D&D General Digital Maps for Roll20

Greetings!

In their travels by the fairy realm the adventures come across a lake filled with giant mushrooms. Curiosity gets the better of them and decide to investigate the peculiar flora.

The mushrooms are sweet to the taste, information courtesy of the daring bard who is ready to take the most daring culinary risks.

The bard also grew a pair of deer horns. The party, always willing to have some fun, decide to try all the mushrooms and see what sort of effects they have.

But all their giggling attracts some creatures from the shadows. Will the party be able to fight in this state? And what's the deal with the crystals growing in the lake?

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The days are getting dark, and it's even darker inside the prison. The cold walls torment those sentenced to a lifetime of captivity. Screams can be heard at night, no doubt the product of the inquisitors "interrogating" a prisoner.

This old castle, now repurposed as a prison, is home to some of the worse criminals the North has ever seen. But when the party of adventurers has need of the particular talents of one of them, a plan must be made to break them out of this cold, dreadful place.

Can the adventurers come up with a plan to break the ultimate thief out of solitary? Or will they be too late and the prisoner be no more?

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It's that time of the year again, and the snow is once again falling from the skies. The forests are colder and darker. And some deadly creatures not seen in Summer are starting to come out of their lairs.

The adventurers, on a never-ending journey across the Kingdoms, make their way through the snowy forests. Lucky for them, Winter is just starting and the dangers of the season still haven't made themselves fully present.

Or at least that's what they think. What sort of trouble is waiting for them this time? Can they reach their destination without getting lost?

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The adventurers have earned a well-deserved rest after all their Winter adventures. They enter the inn, the warmth already returning to their bodies.

There's an atmosphere of happiness and relaxation inside. The many guests are enjoying themselves, eating delicious meals and marveling at the awe-inspiring performance of the bard who's playing tonight.

The heroes take their seats, and soon enough a waiter comes to take their orders. While they wait they enjoy each other's company, discussing their latest exploits.

But when the plate is served, it's not food, but a note. It seems someone wants our heroes dead. They look around, trying to find the threat. But will they be able to find the assassin before it's too late?

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In a flash of lightning, a strange pyramid has appeared out of nowhere. With it came chaos and destruction. Soldiers came pouring from inside, scouting the area for any potential threats.

The warriors are dressed in strange clothing, unlike anything seen in the Known World, unlike anything seen in this plane of existence. They speak a tongue none could recognize, but their intentions don't seem good at all.

The adventurers are tasked with repelling the invading advance force. But can they actually do it? Will they figure out from where the invaders are coming from? And what if none in this plane are prepared for a full-scale attack?

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Hidden deep within a cave, a group of people gather to worship an old goddess of Light. Even though the goddess isn't well known, her boons are very powerful. It is said that she can even heal diseases with no known cure.

The adventurers happen upon the cave, by chance, first mistaking the followers for another crazy cult. But soon they are proved wrong.

Unfortunately, the group has been followed. And their enemies want the sacred healing waters all for themselves.

Can the adventurers help defend the underground sanctuary?

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The long road ahead promises a fruitful adventure. Full of opportunities and dreams, the party of adventurers embark on their quest to become the heroes they all want to be.

But not everyone is cut for the adventuring life, and sometimes bad things happen to good people in the midst of the kingdom's forests.

Can these new adventurers survive long enough to see their questing careers take off? Or will they perish to the wilderness' dangers?

Forest Path Vol. 8 26x39

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The adventurers have ventured inside the pyramid. The defense mechanisms have been activated. They have been transported to the center of a maze bigger that seems bigger than the pyramid itself.

But there must be a way out. And despite all the traps that await them, the heroes will try their best to get past all the obstacles and get into the pyramid's control room.

But as soon as they start their journey a sphinx greets them with a series of riddles. Will they be able to give the correct answers? Or will they get chased all around the maze by the deadly sphinx?

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The party of heroes needs to find an old tome of magic that has been lost to time. After many trials and tribulations they have succeeded in finding its location.

The old forgotten library, now in the underground, boasts and ample selection of ancient texts. Some too old to be read. Yet some of them are powerful enough to be in pristine condition. And it's those books that will be key in unlocking the secrets of the sentient artifact of lore that the adventurers need.

But there are still many dangers here, ancient wards and spells that will protect the knowledge held within these halls.

Can the heroes collect the four key books and get their hands on the ancestral tome of forbidden knowledge?

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The journey has led our heroes to the fiery lands of ash and brimstone. The hot lava flows all around. And those not accustomed to the extreme heat will have a hard time passing through here.

A cave lays inside one of the mountains. The cave that our heroes need to go to. Inside they will find treasure that no other adventurer has dared to find.

But before they can explore the mountain they will have to reach it. And the environment wants nothing more than to get rid of the party.

Luckily for the group, the wise wizard is able to conjure up a path of rocks that will aid the rest to pass through safely.

What they don't know is that there are creatures about to come to this place, and they will not be happy to find the adventurers crossing to their lair.

Volcanic Path Vol. 4 52x78

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