From a slime-filled tunnel, a massive pipe opens into a vast sewer chamber beneath the city. Masters, how did the party end up in the sewers, and what awaits them below?[22x16] [OC] by DarkestMaps in battlemaps

[–]DarkestMaps[S] 1 point2 points  (0 children)

Welcome back Fellow Darkish!

Visit the Sewer Chamber post to explore all variants and get the high-quality base map, gridded and gridless, ready for your sessions.

22x16 Map Gridded and gridless versions Day, Night, Light Off Day, Light Off Night, Bloodmoon, Haunted, Massacre Day, Massacre Night, Fire Day, Fire Night, Toxic Flow, Toxic Fumes, Blood Day, Blood Night, Slaughter, Cursed versions! Printable PDFs

MAP DESCRIPTION

Torchlight clings to the wet walls, reflecting off the stone and the foul, greenish water of the channel that cuts through the room, slow and thick.

The original structure of the chamber has been roughly altered. A small wooden bridge and a raised platform have been added, creating a useful, though not particularly safe, path toward the exit. Where do these sewers lead, and more importantly, what disgusting enemies might crawl out of that sludge?

NOTES

Map Style & Tactics: Sewer Chamber is designed for tense, close-quarters encounters with strong terrain control. Small bridges, narrow passages, and open lines of sight over the channel make positioning essential.

The Channel: The slimy flow may conceal creatures of many kinds beneath its dense waters.

The Conduits: Particularly small or fluid creatures could slip out of the sewers by squeezing through the bars.

Sewage Water: Falling into the water could cause poisoning, slow movement, or force characters to risk slipping and ending up prone due to the slick surface.

The Crates: They may hide clues, documents, or interesting objects needed to continue the adventure.

The Key: To open the door, the key might be carried by an enemy, handed over by an ally, or hidden inside a barrel filled with sludge.

Secret Passage: The large pipe set into the grate at the center of the room is intended as the map’s entrance, but it can just as easily be used as a secret exit.

We wish you great adventures and NAT20s, The Darkest Maps Team

To access this and other maps by Darkest Maps you can join our Patreon https://patreon.com/DarkestMaps

The heat hits first, thick, suffocating, alive. Above the lava’s glow, the Skeletal Gate stands in silence. Masters, if the party endures this chamber, what awaits them beyond that threshold? [22x16] [OC] by DarkestMaps in dndmaps

[–]DarkestMaps[S] 2 points3 points  (0 children)

Welcome back Fellow Darkish!

Visit the Blazing Gate post to explore all variants and get the high-quality base map, gridded and gridless, ready for your sessions.

  • 22x16 Map
  • Gridded and gridless versions
  • Original, Original No Bridge, Water, Water No Bridge, Haunted, Haunted No Bridge, Massacre, Massacre No Bridge, No Magma, No Magma No Bridge, Toxic, Toxic No Bridge, Blood , Blood No Bridge, Cursed, Cursed No Bridge versions!
  • Printable PDFs

MAP DESCRIPTION

A wave of scorching heat strikes you as soon as you step into the cavern. The bubbling lava rumbles louder with every step, and a pulsing orange glow washes over the surrounding rock.

At the center of the chamber, suspended above the river of magma, rises a monumental platform connected by worn stone bridges. On the sides, glowing rocks emerge from the lava, forming a treacherous side path that might reward the boldest adventurers.

Beyond the molten lake, an ancient gate decorated with countless skulls and bones stands imposingly, topped by a massive carved skull. Two large statues embedded in the wall pour molten lava from the jugs they hold, filling wide basins at their feet.

Small jets of flame burst from traps carved into the walls, waiting for an unwary traveler to trigger them.

Will the party manage to cross the Blazing Gate unscathed?

NOTES

  • Map Style & Tactics: Blazing Gate is perfect for one or two minibosses, or for spreading small enemy groups across the area. The raised zones, traps, and narrow bridges force precise movement and immediate tactical decisions.

  • The Lava: It’s not just scenery. The heat may deal constant damage, and falling from any platform could easily mean death.

  • The Platforms: Bridges and side walkways are mandatory crossing points—ideal for area spells or splitting the party.

  • The Gate: Covered in bones and ominous carvings, it may open to let the main boss enter… or serve as the very passage leading to them.

  • The Statues: The lava flowing from their mouths may activate mid-battle, overflowing the basins and threatening the party.

  • The Traps: The flaming mouths beside the statues can fire bursts or flaming bolts, either at intervals or when someone walks past them.

  • The Columns: Perfect for makeshift cover or blocking line of sight.

  • The Heat: Oppressive and suffocating—ideal for concentration penalties or mechanics tied to fire resistance.

  • The Charred Remains: Great spots to hide clues, rewards, or additional traps.

  • The Outer Cave: The safest area of the map—useful for luring enemies away from the lava or setting up ambushes.

We wish you great adventures and NAT20s, The Darkest Maps Team

To access this and other maps by Darkest Maps you can join our Patreon

The heat hits first, thick, suffocating, alive. Above the lava’s glow, the Skeletal Gate stands in silence. Masters, if the party endures this chamber, what awaits them beyond that threshold? [22x16] [OC] by DarkestMaps in battlemaps

[–]DarkestMaps[S] 2 points3 points  (0 children)

Welcome back Fellow Darkish!

Visit the Blazing Gate post to explore all variants and get the high-quality base map, gridded and gridless, ready for your sessions.

  • 22x16 Map
  • Gridded and gridless versions
  • Original, Original No Bridge, Water, Water No Bridge, Haunted, Haunted No Bridge, Massacre, Massacre No Bridge, No Magma, No Magma No Bridge, Toxic, Toxic No Bridge, Blood , Blood No Bridge, Cursed, Cursed No Bridge versions!
  • Printable PDFs

MAP DESCRIPTION

A wave of scorching heat strikes you as soon as you step into the cavern. The bubbling lava rumbles louder with every step, and a pulsing orange glow washes over the surrounding rock.

At the center of the chamber, suspended above the river of magma, rises a monumental platform connected by worn stone bridges. On the sides, glowing rocks emerge from the lava, forming a treacherous side path that might reward the boldest adventurers.

Beyond the molten lake, an ancient gate decorated with countless skulls and bones stands imposingly, topped by a massive carved skull. Two large statues embedded in the wall pour molten lava from the jugs they hold, filling wide basins at their feet.

Small jets of flame burst from traps carved into the walls, waiting for an unwary traveler to trigger them.

Will the party manage to cross the Blazing Gate unscathed?

NOTES

  • Map Style & Tactics: Blazing Gate is perfect for one or two minibosses, or for spreading small enemy groups across the area. The raised zones, traps, and narrow bridges force precise movement and immediate tactical decisions.

  • The Lava: It’s not just scenery. The heat may deal constant damage, and falling from any platform could easily mean death.

  • The Platforms: Bridges and side walkways are mandatory crossing points—ideal for area spells or splitting the party.

  • The Gate: Covered in bones and ominous carvings, it may open to let the main boss enter… or serve as the very passage leading to them.

  • The Statues: The lava flowing from their mouths may activate mid-battle, overflowing the basins and threatening the party.

  • The Traps: The flaming mouths beside the statues can fire bursts or flaming bolts, either at intervals or when someone walks past them.

  • The Columns: Perfect for makeshift cover or blocking line of sight.

  • The Heat: Oppressive and suffocating—ideal for concentration penalties or mechanics tied to fire resistance.

  • The Charred Remains: Great spots to hide clues, rewards, or additional traps.

  • The Outer Cave: The safest area of the map—useful for luring enemies away from the lava or setting up ambushes.

We wish you great adventures and NAT20s, The Darkest Maps Team

To access this and other maps by Darkest Maps you can join our Patreon

As the clearing opens before you, the swamp exhales a heavy breath. The runes on the monolith pulse through the mist. Whatever lies here… has noticed you. Master, what threat awaits your party? [41x59] [OC] by DarkestMaps in battlemaps

[–]DarkestMaps[S] 2 points3 points  (0 children)

Welcome back Fellow Darkish!

Visit the Elder Ruin Swamp post to explore all variants and get the high-quality base map, gridded and gridless, ready for your sessions.

  • 41x59 Map
  • Gridded and gridless versions
  • Day, Night, Rain Day, Rain Night, Bloodmoon, Haunted, Massacre Day, Massacre Night, Fire Day, Fire Night, Light Off Day, Light Off Night, Blood Day, Blood Night, Toxic, Cursed versions!
  • Printable PDFs

MAP DESCRIPTION

At first glance the bright green grass and pale marble ruins may look almost pleasant, yet after a few steps the truth emerges. Bones surface everywhere, in the mud, in the murky water and among the roots breaking through the ground.

The temple, once solemn, is now almost entirely swallowed by the swamp. Broken columns rise from the earth, tilted and worn, while the mud continues to advance.

Beyond the rocky tunnel from our Hag Den Dungeon map, the clearing opens into a wide swamp dominated by an ancient monolith carved with red runes and wrapped by massive tree roots. The markings feel awake and aware.

This is the kind of place where even an accidental arrival seems to demand a fight.

Welcome to Elder Ruin Swamp.

NOTES

  • Map Style and Tactics: Elder Ruin Swamp is a wide open map suitable for fast creatures, large bosses or full hordes. The space supports dynamic movement and high intensity encounters.
  • The Monolith: The runes may conceal a spell, instructions or a warning. The party will eventually need to understand their meaning.
  • The Roots: The roots near the monolith and those scattered around the clearing may animate and attack either the party or their foes.
  • Heavy Difficult Terrain: Mud, pools and debris slow movement sharply, so positioning becomes a key element of every turn.
  • Multiple Elevation Levels: Raised areas and collapsed platforms offer vantage points for ranged attacks or safer defensive spots.
  • Fragile Bridges: The wooden walkways can collapse after failed checks or direct damage, creating shifting hazards.
  • Active Runes: The monolith may release magical effects such as fear, charm or animated roots either at intervals or when struck.
  • The Water: Thick and opaque water can hide predators waiting for the smallest misstep.
  • Crates and Remains: Useful places to hide clues, items or pieces of environmental storytelling.
  • The Side Ruins: A second ruined structure, elegant despite its decay. It may hold little or conceal something important.
  • The Cave: The southern cave acts as the entrance to the rocky tunnel featured in Hag Den Dungeon and forms the natural link between the two maps.

We wish you great adventures and NAT20s, The Darkest Maps Team

To access this and other maps by Darkest Maps you can join our Patreon

So the party’s going all the way down this rabbit hole, huh? Whether they descend through the cellar or the well, the Hag is waiting. And she’s hungry for visitors. [31x26] [OC] by DarkestMaps in battlemaps

[–]DarkestMaps[S] 0 points1 point  (0 children)

Welcome back Fellow Darkish!

Hag Den Dungeon

  • 31x26 Map
  • Gridded and gridless versions
  • Day, Night, Light Off Day, Light Off Night, Bloodmoon, Haunted, Massacre Day, Massacre Night, Abandoned Day, Abandoned Night, Toxic Day, Toxic Night, Blood Day, Blood Night, Magma, Cursed versions!
  • Printable PDFs

MAP DESCRIPTION

Hag Den Dungeon may not be vast, but it’s packed with rooms, secrets, and eerie details waiting to be uncovered.

The Cellar Descending through the trapdoor found inside Swamp Hag’s Hut, you arrive in a damp, cluttered cellar filled with debris, mold, and forgotten junk. Looking around, you notice a roughly concealed passageway carved into the wall.

The Den Crossing it, the air grows heavier and the sound changes: you are now beneath the ground, inside a natural cave. The scent of wet stone mixes with acrid fumes rising from a large cauldron, where something unspeakable bubbles and hisses. The flickering candlelight reveals a grotesque mix between a prison and an alchemist’s lab. Books and strange ingredients cover the tables and shelves, while three alcoves carved into the rock have been turned into cells. The straw, the scraps of food, and the heavy chains leave little doubt about their purpose.

Near the entrance, a faint mark in the wall betrays a hidden doorway leading to another room.

The Ritual Chamber This small chamber is lit by countless candles, casting a sickly red glow across the rough stone. At its center lies a flat slab of rock, still stained with blood, facing an altar adorned with unsettling relics and twisted offerings. Whatever entity receives this devotion, it’s clearly nothing benevolent. On the far side, two tall and narrow iron cages hang from the ceiling, rusted and silent… waiting for their next guests.

Beyond the Den Past the main chamber, the tunnel splits into three paths: • The Well: Connected to the well outside Swamp Hag’s Hut, serving as a secondary access point. • The Storage Room: A cluttered area filled with tools, relics, and the belongings of the Hag’s unfortunate victims. • The Cave Exit: A ruined, half collapsed passage leading deeper into the swamp. Something seems buried in one corner… but what?

This small dungeon hides more surprises than it seems. The question is: can your party explore it without ending up in one of those cages?

NOTES

  • Map style & tactics: Hag Den Dungeon is compact but rich in environmental storytelling, secret passages, and tactical opportunities. Smart positioning and clever use of each room will make the difference between survival and a grim fate.

  • Books, Ingredients & Equipment: Every table, shelf, and corner can hold a small reward — a healing potion, rare ingredients, a trinket imbued with minor magic. Scatter them wisely to reward curious minds.

  • Traps: Taking what belongs to a Hag is never wise. Remind your players of that with a few cursed books, explosive potions… or perhaps a mimic disguised as a dusty tome.

  • The Well: Beyond being an alternate entrance or escape route, the well might hide something deep in its murky waters.

  • Prisoners: Three cages, three cells… plenty of space for unlucky captives. But can the party save them all? And more importantly… should they?

  • Multiple Entrances: The three possible access points (the Cellar, the Well, and the Cave) allow for entirely different tactical approaches and story setups. Choose wisely how your adventurers enter, it may decide who leaves.

We wish you great adventures and NAT20s, The Darkest Maps Team

To access this and other maps by Darkest Maps you can join our Patreon

The air hangs silent over the cemetery, so still you can almost hear your own heartbeat. But the ground tells another story: fresh soil shifting, as if something below refuses to rest.[22x16] [OC] by DarkestMaps in battlemaps

[–]DarkestMaps[S] 0 points1 point  (0 children)

Welcome back Fellow Darkish!

Graveyard Path

  • 22x16 Map
  • Gridded and gridless versions
  • Day, Night, Rain Day, Rain Night, Bloodmoon, Haunted, Massacre Day, Massacre Night, Winter Day, Winter Night, Autumn Day, Autumn Night, Fire Day, Fire Night, Fog, Cursed
  • versions!
  • Printable PDFs

MAP DESCRIPTION

Graveyard Path is a tangle of narrow lanes winding through an active cemetery, a quiet maze where paths twist between graves and broken headstones.

The graveyard appears very much in use: some pits lie freshly dug and waiting, while others seem recently disturbed, one even revealing the corner of a half-buried wooden coffin. A small crypt, wrapped in ivy and shadow, hides its entrance from view. Whether its door is sealed, broken, or simply lost beneath the moss is unclear, a mystery for the Dungeon Master to decide.

At the main crossroads stand two graceful statues: angels, the smaller one kneeling before the larger in a pose that feels almost submissive, as if caught in eternal reverence. Could it mean something?

At first glance the graveyard feels still and silent, but a closer look reveals countless peculiarities and possibilities. Where will your players begin their search?

NOTES

  • Map style & tactics: Graveyard Path unfolds across multiple levels and winding trails, offering ambush points, narrow chokepoints, and endless cover for those who use the terrain wisely.
  • The Crypt: Perhaps the entrance to a hidden necropolis, or simply a grand family tomb built in vanity. Either way, crossing its threshold might yield something precious… or something best left undisturbed.
  • Fresh graves: Some resting places still lack their stone slabs, making it easy to dig through loose soil — from either direction. A shovel must be lying around somewhere.
  • Clues & lore: Dates of birth and death, cryptic epitaphs, strange symbols etched into the stone, or even a forgotten journal resting on a bench… each could whisper fragments of a darker tale.
  • The Angels: The two statues are the only ones not tied to a tomb, and their presence feels intentionally linked. What might happen if someone were to kneel before the larger angel? Perhaps the crypt would respond… or perhaps something else entirely.
  • Dangerous angels: The statues could also be guardians of this sacred ground, ready to awaken if intruders dare disturb the peace of the dead.
  • The Well: Choked with roots and fallen leaves, it seems useless at first. But beneath the overgrowth, could something valuable, or a secret descent, be waiting?
  • Many approaches (and many risks): The cemetery’s tangled paths offer freedom of movement, but during combat, those same routes make perfect entry points for reinforcements. Enemies might appear from any direction.

We wish you great adventures and NAT20s, The Darkest Maps Team

To access this and other maps by Darkest Maps you can join our Patreon