
Welcome back Fellow Darkish!
You wade slowly through murky, dark water, racing to reach the next flight of stairs before the level rises again.
Perhaps because of the loud, lapping water, you don’t hear the unsettling creak coming from the crypts above.

REWARDS

22x16 Map
Gridded and gridless versions
Original, Original High Water versions!

22x16 Map
Gridded and gridless versions
Original, Original High Water, Light Off, Light Off High Water, Haunted, Haunted High Water, Massacre, Massacre High Water versions!
Printable PDFs

22x16 Map
Gridded and gridless versions
Original, Original High Water, Light Off, Light Off High Water, Haunted, Haunted High Water, Massacre, Massacre High Water, No Water, No Water Massacre, Magma, High Magma, Toxic, High Toxic, Blood, High Blood, Cursed, Cursed High Water versions!
Printable PDFs
MAP DESCRIPTION
Flooded Hall is a distinctive chamber in the dungeon. It’s arranged on four tiers connected by stone steps that form a high terrace running along the left side of the room.
Level 1: Three openings sealed with heavy iron bars mark this tier. Those openings can be niches, cells, corridors—or whatever suits your adventure.
Levels 2 & 3: Very similar to one another, these tiers contain numerous niches full of bones. Exploring them might reveal clues or treasure… or awaken the crypt’s denizens, who will not welcome intruders.
Level 4: Two large exits open from here.
How will you tackle this layered chamber? Will you comb every corner to uncover its secrets, or make a desperate dash for the exits?
NOTES
Versatility: Flooded Hall is extremely flexible and can provide interesting tempo and dynamics even for low-level encounters.
Phases: Play the room in three consecutive variants (No Water→ Original → High Water) to heighten the sense of urgency and danger.
The water: In Low Water (Original) the Level 1 floor is already hard to traverse; in High Water some areas become swim-only.
The bars: The barred openings can be cells with hostages who must be rescued before the flood, corridors to other areas, or rooms hiding creatures ready to strike.
The crypt: Skeletons may rise on their own as adventurers pass, or only provoke when their niche is looted or disturbed. The difficulty and pacing of encounters change significantly depending on how you set this trigger.
Aquatic monsters: The water can conceal dangerous, unexpected creatures.

Welcome Back, Fellow Darkish!
The Dungeon Series keeps growing, more mysterious and unpredictable every time.
Flooded Hall is a dynamic, highly adaptable room that works for different encounter types, objectives, and hazards.
We’re very happy with how it turned out… and we can’t wait to see how you’ll use it in your campaigns!
If you like the map, give it a like or, better yet, leave a comment: it really helps us understand what you enjoy most.
That’s all for now, dear Fellow Darkish.
We’ll be back very soon with the second map of the month.
We wish you great adventures and NAT20s,
The Darkest Maps Team
Nathan Hinote
2025-08-30 02:36:39 +0000 UTC