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DiceGrimorium

Adventurer
The party has successfully infiltrated the main headquarters of the Fire God cult. And after many battles they have finally reached the inner-most sanctum: a place where the evil worshippers make daily sacrifices to their destructive god.

But trying to sneak past to assassinate the leader won’t be an easy task. The adventurers will have to deal with the fire pits in addition to the cultist that stand vigilant towards any intrusion.

Will the party be successful in their mission, or will their bones melt away in the hottest fires, never to be seen again?

Fire Sacrificial Chamber 30x30

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DiceGrimorium

Adventurer
The party has made their way to the imposing entrance of the Ice Queen fortress. But the door leading inside the ancient structure is well-guarded.

The brave warriors of old, forever sworn to protect their Queen, have been risen in eternal undeath. The cold might bite their old bones, but they have always been and will always be prepared to fend off any intruders who might harm their kingdom, no matter the circumstances.

Using the arcane runes inscribed on the old stone, the defenders can move quickly and efficiently around the battlefield, teleporting from tower to tower with ease.

Can the party assault the gates successfully? Or will they be risen by command of the Queen so they can serve her forevermore?

Snowy Fortress Entrance 30x30

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DiceGrimorium

Adventurer
As the weather starts to clear up, the group of adventurers decide to pack their belongings and once more resume their travels in the North.

Dangerous are the roads in this part of the World, for plenty of creatures and evil doers could attack the now paranoid heroes at any moment.

But despite their tiredness and the cold that makes their bones creak with every step, they are sure to use all their experience in combat they have gained until now to use the terrain that surrounds them to their advantage.

Snowy Forest Path 30x30

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DiceGrimorium

Adventurer
The adventurers have finally tracked the source of the icy spirits. It has lead them to a remote location in a place where not many set foot anymore.

These towers channel the arcane elemental magic of ice, offering and easy conduit between the chaos and the material plane. It is said that with enough power and knowledge one could travel to the Plains of Ice, a plane that ancient elemental spirits call their home.

But getting there won't be easy: the massive energy concentration is sure to attract unwanted company. And whoever desires to travel will have to deal with it.

Can our heroes concentrate on the difficult spell and defend themselves?

Icy Towers 30x30

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DiceGrimorium

Adventurer
The party has successfully tracked the entrance to the resting place of the three ancient warrior lords. They used to rule with an iron fist a small kingdom that is now just footnotes in the history books of the arcane library.

The group of adventurers plan to loot their tombs, hoping to find magic weapons and items to aid them on their quest. But it won’t be quite so simple, for old warding spells still protect the sanctum. And maybe, just maybe, the kings aren’t so dead.

Can our heroes survive this dungeon crawl?

Ancient Tombs 23x25

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DiceGrimorium

Adventurer
The party has learned from the wise People of the Sands of a hidden entrance to an old catacomb full of treasure. The passageway: an obelisk in the middle of the unforgiving desert.

The ruins that surround the obelisk are tell-tale signs of a history long past and yet the tall structure remains, almost intact.

And so, could some sort of magic be at work? Or could the entrance be such a simple task? The adventurers will have to find out and deal with the consequences of their actions, regardless of their true intentions.

Desert Obelisk 30x30

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DiceGrimorium

Adventurer
The thief in the party has successfully led the rest of the adventurers towards the bank’s vault. The heist is going smoothly so far. But now comes the hard part.

The vault has multiple steel doors with mechanisms that only a professional rogue can unlock. And traps (some more obvious than others) that are ready to make the would-be thieves suffer. The party will have to analyze every action very carefully or risk serious injury and detection.

But the reward? Tons of gold, more than enough that is needed to embark on their final quest.

Can they complete the heist without sounding any alarm?

Gold Vaults 14x30

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DiceGrimorium

Adventurer
Traveling in the deep insides of the Known World the group of adventurers come across yet another obstacle in their path. A big fissure, deep enough to never let them see the light of day ever again should they fall.

A couple of bridges could help them across, but the wear and tear that’s visible might just deter the heroes from using them. But then again, maybe luck will be on their side, and they’ll be able to get to the other side without much of a problem.

Will the adventurers cross successfully, or will they become frightened when one of them inevitably falls?

Cave Tunnels 22x30

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DiceGrimorium

Adventurer
Long ago, in an era long lost, several labyrinths stood across the land. They celebrated an old and powerful God, who in ages past commanded the devotion of entire nations. Now, the God is all but forgotten, and his places of worship have fallen prey to the decay of time. His church a fringe religion at the best of times, a despised cult at worst.

This is one of the labyrinths, now ruined and overrun by the plant life of the land. In the center, an ancient statue still stands, almost intact. And this statue, still a conduit to the old God, could speak to those who the Deity deems worthy.

Will the adventurers try to gain the God’s favor and gain his boon? Or will they try to desecrate this once (un)holy site?

Forest Labyrinth Ruins 31x31

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DiceGrimorium

Adventurer
The stench of decay fills the room. Eight wooden tables arranged in a circle hold an inert body each, bloody blankets covering the horrific sight of death and putridness.

In the middle of the room, a strange object spins and swivels in its axis, filled with what seems to be pure, concentrated arcane magic.

Adorning the walls of this room are huge tomes of forbidden lore, neatly arranged in even bigger bookcases. Candles do a poor job of illuminating this chamber, for the strange artifact in the middle glows with commanding power.

Suddenly the object starts spinning faster and faster, until the distinctive feeling of static invades the room, and lightning soon follows suit.

The lightning strikes the bodies resting on the tables at random. And one by one, they begin to get up to their feet. The abominations seem to want nothing but to rip any living creature apart. Will the party be able to survive this undead ambush?

Resurrection Chamber 30x30

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