The Chantry of Desecration – isometric map for D&D

Here’s a simple isometric map for you to use should you need a spooky, desecrated church in any horror-themed Dungeons & Dragons adventure. I intentionally skipped drawing details in the rooms on the floor plans. Treat it as a blank canvas to fill with whatever creepy things you can come up with!

In my own campaign I plan to use the Chantry of Desecration as a non-combat encounter. A place where atrocious deeds have been committed in the past, but where remnant energies still linger.

Here’s a link to download the map!

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The Deepwood Lodge logger’s camp

I made this map for a short horror adventure I ran with my players. Deepwood Lodge is a logger’s camp and lumber mill located along the river in the the outskirts of Deepwood. The adventure was inspired by horro movies such as The Thing and Dawn of the Dead. It all started when a fungus infected, zombie-like lumberjack came floating down the river all tangled up in a timber raft, crashing into Fourtower Bridge.

The adventurers were tasked by Majken the cleric to investigate a remote logger’s camp called the Deepwood Lodge, about a day’s march upstream. At the scene they discovered the lumberjacks had been infected by some type of necrotic fungi, killing them and reviving them as undead.

I might write out the full adventure at some point, but as for now I don’t have an active InDesign subscription so that will have to wait. Until then, please feel free to use the maps with your own gaming group.

Maps of the logging camp:

I have prepared two maps for you. The first map has a legend to fit into the Fourtower Bridge campaign environment. The other map is without legend (and I have removed the dead body laying on the ground), so you can modify it to fit your own campaign. Both are free for personal use. Click the links below to download the maps as .png image files.

Overland map of Fourtower Bridge and its surroundings
An overland map of the Fourtower Bridge campaign environment

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The infernal monolith – isometric dungeon room

”Deep in the bowels of this forsaken labyrinth stands a strange monolith adorned with blasphemous runes. The stone whispers ancient curses in maddened voices. Its language is that of the Abyss – infernal and sacrilegious.”

Just a little bit of “dungeon dressing”. I’m imagining the monolith to be somewhat sentinent, so a player character with the right knowledge can communicate with it. Initially it would be very helpful and provide sound advice, but sooner or later it would require something in return. How far will the players go to please the monolith? What would they be willing to pay?

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The Spudfield Good Girl – free D&D adventure

The Spudfield Good Girl is a free two-page adventure for use with Dungeons & Dragons. It was made with the B/X edition of the rules from 1981, but can easily be adapted to any edition of the game.

The adventure is meant for a party of low level (1-3) adventurers but can be adjusted for higher level play by introducing tougher enemies. If you choose to make the adventure harder you should consider increasing rewards/treasure as appropriate.

The Spudfield Good Girl is a fantasy adventure with light horror elements, but nothing too gruesome.

Download the adventure

The Spudfield Good Girl - click iamge to download free pdf
Click image to download the adventure in pdf-format

Adventure background

Conrad and Eliza Spudfield and their five well-mannered children are in need of adventurers. Two days ago, when Eliza was about to bring up some potatoes from the root cellar under their kitchen she spotted a monster! An undead abomination peered at her from the shadows. She quickly escaped up into the kitchen and slammed the hatch shut. Eliza heard growling from below, and then everything went silent.

Conrad bolted the hatch securely and just to be safe they moved their large cupboard onto it. They need adventurers to go down the hatch and dispose of the monster so that they can gain access to their food supply or there will be no spuds for the children trickin’ and treatin’ on Olde Hallow’s Eve.

Free to download for personal use

The adventure is completely free to download and print for personal use with your gaming group. Please do not re-publish the adventure without my written consent. You may never sell copies of this adventure.

Would you like to translate this adventure?

Some of my previous adventures have been translated by other gamers to their native languages (for example Italian and Portuguese). Please reach out to me if you’d like to translate The Spudfield Good Girl into your own native language and I can provide you with the source material. E-mail me at niklas@wistedt.net.

In loving memory of Doris

This adventure is dedicated to the best friend I’ve ever had, who I miss so dearly. You were such a good girl.

In loving memory of Doris 2010-2020

More from my world

The Spudfield Good Girl is set in my own little campaign world, next to the small settlement of Fourtower Bridge. Fourtower Bridge is a town module that is also free to download, and can be used together with the adventure to provide more context for the player characters. Click here to read more about Fourtower Bridge and to download the module.

Support my work – buy me a Ko-fi (if you want)

Let me be very clear: the content on this website is free for personal use, and it will stay that way. That said, I sometimes get questions if there’s any way to support my work. If you insist on giving me a tip my Ko-Fi account is https://ko-fi.com/pathspeculiar. This will make me very happy, but is not expected!

The Ghoulshaft – ancient desert crypts

Barzoum – or the “Ghoulshaft” is an infamous dungeon located off the Opal trail, deep in the Blacksand region of the Ossuan desert.

The tombs of depraved aristocracy

A place of great evil, the ancient burial place of Barzoum is constructed vertically and descends almost a mile into the black earth. Here rests sleepless the souls and corpses of the depraved and murderous noblemen, priests and necromancers of the old Koparan empire. The minds and acts of the Koparan aristocracy was wicked beyond comprehension during the years of the empire, and their ill deeds finally led to the destruction of the great city Amun-Shar – the jewel of the east and the capital of the empire.

The Ghoulshaft today

Over the centuries, the surface structures of Barzoum have withered and crumbled in the strong desert winds. Left are only gaping mouths, and winding stairs descend into the inky blackness of below. Alcove-tombs pepper the walls, some contain monetary as well as occult treasure. Others contain curses and undead abominations. While some of the alcoves are shallow and houses only a single grave, others stretch further into the desert bedrock forming vast catacomb labyrinths. An example of such a catacomb is the SVART GRIFT, or “Black Grave” of the dread necromancer Khamul.

Explore more peculiar places:

Please go to sleep, Arthur Cobblesworth – one-page dungeon adventure

“The eccentric, but rather successful, merchant Arthur Cobblesworth died a few months ago and was buried in his mausoleum. Since then there have been reports of Arthur “howling like a bloody banshee” during dark nights. The townsfolk are afraid that Mr. Cobblesworth will wake the other dead in the cemetery, and want the player characters to go and put him to sleep again.”

Please go to sleep, Arthur Cobblesworth is a free one-page dungeon adventure by Niklas Wistedt. It can be used with any early version (or modern clone) of the classic fantasy roleplaying game.

Download the adventure pdf

Please go to sleep, Arthur Cobblesworth is free to download and print for personal use, but please do not publish it online or in print without written consent by the author.

2-page variant

Version 1.1 of the adventure includes a second page with an unkeyed map and illustration of the mausoleum.

Support my work – buy me a Ko-fi (if you want)

Let me be very clear: the content on this website is free for personal use, and it will stay that way. That said, I sometimes get questions if there’s any way to support my work. If you insist on giving me a tip my Ko-Fi account is https://ko-fi.com/pathspeculiar. This will make me very happy, but is not expected!

The Haunted Cloister – Free dungeon module for fantasy roleplaying games

The Haunted Cloister is a short (3 pages) module containing a three level dungeon map, a short background and a random table of curse effects. It is not a fully detailed adventure, and there is lots of opportunity for the referee to add her own ideas to the dungeon.

What happened in the monastery?

The monastery is located in a secluded mountain area. It was the monastic home of the monks of the chalice. A century ago a disguised hag snuck a curse into the well of prayers, bringing doom to the cloister.

Today, the darkened halls echo with ghastly whispers. The monks haunt the monastery as vengeful apparitions.

No one goes here – treasure may still be found.

Download the Haunted Cloister pdf

The Haunted Cloister is free to download and print for personal use, but please do not publish it online or in print without written consent by the author.

Support my work – buy me a Ko-fi (if you want)

Let me be very clear: the content on this website is free for personal use, and it will stay that way. That said, I sometimes get questions if there’s any way to support my work. If you insist on giving me a tip my Ko-Fi account is https://ko-fi.com/pathspeculiar. This will make me very happy, but is not expected!

Vertical Underground Necropolis Map

I’m working on some kind of conceptual framework/campaign environment for my fantasy-horror themed dungeon maps. I wanted an environment where maps like Arcane Chambers and SVART GRIFT could be placed without feeling out of context.

The idea is an ancient civilization obsessed with death, digging deep into the earth to reach their dark god, and then committing mass suicide in order to be “blessed” with the breath of undeath. A huge necropolis filled with absolute horrors and blasphemy.

Background

In ancient times, this civilization was flourishing, and its realm was vast, centered on what today is a putrid swamp. Its scholars and magi and warriors were unmatched, and the people were living in prosperity. But the civilization drew to it the attention of the arch-demon ABZU ABYZOU, a necrotic duke of Hell.

Slowly, ABZU ABYZOU mainpulated people of all castes. Initially small cults started to form among the poor, but within decades the demon’s whispers reached the nobles and even the mighty Czar. Worship of the demon came with great rewards for those who submitted themselves, and ABZU ABYZOU demanded little tribute of its followers. At first.

It took several generations before the arch demon decided to take the next step of its plan. Natural disasters struck the lands: storms and drought and great fires. Insect swarms ravaged the fields and villages and even the capital. And the demon whispered salvation into the ears of his followers, and convinced them that they needed to take shelter within the earth itself. So they dug.

The great excavation

An entire civilization relocated from a now barren surface into the sheltering depths of the earth. It was an incredible achievement by its architects and labourers, even considering they got infernal assistance. During the great excavation, the teachings of ABZU ABYZOU became more grim. While the darkness of below might provide shelter, it is not a place for human life. You should bury the dead, not the living. And so slowly the absurdity of undeath became less absurd. After years in the darkness, the people did not only consider unlife, they yearned for it. Anything to relieve the pain and melancholy of a life devoid of the light of the sun, the wind in the branches and the memory of a gentle spring rain. They had become obsessed with the thought of death and dying. It manifested in everything – art, architecture, magic and worship.

They were ready to die, and to rise again immortal.

The night of relief

So came the night of the great turning. A ritual mass suicide orchestrated by the priests of the Ashen Basilika, the Czar Necromancer and the members of the Grand Council. When a bleak sun rose over the Wraithbog, ten thousand ghouls and ghasts rose in the necropolis below it.

This is still just early thoughts, notes and sketches, but thought I should share it so you can follow my trail of ideas from the start.

I will probably not develop this with any specific game system in mind, but needless to say it would fit most OSR-games, or the grim darkness of artpunky MÖRK BORG.

This is not so much a map as a mindmap, and absolutely not to scale!

Abutment of the Nephrite Walkway – isometric map

The city of Amun-Shar, “The jewel of the East” was once the pinnacle of human splendor. It was the cultural capital of the eastern continents and envied by kings and queens and emperors and tsars of all other realms. The great spires of Amun-Shar carried libraries of vast knowledge – science and magicks alike. Its nobles were rich beyond comprehension, and the bustling bazaars were filled with everything any man could ever desire.

But the nobles grew arrogant, as they so often do.

A caste-system started to evolve as the nobles, encouraged by the (just as rich) priesthood, began to regard their wealth not as a reward from the gods but as evidence of their own divinity. And so they rose, and built a city on top of the city to never come in contact with the rabble of ordinary people. They built “The Nephrite Walkway” – a sprawling system of jade-adorned bridges connecting the many noble towers and spires of the city. Now they could walk around the city without having to share streets with the lowly commoners. They were truly the god-masters of Amun-Shar.

And the commoners grew angry, as they so often do.

In time, the ordinary citizens of Amun-Shar grew more and more resentful of their masters. At the boiling point they rose up to slay the aristocracy and cast them from their towers. The spire-dwellers fought back with all the magic power they had stored in their minarets, and on a cataclysmic night the city crashed to the ground, drenched in sulfur and burning in hellfire. The carnage was absolute. The angel of death swung his scythe over nobles and commoners with no discrimination.

Today Amun-Shar is a ruin city, a whisper of its former glory. Vengeful and angry spirits dwell in its streets and structures, jealously guarding the treasure and knowledge that lies buried in this enormous desert tomb. In a ironic turn of events the Nephrite Walkway and its abutment towers are haunted by the ghosts of commoners and nobles alike.

To download a larger map for personal use, click here.

Miranda’s terrible dream – isometric dungeon map

Some dreams are real and dangerous, as mankind’s imagination can breathe life into beings and places most sinister. This is what happened when Miranda van Sonner dreamt about the Rickety Man in the Sandstone quarter. Miranda is no more, but her unfortunate creations are very much still in existence, and poses terrible danger.

When and where the veil between our world and the dreamscape is thin, due to arcane manipulation or vivid imaginaton, we can slip into these dimensional pockets. What awaits us on the other side is sometimes strange and wonderful, and sometimes wicked and dreadful. A creature like the Rickety Man can latch onto a dreamer, and follow her back to the waking world, or keep her trapped in his eternal domain. Other, more benign entities can offer help and knowledge. Some dreamscapes can even hide powerful artifacts and wondrous treasure.

The Sandstone Quarter is a silent and arid place. It floats in a vast, cosmic void. There is a constant, gentle wind that whisps up dust and sand. A withered plant rustles softly in this wind and dried sloeberries grow from it.

The buildings are larger on the inside than their appearances suggest. There are winding stairwells and many strange, empty rooms inside.

A strange portal in the Sandstone Quarter activates when the veil is thin, and allows travel from the waking world – but does not allow the dreamer to go back unless the Rickety Man grants it.

The Rickety Man is an insidious being. He is thin, dried out, and has a piercing gaze. He is not always here, but fades in and out of existence.

This map was drewn with artists like Errol Otus and M. C. Escher in mind, as they inspire me greatly.

Click here to download a larger version of the map, for personal use.