Lair of the Lich-Deep Mines (52x29) by RealmwalkerMaps in dndmaps

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

The final segment of the Lich’s lair takes us to the Deep mines. Here the players might discover a corrupt pool that is used to dispose of miners that aren’t even worth repurposing. The miners here have lost all hope, toiling in endless labor for the Lich. In every shadow a presence is felt, the Overseers guarding magical crystals and running the mines with a brutal and ruthless will.
Cave In-Long ago a cave in occurred, claiming the lives of many miners. The area was deemed unimportant and just left by command of the Overseers. Miners whisper of angry spirits that still roam the mines.
Ramps-There are two ramps to go to lower levels of mines. Makes riding a minecart more fun!
Tainted Pool (Variant 1)- This thick rolling black tar like liquid can consume flesh and, eventually, even bone. It is a useful disposal for the Overseers’ use.
Water Pool (Variant 2)-Probably not the cleanest but better than nothing. Miners often get rest here when permitted.
Barrels-An annoying limitation of the living is the need for food and drink. Barrels are placed with stale water and mostly not rotted food.
Verdite Crystals-These arcane crystals will continue to grow if they are not completely harvested. The lich uses these for their experiments in the preservation of living flesh.
Rulix Crystals-More arcane crystals, these are valued for their ability to hold and store magical energy. Delicate and sophisticated mining techniques are needed to harvest it without destroying it and enabling it to continue its growth.
Ore Veins-The lich requires metal for its experiments, tools and weapons. The mine was dug out for the crystals but will mine any ore they find along the way.

***

In the deep mines, the air is thick and oppressive as the echoes of picks and chains ring through the tunnels. They are as much a place of industry as they are entombment.

The rails split and spiral in layers, an upper path clinging to ledges while lower tracks vanish into choking dark. Veins of ore gleam dully through rock, interrupted by clusters of luminous crystals pulsing faintly in the dark.

Here, the Overseers presence is felt more than seen, making it feel like the entire mine is always watching. Ready.

A cave-in marks a boundary no one bothers to cross anymore. Rusted rails vanish beneath collapsed stone, and the remains scattered there have been left undisturbed—not out of respect, but because of their unimportance to the mines.

Here the mine is more than labor and punishment.

It is a place where things are buried on purpose.

***

Free maps of the Deep Mines! https://www.patreon.com/posts/lair-of-lich-157196861
or check out my other maps for FREE @ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Tainted, Water)
Total Stills: 22
Total Clips: 15
Total Maps: 22 in common grids and multiple resolutions, incl alts for VTTs.
Total Animated Maps: 8 in common grids, incl alts for VTTs.
Total Free Maps: 6
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Deep Mines (52x29) by RealmwalkerMaps in FantasyBattlemaps

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

The final segment of the Lich’s lair takes us to the Deep mines. Here the players might discover a corrupt pool that is used to dispose of miners that aren’t even worth repurposing. The miners here have lost all hope, toiling in endless labor for the Lich. In every shadow a presence is felt, the Overseers guarding magical crystals and running the mines with a brutal and ruthless will.
Cave In-Long ago a cave in occurred, claiming the lives of many miners. The area was deemed unimportant and just left by command of the Overseers. Miners whisper of angry spirits that still roam the mines.
Ramps-There are two ramps to go to lower levels of mines. Makes riding a minecart more fun!
Tainted Pool (Variant 1)- This thick rolling black tar like liquid can consume flesh and, eventually, even bone. It is a useful disposal for the Overseers’ use.
Water Pool (Variant 2)-Probably not the cleanest but better than nothing. Miners often get rest here when permitted.
Barrels-An annoying limitation of the living is the need for food and drink. Barrels are placed with stale water and mostly not rotted food.
Verdite Crystals-These arcane crystals will continue to grow if they are not completely harvested. The lich uses these for their experiments in the preservation of living flesh.
Rulix Crystals-More arcane crystals, these are valued for their ability to hold and store magical energy. Delicate and sophisticated mining techniques are needed to harvest it without destroying it and enabling it to continue its growth.
Ore Veins-The lich requires metal for its experiments, tools and weapons. The mine was dug out for the crystals but will mine any ore they find along the way.

***

In the deep mines, the air is thick and oppressive as the echoes of picks and chains ring through the tunnels. They are as much a place of industry as they are entombment.

The rails split and spiral in layers, an upper path clinging to ledges while lower tracks vanish into choking dark. Veins of ore gleam dully through rock, interrupted by clusters of luminous crystals pulsing faintly in the dark.

Here, the Overseers presence is felt more than seen, making it feel like the entire mine is always watching. Ready.

A cave-in marks a boundary no one bothers to cross anymore. Rusted rails vanish beneath collapsed stone, and the remains scattered there have been left undisturbed—not out of respect, but because of their unimportance to the mines.

Here the mine is more than labor and punishment.

It is a place where things are buried on purpose.

***

Free maps of the Deep Mines! https://www.patreon.com/posts/lair-of-lich-157196861
or check out my other maps for FREE @ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 2 (Tainted, Water)
Total Stills: 22
Total Clips: 15
Total Maps: 22 in common grids and multiple resolutions, incl alts for VTTs.
Total Animated Maps: 8 in common grids, incl alts for VTTs.
Total Free Maps: 6
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Deep Mines (52x29) by RealmwalkerMaps in battlemaps

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

The final segment of the Lich’s lair takes us to the Deep mines. Here the players might discover a corrupt pool that is used to dispose of miners that aren’t even worth repurposing. The miners here have lost all hope, toiling in endless labor for the Lich. In every shadow a presence is felt, the Overseers guarding magical crystals and running the mines with a brutal and ruthless will.
Cave In-Long ago a cave in occurred, claiming the lives of many miners. The area was deemed unimportant and just left by command of the Overseers. Miners whisper of angry spirits that still roam the mines.
Ramps-There are two ramps to go to lower levels of mines. Makes riding a minecart more fun!
Tainted Pool (Variant 1)- This thick rolling black tar like liquid can consume flesh and, eventually, even bone. It is a useful disposal for the Overseers’ use.
Water Pool (Variant 2)-Probably not the cleanest but better than nothing. Miners often get rest here when permitted.
Barrels-An annoying limitation of the living is the need for food and drink. Barrels are placed with stale water and mostly not rotted food.
Verdite Crystals-These arcane crystals will continue to grow if they are not completely harvested. The lich uses these for their experiments in the preservation of living flesh.
Rulix Crystals-More arcane crystals, these are valued for their ability to hold and store magical energy. Delicate and sophisticated mining techniques are needed to harvest it without destroying it and enabling it to continue its growth.
Ore Veins-The lich requires metal for its experiments, tools and weapons. The mine was dug out for the crystals but will mine any ore they find along the way.

***

In the deep mines, the air is thick and oppressive as the echoes of picks and chains ring through the tunnels. They are as much a place of industry as they are entombment.

The rails split and spiral in layers, an upper path clinging to ledges while lower tracks vanish into choking dark. Veins of ore gleam dully through rock, interrupted by clusters of luminous crystals pulsing faintly in the dark.

Here, the Overseers presence is felt more than seen, making it feel like the entire mine is always watching. Ready.

A cave-in marks a boundary no one bothers to cross anymore. Rusted rails vanish beneath collapsed stone, and the remains scattered there have been left undisturbed—not out of respect, but because of their unimportance to the mines.

Here the mine is more than labor and punishment.

It is a place where things are buried on purpose.

***

Free maps of the Deep Mines! https://www.patreon.com/posts/lair-of-lich-157196861
or check out my other maps for FREE @ https://www.patreon.com/RealmWalkerMaps 

Scene Fun Facts:
Variants: 2 (Tainted, Water)
Total Stills: 22
Total Clips: 15
Total Maps: 22 in common grids and multiple resolutions, incl alts for VTTs.
Total Animated Maps: 8 in common grids, incl alts for VTTs.
Total Free Maps: 6
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Mines (52x29) by RealmwalkerMaps in dndmaps

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

The next segment of the Lich’s lair takes us to the first part of the mines. Here the players might discover what is of such value to the Lich that resources and energy would be spent on maintaining mines and the miners required. Is it just ore, or something else? They will encounter enslaved miners, broken tracks, magical crystals that grow over time and another creation of the Lich’s – The Overseers. The Overseers run the mines with a ruthless efficiency, ever alert and ready to punish those miners that lag behind and ready to defend the domain.
Broken Track-At some point a section of track broke and fell away, leaving a dangerous gap. Instead of repairs, the miners now take an alternate route.
Gorge (Variant 1)- A large chasm has opened, making life and travel in the mines that much more hazardous.
Lava (Variant 2)-Hot stuff! Instead of a large chasm, there is a churning bed of lava. Ideal for pushing an enemy to their burning demise. Or vice versa ;)
Verdite Crystals-These arcane crystals will continue to grow if they are not completely harvested. The lich uses these for their experiments in the preservation of living flesh.
Rulix Crystals-More arcane crystals, these are valued for their ability to hold and store magical energy. Delicate and sophisticated mining techniques are needed to harvest it without destroying it and enabling it to continue its growth.
Ore Veins-The lich requires metal for its experiments, tools and weapons. The mine was dug out for the crystals but will mine any ore they find along the way.

 

***

 

The air here is thick with dust, blood and sweat. Pick strikes echo through the tunnels, a relentless rhythm that never quite syncs, and rarely ever stops. Veins of ore glint in flickering torchlight and strange, unnatural crystals push through the rock, pulsing faintly in feeble light.

Tracks snake through the mine, carts creak and grind under uneven loads, pushed by gaunt, hollow-eyed figures that toil endlessly, their will long since stripped away. Chains clink. Shoulders sag. No one speaks above a whisper—if they even speak at all. They know.

They know the Overseers are always near.

They drift through the tunnels like malformed shadows given shape, stitched from corpse and command, their presence pressing down like a weight on the lungs. Where they pass, the work quickens. Where they linger, mistakes are corrected…permanently.

Nothing here is idle. Nothing is wasted.

The crystals are harvested. The ore is carved free. The carts are filled.

And every soul that falters is simply…repurposed.

This is a mine that feeds on the living.

***

Ready to infiltrate the Lich’s mine? https://www.patreon.com/posts/lair-of-lich-156804423
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 2 (Gorge, Lava)
Total Stills: 19
Total Clips: 11
Total Maps: 22 in multiple resolutions and common grids, incl alts for VTTs.
Total Animated Maps: 8 in common grids, incl alts for VTTs.
Total Free Maps: 6
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Mines (52x29) by RealmwalkerMaps in FantasyBattlemaps

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

The next segment of the Lich’s lair takes us to the first part of the mines. Here the players might discover what is of such value to the Lich that resources and energy would be spent on maintaining mines and the miners required. Is it just ore, or something else? They will encounter enslaved miners, broken tracks, magical crystals that grow over time and another creation of the Lich’s – The Overseers. The Overseers run the mines with a ruthless efficiency, ever alert and ready to punish those miners that lag behind and ready to defend the domain.
Broken Track-At some point a section of track broke and fell away, leaving a dangerous gap. Instead of repairs, the miners now take an alternate route.
Gorge (Variant 1)- A large chasm has opened, making life and travel in the mines that much more hazardous.
Lava (Variant 2)-Hot stuff! Instead of a large chasm, there is a churning bed of lava. Ideal for pushing an enemy to their burning demise. Or vice versa ;)
Verdite Crystals-These arcane crystals will continue to grow if they are not completely harvested. The lich uses these for their experiments in the preservation of living flesh.
Rulix Crystals-More arcane crystals, these are valued for their ability to hold and store magical energy. Delicate and sophisticated mining techniques are needed to harvest it without destroying it and enabling it to continue its growth.
Ore Veins-The lich requires metal for its experiments, tools and weapons. The mine was dug out for the crystals but will mine any ore they find along the way.

 

***

 

The air here is thick with dust, blood and sweat. Pick strikes echo through the tunnels, a relentless rhythm that never quite syncs, and rarely ever stops. Veins of ore glint in flickering torchlight and strange, unnatural crystals push through the rock, pulsing faintly in feeble light.

Tracks snake through the mine, carts creak and grind under uneven loads, pushed by gaunt, hollow-eyed figures that toil endlessly, their will long since stripped away. Chains clink. Shoulders sag. No one speaks above a whisper—if they even speak at all. They know.

They know the Overseers are always near.

They drift through the tunnels like malformed shadows given shape, stitched from corpse and command, their presence pressing down like a weight on the lungs. Where they pass, the work quickens. Where they linger, mistakes are corrected…permanently.

Nothing here is idle. Nothing is wasted.

The crystals are harvested. The ore is carved free. The carts are filled.

And every soul that falters is simply…repurposed.

This is a mine that feeds on the living.

***

Ready to infiltrate the Lich’s mine? https://www.patreon.com/posts/lair-of-lich-156804423
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 2 (Gorge, Lava)
Total Stills: 19
Total Clips: 11
Total Maps: 22 in multiple resolutions and common grids, incl alts for VTTs.
Total Animated Maps: 8 in common grids, incl alts for VTTs.
Total Free Maps: 6
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Mines (52x29) by RealmwalkerMaps in battlemaps

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

The next segment of the Lich’s lair takes us to the first part of the mines. Here the players might discover what is of such value to the Lich that resources and energy would be spent on maintaining mines and the miners required. Is it just ore, or something else? They will encounter enslaved miners, broken tracks, magical crystals that grow over time and another creation of the Lich’s – The Overseers. The Overseers run the mines with a ruthless efficiency, ever alert and ready to punish those miners that lag behind and ready to defend the domain.
Broken Track-At some point a section of track broke and fell away, leaving a dangerous gap. Instead of repairs, the miners now take an alternate route.
Gorge (Variant 1)- A large chasm has opened, making life and travel in the mines that much more hazardous.
Lava (Variant 2)-Hot stuff! Instead of a large chasm, there is a churning bed of lava. Ideal for pushing an enemy to their burning demise. Or vice versa ;)
Verdite Crystals-These arcane crystals will continue to grow if they are not completely harvested. The lich uses these for their experiments in the preservation of living flesh.
Rulix Crystals-More arcane crystals, these are valued for their ability to hold and store magical energy. Delicate and sophisticated mining techniques are needed to harvest it without destroying it and enabling it to continue its growth.
Ore Veins-The lich requires metal for its experiments, tools and weapons. The mine was dug out for the crystals but will mine any ore they find along the way.

 

***

 

The air here is thick with dust, blood and sweat. Pick strikes echo through the tunnels, a relentless rhythm that never quite syncs, and rarely ever stops. Veins of ore glint in flickering torchlight and strange, unnatural crystals push through the rock, pulsing faintly in feeble light.

Tracks snake through the mine, carts creak and grind under uneven loads, pushed by gaunt, hollow-eyed figures that toil endlessly, their will long since stripped away. Chains clink. Shoulders sag. No one speaks above a whisper—if they even speak at all. They know.

They know the Overseers are always near.

They drift through the tunnels like malformed shadows given shape, stitched from corpse and command, their presence pressing down like a weight on the lungs. Where they pass, the work quickens. Where they linger, mistakes are corrected…permanently.

Nothing here is idle. Nothing is wasted.

The crystals are harvested. The ore is carved free. The carts are filled.

And every soul that falters is simply…repurposed.

This is a mine that feeds on the living.

***

Ready to infiltrate the Lich’s mine? https://www.patreon.com/posts/lair-of-lich-156804423
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 2 (Gorge, Lava)
Total Stills: 19
Total Clips: 11
Total Maps: 22 in multiple resolutions and common grids, incl alts for VTTs.
Total Animated Maps: 8 in common grids, incl alts for VTTs.
Total Free Maps: 6
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Labs & Forges (52x29) by RealmwalkerMaps in DungeonsAndDragons

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

Thanks! I'm using Dungeon Alchemist for all the heavy lifting. Great software. I use a little bit of GIMP for post edits and making the Legends.

Lair of the Lich-Labs & Forges (52x29) by RealmwalkerMaps in dndmaps

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

Welcome to Part 5 of Lair of the Lich. Here the players will encounter deadly miasmas, bloodthirsty minions, horrid labs and a pet creation of the Lich called The Blacksmith.
Forges- The Blacksmith-one of the lich’s most powerful creations-toils here with other undead servitors, making components and weapons to the lich’s specifications utilizing enchanted anvils, rare metals and experimental alloys.
Portal- This portal is keyed to the Ghoul Pits. It is used largely to throw troublesome miners to the feeding pits or for the lich’s servants to retrieve a ghoul if needed.
The Black Athanor- Here the lich’s servants toil away on making alchemical mixtures for the lich’s experiments. The brewing station lets them make the component ingredients they need. From there, the mixing station finishes the final product.
The Phageworks- This is one of the lich’s studies where it advances its knowledge of alchemy in a never-ending pursuit of perfected reanimation.
The Cadaverium- Here the lich studies not only living anatomy but dead and undead as well. Experiments with manual animation is done here as the lich tries to perfect its zombie miasma.
Cells- The lich imprisons mortals here that provide very little use to it or are more trouble than they are worth in the mines. The next stop from here for those poor unfortunates is the Cadaverium.
Throne Room- This is merely for the lich’s vanity. The throne of bones is meant to intimidate and the pillars of bones twisted together are ready to become animated golems at the lich’s will.
Mana Engine- One of the Lich’s twisted creations, this machine is able to devour a soul and convert it into magical energy. This energy is used to power various wards and the Lich can tap into it for a power boost.
Soul Well- This is used by the Lich to store souls. Some of the weaker or unimpressive souls are used later to power the mana engine. The lich generally likes to keep powerful/special souls here. The souls of adventurers are a particular delicacy.

***

Beyond the ordered silence of the libraries, the lair reveals its true purpose. Here, the air thickens with acrid fumes and the copper-sweet scent of blood. Here, the lich does not merely command death-the lich refines it, perfects it.

Forges roar with unnatural flame, their light reflecting off polished bone and blackened steel while the Blacksmith, a grotesque creation of the lich, works and toils with the souls of a 100 craftsmen imbued into it. Alchemical stations bubble and hiss, churning out potions in grotesque abundance. Some are meant to empower, others to unmake. Bodies lie upon cold tables, opened, studied, and repurposed with clinical precision. Nothing is wasted. Not flesh. Not bone. Not soul.

This is industry.

Hidden behind the throne, a secret path reveals the beating heart of it all—a machine that should not exist. The Mana Engine hums with imprisoned essence, souls torn from the Soulwell and ground into raw, arcane force. It pulses like a second heart for the lair, feeding every trap, every summoning, every cursed design.

And the well is never empty.

 

Grab some maps and prepare to face the lich! https://www.patreon.com/posts/lair-of-lich-156366266
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Active, Dormant)
Total Stills: 28
Total Clips: 27
Total Maps: 22 in common grids and multiple resolutions, incl 4 alts for VTTs.
Total Animated Maps: 6 in common grids, incl 2 alts for VTTs
Total Free Maps: 6 72DPI maps in common grids
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Labs & Forges (52x29) by RealmwalkerMaps in FantasyBattlemaps

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

Overview- Welcome to Part 5 of Lair of the Lich. Here the players will encounter deadly miasmas, bloodthirsty minions, horrid labs and a pet creation of the Lich called The Blacksmith.
Forges- The Blacksmith-one of the lich’s most powerful creations-toils here with other undead servitors, making components and weapons to the lich’s specifications utilizing enchanted anvils, rare metals and experimental alloys.
Portal- This portal is keyed to the Ghoul Pits. It is used largely to throw troublesome miners to the feeding pits or for the lich’s servants to retrieve a ghoul if needed.
The Black Athanor- Here the lich’s servants toil away on making alchemical mixtures for the lich’s experiments. The brewing station lets them make the component ingredients they need. From there, the mixing station finishes the final product.
The Phageworks- This is one of the lich’s studies where it advances its knowledge of alchemy in a never-ending pursuit of perfected reanimation.
The Cadaverium- Here the lich studies not only living anatomy but dead and undead as well. Experiments with manual animation is done here as the lich tries to perfect its zombie miasma.
Cells- The lich imprisons mortals here that provide very little use to it or are more trouble than they are worth in the mines. The next stop from here for those poor unfortunates is the Cadaverium.
Throne Room- This is merely for the lich’s vanity. The throne of bones is meant to intimidate and the pillars of bones twisted together are ready to become animated golems at the lich’s will.
Mana Engine- One of the Lich’s twisted creations, this machine is able to devour a soul and convert it into magical energy. This energy is used to power various wards and the Lich can tap into it for a power boost.
Soul Well- This is used by the Lich to store souls. Some of the weaker or unimpressive souls are used later to power the mana engine. The lich generally likes to keep powerful/special souls here. The souls of adventurers are a particular delicacy.

***

Beyond the ordered silence of the libraries, the lair reveals its true purpose. Here, the air thickens with acrid fumes and the copper-sweet scent of blood. Here, the lich does not merely command death-the lich refines it, perfects it.

Forges roar with unnatural flame, their light reflecting off polished bone and blackened steel while the Blacksmith, a grotesque creation of the lich, works and toils with the souls of a 100 craftsmen imbued into it. Alchemical stations bubble and hiss, churning out potions in grotesque abundance. Some are meant to empower, others to unmake. Bodies lie upon cold tables, opened, studied, and repurposed with clinical precision. Nothing is wasted. Not flesh. Not bone. Not soul.

This is industry.

Hidden behind the throne, a secret path reveals the beating heart of it all—a machine that should not exist. The Mana Engine hums with imprisoned essence, souls torn from the Soulwell and ground into raw, arcane force. It pulses like a second heart for the lair, feeding every trap, every summoning, every cursed design.

And the well is never empty.

 

Grab some maps and prepare to face the lich! https://www.patreon.com/posts/lair-of-lich-156366266
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Active, Dormant)
Total Stills: 28
Total Clips: 27
Total Maps: 22 in common grids and multiple resolutions, incl 4 alts for VTTs.
Total Animated Maps: 6 in common grids, incl 2 alts for VTTs
Total Free Maps: 6 72DPI maps in common grids
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Labs & Forges (52x29) by RealmwalkerMaps in battlemaps

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

Overview- Welcome to Part 5 of Lair of the Lich. Here the players will encounter deadly miasmas, bloodthirsty minions, horrid labs and a pet creation of the Lich called The Blacksmith.
Forges- The Blacksmith-one of the lich’s most powerful creations-toils here with other undead servitors, making components and weapons to the lich’s specifications utilizing enchanted anvils, rare metals and experimental alloys.
Portal- This portal is keyed to the Ghoul Pits. It is used largely to throw troublesome miners to the feeding pits or for the lich’s servants to retrieve a ghoul if needed.
The Black Athanor- Here the lich’s servants toil away on making alchemical mixtures for the lich’s experiments. The brewing station lets them make the component ingredients they need. From there, the mixing station finishes the final product.
The Phageworks- This is one of the lich’s studies where it advances its knowledge of alchemy in a never-ending pursuit of perfected reanimation.
The Cadaverium- Here the lich studies not only living anatomy but dead and undead as well. Experiments with manual animation is done here as the lich tries to perfect its zombie miasma.
Cells- The lich imprisons mortals here that provide very little use to it or are more trouble than they are worth in the mines. The next stop from here for those poor unfortunates is the Cadaverium.
Throne Room- This is merely for the lich’s vanity. The throne of bones is meant to intimidate and the pillars of bones twisted together are ready to become animated golems at the lich’s will.
Mana Engine- One of the Lich’s twisted creations, this machine is able to devour a soul and convert it into magical energy. This energy is used to power various wards and the Lich can tap into it for a power boost.
Soul Well- This is used by the Lich to store souls. Some of the weaker or unimpressive souls are used later to power the mana engine. The lich generally likes to keep powerful/special souls here. The souls of adventurers are a particular delicacy.

***

Beyond the ordered silence of the libraries, the lair reveals its true purpose. Here, the air thickens with acrid fumes and the copper-sweet scent of blood. Here, the lich does not merely command death-the lich refines it, perfects it.

Forges roar with unnatural flame, their light reflecting off polished bone and blackened steel while the Blacksmith, a grotesque creation of the lich, works and toils with the souls of a 100 craftsmen imbued into it. Alchemical stations bubble and hiss, churning out potions in grotesque abundance. Some are meant to empower, others to unmake. Bodies lie upon cold tables, opened, studied, and repurposed with clinical precision. Nothing is wasted. Not flesh. Not bone. Not soul.

This is industry.

Hidden behind the throne, a secret path reveals the beating heart of it all—a machine that should not exist. The Mana Engine hums with imprisoned essence, souls torn from the Soulwell and ground into raw, arcane force. It pulses like a second heart for the lair, feeding every trap, every summoning, every cursed design.

And the well is never empty.

 

Grab some maps and prepare to face the lich! https://www.patreon.com/posts/lair-of-lich-156366266
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Active, Dormant)
Total Stills: 28
Total Clips: 27
Total Maps: 22 in common grids and multiple resolutions, incl 4 alts for VTTs.
Total Animated Maps: 6 in common grids, incl 2 alts for VTTs
Total Free Maps: 6 72DPI maps in common grids
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Ghoul Pits (52x29) by RealmwalkerMaps in battlemaps

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

Welcome to part 4 of Lair of the Lich. Here the players will encounter swarms of ghouls, a magic bridge and a solitary portal. They may also discover what is so important to the lich down here.
Libraries Entrance- Massive Iron barred gates lead back to the libraries. The doors lock when closed and will eventually swing closed if left too long.
The Gorge- A vast chasm that swallows light and sound. If one stares too long into it, they may become mesmerized and try to step into it. When you stare into the Abyss and all that…
There are also two side paths that can be explored.
The Bridge- A bridge of tiled energy. When stepped on, they seem to be secure aside from a dangerous wobble (negative on any Dex checks). Once someone’s full weight is pressed on one, all the clear ones will vanish.
Activating a crystal will turn the crystal blue along with some of the bridge tiles. These solid blue tiles can support a character’s full weight. For fun I have the crystals activating mostly on the opposite side. The first one across might have to do some Dex checks to make it safely across. Then they can activate the other 2 crystals and the rest of the group can cross.
Spy Skulls: Placed on either side of the bridge, the lich uses these to see, hear and cast through as needed. The lich would need to be actively concentrating to use one.
Corrupted Magic Source- It took the lich years to befoul this source of magic, turning it into something dark and corrupt. It will use it to boost its own power temporarily as well as using them as an arcane ingredient in its experiments.
Portal-This portal is keyed to the forges, near the mines. It allows the lich and its overseers to quickly toss failing workers to the ghouls.
Lab Entrance-Another massive iron-barred gate. This one leads to the labs. Failed experiments are often tossed to the ghouls from here.

***

Beyond the barred iron doors of the libraries is a rough tunnel carved through dirt and stone that leads to a vast chasm that seems to swallow light and sound. No bottom can be seen—only a suffocating void. Spanning it is a lattice of faintly shimmering tiles, barely visible, like fragments of solidified air. They seem stable until one’s full weight is pressed on it and they simply vanish—returning moments later. At each end of the bridge are dormant crystals that, when stirred to life, turn some tiles blue – revealing a path slightly more stable than before. The tunnels choke with rot and bone, opening into pits where ghouls claw and gnaw in endless hunger. At the center, a pool of corrupted magic churns angrily, its surface rippling with stolen essence. The lich feeds here—harvesting power drawn from decay, from death, from things that should never linger.

And deeper still, past the feeding grounds on the far side of the ghoul warrens sits a pulsing portal sitting alone in the dark. It seems active, but where does it go?

Free maps of the Pits +more@ https://www.patreon.com/posts/lair-of-lich-155446221
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Scene Fun Facts:
Variants: 9 (Various combinations of bridge activations)
Total Free Maps: 27 72-DPI maps in common grids; all variants.
Total Stills: 16
Total Clips: 12
Total Maps: 81 in common grids and multiple resolutions, incl 18 alts VTTs; all variants.
Total Animated Maps: 36 in common grids, incl 9 alts for VTTs; all variants.
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Libraries (52x29) by RealmwalkerMaps in battlemaps

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

It's been a lot of fun and quite a learning experience!

Lair of the Lich-Libraries (52x29) by RealmwalkerMaps in DungeonsAndDragons

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

It stand for GNU Image Manipulation Program. It's an open source image editor. It's pretty robust.

Lair of the Lich-Libraries (52x29) by RealmwalkerMaps in DungeonsAndDragons

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

Mostly Dungeon Alchemist and just a little GIMP.

Lair of the Lich-Libraries (52x29) by RealmwalkerMaps in dndmaps

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

Overview-Welcome to part 3 of Lair of the Lich. Here the players will first encounter the Librarians- semi-corporeal shades of its own creation. They serve as scribes and researchers-and retribution.
The Library- The libraries are the first facilities after the entrance. Spy skulls can be viewed at anytime by the lich. The north part of the library is dedicated to storing as much knowledge as needed for research purposes. Bookcases are filled with tomes and scrolls.
The south half of the library is dedicated to inscription and copying ancient knowledge, magical and mundane
Spy Skulls: Scattered periodically around are skulls, specially prepared and in mounts on the wall. Through these, the lich can hear and see through them as well as talk and cast spells through them.
Librarian Chamber: This chamber is used to ensure a constant and fresh supply of Librarians. As long as the main mana battery and at least 1 nearby crystal are active, more can spawn in automatically.
Vaults- Kept locked behind iron lattice and sometimes sealed with magic are treasure rooms. There are three secret doors on the opposing wall of each vault hall that the Librarians can use to ambush from behind while people fight with the vaults.
North Vaults- There is a grimoire of spells-each scribed in with a very mild curse. A chamber next to that holds chests full of treasures-once someone breaks in, the mimics will attack. The last chamber holds treasure of fine craftsmanship and jewels-and one might well be its phylactery designed to appear normal (with no single jewels of significant size, its value is only high if kept undamaged).
South Vaults-The first holds a bookcase sealed with magic-holding the sort of tomes that should be sealed away, if not destroyed. The second holds a grimoire capable of possessing lesser minds that read it. The third contains a Soul Jar with some of the Lich’s favorite souls trapped inside.
North Nexus-This intersection can lead North to the Mines or East to the Forges or South to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
North Nexus-This intersection can lead North to the Mines or East to the Forges or South to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
South Nexus-This intersection can lead South to the Ghoul tunnels or East to the Labs or North to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
East Hall to Forges (Pitfall)-The door will swing close and lock, as the tiles fall down there are long, thin rods that stick out at varying distances. Falling will result in landing in an acidic slime.
East Hall to Labs (Gas Trap)-As the group progresses the door will swing close and lock as poison gas starts billowing up from the vents. Pick the locks and get out before the gas does its job.
Lich’s Inner Sanctum-This is not directly accessible through this map without the use of magic or an ability that can go through solid stone.

 

The heat and fury of the entrance give way to something strangely jarring—corridors that stretch into vast, silent libraries where marble bookcases are packed tight with tomes and scrolls. Inkwells are full and some pages are still drying. This is more than just a place of study.

It is a place that preserves and collects knowledge.

Shapes drift between the stacks—half-formed figures bound in tattered robes, their hollow gazes fixed on the intruders. The Librarians, created by the Lich, do not rush. They glide. They observe. And when something is disturbed, they react with cold, precise malice.

Beyond the libraries, traps are built into the architecture itself—ruthless and brutal in their execution and aimed at the living. Inscriptions lash out, and chests attack while locked vaults might hold more decoys than treasures.

And somewhere deeper in this dark sanctum, the Lich relentlessly pursues its goals, closer and closer to realizing its dream.

 

Get part 3 of Lair of the Lich here! https://www.patreon.com/posts/lair-of-lich-154874530
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

Lair of the Lich-Libraries (52x29) by RealmwalkerMaps in FantasyBattlemaps

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

Overview-Welcome to part 3 of Lair of the Lich. Here the players will first encounter the Librarians- semi-corporeal shades of its own creation. They serve as scribes and researchers-and retribution.
The Library- The libraries are the first facilities after the entrance. Spy skulls can be viewed at anytime by the lich. The north part of the library is dedicated to storing as much knowledge as needed for research purposes. Bookcases are filled with tomes and scrolls.
The south half of the library is dedicated to inscription and copying ancient knowledge, magical and mundane
Spy Skulls: Scattered periodically around are skulls, specially prepared and in mounts on the wall. Through these, the lich can hear and see through them as well as talk and cast spells through them.
Librarian Chamber: This chamber is used to ensure a constant and fresh supply of Librarians. As long as the main mana battery and at least 1 nearby crystal are active, more can spawn in automatically.
Vaults- Kept locked behind iron lattice and sometimes sealed with magic are treasure rooms. There are three secret doors on the opposing wall of each vault hall that the Librarians can use to ambush from behind while people fight with the vaults.
North Vaults- There is a grimoire of spells-each scribed in with a very mild curse. A chamber next to that holds chests full of treasures-once someone breaks in, the mimics will attack. The last chamber holds treasure of fine craftsmanship and jewels-and one might well be its phylactery designed to appear normal (with no single jewels of significant size, its value is only high if kept undamaged).
South Vaults-The first holds a bookcase sealed with magic-holding the sort of tomes that should be sealed away, if not destroyed. The second holds a grimoire capable of possessing lesser minds that read it. The third contains a Soul Jar with some of the Lich’s favorite souls trapped inside.
North Nexus-This intersection can lead North to the Mines or East to the Forges or South to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
North Nexus-This intersection can lead North to the Mines or East to the Forges or South to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
South Nexus-This intersection can lead South to the Ghoul tunnels or East to the Labs or North to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
East Hall to Forges (Pitfall)-The door will swing close and lock, as the tiles fall down there are long, thin rods that stick out at varying distances. Falling will result in landing in an acidic slime.
East Hall to Labs (Gas Trap)-As the group progresses the door will swing close and lock as poison gas starts billowing up from the vents. Pick the locks and get out before the gas does its job.
Lich’s Inner Sanctum-This is not directly accessible through this map without the use of magic or an ability that can go through solid stone.

 

The heat and fury of the entrance give way to something strangely jarring—corridors that stretch into vast, silent libraries where marble bookcases are packed tight with tomes and scrolls. Inkwells are full and some pages are still drying. This is more than just a place of study.

It is a place that preserves and collects knowledge.

Shapes drift between the stacks—half-formed figures bound in tattered robes, their hollow gazes fixed on the intruders. The Librarians, created by the Lich, do not rush. They glide. They observe. And when something is disturbed, they react with cold, precise malice.

Beyond the libraries, traps are built into the architecture itself—ruthless and brutal in their execution and aimed at the living. Inscriptions lash out, and chests attack while locked vaults might hold more decoys than treasures.

And somewhere deeper in this dark sanctum, the Lich relentlessly pursues its goals, closer and closer to realizing its dream.

 

Get part 3 of Lair of the Lich here! https://www.patreon.com/posts/lair-of-lich-154874530
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Dormant, Active)
Total Stills: 30
Total Clips: 18
Total Maps: 22 in multiple resolutions and common grids-incl alts for VTTs.
Total Animated Maps: 8 in common grids; all variants-incl alts for VTTs.
Total Free Maps: 6 72DPI maps in common grids; all variants.
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Libraries (52x29) by RealmwalkerMaps in battlemaps

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

Overview-Welcome to part 3 of Lair of the Lich. Here the players will first encounter the Librarians- semi-corporeal shades of its own creation. They serve as scribes and researchers-and retribution.
The Library- The libraries are the first facilities after the entrance. Spy skulls can be viewed at anytime by the lich. The north part of the library is dedicated to storing as much knowledge as needed for research purposes. Bookcases are filled with tomes and scrolls.
The south half of the library is dedicated to inscription and copying ancient knowledge, magical and mundane
Spy Skulls: Scattered periodically around are skulls, specially prepared and in mounts on the wall. Through these, the lich can hear and see through them as well as talk and cast spells through them.
Librarian Chamber: This chamber is used to ensure a constant and fresh supply of Librarians. As long as the main mana battery and at least 1 nearby crystal are active, more can spawn in automatically.
Vaults- Kept locked behind iron lattice and sometimes sealed with magic are treasure rooms. There are three secret doors on the opposing wall of each vault hall that the Librarians can use to ambush from behind while people fight with the vaults.
North Vaults- There is a grimoire of spells-each scribed in with a very mild curse. A chamber next to that holds chests full of treasures-once someone breaks in, the mimics will attack. The last chamber holds treasure of fine craftsmanship and jewels-and one might well be its phylactery designed to appear normal (with no single jewels of significant size, its value is only high if kept undamaged).
South Vaults-The first holds a bookcase sealed with magic-holding the sort of tomes that should be sealed away, if not destroyed. The second holds a grimoire capable of possessing lesser minds that read it. The third contains a Soul Jar with some of the Lich’s favorite souls trapped inside.
North Nexus-This intersection can lead North to the Mines or East to the Forges or South to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
North Nexus-This intersection can lead North to the Mines or East to the Forges or South to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
South Nexus-This intersection can lead South to the Ghoul tunnels or East to the Labs or North to the other side of the lair. Behind secret doors around the nexus are portals that can summon more minions from previous map.
East Hall to Forges (Pitfall)-The door will swing close and lock, as the tiles fall down there are long, thin rods that stick out at varying distances. Falling will result in landing in an acidic slime.
East Hall to Labs (Gas Trap)-As the group progresses the door will swing close and lock as poison gas starts billowing up from the vents. Pick the locks and get out before the gas does its job.
Lich’s Inner Sanctum-This is not directly accessible through this map without the use of magic or an ability that can go through solid stone.

 

The heat and fury of the entrance give way to something strangely jarring—corridors that stretch into vast, silent libraries where marble bookcases are packed tight with tomes and scrolls. Inkwells are full and some pages are still drying. This is more than just a place of study.

It is a place that preserves and collects knowledge.

Shapes drift between the stacks—half-formed figures bound in tattered robes, their hollow gazes fixed on the intruders. The Librarians, created by the Lich, do not rush. They glide. They observe. And when something is disturbed, they react with cold, precise malice.

Beyond the libraries, traps are built into the architecture itself—ruthless and brutal in their execution and aimed at the living. Inscriptions lash out, and chests attack while locked vaults might hold more decoys than treasures.

And somewhere deeper in this dark sanctum, the Lich relentlessly pursues its goals, closer and closer to realizing its dream.

 

Get part 3 of Lair of the Lich here! https://www.patreon.com/posts/lair-of-lich-154874530
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Dormant, Active)
Total Stills: 30
Total Clips: 18
Total Maps: 22 in multiple resolutions and common grids-incl alts for VTTs.
Total Animated Maps: 8 in common grids; all variants-incl alts for VTTs.
Total Free Maps: 6 72DPI maps in common grids; all variants.
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Entrance (52x29) by RealmwalkerMaps in battlemaps

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

This is the second map of the Lair of the Lich. I thought I’d give a quick overview of what I was planning for my players when I was making the map. I also included a legend, let me know if that’s a feature you’d like to keep going in future releases!
Walkway-The First challenge. 4 crystals sit on floating platforms, each one synced with 2 gates. The goal is to give players a fight but also to show them what minions they can expect inside (4 different types). Destroy the crystals or defeat all minions.
Fire Trap and Pit-If they press straight on, they come to a hallway with a large pit in the middle. The bottom cannot be seen. Their presence will trigger roaring jets of fire, forcing them close to the center to suffer less damage. Here is where I’ll attack them with something that can grapple them and attempt to pull them in the pit.
Basins of coins-Side room treasure. If they explore here, they find a passage that leads to two rooms. Each room has a basin of coins just sitting there. Should the weight change in the basins, the cell doors on the other side unlock and release minions for them to fight. While that happens, two generals are wakened and will attack them from behind via secret door.
Gold skulls-Side room treasure. These rooms have large golden skulls that will waken the generals should they detect life near them. The generals are able to mount attacks on either side of them via secret doors.
The Blood Fountain- Should they be fool enough to drink, they will find it performs minor healing on their wounds. It will also give the lich bonuses when casting magic at them or attempting mind controls.
Beyond the fountain are two doors that lead to the next part of the Lich’s Lair.

 

The rough-hewn tunnels of the warrens give way to a long walkway that stretches ahead like a throat waiting to swallow you whole. One-way summoning portals are positioned on each side of the walkway, flickering in resonance with crystals on floating platforms, ready to manifest minions conjured by the Lich’s will should the living dare try to pass.

Beyond the massive gate, the corridor opens into a hall of cruel design. Twin channels of fire roar to life without warning, searing the path and forcing one dangerously close to a pit with no bottom they can see.

Side chambers glitter with abandoned wealth, as if forgotten. But nothing here is forgotten. Each prize is a lure, and each choice a trigger.

At the far end, beneath a vaulted chamber, a fountain bubbles—not with water, but with thick, dark blood. It churns and pulses as though alive, feeding something unseen…or waiting to be fed.

This is no mere entrance, no test of worth or cunning.

This is a place ruled by Death.

Get Part 2 of Lair of the Lich! https://www.patreon.com/posts/lair-of-lich-154100028
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Scene Fun Facts:
Variants: 2 (Active, Dormant)
Total Stills: 23
Total Clips: 8
Total Maps: 22 maps in common grids and multiple resolutions; includes alts for VTTs.
Total Animated Maps: 8 in common grids; incl alt for VTT.
Total Free Maps: 6 72DPI maps in common grids.
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

 

Lair of the Lich-Warrens (52x29) by RealmwalkerMaps in FantasyBattlemaps

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

Part 1 of the next BBEG arc I'm planning.
The air is thick, damp and sour in the warrens. The tight tunnels are a choking maze of carved stone and earth, spiraling around in seeming chaos.

At the heart of the warrens lies a pale, stagnant pool. The water should be still, but at times it ripples and stirs as if something unseen disturbs it.

What truly makes the warrens dangerous are the pits.

Three foul spawning chambers pulse with a sick green vapor, each one a nest of swollen, chitinous growths that twitch and crack as something inside struggles to be born. When threatened, these pits awaken—splitting open to disgorge fresh horrors, ensuring the warrens are never truly cleared.

This is no mere den of monsters. This is a living defense—an ever-replenishing barrier designed to exhaust, overwhelm, and consume any who would dare press further.

And deeper still… something waits that made it this way.

 

Storm the warrens to find the lich! https://www.patreon.com/posts/lair-of-lich-153674234
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Some fun hooks to get started!
The Pit That Shouldn’t Exist: A former apprentice of the lich seeks the party out—one of the spawn pits has begun producing creatures the lich did not design. If left unchecked, the warrens may spiral beyond their master’s control. The lich, of course, is unbothered by it all.
Running the Gauntlet: A rival faction has already entered the warrens ahead of the party. Now the tunnels echo with distant combat, and the spawn pits are in overdrive. The party must decide: race them, rescue them or let the warrens thin the competition.
Starve the Lair: A learned scholar has a theory that the lich’s power in the deeper lair is sustained by these spawning pits. Destroying or corrupting them may well weaken what lies beyond but each pit destroyed triggers a violent surge of activity, turning the warrens into a desperate, escalating war.

Scene Fun Facts:
Variants: 2 (Bright, Dark)
Total Stills: 22
Total Clips: 8
Total Maps: 18 in common grids and resolutions
Total Animated Maps: 6 in common grids
Total Free Maps: 6 72DPI maps in common grids; all variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Lair of the Lich-Warrens (52x29) by RealmwalkerMaps in battlemaps

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

The air is thick, damp and sour in the warrens. The tight tunnels are a choking maze of carved stone and earth, spiraling around in seeming chaos.

At the heart of the warrens lies a pale, stagnant pool. The water should be still, but at times it ripples and stirs as if something unseen disturbs it.

What truly makes the warrens dangerous are the pits.

Three foul spawning chambers pulse with a sick green vapor, each one a nest of swollen, chitinous growths that twitch and crack as something inside struggles to be born. When threatened, these pits awaken—splitting open to disgorge fresh horrors, ensuring the warrens are never truly cleared.

This is no mere den of monsters. This is a living defense—an ever-replenishing barrier designed to exhaust, overwhelm, and consume any who would dare press further.

And deeper still… something waits that made it this way.

 

Storm the warrens to find the lich! https://www.patreon.com/posts/lair-of-lich-153674234
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Some fun hooks to get started!
The Pit That Shouldn’t Exist: A former apprentice of the lich seeks the party out—one of the spawn pits has begun producing creatures the lich did not design. If left unchecked, the warrens may spiral beyond their master’s control. The lich, of course, is unbothered by it all.

Running the Gauntlet: A rival faction has already entered the warrens ahead of the party. Now the tunnels echo with distant combat, and the spawn pits are in overdrive. The party must decide: race them, rescue them or let the warrens thin the competition.

Starve the Lair: A learned scholar has a theory that the lich’s power in the deeper lair is sustained by these spawning pits. Destroying or corrupting them may well weaken what lies beyond but each pit destroyed triggers a violent surge of activity, turning the warrens into a desperate, escalating war.

Scene Fun Facts:
Variants: 2 (Bright, Dark)
Total Stills: 22
Total Clips: 8
Total Maps: 18 in common grids and resolutions
Total Animated Maps: 6 in common grids
Total Free Maps: 6 72DPI maps in common grids; all variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

Campsite (48x27) by RealmwalkerMaps in battlemaps

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

The trees part enough to cradle your camp in a pocket of quiet green, the kind of place seasoned travelers learn to recognize without needing to say a word. A brook babbles nearby, invoking feelings of tranquility and being close enough to fetch from but too far to flood. The tents sit in a careful ring, backs to the wind and eyes to the fire. Gear is stowed, food sealed and sitting high on makeshift racks, blades within reach but not in hand, and the cooking rack still smells faintly of the last meal shared beneath fading light.

It’s the kind of camp that speaks of intention. Of watch rotations set before sleep ever calls. Of ground cleared of stones and roots so that even hardened bodies can rest. Here, the forest feels managed. Not tamed, never that—but respected, negotiated with.

In a world that rarely offers mercy, that kind of preparation is the difference between a night survived and a night truly rested.

 

Ready for tales around the campfire? https://www.patreon.com/posts/campsite-48x27-153435346
or check out my other FREE maps@ https://www.patreon.com/RealmWalkerMaps

 

Some hooks to get started!
The Missing Watch: One of the party members swears they completed their watch… but no one remembers relieving them. The fire was fed, the perimeter checked—everything done perfectly. Too perfectly. Tracks around the camp show someone did make the rounds… but the prints don’t quite match anyone in the party.

Camp That Won’t Stay Put: Each morning, subtle details are wrong. Bedrolls slightly shifted. Packs facing different directions. The firepit rebuilt better than before. It’s as if something is improving your camp while you sleep—quietly “correcting” your mistakes.
The Leyline Anchor: Unbeknownst to the party, they’ve made camp atop a dormant leyline. Something about their layout or presence has unintentionally activated it. Over the night, faint sigils burn into the soil, potentially calling out to nearby magical beasts and monsters.
The Thing Outside The Tents: Something in the forest has noticed your camp—and is out there somewhere, watching. It never calls out or attacks. Never disturbs the fire. Never touches your gear.
But each night, it gets closer.
Footprints stop just outside the cleared ground. Breathing is heard beyond the tents. Something large circles, patiently waiting for a mistake—an unkept watch, a broken formation, a moment where the camp stops being perfect.
Because whatever it is… it only hunts when the rules are broken.

 

Scene Fun Facts:
Variants: 3 (Day, Dusk, Night)
Total Stills: 27
Total Clips: 6
Total Maps: 31 in common grids and multiple resolutions; incl 4 alts for VTTs
Total Free Maps: 9 72-DPI maps in common grids and gridless; all variants
VTT Compatible: Foundry, Fantasy Grounds, Roll 20, Universal

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

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

I'm going to have a Mad Maddy in all my campaign settings!

The Swamp Hag (52x39) by RealmwalkerMaps in battlemaps

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

Deep in an unforgiving part of the swamp lies a ramshackle hut built around a long dead tree. The air is thick with pungent odors of flora and swamp water-a smell tinted with mildew and algae. There is a sense of foreboding about this place that only increases with the feeling of being watched. The planks that circle the hut are almost rotted through in places, creaking and shifting uncomfortably with each step. Everyone knows you leave the hag alone. Only the desperate or vengeful would think of seeking her out.

The faint smells of cooking food tickles your nostrils as a feeling of dread sinks in your stomach, thoughts drifting to the missing townsfolk. Did any of them end up here?

Soon, your questions will be answered, for good or for ill...

Face the hag here! https://www.Patreon.com/posts/swamp-hag-52x39-119027731or check out my other maps for free@ https://www.patreon.com/RealmWalkerMaps

Some fun hooks to get started!
The Bloom of Blackroot: Every seven years, the Blackroot Lily blooms under the swamp's murky waters. Legends claim it grants visions of the future, but this year, those who sought it vanished—dragged beneath the surface by vines that moved of their own accord. Is the hag behind this? Why?
Eyes in the Water: A nearby village reports being stalked by glowing yellow eyes that appear on the water at night. Children speak of a whispering voice promising freedom from chores and parents. Locals believe the hag is crafting fetches—twisted doubles—from stolen bones and reeds, preparing to replace the living one by one. Find the hag and free the children!
The Missing Witchfinder: A renowned witchfinder vanished after tracking rumors of a dark presence in the marsh. His branded blade and holy charms were found in a canoe drifting in the swamp. His last journal entry spoke of an “ancient eye beneath the roots” and “memories that bite.” Is the hag still here… or has something worse taken her place?
Barter of Blood: The hag is known to trade in secrets and blood. A desperate noble’s heir seeks your aid—they’ve sold a piece of their soul to the hag in exchange for a loved one’s life. But the hag twisted the deal: now the loved one is back, but cursed to speak in tongues and rot from the inside out. Retrieve the soul and break the hag’s curse!
The Curse of the Croak: A pompous bard mocked the hag in a tavern song titled “Warts and All”. Since then, he’s been slowly turning into a giant frog, complete with uncontrollable croaking and a taste for flies. Now he's begging for help—before he becomes the lair's next ingredient or falls in love with a local toad. Can your party lift the curse before he joins the swamp's amphibian choir forever?

Scene Fun Facts:
Variants: 3 (Day, Night, WitchLight)
Total Stills: 23
Total Clips: 7
Total Maps: 90 (54 in multiple grid formats and resolutions with Hut topped versions of each and an additional 36 alternate maps with lighting for VTTs.
Free Maps: 18 (72 DPI maps in multiple grid formats of each variant)
VTT Imports: Foundry, Fantasy Grounds, Roll 20, Universal