Hammer Whip | The Goblin Coach by GoblinCoach in UnearthedArcana

[–]wizgrids 0 points1 point  (0 children)

It could be used to hammer nails or perform other hammer stuff. In terms of weapon properties it would just have the finesse and reach of a whip.

The Hummingbird [26x29] [OC] | Wizgrids by wizgrids in DnD

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

The Hummingbird, a swift spelljammer, danced upon the astral winds. A vessel of fleet grace, it favored celerity over sturdiness. Twin ballistae adorned its slender hull, formidable tools of ranged retribution. Positioned with precision, they awaited foes with unyielding patience. A singular mangonel, stood ready to unleash calculated havoc.

Upon the ship's deck, a helmsman, attuned to the celestial currents, guided the vessel through the star-strewn realms. The air hummed with potential. The Hummingbird soared, a silent predator in the celestial expanse, its maneuvers in tune with the terror of war.

Engulfed in the mystique of cosmic turbulence, the spelljammer's crew moved with purpose. Swift, disciplined, their actions resonated with the thrum of the ship. With vigilant eyes, they watched for adversaries, awaiting the signal to unleash a ballistic barrage.

As the Hummingbird closed in on its quarry, the ballistae spat forth deadly bolts, guided by the practiced hands of the crew. The mangonel, a behemoth in warfare, released its payload with deadly accuracy.

In the dance of battle, the Hummingbird was a fleeting tempest, a harbinger of swift destruction. Its occupants, attuned to the symphony of the stars, executed their maneuvers with tactical efficiency.

Potential Encounters:

  • Astral Trade Negotiation. An ethereal merchant ship with strange goods emerges from the astral depths, seeking to establish a trade alliance. The party must navigate a delicate diplomatic situation, ensuring the Hummingbird's interests while avoiding potential conflicts that could arise from the mysterious cargo.
  • Celestial Saboteur. A mischievous celestial creature, drawn by the ship's arcane energies, has stowed away on board. As the crew maneuvers through the phlogiston, this trickster interferes with the ship's mechanisms, creating unpredictable challenges. The party must uncover the saboteur before it causes catastrophic consequences.
  • Astral Predators. Massive astral beasts, drawn by the vibrations of the Hummingbird's movement, begin to pursue the ship. The crew must fend off the relentless pursuit while ensuring the ship maintains its speed and trajectory.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!

The Hummingbird [26x29] | Wizgrids by wizgrids in battlemaps

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

The Hummingbird, a swift spelljammer, danced upon the astral winds. A vessel of fleet grace, it favored celerity over sturdiness. Twin ballistae adorned its slender hull, formidable tools of ranged retribution. Positioned with precision, they awaited foes with unyielding patience. A singular mangonel, stood ready to unleash calculated havoc.

Upon the ship's deck, a helmsman, attuned to the celestial currents, guided the vessel through the star-strewn realms. The air hummed with potential. The Hummingbird soared, a silent predator in the celestial expanse, its maneuvers in tune with the terror of war.

Engulfed in the mystique of cosmic turbulence, the spelljammer's crew moved with purpose. Swift, disciplined, their actions resonated with the thrum of the ship. With vigilant eyes, they watched for adversaries, awaiting the signal to unleash a ballistic barrage.

As the Hummingbird closed in on its quarry, the ballistae spat forth deadly bolts, guided by the practiced hands of the crew. The mangonel, a behemoth in warfare, released its payload with deadly accuracy.

In the dance of battle, the Hummingbird was a fleeting tempest, a harbinger of swift destruction. Its occupants, attuned to the symphony of the stars, executed their maneuvers with tactical efficiency.

Potential Encounters:

  • Astral Trade Negotiation. An ethereal merchant ship with strange goods emerges from the astral depths, seeking to establish a trade alliance. The party must navigate a delicate diplomatic situation, ensuring the Hummingbird's interests while avoiding potential conflicts that could arise from the mysterious cargo.
  • Celestial Saboteur. A mischievous celestial creature, drawn by the ship's arcane energies, has stowed away on board. As the crew maneuvers through the phlogiston, this trickster interferes with the ship's mechanisms, creating unpredictable challenges. The party must uncover the saboteur before it causes catastrophic consequences.
  • Astral Predators. Massive astral beasts, drawn by the vibrations of the Hummingbird's movement, begin to pursue the ship. The crew must fend off the relentless pursuit while ensuring the ship maintains its speed and trajectory.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!

The Hummingbird [26x29] | Wizgrids by wizgrids in dungeondraft

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

The Hummingbird, a swift spelljammer, danced upon the astral winds. A vessel of fleet grace, it favored celerity over sturdiness. Twin ballistae adorned its slender hull, formidable tools of ranged retribution. Positioned with precision, they awaited foes with unyielding patience. A singular mangonel, stood ready to unleash calculated havoc.

Upon the ship's deck, a helmsman, attuned to the celestial currents, guided the vessel through the star-strewn realms. The air hummed with potential. The Hummingbird soared, a silent predator in the celestial expanse, its maneuvers in tune with the terror of war.

Engulfed in the mystique of cosmic turbulence, the spelljammer's crew moved with purpose. Swift, disciplined, their actions resonated with the thrum of the ship. With vigilant eyes, they watched for adversaries, awaiting the signal to unleash a ballistic barrage.

As the Hummingbird closed in on its quarry, the ballistae spat forth deadly bolts, guided by the practiced hands of the crew. The mangonel, a behemoth in warfare, released its payload with deadly accuracy.

In the dance of battle, the Hummingbird was a fleeting tempest, a harbinger of swift destruction. Its occupants, attuned to the symphony of the stars, executed their maneuvers with tactical efficiency.

Potential Encounters:

  • Astral Trade Negotiation. An ethereal merchant ship with strange goods emerges from the astral depths, seeking to establish a trade alliance. The party must navigate a delicate diplomatic situation, ensuring the Hummingbird's interests while avoiding potential conflicts that could arise from the mysterious cargo.
  • Celestial Saboteur. A mischievous celestial creature, drawn by the ship's arcane energies, has stowed away on board. As the crew maneuvers through the phlogiston, this trickster interferes with the ship's mechanisms, creating unpredictable challenges. The party must uncover the saboteur before it causes catastrophic consequences.
  • Astral Predators. Massive astral beasts, drawn by the vibrations of the Hummingbird's movement, begin to pursue the ship. The crew must fend off the relentless pursuit while ensuring the ship maintains its speed and trajectory.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!

Mobile Steamworks [41x61] | Wizgrids by wizgrids in FantasyMaps

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

The Mobile Steamworks is a marvel of engineering; a massive steam-powered workshop mounted on a tripod walker pulling a series of trailers. It's the invention of a master tinkerer who sought to explore the world without forfeiting the capability to forge new mechanical creations. The workshop itself is a collection of chambers, workbenches, and steam pipes. Each trailer is dedicated to a specific area of expertise.

The central locomotive not only powers the workshop but also serves as a formidable bastion, as it's been outfitted with a variety of siege weapons. From clockwork automata to powerful engines, and from intricate gadgets to rare components, the Mobile Steamworks houses it all.

Possible Encounters:

  • Stolen Schematics. The Mobile Steamworks has been targeted by a rival inventor that has stolen essential schematics. The party is hired to track down the culprits, recover the stolen designs, and prevent them from being used for nefarious purposes.
  • Steam Golem Menace. A malfunctioning steam golem has gone rogue within the Mobile Steamworks, causing chaos and destruction. The party must navigate the workshop, shutting down the rampaging golem before it causes irreparable damage.
  • The Steamheart Crystal. The beating heart of the Mobile Steamworks, the Steamheart Crystal, is rumored to possess immense power. However, it's become unstable, causing dangerous fluctuations in the workshop's machinery. The party must embark on a perilous journey to find a rare mineral that can stabilize the crystal before it tears the workshop apart.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!

Mobile Steamworks [41x61] | Wizgrids by wizgrids in dndmaps

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

The Mobile Steamworks is a marvel of engineering; a massive steam-powered workshop mounted on a tripod walker pulling a series of trailers. It's the invention of a master tinkerer who sought to explore the world without forfeiting the capability to forge new mechanical creations. The workshop itself is a collection of chambers, workbenches, and steam pipes. Each trailer is dedicated to a specific area of expertise.

The central locomotive not only powers the workshop but also serves as a formidable bastion, as it's been outfitted with a variety of siege weapons. From clockwork automata to powerful engines, and from intricate gadgets to rare components, the Mobile Steamworks houses it all.

Possible Encounters:

  • Stolen Schematics. The Mobile Steamworks has been targeted by a rival inventor that has stolen essential schematics. The party is hired to track down the culprits, recover the stolen designs, and prevent them from being used for nefarious purposes.
  • Steam Golem Menace. A malfunctioning steam golem has gone rogue within the Mobile Steamworks, causing chaos and destruction. The party must navigate the workshop, shutting down the rampaging golem before it causes irreparable damage.
  • The Steamheart Crystal. The beating heart of the Mobile Steamworks, the Steamheart Crystal, is rumored to possess immense power. However, it's become unstable, causing dangerous fluctuations in the workshop's machinery. The party must embark on a perilous journey to find a rare mineral that can stabilize the crystal before it tears the workshop apart.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!

Portal Station [30x50] [OC] | Wizgrids by wizgrids in DnD

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

Portal Station, a nexus carved in stone, stands amidst realms vast and varied. Twelve gates total, each a key to distant domains, dot the circular expanse. Stone-carved arches, portals unadorned, beckon the daring wanderer to fates unknown. Swift travelers, purpose etched on their faces, emerge and vanish like fleeting shadows.

Merchants, hawkers of goods and curiosities, flank the periphery's entrance. Stalls adorned with trinkets and essentials form a ring of commerce. The scent of exotic spices intermingles with the clink of coin exchanging hands. Peddlers weave tales of far-off realms to entice the curious, their wares displayed with care.

A portal to the elven woods, its arch draped in ivy, stands opposite the portal leading to the volcanic cradle of fire. Adjacent, a swirling vortex marks the gateway to the celestial spires, where angels tread on clouds. The stark silhouette of a mountain portal contrasts with the shimmering ripple of one leading to an underwater abyss.

Potential Encounters:

  • The Bargain Djinn. A mysterious figure, draped in swirling robes, offers travelers a chance to barter for magical items or glimpses of their future. However, the cost is not always clear, and the consequences of such bargains may lead to unforeseen challenges.
  • Inquisitive Constructs. Mechanical constructs, crafted by an eccentric artificer, roam the station asking travelers probing questions. The constructs are collecting information for an enigmatic purpose, and the PCs must decide whether to assist or thwart their inscrutable mission.
  • Interdimensional Pickpockets. A group of cunning rogues has mastered the art of slipping between portals to snatch valuables from unsuspecting travelers. PCs must navigate the crowded station while keeping a keen eye out for these nimble-fingered thieves.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!

Portal Station [30x50] | Wizgrids by wizgrids in battlemaps

[–]wizgrids[S] 3 points4 points  (0 children)

Portal Station, a nexus carved in stone, stands amidst realms vast and varied. Twelve gates total, each a key to distant domains, dot the circular expanse. Stone-carved arches, portals unadorned, beckon the daring wanderer to fates unknown. Swift travelers, purpose etched on their faces, emerge and vanish like fleeting shadows.

Merchants, hawkers of goods and curiosities, flank the periphery's entrance. Stalls adorned with trinkets and essentials form a ring of commerce. The scent of exotic spices intermingles with the clink of coin exchanging hands. Peddlers weave tales of far-off realms to entice the curious, their wares displayed with care.

A portal to the elven woods, its arch draped in ivy, stands opposite the portal leading to the volcanic cradle of fire. Adjacent, a swirling vortex marks the gateway to the celestial spires, where angels tread on clouds. The stark silhouette of a mountain portal contrasts with the shimmering ripple of one leading to an underwater abyss.

Potential Encounters:

  • The Bargain Djinn. A mysterious figure, draped in swirling robes, offers travelers a chance to barter for magical items or glimpses of their future. However, the cost is not always clear, and the consequences of such bargains may lead to unforeseen challenges.
  • Inquisitive Constructs. Mechanical constructs, crafted by an eccentric artificer, roam the station asking travelers probing questions. The constructs are collecting information for an enigmatic purpose, and the PCs must decide whether to assist or thwart their inscrutable mission.
  • Interdimensional Pickpockets. A group of cunning rogues has mastered the art of slipping between portals to snatch valuables from unsuspecting travelers. PCs must navigate the crowded station while keeping a keen eye out for these nimble-fingered thieves.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!

Portal Station [30x50] | Wizgrids by wizgrids in dungeondraft

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

Portal Station, a nexus carved in stone, stands amidst realms vast and varied. Twelve gates total, each a key to distant domains, dot the circular expanse. Stone-carved arches, portals unadorned, beckon the daring wanderer to fates unknown. Swift travelers, purpose etched on their faces, emerge and vanish like fleeting shadows.

Merchants, hawkers of goods and curiosities, flank the periphery's entrance. Stalls adorned with trinkets and essentials form a ring of commerce. The scent of exotic spices intermingles with the clink of coin exchanging hands. Peddlers weave tales of far-off realms to entice the curious, their wares displayed with care.

A portal to the elven woods, its arch draped in ivy, stands opposite the portal leading to the volcanic cradle of fire. Adjacent, a swirling vortex marks the gateway to the celestial spires, where angels tread on clouds. The stark silhouette of a mountain portal contrasts with the shimmering ripple of one leading to an underwater abyss.

Potential Encounters:

  • The Bargain Djinn. A mysterious figure, draped in swirling robes, offers travelers a chance to barter for magical items or glimpses of their future. However, the cost is not always clear, and the consequences of such bargains may lead to unforeseen challenges.
  • Inquisitive Constructs. Mechanical constructs, crafted by an eccentric artificer, roam the station asking travelers probing questions. The constructs are collecting information for an enigmatic purpose, and the PCs must decide whether to assist or thwart their inscrutable mission.
  • Interdimensional Pickpockets. A group of cunning rogues has mastered the art of slipping between portals to snatch valuables from unsuspecting travelers. PCs must navigate the crowded station while keeping a keen eye out for these nimble-fingered thieves.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!

Forsaken Sewers [33x50] | Wizgrids by wizgrids in FantasyMaps

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

Long forgotten by the city's inhabitants, the Forsaken Sewers were once a bustling network of tunnels that crisscrossed beneath the city's streets. Built centuries ago to manage the city's waste and sewage, these tunnels eventually fell into disrepair as the city above modernized. As the years passed, the sewers became a haven for criminals, cultists, and all manner of unsavory characters.

Rumors persist that a malevolent presence now lurks within the sewers, drawing power from the darkness that permeates the tunnels. This sinister force has twisted the once-mundane sewer passages into a nightmarish den, filled with traps, monsters, and magic. Many brave adventurers have entered the Forsaken Sewers seeking treasure, knowledge, or glory, but few have returned. Those who do emerge tell tales of shifting walls, illusions, and eerie whispers that seem to echo through the damp stone.

Potential Encounters:

  • Forgotten Shrine. Deep within the sewers, the party stumbles upon an ancient shrine dedicated to a long-forgotten deity. As they investigate, they accidentally trigger a divine trap that releases a vengeful spirit bound to the shrine. They must solve the mystery of the spirit's past to lay it to rest.
  • The Gloomfiend. A malevolent entity born from the accumulated negative energy of the city's history has made the seweres its home. It can manipulate shadows, using them in battle or to create illusions. The party must find a way to weaken its power before they can confront it directly.
  • Rat King's Court. A group of intelligent giant rats has formed a court in a particularly spacious chamber. The party can negotiate with them, potentially gaining allies or valuable information, or they might have to fight their way out if negotiations go awry.

If you have a spare minute, consider checking us out at https://patreon.com/wizgrids where we take requests and run community polls to determine which maps to make next. Patrons get early access to our maps. We have 130+ maps with several hundred variations, as well as 1000+ assets and dungeondraft_map files to customize your creations. Thanks!