One of the core pillars of Dungeons & Dragons is exploration, which is why campaigns tend to have large, intricate maps attached. From single-room battle maps to charts spanning entire continents, players can spend hours pouring over and exploring a vast and detailed map. This is why many campaigns include maps relevant to encounters, locations, and adventure settings present in the campaign itself. With a good map, players can accurately visualize and plan the space they have to work with, and come up with unique and creative means of traversal and exploration.
Larger or longer Dungeons & Dragons campaigns often come with big maps. Some of the best 5e Dungeons & Dragons Campaigns come with poster-sized maps useful to the physical-oriented dungeon master. If a campaign is limited to a specific city, like Waterdeep: Dragon Heist, the map tends to end at the city walls. When a campaign has content that spans greater distances (some campaigns can cover entire dimensions), the maps tend to focus less on individual districts or cities and more on countries and landmasses. Though these maps can be overwhelming, they provide near limitless opportunities for content for a dungeon master to take advantage of as well as limitless experiences for the players.
The largest campaign maps in official Dungeons and Dragons 5e campaigns belong to campaigns whose focus encompasses entire countries or landmasses. Their maps are filled with different adventure locations, hazards for the players, and tools for the dungeon master. While some have defined sizes and ends, others are more general and cover spaces that are impossible to map by conventional cartography. The following maps that dungeon masters do not have to make provide some of the largest play areas in official Dungeons & Dragons 5e campaigns, and each is unique in its presentation and what dangers it holds for the brave adventurers looking to seek their edges.
Dungeons & Dragons’ Chult Shows That Blank Space Is Just As Interesting As Filled
The jungle peninsula of Chult is a vast, mostly uncharted land of exotic fauna, lethal flora, and tribes that have remained mostly isolated for ages. This Tomb of Annihilation landmass measures just over 80 square miles, and a majority of that is claimed by thick jungle and perilous volcanic mountain ranges. Many rivers wind their way through Chult, and great lakes dominate its center. To the north sits Port Nyanzaru, many Dungeons & Dragons players’ point of entry into the mysterious subcontinent. Dotted throughout the jungle are a smattering of small settlements, ruins, and mines, as well as markers denoting areas under the threat of undead stalking the trees. Aside from undead, players will have to contend with hot and humid climates, dehydration, and disease when they are not being accosted by assassin vines, tribes of territorial grung (one of the best non-humanoid player D&D character races), or other strange and exotic threats.
Barovia Proves That Not Even Walls Can Save You From Horror In Dungeons & Dragons
The dark and mist-shrouded land of Barovia lies in the Shadowfell, ripped from its original world to serve as a prison for its dread master, Strahd von Zarovich. Approximately 260 square miles of woodland, mountains, and swamp serve to keep Strahd confined behind a wall of impenetrable mist. Within the foreboding kingdom players will find themselves accosted by wolves (both regular and werewolves), undead, and other terrors at every turn. The kingdom’s three villages serve as little respite, as it all falls under the dread gaze of Strahd. Many secrets lie hidden in Barovia, from ruined villages buried in swampy muck to ancient temples predating Strahd himself. Dungeons & Dragons players will have to steel themselves against all manner of horror if they hope to survive the nights and end the Curse of Strahdthe perfect fall D&D campaign.
In Dungeons & Dragons’ Prismeer, Even Whimsy Can Be Deadly
The Feywild bends and shifts to the emotions of those within it. A tree may suddenly grow a smile if someone exceptionally happy walks past it, while its branches may droop and its leaves wither if someone melancholic rests under its boughs. The land of Prismeer from The Wild Beyond The Witchlight contains plenty of opportunity for dungeon masters to quite literally bring their world to life.
The roughly 640 square mile domain is split into three sections (Hither, Thither, and Yon), each with its own climate and geography, all separated from each other by a silvery wall of mist. In Hither, players contend with swamps and bogs, Thither challenges them with deep woods, while Yon is comprised of rocky mountains and dangerous crags. Each has its own slew of enemies and hazards, ensuring that emotions will run high no matter where in Dungeons and Dragons‘Prismeer the players are or which Wild Beyond The Witchlight adventure hook they choose.
The Harsh Snows Of D & D’s Icewind Dale Will Test Even The Hardiest Adventurer
Barren snowscapes and mountainous crags are what await players in Icewind Dale in Dungeons & Dragons‘ Icewind Dale: Rime of the Frostmaiden campaign. The icy tundra north of the Spine of the World mountain range is made up of almost 1300 square miles of snowdrifts, rocky mountain ranges, and desolate glaciers. The Sea of Frozen Ice in the far northwest provides little aside from treacherous icebergs home to numerous snowy threats. The rugged walls and buildings of Ten-Towns do little to keep out the oppressive cold. Beyond Ten-Towns is a host of villages, roving camps of nomadic tribes, and long-forgotten frozen-over ruins. Players will encounter all manner of threats, from roving herds of barbarians to vicious yeti to creatures from beyond the furthest stars. If these creatures do not get to the players, the sub-zero temperatures and frostbite may very well spell their end. In the Dungeons & Dragons campaign Icewind Dale: Rime of the Frostmaidenonly the hardiest survive.
The Blood War Rages Across The Infinite Fields Of Dungeons & Dragons’ Avernus
The fields of Avernus in Dungeons & Dragons Baldurs Gate: Descent Into Avernus have no end. The plane is the first layer of the Nine Hells, and any attempt to map the seemingly shifting landscape has met with failure. Countless dunes of scalding sands shift to cover and uncover long-dormant battlefields and ruins, while new armies of demons and devils constantly clash on the shores of the River Styx. Players will either have to brave the sands on foot and risk dying of exposure or make use of one of several infernal war machines to travel Avernus on roaring engines and sharpened steel, the presence of which is everything one needs to know about. D&D: Descent Into Avernus‘travel system. When not contending with the infernal or demonic hordes, players may find themselves at the lair of Tiamat, or have to brave the tunnels of a scabrous citadel, all while the fallen city of Elturel hangs in the sky, being dragged ever closer to the surface. .
Whether exploring foreboding forests in Barovia, the harsh tundra of Icewind Dale, or the depths of Hell itself, Dungeons & Dragons has no shortage of vast, interesting maps and locations for players to explore. The larger the map, the more room for adventure as each of the aforementioned campaigns presents its own unique challenges. Dungeon Masters have plenty to work with as the maps provide not only plenty of preconstructed and placed points of interest but room to improvise should creativity strike. These maps are a potentially endless source of adventure for both players and dungeon masters alike.
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