The Hounds of Havoc Hall - Session Dungeon Map

The Hounds of Havoc Hall - Session Dungeon Map

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The Hounds of Havoc Hall - Session Dungeon Map Fog of War Version - Shows secret passages on map, which can be hidden by Fog of War. Theater of the Mind Version - Secret passages are not shown on the map.  Game Master Version - Sectet passages are shown and marked on the map for the GM.   -All versions include a grid and gridless versions. -All versions include 70ppi and 300ppi versions. -Includes a GM planning document for the GM Version. -Includes easy print PDF files, so you can print at home and play on a full-scale map! -Includes PNG files for uploading to your favorite VTT.   The Hounds of Havoc Hall Nestled deep within a dense forest clearing lies the enigmatic Havoc Hall, a sprawling one-story stone edifice, both intriguing and forbidding. Legend speaks of its solitary resident, the twisted hunter, Lord Varick. Whispers in nearby villages say he's mastered dark magics, allowing him to manipulate the hall's three central kennels and their gates, releasing his ravenous hounds at will. Tales of missing villagers and hapless travelers grow by the day, and a chilling pattern emerges: all had ventured too close to Havoc Hall. The recent disappearance of the "Emerald Locket of Lorian," a treasured village heirloom, has exacerbated these fears. A merchant last seen heading near Havoc Hall had it, and now both he and the locket have vanished. Desperate for its return, the village chieftain offers a substantial reward. The locket is not just a precious gem; it's a symbol of the village's heritage and holds untold sentimental value to the chieftain. Venturers who wish to claim the reward must thread carefully through the six rooms of Havoc Hall, each a potential deathtrap with Varick's hounds always a mere thought away from being unleashed. Beyond the physical danger, they must also outmaneuver a mad hunter who can open and close doors with his mind. (Don't forget your door spikes!) Who dares to traverse the deceptively simple chambers of Havoc Hall, confront the hounds, and challenge a foe with the building at his beck and call?

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