze upon you with judgment...

Gallery, description and 150DPI day/night grid/gridless maps are available for free on Patreon.

Join as a free subscriber to unlock 300DPI variant maps and video introduction.

Map Description:

A rich but not over-the-top home of an influential member of Kara-Tur enclave.

1) The House.

  • The entrance, guarded by terracotta statues (the temptation to create golems from them is hard to resist...).
  • A wide hall with seating for visitors awaiting an audience.
  • The Audience Chamber – with a throne, a low table, and cushions for petitioners. A public and official space, emphasizing the majesty and power of the owner.

To the left of the entrance, we find:

  • The Game Room – with a chessboard in the center and a single pedestal with a sword under the windows.
  • The private chamber of the master of the house, with a bed, an altar dedicated to the patron deity, and a bathroom.

To the right of the entrance, we have an area intended for closer friends:

  • A dining room/tea room (screened from the windows for increased privacy)
  • A private study and an archive.

2) The Garden.

An amateurish mix of mythological elements – we have altars dedicated to the five elements (the Tree is in the center) that affect the ground, we have the yin-yang symbol, and elements of a dry garden from the Zen tradition.

Notice two differently-coloured stepping stones (traps, traps, traps...) and the Fire Altar with just an ash remaining... Something's wrong...

Plot hooks:

Game of Kings, Game of Life

The most obvious of traps/tests – touching a pedestal or chess piece (or even just getting close to it, if your players have already learned healthy paranoia...) leaves one team member at the board, while the rest are transported to its extradimensional version. You have just your players, the enemy - all figures, represented by real-life monsters.

Would you allow your players to bent the rules and decide the game by series of duels?

Alternatives:

-> Normal chess game

-> All players go to extraplanar chessboard

Mouse from the Ashes

You expected phoenix, don't you?

Well... asian phoenix, while respected, does not have the connection with fire like greek/egyptian one. Instead - we have a Fire Mouse (chinese Huoshu, japanese hinezumi).

That little mystical creature disappeared - and the owner of the house suspects that the perpetrator may have been from within the Shou community...

When noone can be trusted, the outsiders are the easiest pawn to introduce into the game. Prepare for investigation, politics and plots within a plots... Or just straigt up chase and fight with the thiefs.

An acorn thief

It is said that the golden-leafed tree that stands at the center of the garden blooms once every hundred years—and bears only a single fruit.

The seed from this fruit had been coveted by local druids for years, and after decades of delicate negotiations, they were to obtain it. Meanwhile, someone, or something, slipped past the guardians and guardian spirits and snatched the precious treasure that linked the owner to the family he left behind in Kara-Tur.

Who stole it? Some renegade, rival, a shadow druid... or a humble squirrel?

Let your players negotiate, search and fight!

^(Credits and attribution:)

^(Created in Dungeon Alchemist, with additional assets.)

^(Great thanks to DA asset uploaders: DallasRT, SAC, frankdek45, Yomgeon, Colt Seavers and others)

^(Special thanks to) ^(Korea Heritage Service) ^(for sharing impressive sketchfab collection.)

^(Thanks to other sketchfab creators: Shiro Morturn for Terracota Army, Renderedbyzhai for Fantasy Style Tree, local.yany for Koi Fish, Milkshake2002 for his animated Koi Fish)

u/DarthAvernus — 8 days ago

Friendly Firbolg's Pharmacy [25x30] [links to variants in description]

An inconspicuous path through a deep forest leads you to a clearing – but instead of bushes and thickets, you see a tall building covered in colorful flowers, illuminated by the soft glow of lanterns, an old statue, and a well-kept garden.

What's most surprising is its size. The windows and doors on the ground floor are normal, but those on the second floor (as well as the balustrade) are enormous. Unsure of yourself, you decide to trust the information you've obtained in the village – the ingredient you need MUST be here – and you enter...

^(Sidenote: I'm an old fellow. Firbolgs are still large humanoids for me...)

What's inside:

  • Customer/patients area suitable for most races (with fey curiosities on exposition and comfy resting space)
  • Behind the counter - large space with potions, herbs, scrolls and curiosities. There's a hidden shield and weapon, just in case of some more... troublesome customers.
  • Alchemist lab, with enchanting table, distillers and a sprinkle of magic leafs and ingredients.
  • Herbs and vegetable garden.
  • A statue of unknown deity, with small offerings and candles.

Upstairs you'll find:

  • Living space, with chimney, enormous bed and small library.
  • Roof garden, with some more... exotic and dangerous plants.
  • Gazebo with a rocking chair - for long, calm evenings.

Encounter ideas:

Seeds of Evil: even for a Firbolg dealing with capricious and ever-changing fey realm may be challenging. One of the newest flowers went a little bit overboard... and is now endangering the entire site. A well-armed gardener's help is needed...

Grapes of Wrath: a village nearby is scared of a giant fey that lives so close to them. They managed to hire your party to deal with the problem - and an armed mob follows you with torches and pitchforks... Will you help them destroy the seemingly peaceful enclave - or will you defend the pharmacy from an attack?

Map files:

Grid/Gridless day/night versions in 150DPI are available for free in this Patreon post

300DPI variants and VTT files are available for free subscribers in this post.

^(Credits and attribution:)

^(This map was created in Dungeon Alchemist, with additional assets.)

^(Great thanks for asset uploaders and creators - DallasRT, DangerWeasel, SAC, [DE] SunWatcher, Centimar DeVarion, Tenrouken, smashbear76 and others.)

u/DarthAvernus — 13 days ago

Friendly Firbolg's Pharmacy [25x30] [links to variants in description]

An inconspicuous path through a deep forest leads you to a clearing – but instead of bushes and thickets, you see a tall building covered in colorful flowers, illuminated by the soft glow of lanterns, an old statue, and a well-kept garden.

What's most surprising is its size. The windows and doors on the ground floor are normal, but those on the second floor (as well as the balustrade) are enormous. Unsure of yourself, you decide to trust the information you've obtained in the village – the ingredient you need MUST be here – and you enter...

^(Sidenote: I'm an old fellow. Firbolgs are still large humanoids for me...)

What's inside:

  • Customer/patients area suitable for most races (with fey curiosities on exposition and comfy resting space)
  • Behind the counter - large space with potions, herbs, scrolls and curiosities. There's a hidden shield and weapon, just in case of some more... troublesome customers.
  • Alchemist lab, with enchanting table, distillers and a sprinkle of magic leafs and ingredients.
  • Herbs and vegetable garden.
  • A statue of unknown deity, with small offerings and candles.

Upstairs you'll find:

  • Living space, with chimney, enormous bed and small library.
  • Roof garden, with some more... exotic and dangerous plants.
  • Gazebo with a rocking chair - for long, calm evenings.

Encounter ideas:

Seeds of Evil: even for a Firbolg dealing with capricious and ever-changing fey realm may be challenging. One of the newest flowers went a little bit overboard... and is now endangering the entire site. A well-armed gardener's help is needed...

Grapes of Wrath: a village nearby is scared of a giant fey that lives so close to them. They managed to hire your party to deal with the problem - and an armed mob follows you with torches and pitchforks... Will you help them destroy the seemingly peaceful enclave - or will you defend the pharmacy from an attack?

Map files:

Grid/Gridless day/night versions in 150DPI are available for free in this Patreon post

300DPI variants and VTT files are available for free subscribers in this post.

^(Credits and attribution:)

^(This map was created in Dungeon Alchemist, with additional assets.)

^(Great thanks for asset uploaders and creators - DallasRT, DangerWeasel, SAC, [DE] SunWatcher, Centimar DeVarion, Tenrouken, smashbear76 and others.)

u/DarthAvernus — 13 days ago
▲ 29 r/dndmaps

An inconspicuous path through a deep forest leads you to a clearing – but instead of bushes and thickets, you see a tall building covered in colorful flowers, illuminated by the soft glow of lanterns, an old statue, and a well-kept garden.

What's most surprising is its size. The windows and doors on the ground floor are normal, but those on the second floor (as well as the balustrade) are enormous. Unsure of yourself, you decide to trust the information you've obtained in the village – the ingredient you need MUST be here – and you enter...

^(Sidenote: I'm an old fellow. Firbolgs are still large humanoids for me...)

What's inside:

  • Customer/patients area suitable for most races (with fey curiosities on exposition and comfy resting space)
  • Behind the counter - large space with potions, herbs, scrolls and curiosities. There's a hidden shield and weapon, just in case of some more... troublesome customers.
  • Alchemist lab, with enchanting table, distillers and a sprinkle of magic leafs and ingredients.
  • Herbs and vegetable garden.
  • A statue of unknown deity, with small offerings and candles.

Upstairs you'll find:

  • Living space, with chimney, enormous bed and small library.
  • Roof garden, with some more... exotic and dangerous plants.
  • Gazebo with a rocking chair - for long, calm evenings.

Encounter ideas:

Seeds of Evil: even for a Firbolg dealing with capricious and ever-changing fey realm may be challenging. One of the newest flowers went a little bit overboard... and is now endangering the entire site. A well-armed gardener's help is needed...

Grapes of Wrath: a village nearby is scared of a giant fey that lives so close to them. They managed to hire your party to deal with the problem - and an armed mob follows you with torches and pitchforks... Will you help them destroy the seemingly peaceful enclave - or will you defend the pharmacy from an attack?

Map files:

Grid/Gridless day/night versions in 150DPI are available for free in this Patreon post

300DPI variants and VTT files are available for free subscribers in this post.

^(Credits and attribution:)

^(This map was created in Dungeon Alchemist, with additional assets.)

^(Great thanks for asset uploaders and creators - DallasRT, DangerWeasel, SAC, [DE] SunWatcher, Centimar DeVarion, Tenrouken, smashbear76 and others.)

u/DarthAvernus — 13 days ago

Dive. Seedy bar. Bucket shop.

A place that spells "trouble" through the broken teeth.

If you know what's good for you.... ah, who am I kidding. You're gonna enter anyway.

Run down tavern in Ork Meddowz, an orc suburb of Phent (Thesk), is famous well beyond the region as a place of choice for mercanaries, caravan guards and monster slayers - a den of cheap ale and even cheaper blood.

Insides are warm, albeit not exactly clean. Broken mugs, chewed on bones, spilled ale - a lot of litter covers the old, creaking straw-covered floor.

The furniture is eclectic - the chairs and tables are solid, but show signs of wear and damage (often caused by being used as improvised weapons).
Apart from spontaneous and unorganized fights there's a place for a more organized duels - a large, fenced ring lined with blood-absorbing straw. Crimson stains on the walls are numerous, and the locals took pride in pointing out those caused by them.

Description, NPCs and gallery are available for free on my Patreon

Join as a free subscriber to get access to 150DPI variant maps

^(Credits and attribution:)

^(This map was created in Dungeon Alchemist, with additional assets.)

^(Great thanks for asset uploaders and creators - DallasRT, DangerWeasel, SAC, [DE] SunWatcher and others.)

^(I've used sketchfab models shared under CCA 4.0 - Pigeon 1 and Pigeon 2 by ₦₥₵ ฿₵ and Troll by Vasian-Digital3D.)

u/DarthAvernus — 20 days ago

Dive. Seedy bar. Bucket shop.

A place that spells "trouble" through the broken teeth.

If you know what's good for you.... ah, who am I kidding. You're gonna enter anyway.

Run down tavern in Ork Meddowz, an orc suburb of Phent (Thesk), is famous well beyond the region as a place of choice for mercanaries, caravan guards and monster slayers - a den of cheap ale and even cheaper blood.

Insides are warm, albeit not exactly clean. Broken mugs, chewed on bones, spilled ale - a lot of litter covers the old, creaking straw-covered floor.

The furniture is eclectic - the chairs and tables are solid, but show signs of wear and damage (often caused by being used as improvised weapons).
Apart from spontaneous and unorganized fights there's a place for a more organized duels - a large, fenced ring lined with blood-absorbing straw. Crimson stains on the walls are numerous, and the locals took pride in pointing out those caused by them.

Description, NPCs and gallery are available for free on my Patreon

Join as a free subscriber to get access to 150DPI variant maps

^(Credits and attribution:)

^(This map was created in Dungeon Alchemist, with additional assets.)

^(Great thanks for asset uploaders and creators - DallasRT, DangerWeasel, SAC, [DE] SunWatcher and others.)

^(I've used sketchfab models shared under CCA 4.0 - Pigeon 1 and Pigeon 2 by ₦₥₵ ฿₵ and Troll by Vasian-Digital3D.)

u/DarthAvernus — 20 days ago

Dive. Seedy bar. Bucket shop.

A place that spells "trouble" through the broken teeth.

If you know what's good for you.... ah, who am I kidding. You're gonna enter anyway.

Run down tavern in Ork Meddowz, an orc suburb of Phent (Thesk), is famous well beyond the region as a place of choice for mercanaries, caravan guards and monster slayers - a den of cheap ale and even cheaper blood.

Insides are warm, albeit not exactly clean. Broken mugs, chewed on bones, spilled ale - a lot of litter covers the old, creaking straw-covered floor.

The furniture is eclectic - the chairs and tables are solid, but show signs of wear and damage (often caused by being used as improvised weapons).
Apart from spontaneous and unorganized fights there's a place for a more organized duels - a large, fenced ring lined with blood-absorbing straw. Crimson stains on the walls are numerous, and the locals took pride in pointing out those caused by them.

Description, NPCs and gallery are available for free on my Patreon

Join as a free subscriber to get access to 150DPI variant maps

^(Credits and attribution:)

^(This map was created in Dungeon Alchemist, with additional assets.)

^(Great thanks for asset uploaders and creators - DallasRT, DangerWeasel, SAC, [DE] SunWatcher and others.)

^(I've used sketchfab models shared under CCA 4.0 - Pigeon 1 and Pigeon 2 by ₦₥₵ ฿₵ and Troll by Vasian-Digital3D.)

u/DarthAvernus — 20 days ago

^("This, is a weapon of war. It's made to) ^(kill) ^(your enemy.")

^(Colonel Jack O'Neill, Stargate SG-1, S5.E18 "The Warrior")

72DPI map available on Google Drive

150DPI grid/gridless version available for free subscribers on my Patreon

Coastal battleship, trimaran with a round deck, armour and weapons.

Or, as proper gnome would call it: Armored-floating-war-machine-using-the-power-of-expanding-steam-to-drive-paddle-wheels-for-propulsion-and-armed-with-an-experimental-long-range-cannon-in-a-rotating-turret.

A ship designed for calmer, shallow waters, powered by partially protected paddle wheels. A lot of cogs, gears, bolts and everything that makes the gnome happy.

Also, a proper cannon. With runic powder, provided by Gond's grace.

And... a hot steam dispensing system, with hoses. To... flush out the decks.

IRL inspirations and lore:

  1. A bit obscure, but fascinating piece of naval history: the brainchild of Imperial Russia's admiral Popov, circular coastal battleship Novgorod .

Instead of following the Novgorod scheme I've added a few tweaks - mainly closed, rotating turret inspired by US civil war veteran and participant in first ever battle between modern armored ships - USS Monitor.

For the rest of design - it was a bit of freestyle.

^(Credits and attributions:)

^(Map was created in Dungeon Alchemist, with some additional assets.)

^(Great thanks for DA uploaders and creators - SAC, Centimar DeVarion, DallasRT, DangerWeasel, Vaako and smashbear76.)

^(I've used some assets published under CCA/CC0 on sketchfab - great thanks for: Freepoly org, Satisfaction, Mad_Lobster_Workshop and Virtual Museums of Małopolska)

^(Special nod to couchwarriortv for an idea to use iris window from DA as a gunport.)

u/DarthAvernus — 23 days ago

^("This, is a weapon of war. It's made to) ^(kill) ^(your enemy.")

^(Colonel Jack O'Neill, Stargate SG-1, S5.E18 "The Warrior")

72DPI map available on Google Drive

150DPI grid/gridless version available for free subscribers on my Patreon

Coastal battleship, trimaran with a round deck, armour and weapons.

Or, as proper gnome would call it: Armored-floating-war-machine-using-the-power-of-expanding-steam-to-drive-paddle-wheels-for-propulsion-and-armed-with-an-experimental-long-range-cannon-in-a-rotating-turret.

A ship designed for calmer, shallow waters, powered by partially protected paddle wheels. A lot of cogs, gears, bolts and everything that makes the gnome happy.

Also, a proper cannon. With runic powder, provided by Gond's grace.

And... a hot steam dispensing system, with hoses. To... flush out the decks.

IRL inspirations and lore:

  1. A bit obscure, but fascinating piece of naval history: the brainchild of Imperial Russia's admiral Popov, circular coastal battleship Novgorod .

Instead of following the Novgorod scheme I've added a few tweaks - mainly closed, rotating turret inspired by US civil war veteran and participant in first ever battle between modern armored ships - USS Monitor.

For the rest of design - it was a bit of freestyle.

^(Credits and attributions:)

^(Map was created in Dungeon Alchemist, with some additional assets.)

^(Great thanks for DA uploaders and creators - SAC, Centimar DeVarion, DallasRT, DangerWeasel, Vaako and smashbear76.)

^(I've used some assets published under CCA/CC0 on sketchfab - great thanks for: Freepoly org, Satisfaction, Mad_Lobster_Workshop and Virtual Museums of Małopolska)

^(Special nod to couchwarriortv for an idea to use iris window from DA as a gunport.)

u/DarthAvernus — 23 days ago

^("This, is a weapon of war. It's made to) ^(kill) ^(your enemy.")

^(Colonel Jack O'Neill, Stargate SG-1, S5.E18 "The Warrior")

72DPI map available on Google Drive

150DPI grid/gridless version available for free subscribers on my Patreon

Coastal battleship, trimaran with a round deck, armour and weapons.

Or, as proper gnome would call it: Armored-floating-war-machine-using-the-power-of-expanding-steam-to-drive-paddle-wheels-for-propulsion-and-armed-with-an-experimental-long-range-cannon-in-a-rotating-turret.

A ship designed for calmer, shallow waters, powered by partially protected paddle wheels. A lot of cogs, gears, bolts and everything that makes the gnome happy.

Also, a proper cannon. With runic powder, provided by Gond's grace.

And... a hot steam dispensing system, with hoses. To... flush out the decks.

IRL inspirations and lore:

  1. A bit obscure, but fascinating piece of naval history: the brainchild of Imperial Russia's admiral Popov, circular coastal battleship Novgorod .

Instead of following the Novgorod scheme I've added a few tweaks - mainly closed, rotating turret inspired by US civil war veteran and participant in first ever battle between modern armored ships - USS Monitor.

For the rest of design - it was a bit of freestyle.

^(Credits and attributions:)

^(Map was created in Dungeon Alchemist, with some additional assets.)

^(Great thanks for DA uploaders and creators - SAC, Centimar DeVarion, DallasRT, DangerWeasel, Vaako and smashbear76.)

^(I've used some assets published under CCA/CC0 on sketchfab - great thanks for: Freepoly org, Satisfaction, Mad_Lobster_Workshop and Virtual Museums of Małopolska)

^(Special nod to couchwarriortv for an idea to use iris window from DA as a gunport.)

u/DarthAvernus — 23 days ago