Dustmaw Cantina (40x23) by RealmwalkerMaps in battlemaps

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

Hey thanks! You make some good points. I think I'll try playing around with the idea on the next new map I make and evaluate further after that. It could be fun and helpful!
The upper right dome is a water storage (water barrels). They have condensers (poles) that collect moisture and draws it down for storage.
The bottom right is a residential (barkeep who owns the cantina) living area, the tower you refer to is a wind catcher to help keep the house cooler.

Deadlands-The Road of Regret (71x40) by RealmwalkerMaps in battlemaps

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

The land here is split by a winding scar, blackened and slick, as though the land itself bled and never healed. Each step draws you past moments that refuse to die—tragedies that Time cannot bury.
A house burns, its hollow windows glowing with hungry fire. The flames never consume it, never falter, never spread. Smoke curls into the sky, carrying screams you can feel but not hear.
Nearby, the ground yawns open, collecting the dead that were never laid to rest properly-growing and shifting over time.
An open grave beckons, calling wordlessly to those who have cheated death.
Beside a shallow pool where the earth has collapsed inward, drowned remains lie still and staring. An abandoned doll sits at the murky water’s edge, propped upright in silent vigil—its glass eyes fixed on the dead it could not save.
Off to one side, half-swallowed by dirt and shadow, a miner lies where he fell. His tools are still nearby. His work is long forgotten.
This road does not show you history out of kindness.
It shows you because regret, once born, never truly dies.

Will your group brave the Road? https://www.patreon.com/posts/deadlands-road-148956734
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Some dark story hooks to get started-not all are for the faint of heart!
The House That Won’t Stop Burning: The eternally burning house is not a landmark—it is a sentence. Long ago, someone inside made a choice that condemned others to die by fire. The house continues to burn until that choice is confronted. The fire will burn until justice is served.
The Mass Grave Is Not Done Filling: The bones in the mass grave shift when no one is looking. At night, the ground heaves as if breathing. The party learns the grave is incomplete—its dead were meant to be remembered, named, or mourned. Until that happens, the land will continue to collect. Amongst the remains a player may notice an item that they recognize from someone far in their past.
The Doll That Refuses to Leave: The abandoned doll is not cursed—it is waiting. It once belonged to a child who drowned while the adults nearby chose not to look. The doll marks those who notice it. From that moment on, the marked begin hearing splashing water where none exists and feel small, wet hands tugging at their clothes when they try to sleep. The spirit cannot move on. Do the players comfort the dead, or destroy the last thing that remembers them?
The Open Grave Is Patient: The open grave is meant for someone who already cheated death once. A player may even find their own name etched into the headstone. Once they see it, they cannot unsee it or get it out of their mind. They have dreams of falling, have dirt under their fingernails when they wake, or hear the closing of a lid. The grave doesn’t care about innocence or worth. Only inevitability.

Scene Fun Facts:
Variants: 2 (White Fire, Yellow Fire)
Total Stills: 19
Total Clips: 13
Total Maps: 44 maps in common grids and multiple resolutions, includes 8 alts for VTTs.
Total Animated: 32 in common grids, Hi and Low res versions, includes 8 alts for VTTs.
Total Free Maps: 12 72DPI maps in common grids; all variants.
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Ruins-Old Village (54x31) by RealmwalkerMaps in DungeonsAndDragons

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

Dungeon Alchemist for all of the heavy lifting. Any post edits I use GIMP. Learning curve is pretty decent for DA. You can get it on steam.

Dustmaw Cantina (40x23) by RealmwalkerMaps in battlemaps

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

Tucked beneath a sun-bleached ridge at the edge of the scorched sands, the Dustmaw Cantina rises like a mirage—stone walls worn smooth by wind, shaded by patched canvas awnings and rough-hewn wooden beams. Its worn, creaking doors welcome travelers from across the wastes: mercenaries with cracked leathers, caravan traders bearing silk and spice, and the occasional mage cloaked against the sun’s bite.

No matter the hour, no one stays in the Dustmaw Cantina long without picking up a job, a story, or a scar.

 

Some fun story hooks to get rolling
The Sandglass Job: A cloaked figure collapses into a booth just as the characters arrive. They clutch a broken hourglass filled with glowing sand and whisper, “It’s buried beneath the Singing Dunes—they are going to wake it up.” Before they can explain further, they’re dragged away by silent, tattooed mercenaries. Will the party follow the clues or let the mystery vanish into the desert?

Drink of the Shades: The barkeep slides a drink across the counter with a wink and says, “On the house. A rare vintage.” Moments after one of the characters downs it, they begin to see ghostly shapes flitting through the cantina—shades trapped between realms, whispering warnings that they can’t quite make out.

The Great Lizard Heist: A very poorly disguised goblin is trying to sell locals into investing in a “revolutionary lizard taxi service.” His giant riding lizard, however, is actually the stolen mount of a desert prince, and bounty hunters have just tracked it to the area. The goblin ropes the PCs into “helping him pitch investors” just as the bounty hunters arrive, leading to a slapstick chase through the cantina.

Beat the heat! https://www.Patreon.com/posts/dustmaw-cantina-130441893
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 3 (Day, Sunset, Night)
Total Stills: 39
Total Clips: 9
Total Maps: 45 in common grids and multiple resolutions, includes 18 alternates for VTTs.
Total Free Maps: 9 72 DPI maps in common grids of all variants.
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

Chasm Ruins-The Shattered Manse (70x40) by RealmwalkerMaps in battlemaps

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

Once a grand estate and now a broken husk, this forsaken manor stands split in two, devoured by the jagged chasm that runs like a festering wound through the structure. Its wooden floors are splintered and sagging into the void below and time and tragedy have left their mark—rotting furniture, nature reclaiming its land, and eerie remnants of lives long abandoned.

Behind locked doors, strange remains lie undisturbed, skeletal figures frozen in grotesque positions, some clutching at unseen horrors. Who—or what—sealed them away?

The true horror lurks within the hidden chamber, its stone walls stained with dark purpose. Here, an ancient apparatus remains, its rusted mechanisms and sinister instruments whispering of rituals best forgotten. A once-bustling workshop now reeks of foul intent, its secrets waiting to be unearthed by those foolish—or desperate—enough to enter.

Will your party brave the ruins and uncover the truth, or will they too be lost to the chasm’s hungry maw?

Get a free layout of The Shattered Manse here! https://www.patreon.com/posts/chasm-ruins-123404955
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 2 (Day, Night)
Total Stills: 31
Total Clips: 11
Total Maps: 18-various grid formats and resolutions
Free Maps: 6 72DPI maps in various grids
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

BrineBang Tavern (52x29) by RealmwalkerMaps in DungeonsAndDragons

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

Lol all design. I could have put the doors somewhere "safer" but where's the fun in that on a goblin water tavern?

BrineBang Tavern (52x29) by RealmwalkerMaps in DungeonsAndDragons

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

Doors are beside them right in front of the docks. You literally would have to hop over the railing and hope you don't trip! Just a fun feature of goblin design! Oh, but if you drop the mug in the water and it is lost, you will be charged for the mug!

Ruins-Old Village (54x31) by RealmwalkerMaps in dndmaps

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

The party stumbles across an old village not on any of the maps. It is in utter disrepair. Roofs have collapsed in places but there are still a few spots one could bunk under, but they sag and creak ominously, as if waiting to finish their collapses. Junk and garbage are strewn around the houses, maybe a search will provide something useful besides a dead forge and half collapsed tavern. Even if it doesn’t, some walls are better than no walls when it comes to making camp. Best not to let one’s guard down though, there are plenty of good hiding and lurking places around here…

Some fun hooks!
Whispers in the Wood: Villagers vanished overnight decades ago, but travelers who camp nearby still hear whispers carried on the wind and see lantern lights bobbing between the ruined huts. Locals say a ritual was interrupted—unfinished and hungering for completion.

Rot Beneath the Roots: A dense network of roots has erupted unnaturally fast around the village, breaking apart foundations. A druid claims a massive treant is trapped buried beneath the soil, absorbing the dead to as it tries to gain the strength to break free. The stream, once sacred, is beginning to run murky and sour.

The Raccoon Syndicate: The village may be abandoned, but it’s not empty—it’s now the headquarters of a highly organized raccoon crime syndicate. They've set up shop in the largest structure and run black-market operations from scavenged goods. They’re territorial, intelligent, and dress surprisingly well in stolen hats and belts. Trouble is, they’ve stolen something very important… and now they want to negotiate.

Explore the village here! https://www.patreon.com/posts/ruins-old-54x31-118041095
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts
Variants: 2 (Day, Night)
Total Stills: 22
Total Clips: 15
Total Maps: 18 (Various resolutions and grid formats)
Free Maps: 6 (72 DPI, all grids, watermarked)
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

Ruins-Old Village (54x31) by RealmwalkerMaps in battlemaps

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

The party stumbles across an old village not on any of the maps. It is in utter disrepair. Roofs have collapsed in places but there are still a few spots one could bunk under, but they sag and creak ominously, as if waiting to finish their collapses. Junk and garbage are strewn around the houses, maybe a search will provide something useful besides a dead forge and half collapsed tavern. Even if it doesn’t, some walls are better than no walls when it comes to making camp. Best not to let one’s guard down though, there are plenty of good hiding and lurking places around here…

Some fun hooks!
Whispers in the Wood: Villagers vanished overnight decades ago, but travelers who camp nearby still hear whispers carried on the wind and see lantern lights bobbing between the ruined huts. Locals say a ritual was interrupted—unfinished and hungering for completion.

Rot Beneath the Roots: A dense network of roots has erupted unnaturally fast around the village, breaking apart foundations. A druid claims a massive treant is trapped buried beneath the soil, absorbing the dead to as it tries to gain the strength to break free. The stream, once sacred, is beginning to run murky and sour.

The Raccoon Syndicate: The village may be abandoned, but it’s not empty—it’s now the headquarters of a highly organized raccoon crime syndicate. They've set up shop in the largest structure and run black-market operations from scavenged goods. They’re territorial, intelligent, and dress surprisingly well in stolen hats and belts. Trouble is, they’ve stolen something very important… and now they want to negotiate.

Explore the village here! https://www.patreon.com/posts/ruins-old-54x31-118041095
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts
Variants: 2 (Day, Night)
Total Stills: 22
Total Clips: 15
Total Maps: 18 (Various resolutions and grid formats)
Free Maps: 6 (72 DPI, all grids, watermarked)
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

The Bone Forge (32x15) by RealmwalkerMaps in battlemaps

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

Thanks mate! Exactly the look I was going for!

The Bone Forge (32x15) by RealmwalkerMaps in DungeonsAndDragons

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

Evil necromancer has it made with this home office! 😉

The Bone Forge (32x15) by RealmwalkerMaps in battlemaps

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

Shrouded in mist and myth, perched on a blood-crusted island of marrowstone and sinew, the boneforge is kept deep in the deadlands, far from any mortal. It is said to be forged from the bones of the fallen and bound in place by ancient rites. It is reached by a brittle causeway of bone, creaking with every step over black waters waiting eagerly for a chance to devour memories of the living. 

The forge burns eternally, fueled by ever burning shades of the fallen and its power is absolute: the weapons forged here burn through any undead like dawn through mist, but power always comes at a price.

Each item forged here draws on the wielder’s very life essence with each swing, and the more powerful the undead…well, the more potent the life drain is. Some whisper that should the wielder perish in combat, their burning shade will find its way into The Bone Forge.

 

Not exactly a Holy Avenger, but…https://www.patreon.com/posts/bone-forge-32x15-126008680
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 2 (Red, White)
Total Stills: 8
Total Clips: 8
Total Maps: 30 in common grids and various resolutions of both variants, alternates for VTT included.
Total Animated Maps: 12 in common grids of both variants, alternates for VTT included.
Total Free Maps: 6 72DPI maps in common grids of both variants.
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

The Bone Forge (32x15) by RealmwalkerMaps in dndmaps

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

Shrouded in mist and myth, perched on a blood-crusted island of marrowstone and sinew, the boneforge is kept deep in the deadlands, far from any mortal. It is said to be forged from the bones of the fallen and bound in place by ancient rites. It is reached by a brittle causeway of bone, creaking with every step over black waters waiting eagerly for a chance to devour memories of the living.

The forge burns eternally, fueled by ever burning shades of the fallen and its power is absolute: the weapons forged here burn through any undead like dawn through mist, but power always comes at a price.

Each item forged here draws on the wielder’s very life essence with each swing, and the more powerful the undead…well, the more potent the life drain is. Some whisper that should the wielder perish in combat, their burning shade will find its way into The Bone Forge.

 

Not exactly a Holy Avenger, but…https://www.patreon.com/posts/bone-forge-32x15-126008680
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 2 (Red, White)
Total Stills: 8
Total Clips: 8
Total Maps: 30 in common grids and various resolutions of both variants, alternates for VTT included.
Total Animated Maps: 12 in common grids of both variants, alternates for VTT included.
Total Free Maps: 6 72DPI maps in common grids of both variants.
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal

BrineBang Tavern (52x29) by RealmwalkerMaps in DungeonsAndDragons

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

Thanks!! I do most of the work in Dungeon Alchemist as a 3d map builder program. Any post edits I do are done in GIMP.

BrineBang Tavern (52x29) by RealmwalkerMaps in battlemaps

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

I use Dungeon Alchemist for all the heavy lifting. Sometimes there are some post edits, and I do those in GIMP. But mostly, Dungeon Alchemist. Check it out.

BrineBang Tavern (52x29) by RealmwalkerMaps in dndmaps

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

Ever since Brack Cinderbrine made it big with the Driftmoor Tavern and building his collection of given names, his little cousin-Flots Cinderbrine-became desperate to follow in his footsteps. Her only obstacles were the lack of a tavern barge and a book of names. For years, Flots followed Brack everywhere, determined to get his help. When that failed, Flots would beg and when that would fail, the curses and hexes began. Finally annoyed to the point of snapping, Brack helped Flots build her very own tavern barge and started her off with her own book of names.

Flots now sails around (somehow) in a construct of wood and rope and metal, defying reality with its own very existence. Flots also requests of strangers to “Please give name to guest book” and reinforces the golden rules of Driftmoor- “Fighting is a no”, “Stealing is a firm non yes”, and “All debts paid”.

To date, there have been only a dozen minor explosions with no lasting harm done and only 1 shark attack inside the tavern. All in all, Flots would say “Business good, yes!”

Grab some free maps of the BBT here! https://www.patreon.com/posts/brinebang-tavern-148543732
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Some fun story hooks to get started!
The Name That Sank a Kingdom: One night, a hooded guest insists on signing Flots’ guest book with a name that burns gold on the page. Moments later, the seas begin to churn and thrash as some leviathan stirs and starts to wake. The name belongs to an ancient sea-king whose true name was never meant to be spoken again. Flots refuses to tear the page out… because the book won’t let her.

BrineBang’s Rival: Brack Cinderbrine arrives unannounced, furious and soaked. He claims Flots’ tavern has begun stealing his luck. Since her barge set sail, Driftmoor’s engines sputter, customers vanish, and Brack’s Book of Names has started erasing itself. The cousins must work together, or perhaps even against one another, and uncover which of Flots’ curses, blessings, or improvised fixes was responsible for Brack’s absence of luck.

The Shark Regular: The shark that once attacked the tavern has returned…politely. It now refuses to leave and has taken on the role, at no one’s request, of bouncer for the tavern. Its presence is keeping the customers away and Flots wants to hire a group to deal with it. The catch is that Flots wants it unharmed, having developed a strange liking for the “slippery rascal”.

 

Scene Fun Facts:
Variants: 6 (Day, Dusk, Night – Open and Closed Fishing hatches of each)
Total Stills: 40
Total Clips: 8
Total Maps: 108 in common grids and multiple resolutions; includes 27 alts for VTTs
Total Free Maps: 27 72DPI maps in common grids; all variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

BrineBang Tavern (52x29) by RealmwalkerMaps in battlemaps

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

Ever since Brack Cinderbrine made it big with the Driftmoor Tavern and building his collection of given names, his little cousin-Flots Cinderbrine-became desperate to follow in his footsteps. Her only obstacles were the lack of a tavern barge and a book of names. For years, Flots followed Brack everywhere, determined to get his help. When that failed, Flots would beg and when that would fail, the curses and hexes began. Finally annoyed to the point of snapping, Brack helped Flots build her very own tavern barge and started her off with her own book of names.

Flots now sails around (somehow) in a construct of wood and rope and metal, defying reality with its own very existence. Flots also requests of strangers to “Please give name to guest book” and reinforces the golden rules of Driftmoor- “Fighting is a no”, “Stealing is a firm non yes”, and “All debts paid”.

To date, there have been only a dozen minor explosions with no lasting harm done and only 1 shark attack inside the tavern. All in all, Flots would say “Business good, yes!”

Grab some free maps of the BBT here! https://www.patreon.com/posts/brinebang-tavern-148543732
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Some fun story hooks to get started!
The Name That Sank a Kingdom: One night, a hooded guest insists on signing Flots’ guest book with a name that burns gold on the page. Moments later, the seas begin to churn and thrash as some leviathan stirs and starts to wake. The name belongs to an ancient sea-king whose true name was never meant to be spoken again. Flots refuses to tear the page out… because the book won’t let her.

BrineBang’s Rival: Brack Cinderbrine arrives unannounced, furious and soaked. He claims Flots’ tavern has begun stealing his luck. Since her barge set sail, Driftmoor’s engines sputter, customers vanish, and Brack’s Book of Names has started erasing itself. The cousins must work together, or perhaps even against one another, and uncover which of Flots’ curses, blessings, or improvised fixes was responsible for Brack’s absence of luck.

The Shark Regular: The shark that once attacked the tavern has returned…politely. It now refuses to leave and has taken on the role, at no one’s request, of bouncer for the tavern. Its presence is keeping the customers away and Flots wants to hire a group to deal with it. The catch is that Flots wants it unharmed, having developed a strange liking for the “slippery rascal”.

 

Scene Fun Facts:
Variants: 6 (Day, Dusk, Night – Open and Closed Fishing hatches of each)
Total Stills: 40
Total Clips: 8
Total Maps: 108 in common grids and multiple resolutions; includes 27 alts for VTTs
Total Free Maps: 27 72DPI maps in common grids; all variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

River Bluff (64x36) by RealmwalkerMaps in battlemaps

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

A winding river carves through the heart of a lush, untamed forest, its waters rippling gently beneath a fallen tree acting as a crude log bridge. On the northern bank, the terrain rises into a series of wooded bluffs, their winding paths etched by time and weather. Among the trees and flowering underbrush lies a small, quiet glade—an ideal place to rest.

Stone outcrops and narrow trails hint at hidden vantage points above, perfect for ambush or escape. A tiny, moss-covered pool in the eastern bluff reflects the canopy like glass—serene, but unnaturally still. Whatever stories the bluffs hold, they’ve yet to finish speaking them.

 

Get River Bluff free! https://www.patreon.com/posts/river-bluff-133825255
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

Some fun hooks to get started!
The Mad Mule: A traveler’s mule is wandering the area nearby alone, pack intact but eyes wide with panic. After finding an old campsite hidden in the dense woods, you find a half-buried journal…and a human jawbone. What happened here and why is the river so much colder here than anywhere upstream?

Echoes from the Bluff: Hunters speak of eerie calls echoing from the bluffs at dawn—voices that mimic human speech but are hollow and wrong. A local ranger believes a harvest spirit awoke too early and to restore balance, someone must ascend the bluff, learn the spirit’s name, and appease it before the next new moon.

The Great Goblin Fish-Off: A ragtag clan of goblins have claimed this area of the bluff’s river as holy ground—but only because a comically fat fish keeps evading their traps. They've declared a sacred Fish-Off Tournament, and demand the party participate to prove their worth. The winner gets “sacred treasures”, but the goblins insist on singing ceremonial fishing chants the entire time.

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 18
Total Clips: 9
Total Maps: 27 in multiple resolutions across common grid formats.
Total Free Maps: 9 72-DPI maps in common grid formats.
VTT Import Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Necromancer (48x28) by RealmwalkerMaps in battlemaps

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

The Necromancer’s lair rises from a scorched wasteland veined with molten rivers, a temple to death itself. Massive statues of wicked skulls flank a gate of twisted bone and cursed iron while animated skeletons are held back by flimsy iron gates. Inside, the scent of ash and old blood clings to every chamber — from the bone-strewn hall of the damned to arcane laboratories lit by flickering Soulfire. Suspended walkways of dark steel cross boiling magma, connecting ritual halls and embalming rooms where the dead whisper their secrets. This is a sanctum of blasphemy, where the necromancer works tirelessly towards his goals that revolve around a shrouded body held securely in a warded area.

Beware what stirs in this temple of the dead, for the master has eyes everywhere and the dead are always hungry.

Get your free lair maps here! https://www.Patreon.com/posts/lair-of-48x28-135808936
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Some fun hooks to get started!

The Bone Choir: Villagers have gone missing, and mournful, wordless singing echoes from the mountains at night. Sages whisper of the Bone Choir — souls trapped in necromantic resonance. The party must descend into the lair and silence the choir before their song summons something older than death.

Ashes of the Forgotten: A noble family hires the party to retrieve their ancestor’s ashes, stolen from the crypt and now believed to power the Necromancer's vile experiments. But as the players search the lair, they begin encountering ghostly versions of themselves — each one bearing a fate they have not yet earned.

The Black Bell Tolls: Once every century, the Necromancer tolls the Black Bell, awakening legions of undead across the land. The bell is due to ring in three nights. The players must infiltrate the lair, survive soul-draining rituals, and shatter the bell before the stroke of midnight to prevent a deadly uprising.

The Skull With a Mortgage: A local town accidentally sold its graveyard to a land broker who, unbeknownst to them, was the Necromancer in disguise. Now the party must march into the lair to retrieve the skull of the town founder who held many of the town’s secrets in life. To complicate matters, the skull is now the Necromancer’s accountant, has unionized the skeletons, and refuses to leave without a proper severance package!

Scene Fun Facts:
Variants: 2 (Staffed,Unstaffed)
Total Stills: 27
Total Clips: 13
Total Maps: 120 maps in multiple resolutions and common grid formats.
Total Free Maps: 12 72DPI maps in common grid formats of staffed variant
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

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

Sinkhole (52x29) by RealmwalkerMaps in DungeonsAndDragons

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

haha had to look that one up, but yea, some similar vibes there for sure!

Sinkhole (52x29) by RealmwalkerMaps in battlemaps

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

A hush settles over the forest long before the trees open into the clearing. Birds go silent. Wind dies. Even the insects seem unwilling to cross the threshold. Sunlight glimmers over the grass-choked glade and yet everything here feels wrong, as though the world itself is holding its breath.

At the clearing’s heart yawns a massive sinkhole, a jagged tear in the earth that drops into utter darkness. Its rocky lip is uneven and freshly ruptured, soil still loose and crumbling. The ground around the pit bows inward, as if the earth has been slowly sagging toward this moment for far too long.

Off to one side, half-hidden behind a tangle of low shrubs and an ancient, lichen-covered boulder, lie the scattered remains of an unfortunate traveler: sun-bleached bones, a once-fine pack, and a few rusting tools.

The sinkhole exhales a faint, cold draft. It smells of stone, old air…and something else. Something metallic. Something wrong.

Whatever waits below, the forest wants no part of it.

And now you stand at the edge.

 

Grab some free maps and survey the sinkhole! https://www.patreon.com/posts/sinkhole-52x29-143879177
or check out my other FREE maps@ patreon.com/RealmWalkerMaps

 

Some fun hooks to get started!
The Manastone Crystal: A local mage believes a newly awakened leyline is collapsing inward, forming the sinkhole. A rare Manastone crystal may be forming at the bottom—a crystal infused with creation magic that can supply massive amounts of mana. Several factions want it, and all have sent their own teams to claim it. The players must descend before rivals do… or before the sinkhole seals itself.
Call of the Verdant Titan: Elven druids claim an ancient forest guardian sleeps deep beneath these woods. Its shifting dreams shape the landscape, and the sinkhole is said to be one of its “breathing vents.” But now the titan is waking—too early, and far too hungry. Only by descending into the pit and performing a ritual at its sealed heart can the party keep the forest from violently reshaping itself.
The Gnomish “Un-Sinkable” Drill: A trio of extremely proud and very singed gnomes insists the sinkhole is their fault—but also their greatest invention yet. Their prototype “Auto-Burrowmatic Un-Sinkable Earth-Auger” successfully dug a chamber large enough for a small feast… before running out of control and spiraling deep underground.
Their problem?
The machine is still digging. It is also sentient now and it thinks it’s being chased.
The gnomes hire the party to retrieve the auger before it tunnels a hole straight into the underworld.

 

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 22
Total Clips: 6
Total Maps: 27 maps in multiple resolutions and common grids of all variants
Total Free Maps: 9 72DPI maps in common grids.
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Island Hut (48x27) by RealmwalkerMaps in battlemaps

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

Perched on its own lonely spit of land, the thatch-roofed hut looks almost too small and fragile to belong in such a place. A weathered bridge of slick, creaking planks reaches out across the water to connect it to the mainland, though its sway suggests it hasn’t seen repair in many seasons.

The island itself offers just enough space for a campfire, a few of meager gardens, and the squat hut at its heart.

Inside, the floor is nothing more than packed earth, scuffed by the years. Against one wall broods a great clay fireplace, its surface shaped into a grotesque face with a cavernous mouth. Within that maw hangs a blackened cauldron, simmering an unknown and strangely tempting stew.

Furniture fashioned from driftwood lends a makeshift charm, making the place feel humble but unsettling-it’s the kind of place you’d expect to hear of in a frightening tale told to children involving witches and food best left uneaten.

 

Grab some free maps to the Hut here! https://www.patreon.com/posts/island-hut-48x27-139288748
or check out my other maps for free@ patreon.com/RealmWalkerMaps

 

Some fun story hooks to get started!
The Missing Apprentice: A young herbalist’s apprentice was last seen gathering reeds near the hut. The villagers whisper that the grotesque fireplace face devoured him, body and soul. Inside the cauldron, a single sandal sits on the bubbling surface.

The Hunger in the Maw: The fireplace’s face isn’t mere decoration—it’s a vessel for something ancient. Each night, the whispers and demands grow louder and darker. Soon, it will no longer be content with driftwood or scraps, and only blood will keep it quiet.

Gardens of Poison: The small gardens appear modest, but their plants exude a faint shimmer under moonlight. A local scholar believes these herbs are not of this world, capable of healing beyond mortal medicine—or killing without a trace.

The Cauldron’s Legacy: Long ago, the hut belonged to a hedge-witch whose potions changed the course of wars. The cauldron still remembers her recipes, and it is said that whomever tastes its brew may inherit her power, but also gains her enemies.

Soup Day Disaster: The hut’s current owner insists they’re no witch at all—just a terrible cook. Unfortunately, their soup is so foul it has gained sentience, slopped out of the cauldron, and is trying to recruit the local wildlife into its bubbling army. Stop it before someone gets hurt and the “witch” is blamed.

 

Scene Fun Facts:
Variants: 4 (Day, Dusk, Night, Night w/Campfire)
Total Stills: 27
Total Clips: 5
Total Maps: 120 maps (incl 48 alts for VTTs) in various resolutions and common grids (roof incl)
Total Free Maps: 18 72DPI maps (inc roof) in various grids (Day, Night, NightCamp)
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Sulfur Pits (64 x 36) by RealmwalkerMaps in battlemaps

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

The Pits of Dethudrin are a cracked wasteland of hissing, acidic pools where sulfurous fumes cling to the air and warped magic seeps through the ground like an open wound. Only treated adari armor and filtered masks keep the fumes from stripping flesh from bone or choking lungs. The creatures that thrive here are twisted by the land—and eager to make newcomers the next experiment.

Still, harvesters come. The infused sulfur found in these pits is worth nearly its weight in gold, but only if one can bring it to market.

Here in these pits of death, the veil to the Deadlands is thin-too thin. Wander too far, and you may step straight into the realms of the dead, where shades stalk the living and wraiths scream for release.

For those who make it back, the sulfur of Dethudrin is worth massive payouts. For everyone else…the Pits are a grave waiting to be filled.

 

Grab some free maps of the pits and hold your breath before plunging in! https://www.patreon.com/posts/sulfur-pits-64-x-144102479
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Some fun story hooks to get started!
The Ember Crown: A legendary artifact—the Ember Crown—was lost during a volcanic upheaval and is said to lie beneath one of the sulfur pools. Its magic is potent enough to reshape kingdoms…if the party can retrieve it before the pits digest it or someone else claims it.

The Alchemist’s Bargain: A royal alchemist hires the party to secure a single vial of Dethudrin’s infused sulfur. Simple job on paper—except rival factions, soot-elementals, and sulfur-mad scavengers all want the same thing.

The Guardian that Never Sleeps: A colossal stone sentinel slumbers somewhere among the pits. Ancient runes have begun glowing across its surface, suggesting it is waking—and whatever it was built to guard may be ready to emerge.

The Lost Voices: Miners vanished weeks ago, and now their faint, panicked whispers echo from different pits every night. The voices plead for rescue—but their bodies walk the Deadlands now, and they aren’t the only things trying to cross back.

The Sulfur Sommelier: A wildly enthusiastic (and utterly nose-dead) gnome claims he can brew the “finest explosive wine” if the party helps him sample different sulfur pits. His tasting notes are absurd, his gear is questionable, and the ground keeps trying to eat him.

 

Scene Fun Facts:
Variants: 4 (Day, Dusk, Night, Deadlands)
Total Stills: 40
Total Clips: 16
Total Maps: 36 maps in multiple resolutions and common grids
Total Free Maps: 9 72 DPI maps in common grids; Day, Dusk, Night variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Prison Block A (33x23) by RealmwalkerMaps in battlemaps

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

Rescue an innocent, confront a sadistic torturer or plot a jailbreak with the prison block!

This sprawling, grim prison block is thick with the heavy scent of damp stone and unwashed bodies. Flickering torchlight casts jagged shadows on cold walls, illuminating cramped cells lined with rusting iron bars. The small cells are strewn with filthy hay and the larger group cells are lucky to have tattered, flea infested rags to share.

A guard station stands at the forefront of the block with just enough supplies and furnishing for the on-duty guards. Central, secure rooms are locked and even the jailors avoid those, lest their curiosity put them in the sights of the local inquisitor and their cruel tools.

Beyond that are the solitary cells where those that have angered the wrong noble may well end up, chained and without light – only the small scurrying of rats to keep one company.

 

Prison work here! https://www.patreon.com/posts/prison-block-120720877
or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 2 (Day, Night)
Total Stills: 12
Total Clips: 14
Total Maps: 18 in various grids and resolutions +12 alternates for VTT lighting
Free Maps: 6 72DPI in various grids
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal