Night of the Living Dead System-Agnostic Campaign with DnD Battlemaps (TEASER for June 2025) & Upcoming 50% Off Sale!
9 FULL MAP PACKS, THE MOST MAPS I HAVE EVER RELEASED IN A MONTH! Check out this teaser of all the exciting maps for next month, while sampling the new Patreon content model. What am I talking about? Starting in June, my monthly release will not just have random battlemaps. Instead, they'll all be tied together by a theme for a short campaign, complete with basic adventure prompts. What do you think? I'm personally super excited!
All the maps for this system-agnostic DnD campaign are available as Foundry VTT modules, print-formatted files with grids, as well as .JPEGs you can import into other VTTs. Subscribe for access, and to let me know that you want more of this type of content!
IF YOU LIKE THE BELOW CONTENT, REMEMBER - DON'T SUBSCRIBE TO PATREON THIS WEEK! I'm offering 50% off my annual subscription during next month only, so if you like any of the teaser content, SUBSCRIBE AT THE START OF JUNE TO MAKE THESE MAPS YOURS, PLUS GET 6 MONTHS FREE! You'll be kicking yourself if you miss out on these great savings.
60x40 Forest Village of Morvale Night (Free VTT Resolution Map)
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Campaign Hook:
As the sun sets, you find yourself in the cozy Morvale Inn, enjoying a fine ale and roasted local meats when the doors are flung open. A wounded man stumbles in, collapsing on the floor, followed by a small group of lumbering zombies. After dealing with the zombies, the man reveals that his horse was attacked over a mile away, and he ran to the inn on foot. The undead in the village weren’t even the same group that attacked his horse! He pleads with you to save as many townsfolk as possible and bring them back to the safety of the tavern.
Several options present themselves, each with unique rewards:
Saving the blacksmith allows him to bring masterwork weapons, bolstering your ability to fight undead in future encounters.
Rescuing the alchemist wizard grants access to a small supply of healing potions and the ability to craft wands of magic missile or fireball, provided you supply him with crystals from the mines.
The Witchseer can share occult knowledge, granting players damage or defensive buffs against specific undead as the story progresses.
Saving the town huntress provides a supply of magical arrows and a masterwork bow.
Saving townsfolk also boosts your reputation in the village. Time is of the essence, and you’re informed that splitting into smaller groups to cover different parts of the village may be the most effective way to save the most people.
After defeating the small groups of undead with help from tougher townsfolk, such as the jailer and the huntress, everyone who could be saved gathers in the tavern. The survivors are relieved but scared. One of the tougher men, who fought bravely, suggests barricading the inn using wood and nails scavenged from the surrounding village and the blacksmith’s shop. Once makeshift defenses are in place, everyone hunkers down for the night, awaiting dawn. But when dawn should arrive, it remains dark. Dawn isn’t coming.
When it becomes clear something is wrong, the townsfolk ask you to seek the town priest, who lives at a chapel outside of town, as he might know what’s happening. Meanwhile, the villagers plan to barricade the windows and fortify the inn as much as possible.
60x40 Morvale Forest Night (Free VTT Resolution Map)
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As you make your way through the forest to the priest’s house, you may encounter undead, including some skeletons among the mix.
40x30 Priest’s Forest Church Night (Free VTT Resolution Map)
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Upon arriving at the priest’s chapel, you see bright lights flashing from within its walls. Inside, you find the priest too injured to fight, surrounded by the ashes of defeated undead. Out of breath, he explains that he was woken abruptly by these creatures and is nearly out of spells. He doesn’t know what’s causing the undead outbreak but reveals they aren’t coming from the cemetery, as one might expect, but from somewhere else entirely. He urges everyone to return to the village, as the townsfolk may still be in danger.
Before leaving, he retrieves a relic—a sun orb—from a secret compartment in a statue in the basement, praying for forgiveness as he does so. He explains that the orb can keep undead at bay for short periods and should help protect the townsfolk while you investigate the source of this foul magic.
Back in the village, you find some villagers with minor injuries and more undead corpses near the battered front doors of the inn. They report a minor attack but managed to fend it off.
With the priest at the inn, a dark secret emerges. Amid whispers, he reveals Morvale’s grim history. Long ago, a dark wizard rose from the village, using his power over the undead to spread terror across the land. Though he was eventually defeated, he uttered a curse on the land. Until now, the priest believed it was merely an embellished tale, as the curse had never manifested. Now, he’s convinced it’s real.
The townsfolk debate what to do next, offering several leads:
Some mention the The Morvale Crystal Mine contains magical and flame crystals, which the alchemist wizard can use to craft magic missile or fireball wands if retrieved.
The priest, hesitantly, suggests visiting the Fallen Necronomicon Library, believed to be the dark wizard’s former library. He reveals an old parchment map, entrusted to Morvale’s priests with a vow to protect it from falling into evil hands. The map shows the library’s location, but the priest warns it could be the epicenter of the undead invasion. The map is magical and cannot be destroyed by mundane means, explaining why the priests have guarded it for generations.
Others urge you to visit The Morvale Lord’s Manor may hold answers, as the lord is rumored to study the occult. Perceptive characters might discover that the Lord of Morvale is a descendant of the original dark wizard, a fact the townsfolk know and hope will motivate him to help break the curse.
Other villagers suggest seeking the druid of the waves, believing his protection could ensure the village’s safety, after which you could investigate other locations.
40x30 Morvale Crystal Mine of Raging Spirits (Free VTT Resolution Map)
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Tainted by the curse plaguing Morvale, the crystal mine teems with undead. The players find no crystals until they reach the mine’s depths, where they encounter a “tear” in the material plane, allowing the plane of undeath to cross over. They must fight a wraith or other ghostly creature before the tear closes, allowing them to retrieve the magical and flame crystals.
30x20 Fallen Necronomicon Library Night (Free VTT Resolution Map)
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An old, rusty iron gate bars the way to the library. The key is nowhere to be found, but the gate can be picked or pried open, though doing so creates significant noise. Inside, perceptive players may notice small holes in the rock walls, dens for swarms of undead rats that emerge to attack.
Deeper inside, the players find the Necronomicon on an altar. Good-aligned characters approaching it cause the book to hover, forming a carapace of bones that floats around it and attacks with ghostly tendrils. Breaking the carapace causes it to explode in ghostly light, leaving the book motionless on the floor. Evil-aligned characters can pick up the book without issue.
60x40 Manor of the Chained One (Subscriber Only Map, This is a Low-Resolution Sample)
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Upon arriving at the manor, an eerie calm prevails despite the chaos elsewhere. A silent guard at the gate points you toward the front door while keeping his distance. Extremely perceptive characters might realize this guard is undead, though his body shows no obvious signs.
At the door, a hunched, undead attendant (also concealed) listens to your concerns, visibly horrified, and invites you inside to a feasting room to await the lord. Perceptive characters may note the food is cold and untouched. After waiting in vain for the attendant, who never returns, you explore the manor, finding it empty until venturing downstairs where you encounter horrific sights: ritual sites with texts about undeath, where cultists pray as if summoning something into this world; a brewery filled with blood containing blood elementals; a bone pile with glowing sigils that summon skeletal combatants and servants; and torture chambers with vials containing human organs.
One door leads to a vault. On nearby tables are four magical lantern-like objects, each covered in dried blood. Spilling fresh blood on each lantern opens the vault, revealing corrupted gold and treasure. The magical items within are cursed, requiring an increasing amount of fresh blood daily to function. The gold, gleaming crimson in certain light, radiates an aura of dread to good-aligned characters, who want nothing to do with it, though it may be traded to evil characters or NPCs unaffected by its aura.
Further into the dungeon, the players enter a hall of necromantic shrines with wailing spirits that attack. Eventually, they reach a final room where the attendant from earlier stands with his back to the players, speaking to a hooded figure through a magical misty portal. When the figure notices you, he berates the attendant as a fool for leading you here, casts a spell, and the attendant transforms into a larger, bulky form with glowing red eyes before attacking. The portal vanishes before the players can act.
During the fight, an animated sword and shield from altars on either side of the room join the assault, surprising the players. After defeating the attendant, you find a book or scroll pointing to the location of the “boss” at the Temple of Death’s Veil, the secret lair of the original dark wizard.
Note: If the attendant or guards are revealed as undead before entering the manor and thus killed, replace the attendant with a different character at the end, whom the “boss” calls his apprentice. If the players somehow pass through the portal before it closes, place them in the Temple of Death’s Veil near the center, where the final boss battle begins immediately.
60x40 Haunted Whale Graveyard (Subscriber Only Map, This is a Low-Resolution Sample)
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Arriving at the druid of the waves’ location, you find a middle-aged man in a blue tunic standing on an outcropping overlooking the sea. When you explain the situation, he acknowledges the undead but insists the sea is his priority. He explains that the curse disrupting Morvale has disturbed the natural order of the seas, and he intends to restore it or at least balance it for a time. If you assist him, he promises to help Morvale afterward.
If you agree, he points to a distant glow along the coast, visible to perceptive characters. He grants the players water breathing and leads them into the waves. In the depths, you find a haunted whale graveyard. The druid explains he must complete a ritual to calm the spirits but needs your protection. During the ritual, fragmented chaotic spirits drift from the whale bones to attack, rather than whale spirits themselves. Once the ritual is complete, the druid gives the players a whale bone signet that can summon a whale spirit to assist them in combat for a short time before breaking. He hopes it will aid their quest to uncover the undead’s source. Afterward, he heads to Morvale.
60x40 Temple of Death’s Veil (Subscriber Only Map, This is a Low-Resolution Sample)
Become a paid subscriber to download this map and 200+ others. Each map is available as a FoundryVTT-ready file (with walls, lighting, and sounds), a gridded .pdf designed to easily print-to-scale, as well as a ungridded file you can quickly use on other VTT servers. Your support helps keep me making the content you love.
Using the book or scroll from the manor, the players locate the Temple of Death’s Veil, a ruin built into a cliffside, its entrance nearly impossible to find without guidance. The entrance appears as a solid stone wall but is an illusion, allowing you to step through to a long staircase descending deep into the earth.
In the boss chamber, the hooded figure stands amid a swirling spell of clawed nightmares, with “tears” into the realm of undeath beneath the platform. He appears to be channeling the spell, possibly causing the entire undead invasion.
As you approach across a bridge, the boss monologues about your defeat of his attendant or apprentice, revealing he’s finishing his work and wasn’t “thinking big enough” last time. As you damage him, his cloak frays, revealing the face of the Lord of Morvale, his eyes glowing red as if possessed. Most players will recognize him from portraits in the manor.
The dark wizard possessing the Lord grows increasingly angry at his descendant’s useless body, eventually abandoning it to fight as a ghostly spirit before being defeated. The “tears” below the platform instantly close, and any remaining undead vanish, leaving the temple dark except for the player’s light sources.
During the fight, each turn, one player is randomly sent to the realm of undeath (use the Domain of Raging Spirts map, below). Randomly select them with a die or choose based on narrative tension. Players remain in the realm for one turn, witnessing a ghostly spirit of the dark wizard mimicking the Lord’s actions, oblivious to their presence. Any damage dealt to the spirit in the realm is considered critical and also ignores normal penalties for fighting ghosts.
Optionally, undead may breach tombs at the ends of the bridges each round, slowly advancing toward the fight (3–4 per round, adjusting based on player performance to avoid overwhelming them).
If the players retrieved the Necronomicon, they know that attacking spirits in the realm of undeath is highly effective. During the fight’s final phase, when the dark wizard becomes a spirit, the Necronomicon’s holder is immune to his attacks, in addition undead cannot approach within 20 feet of the holder of the Necronomicon at any time, creating a safe zone. After the fight, the Necronomicon disintegrates, possibly tied to the dark wizard’s power.
After defeating the dark wizard, the Lord of Morvale is found unconscious but alive and can be returned to the village.
40x30 Domain of Raging Spirts (Subscriber Only Map, This is a Low-Resolution Sample)
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Aftermath
As you leave the temple, sunlight returns. Back in Morvale, most villagers survive, though some may have perished based on your choices. For example, recruiting the Druid of the Waves early likely ensures all villagers survive, as would creative defenses devised by the players.
The villagers are immensely grateful. When the Lord of Morvale awakens, he explains everything. His interest in the occult stemmed from his family’s dark past and his belief that the curse was real. He sought to stop it, but his hubris made him a pawn in the dark wizard’s plan, possessed and helpless as the world darkened.
Somber, the Lord declares it’s time his family leaves Morvale to let the land heal. He gifts the players Morvale Manor as a reward for their heroism, announcing his intent to join the Church and travel the world, helping through mundane means and abandoning the occult for good.
Returning to the manor, the basement is restored to its original state, as if the warped chambers were a manifestation of the realm of undeath....
So, what do you think, DM's? Would you run this short campaign? Would you make any changes, or improvements? Let me know in the comments, and please share this free campaign and maps on social media if you like it—your support helps me keep making more content, and I sincerely appreciate it!
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Comments (8)
So I'm in the middle of running this adventure now (layering Pathfinder 1 mechanics over the system neutral bones) and having a blast. The initial attack on Morvale involved twenty zombies attacking in groups of three to four all over town, and incredibly my players managed to lose only one villager thanks to the NPC dwarf blacksmith getting a phenomenal amount of axe crits on the zombies trying to break into his bedroom off the blacksmith shop and two party members being mounted and able to get around the map with lances while the druid used Entangle to choke off the zombies' access to the inn. Everyone loved it, though they beelined straight for the manor next, and now I'm concerned they'll find the directions to the Temple of Death's Veil and skip the rest of the decision branches rushing there. We shall have to see. :) I'm recording the sessions and we'll have them edited and up on Green and Gold Gaming at some point.
Hmmm. Having subscribed, I don't seem to have access to any of the subscriber content, or does that not kick in until the first of the month?
Hey Woodrow, thanks for signing up man! This is just the teaser post, here are the links to the VTT / Print Post https://www.patreon.com/posts/night-of-living-130585593 ~ Luke
Exciting stuff. Love all the astral / space settings.
Thanks Ben, looking forward to doing more of it in the future! ~ Luke
Incredible!
Thanks Andrew! ~ Luke
I love what you are doing with the themes! and yeah, I would run this as a scary one shot. My group often does a Halloween special. I may step up to the plate this year using this.
