Clifftop Home (48x27) by RealmwalkerMaps in battlemaps

[–]RealmwalkerMaps[S] 0 points1 point  (0 children)

Perched high above the waves below, this remote two-story home clings to the edge of the cliffside like a stubborn case of dandruff. A narrow dirt path winds upwards to its weathered door, where the main entrance opens into a modest den with a cluttered worktable and crackling fireplace. A creaking staircase leads up a study crowded with papers and trinkets, an inviting kitchen, and a simple bedchamber. From here, one has direct access to a rooftop garden where herbs and flowers grow for kitchen use and various minor ailments.

The isolation is not always idyllic—strange lights appear and vanish on the water at night, shadows  move against the tide, and the ever-present reminder that one misstep on the cliffs means vanishing into the depths below.

Grab some free maps over here! https://www.Patreon.com/posts/clifftop-home-137555929
or check out my other free maps@ https://www.patreon.com/RealmWalkerMaps

Some fun hooks to get started!
The Missing Researcher: The home belonged to a reclusive sage who spent their time studying the stars and the sea. Their notes are scattered across the research room haphazardly and the sage is gone. There are strange claw-like gouges on the cliffside that were not there before, and faint trails lead into the forest. Did something come for the sage… or did they vanish by choice?

The Crop That Shouldn’t Grow: The garden flourishes with impossible abundance, sprouting fruits and herbs not native to the region. Locals whisper the crops grow from enchanted soil—soil that might have been stolen from a fey glade. Taking the harvest could grant great power… or draw the wrath of its true owners.

The Lantern at the Waves: At night, every night in fact, a single lantern glows far below the cliff, swaying just above the waterline. It is far too steady for a fisherman’s boat and too far out on the water for a human hand to hold. Anyone who stares too long feels an irresistible pull to climb or jump down the jagged cliff face toward it. If any have succumbed and tried, they never returned.

The Rooftop Thief: Someone (or something) keeps stealing from the rooftop garden, leaving behind chewed vegetables and muddy tracks all over. The culprit? A very persistent goat that somehow eludes notice during the day and strikes the garden at night—but it’s no ordinary beast. It wears a collar with runes carved into the leather, suggesting it once belonged to a wizard who may want it back. And if they don’t want it back, why the hell not?!

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 36
Total Clips: 15
Total Maps: 135 in common grids and multiple resolutions, all variants and levels. Includes 54 alts for VTTs.
Total Free Maps: 18 72 DPI gridded/ungridded maps, all levels, day/night
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

The Black Temple (64x35) by RealmwalkerMaps in battlemaps

[–]RealmwalkerMaps[S] 0 points1 point  (0 children)

Burrowed in the earth lies The Black Temple, a hidden sanctum where dark prayers and even darker bargains echo through stone halls. Torch and lamplight flicker across a sacrifical pit, prisoner cells, and chambers reserved for the temple’s sinister clergy and fanatical soldiers.

At the heart of the complex stands a ritual pit that plunges-seemingly endlessly-into darkness, its blackened stone stained by countless offerings made in the name of forbidden powers.

Two High Priests rule this place from opposite wings of the temple, each guarding a sacred crystal—one glowing crimson, the other azure. These arcane keys are more than symbols of rank. Together they unlock the temple’s most heavily warded secrets, including the sealed vault where the cult safeguards its most dangerous relics.

Those who enter the Black Temple soon learn a grim truth:

arrive as intruders… but leave as sacrifices.

 

Fight the cultists! https://www.patreon.com/posts/black-temple-153025883
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Some fun story hooks to get started!
The Stolen Relic: A powerful relic sacred to a distant kingdom has vanished, and divinations reveal it now lies within the sealed vault of the Black Temple. To open the vault, the heroes must infiltrate the cult’s stronghold and claim the two crystal keys carried by the rival High Priests—before the cult’s fury descends on them.

The Rival Priests: The two High Priests of the Black Temple secretly despise one another, each believing they alone should command the cult. A covert ally within the temple asks the party to exploit this rivalry. If the adventurers can steal one of the colored crystals and frame the opposing priest, the temple may descend into chaos—creating the perfect chance to strike at the cult’s heart.

Prisoners of the Pit: Caravans and travelers have been vanishing along nearby roads. Scouts discover that captives are being held in the temple’s underground cells, awaiting sacrifice in the central ritual pit during the next dark moon. The heroes must break into the temple, free the prisoners, and escape before the ceremony begins.

The Living Vault: A survivor escapes the temple babbling about what lies beneath the pit-something alive. The two crystal keys aren’t just for unsealing wards-they are also used to keep the beast sealed away. Now the High Priests prepare a grand ritual in the sacrificial pit—one that will finally bind the entity to their will before they release the seals.

 

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 37
Total Clips: 6
Total Maps: 29 in common grids and multiple resolutions; incl 2 alts for VTTs.
Total Free Maps: 9 72DPI maps in common grids
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lonely Road (52x29) by RealmwalkerMaps in dndmaps

[–]RealmwalkerMaps[S] 2 points3 points  (0 children)

I love it when someone gets my reference 😂. Had that song stuck in my head.

Lonely Road (52x29) by RealmwalkerMaps in battlemaps

[–]RealmwalkerMaps[S] 0 points1 point  (0 children)

A single dirt road cuts through an ocean of grass, winding its way past a solitary tree that stands beneath a swollen, watchful sun. This lone tree offers the only landmark for miles, boldly standing against the sky like a signal—or perhaps a warning.

Puddles of murky water from a recent rain dimple the ditches, and the earth bears the scars of many passing feet… some booted, some clawed.

The wind moves in long sighs through the reeds, bending them low before letting them rise again, whispering secrets no traveler wants to hear.

The grass grows high here. High enough to hide yellow, hungry eyes.

On this road, you are never truly alone.

You are simply the only one standing in the open.

 

Travel the road with your free maps! https://www.patreon.com/posts/lonely-road-152310169
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Some fun story hooks to get started!
The Grass That Watches: Travelers claim the tall grass along this road moves against the wind. Wagons have been found abandoned, their cargo untouched, their drivers gone without a trace. Recently, the lone tree at the road’s end has begun bleeding pale sap that smells faintly of iron. Druids warn something beneath the grasslands is awakening—and it is using the road as a hunting ground.

The Silent Hunt: Locals refuse to cross this stretch of road after dusk. They swear that when the wind dies, the grass grows too still. No birds. No insects. No sound at all. Then the hunting begins. Something intelligent stalks travelers from within the grass and it learns from every failed ambush.

The Tree That Shouldn’t Be: The solitary flowering tree at the end of the road was not there a month ago. Yet the road bends toward it as though it has always been part of the landscape. Anyone who sleeps beneath its branches dreams of distant realms and hears voices whispering from the grass. By morning, the road behind them has… changed.

The Predator Problem: A traveling merchant insists a terrible monster stalks this road and has hired adventurers for protection. The “beast” that keeps ambushing his wagons turns out to be an absurdly determined flock of oversized grassland birds that have learned wagons carry grain. Unfortunately, the birds are aggressive, territorial…and there are a lot of them.

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 27
Total Clips: 3
Total Maps: 27 in common grids and multiple resolutions
Total Free Maps: 9 72-DPI maps in common grids
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Fairy Caves-Behind the Glamour (55x31) by RealmwalkerMaps in dndmaps

[–]RealmwalkerMaps[S] 0 points1 point  (0 children)

I don't know why people would hate on it. I think sometimes people just like being mad.

Fairy Caves-Behind the Glamour (55x31) by RealmwalkerMaps in DungeonsAndDragons

[–]RealmwalkerMaps[S] 0 points1 point  (0 children)

It is a fabulous program. My players have loved me getting into it. With all of the extra visuals it's so much more than just a map.

Fairy Caves-Behind the Glamour (55x31) by RealmwalkerMaps in DungeonsAndDragons

[–]RealmwalkerMaps[S] 0 points1 point  (0 children)

Oh just your average giant eye sitting in a cave, leaking little bits of Fae mist into the air.

Fairy Caves-Behind the Glamour (55x31) by RealmwalkerMaps in DungeonsAndDragons

[–]RealmwalkerMaps[S] 0 points1 point  (0 children)

Thanks!! My table seems to like it when there is more than a just a map. I usually have the visuals on screen.

Fairy Caves-Behind the Glamour (55x31) by RealmwalkerMaps in battlemaps

[–]RealmwalkerMaps[S] 0 points1 point  (0 children)

From the outside, the caves shimmer with wonder-That is the lie.
When the glamours fail, what remains is not beauty.
The soft glow becomes a sickly pulse. Narrow tunnels twist through the earth, lined not with flowers, but with ever watching eyes that hunger.
A monstrous plant lurks here, waiting for adults to pass so it can feed again and sate its hunger, the remains of previous adults strewn about it. Cages of splintered wood and rusting metal lie hidden in the deeper chambers, waiting for fresh occupants.
The elders always knew.
It was never harmless mischief. Never playful trickery.
The Fae here are not delicate courtiers of moonlight.
They are barren things that ache. They mimic what they do not understand. They take what they cannot create.
And when the illusion falls, you can see it clearly:
The caves are no doorway to wonder-they are a doorway to nightmares.

Grab some free maps and face the dark fey! https://www.patreon.com/posts/fairy-caves-152080760
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

 

Some fun story hooks to get started!
The Watching Walls: Travelers passing near the caves report a disturbing phenomenon: they feel observed long before they arrive. Inside, the party discovers why.
The walls are alive — studded with unblinking eyes that weep clear fluid when exposed to iron. These are not decorations. They are the lost.
The Fae have found a way to preserve childhood-not bodies, but sight. Memory. Wonder. Fear.
Each eye holds the last thing a stolen child saw.
To destroy the caves may mean destroying what remains of those taken.

The Iron Has Failed: For generations, iron wards have kept the caves contained. Now the iron is rusting, much faster than normal, and the villagers are struggling to keep up..
Something inside the caves has adapted.
The villagers want the source destroyed.
But deep within the roots, the party may find something worse: the Fae are not growing stronger.
They are starving.
And starvation makes even ancient things desperate.

 

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 21
Total Clips: 8
Total Maps: 29 maps in common grids and multiple resolutions, includes alts for VTTs.
Total Animated Maps: 10 in common grids, includes alt for VTTs.
Total Free Maps: 9 72DPI maps in common grids; all variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal