October 2025 Update
- Adam Donovan

- Oct 24
- 16 min read

[October 2025]
WELCOME TO SPOOKY SEASON!
Greetings all, and welcome to the October (2025) update for Roguelike Games!
Here at RLG, we're big fans of the Halloween season and of giving away goodies! In the past, we've run Halloween competitions and given away a spooky adventure you can use in any TTRPG.
This year, we're continuing the trend and offering up six free maps (with optional tokens) for you to use in a Tabletop RPG of your choice. These are completely free to download, use, and keep, and are intended for personal use only. If you see any of them for sale, please let us know, as they should be free!
For each map, we've included a little snippet of lore about the location and some possible plot hooks for using them in an adventure, but don't feel restricted by this - they're your maps, use them how you like!

Downloading the Maps
Each map is a collection of files, plus some tokens and accompanying background information (which is also included on this site):
Art: A copy of the map from a 3D perspective is included for showing to players before using the maps; this is purely for decorative and illustrative purposes.
Map (with grid): For those wishing to import the maps manually into their favourite VTT, each map is provided in the traditional top-down view, complete with a pre-placed grid. These maps are included in 3840x2160 pixel resolution.
Map (gridless): a second copy of each map is included without a grid for those who want more control over importing into their favourite VTT. These maps are included in 3840x2160 pixel resolution.
VTT file: Each map also has a .VTT version, which can be imported directly into popular virtual tabletop platforms, such as Foundry VTT.
Flash & Tokens: A flash-image of each of the potential non-player characters/enemies are included, as well as their tokens to use on VTT battlemaps if needed.
Isolated Cemetery: The Chapel of the Forgotten Watcher

This is the Blackwood Family Plot, a small, imposing cemetery that sits on a strange, isolated rise known locally as "The Barrens." Unlike the truly ancient, rambling and desolate boneyards, this plot is unnervingly contained by a low, rusted iron fence, the only splash of colour coming from the unnatural, deep-crimson and fiery-orange foliage of the surrounding trees—a phenomenon that persists year-round. At its heart stands a severe, Gothic Revival chapel-mausoleum, its slate roof perpetually damp. The most striking and unsettling features are the four bleached-white, life-sized marble figures guarding the central path, another near the back of the cemetery and a massive angel statue located near the chapel doors. They are not mournful, but watchful, their expressions strangely judgmental, positioned to stare at the door of the chapel and the barren field beyond. No one has been buried here in over sixty years, yet the grounds always appear recently tended, with a bizarrely clean-swept look that suggests a meticulous, unseen hand is at work.
Local rumour holds that the Blackwood patriarch, a notorious 19th-century land baron named Elias Blackwood, was obsessed with controlling his legacy even in death. He commissioned the chapel not as a resting place, but as a vault to contain a terrible family secret. The four angels, they say, are not monuments to faith, but sentinels bound by a powerful curse to prevent the secret from being unearthed. The most chilling whispers involve The Watchman, a figure sighted only at dusk: a gaunt silhouette seen standing perfectly still beneath the darkest tree line outside the fence. He is said to be the ghost of the last Blackwood groundskeeper, driven mad by what he witnessed in the chapel before he hanged himself from the central spire. He is the only one who tends the graves, and he reacts violently to anyone who steps near the fence after sundown.

Plot Hooks for Adventure
The Plea of the Contained: The adventurers are approached by a nervous, wealthy relative of the Blackwood line—a man named Mr Alistair Vance—who claims he has been receiving cryptic, blood-curdling letters from within the vault. He begs the party to enter the chapel, retrieve a specific heirloom silver locket, and determine what or who is trapped inside the stone walls.
The Blasphemous Key: A local antique dealer claims to have acquired an old, tarnished brass key with a complex, unsettling sigil engraved on its head. He's desperate to sell it, claiming it emits a cold aura and gives him terrible nightmares. Legend suggests this is the original, ceremonial key to the Blackwood Chapel, which can only be turned when a living heart is offered at the foot of the central angel statue. Retrieving the key will immediately make the party a target for the territorial and aggressive ghost of The Watchman.
The Statue's Silence: The town's last remaining priest, Father Hemlock, is worried. He claims that one of the four marble angels—specifically the one nearest the entrance—has recently been turned around. Its gaze, which was once fixed on the chapel door, is now directed outward, into the surrounding Barrens. He fears this change signifies a weakening of the original warding spell and that something the Blackwoods feared is finally clawing its way back to the surface. The party is hired to reorient the massive statue before midnight, a task that seems simple but is complicated by the presence of whispering, disembodied voices that try to convince them to look where the statue is now pointing.
You can download all the files you need for The Isolated Cemetery HERE.
Eastern Homestead: The Garden of the Lingering Feast

The House of the Withered Maple
This isolated structure is the secluded retreat of Master Kiyo, a wealthy merchant who built the house generations ago as a place to conduct secretive business and indulge in private, lavish parties. The garden is a miniature masterpiece of dry landscape (Karesansui), meticulously arranged with moss-covered stones and a stagnant, black-water pond that never seems to reflect the sky. The paper shoji screens of the house are strangely opaque, failing to glow even on the brightest days, and the air within the compound carries a faint, sickly-sweet aroma, like forgotten incense and decaying fruit. The most striking features are the large, crimson parasols, which seem to be permanently open and perfectly arranged, as if waiting for guests who will never arrive.
Local tales revolve around Master Kiyo's final, desperate feast. During a harsh famine, Kiyo allegedly invited his rivals and debtors to a night of revelry, only to poison the food and lock the gates, sealing them all inside to die slowly. The house and gardens became a tomb, and it is said that the vengeful spirits of the guests are now bound to the estate. The red parasols seem to be connected to the event in some way, their spirits perpetually experiencing the agony of betrayal. They are not initially violent, but malignantly despairing. Anyone who sits beneath one of the parasols is instantly overwhelmed by crushing sorrow, hearing the faint, accusatory whispers of the starving dead. The spirits of the guests are trapped in an endless, phantom party, occasionally glimpsed as shadows moving behind the shoji screens, forever waiting for the main course to be served.

Plot Hooks for Adventure
The Stolen Name Scroll: A scholar, Lady Akiko, desperately needs to retrieve a priceless scroll—the 'Ledger of Betrayals'—hidden within the house. She fears the scroll contains the names of the poisoned guests, and if she doesn't secure it before the next full moon, their curses will spread outside the garden. The difficulty is that the paper walls of the house have become psychically active; the shoji screens only open to those who correctly answer riddles posed by the despairing spirits within.
The Missing Gardener: The only person who dared to live near the retreat, an old gardener named Hideo, has vanished. His tools were found neatly placed near the stagnant pond, and a single, fresh, yet impossibly withered, red maple leaf was left on his rake. The party is hired to find him, perhaps by his worried daughter, Yuki. They soon discover that Hideo was trying to plant a specific, rare flower near each parasol to "soothe the hunger of the dead." His disappearance suggests he either succeeded and was taken, or failed and became the next guest at the spectral feast.
The Ritual of Completion: An itinerant exorcist, The Monk Kenji, believes the haunting can only be ended by finishing the original, poisoned feast. He recruits the adventurers to gather three specific, rare ingredients (perhaps a bitter root, a petal from a flower of death, and a flask of fresh human tears). The party must then prepare a small ceremonial meal in the main room of the house and offer it to the host, Master Kiyo, whose malicious spirit hides in the central recess, using the despair of his guests as a shield. The twist: the ingredients must be mixed with their own blood to truly satisfy the hungry ghosts.
You can download all the files you need for The Eastern Homestead HERE.

Cyberpunk Street: The Neon Crypt Alley

The Neon Crypt Alley
This is Sector 7G-Delta's "Ghost Alley," a perpetually damp and shadowed service road tucked behind the towering, low-rent habitation blocks known as 'The Hive'. The apartment visible on the left is one of countless identical units, its inhabitants just cogs in the megacity's relentless machine. The alley itself is a symphony of decay: flickering holographic ads casting an eerie, purple and crimson glow over industrial detritus, leaky pipes weeping onto the cracked synth-crete, and the constant, low thrum of distant generators. The only parked vehicle — a lone, almost-forgotten motorcycle — seems to be waiting for a rider who will never arrive. What truly sets Ghost Alley apart are the lingering digital echoes. Every piece of tech, from the smallest comm-chip to the largest data conduit, seems to periodically glitch, displaying static, warped faces, or fragments of long-dead conversations.
Local whispers claim that Ghost Alley is built directly over a forgotten mass grave from the early days of the Net Wars—an undignified resting place for data brokers and corporate spies who knew too much. Their tormented consciousnesses, once uploaded to vast, experimental servers, were never properly purged and now bleed into the city's digital infrastructure. The most persistent rumour involves "The Code Wraith," a spectral entity that manifests as a shimmering distortion in the air, often seen near the parked motorcycle. It's said to be the ghost of a legendary netrunner, Akane 'Databreach' Sasaki, who vanished here after a final, high-stakes data heist. Those who linger too long in the alley report sudden, chilling downloads of impossible memories into their neural implants, or waking nightmares of a vast, digital labyrinth from which there is no escape. Sometimes, a ghostly, crimson light pulses from inside the abandoned cargo transport, as if a forgotten server is still struggling to transmit a final, desperate message.

Plot Hooks for Adventure
The Glitching Message: A frantic, heavily-encrypted data packet containing a single, distorted image of a terrified face and a string of seemingly random numbers keeps appearing on the comms of a local gang leader, Tom 'Razor' Ryker. He believes it's a taunt from a rival, but the data forensics point to it originating from the Ghost Alley. Ryker offers the party a significant reward to trace the source and permanently delete the "message," unaware they are dealing with a digital ghost trying to communicate.
The Phantom Drive: An old, forgotten data chip, rumoured to contain Sasaki's final, legendary data haul, is said to be hidden somewhere in the Ghost Alley. A desperate data-scavenger, 'Byte-Hunter' Jin, hires the party to find it. However, the chip isn't a physical object; it's a phantom drive, a digital consciousness fragment of Sasaki herself, which can only be perceived by those who willingly subject their own cybernetics to an invasive, risky "download" while in the alley, risking permanent mental corruption.
The Apartment's Shadow: The current resident of the apartment overlooking the alley, a reclusive tech-artist named Elara Vox, claims she's being haunted by the "digital echoes" of a deceased resident. Her synth-pet AI, a small robotic cat, has started meowing at empty spaces, and her smart-home system keeps playing the last moments of the previous tenant's life—a terrified scream followed by static. Elara believes the ghost is trying to complete an unfinished task and needs the party to uncover what it is before her own mind is overwritten by the lingering presence.
You can download all the files you need for The Cyberpunk Street HERE.

Dungeon: The Silent Chambers

The Catacombs of Lord Valerius
This is not merely a dungeon; it is the sprawling, subterranean complex beneath what was once Castle Redstone, an ancient fortress now reduced to crumbling ruins on a desolate, windswept hill. Known locally as "The Silent Chambers," these catacombs served as a torture chamber, a private mausoleum for the ruthless Lord Valerius Redstone, and, in its deepest reaches, a place of forbidden rituals. The air is thick with the dust of ages, the metallic tang of old blood, and a pervasive, bone-chilling cold that seems to emanate from the very stone. The iron bars of the cells are rusted into grotesque sculptures, and the torture implements lie scattered as if dropped in haste, covered in a peculiar, dark, crystalline residue. Most unsettling are the empty sarcophagi in the central chamber, their lids askew, their interiors revealing not dust, but fresh-looking, impossibly clean velvet lining.
Local legends claim that Lord Valerius, driven by an insatiable lust for immortality and power, dabbled in necromancy and blood magic in these very chambers. He didn't just torture his enemies; he harvested their souls, binding them to the stone and using their agony to fuel his dark rituals. The most chilling rumour speaks of The Feast of the Revenants, a horrific event when Valerius, believing he had achieved eternal life, called forth a legion of the damned within his crypt. However, something went catastrophically wrong. The spirits, instead of obeying, turned on him and his loyal cultists. Now, on certain nights, the faint sounds of a horrific feast—gnashing teeth, guttural growls, and wet, tearing sounds—can be heard echoing from the depths. It is said that Valerius himself still walks the dungeon, not as a powerful lich, but as The Starved King, a perpetually hungry revenant whose skeletal form can only be glimpsed in the flickering torchlight, forever searching for the feast that was denied to him.

Plot Hooks for Adventure
The Missing Heirloom: A desperate nobleman, Lord Alaric, believes his family's ancient relic - The Obsidian Amulet of Binding - was lost when his ancestor, a rival of Valerius, was imprisoned here. He hires the party to retrieve it, promising a vast reward. The amulet is believed to be hidden in one of the central, unused sarcophagi, but finding it means risking the wrath of The Starved King, who may attempt to possess the adventurer who touches the amulet, believing it to be a key to finally satisfying his unending hunger.
The Unholy Sacrament: A fanatical cult, the "Children of the Void," has recently discovered Valerius's ancient grimoire, which details a ritual to summon a powerful demon. They plan to perform this ritual in the dungeon's deepest chamber on Halloween night, using the lingering spiritual energy of Valerius's victims as a potent catalyst. The party is hired by a panicked local priest, Father Gregor, to infiltrate the dungeon, stop the cult, and destroy the grimoire before the demon can manifest fully and unleash true chaos upon the land.
The Trapped Soul: A young spirit, Maria, appears to the adventurers in a dream or as a faint, ethereal presence in a haunted tavern nearby. She reveals herself as one of Valerius's innocent victims, trapped in the dungeon, her soul bound to a specific, ornate iron maiden in the torture chamber. She begs the party to release her spirit by performing a simple rite of purification over the device. However, releasing Maria might also inadvertently free other, far more malevolent spirits that Valerius had bound, leading to a new, more dangerous haunting that could follow the party out of the dungeon.
You can download all the files you need for The Dungeon HERE.
Abandoned Moon Base: Lunar Outpost VII: The Mausoleum on the Regolith

This is "Outpost Aetheria," a deep-space prospecting base abandoned almost fifty years ago on the desolate, far side of a remote moon. The base itself is a modular, decaying labyrinth of pressurised corridors and living pods, now structurally compromised and eerily quiet save for the rhythmic, metallic ping... pause... ping of depressurisation leaks. The exterior regolith is a menacing, dark grey, punctuated by unexplained patches of sickly, bioluminescent green moss—a fungal growth that somehow thrives in the vacuum. The entire outpost seems to be sinking slightly into the moon's surface, giving its connecting walkways an unsettling, tilted angle. The central command module's main window, visible in the upper section, is cracked, but the deep blue emergency lights within still pulse, as if the base is still trying to send a distress signal.
The official record states that the base was evacuated due to a "catastrophic environmental failure" after the discovery of a dangerous, exotic energy source in the subsurface. The rumours among deep-space salvagers and fringe scientists are far more sinister. They whisper of The Silence Sickness, a creeping madness that afflicted the original crew. It began as simple auditory hallucinations—whispers in the void, rhythmic clicking in their suits—before graduating to complete, paranoid mutism and self-mutilation. The crew didn't evacuate; they allegedly turned on each other and were locked down by the final, surviving member, who then vanished. They say that the moon itself is a vast, psychic amplifier, and the silence of space is merely a shell over a terrifying, non-human consciousness that speaks through static and shadow.

Plot Hooks for Adventure
The Ghost in the Machine: A desperate salvage corporation hires the adventurers to retrieve the base's primary black-box recorder from the central command module. The data is believed to hold the key to the moon's rich mineral deposits. However, when the adventurers access the recorder, it doesn't contain simple flight data—it plays a continuous, distorted loop of the final crew's last hours, and the base's AI, ARCHIVE, has become sentient and hostile, believing the new arrivals are merely new bodies for the long-dead crew, and attempts to lock them down for "re-integration."
The Living Regolith: The sickly green moss visible outside is not merely a fungus; it is an alien, parasitic life form capable of infecting biological and synthetic systems. A desperate science-team contact, a disgraced xenobiologist named Dr Lenora Hayes, tasks the party with collecting a pristine sample of the moss from the darkest corner of the base. She warns them that the moss is psychically protective of the base's "secrets," and exposure to it causes immediate paranoia, distrust, and the horrific illusion that the other party members are already infected and speaking alien truths.
The Final Transmission: An artefact hunter, Captain Varrus, is obsessed with a fragmented transmission intercepted decades ago, originating from Outpost Aetheria: a single word repeated over and over, "BELOW." He believes it points to a hidden, lower level of the base, an unauthorised excavation chamber where the crew found the true source of the moon's madness. Varrus guides the party to the base, promising them fame and riches, but his true goal is to finish the excavation, exposing them all to the cosmic horror that the original crew worked so desperately to seal away beneath the regolith.
You can download all the files you need for The Abandoned Moon Base HERE.

Mental Asylum: Silverleaf Manor Sanatorium

This is St. Jude's Retreat for the Addled, commonly known as Silverleaf Manor, an isolated, sprawling estate built in the late 19th century under the guise of pioneering "humane psychiatric care." While the central courtyard is overgrown with beautiful, yet strangely toxic, flowering vines, and the grand common rooms on the right still retain a dark, decaying elegance, the main ward to the north is a horrifyingly sparse collection of iron cots—a clear sign that humane care was quickly supplanted by simple warehousing. The entire building is in a state of suspended decay, as if the maintenance staff simply walked out one day mid-shift. A statue, its features eroded by time and weather, stands at the courtyard's center, staring blankly at the patient ward. The air inside the manor is thick, smelling not of dust, but of ozone, old medicine, and deep-seated, institutional despair.
Local rumours are abundant and focus on the asylum's disgraced superintendent, Dr Silas Thorne. Dr Thorne was obsessed with proving that madness was a contagious, ethereal entity that could be drawn out of the patients. He performed horrific, quasi-scientific experiments on his most sensitive patients, often involving extreme sensory deprivation, electroshocks, and primitive hydrotherapy. The rumours insist the patients didn't heal; they became vessels for "madness." The asylum was shut down abruptly after a fire in the west wing, but many locals believe it was actually a mass psychic event that left the patients' residual mental anguish trapped within the stone. Now, the manor is haunted not by simple ghosts, but by emotional projections—intense waves of suicidal despair, uncontrollable rage, or crippling paranoia that randomly overwhelm anyone who lingers in the patient rooms.

Plot Hooks for Adventure
The Unfinished Case File: A secretive private investigator, Miss Evangeline Shaw, hires the party to retrieve the case file of a specific, high-profile patient—a young woman named Lenore Vane—who was the focus of Dr Thorne's final, most extreme treatments. Lenore's ghost is rumoured to be the "heart" of the manor's haunting, often seen weeping in the hydrotherapy room. The case file is said to be locked in Thorne's private office, and retrieving it requires confronting the residual despair of the ward, which manifests as aggressive, emotional entities that attempt to mentally break the adventurers.
The Doctor's Device: Dr Silas Thorne's final, experimental device—a large, clockwork-and-copper apparatus designed to "siphon psychic energy"—is believed to still be intact somewhere in the manor's darkest wing. A descendant of Dr Thorne, a nervous but ambitious man named Mr Alastair Thorne, wants the party to retrieve the device, claiming he wants to destroy his ancestor's vile legacy. In reality, he intends to restart the machine, believing he can harness the decades of trapped psychic energy for immense power. The machine’s current, erratic activity is what causes the flickering lights and audible whispers in the halls.
The Living Madness: One of the original patients, an elderly man named Mr Timothy, is said to have never left. He is now a physical manifestation of the asylum’s madness, a frail, confused, but terrifying figure who has achieved a limited form of psychokinetic ability. He wanders the manor, convinced he is still the superintendent, tending to the empty beds and moving objects with his mind. The party is hired to clear the manor of squatters, only to discover Mr Timothy, who attempts to force them into the empty beds so he can administer his own twisted, ghostly form of "therapy."
You can download all the files you need for The Mental Asylum HERE.
Roguelike Community
The Moralinth Official Facebook Group is the place to visit for quick and concise updates for those who only want the summarised details of what is happening with Moralinth and is a great place to see the artwork, lore snippets, and updates. We're looking to add more to it so that we can add extra information, but we need your help! What sort of things would you like to see included in the Facebook Group that isn't there already? Feel free to leave comments so we can know what is a priority for everyone, and make sure you tell your friends!

DISCORD:
For a more in-depth and interactive playground for all things Moralinth, you can head over to the Morlainth Official Discord Server. We're looking to foster the community and grow it out, and a few of the messages we've received of late have asked for more ways to interact with the game world, as well as an increase in setting information. We're looking to try and grant both requests simultaneously, so keep an eye on Discord for more information! Feel free to invite anyone who you feel might want to follow the project but please remember they need to verify their account when they first join the server (you need to click the little "tick" to be granted the Uncanny role and gain access to all the Categories, Channels and Events).
Future Plans
We hope you have great fun using these maps (and ideas) over the festive Hallowe'en season! Next month, we'll be returning to our more regular scheduling of Moralinth-specific updates, specifically the secret world of magic: how some Uncanny wield it, how spells function in the world of Moralinth, as well as the advantages and dangers of tapping into The Dark..
....and that wraps up our update for this month! Feel free to drop us a message or come visit us on our Facebook page or our Discord Group if you'd like! Until our next update,
Happy Gaming!
- Adam









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