Image 1 — Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)
Image 2 — Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)
Image 3 — Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)
Image 4 — Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)

Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)

I’ve started a new project reimagining Lost Mines of Phandelver with a gothic, Castlevania‑inspired tone. Some locations stay close to the original adventure, while others are rebuilt from the ground up to fit the darker atmosphere.

Everything begins with the ambush on the road and the trail that follows it.

Foggy Ambush (24x18)
My rendition of Goblin Ambush. I kept the essential layout intact, with raised areas on both sides and open space for the encounter, but replaced the dead horses with a crashed wagon and skeletal oxen to add tension. The roadside lantern gives a faint warmth that contrasts the mist and might distract players just long enough for the ambush to strike.

Foggy Trail (16x32)
My take on Goblin Trail. A narrow path winding deeper into the woods, layered with fog and shadows. Hidden traps wait along the way, and the lighting helps guide the party forward while keeping the tone eerie and cinematic.

This release marks the start of my Lost Mines of Barovia series — a full gothic reinterpretation of Lost Mines of Phandelver.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gifs), they’re up on my Patreon:

https://patreon.com/dungeonmr

Thanks for taking a look and I appreciate any support of the work.

u/Latter_Tooth3420 — 3 days ago

Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)

I’ve started a new project reimagining Lost Mines of Phandelver with a gothic, Castlevania‑inspired tone. Some locations stay close to the original adventure, while others are rebuilt from the ground up to fit the darker atmosphere.

Everything begins with the ambush on the road and the trail that follows it.

Foggy Ambush (24x18)
My rendition of Goblin Ambush. I kept the essential layout intact, with raised areas on both sides and open space for the encounter, but replaced the dead horses with a crashed wagon and skeletal oxen to add tension. The roadside lantern gives a faint warmth that contrasts the mist and might distract players just long enough for the ambush to strike.

Foggy Trail (16x32)
My take on Goblin Trail. A narrow path winding deeper into the woods, layered with fog and shadows. Hidden traps wait along the way, and the lighting helps guide the party forward while keeping the tone eerie and cinematic.

This release marks the start of my Lost Mines of Barovia series — a full gothic reinterpretation of Lost Mines of Phandelver.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gifs), they’re up on my Patreon:

https://patreon.com/dungeonmr

Thanks for taking a look and I appreciate any support of the work.

u/Latter_Tooth3420 — 3 days ago

Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)

I’ve started a new project reimagining Lost Mines of Phandelver with a gothic, Castlevania‑inspired tone. Some locations stay close to the original adventure, while others are rebuilt from the ground up to fit the darker atmosphere.

Everything begins with the ambush on the road and the trail that follows it.

Foggy Ambush (24x18)
My rendition of Goblin Ambush. I kept the essential layout intact, with raised areas on both sides and open space for the encounter, but replaced the dead horses with a crashed wagon and skeletal oxen to add tension. The roadside lantern gives a faint warmth that contrasts the mist and might distract players just long enough for the ambush to strike.

Foggy Trail (16x32)
My take on Goblin Trail. A narrow path winding deeper into the woods, layered with fog and shadows. Hidden traps wait along the way, and the lighting helps guide the party forward while keeping the tone eerie and cinematic.

This release marks the start of my Lost Mines of Barovia series — a full gothic reinterpretation of Lost Mines of Phandelver.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gifs), they’re up on my Patreon:

https://patreon.com/dungeonmr

Thanks for taking a look and I appreciate any support of the work.

u/Latter_Tooth3420 — 3 days ago
▲ 111 r/dndmaps

Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)

I’ve started a new project reimagining Lost Mines of Phandelver with a gothic, Castlevania‑inspired tone. Some locations stay close to the original adventure, while others are rebuilt from the ground up to fit the darker atmosphere.

Everything begins with the ambush on the road and the trail that follows it.

Foggy Ambush (24x18)
My rendition of Goblin Ambush. I kept the essential layout intact, with raised areas on both sides and open space for the encounter, but replaced the dead horses with a crashed wagon and skeletal oxen to add tension. The roadside lantern gives a faint warmth that contrasts the mist and might distract players just long enough for the ambush to strike.

Foggy Trail (16x32)
My take on Goblin Trail. A narrow path winding deeper into the woods, layered with fog and shadows. Hidden traps wait along the way, and the lighting helps guide the party forward while keeping the tone eerie and cinematic.

This release marks the start of my Lost Mines of Barovia series — a full gothic reinterpretation of Lost Mines of Phandelver.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gifs), they’re up on my Patreon:

https://patreon.com/dungeonmr .

Thanks for taking a look and I appreciate any support of the work.

u/Latter_Tooth3420 — 3 days ago

Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)

I’ve started a new project reimagining Lost Mines of Phandelver with a gothic, Castlevania‑inspired tone. Some locations stay close to the original adventure, while others are rebuilt from the ground up to fit the darker atmosphere.

Everything begins with the ambush on the road and the trail that follows it.

Foggy Ambush (24x18)
My rendition of Goblin Ambush. I kept the essential layout intact, with raised areas on both sides and open space for the encounter, but replaced the dead horses with a crashed wagon and skeletal oxen to add tension. The roadside lantern gives a faint warmth that contrasts the mist and might distract players just long enough for the ambush to strike.

Foggy Trail (16x32)
My take on Goblin Trail. A narrow path winding deeper into the woods, layered with fog and shadows. Hidden traps wait along the way, and the lighting helps guide the party forward while keeping the tone eerie and cinematic.

This release marks the start of my Lost Mines of Barovia series — a full gothic reinterpretation of Lost Mines of Phandelver.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gifs), they’re up on my Patreon:

https://patreon.com/dungeonmr

Thanks for taking a look and I appreciate any support of the work.

u/Latter_Tooth3420 — 3 days ago

Lost Mines of Barovia: Foggy Ambush and Foggy Trail (Gothic Phandelver Reimagining)

I’ve started a new project reimagining Lost Mines of Phandelver with a gothic, Castlevania‑inspired tone. Some locations stay close to the original adventure, while others are rebuilt from the ground up to fit the darker atmosphere.

Everything begins with the ambush on the road and the trail that follows it.

Foggy Ambush (24x18)
My rendition of Goblin Ambush. I kept the essential layout intact, with raised areas on both sides and open space for the encounter, but replaced the dead horses with a crashed wagon and skeletal oxen to add tension. The roadside lantern gives a faint warmth that contrasts the mist and might distract players just long enough for the ambush to strike.

Foggy Trail (16x32)
My take on Goblin Trail. A narrow path winding deeper into the woods, layered with fog and shadows. Hidden traps wait along the way, and the lighting helps guide the party forward while keeping the tone eerie and cinematic.

This release marks the start of my Lost Mines of Barovia series — a full gothic reinterpretation of Lost Mines of Phandelver.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gifs), they’re up on my Patreon:

https://patreon.com/dungeonmr

Thanks for taking a look and I appreciate any support of the work.

u/Latter_Tooth3420 — 3 days ago

The Forgotten Scriptorium — 22×18

Heyya folks,

I’ve got a new map here for you.

It is a small, quiet 22x18 archive that has been left alone for a long time. Sandstone steps lead down into cracked tile floors and still air. Most of the shelves are still standing, with books still lining them where they can. Two long tables sit in the center, covered in dust and scattered parchment. A few desks line the sides, and one looks like someone stepped away mid‑work.

A smaller room sits at the back. This is where a phoenix feather is kept. It no longer burns, but there is still magic left within it. A carved stone saint watches over the space, and the shelves here are better kept and more organized.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gif), they’re up on my Patreon:

patreon.com/dungeonmr

Thanks for taking a look and supporting the work.

u/Latter_Tooth3420 — 5 days ago

The Forgotten Scriptorium — 22×18

Heyya folks,

I’ve got a new map here for you.

It is a small, quiet 22x18 archive that has been left alone for a long time. Sandstone steps lead down into cracked tile floors and still air. Most of the shelves are still standing, with books still lining them where they can. Two long tables sit in the center, covered in dust and scattered parchment. A few desks line the sides, and one looks like someone stepped away mid‑work.

A smaller room sits at the back. This is where a phoenix feather is kept. It no longer burns, but there is still magic left within it. A carved stone saint watches over the space, and the shelves here are better kept and more organized.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gif), they’re up on my Patreon:

patreon.com/dungeonmr

Thanks for taking a look and supporting the work.

u/Latter_Tooth3420 — 5 days ago

The Forgotten Scriptorium — 22×18

Heyya folks,

I’ve got a new map here for you.

It is a small, quiet 22x18 archive that has been left alone for a long time. Sandstone steps lead down into cracked tile floors and still air. Most of the shelves are still standing, with books still lining them where they can. Two long tables sit in the center, covered in dust and scattered parchment. A few desks line the sides, and one looks like someone stepped away mid‑work.

A smaller room sits at the back. This is where a phoenix feather is kept. It no longer burns, but there is still magic left within it. A carved stone saint watches over the space, and the shelves here are better kept and more organized.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gif), they’re up on my Patreon:

patreon.com/dungeonmr

Thanks for taking a look and supporting the work.

u/Latter_Tooth3420 — 5 days ago
▲ 10 r/dndmaps

The Forgotten Scriptorium — 22×18

Heyya folks,

I’ve got a new map here for you.

It is a small, quiet 22x18 archive that has been left alone for a long time. Sandstone steps lead down into cracked tile floors and still air. Most of the shelves are still standing, with books still lining them where they can. Two long tables sit in the center, covered in dust and scattered parchment. A few desks line the sides, and one looks like someone stepped away mid‑work.

A smaller room sits at the back. This is where a phoenix feather is kept. It no longer burns, but there is still magic left within it. A carved stone saint watches over the space, and the shelves here are better kept and more organized.

If you’d like the high‑resolution files, the gridless version, VTT‑ready exports, and the full set of variants (seen in the gif), they’re up on my Patreon:

patreon.com/dungeonmr

Thanks for taking a look and supporting the work.

u/Latter_Tooth3420 — 5 days ago

Drakonist - Wizard Subclass (5.5 edition)

Heyya folks.

I’ve been working on this Wizard subclass for a while now, and I think it’s finally close to balanced. The concept is a wizard who studies dragons as arcane beings. Not their biology, not their elemental breath, but their presence, authority, and the way they shape magic through sheer force of will.

The subclass is built around two draconic philosophies: Chromatic, which is aggressive and dominating, and Metallic, which is protective and commanding.

I would love feedback on balance, clarity, and theme. I am also still deciding on the name. Dracomancer felt too on the nose, since the subclass is not about summoning dragons or using elemental magic. It is more about studying how dragons think and exert influence. I have been using Drakonist as a working title, but I am open to suggestions.

Let me know what you think, as I am genuinely curious.

u/Latter_Tooth3420 — 5 days ago
▲ 89 r/dndmaps

Ashenforge Crucible — 40×40 Duergar Forge Temple (First Floor, Hall of Ashen Vigil)

Heyya folks,

I’ve got a new map here for you. The Ashenforge Crucible is a 40×40 Duergar forge‑temple carved straight into the cavern stone, built for industry, discipline, and the kind of heat that never lets you forget where you are. This is the first floor of the complex, the Hall of Ashen Vigil.

The hall is a long central chamber where every sound carries and where at least one invisible Duergar is probably watching. Barracks line both sides of the main entrance with stone‑built bunks and racks of weapons. The whole place is meant to feel militaristic, functional, and oppressive.

A supply entrance sits on the western side with a cart track running close to it. Across the hall is the intake office where overseers evaluate new workers, root out spies, and decide who is fit for the forges below. A lift here connects upward to the Taskmaster’s Sanctum and downward to the Deep Forge.

In the northeast corner is a communal temple to Laduguer where smiths can rest or pay homage between shifts. The strange flames and cold stone give it a quiet, unsettling reverence. At the back of the hall, a wide stairway descends into the molten levels beneath. That’s the true heart of the Crucible.

Near the supply entrance is a service platform suspended above a massive open crucible. Chains hang everywhere, ready to lower equipment or haul materials. Nothing in Duergar society is decorative, so every chain, plinth, and rune has a purpose. The blue‑lit plinths scattered throughout the hall are psychic wardings meant to sense intruders or escapees.

If you want the full set of files, including the upper Taskmaster’s Sanctum, the lower Deep Forge, high‑resolution versions, gridless files, VTT‑ready exports, and access to a growing library of hundreds of maps and variants, they’re all on my Patreon.

https://patreon.com/dungeonmr

Thanks for taking a look and supporting the work. I release new maps every week, and every bit of support helps me keep building these worlds.

u/Latter_Tooth3420 — 8 days ago

Ashenforge Crucible — 40×40 Duergar Forge Temple (First Floor, Hall of Ashen Vigil)

Heyya folks,

I’ve got a new map here for you. The Ashenforge Crucible is a 40×40 Duergar forge‑temple carved straight into the cavern stone, built for industry, discipline, and the kind of heat that never lets you forget where you are. This is the first floor of the complex, the Hall of Ashen Vigil.

The hall is a long central chamber where every sound carries and where at least one invisible Duergar is probably watching. Barracks line both sides of the main entrance with stone‑built bunks and racks of weapons. The whole place is meant to feel militaristic, functional, and oppressive.

A supply entrance sits on the western side with a cart track running close to it. Across the hall is the intake office where overseers evaluate new workers, root out spies, and decide who is fit for the forges below. A lift here connects upward to the Taskmaster’s Sanctum and downward to the Deep Forge.

In the northeast corner is a communal temple to Laduguer where smiths can rest or pay homage between shifts. The strange flames and cold stone give it a quiet, unsettling reverence. At the back of the hall, a wide stairway descends into the molten levels beneath. That’s the true heart of the Crucible.

Near the supply entrance is a service platform suspended above a massive open crucible. Chains hang everywhere, ready to lower equipment or haul materials. Nothing in Duergar society is decorative, so every chain, plinth, and rune has a purpose. The blue‑lit plinths scattered throughout the hall are psychic wardings meant to sense intruders or escapees.

If you want the full set of files, including the upper Taskmaster’s Sanctum, the lower Deep Forge, high‑resolution versions, gridless files, VTT‑ready exports, and access to a growing library of hundreds of maps and variants, they’re all on my Patreon.

https://patreon.com/dungeonmr

Thanks for taking a look and supporting the work. I release new maps every week, and every bit of support helps me keep building these worlds.

u/Latter_Tooth3420 — 9 days ago

Ashenforge Crucible — 40×40 Duergar Forge Temple (First Floor, Hall of Ashen Vigil)

Heyya folks,

I’ve got a new map here for you. The Ashenforge Crucible is a 40×40 Duergar forge‑temple carved straight into the cavern stone, built for industry, discipline, and the kind of heat that never lets you forget where you are. This is the first floor of the complex, the Hall of Ashen Vigil.

The hall is a long central chamber where every sound carries and where at least one invisible Duergar is probably watching. Barracks line both sides of the main entrance with stone‑built bunks and racks of weapons. The whole place is meant to feel militaristic, functional, and oppressive.

A supply entrance sits on the western side with a cart track running close to it. Across the hall is the intake office where overseers evaluate new workers, root out spies, and decide who is fit for the forges below. A lift here connects upward to the Taskmaster’s Sanctum and downward to the Deep Forge.

In the northeast corner is a communal temple to Laduguer where smiths can rest or pay homage between shifts. The strange flames and cold stone give it a quiet, unsettling reverence. At the back of the hall, a wide stairway descends into the molten levels beneath. That’s the true heart of the Crucible.

Near the supply entrance is a service platform suspended above a massive open crucible. Chains hang everywhere, ready to lower equipment or haul materials. Nothing in Duergar society is decorative, so every chain, plinth, and rune has a purpose. The blue‑lit plinths scattered throughout the hall are psychic wardings meant to sense intruders or escapees.

If you want the full set of files, including the upper Taskmaster’s Sanctum, the lower Deep Forge, high‑resolution versions, gridless files, VTT‑ready exports, and access to a growing library of hundreds of maps and variants, they’re all on my Patreon.

https://patreon.com/dungeonmr

Thanks for taking a look and supporting the work. I release new maps every week, and every bit of support helps me keep building these worlds.

u/Latter_Tooth3420 — 10 days ago

Duergar District | 60×80 Industrial Underdark Battlemap

Heyya folks,

I've got a new map here for ya, and this is a big one. A full Duergar industrial district carved into the stone and built around heat, labor, and constant production. The district covers a full 60×80 area with workshops, barracks, state buildings, and the Overseer’s hall positioned to watch over everything. The overall feel draws from Gracklstugh, and the main thoroughfare is wide enough for Themberchaud to waddle through without slowing down.

The entire district is organized around a lava channel that cuts through the cavern and feeds directly into the open forge yard. That single channel keeps the forges burning at full intensity and gives the whole quarter a heavy atmosphere that fits the disciplined nature of Duergar society. A network of rails runs through the district and creates a clear flow for hauling ore and supplies between the mines and the docks.

There is a steeder enclosure carved down into the stone with a cold blue control light that keeps the mounts from climbing. Several buildings follow the strict state architecture while others show more personal or utilitarian use. One structure has almost been overtaken by glowing fungus and adds a strange bit of color to the space. The southern gate stands as a fortified entry point and the entire district feels ready for full production at any moment.

I put together several variants for this release, including a full interior version of the buildings, heavier industry, and even a version where some sort of demonic or arcane destruction has taken place.

If you want the full set of map formats, including high resolution, gridless, VTT-ready, and all the variants, they are up on my Patreon:

https://patreon.com/dungeonmr

I release new maps every week along with plenty of variants on each map. I hope this one finds a place in your campaign.

u/Latter_Tooth3420 — 17 days ago
▲ 18 r/dndmaps

Duergar District | 60×80 Industrial Underdark Battlemap

Heyya folks,

I've got a new map here for ya, and this is a big one. A full Duergar industrial district carved into the stone and built around heat, labor, and constant production. The district covers a full 60×80 area with workshops, barracks, state buildings, and the Overseer’s hall positioned to watch over everything. The overall feel draws from Gracklstugh, and the main thoroughfare is wide enough for Themberchaud to waddle through without slowing down.

The entire district is organized around a lava channel that cuts through the cavern and feeds directly into the open forge yard. That single channel keeps the forges burning at full intensity and gives the whole quarter a heavy atmosphere that fits the disciplined nature of Duergar society. A network of rails runs through the district and creates a clear flow for hauling ore and supplies between the mines and the docks.

There is a steeder enclosure carved down into the stone with a cold blue control light that keeps the mounts from climbing. Several buildings follow the strict state architecture while others show more personal or utilitarian use. One structure has almost been overtaken by glowing fungus and adds a strange bit of color to the space. The southern gate stands as a fortified entry point and the entire district feels ready for full production at any moment.

I put together several variants for this release, including a full interior version of the buildings, heavier industry, and even a version where some sort of demonic or arcane destruction has taken place.

If you want the full set of map formats, including high resolution, gridless, VTT-ready, and all the variants, they are up on my Patreon:

https://patreon.com/dungeonmr

I release new maps every week along with plenty of variants on each map. I hope this one finds a place in your campaign.

u/Latter_Tooth3420 — 17 days ago

Duergar District | 60×80 Industrial Underdark Battlemap

Heyya folks,

I've got a new map here for ya, and this is a big one. A full Duergar industrial district carved into the stone and built around heat, labor, and constant production. The district covers a full 60×80 area with workshops, barracks, state buildings, and the Overseer’s hall positioned to watch over everything. The overall feel draws from Gracklstugh, and the main thoroughfare is wide enough for Themberchaud to waddle through without slowing down.

The entire district is organized around a lava channel that cuts through the cavern and feeds directly into the open forge yard. That single channel keeps the forges burning at full intensity and gives the whole quarter a heavy atmosphere that fits the disciplined nature of Duergar society. A network of rails runs through the district and creates a clear flow for hauling ore and supplies between the mines and the docks.

There is a steeder enclosure carved down into the stone with a cold blue control light that keeps the mounts from climbing. Several buildings follow the strict state architecture while others show more personal or utilitarian use. One structure has almost been overtaken by glowing fungus and adds a strange bit of color to the space. The southern gate stands as a fortified entry point and the entire district feels ready for full production at any moment.

I put together several variants for this release, including a full interior version of the buildings, heavier industry, and even a version where some sort of demonic or arcane destruction has taken place.

If you want the full set of map formats, including high resolution, gridless, VTT-ready, and all the variants, they are up on my Patreon:

https://patreon.com/dungeonmr

I release new maps every week along with plenty of variants on each map. I hope this one finds a place in your campaign.

u/Latter_Tooth3420 — 17 days ago

Duergar District | 60×80 Industrial Underdark Battlemap

Heyya folks,

I've got a new map here for ya, and this is a big one. A full Duergar industrial district carved into the stone and built around heat, labor, and constant production. The district covers a full 60×80 area with workshops, barracks, state buildings, and the Overseer’s hall positioned to watch over everything. The overall feel draws from Gracklstugh, and the main thoroughfare is wide enough for Themberchaud to waddle through without slowing down.

The entire district is organized around a lava channel that cuts through the cavern and feeds directly into the open forge yard. That single channel keeps the forges burning at full intensity and gives the whole quarter a heavy atmosphere that fits the disciplined nature of Duergar society. A network of rails runs through the district and creates a clear flow for hauling ore and supplies between the mines and the docks.

There is a steeder enclosure carved down into the stone with a cold blue control light that keeps the mounts from climbing. Several buildings follow the strict state architecture while others show more personal or utilitarian use. One structure has almost been overtaken by glowing fungus and adds a strange bit of color to the space. The southern gate stands as a fortified entry point and the entire district feels ready for full production at any moment.

I put together several variants for this release, including a full interior version of the buildings, heavier industry, and even a version where some sort of demonic or arcane destruction has taken place.

If you want the full set of map formats, including high resolution, gridless, VTT-ready, and all the variants, they are up on my Patreon:

https://patreon.com/dungeonmr

I release new maps every week along with plenty of variants on each map. I hope this one finds a place in your campaign.

u/Latter_Tooth3420 — 17 days ago
▲ 87 r/FantasyMaps+3 crossposts

Derro Slums — 28×22 Underdark Battlemap

Heyya folks,

I’ve got another map from the lower reaches of the Underdark, built around the idea of a derro settlement tucked into the base of a canyon beneath a duergar city. The structures are thrown together from scrap and broken stone, the ground scattered with cages, bones, and debris that speaks to how little the derro value anything around them. A foul pool simmers in one corner, and the raised ledges along the edges create natural vantage points for snipers or for anyone watching whatever chaos the derro stir up. Fungal growths and ritual fires give off the only light, so most of the space stays muted and grey.

The map was made with Laduguer’s Furrow in mind, but it works just as well for any subterranean canyon slum, a lawless shantytown, or a desperate settlement clinging to the edges of a hostile environment.

The layout is shaped by scrap structures, broken stone, and small elevation shifts that create the vibe derro are known for. It fits tense infiltration scenes, chaotic street fights, or roleplay encounters where the environment feels just as unstable as the derro themselves. I put together several variants as well. Lava, acid, and a fully flooded version each shift the tone in different ways.

If you want the full set of map formats, including high resolution, gridless, VTT ready, and all the variants, they’re up on my Patreon:

https://patreon.com/dungeonmr

If this map fits your table, take a look at the rest of my work. I release new maps every week and keep a steady rotation of atmospheric variants.

u/Latter_Tooth3420 — 19 days ago
▲ 122 r/FantasyMaps+3 crossposts

Darklake Dock - 28×20 Underdark Pier or Industrial Harbor

Heyya folks,

I’ve got a new Darklake‑side map, and this one leans into the industrial, shadow‑heavy feel you’d expect from duergar strongholds. It’s a rough pier carved into the stone shelf, lanterns throwing just enough light to catch the water while skiffs slip in with ore, contraband, or whatever else is better kept out of sight. The whole place carries that heavy, hardened atmosphere inspired by cities like Gracklstugh, where every trade feels like it has a hidden cost.

Even though it was designed with the Darklake in mind, it can easily serve as a darkened surface‑level industrial dock.

The layout centers on a main pier with a smaller side dock, scattered gear, and an open space shaped by elevation changes and subtle obstacles. It still feels heavy and watched, whether you’re running tense encounters or quiet negotiations. The fires burn, but the darkness never really lifts. I put together several variants as well: faerzress, unlit, a docked skiff, and an ashfall version for a harsher mood.

If you want the full set of map formats, including high‑res, gridless, VTT‑ready, and the variants, they’re up on my Patreon:

https://patreon.com/dungeonmr

If you enjoy this one, consider supporting. I post new maps every week along with extra variants.

u/Latter_Tooth3420 — 21 days ago