Hello Adventurers! I put in some long days to finish this for the end of the month. I'm super happy to release the Fey Portal to you all. I wanted a map that could be used to enter the fey realm or a place where something terrible is about to enter your party's world. I went with as much greenery as possible, contrasting the dead landscape. It is also quite oversized, with giant steps. I wanted to give the impression that this was made by something or someone far bigger than the players.
I’ll be working on the Underdark Tide Pools next, with the Clan Crannog coming later.
Underdark Tide Pools
I love the idea of underground oceans. The edges of these oceans would be ominously dark, with jagged rocks and tidepools of inky black water - a perfect location for an encounter with some bioluminous monstrosity.
Clan Crannog
So, what's a Crannog? A Crannog is a circular iron-age house/hut built on a lake/loch as an artificial island, with a pier leading out to it. They were used for defence, and often, important people lived in them. This would be perfect for a clan of warriors, a place to fortify, and a fun and unique location to defend or invade.
Thanks to new and old Patrons for your support. I love finding new and unique ideas for locations (the Crannog will be a cool one!). Let me know if you have some unique ideas for a map or two. I often use Patron ideas for my releases. That's about it. As always, have a wonderful weekend and happy adventuring! Oh, and happy Halloween to those who celebrate it!
The files, thumbnails, and tags can be accessed on the Map List Page. You must be logged in to Patreon and signed up to the correct tier to access them. Remember, you are only charged for map releases; you can download all the old maps at no extra cost!

The archway's surface is softened by time and covered in lichen. Organic patterns snake across the stone, curling over the edges of the plinth on which it rests. Giant oversized steps lead to the arch, made by unknowable giants or gods long since forgotten. An unusual crispness hangs in the air, carrying a scent of green at odds with the barren wasteland surrounding the megalith.
The last syllable of the incantation hangs in the air. A low hum reverberates through the archway, almost unperceivable at first but steadily growing until small stones begin to skitter across the ground. The arch starts to glow a vivid green, leaving an afterimage seared into your vision.
Then, in a sudden burst, life erupts from the portal. Vines slither across the ground while sprouting plants and even small trees race to blanket the barren earth. Flowers bloom, petals unfurl, and leaf buds swell and burst, transforming the once-lifeless soil around the archway into a lush oasis. A deep blackness forms within the archway, its surface rippling with the same green glow.
30x30 Grid Map
This portal is ancient and needs a similarly ancient incantation to open it. The incantation will need to be found, probably in an old crypt or tomb. I’d suggest using my Kings Burial Mound map as a location for this knowledge.
I deliberately made the area around the portal barren to emphasise the fey greenery. ‘Normal’ plants don’t grow around it, so even in a lush environment, it will be desolate.
Keeping the portal open could be a task that needs to be accomplished while also in combat. Refreshing some spell or energy will add extra complexity to any encounter.
Can the portal be entered or exited from both sides or just one? Does the polarity of the portal change? Allowing for entry or exit, or can things only enter from one side and exit from the other? What happens if you try to enter from the wrong side? All good questions with horrible implications to getting them wrong :D
The portal can appear randomly in different locations; this time, it's in a wasteland.
The Fey Pilgrims: Each solstice, a group of pilgrims from the fey realm travel through the portal. The party can find them by accident or be tasked with helping them pass smoothly. The current location is filled with dangerous monsters/enemies drawn to the portal's magical energy.
The Green Sings: Opening the portal takes time, and doing so draws planar creatures to its magical energies. While a fey priest opens the portal, the party must hold off the hordes of magical beasts or other monsters.
Invasive Species: The portal should never be opened, lest a being or group of monsters be unleashed on the world. Of course, this will happen, and it's the party’s job to fix it. They could try preventing the spell from being cast (fighting the priests casting it) or holding back the horde until someone can close the portal.
Day/Night for most of the variants.
Portal Opening Variants
I've created a sequence of variants so you can switch them out as the portal opens.
Closed but with the foliage in place.
Unopened (dead) - Before the portal is opened, everything around the portal is dead.
I've also removed the arch, so it's just a huge Altar, perfectly dragon-sized.
I also created a collapsed Obelisk as another variant.

And a Desert variant for good measure.
