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The 2024 edition of theDungeons & DragonsDungeon Master ’s Guideincludes15 map for player use , but not all of them are equally good . These maps are designed to be compromising , able to be slotted into almost any variety of hunting expedition . As a result , some of them are complex and layered , with overlap paths and multi - use rooms where dm can really bend their imagination . Others are simple , too generic for their own good .
That order , every map clearly has its purpose ; it ’s just that some of them will inevitably be more fun to run or play on . They ’re the pure thing to endure theDMG ’s new premade one dead reckoning safari , or even to take a small burden off the DM ’s shoulders during a long - run for custom game . Here ’s how each map compare to the others .
15D&D’s Ship Map Is Small & Specific
Only Useful In Certain Campaigns
The least useful map in the newDMGis the one simply called " Ship . " The most that can be tell about it is that it render what it promises , feature a simple , two - deck of cards shipcomplete with mounted weapons , a captain ’s quarters , and lifeboats . confessedly , this can be really cool in sure scenarios ; DMs can use it to simulate the company boarding an opposition vas , find a wreck full of gem , or evacuate a pass ship .
D&D ’s new Dungeon Master ’s Guide outline novel rule for crafting , change how players create their own detail from the magical to the mundane .
However , the Ship map is justtoo specific for its own goodness . It ’s a simple , small , two - masted vessel , with not a bunch of way to expand or explore . It works well for what it is , but can never be anything more .
14The Caravan Encampment Is Overly Simple
A Tiny Tent City
In a like nervure , the Caravan Encampment map is small and sparsely featured . It consists of five unhitched waggon surrounding a central campfire , evoking the image of a well - earned quietus at the end of a long mean solar day . It also includes a small , grassy nook with table and chair , and an entrance to a nearby road , but that ’s all .
The resource direction and varied nature inherent to van campaigns can be really nerveless , but ultimately , this map is a little too simple to be of much habit . If the player political party involve to protect ( or raid ) a train at some decimal point , it makes an excellent scaffolding earth for the ensue fight . But beyond that , there ’s picayune to explore here .
13The Dragon’s Lair Is Overly Specific
Too Clearly Defined
The Dragon ’s Lair mapping is a small big , withthree different floor - each one of them albeit pretty small . The first consists of what ’s clearly a landing political platform / roost . Beneath that are a few small rooms that come out to be design for human lodging , perhaps worshipper or rider of the flying dragon . The third and final room is declamatory , empty , and cavernous , clearly intend to be either the dragon ’s hoard or some kind of altar .
The issue is thateach of these suite has too clear a function . It ’s hard to justify using this map for anything else , and that confine its usefulness .
12The Wizard’s Tower Is Overly Simple
But It Has Potential
run a Wizard ’s Tower session can be a lot of fun . There ’s a ton of potential forDMs to pelt in eldritch magic items , bizarre occult tomes , and pestilent arcane bunker , and snicker joyfully as the player fall prey to all their prank . There ’s a Wizard ’s Tower map in the newDMGfor players to use , but on its own , it ’s a little too simple to do a DM much honorable .
The Wizard ’s Tower consists of five simple , small , rotary floor , few of which have any singular feature . There ’s also a little basement area that can dish out as a dungeon , chamber , or secret sleeping room - whatever the DM likes . There ’s a little to work out with here , butthe Wizard ’s Tower is n’t anything even a tiro DM could n’t createwithsome free mathematical function softwareand a free hour .
11The Underdark Warren Needed To Be Bigger
Unrealized Potential
The Underdark Warren map could ’ve been so much more . Ostensibly a tunnel system of rules be beneath the wider world of Faerûn , it consists entirely of narrow corridor that often cross paths . Unfortunately , it ’s rendered at such a large scale thatjust a few short passageway take up the intact page . There are no big , erectile room or unequalled features ; players will almost certainly be able to explore the entire thing in a subject of minute .
The Underdark Warren is too easy to navigate , anddoesn’t provide enough elbow room for DMs to build up out something interesting . It definitely has its uses , but none of them are atrociously exciting .
10The Farmstead Map Is Simple, Yet Effective
Defensive Strategies
The Farmstead map is unquestionably larger than some of the old entries on this list , butit mostly consist of empty space . There ’s a pocket-sized , three - elbow room farmhouse , a midsize shed , and a large b / stable , plus a grain silo and a handful of rolling fields . And that ’s all there is to it , making this mathematical function extremely specialized .
That say , there ’s some potential here for an interesting , strategic battle . Say the players need to protect ( or even destroy ) a settlement ’s supply of food - this farm give them the perfect battlefield . They ’ll have to commit their eccentric thoughtfully so as to reach their goal .
9The Roadside Inn Has Plenty To Explore
Staying Inn
The Roadside Inn is another map similarly dominated by barren quad ; the majority of it is accept up by the titular route , while the factual structure is thrust into a turning point . However , there ’s a lot that can be done even in this small place . There ’s a small tavern downstairs , which is perfect for staging stripe engagement or exposition sessions . There ’s a private back room , a large kitchen , and a buttery . Upstairs , players will find a variety of small rooms , ideal for a night ’s rest or a little snooping .
This function is perfectly okay - there ’s just not a lot more that can be done with it . However , hostel are a pretty predominant part of almost anyDnDsetting , so it ’s potential to crop it into a variety of different political campaign .
8The Barrow Crypt Is Great For Beginning Adventurers
Baby’s First Dungeon
The Barrow Crypt map isexcellent for an early - game donjon . It ’s relatively small , but not so small that players can take in out the entire matter in just a few minutes . It has a few winding paths , but everything ’s so well - connected that it ’s nearly impossible to get recede . It contains rooms of various shapes and sizes , so a DM can slot almost anything in anywhere , to agree any kind of campaign .
Ultimately , it seems like the Barrow Crypt was design with raw DMs or inexperient players in idea ; it ’s even the first one in the Maps section of theDMG . Even so , it ’s flexible enough that it can be used at almost any point in a campaign - technically , it does n’t even have to be a crypt .
7The Volcanic Caves Are Huge
The Floor Is Lava
The first affair most players will notice aboutDnD ’s new Volcanic Caves map ishow huge it is . It ’s an absolutely sprawling function , and almost every in of the pageboy is used . It lie in of labyrinthine passage that coil back in on one another , and narrow corridors that short open up into cavernous room . The only uncollectible thing about it is that it ’s unmistakably a volcanic cave ; it ’s for certain not conk for a necromancer ’s lair .
The Volcanic Cave also has a unparalleled feature : a few of its way can only be access by crossing over lava . All the DM has to do is put some juicy treasure on the other side , and they ’ve created an instant puzzle .
6The Keep Is Tough, But Rewarding
An Impenetrable Fortress
The Keep is also middling large , but a lot more spread out ; it comprise of seven different floors , each of a dissimilar sizing , spread out throughout a sprawling fortress . Almost every level is only accessible from a undivided entry point , which makes exploration unmanageable . Ideally , a DM will want to concoct something interesting in each of these side room , to incentivize curiosity .
The linearity of the Keep map is rife with opportunities for unique enemy and trap placement . Alternatively , it could be a capital way to incorporateDnD ’s raw Bastion mechanic ; have the party make it out , then take it over .
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