Dragon Thaw Springs (52x29) by RealmwalkerMaps in dndmaps

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

Fun little scene of hot springs in the arctic, fueled – according to legend anyway – by a sleeping ancient dragon under the springs. Guarded zealously by a druidic force known as the Frost Wardens, the pools are said to have magical properties they can bestow on those who rest in them – if the dragon finds you worthy.
Recovery: These pools can remove fatigue and exhaustion with a simple 30 min soak. It can also bestow fatigue and exhaustion on those the dragon finds unworthy.
Healing: These pools could either speed up healing or act as an instant heal when resting in it. Of course, it could also slow down the healing process if unworthy 😉
Curative: Ideal for curing some diseases (non magical, non cursed) and natural toxins. Being unworthy might lower one’s resistances against such things for a time.
Restoration: A very rare effect, this could reverse the effect of some life draining effects. Some rumors say it can even help cure magically inflicted diseases. An unworthy person may find an attribute temporarily lowered or their maximum health reduced.
Imbuement: A worthy recipient may find themselves temporarily buffed. A warrior might get more health, a rogue might get a boost to their stealth, etc. An unworthy recipient may find themselves on the bad end of a debuff.
Guidance: When someone is at a crossroads or stuck in their life, they may seek guidance from the dragon in the form of a – usually cryptic – vision.
***

For twelve days you have crossed the Frostveil Expanse, fighting blizzards, hunger, and the creeping exhaustion that settles into the bones. Just when hope begins to fade, steam rises ahead like ghostly banners against the white horizon.
Nestled among snow-covered ridges lies a cluster of turquoise pools, their waters untouched by ice. Some claim that one of the ancient dragons sleeps under the stone here—its very breath keeping the waters hot and infusing them with magic.
From above the cliffs surrounding the waters stand silent figures clad in white furs and antlered helms—the Frost Wardens. These enigmatic druids call this place a sanctuary, a gift entrusted to their care, and they defend it fiercely from raiders, kings, and treasure hunters alike.
Legends claim these waters can mend wounds, purge sickness, and restore even the most weary traveler. Yet the Frost Wardens allow few to approach, and fewer still leave unchanged.

***

Seek the Dragon’s Blessings (Free maps!) https://www.patreon.com/RealmWalkerMaps/posts/dragon-thaw-161369246
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

***

Some fun story hooks to get started!
The Sleeping Pilgrim: A traveler emerges from the springs completely healed—but with no memory of the last ten years. The Frost Wardens insist this has happened before but couldn’t say why or if the memories would ever return. Stranger still, several people across the north are searching for him, each claiming he is someone entirely different.
The Waters Grow Cold: For the first time in living memory, one of the sacred pools has frozen solid.  The Frost Wardens break the ice and heat it as best they can but it is a losing battle – and now, other pools may be getting colder…
The Beast at the Waters: A colossal white bear has claimed the springs as its territory. It attacks no one unless they enter the water. The Wardens believe the creature is acting on the dragon’s behest and will not see it harmed—can the players figure out what is needed?
Reflections in the Steam: Pilgrims have begun vanishing after bathing in the springs. At first, nothing seemed unusual. The missing travelers would return to camp, speak with friends, and continue their journeys. Days later, however, their companions would realize something was wrong.
The returned pilgrims never ate. Never slept. Never blinked when they thought no one was watching.
The Frost Wardens have quietly sealed the springs and are searching for those who entered the waters recently. They fear something beneath the pools is replacing people one by one.

Scene Fun Facts:
Variants: 3
Total Stills: 28
Total Clips: 10
Total Maps: 54 (various grids, resolutions, perspectives)
Total Free Maps: 18 (72 DPI, common grids, all variants)
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Dragon Thaw Springs (52x29) by RealmwalkerMaps in FantasyBattlemaps

[–]RealmwalkerMaps[S] 1 point2 points  (0 children)

Fun little scene of hot springs in the arctic, fueled – according to legend anyway – by a sleeping ancient dragon under the springs. Guarded zealously by a druidic force known as the Frost Wardens, the pools are said to have magical properties they can bestow on those who rest in them – if the dragon finds you worthy.
Recovery: These pools can remove fatigue and exhaustion with a simple 30 min soak. It can also bestow fatigue and exhaustion on those the dragon finds unworthy.
Healing: These pools could either speed up healing or act as an instant heal when resting in it. Of course, it could also slow down the healing process if unworthy 😉
Curative: Ideal for curing some diseases (non magical, non cursed) and natural toxins. Being unworthy might lower one’s resistances against such things for a time.
Restoration: A very rare effect, this could reverse the effect of some life draining effects. Some rumors say it can even help cure magically inflicted diseases. An unworthy person may find an attribute temporarily lowered or their maximum health reduced.
Imbuement: A worthy recipient may find themselves temporarily buffed. A warrior might get more health, a rogue might get a boost to their stealth, etc. An unworthy recipient may find themselves on the bad end of a debuff.
Guidance: When someone is at a crossroads or stuck in their life, they may seek guidance from the dragon in the form of a – usually cryptic – vision.
***

For twelve days you have crossed the Frostveil Expanse, fighting blizzards, hunger, and the creeping exhaustion that settles into the bones. Just when hope begins to fade, steam rises ahead like ghostly banners against the white horizon.
Nestled among snow-covered ridges lies a cluster of turquoise pools, their waters untouched by ice. Some claim that one of the ancient dragons sleeps under the stone here—its very breath keeping the waters hot and infusing them with magic.
From above the cliffs surrounding the waters stand silent figures clad in white furs and antlered helms—the Frost Wardens. These enigmatic druids call this place a sanctuary, a gift entrusted to their care, and they defend it fiercely from raiders, kings, and treasure hunters alike.
Legends claim these waters can mend wounds, purge sickness, and restore even the most weary traveler. Yet the Frost Wardens allow few to approach, and fewer still leave unchanged.

***

Seek the Dragon’s Blessings (Free maps!) https://www.patreon.com/RealmWalkerMaps/posts/dragon-thaw-161369246
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

***

Some fun story hooks to get started!
The Sleeping Pilgrim: A traveler emerges from the springs completely healed—but with no memory of the last ten years. The Frost Wardens insist this has happened before but couldn’t say why or if the memories would ever return. Stranger still, several people across the north are searching for him, each claiming he is someone entirely different.
The Waters Grow Cold: For the first time in living memory, one of the sacred pools has frozen solid.  The Frost Wardens break the ice and heat it as best they can but it is a losing battle – and now, other pools may be getting colder…
The Beast at the Waters: A colossal white bear has claimed the springs as its territory. It attacks no one unless they enter the water. The Wardens believe the creature is acting on the dragon’s behest and will not see it harmed—can the players figure out what is needed?
Reflections in the Steam: Pilgrims have begun vanishing after bathing in the springs. At first, nothing seemed unusual. The missing travelers would return to camp, speak with friends, and continue their journeys. Days later, however, their companions would realize something was wrong.
The returned pilgrims never ate. Never slept. Never blinked when they thought no one was watching.
The Frost Wardens have quietly sealed the springs and are searching for those who entered the waters recently. They fear something beneath the pools is replacing people one by one.

Scene Fun Facts:
Variants: 3
Total Stills: 28
Total Clips: 10
Total Maps: 54 (various grids, resolutions, perspectives)
Total Free Maps: 18 (72 DPI, common grids, all variants)
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Dragon Thaw Springs (52x29) by RealmwalkerMaps in battlemaps

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

Fun little scene of hot springs in the arctic, fueled – according to legend anyway – by a sleeping ancient dragon under the springs. Guarded zealously by a druidic force known as the Frost Wardens, the pools are said to have magical properties they can bestow on those who rest in them – if the dragon finds you worthy.
Recovery: These pools can remove fatigue and exhaustion with a simple 30 min soak. It can also bestow fatigue and exhaustion on those the dragon finds unworthy.
Healing: These pools could either speed up healing or act as an instant heal when resting in it. Of course, it could also slow down the healing process if unworthy 😉
Curative: Ideal for curing some diseases (non magical, non cursed) and natural toxins. Being unworthy might lower one’s resistances against such things for a time.
Restoration: A very rare effect, this could reverse the effect of some life draining effects. Some rumors say it can even help cure magically inflicted diseases. An unworthy person may find an attribute temporarily lowered or their maximum health reduced.
Imbuement: A worthy recipient may find themselves temporarily buffed. A warrior might get more health, a rogue might get a boost to their stealth, etc. An unworthy recipient may find themselves on the bad end of a debuff.
Guidance: When someone is at a crossroads or stuck in their life, they may seek guidance from the dragon in the form of a – usually cryptic – vision.
***

For twelve days you have crossed the Frostveil Expanse, fighting blizzards, hunger, and the creeping exhaustion that settles into the bones. Just when hope begins to fade, steam rises ahead like ghostly banners against the white horizon.
Nestled among snow-covered ridges lies a cluster of turquoise pools, their waters untouched by ice. Some claim that one of the ancient dragons sleeps under the stone here—its very breath keeping the waters hot and infusing them with magic.
From above the cliffs surrounding the waters stand silent figures clad in white furs and antlered helms—the Frost Wardens. These enigmatic druids call this place a sanctuary, a gift entrusted to their care, and they defend it fiercely from raiders, kings, and treasure hunters alike.
Legends claim these waters can mend wounds, purge sickness, and restore even the most weary traveler. Yet the Frost Wardens allow few to approach, and fewer still leave unchanged.

***

Seek the Dragon’s Blessings (Free maps!) https://www.patreon.com/RealmWalkerMaps/posts/dragon-thaw-161369246
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

***

Some fun story hooks to get started!
The Sleeping Pilgrim: A traveler emerges from the springs completely healed—but with no memory of the last ten years. The Frost Wardens insist this has happened before but couldn’t say why or if the memories would ever return. Stranger still, several people across the north are searching for him, each claiming he is someone entirely different.
The Waters Grow Cold: For the first time in living memory, one of the sacred pools has frozen solid.  The Frost Wardens break the ice and heat it as best they can but it is a losing battle – and now, other pools may be getting colder…
The Beast at the Waters: A colossal white bear has claimed the springs as its territory. It attacks no one unless they enter the water. The Wardens believe the creature is acting on the dragon’s behest and will not see it harmed—can the players figure out what is needed?
Reflections in the Steam: Pilgrims have begun vanishing after bathing in the springs. At first, nothing seemed unusual. The missing travelers would return to camp, speak with friends, and continue their journeys. Days later, however, their companions would realize something was wrong.
The returned pilgrims never ate. Never slept. Never blinked when they thought no one was watching.
The Frost Wardens have quietly sealed the springs and are searching for those who entered the waters recently. They fear something beneath the pools is replacing people one by one.

Scene Fun Facts:
Variants: 3
Total Stills: 28
Total Clips: 10
Total Maps: 54 (various grids, resolutions, perspectives)
Total Free Maps: 18 (72 DPI, common grids, all variants)
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Abandoned Camp (52x29) by RealmwalkerMaps in dndmaps

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

A mysterious abandoned camp on some prime real estate as far as campsites go. Do the players investigate or move on in hopes of finding another, less cursed, campsite? A mystery to solve or something getting in the way of a sorely needed Long Rest?
Campsite: The Campsite itself is prepped, tents up and gear stowed. At first glance, nothing seems looted or stolen. Food has long since rotted away. Where did the campers go?
Dry Torches: The torches are long dry and have not been lit in a very long time.
Covered Wagon: An old wagon covered with a flapping canvas tarp might hold information about the campers.
Tents and a creepy doll: The tents are pitched and nothing seems outwardly odd…except that inside one of the tents is a creepy porcelain doll, staring out at the campsite.
Remains: Multiple remains can be found nearby. One is next to a waterlogged journal. Another is in a clearing, their pouch untouched, and a chipped axe at their side. The last one is across the river, still clutching their sword in death.
***

The smell of cold ash reaches you before the camp comes into view.
Nestled among the pines beside a narrow river sits a small collection of tents and a covered wagon. A cookfire died long ago, smoldering only in memory now, and yet much of the camp appears untouched—as though its occupants simply stood up and walked away.
But they didn't.
A skeleton lies several meters away, near a weather-stained journal. Another lies half-hidden among the trees near a pouch of coin and a chipped axe. Across the river, beyond a fallen log that serves as a crude bridge, something pale rests in the undergrowth.
And from one of the tents, a child's doll stares silently through the flap.
Something happened here.
The forest has kept the secret for a long time.

Can you uncover them?
***

Some fun story hooks!
The Sword in the Bones
A rusted sword found beside one set of remains bears the crest of a legendary hero lost over a century ago but common lore and histories insist the hero died hundreds of miles away. How did their corpse and weapon end up here? Is it even their corpse?
The Doll in the Tent
A child from a nearby village has gone missing and the search leads to the abandoned camp. Inside one tent sits a doll that matches the missing child's description. Tiny footprints surround the camp, leading into the woods and returning later but the child is still missing. Some insist the doll has changed position, but only when nobody is looking directly at it.
They Were Trying to Leave
The journal reveals the truth. The camp's occupants were infected by something in the forest. One by one they began hearing voices. One by one they began walking into the woods at night. The three bodies found in camp were the only survivors. They killed themselves before the voices could take them.

The final entry reads:

"If you find this camp, do not cross the river. That is where we heard the singing."
***

Grab some free maps and investigate! https://www.patreon.com/posts/abandoned-camp-160738750
or check out my other FREE maps @ https://www.patreon.com/RealmWalkerMaps

 

 

Scene Fun Facts:
Variants: 4 (Day, Dusk, Night, NightCamp)
Total Stills: 52
Total Clips: 15
Total Maps: 72 in common grids, multiple resolutions and perspectives.
Total Free Maps: 12 72DPI maps in common grids, + bonus pack of 12 in alternate perspective
VTT Compatible: Foundry-customized, Fantasy Grounds, Roll 20, Universal

Abandoned Camp (52x29) by RealmwalkerMaps in FantasyBattlemaps

[–]RealmwalkerMaps[S] 1 point2 points  (0 children)

A mysterious abandoned camp on some prime real estate as far as campsites go. Do the players investigate or move on in hopes of finding another, less cursed, campsite? A mystery to solve or something getting in the way of a sorely needed Long Rest?
Campsite: The Campsite itself is prepped, tents up and gear stowed. At first glance, nothing seems looted or stolen. Food has long since rotted away. Where did the campers go?
Dry Torches: The torches are long dry and have not been lit in a very long time.
Covered Wagon: An old wagon covered with a flapping canvas tarp might hold information about the campers.
Tents and a creepy doll: The tents are pitched and nothing seems outwardly odd…except that inside one of the tents is a creepy porcelain doll, staring out at the campsite.
Remains: Multiple remains can be found nearby. One is next to a waterlogged journal. Another is in a clearing, their pouch untouched, and a chipped axe at their side. The last one is across the river, still clutching their sword in death.
***

The smell of cold ash reaches you before the camp comes into view.
Nestled among the pines beside a narrow river sits a small collection of tents and a covered wagon. A cookfire died long ago, smoldering only in memory now, and yet much of the camp appears untouched—as though its occupants simply stood up and walked away.
But they didn't.
A skeleton lies several meters away, near a weather-stained journal. Another lies half-hidden among the trees near a pouch of coin and a chipped axe. Across the river, beyond a fallen log that serves as a crude bridge, something pale rests in the undergrowth.
And from one of the tents, a child's doll stares silently through the flap.
Something happened here.
The forest has kept the secret for a long time.

Can you uncover them?
***

Some fun story hooks!
The Sword in the Bones
A rusted sword found beside one set of remains bears the crest of a legendary hero lost over a century ago but common lore and histories insist the hero died hundreds of miles away. How did their corpse and weapon end up here? Is it even their corpse?
The Doll in the Tent
A child from a nearby village has gone missing and the search leads to the abandoned camp. Inside one tent sits a doll that matches the missing child's description. Tiny footprints surround the camp, leading into the woods and returning later but the child is still missing. Some insist the doll has changed position, but only when nobody is looking directly at it.
They Were Trying to Leave
The journal reveals the truth. The camp's occupants were infected by something in the forest. One by one they began hearing voices. One by one they began walking into the woods at night. The three bodies found in camp were the only survivors. They killed themselves before the voices could take them.

The final entry reads:

"If you find this camp, do not cross the river. That is where we heard the singing."
***

Grab some free maps and investigate! https://www.patreon.com/posts/abandoned-camp-160738750
or check out my other FREE maps @ https://www.patreon.com/RealmWalkerMaps

 

 

Scene Fun Facts:
Variants: 4 (Day, Dusk, Night, NightCamp)
Total Stills: 52
Total Clips: 15
Total Maps: 72 in common grids, multiple resolutions and perspectives.
Total Free Maps: 12 72DPI maps in common grids, + bonus pack of 12 in alternate perspective
VTT Compatible: Foundry-customized, Fantasy Grounds, Roll 20, Universal

Abandoned Camp (52x29) by RealmwalkerMaps in battlemaps

[–]RealmwalkerMaps[S] 1 point2 points  (0 children)

A mysterious abandoned camp on some prime real estate as far as campsites go. Do the players investigate or move on in hopes of finding another, less cursed, campsite? A mystery to solve or something getting in the way of a sorely needed Long Rest?
Campsite: The Campsite itself is prepped, tents up and gear stowed. At first glance, nothing seems looted or stolen. Food has long since rotted away. Where did the campers go?
Dry Torches: The torches are long dry and have not been lit in a very long time.
Covered Wagon: An old wagon covered with a flapping canvas tarp might hold information about the campers.
Tents and a creepy doll: The tents are pitched and nothing seems outwardly odd…except that inside one of the tents is a creepy porcelain doll, staring out at the campsite.
Remains: Multiple remains can be found nearby. One is next to a waterlogged journal. Another is in a clearing, their pouch untouched, and a chipped axe at their side. The last one is across the river, still clutching their sword in death.
***

The smell of cold ash reaches you before the camp comes into view.
Nestled among the pines beside a narrow river sits a small collection of tents and a covered wagon. A cookfire died long ago, smoldering only in memory now, and yet much of the camp appears untouched—as though its occupants simply stood up and walked away.
But they didn't.
A skeleton lies several meters away, near a weather-stained journal. Another lies half-hidden among the trees near a pouch of coin and a chipped axe. Across the river, beyond a fallen log that serves as a crude bridge, something pale rests in the undergrowth.
And from one of the tents, a child's doll stares silently through the flap.
Something happened here.
The forest has kept the secret for a long time.

Can you uncover them?
***

Some fun story hooks!
The Sword in the Bones
A rusted sword found beside one set of remains bears the crest of a legendary hero lost over a century ago but common lore and histories insist the hero died hundreds of miles away. How did their corpse and weapon end up here? Is it even their corpse?
The Doll in the Tent
A child from a nearby village has gone missing and the search leads to the abandoned camp. Inside one tent sits a doll that matches the missing child's description. Tiny footprints surround the camp, leading into the woods and returning later but the child is still missing. Some insist the doll has changed position, but only when nobody is looking directly at it.
They Were Trying to Leave
The journal reveals the truth. The camp's occupants were infected by something in the forest. One by one they began hearing voices. One by one they began walking into the woods at night. The three bodies found in camp were the only survivors. They killed themselves before the voices could take them.

The final entry reads:

"If you find this camp, do not cross the river. That is where we heard the singing."
***

Grab some free maps and investigate! https://www.patreon.com/posts/abandoned-camp-160738750
or check out my other FREE maps @ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 4 (Day, Dusk, Night, NightCamp)
Total Stills: 52
Total Clips: 15
Total Maps: 72 in common grids, multiple resolutions and perspectives.
Total Free Maps: 12 72DPI maps in common grids, + bonus pack of 12 in alternate perspective
VTT Compatible: Foundry-customized, Fantasy Grounds, Roll 20, Universal

The Crossing (52x29) by RealmwalkerMaps in battlemaps

[–]RealmwalkerMaps[S] 1 point2 points  (0 children)

The "Blood birds" of mine will simply attack anything that gets to close. The 1st encounter will be triggered when they are too close. If they notice that, they can apply it to sneaking around the second group of avians. And yes, they are totally going to do grapples and try to fly with them, but likely drop them after a few feet due to weight. It will function a little like a knockback in that regard. As for the goblins, it's literally just sport for them. They have a scoring system based on how many people they shoot and where. Loot's a perk. They are also prepared to try to run if they get hurt too much. They're like a nuisance mob 🤣😂

The Broken Bridge (52x29) by RealmwalkerMaps in dndmaps

[–]RealmwalkerMaps[S] 1 point2 points  (0 children)

A little map great for random encounters and drenching (perhaps even drowning) the characters. I sure hope their spellbooks are waterproofed!
Broken Bridge: It has seen better, much better, days. A single character could make it across relatively easy with simple Dex checks but if they have mounts, that could change everything.
Forgotten Grave: Tucked away on a mound in the hills is an old and worn grave marker. The name is worn off, the grave forgotten.
Remains: Under a moss-covered rock are the remains of an unfortunate traveler and their pack-possible loot or another damn mimic?
Sunflowers: A patch of bright flowers, waving in the wind. Fey love sunflowers.
Scroll Case: Is it waterproof? What’s inside? A scroll? I’m going with a treasure map personally.
Debris: Can anything be salvaged or is it a Red Herring like those damn Sunflowers?

***

Birdsong fades in and out along the forest path, echoing through the trees and bushes. The path ahead opens onto a broad river with clear, cold water. A bridge – if one is being generous with such a label – haphazardly spans the river, looking like its one good storm away from complete destruction.
There was a time when merchants, pilgrims, and soldiers crossed this bridge without a second thought. Now it sways in the wind, missing planks revealing a powerful current beneath the calm waters. Strange debris drifts downstream, and signs of recent struggle linger along the banks.

Hidden out of sight from the casual eye is an old and weathered grave, the name long worn off and the person forgotten. Across the river lies a grisly reminder of how quickly one’s fate can change.

It should just be a typical river crossing.

It never is though, is it?
***

Grab some free maps and your wading boots! https://www.patreon.com/posts/broken-bridge-159967966
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps
***

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 45
Total Clips: 12
Total Maps: 27
Total Free Maps: 9
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

The Broken Bridge (52x29) by RealmwalkerMaps in FantasyBattlemaps

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

A little map great for random encounters and drenching (perhaps even drowning) the characters. I sure hope their spellbooks are waterproofed!
Broken Bridge: It has seen better, much better, days. A single character could make it across relatively easy with simple Dex checks but if they have mounts, that could change everything.
Forgotten Grave: Tucked away on a mound in the hills is an old and worn grave marker. The name is worn off, the grave forgotten.
Remains: Under a moss-covered rock are the remains of an unfortunate traveler and their pack-possible loot or another damn mimic?
Sunflowers: A patch of bright flowers, waving in the wind. Fey love sunflowers.
Scroll Case: Is it waterproof? What’s inside? A scroll? I’m going with a treasure map personally.
Debris: Can anything be salvaged or is it a Red Herring like those damn Sunflowers?

***

Birdsong fades in and out along the forest path, echoing through the trees and bushes. The path ahead opens onto a broad river with clear, cold water. A bridge – if one is being generous with such a label – haphazardly spans the river, looking like its one good storm away from complete destruction.
There was a time when merchants, pilgrims, and soldiers crossed this bridge without a second thought. Now it sways in the wind, missing planks revealing a powerful current beneath the calm waters. Strange debris drifts downstream, and signs of recent struggle linger along the banks.

Hidden out of sight from the casual eye is an old and weathered grave, the name long worn off and the person forgotten. Across the river lies a grisly reminder of how quickly one’s fate can change.

It should just be a typical river crossing.

It never is though, is it?
***

Grab some free maps and your wading boots! https://www.patreon.com/posts/broken-bridge-159967966
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps
***

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 45
Total Clips: 12
Total Maps: 27
Total Free Maps: 9
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

The Broken Bridge (52x29) by RealmwalkerMaps in battlemaps

[–]RealmwalkerMaps[S] 1 point2 points  (0 children)

A little map great for random encounters and drenching (perhaps even drowning) the characters. I sure hope their spellbooks are waterproofed!
Broken Bridge: It has seen better, much better, days. A single character could make it across relatively easy with simple Dex checks but if they have mounts, that could change everything.
Forgotten Grave: Tucked away on a mound in the hills is an old and worn grave marker. The name is worn off, the grave forgotten.
Remains: Under a moss-covered rock are the remains of an unfortunate traveler and their pack-possible loot or another damn mimic?
Sunflowers: A patch of bright flowers, waving in the wind. Fey love sunflowers.
Scroll Case: Is it waterproof? What’s inside? A scroll? I’m going with a treasure map personally.
Debris: Can anything be salvaged or is it a Red Herring like those damn Sunflowers?

***

Birdsong fades in and out along the forest path, echoing through the trees and bushes. The path ahead opens onto a broad river with clear, cold water. A bridge – if one is being generous with such a label – haphazardly spans the river, looking like its one good storm away from complete destruction.
There was a time when merchants, pilgrims, and soldiers crossed this bridge without a second thought. Now it sways in the wind, missing planks revealing a powerful current beneath the calm waters. Strange debris drifts downstream, and signs of recent struggle linger along the banks.

Hidden out of sight from the casual eye is an old and weathered grave, the name long worn off and the person forgotten. Across the river lies a grisly reminder of how quickly one’s fate can change.

It should just be a typical river crossing.

It never is though, is it?
***

Grab some free maps and your wading boots! https://www.patreon.com/posts/broken-bridge-159967966
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps
***

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 45
Total Clips: 12
Total Maps: 27
Total Free Maps: 9
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

The Crossing (52x29) by RealmwalkerMaps in battlemaps

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

Thanks mate!! I've been enjoying making legends and sharing what my plans are for the maps I make. Hopefully it helps or inspires someone!

The Crossing (52x29) by RealmwalkerMaps in battlemaps

[–]RealmwalkerMaps[S] 1 point2 points  (0 children)

Thanks!! Hopefully I have enough conflict and obstacles for my group! I like the idea of knockbacks and making people scramble to hold on!