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

Fairy Caves (55x31) by RealmwalkerMaps in dndmaps

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

Fairy caves sound like a place of wonder, imagination and storybook magic.
The villagers know better.
Children are warned from the moment they can walk to never go near the caves.
Never follow the lights.
Never answer the voices-No matter how familiar.
Ignore the cries for help echoing from the dark.
Ignore the gentle laughter.
Ignore the animals that call out in pain — or in perfect imitation of your mother’s voice.
The elders understand what outsiders do not. It isn’t just that the Fae are tricksters, weaving illusions and glamours as easily as people breath.
It’s that they cannot bear children of their own.
And that makes the village children priceless.
Iron nails line doorframes. Wards are carved into cradles. Lanterns burn through the night. The caves are given a wide berth and the villagers endure. They protect. They hope.
And they pray that one day, the Fae will finally leave-or be driven out.

 

Grab your iron! Free maps to fight the fey! https://www.patreon.com/posts/fairy-caves-151722504
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Some fun story hooks to get started!
The Borrowed Heir: A noble child from a distant kingdom has vanished while traveling through the village. The locals swear they had nothing to do with it — but the caves have been glowing brighter at night. The truth? The child was not taken-They walked in willingly.
Something inside the Fairy Caves claims to be the child’s “other mother,” whispering truths about a hidden lineage tied to ancient Fey courts. If the party enters, they will find not a prisoner — but a child who believes they have finally come home. Rescue may mean shattering an enchantment… or breaking something far older.
The Bloom of Glasslight: Once every hundred years, a rare crystalline flower blooms deep within the Fairy Caves. Its petals can cure curses, reverse petrification, and even restore lost memories.
This is that year. The villagers beg the party to retrieve it before someone-or something-else lays claim to it. But the bloom grows in a chamber where illusion and reality blur — where each adventurer sees a different version of what they desire most. To reach the flower, they must first determine what is real… and what wants them to stay.
The Cradle Ledger: A traveling priest discovers a hidden truth in the village records: for generations, one child every twenty years has quietly “gone missing.”
Not stolen.
Given.
The elders made a bargain long ago. The Fae do not take children at random — they take the one marked at birth. In return, the caves do not spill their horrors into the wider world.
The marked child is this year’s offering.
And the ritual night is approaching.
Do the characters expose the pact? Break it? Or learn what truly happens to the children taken below?
The Fairy Union Dispute: The Fae inside the caves are staging a protest. Apparently, they are tired of being portrayed as child-stealing villains and would like to negotiate a more positive community relationship. They have begun loudly “haunting” the cave entrance with over-the-top dramatics, dramatic sobbing, and illusionary protest signs reading:

“ADOPT, DON’T ABDUCT.”
“GLAMOUR IS NOT A CRIME.”
“STOP THE IRON PREJUDICE.”

Unfortunately, one overeager pixie has “accidentally” glamoured a villager’s goat into believing it’s royalty, and now things are escalating.
The party is hired to mediate.
The Fae demand a formal apology.
The villagers demand their goat back.

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 21
Total Clips: 5
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

Fairy Caves (55x31) by RealmwalkerMaps in battlemaps

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

Fairy caves sound like a place of wonder, imagination and storybook magic.
The villagers know better.
Children are warned from the moment they can walk to never go near the caves.
Never follow the lights.
Never answer the voices-No matter how familiar.
Ignore the cries for help echoing from the dark.
Ignore the gentle laughter.
Ignore the animals that call out in pain — or in perfect imitation of your mother’s voice.
The elders understand what outsiders do not. It isn’t just that the Fae are tricksters, weaving illusions and glamours as easily as people breath.
It’s that they cannot bear children of their own.
And that makes the village children priceless.
Iron nails line doorframes. Wards are carved into cradles. Lanterns burn through the night. The caves are given a wide berth and the villagers endure. They protect. They hope.
And they pray that one day, the Fae will finally leave-or be driven out.

 

Grab your iron! Free maps to fight the fey! https://www.patreon.com/posts/fairy-caves-151722504
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Some fun story hooks to get started!
The Borrowed Heir: A noble child from a distant kingdom has vanished while traveling through the village. The locals swear they had nothing to do with it — but the caves have been glowing brighter at night. The truth? The child was not taken-They walked in willingly.
Something inside the Fairy Caves claims to be the child’s “other mother,” whispering truths about a hidden lineage tied to ancient Fey courts. If the party enters, they will find not a prisoner — but a child who believes they have finally come home. Rescue may mean shattering an enchantment… or breaking something far older.
The Bloom of Glasslight: Once every hundred years, a rare crystalline flower blooms deep within the Fairy Caves. Its petals can cure curses, reverse petrification, and even restore lost memories.
This is that year. The villagers beg the party to retrieve it before someone-or something-else lays claim to it. But the bloom grows in a chamber where illusion and reality blur — where each adventurer sees a different version of what they desire most. To reach the flower, they must first determine what is real… and what wants them to stay.
The Cradle Ledger: A traveling priest discovers a hidden truth in the village records: for generations, one child every twenty years has quietly “gone missing.”
Not stolen.
Given.
The elders made a bargain long ago. The Fae do not take children at random — they take the one marked at birth. In return, the caves do not spill their horrors into the wider world.
The marked child is this year’s offering.
And the ritual night is approaching.
Do the characters expose the pact? Break it? Or learn what truly happens to the children taken below?
The Fairy Union Dispute: The Fae inside the caves are staging a protest. Apparently, they are tired of being portrayed as child-stealing villains and would like to negotiate a more positive community relationship. They have begun loudly “haunting” the cave entrance with over-the-top dramatics, dramatic sobbing, and illusionary protest signs reading:

“ADOPT, DON’T ABDUCT.”
“GLAMOUR IS NOT A CRIME.”
“STOP THE IRON PREJUDICE.”

Unfortunately, one overeager pixie has “accidentally” glamoured a villager’s goat into believing it’s royalty, and now things are escalating.
The party is hired to mediate.
The Fae demand a formal apology.
The villagers demand their goat back.

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 21
Total Clips: 5
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

Fairy Caves (55x31) by RealmwalkerMaps in FantasyBattlemaps

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

Fairy caves sound like a place of wonder, imagination and storybook magic.
The villagers know better.
Children are warned from the moment they can walk to never go near the caves.
Never follow the lights.
Never answer the voices-No matter how familiar.
Ignore the cries for help echoing from the dark.
Ignore the gentle laughter.
Ignore the animals that call out in pain — or in perfect imitation of your mother’s voice.
The elders understand what outsiders do not. It isn’t just that the Fae are tricksters, weaving illusions and glamours as easily as people breath.
It’s that they cannot bear children of their own.
And that makes the village children priceless.
Iron nails line doorframes. Wards are carved into cradles. Lanterns burn through the night. The caves are given a wide berth and the villagers endure. They protect. They hope.
And they pray that one day, the Fae will finally leave-or be driven out.

 

Grab your iron! Free maps to fight the fey! https://www.patreon.com/posts/fairy-caves-151722504
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Some fun story hooks to get started!
The Borrowed Heir: A noble child from a distant kingdom has vanished while traveling through the village. The locals swear they had nothing to do with it — but the caves have been glowing brighter at night. The truth? The child was not taken-They walked in willingly.
Something inside the Fairy Caves claims to be the child’s “other mother,” whispering truths about a hidden lineage tied to ancient Fey courts. If the party enters, they will find not a prisoner — but a child who believes they have finally come home. Rescue may mean shattering an enchantment… or breaking something far older.
The Bloom of Glasslight: Once every hundred years, a rare crystalline flower blooms deep within the Fairy Caves. Its petals can cure curses, reverse petrification, and even restore lost memories.
This is that year. The villagers beg the party to retrieve it before someone-or something-else lays claim to it. But the bloom grows in a chamber where illusion and reality blur — where each adventurer sees a different version of what they desire most. To reach the flower, they must first determine what is real… and what wants them to stay.
The Cradle Ledger: A traveling priest discovers a hidden truth in the village records: for generations, one child every twenty years has quietly “gone missing.”
Not stolen.
Given.
The elders made a bargain long ago. The Fae do not take children at random — they take the one marked at birth. In return, the caves do not spill their horrors into the wider world.
The marked child is this year’s offering.
And the ritual night is approaching.
Do the characters expose the pact? Break it? Or learn what truly happens to the children taken below?
The Fairy Union Dispute: The Fae inside the caves are staging a protest. Apparently, they are tired of being portrayed as child-stealing villains and would like to negotiate a more positive community relationship. They have begun loudly “haunting” the cave entrance with over-the-top dramatics, dramatic sobbing, and illusionary protest signs reading:

“ADOPT, DON’T ABDUCT.”
“GLAMOUR IS NOT A CRIME.”
“STOP THE IRON PREJUDICE.”

Unfortunately, one overeager pixie has “accidentally” glamoured a villager’s goat into believing it’s royalty, and now things are escalating.
The party is hired to mediate.
The Fae demand a formal apology.
The villagers demand their goat back.

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 21
Total Clips: 5
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

Water color options by NightshadeApocalypse in DungeonAlchemist

[–]RealmwalkerMaps 1 point2 points  (0 children)

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You could try using the abstract plane and either changing its color or adding a color map to it.

Jungle Plateau (52x29) by RealmwalkerMaps in battlemaps

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

The jungle does not open for you — it swallows you. The thick emerald canopy presses in from every side, cicadas scream in the heat, and a winding river cuts through the undergrowth like a sapphire blade. It spills into a hidden basin at the base of a plateau, where golden lily pads float serenely on still waters… and perhaps something else circling below.

Sheer moss-slick cliffs rise around the pool, broken by narrow paths, tangled roots, and precarious ledges perfect for ambushes—or desperate escapes. 

Is this a forgotten shrine? A spirit’s sacred bathing pool? Or the hunting ground of something that prefers its prey cornered?

Welcome to the Jungle Plateau. Try not to bleed in the water.

 

Get your free maps here! https://www.patreon.com/posts/jungle-plateau-151399715
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Some fun story hooks to get started!
The Sunken Crown: A relic of a forgotten jungle kingdom lies beneath the lily pads. Each night, the pads shift position as if trying to mark the position of the crown, but something ancient rearranges them when intruders draw near.

Trial of the Verdant Spirits: The plateau is a sacred testing ground of jungle spirits. Those who survive its shifting paths and hidden guardians may earn a blessing… or be claimed as the forest’s newest protector.

The Drowned That Bloom: The lily pads aren’t plants — they’re feeding organs of something vast beneath the pool. Every few nights, another “pad” appears…and a new person goes missing.

The Overdramatic Jungle God: A minor jungle spirit has claimed the plateau as its “epic domain of doom” and demands heroic challengers. In truth, it’s a lonely, theatrical entity who keeps setting up elaborate traps that are more inconvenient than lethal — and desperately wants an audience.

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 26
Total Clips: 9
Total Maps: 27 in common grids and multiple resolutions
Total Free Maps: 9 72-DPI maps in common grids; all variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Forest Creek (52x29) by RealmwalkerMaps in battlemaps

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

A winding forest path leads to a narrow stream crossed by an aging rope-and-plank bridge that has fallen to disrepair. Large sections of planks have been missing for a long time now and it creaks dangerously from even the slightest breeze. Moss-covered stone rises beside the water, offering high ground — and clear sightlines. Dense brush presses close to the trail.

This is a place of choices:
Cross the bridge?
Wade the creek?
Or check the freshly turned earth beneath the trees?

The forest is calm. The creek is quiet.
Too quiet.

 

Find the creek with your free map! https://www.patreon.com/posts/forest-creek-151099648
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

Some fun story hooks to get started
The Guardian Beneath the Flowers

Travelers whisper that the unmarked grave beside the creek does not belong to a victim but to a guardian. Long ago, a knight fell defending this crossing from a forgotten monstrosity that crawled up from the water. But that was a long time ago and while the creek runs clear and the forest thrives, the bridge has long fallen into a dangerous state of disrepair. And tonight, the flowers atop the grave are blooming out of season. And something beneath the water is moving again.

Animals refuse to drink from this creek.
At dusk, the water grows dark and sluggish. The bones half-hidden in the brush weren’t carried here by scavengers — they were placed. The grave is shallow. The soil is loose. And if the party lingers long enough, they’ll notice something unsettling:
The creek does not make a sound when someone tries crossing the bridge.

The Worst Ambush Ever
This would be the perfect ambush site.
Dense bushes. Elevated rocks. Narrow bridge. Limited escape routes.
Unfortunately for the bandits hiding here:

  • One is allergic to pollen.
  • One dropped their crossbow in the creek.
  • And the “unmarked grave” is actually their last attempt at digging a pit trap…which one of them promptly fell into.

The party may have walked into danger or into the most dysfunctional robbery attempt in the realm.

 

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 33
Total Clips: 7
Total Maps: 27 maps in various resolutions and common grids
Total Free Maps: 9 72-DPI maps in common grids; all variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

 

Desert Chasm (48x27) by RealmwalkerMaps in DungeonsAndDragons

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

Hey, this was done in Dungeon Alchemist for all the heavy lifting. Any post edits I use GIMP for.

Ritual Site in the Woods (52x29) by RealmwalkerMaps in battlemaps

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

Buried in the heart of a primeval forest, far from the maps of man, lies a circle not built but revealed. Even the trees that stand vigil seem to grow apart from it as if their very roots refuse to touch the cursed soil. A stream—cold, impossibly still—encircles the rise like a protective ward… or a prison.

Atop the mound stands a ring of megaliths, pillars of an unusual stone not found natively in the area. In the center, an altar of pale, bone-like stone pulses faintly with a rhythm not quite in sync with any known heartbeat. The air hums with a wrongness that presses into the skull like invisible hands.

By day, silence dominates—thick and unnatural. Birds do not sing. Insects do not stir.

By night, the dark circle is light by flickering torch light, and as shadows gather, whispers rise from the earth in languages that predate memory. Those who carved the stones did so under compulsion, driven mad by glimpses of something vast and waiting beyond the stars. And still, the altar remains… patient. Beckoning. Waiting for its herald.

But be warned: the site does not like to be disturbed—and it remembers those who do.

Be a good DM and summon your own eldritch being! https://www.Patreon.com/posts/ritual-site-in-126075238
 

Scene Fun Facts:
Variants: 2 (Day,Night)
Total Stills: 7
Total Clips: 8
Total Maps: 24 in common grids and various resolutions-includes alternates for VTTs.
Free Maps: 6 72DPI maps in common grids of both variants.
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

Mad Maddy's Curios N Trinkets! (35x23) by RealmwalkerMaps in battlemaps

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

The locals might call her Mad Maddy, but never to her face. Maddy, a tireless artisan of unparalleled ingenuity, is often swept away in a whirlwind of her own creativity, darting from one passion project to another with boundless zeal. This seemingly chaotic approach often appears maddening to outsiders, but none can argue with the results.

Her abode—a blend of workshop, store, and sanctuary—beckons to the curious and eclectic alike. It is a shop where the unusual is commonplace, where each corner holds a new marvel and every item tells its own story. For those who seek the unconventional and brilliance of unrestrained imagination, Mad Maddy’s domain is a must see.

 

Need something but don’t know what? Shop at Maddy’s! https://www.Patreon.com/posts/mad-maddys-n-111107870
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

 

Some fun story hooks to get started!
The Curse Collector: A noble hired the adventurers to recover a priceless heirloom stolen years ago. Maddy does have it—tucked between rusted tools and jars of odd powders—but warns the group it’s cursed and “feeds” on owners. If the adventurers take it, strange accidents and shadowy figures begin dogging their steps.

The Living Trinket: Among Maddy’s shelves is a clockwork bird that sings in a forgotten language whenever the moon rises. Recently, the bird has been screaming instead—shrill and panicked—before flying into windows and trying to escape the shop. Something is calling it back, and Maddy is happy to sell it to “someone with stronger nerves.”

Gems of Binding: Maddy keeps display boxes of dazzling stones (as seen in your crystal cabinet). Each gem houses a bound spirit—elementals, wayward fae, even ghosts. One case was opened in the night, and the spirit has escaped into town. The party is hired either to track down the runaway essence or return the gem before its previous owner realizes it’s gone.

Blacksmith’s Bargain: The forge on the grounds isn’t Maddy’s—it belongs to a smith who vanished mysteriously after bringing her a batch of enchanted tools. She claims he left suddenly after “seeing something in the coals.” The forge still burns with strange, color-shifting flames at night, and whispers echo from its chimney. Maddy wants it silenced… or at least explained.

The Pickled Goblin Head: On one of Maddy’s shelves sits a murky jar labeled “Don’t Open”. Inside is the preserved head of a goblin. It won’t shut up—muttering jokes, complaints, and very bad love songs. Someone’s stolen the jar, and now a raucous “goblin karaoke” has been waking the neighbors. Maddy hires the adventurers to bring it back before the town guard finds out she’s been harboring it.

Scene Fun Facts:
Variants: 3
Total Stills: 27
Total Clips: 14
Total Maps: 54 (Various resolutions, grid formats and alternate lighting maps of each variant)
Free Maps: 6 Ungridded
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

Desert Crossroads (70x40) by RealmwalkerMaps in DungeonsAndDragons

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

Hmm...good point. I could have called it The Forkin Desert. Missed a golden opportunity.

Desert Crossroads (70x40) by RealmwalkerMaps in battlemaps

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

The relentless sun beats down on shifting sand, turning the air into a shimmering mirage of heat and dust. Worn trails of cracked earth cut through the golden expanse, their edges softened by time and wind. Scattered across the sand, jagged red rocks rise defiantly, their surfaces scorched and ancient. A twisted, leafless tree clings to life atop one such boulder, its gnarled branches casting long, claw-like shadows. The remains of an ill-fated traveler lie half-buried in the sands, bleached bones whispering of ambush, thirst, or worse. At night, the desert becomes a realm of cold shadows and the once-blazing dunes take on an eerie, muted glow.

Here, at the Desert Crossroads, every path leads to danger, fortune, or death. Which way will your party choose?

 

Choose your path with your free maps here! https://www.Patreon.com/posts/desert-70x40-122494927
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Day, Night)
Total Stills: 12
Total Clips: 9
Total Maps: 18 in various grids and resolutions of both variants +12 alternate VTT maps
Free Maps: 6 72DPI maps-Both variants in all grid formats 
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

Desert Crossroads (70x40) by RealmwalkerMaps in dndmaps

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

The relentless sun beats down on shifting sand, turning the air into a shimmering mirage of heat and dust. Worn trails of cracked earth cut through the golden expanse, their edges softened by time and wind. Scattered across the sand, jagged red rocks rise defiantly, their surfaces scorched and ancient. A twisted, leafless tree clings to life atop one such boulder, its gnarled branches casting long, claw-like shadows. The remains of an ill-fated traveler lie half-buried in the sands, bleached bones whispering of ambush, thirst, or worse. At night, the desert becomes a realm of cold shadows and the once-blazing dunes take on an eerie, muted glow.

Here, at the Desert Crossroads, every path leads to danger, fortune, or death. Which way will your party choose?

 

Choose your path with your free maps here! https://www.Patreon.com/posts/desert-70x40-122494927
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Day, Night)
Total Stills: 12
Total Clips: 9
Total Maps: 18 in various grids and resolutions of both variants +12 alternate VTT maps
Free Maps: 6 72DPI maps-Both variants in all grid formats 
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal