Rich

Rich

If you're a DM like me, you know that one of the most important aspects of your games is good maps. My goal with D&D ReinKarnated is to take classic maps from D&D and bring them to a whole new level.

Marsh Skirmish Kill-Zone

Marsh Skirmish Kill-Zone is a narrow, winding cut of brackish water where the reeds grow thick enough to feel like walls and the current slides through hidden channels like something alive.

Shaded Dockside Exchange

Shaded Dockside Exchange is a cramped wooden platform wedged over dark water, lit by a few warm lanterns that leave most corners in soft shadow.

Sunken Barrow Breach

Sunken Barrow Breach is a burial chamber torn open by time and water—an ancient stone vault exposed by erosion, its entryway half-collapsed and its interior slick with runoff and algae-dark stains.

Marsh Border Skirmish Ground

A half-flooded perimeter line where “solid ground” becomes a negotiation—packed earth dissolving into mud, reeds, and shallow channels that creep in from every low point.

Father Kelmun Drift – Cult Shepherd / Zealot

“The water does not kill you. It takes you somewhere quieter.”

Hissra-of-Three-Scars – Mercenary Skirmisher

“Secrets rot faster when you help them along.”

Riln the Gloomhand – Poisoner / Information Broker

“Secrets rot faster when you help them along.”

Veshka the Pale Knot – Relic Scavenger

“Nothing buried stays quiet forever. Some things just learn to whisper.”

Kroggle Mirejaw – Raiding Captain

“Soft ground makes soft people. The marsh teaches harder lessons.”

Ashkhar - The Efreeti

Where Ashkhar walks, fire obeys — and the world learns the price of defiance.

Kalthryx - The Remorhaz

The land does not burn where it passes. It melts.

Vorthuun - The Hydra

It does not grow heads to survive. It grows them to remember.