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October 29, 2025

Isle of Fangs: FREE 5e Compatible 9 Session Monster Hunting Campaign Sourcebook with DnD Battlemaps & Gaming OST

Its 2D Monster Tokens, Foundry VTT Modules, Printable Battlemaps & 2 Campaign Sourcebook .PDFs (5e & System Agnostic) Will Be Released November 2025 for Premium Members.

What’s Included for Free Below:

  • 9 ready-to-run 5e compatible sessions for an entire campaign, plus side quests. It should plug into most fantasy settings seamlessly.

  • 4 VTT importable battlemaps for the campaign’s encounters, painted especially for this and designed with player tactics in mind by an experienced GM.

  • An instrumental soundtrack of 41 songs, sorted into playlists by theme (coast, jungle, cave, ruin, ect) that you can loop while gaming, to help bring the Isle of Fangs to life.

$3USD Upgrades:

  • Download this campaign sourcebook as 2 illustrated .PDFs; one 5e compatible, the other completely system agnostic.

  • Download my extra Monster Hunting .PDF detailing 30 unique monsters, item crafting mechanics, and 41 different items - also available as 2 separate documents; one for 5e, the other system agnostic.

  • Download all the 9 battlemaps for the campaign Foundry VTT ready with walls, lighting, and sounds already done.

  • Get all the 9 battlemaps ready for easy, to-scale printing at home on A4 pages, or professionally as A1-A0 posters.

  • Download all the monsters as 2D tokens:

  • Download the 41 songs from the OST as an organised folder of MP3 files.

  • Download my backlog of 2 other campaign sourcebooks with battlemaps (previously system agnostic).

  • At the end of each month, I post the free version of the next month’s campaign in advance. This way, you can cancel your membership before being charged if you don’t think you’d use the content.

  • My wife and I’s gratitude; your support tells us this is the kind of content you want to see more of.

  • Become a Reaper of Lore member for $3USD today (or joina higher tier for 50-100 extra battlemaps monthly) and make your life as a GM super easy!

Embark on a perilous monster-hunting expedition across the savage wilds of the Isle of Fangs in this thrilling 9+ session D&D 5e compatible campaign (level 3-6+), complete with custom battlemaps of coastal outposts, fungal jungles, ruined temples, and shadowed depths.

Your adventure begins aboard a storm-tossed vessel, bound for the second expedition's fledgling settlement of Asteria, where whispers of great beasts and untapped natural riches lure the bold.

A year ago, the first pioneers carved a fragile foothold on this monster-riddled isle, battling beasts to build a beacon of civilization. Now, as elite hunters, you've joined a fleet of experts, cartographers charting the unknown and ecologists unraveling deadly mysteries of the local flora and fauna to push deeper into the islands depths. But beneath the canopy stirs something unnatural, twisting the island's heart.

Friendships are forged in fire and fang. Aboard the voyage, bond with towering hunter Sordread through epic arm-wrestling duels, his booming laugh and fierce loyalty drawing you into his quirky crew's circle. In town, befriend gruff blacksmith Huggo, who crafts monster-slaying gear from your hard-won trophies, and ecologist Gyros, whose beast-library becomes your lifeline for decoding the island's deadliest threats.

Through mist-shrouded beaches, swampy mangroves, crystalline caverns, and a crumbling mountain vault, you'll tackle request-board hunts: retrieve Featherfern eggs while fending off scaly lizards, purge bloodcoil leeches for antidotes, exorcise a feral Bramble Bear gone unnaturally wrong, or salvage wrecks from crab swarms. But as hunters fall to unnatural parasitic dragonfly creatures, a shadow creeps ever closer, a plague born of ancient hubris, threatening to turn all life into something else...

With Sordread's team no where to be found, will you track them into the mural-etched abyss, confront horrors fused of flesh and chitin, and unleash a cataclysm to save Asteria? Or succumb to a song that promises unity in the dark? Hunt, harvest, and unearth the island's curse, or become its final note, in the Isle of Fangs!

Bring the Isle of Fangs to life by playing the unique 41 track OST as you read the campaign, listen on YouTube here. At the bottom of this post you’ll find the soundtrack broken into loopable playlists by ambience type (coast, jungle, ruin, combat, etc), so it's easy to play in the background while GMing.

Campaign Hook:

Voyage to the Isle of Fangs

The players have been chosen to join the second expedition to the recently discovered Isle of Fangs. The second expedition is made up of close to a dozen vessels of various sizes, full of equipment and skilled people with various professions. They’ve been arriving at the Isle of Fangs for just over two weeks now, with the player’s vessel finally reaching the Isle as well.

The first expedition arrived a year ago, mostly carpenters, blacksmiths and farmers to set up infrastructure and food stores for the coming second expedition. The second expedition is made up of cartographers, ecologists and other professionals, and of course, hunters like the players.

During the voyage a towering man with a mohawk and thick beard steps forward. His voice deep and rolling with a thick accent, he introduces himself. “I am Sordread, hunter like you. Good to find tovarischi—comrades—who do not fear sharp teeth of this island.” He offers a firm nod, eyes scanning you with approval.

If asked about his companions, he says “My druz’ya—friends—are strong, each in their way. Addison, we call Addy, small, pale, like ghost, but hands fast as lightning, always chasing new horizons. Trivali, man with skin like olive, dreams to hunt every zver—beast—in world. And Jameson, thin, carries holy words to new lands. He did not want this journey, monsters with fangs are no flock for preaching! But he stays loyal, never abandons druz’ya.”

Later on Sordread approaches the strongest among the players. Sordread slams his fist on the table, his grin fierce. “You, strongest one! Dare to wrestle arm with Sordread, da? No gold, no bets, just test of sila, of strength.” Use an opposed Strength (Athletics) check for each of these matches with the winner having the highest score.

If Sordread loses the first match, He leans back, eyes narrowing but glinting with respect. “Hmph, you have fire in bones! Luck, maybe. Again, hundred gold says I crush you this time.” He tosses a coin pouch down, his stare challenging.

If Sordread loses the second match his jaw tightens, but a faint smirk betrays him. A successful DC 12 Wisdom (Insight check) reveals he’s holding back, his arm not straining fully. He leans forward, voice low. “You see too much, tovarisch. Fine, one last match, full sila. This—” he places a shortsword on the table, its grooves flickering with fire, “—Flamejet blade. Win, it is yours. I win, my gold returns, and you give something equal… or owe me bol’shoy—big—favor. Agreed?”

If the player wins the final match Sordread throws his head back, laughing like a bear. “Bozhe moi, even with all my strength, you win! This is good sign, da? Isle of Fangs will try to break you, but you are hard as stone.” He slides the Flamejet Shortsword to you. “Take it. Let it cut deep on this island of fangs.”

If the player loses the final match, Sordread scoops up his gold, his grin sharp. “Not your day, tovarisch. I take coin, but I am not cruel. You owe me one, da? We settle later.” He claps the players shoulder, his grip like iron.

If the player asks about Sordread not using his full strength in the first two matches Sordread’s eyes harden, but he nods with approval. “You are clever, da? I hold back to test you. See if you notice, if you stay sharp. On this island, trust nothing at face. Too many young die from careless hearts. Do not be one, tovarisch. Stay vigilant.”

Sordread chooses not to use any Strength (Athletics) bonuses for the first two matches, but has +6 Strength (Athletics) for the 3rd match.

During the trip the players find Addy stumbling down the corridors of the ship, a half-empty bottle of rum swinging in her hand. Her pale cheeks are flushed, and her pacing is relentless, boots scuffing the deck. “Gods, this bloody ship,” she mutters, barely noticing the players at first.

If spoken to: She stops, swaying slightly, and fixes the players with a wild-eyed stare. “Hate this. Hate ships. Hate the ocean. Can’t wait to feel solid ground under my feet. This rockin’, this endless water, it’s suffocatin.” She takes a swig, grimacing.

If players gain her trust (e.g., through roleplay or a DC 12 Charisma (Persuasion) check) Addy’s shoulders slump, and she lowers her voice, clutching the bottle tighter. “Alright, fine. When I was a kid… my ma drowned. Watched the sea take her. Been terrified o’ water ever since. Every wave on this damned ship feels like it’s comin’ for me next.” She forces a laugh, but her eyes are distant. “Don’t tell Sordread I spilled that. He’d never let me live it down.”

During the trip the players find Jameson moving among the sailors, his slender frame draped in simple robes, offering kind words or a helping hand. When approached, he smiles warmly. “Greetings, friends. Just lending a bit of light to these weary souls. The sea’s a harsh mistress, but faith keeps us steady. Care to join me in a prayer, or perhaps a hand with these crates?”

During the trip the players find Trivali leaning against the ship’s railing, his olive skin catching the sunlight as he chats with a grizzled sailor. His black dog, Rex, sits loyally at his side, tail thumping. If approached, he turns with a grin. “Ho, there! Just pickin’ up some sailor tricks. Knots, navigation, that sorta thing. Rex here loves the sea breeze, don’t you, boy?” He scratches the dog’s ears, then nods to the horizon. “Can’t wait to hunt what’s waitin’ on that island. You lot ready for it?”

60x40 Monster Hunter Coastal Town (Free VTT Resolution Map)

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When the players arrive at the outpost of Asteria it’s bustling with workers unloading vessels, porting crates and barrels.

As the players disembark at Asteria’s bustling docks, Sordread claps the strongest player on the back, his laugh deep and resonant. “Welcome to Isle of Fangs, tovarisch! Wild place, da, full of teeth.” He points to the ship lodged in the cliff above. “Valiant Tavern, there. Good for strong drink. I go now. Admiral calls all hunters to command table soon. Be there, and do not be late. Dolan does not like slow men.”

The players have a couple hours before the address and are free to roam Asteria in the meantime.

During this time when the players are inspecting the lower part of the town a loud bang and a crash alerts the players as a Poisonclaw Primate comes skittering into the main market area. An almost five foot chimpanzee like creature is in a fit of rage and attempts to attack some of the porters near the market stalls which causes everyone to begin to flee.

If the players choose not to intervene another group of hunters after five or so rounds shows up and deals with the Poisonclaw Primate but not before two porters are killed. If the players intervene, during the combat a man approaches them from a distance yelling for them not to kill the beast but instead knock it out.

Two other groups of hunters show up just in time to see the players deal with the Poisonclaw primate.

If the players knocked out the Poisonclaw Primate The yelling man who has tousled hair and round spectacles rushes forward, relief flooding his face “Thank the stars you didn’t kill it! I’m Gyros, an ecologist. That beast broke free when the crane’s cable snapped, and its cage shattered. One of the hunters caught it in the jungle. Fascinatin’ creature. Its claws carry a deadly fungus we’re studyin’. We’re hopin’ to craft an antidote for hunters, maybe even medicine for the mainland. You’ve done us a great service!”

If the players killed the beast Gyros sighs, pushing his spectacles up his nose. “I’m Gyros, an ecologist. Shame about the beast, but I understand, things got heated. It escaped when the crane failed and its cage broke. One of the hunters caught it in the jungle, fascinatin’ creature. Its claws carry a deadly fungus we were studyin’. We were hopin’ to craft an antidote for hunters, maybe even medicine for the mainland and even though we can’t do that now. Still, you kept folks safe, and I’m grateful for that.”

Shortly after the Grand Admiral appears in crisp naval attire striding into the marketplace, his short, greying hair catching the light. A scribe with parchment and quill trails behind him. “What’s all this, then?” he demands, his voice sharp but controlled.

If the players explain, or if Gyros interjects: the Admiral nods, his expression stern. “Right. Everyone, back to work. Engineers, get that crane fixed, now. We can’t have this happen again.” He turns to the players, sizing them up. “Good work handling that mess. The Hunters’ meeting is starting soon at the command table. Be there.”

The players making their way to the command table find Grand Admiral Dolan standing before a large map spread across the command table, his assistant scribbling nearby. Sordread and his team lounge nearby, alongside seven other hunter groups. Dolan’s voice booms, commanding attention. “For those who don’t know me, I’m Grand Admiral Dolan. First, my thanks to all of you for joining this expedition. You’re here because you’re the best, but don’t let that go to your heads. This island’s a death trap. We’re here to explore, to discover, but make no mistake: this is a harsh place. As hunters, your job is to protect Asteria and clear the way for the ecologists, cartographers, and the rest to do their work. Expect to fight. Expect to kill. The beasts here won’t hesitate to do the same.”

He gestures to the map, pointing to a thin stretch of charted land. “The first expedition set up this settlement a year ago. Lumberjacks, carpenters, and engineers worked tirelessly to build Asteria in this cove. We mapped ten miles of beach east and west, and one mile inland to the jungle’s edge. Resources were tight, so recon was limited. We couldn’t risk losin’ our few hunters to unknown dangers. Now, with you lot here, stage two begins.”

He straightens, eyes sweeping the crowd. “You were all hand-picked for this. A request board’s been set up in the Valiant Tavern. Ecologists, crafters, and others will post jobs there. I trust my people to request only what’s critical, so pick what suits your skills and get to it.” He nods toward Sordread’s group. “Sordread, you and I go back years. Your team’s the spearhead of this exploration. I’ve got a special mission for you, see me in my office later.” He waves a hand toward the players. “And you lot. I saw what you did in the marketplace. You’re capable. You’ll be among the first to push deeper into the island.”

As the other hunters disperse, Dolan calls the players closer, his tone grave. “You’re headin’ into uncharted territory. Stay sharp, little’s known about what lurks out there. Visit the ecologists’ library; they’ve cataloged what we know about the creatures so far. It could save your lives. Also, the marketplace is open, and the crafters at the workshop can help with gear. If you bring back useful materials from the beasts you kill, they’ll show you how to use ‘em. Now go, get to know Asteria and your colleagues before you head out.”

Visiting the ecologists library, the players once again meet Gyros who looks up from a pile of notes, his spectacles slipping down his nose. “Oh, you’re the new hunters! Welcome to the library. We’re catalogin’ every beast the other hunters have encountered; abilities, resistances, weaknesses, the lot. If you’re takin’ on a specific mission, though, we might have notes on tougher beasts. Just ask.” At the library the players can find information about known creatures which are currently anything CR 1 or under, every 2 weeks increase the CR by 1 that the players can find information about at the library, so CR 2 after 2 weeks, CR 3 after 1 month etc.

This shows the information the other Hunter groups are collecting. Using the library the players may learn the general abilities, resistances, weaknesses and strengths of a creature, everything they might need to gear up to hunt a particular foe. Some missions requests break the CR rule however, and will allow the players to research creatures of much higher CR before the allot time is required to be passed, if the players so choose to take that mission.

Visiting the workshop, a stout dwarf with a soot-streaked beard strides over, wiping his hands on an apron. “Name’s Huggo, and I run this workshop. You hunters are welcome to use the tools and materials here to craft gear. Whatever you need to survive this gods-forsaken island. If you’re headin’ out and need to craft on the go, grab an essentials crate and some tools before you leave. But let’s be clear: we’re all a team here, but materials ain’t free, and my crafters need to eat. Bring back what you hunt, and we’ll make it worth your while.”

Visiting the Valiant tavern, the players must take a walk up a wooden walkway which rises up over the rest of the town before entering the ship, which is hanging above from the cliff. Sordread is in the tavern getting ready for his first mission with his team, and other hunter groups are crowded around the mission board that Grand admiral Dolan talked about. If inspected, the players find a small list of requests that have been made of the hunters, with already many requests being taken down by other hunter groups before them.

If the players choose to get a drink while at the tavern, behind the bar an elven woman with striking features pours a drink, her low-cut white sailor’s shirt and brown leather corset catching the eye. She smiles warmly. “I’m Elexy, welcome to the Valiant. Been here since the first expedition—wild place, but the food’s gettin’ stale. A year of rations’ll do that to you.” She leans closer, her voice conspiratorial. “You’re hunters, right? On my way into Asteria, I saw big bird nests up the coast, in those fungal trees we call Featherferns. If you’re headin’ that way, maybe check ‘em out? Bring back some eggs if they look edible. Could be a game-changer for our meals, and I’d owe you one.”

Week one requests (I have only included 2 of the 7 options here, to reduce how long this post is! If you want the rest, sign up for $3USD to grab the PDF next month, it includes not only the additional side-quests but also a bonus map from the backlog that suits each of the quests):

1. Featherfern Egg Retrieval (Featherfern Rocky Beach Nests)

On my way into Asteria, I spotted big bird nests up the coast, tucked into those fungal trees we call Featherferns. If you’re heading that way, maybe check ‘em out? Bring back some eggs if they look edible. Could be a game-changer for our meals, breaking the monotony of our rations, and I’d owe you one. I reckon if they’re good, it could become a fantastic new resource and surely increase the variety of food we’ve got. It’s worth a look—just watch yourselves up there!

Signed,

Elexy Tavrin, Bartender

Rewards: 150 gp, a week’s worth of free meals at the Valiant Tavern, and Elexy’s favor (e.g., valuable gossip in the future).

When the players arrive at the featherferns beach up the coast, they see the large birds nesting up on the ferns. The players can quite easily climb ferns, but when getting close instead of the birds attacking the players, they fly off in a flock. All seems well, until a group of 6 Featherfern Lizards appear out of the ferns and attack the players.

40x30 Featherfern Rocky Beach Nests (Free VTT Resolution Map)

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4. Plainsland Predator Patrol (Windswept Plainsland)

The situation grows dire. Over the past week, some wretched small beasts have struck at night, killing two of my cows in the plains northwest of Asteria. The loss is a blow I can ill afford. If this continues, I fear I won’t be able to keep the town fed! The only clues are bloody trails leading out into the northwest plains. I need a hunter team to investigate, track them down, and put an end to this threat. The town’s ongoing food supply may depend on it.

Signed,

Jack Grayson, Farmer

Rewards: 300 gp, a week’s supply of fresh meat for the party, and a favor from the farmer (e.g., free livestock or aid with future farming tasks).

During the players’ investigation the players are attacked by a group of 4 Highland Pack Saurians. A DC 10 Wisdom (Insight) check reveals that the Saurians are probably living close by in one of the caverns in the nearby hills. Tracking the den requires two out of three successful DC 12 Wisdom (Survival) checks over three hours as they slowly make their way towards the cavern. On arrival players find a 10ft wide but 4ft high opening in a short craggy cliff. A DC 12 Wisdom (Perception) check notes large claw marks on the rock floor outside the opening, from what looks to have to been a larger creature.

Making their way inside the cavern eventually increases in height to 7ft but stalactites hanging from the roof could be a hazard during combat.

Depending on how the players are doing you can add another 3 Highland pack Saurians in the first Den area or just have the larger den at the end of the cavern contain two Highland Pack Saurians with the Alpha template. The Alpha Highland Pack Saurians are busily crunching bones within their den.

30x20 Featherfern Fossilized Beast Den (Free VTT Resolution Map)

Need this map FoundryVTT ready, with walls, lighting, & sound already done? Or planning to print it to scale? Subscribe for $3USD and download ready-made files; saving yourself the time & effort!

Week two requests (I have also only included 1 of the 3 options here to reduce how long this post is! If you want the rest, sign up for $3USD and grab the PDF next month; it includes not only the additional side-quests but also a bonus map from the backlog that suits each of the quests!):

3.Jungle Outpost Reinforcement (Reconstruction of Nagia Falls Jungle Village)

Trouble brews at the lumber outpost two miles north of Asteria. An aggressive bird-like beast has taken hold of the area, threatening our storage and the workers’ safety. The outpost needs urgent reinforcement, but I can’t send my carpenters into that chaos. I’ve requested a hunter team to deal with this creature and restore order. Without their help, we risk losing a vital resource for the town’s growth.

Signed,

Lorin Woodshade, Carpenter

Rewards: 350 gp, a week’s supply of lumber for the party’s use, and the help of an expert team of carpenters to set up whatever structure that party requires during that week.

When the players arrive at the outpost, they find the gates slightly askew, inside strutting around is a Bloodfeather Raptor. Having been pushed out of its territory by a stronger male, this bloodfeather has made its way here. After encountering the lumberjacks, it eventually took the territory for itself.

Once the Bloodfeather is dealt with, the lumberjacks are very thankful and get back to work as soon as they can.

60x40 Multi-Level Great Tree Jungle Caverns (Free VTT Resolution Map)

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After completing at least one second week request or personal hunt, when you arrive back in town Gyros hurries toward the players; his notes clutched tightly. “You’re the ones who handled that Poisonclaw, right? I’ve got a problem. Hunters have spotted a Bramble Bear, big beast covered in spiny brambles, movin’ closer to town each day. Normally, they’re placid, but this one’s actin’ feral. I need you to track it down and stop it before it hurts someone. If you have to kill it, do me a favor: perform an autopsy while you’re harvestin’ it. Look for anythin’ odd. Wounds, infections, whatever might be makin’ it act this way. That knowledge could save us trouble down the line.”

Tracking down the Bramble bear requires two out of three successful DC 12 Wisdom (Survival) checks, over three hours. When the players find it, it seems placid enough, drinking from a stream… but its normal furry coat has started to crust over, revealing patches of green chitinous plating. As soon as it’s approached (or it notices the players), it enters a frenzy ready to kill. After defeating the Bramble bear and harvesting it, the players find a sinuous worm-like parasite fused to its spine. It appears to be dead, just like the bear.

Returning to town, Gyros’s eyes widen as he listens, but his excitement turns to concern. “Green chitinous plating growing under its fur and a worm-like parasite fused to its spine? That’s… troubling. Parasites aren’t uncommon, but this sounds different. I’ll talk to the other ecologists and hunters, see if we can dig up more. Thank you. This could be important.”

After completing two or more second week requests next time in town, the players see a group of hunters carrying a member of their group into Asteria, rushing. He’s paralyzed. They put him down and call for a medic, saying “We were on a routine recon when these… dragonfly things—“ (Parasic Infestors)—“came outta nowhere. Never seen ‘em before, nor read about ‘em. Next thing we know, Frederick’s down, and one o’ those bastards is jabbin’ a proboscis-like thing from its tail into his back. We killed it, but he’s paralyzed.”

The medic replies “bring him to the medical hut immediately, and I’ll do what he can. Everyone can wait outside, but I need to concentrate.”

If the other hunters are asked further questions about what happened, or more details about the dragonfly creatures (Parasic Infestors), they do their best to explain in detail.

Thirty minutes later, the medic emerges from the hut, shaking his head. “There’s somethin’ inside him. A sinuous, worm-like parasite, fused to his spine. I couldn’t remove it without killin’ him. He’s stable for now, but all I can do is monitor him and try some medications once he’s conscious. This… this ain’t normal.”

If you ask the doctor to describe the parasite more, it perfectly matches the description of the parasite you found in the deranged creatures that were acting strange. Suggestions by the players to keep a close eye on the affected man, or have him tied to a bed, are taken seriously.

Third week requests (I have only included 2 of the 4 options here to shorten the post, if you want the rest, grab the PDF next month sy signing up for $3USD: it includes not only the additional side-quests but also a bonus map from the backlog that suits the quests!):

1. Wurm Extermination (Primodial Crystal Coral Cavern)

A breakthrough at last! We’ve struck a rich vein of rare ores in a cavern system west of Asteria, a potential lifeline for our resource-starved expedition. But our joy turned to dread when the miners faced a massive subterranean Wurm, devouring the very ores we need. Its presence has halted all work, and I fear collapse if it burrows further. I’ve put out an urgent call for a skilled hunter team to enter the cavern. Slay this beast, and secure the deposits. The expedition’s future hangs in the balance.

Signed,

Drenvar Ironvein, Mining Foreman

Rewards: 500 gp, a sample of Rare Frostfire Ore (Fire)(Cold)(Other) worth 1000cp, and a mining toolset (advantage on Strength checks for digging or breaking objects).

A day west across the western plains leads the players to the rich ore cavern entrance. Makeshift mining tracks have been set up leading deeper, but promptly end at a depot. Following the only route deeper, the players find themselves in a colossal cavern, reaching out in many directions. On the floor Frostfire ore glitters and gleams. While a potentially potent ore, a series of refinements must occur before it is usable for any function.

Exploring the caverns, the players eventually feel rumbling around them as a huge wurm (Oreval Wurm) breaches the surface; gulping down ore before facing the players.

60x40 Primodial Crystal Coral Cavern (Subscriber Only Map, This is a Low-Resolution Sample)

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4.Featherfern Swamp Beetle Extermination (Featherfern Mangrooves)

The scouts have returned with promising news from the Featherfern Swamps to the northeast of Asteria. They’ve discovered valuable resources embedded within the root stems of the fungal Featherfern trees, materials that could bolster our crafting and medicinal supplies. However, their efforts have been thwarted by a territorial beetle, a massive creature accompanied by a swarm of smaller insects, guarding the area with relentless aggression. This beast has driven off multiple collection teams, and its presence jeopardizes our ability to harvest these critical resources. I’m calling for a skilled hunter team to track down and eliminate this beetle, clearing the way for safe extraction. Proceed with caution, the swamp’s terrain and the insect swarm will test your resolve.

Signed,

Bryn Stonehammer, Blacksmith

Rewards: 250 gp, a bundle of 6 Uncommon health potions (4d4 + 4 hit points.)

The journey to the Featherfern Swamps requires 2 out of 3 successful DC 12 Wisdom (Survival) checks over three hours, navigating the dense, fungal terrain, either moving through the kneehigh water below or clambering over the featherferns above. Eventually the players spot the Swarmhost Stagbeetle (CR 7) in the distance walking across the feathers above the canopy. A large beetle with a chitinous exoskeleton, thorny protrusions and a swarm of smaller insects following it as it goes about its business. If it notices the players it will make its way towards them, sending its swarm ahead of itself.

40x30 Featherfern Mangrooves (Subscriber Only Map, This is a Low-Resolution Sample)

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Main Story Progression:

Emergency Meeting

After completing two or more third week requests (or personal hunts), next time in town the players are approached by the Grand Admirals assistant. He explains that there is to be a meeting tomorrow morning for all the hunters, and to be there. When the morning comes, the players find themselves with the other hunters around the command table, with the Grand Admiral Dolan in front of them. However, Sordread and his group are nowhere to be seen, and haven’t been for weeks.

Grand Admiral Dolan stands before the command table, his face grim. Whispers ripple through the gathered hunters; Sordread and his team are conspicuously absent. Dolan raises a hand for silence. “Thank you all for comin’. I’ve received all of the reports the hunters have been putting in, and want to assure everyone they’re being looked into. These dragonfly creatures are spreading through the jungle and into the plains. The ecologists have been working around the clock, and they’re convinced these things ain’t natural. Exterminating them is now our top priority. Each team will be assigned an area to hunt these bastards down. Understood?”

Murmurs of agreement rise as Dolan continues. “Go prepare. You’ll have your assignments within the hour.” As the others leave, he beckons the players closer. “Not you. I’ve got a different job for you. Meet me in my office in an hour.”

Dolan sits at his desk aboard the Valiant, a worn journal open before him. He gestures for the players to sit. “You’ve noticed Sordread and his team haven’t returned. They were due back days ago. I’m worried they either failed, or succeeded, in their mission.” He sighs heavily, pushing the journal toward you. “This expedition ain’t just about exploration. Sure, the Isle’s rich in resources to fund the kingdom for decades. But that’s not why we’re here. An ancient manuscript spoke of this place, an island shrouded in mist, holding a weapon even the gods would fear.”

He hands you a note. It’s a copy of an ancient journal, in a language you can understand yet written in an incredibly archaic, foreign way. It reads:

The council has refused my request to leave the isle, citing the great Bloodlust that waits beyond our civilized shores. They chided me, calling my desire to leave childish, only possible in one who grew up in such sheltered paradise as to have never known war, nor famine, nor want.

As such, they refuse to power down The Veil’s mists. The great machine keeps us hidden, safe, by making the nearby seas too treacherous to navigate—in, or out.

But I am not afraid of the outside world, as the rest of them are. I am afraid of what they are making here, unbidden, unasked for; a great weapon, so great even the gods would dare not threaten us. It goes against our very tenants: Peace, Knowledge, Unity.

I have seen some of the research. It holds within it the very cruelty our forbears sought to flee, twisted by the competent hands of knowledge. Did The Enlightened bring the great Bloodlust with us, in our hearts?

We need no such weapon. No one has found us here for a hundred years. I have pleaded for them to stop. Yet, they refuse. And they bid that I must stay. Surely, the outside cannot be more callous than this.

Their fear of what lies beyond will doom our people. I’ll find a way to navigate the mists, escape this land before it’s too late…

Dolan continues “Blessed are the peacekeepers, and with this weapon there will never be war again” or so they told me, but I fear our hubris has left us blind. Where is this civilization? Why are they no longer here? We should’ve asked those questions sooner.”

Dolan leans forward, his voice low. “I believe Sordread found this weapon, and in his naivety, unleashed it. These Parasic Infestors, the worms infectin’ our people and the island’s beasts… they’re not natural. They’re tied to this weapon. The manuscript mentions a place of worship deep in the mountains where it was forged. That’s where Sordread went, and now you’re goin’ too. Take this note, follow their trail, and find out what happened. Learn everythin’ you can about this weapon and its connection to these creatures. Pack your supplies and be ready to leave by midday. We’re out of time. Oh, and stop by the workshop. I’ve had Huggo prepare somethin’ special for each of you.”

GM Notes:

At the workshop the players are greeted by Huggo who shows them over to the work benches. On them, the players find a selection of magical weapons and armor including a +1 Trophy Reaper Greatsword and a Defiant Boneplate.

Each player should be given a +1 magical weapon, either using the Monster Hunter weapons that have been enchanted, or, failing that, just a standard +1 weapon. For characters using crossbows or bows, offer an additional bundle (20) of arrows or bolts enchanted with bane: monstrosity. This increases damage vs monstrosities by 2d6.

In addition, players that are expected to take a lot of damage (tanks and frontliners) should be offered armor if they don’t already have decent armor. Ranged characters or magical characters may be offered other magical gloves, bracers, boots or anything else helpful, including a handful of powerful healing potions.

The admiral is fundamentally setting the players up for what could be a suicide mission, but more importantly, he is convinced if the players fail, Asteria will fall and then who knows what next.

The players head off north-west over the plains, following the path of Sordread as laid out by the Grand Admiral. After two days’ travel, they spot hide tents in the distance, flapping in the wind at the base of a great mountain with a winding staircase carved into it. Approaching the tents, they find them damaged and abandoned. Claw marks are visible on tents, and the barrels and crates have been dug through by something.

In the distance, a faint yipping can be heard. If the players have encountered Highland Pack Saurians before, they might remember this sound. The players have a couple of minutes before the Highland Pack Saurians arrive. They attempt to surround the players from all angles.

When coming into view, the players can finally see that these creatures are no longer Highland Pack Saurians but have been changed into Parasic Highland Pack Saurians. Their outer forms covered in a green chitinous armor of many shades and, their eyes glowing with an amber light.

Once the Parasic Highland Pack Saurians are dealt with, the players are left to investigate the mountain.

40x30 Ruined Rocky Highlands Camp (Subscriber Only Map, This is a Low-Resolution Sample)

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The players head off north-west over the plains, following the path of Sordread as laid out by the Grand Admiral. After two days’ travel, they spot hide tents in the distance, flapping in the wind at the base of a great mountain with a winding staircase carved into it. Approaching the tents, they find them damaged and abandoned. Claw marks are visible on tents, and the barrels and crates have been dug through by something.

In the distance, a faint yipping can be heard. If the players have encountered Highland Pack Saurians before, they might remember this sound. The players have a couple of minutes before the Highland Pack Saurians arrive. They attempt to surround the players from all angles.

When coming into view, the players can finally see that these creatures are no longer Highland Pack Saurians but have been changed into Parasic Highland Pack Saurians. Their outer forms covered in a green chitinous armor of many shades and, their eyes glowing with an amber light.

Once the Parasic Highland Pack Saurians are dealt with, the players are left to investigate the mountain.

40x30 Multi-Level Ruined Arcane Sigil Observatory (Subscriber Only Map, This is a Low-Resolution Sample)

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The carved staircase takes several hours to traverse, and by making a DC 15 Wisdom (Perception check) players notice small creatures (Parasic Infestors) flying through the air far above; disappearing into what could only be holes in the mountain. Eventually, the players finally reach a massive iron door, beyond which is a large corridor that continues on into the mountain some several hundreds of feet. It opens up into a cavern so huge the players cannot see the end, below them is a massive chasm. A bridge made of natural stone juts out reaching into the darkness, continuing the path deeper into the mountain. Dropping a stone into the chasm never returns a sound. The bridge continues on for over one mile. With no pillars to hold it up, it seems unnatural that it still stands, but it does nonetheless.

Eventually the players see a glint in the distance, a pillar of stone reaching up from the darkness at the end of the bridge with a tower made of black stone atop it. Making their way into the tower’s basement, the players find a room filled with scrolls and tomes. Surprisingly, the writing appears to be in a language they understand, even if the text is written strangely. Many of the tomes cover a variety of topics that relate to ecology, animal behavior and traits.

Beyond the room is the central tower with a large spiraling staircase. Bookshelves can be found here with scattered tomes and parchment. In the center of the room is a large crystal barely floating above the floor, a mild vibration emanating from it. On the ground are the crushed corpses of several Parasic Infestors.

The first room the players come across is a vast library with more books on animals, but they also find several magical orbs. While old, dusty and forgotten, one can be activated by touching it. It lights up with a bright pink hue before an image appears on it. The image is of a woman in what looks to be a white and black chequered ceremonial dress, discussing the best traits for transformative magical alteration within an animal class. She explains that depending on the desired outcome, there are a variety of animal types to choose from. She lists several docile animal groups which can be combined and altered with more aggressive animal groups, to make more obedient but dangerous creatures.

Another recording plays next with that same woman, this time appearing to be a personal log of some type. She says one of the crystalline arrays failed earlier today with the maintenance crew arriving shortly afterwards. “They assured me everything was fine but noted that I should be careful with my subjects that I, or they do not damage any of the arcane crystals as it could result in an arcane detonation. While detonations of the smaller crystals lining the examination pens would only result in small damage to the localized area of the facility, damage to the arcane crystals powering the facility would result in catastrophic destruction of the facility as a whole. I shall keep this in mind.”

The main floor contains several unlocked rooms, which seem to have been bedrooms to the people working here. However, the other door is jammed by something and requires a DC 12 Strength (Athletics) check to open.

Inside is an even larger library with books cataloging experimentation on animals. As well as others discussing advantages of insectoid anatomy. And one discussing insectoid hive mind behavior and its application for an easily controllable collection of creatures.

Reaching the first floor the players find two rooms with bloodied floors, DC 12 Wisdom (Perception) reveals small arcane crystals embedded in the walls which jut out from the room. A DC 12 Intellect (Arcana) check reveals that these could have been used for some sort of magical forcefield like effect.

The main room contains more of these bloodied areas, but also features similar arcane orbs from the basement in a command area. Activating the magical orbs shows images of the same woman from the other orbs. She’s standing in front of a pink magical barrier where a dog is trapped behind. She starts the recording by saying “Experiment LF.Xx.2400b, infection transmission day 1”. A Parasic Infestor is released into the chamber via a chute and it begins attacking the dog until it is paralyzed, before it begins insemination.

The woman talks as it unfolds, saying “As you can see, the Parasic Infestor will wait until its target creature has either become paralyzed or is unaware of its presence. The insemination process can be performed on a non-paralized target, but it is a delicate process and could be interrupted. Once inseminated with a Parasic worm, the worm slowly makes its way to the brain-stem where it attaches and fuses to the spine. Once this is complete, the host creature ceases to be its own being and instead becomes one with the hive mind. This process can take several days.”

The recording stops briefly before resuming. The woman returns, saying “Experiment LF.Xx.2400b, infection transmission day 3.” Behind the woman beyond the magical barrier the dog is sitting patiently but it has begun to transform into something else; its fur coat beginning to grow a chitinous hide. She says “The worm has now taken full hold of its host, from here it can no longer be removed without causing the host to die.

“As you can also see, the worm has begun changing the genetic make-up of the host creature to that of the Parasic. A plate-like hide has begun to form and soon will cover the entire body of the host. In addition, the worm eventually will transform the internal mechanics of the creature, so that it may no longer need food or water, perhaps even stopping aging.”

The orb stops again briefly before a new recording plays. The woman is wandering around the command room, she says “An unexpected side-effect has occurred amongst the Parasic, it appears as if the hivemind gains the memories of those that join it. I have replicated several tests now that show this in effect. There may be many useful applications for this in future.”

Another recording of the woman. She is sitting in the command room. She says “There have been complications with the hivemind, originally it was thought that this system of control over all of the Parasic would be the simplest way to keep all the creatures in check, but the hivemind has been found to be rebellious. The council has refused human trails and wishes for the experiment to be shut down. I cannot let this happen.”

A final recording plays. The woman is standing in front of a smaller magical barrier to a chamber only several feet wide and high, inside is a rope like sinuous worm-creature. She says “Experiment LF.Xx.3273, human Parasic hivemind synthesis. In light of the council’s judgment I have chosen to go ahead with human trials before they can shut me down, using myself as the subject. Due to previous findings in regards to the hivemind, I have made adjustments to its structure that will allow me full control of the Parasic… once I have blended with the hivemind itself.

“If this experiment is successful, the council will have no choice but to allow me to continue my research.” She takes a deep breath, but with firm resolve she lowers the magical barrier and allows the hive-mind worm onto her arm. It slithers up towards her face, arching its back as it appears to look her in the eyes, then it jolts down her throat and the recording freezes on the last frame of her horrified face.

Suddenly the door swings open behind the players, with Sordread standing there. Staggering a little and in the light of a torch, he’s covered in blood, tattered clothes and grime… and so it could almost be missed that his entire right shoulder and arm has become Parasic. Chitinous armor begins at his collarbone, leading down his arm to sharp insectoid claws. He’s out of breath and eyes the players wearily. His voice is hoarse but firm “I see you from roof, tovarischi. Had to know you are not infected. I am… not strong enough to fight you all now.”

If the players ask about his arm, he glares at his twisted arm, voice bitter. “Parasic Infestor, it strike me in night, after others fall. Planted worm in me. I stop it getting to brain, kill it, but too late. This happens. Tourniquet for week, thought arm would rot. Instead, this zver—beast—grows. Infection stop now, I think. Worm is dead, no blood to feed it.”

If the players ask about how he knows how the worms work, he says “Jameson, he learn from magic orbs here. Clever man, da? Knew things he did not share easy.

“Dolan send you, da?” Sordread asks. “What happens in Asteria now?” He listens, jaw tight. “I try to return, to warn him, but creatures block path outside mountain. Took what I could from camp, came back to learn more. But this… books, orbs… not for me. Jameson was one for such things.”

Sordread’s eyes darken, his voice low. “Addy, Jameson, Trivali… all dead.” If pressed, he says “That suka—woman—in vault below, she kill them.” He points to the orb’s frozen image. “She waits down there, beneath tower. We seek great weapon, but our greed betray us, like it betray her people. We open door, and now we must end this, da?”

He gestures to the basement. “Lift is there, under crystal. Takes us to vault. Weapon in manuscript? It is Parasic, these creatures turn on makers. We find her. Creator. Half-human, half-Parasic. Hivemind. She hide in dark, ambush us. Addy, Jameson, Trivali… No chance. I run to warn Dolan, but… you see.” He clenches his fist, eyes burning. “What is plan, tovarischi? I want vengeance. I want this stopped, before it spread more.”

Joining Sordread, the players make their way down to the basement platform. With Sordread messing with a couple of semi-hidden switches, the crystal floats up into the air above the players and the noticeable sound of gears clicking begins. Suddenly the floor shudders, and slowly begins descending into the depths. Into the darkness.

40x30 Parasic Sovereign's Vault (Subscriber Only Map, This is a Low-Resolution Sample)

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The players make their way off the elevator platform, following a bloody trail into a small hewn-stone room. Sordread pales a little when he sees his dried blood, muttering ‘That bitch almost had me’.

In front of the players lies the final door to the vault, a circular stone that must be rolled out of the way. Opening it reveals a cliff edge that descends into darkness. Atop the cliff are five crystals embedded in the ground, pulsing with arcane power and showering the area with pink light. Strange purple plants cover the area and the stench of death and rotting corpses washes over the players. All is quiet, and Sordread says to keep on your guard.

The walls have obvious rough mural carvings, as if made by the hands of a child. They depict various monsters from the island covered in chitinous plating, much like the infested Bramble Bear was, showing that anything living can fall to the infection.

The murals also depict infested, rejoicing humans; painting a twisted tale of what happened to the original civilisation. Following the researcher’s human trial, the Parasic escaped and washed across the island, infecting all living things.

The Hivemind (embodied by the Parasic Matriarch), already intelligent, learned from all those it assimilated. The surviving humans naively gave up everything they had left to thwart the Hivemind and imprison them down here, behind a forcefield, and thick stone doors should that ever fail (which Sordread’s party opened). And so, the foolish humans that were left never recovered, and died out after refusing their god.

While studying the cavern walls, a successful DC 10 Wisdom (Insight) or Intelligence (Investigation) reveals The carvings are uneven and obsessive, gouged deep in some places, shallow in others… Like someone scratching the same story over centuries. Chilling clues that these murals were not made by the ancient humans… but by the Parasic Matriarch herself, during her long imprisonment.

Beyond the murals are the remains of bodies littering the floors of the cavern, from various small animals. It is a grizzly sight, as they each appear to have been ripped open from the inside, as if various things chewed or burst their way out.

Sordread stumbles a little as he spots the mangled bodies of his friends, in much the same state as the animals. The sight causes him to clench his jaw and fists. Other, fresher animals lay nearby, with one bursting to give birth to a bloody Parasic Infestor. It begins slowly fanning its still-furled wings; newborn.

In the distance, near the edge of a precipice, something large emerges from the shadows. Illuminated by the glow of the crystals, it is the green, chitinous silhouette of an 8ft tall woman with too many arms and a long, sinuous tail trailing from her back and dangling down over the side of the cliff.

Her eyes glow amber as she crouches over the body of an intact dead animal, stabbing it deeply with one of her spiked arms, pausing for a moment, before pulling the appendage out; dripping with pale ooze. Nearby, Parasic Infestors drop another dead animal to the ground, before flying off.

Standing and turning towards the players, the Matriach’s amber eyes flash. Inhuman, overlapping female voices bloom inside every skull, warm as a lullaby, sharp as a scalpel. “Welcome home, little knives. I tasted your names on the wind not long after your boots touched Asteria’s sand.”

A Parasic Infestor lands on her shoulder, as she talks, which she gently touches fondly.

She greets each player by name, before continuing. “Look upon the murals, children. Your betters begged for peace. I gave it. One mind. One flesh. No more war, no more want… Only the song.”

She continues “With every being that joins my chorus, I see their past, their future… I see a future beyond this Isle where we shall all sing together. Come children, join me in the song.” If the players don’t surrender then and there, she screams, now furious. “You seek to cage me again? Your savior, your great weapon!” Parasic Infestors swarm down from tiny holes in the ceiling, toward the players.

During the fight the players might note that no matter where the Parasic Matricarch moves, her long, sinuous tail always continues over the cliff and down into the darkness below.

Possible Mid-Fight Lines:

If a PC drops to 0 HP: the Parasic Matriarch says “Sleep, little knife. Your pain ends in us. You shall live forever.”

If a PC destroys a Parasic Infestor: the Parasic Matriarch says “A finger severed. The hand still clenches.”

If Sordread lands a critical hit: the Parasic Matriarch says “Even broken tools cut deep… before they bend.”

If the Party flees: the Parasic Matriarch says “Run. The door has been opened, and my song only grows louder the more join the chorus.”

When the players defeat the Parasic Matriarch, she staggers backward; falling to the ground motionless, green-black blood hissing onto the stone before her body begins to be dragged towards the edge of the cliff via her long sinuous tail. Her body topples over the cliff, silent, graceful… wrong.

For one heartbeat, the cavern is still. The Parasic Infestors freeze mid-wingbeat. Then the cliff erupts. A colossal, pale worm, The Parasic Sovereign surges up from the dark abyss, the matriarch’s body cradled in a pod in its forehead.

The worm roars with the Matriarch’s voices, its maw filled with rows of teeth, furious, “INSOLENT LITTLE KNIVES! We are the beginning you fled. We are the end you built. PEACE. UNITY. YOUR NAMES ARE ALREADY OURS!”

Sordread bellows over the Parasic Sovereign’s roars, his voice hoarse. “We need new plan, now!” If the players suggest destroying the arcane crystals Sordread nods “Da, good! Go! Run! I finish this bastard.” He charges to the central crystal, waiting until the players are clear. Pink lightning crackles as he drives his Parasic arm into it, the ground quaking. He turns, a grim smile on his face.

“You owe me two debts now, tovarischi!” Sordread yells (if the players lost the bet at the start), or if the players won the sword he instead yells “Proshchai—farewell! Tell Valiant I burn like star!” as white light explodes all around and the cavern collapses in front of them.

The mountain continues to shake from the explosion, and just as the players reach the outside of the mountain they look up to see it fall in on itself completely; destroying the vault, the facility, and everything else that was inside.

GM Notes:

If the players do not come up with this plan (or any plan involving causing the mountain to collapse in on itself) by the start of the 2nd round with the Parasic Sovereign, allow them a DC 14 Wisdom (insight) check to remember the recording they saw within the tower above, involving damaged arcane crystals exploding with devastating results.

If all else fails, Sordread comes up with the plan at the start of the 3rd round.

Epilogue:

Return to Asteria

After the mountain’s collapse, the players emerge from the rubble-strewn plains, battered but alive, the dust of the fallen vault settling behind them. The journey back to Asteria takes two days, the silence of the wilderness broken only by the occasional distant cry of a creature untouched by the Parasic’s reach. As they approach the bustling docks of Asteria, the town’s lights flicker warmly against the twilight sky, a stark contrast to the chaos they’ve endured.

Word of their return spreads quickly. Grand Admiral Dolan, his greying hair catching the evening breeze, strides to the docks to meet them, his stern face softening with relief. “You’ve done it,” he says, voice thick with gratitude and unease. “The mountain’s gone! Sordread’s sacrifice, your courage. Asteria owes you its survival.”

Elexy, the elven bartender, emerges from the crowd, her white sailor’s shirt pristine despite the day’s work. She flashes a radiant smile, clapping the players on the shoulders. “You lot are legends! Come up to the Valiant. Tonight, we’re throwing a feast in your name. Let’s eat like kings!” The promise of a celebration lifts the group’s spirits as they ascend the wooden walkway to the cliffside tavern.

Inside the Valiant, the air is thick with the aroma of roasted meat and spiced bread. Tables groan under platters of food, and the hunters of Asteria raise mugs in toast. Sordread’s absence weighs heavily, but his memory is honored with a seat left empty, a Flamejet Shortsword resting atop it. Dolan stands, raising his glass. “To the fallen and the brave. May their strength guide us.” Elexy pours a round, her laughter ringing out. “To you, heroes! Eat your fill!”

At a corner table, Gyros sits surrounded by scattered notes, his spectacles fogged from the tavern’s heat. He’s quieter than usual, his tousled hair more disheveled as he pores over a sketch of a Parasic worm. He says to the players, voice low but fervent “That hive mind… It’s unlike anything we’ve seen. I’m studying what you brought back. Every scrap, every clue.” He offers a rare smile, then raises a mug in their honor, vowing to share any breakthrough that might shield Asteria from the island’s lingering threats.

As the feast unfolds, the players are plied with stories and gratitude. Stories of Addy’s nimble hands, of Trivali’s hunting skills, and of Jameson’s prayers, are echoed. The night grows long, the firelight casting dancing shadows, but an undercurrent of tension lingers. Whispers circulate; hunters report sightings of amber eyes in the jungle, faint chittering in the night…

As the celebration winds down, the players step onto the tavern’s deck, gazing out over the dark sea. The mountain’s silhouette is gone, replaced by a jagged scar on the horizon. A chill breeze carries a strange, almost melodic hum, too faint to place. Gyros joins them, his voice low. “The Sovereign… we assumed it perished with the Matriarch. But those crystals’ power, was it enough? Or does something still writhe in the depths, waiting?”

His words hang in the air, unanswered, as the stars above seem to flicker distantly; leaving an ominous question lingering in the shadows of Asteria’s future.

Isle of Fangs OST - 41 Tracks as Loopable Playlists:

All of these instrumental songs sound uniquely like the Isle of Fangs; tropical, primitive, and bloodthirsty. They progress into more epic, darker vibes as the campaign advances, setting the mood perfectly. I generated them with AI and had a lot of fun doing it. We hope you enjoy them as much as we do! We know AI isn't for everyone, personally we think it's incredible that we can now make an OSTs for our campaign sourcebooks, but take it or leave it as you wish. ~ Beb (Luke the Cartographer's wife)

  1. Welcome to the Isle of Fangs (Campaign Intro Song)

  2. Town & Docks Ambience Music

  3. Coast Ambience Music

  4. Jungle Ambience Music

  5. Cave Ambience Music

  6. Highland Ambience Music

  7. Ruin Ambience Music

  8. Combat Music

  9. Boss Battle Music

  10. BBEG Battle Music

  11. Heroic Sacrifice Music

Sample my 80 premium battlemap variants for November below! Become an Adventurer of Legends member for access, and get 50-100 new battlemaps monthly. Thank you for any and all support - it tells us to keep making content like this. and keeps us well-fed on oats.

Comments (8)

D
Dhavaram · November 3, 2025

Can I buy this adventure without being a paid Patreon member?

S
Seafoot Games - Free & Premium Realistic DnD Battlemaps (Grimdark Fantasy) as FoundryVTT Modules + Printable + VTT · November 3, 2025

Thanks for asking Dhavaram, You can grab, the base edition for $4 at the shop (Linked below). It contains all the maps you'll need for the campaign in both print, VTT and Foundry as well as both campaign PDFs. If you want the additional variant maps which include things like night, raining and ruined versions that edition is $9.99 but does not include foundry. And the $15 edition includes all the maps and campaign .PDFs as well as all the foundry maps. https://www.patreon.com/cw/seafootgames/shop Hope this helps, Luke. :)

R
Rand · October 30, 2025

How does a paid member of your patreon get this?

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Seafoot Games - Free & Premium Realistic DnD Battlemaps (Grimdark Fantasy) as FoundryVTT Modules + Printable + VTT · October 31, 2025

Hey Rand, we’ll be releasing all of this early November under two other Isle of Fangs posts (for print and foundry, not sure if we’re doing a 3rd post for the new $3 tier), but also all the backlog posts will be updated with links to the Isle of Fangs. Hope this helps! :) We’re still finalising the PDFs and making the maps print / Foundry ready atm ~ Beb

B
Ben East · October 30, 2025

Let's Go!!! Love the Astral options. The Astral observatory is absolutely perfect for my Spelljammer campaign. And the Astral monster hunter fort will now be my Scro base of operations.

S
Seafoot Games - Free & Premium Realistic DnD Battlemaps (Grimdark Fantasy) as FoundryVTT Modules + Printable + VTT · October 30, 2025

Thanks so much Ben!!! :D Will pass this on to Luke ^.^ ~ Beb

D
Daniel Jacobs · October 29, 2025

Im interested in paying the $3, but not sure how. Are there instructions in missing somewhere?

S
Seafoot Games - Free & Premium Realistic DnD Battlemaps (Grimdark Fantasy) as FoundryVTT Modules + Printable + VTT · October 30, 2025

Hey Daniel! Sorry about the confusion, you should get all of these extras without having to pay the $3 because you're on the Conquerer of Civilisation tier :) Basically, $3 members and up get all this stuff when it's released in November (only differences being whether or not members get Foundry VTT maps or Printable maps depending on their tier). Hope this helps! ~ Beb