Each map from the recent poll was designed with a puzzle or light challenge in mind, so let's start with the Dreamwalk Gates! - You can download the map by clicking your Tier below — and if you want to know how it works and what inspired it, read on!
About this month’s schedule: As some of you might’ve noticed, this month’s releases have been running a bit behind. I want to be honest with you: I’m working hard to return to a steadier rhythm, spacing out content more consistently — rather than dropping it all at once.
It’s not always easy managing everything solo — but I never want to compromise on one thing: quality. That’s what matters most to me. Thank you for your patience and understanding — I hope you’ll find this puzzle a fun and meaningful addition to your table!
About the Map
This dreamlike arena features several strange gates, each showing glimpses into surreal, otherworldly locations — think pocket dimensions or parts of the Astral Plane. Players must pass through these gates and complete specific trials tied to emotional challenges. Only once all four trials are resolved will the central portal activate.
While movement across the map is technically possible (with spells like Feather Fall or Fly), I recommend restricting mobility for atmosphere. You can describe the terrain as unstable: strong gusts of wind, disorienting déjà vu, shifting ground — because the terrain itself is enchanted. It cannot be dispelled. This dreamlike space reshapes itself unless the players act with intent. Walking through any of the gates gives players a subtle but undeniable feeling that something is wrong. The sensation is dreamlike, disjointed — like stepping into a memory that isn’t quite theirs, or a place that’s shifting just out of view.
I've included tokens you can use to visually mark changes in the map — once a trial is solved, glowing threads of magical energy appear, stabilizing the terrain and guiding players safely across.
The final exit — the central gate — only unlocks once all four emotional trials have been overcome.

There are three areas but four challenges, and while you’re free to guide players in any order, I suggest starting from the west. That said, brave or reckless players can try jumping across gaps or facing dangers early. That’s why I designed alternate but challenging paths. Please note: this map is meant to be "dreamy-like", so please, go all in with describing sensations.
✦ North – The Land of Forgetting
Ruins, holes, and emptiness dominate this place — memory itself seems thin here. This trial asks players to sacrifice a cherished memory. Here, players confront their past, reliving precious (or painful) memories.
To pass the trial, they must let go — offering a meaningful, happy memory at the altar of a will-o’-wisp. This is only accessible from the west, unless players brave the treacherous canyon and fierce northern winds. TIP: The ancient monoliths may hint at the task: “To pass, release. To move forward, forget.”
✦ East – The Land of Hope
A lush, fragrant realm filled with light and comfort. It’s so pleasant that leaving it feels… wrong. At the point that leaving the area may inflict a temporary curse on WIS.
Healing a creature or an ally, restoring the land, or simply acting with kindness will cause magical vines to grow, forming a safe path forward. This trial revolves around nurturing hope and Hope in this trial, is cultivated through care... Quite Literally!
✦ South – The Lake of Resilience
A thick, dreamlike lake that doesn’t quite wet anything it touches. Born from hope, but not drinkable (yes, they’ll ask — cue nausea and headaches 😄).
This trial is about resilience in the face of harsh words: as players cross a narrow broken path, they’re battered by magical winds whispering cruel voices — friends, family, even their own party/allies.
Only by accepting the pain without resisting — allowing the judgment to hit without reaction — will the winds will stop fighting them, will instead lift and support them, building the path forward and unlocking the western gate.
✦ West – The Trial of Rage
Possibly the “simplest,” especially for the party bruisers — but also deceptive. The land reeks of sulfur and battle; scars of war mar the ground. But here, all attack rolls are at disadvantage.
To pass the trial, players must engage a hard-to-hit enemy (or swarm), and face mounting frustration. The fight gets under their skin — and that's the point. The rage itself is the key: once truly felt, the runes activate and open the way east.
I really hope you enjoy these emotional puzzles and dreamlike mechanics. Let me know if you end up using them — and as always, I’d love to hear how your players surprised you along the way!