
The party thought things couldn’t get worse. But as they enter a new chamber, magma flows between broken platforms and the air itself burns. The ground trembles beneath their feet… and which enemies await here, only the Master knows.

REWARDS

22x16 Map
Gridded and gridless versions
Original, Original No Bridge versions!

22x16 Map
Gridded and gridless versions
Original, Original No Bridge, No Magma, No Magma No Bridge, Haunted, Haunted No Bridge, Massacre, Massacre No Bridge versions!
Printable PDFs

22x16 Map
Gridded and gridless versions
Original, Original No Bridge, No Magma, No Magma No Bridge, Haunted, Haunted No Bridge, Massacre, Massacre No Bridge, Toxic, Toxic No Bridge, Water, Water No Bridge, Blood, Blood No Bridge, Cursed, Cursed No Bridge versions!
Printable PDFs
MAP DESCRIPTION
Present the Ember Chamber to your players and they'll find themselves in a blistering wing carved through living rock, an arena half-swallowed by lava, hemmed in by two narrow causeways. Heat roils at their boots; molten rivers lap just a few paces away.
The safest routes to the exit are the thin, precarious bridges that stitch the chamber together.
On the center platform, bridging the two sides, stands a small ruin, a compact raised position ideal for a party's sharpshooter or a place to shelter behind fractured walls. Making an escape across this sea of flame might sound straightforward… until the chokepoints turn vicious under the pressure of the wrong enemies.
NOTES
Map Style & Tactics: Ember Chamber is a compact, high-risk map designed to reward careful turn planning and movement. Use it to turn otherwise routine fights into tense tests of positioning and timing for your players.
Bridges: The bridges might be made to appear and vanish by a hidden mechanism within the Ruin.
Jumps: Allow nimble characters to ignore bridges by jumping between platforms — a risky but satisfying option for players who want to outplay the battlefield.
Braziers: Four hanging braziers can be knocked loose to fall onto characters or enemies below. Consider placing one directly over the entrance for a dramatic opening hazard.
The Ruin: Hide rewards, traps, or adventure clues behind the fractured walls of the ruined structure to reward parties who take time to search.

Welcome Back, Fellow Darkish!
We’re taking you through the Dungeon again, this time down into the Ember Chamber. Things get hot at these depths.
Our collection has grown into a toolbox that supports many different playstyles. Are you combining maps from this series to create larger, linked encounters?
Want a specific map next month?
Tell us in the comments, we’re always eager to hear how you run these at your table.
That’s all for this month, dear Fellow Darkish.
We wish you great adventures and NAT20s!
The Darkest Maps Team