Category: The Best Free DnD Battlemaps with System Agnostic Adventures

Download the best free DnD battlemaps with system agnostic one shot adventures! My realistic, grimdark fantasy battlemaps are high resolution and each one shot was written just for its map, should plug-in to any fantasy setting, and includes an easy-to-use hook to get your players started on the quest.

My best free DnD battlemaps with system agnostic adventures are ready to upload into VTTs like Roll20 (and are less than 5MB so should work on a free account), Foundry, or Fantasy Grounds and come as an ungridded 72ppi .JPEG file you can right click to download. The reason our VTT maps are ungridded is because the VTT software drops a grid over them when you play 🙂

If you’d love a printable version of any of my best free DnD battlemaps with adventures, my premium maps include files formatted for easy home printing in A4 .PDFs, as well as A1 or A0 poster files you can have professionally printed at stores like Staples or Office Depot. You can grab these in my great value battlemap bundles, as well as buy individual maps on DriveThruRPG. My premium maps also come formatted as 300ppi .JPEGs without watermarks for VTT use, and if they have a system-agnostic adventure written for them it’s included in an adventure .PDF document.

  • Free TTRPG Battlemap – Shadowlands Library

    Free TTRPG Battlemap – Shadowlands Library

    Click image to download this free TTRPG battlemap of Shadowlands Library, then keep scrolling for the detailed adventure prompt written for it. 🙂

    Free TTRPG battlemap of Shadowlands Library

    Guards approach you in a town you visit, saying you look like adventuring types, how ‘bout you help them with a problem they have with some hysterical women? The women are in some sort of religious order and won’t get out of their hair about some sort of magic, but it’s way beyond the guards to handle.

    If you agree to go with them, they’ll take you into the barracks and introduce you to some stressed women in robes. The guards casually hand you off to them, saying you understand magic stuff and whatnot.

    The acolytes will approach you quickly, wringing their hands as they explain their problem. They say they’re from a library about a day’s walk from town and something terrible’s happened! They are the Sisters of Secrets, who protect ancient and powerful books, and now a sister has been possessed by one of them. The book is using her to cast a spell that brings an evil realm into this one. If she is allowed to succeed, everything will be overrun by darkness and horrible shadow-creatures!

    If you ask why the book suddenly possessed her, the oldest of the sisters will explain that one of their younglings dared their friend to read one word from the book as a joke, not understanding how dangerous it was. The girl was possessed by it just from getting too close, so dangerous a tome it is! Now you must kill her to save this realm, it is the only way.

    At this point the youngest acolyte will interject, saying that’s not true! She’s got a book in her hands and claims to have read about a scroll which can be used to eject the spirit of the book from her friend’s body, then she’ll survive if you defeat the spirit. The girl even knows where the scroll is in the library.

    At this point the matron will shake her head, explaining that since her friend has been possessed by the book, even if she survives, she will never be the same again. Such things have happened in the past, and the book drove the possessed mad from the terrible knowledge they gained while under its influence.

    At this point the young girl will burst out in tears, begging you not to kill her friend and saying it’s all her fault.

    If you choose to try save the girl’s possessed friend, she will give you instructions as to where to find the scroll in the library.

    Should you agree to the job, the women will thank you profusely, saying you can read any of the safer books you choose after the disaster is averted. The matron will then give you directions to the library, as well as how to find the secret room within it, where the book is located; bidding you ride fast and sure.

    Once on your way, as you draw close to the library the forest around you will begin to grow dark and twisted. Red sap will leak from deformed, dying trees with leaves like ash. Large fungi with glowing red spots release crimson spores, which spiral like embers throughout the air. And the bone-dry dust disturbed by your mount’s feet will stink like wet coals.

    The area will darken like night by the time you reach the library. It is as ruined and twisted as the forest around it. If you find the scroll and then the secret room, the girl will be floating inside; her hair and clothes defying gravity, eyes glowing red. She is chanting the same spell again and again, her voice hoarse. Before her is a giant book, glowing red. The book is chained to pillars.

    She’ll notice you very easily, and once she does will begin casting other devastating spells at you.

    Should you manage to read the scroll, a red spirit will be pulled from her screaming body. The girl will fall to the ground, unconscious, but the spirit will be furious. It’ll continue casting spells voicelessly.

    If you manage to defeat it, the spirit will disappear and the book slam shut loudly. The ground will shake and suddenly the area is pristine; there are warm braziers glowing around you, all the mushrooms are gone, and the forest has resumed its original, verdant state.

    Soon after, the Sisters of Secrets will arrive. They’ll rush to the fallen girl, who will wake, screaming and crying. One of them will read another spell from a book, and she’ll fall comatose again, groaning and mumbling in her sleep.

    Her friend will be sobbing onto the comatose girl’s shoulder.

    The matron, her eyes haunted, will thank you for stopping the spell and saving the girl. She’ll explain that some of the sister’s will take her to a healer in a distant land, one who has experience with magical ailments. Though she’ll never be the same as she was before, maybe they can do something to ease the girl’s burden.

    She’ll then let you choose from any of the safer books in the library to study, which hold highly valuable knowledge.

    If you’d enjoy more maps like this free TTRPG battlemap of Shadowlands Library, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here

  • Free TTRPG Battlemap – The Ringed City

    Free TTRPG Battlemap – The Ringed City

    Click image to download this free TTRPG battlemap of The Ringed City, then keep scrolling for the detailed adventure prompt written for it. 🙂

    Free TTRPG battlemap of The Ringed City

    There is a city that exists between the planes of existence, and it is—in a way—an amalgamation of all of them. In this city, portals to one plane or another pop up all over the place; in doorways, in teapots (but only on Sundays), and even on the undersides of shoes. The latter can make walking quite difficult.

    Regardless of this city’s problem with portals, within it is a district reserved entirely for hats. But, perhaps, not the hats that you’d expect. The hats in this district are alive, and they wear their hosts. They have little mouths, which they talk to each other with in posh accents (it is considered rude to use their host’s mouths).

    The hats are, in fact, known for being very formal and proper. They also don’t allow other species to enter their district, for they’re a rather exclusive lot.

    Now, while visiting this—rather unusual—city, you are approached by a red pointed wizard’s hat named Alavastrum, who wears a mousy old human with a grey beard. He runs a small and rather eclectic magic store outside of the District of Hats, and he’s employed you to recover a spy he sent to there who hasn’t returned. He’ll describe him to you, so you know how to recognize him. He also says that if the spy’s going to be anywhere, he should be in a particular plaza.

    If you ask Alavastrum about why he sent the spy, he’ll mumble almost incoherently, waving his host’s hands as he wanders about his store and saying that it’s top secret information that is highly confidential and he couldn’t possible tell you, no.

    Before you set off, the wizard hat will cast an illusion over you; giving you a hat to suit your personality that will appear to speak when you are speaking, whilst looking like your own mouth isn’t moving. Like this, Alavastrum explains, you will appear to be a hat and so allowed into their district.

    Once you get inside the district, you will find the spy in a small community hall unguarded; simply tied to a chair in the middle of the room. If you release him, once you emerge with the spy you will realize it was a trap, for there will be a rather large, ape-looking demon being worn by small bola hat on one side of its head. The bola hat will smack its host’s fists together, saying ‘gotcha, thought you’d come for your little spy!’.

    The bola hat is surrounded by guard hats, and they will all try to apprehend you. If you remove or kill any of the hats, their hosts—now free—will be incredibly confused and disoriented; further adding to the chaos of the encounter.

    If you get back to Alavastrum, the spy will rip off his illusory hat and tell the wizard that his suspicions were correct and his hatfriend was having an affair. Alavastum will sadden, slumping over his host’s head like he’s taken a punch to the band, saying ‘oh…’.

    Then a wide brimmed racing hat wearing a small woman will angrily arrive at the entrance to the magic store, accusing Alavastrum that she knew he was behind all this!

    Alavastrum will straighten and accuse her of cheating on him with the small bola hat. The racing hat will reply ‘I’m sorry, he may be half your size but he is twice the hat than you’ll ever be’.

    Alavastrum will agitatedly pay you, shoo away his hatfriend, shut the door to his store then go weep loudly somewhere within it.

    If you’d enjoy more maps like this free TTRPG battlemap of this The Ringed City, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here

  • Free TTRPG Battlemap – Undercity Criminals Sewers

    Free TTRPG Battlemap – Undercity Criminals Sewers

    Click image to download this free TTRPG battlemap of these Undercity Criminals Sewers, then keep scrolling for the detailed adventure prompt written for it.

    Free TTRPG Battlemap – Undercity Criminals Sewers

    When entering a new city, you see blue flames flickering over the tops of buildings further in.  If you approach them, you’ll find a courtyard filled with people. They’re yelling angrily while  watching a metal column engraved with runes and surrounded by magical, blue flames.

    Nearby, and held by a large group of heavily armed, dour men in dark leather armor is a  tiefling. He is struggling and pleading loudly, looking at a woman in the crowd and begging  that she knows him; he would never hurt little Eril. She turns away from him.

    At that point, a robed man amongst the armored group magically moves the tiefling to the  stake; binding him with chains. The tiefling begins screaming horribly as the flames envelop  him, and another man in the same dark armor and a hat steps forward; pointing a loaded  crossbow at him.

    He yells questions at the tiefling like ‘What have you done to the children?’, ‘What are your  devellish plans?’, ‘Do you want to bring more demonkind here?’, ‘Did you turn the child into  a demon with some foul ritual? Sacrifice his soul, perhaps?’, and ‘All this suffering will end  as soon as you confess.’

    After the tiefling was moved the group of men will have formed a protective ring around the  stake, holding the eager crowd away from the tiefling and their leader.

    Eventually the screaming tiefling will confess to killing Eril to collect his soul, and the man  will shoot the arrow into his head; killing him. The crowd will yell joyfully about the tiefling  scum, while the woman the he pleaded to will be silently crying.

    Then, an old man will approach you in the crowd. He’ll say in hushed tones that you look like  outsiders, and he needs your help—would you follow him to somewhere more private?

    If you do, he’ll lead you to an abandoned alleyway, and quietly explain that he can’t tell this to  anyone else in the town because they’ve been overcome by the beliefs of those zealots. But the  tieflings aren’t responsible for the missing children. He’s a junk collector, the man continues,  and he goes through the sewers regularly to find goods to clean and sell.

    That’s how he found the missing children, alive—but locked in some kind of cell, guarded  by the zealots in the sewers. The townsfolk have killed many tieflings already, and he needs  you to get the children out to prove the remaining tieflings innocent and put an end to all this  madness.

    WHAT’S HAPPENING? A tiefling hunter named Joram and his zealots have come to this city.  The hunter has stolen children and locked them in the sewers; blaming their disappearances on  the tieflings, so they can purge the city of their presence.

    Joram believes that all of them are inherently evil due to their demonic heritage, and that the  ends justify the means. To him, they cannot be trusted—even if they may seem like upstanding  citizens, at some point their wickedness always shows. They are masters of deception, and you  cannot trust a single one of them.

    Note that if you have a tiefling in your party, as you enter the town the people will whisper  while shooting them glances. They will be afraid or angry, and mostly avoid talking to them.

    If you’d enjoy more maps like this free TTRPG battlemap of these Undercity Criminal Sewers, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here

  • Free TTRPG Battlemap – Ancient Jungle Temple Machine

    Free TTRPG Battlemap – Ancient Jungle Temple Machine

    Click image to download this free TTRPG battlemap of this Ancient Jungle Temple Machine, then keep scrolling for the detailed adventure prompt written for it. 🙂

    Free TTRPG battlemap of this Ancient Jungle Temple Machine

    A villager has had his heirloom stolen by two heavily armed bandits—a large fellow who wasn’t too quick in the head, and his scrawnier looking friend. The villager wants you to help him get the heirloom back, and invites you back to his house for tea and biscuits while he explains what happened.

    If you agree, he’ll lead you to his home. It’s quaint, with a little cottage garden out the front. You can see the door was recently repaired, and inside are a few different weaving looms, while baskets of yarn and knitting needles sit next to a chair. A few more balls of yarn are strewn around the room, and playful cats are rolling around the carpet chasing them. More cats are lounging on the mantlepiece, the chairs, the bed and the table.

    Once the villager, Yama, has served a pot of tea with some biscuits at the table, he explains what happened. The bandits looked in his windows first, and must have thought he wasn’t home because he was doing some knitting in the corner. So, the bandits broke down the door to get inside, and when they saw him they drew their weapons.

    A fat, black cat with green eyes interrupts Yama by jumping onto his lap, purring loudly, and Yama absentmindedly pets her as he continues his story. The bandits told him to stay where he was, before grabbing the heirloom from the mantlepiece and leaving. The heirloom means a lot to him, and it’s been in his family for generations. It’s a small, metal cylinder plated with gold and engraved with cats and gems. Yama explains that he always thought it was some kind of religious artifact, which is why he kept it on the mantle.

    He wants you to get it back for him. He knows where they took, it, too—the two men weren’t too smart, you see, and talked to each other outside his house about bringing it back to the boss in the ruins, just after they stole it from him! And Yama knows exactly where the ruins are. He can draw you a map, if you like.

    The only problem is, he saw a blinding flash of blue light coming from the ruins not two days ago. It reeks of foul magic, and because of it no-one else has been willing to take the job.

    If you’re willing to go get his family’s heirloom back, he will pay you with the knitted goods he makes from the prised fur of the woolly mountain yak (while saying this the man’s eyes will gleam happily). You’ll have more scarves, socks, thick jumpers and woollen leggings than you can poke a stick at! All of them with cute designs, of course. Namely cats. He really loves cats, he says shyly.

    Should you agree, Yama will hold up the purring black cat towards you, saying ‘you must take Pema with you. She sure gave those bandits a run for their money, tell you what! They’ll have scratches on them for days. She’ll bring you luck and help keep you safe. Also well fed, though I’m not sure how much you appreciates frogs, or mice…’

    Yama will insist you take the cat with you, saying he can’t in good conscience let you brave the wilds without support. She has a little backpack she can slip into, and she’ll just watch everything from your shoulders.

    Should you agree, he will hand you Pema’s backpack to put on, and slip the plump cat in (she’s still purring loudly), as well as give you a map and detailed directions to reach the ruins. It’s about half a day’s ride from town, up in the surrounding mountains. You’ll find the ruins deep within the jungle, he explains.

    If you refuse to take Pema, she will find a way to sneak along with your party on foot; appearing first at the ruins, or on your chest at night (see GM’s notes) if your party sleeps along the way.

    When you arrive at the ruins, you can see the floor is beautifully engraved, while the walls are lined with colourful, peeling murals involving cats. Vines and creeping flowers sprawl along surfaces, and rubble crunches about underfoot. Pema, if in the backpack, will struggle until she’s on the ground, then trot around the temple sniffing and inspecting things while hanging around.

    It’s clear the bandits have been here for a while. They’ve built rickety timber walkways to make up for where paths have crumbled away, strung sleeping hammocks, and stocked the place with food and provisions. Only, no-one’s there.

    As you walk further in, you find tables set with food several days old—just left there, like someone intended to eat it and never came back. Coins are stacked in arrogant piles, while maps are left open alongside books and half-written letters.

    The notes and letters describe some kind of machine in the ruins, which the bandit leader was planning to activate. The bandit leader was looking for a device that would turn it on, and has letters between him and his lackeys who were out and about in the countryside looking for it.

    The letters say the machine was said to contain some great power, but the bandit wasn’t sure what. Something about opening a gateway, which the bandit leader was willing to risk if it gained him greater control of the region…

    Pema the cat will be looking around intently at all of this, jumping on tables, scattering coins, and twitching her tail as she generally scampers about making a muck of things. If your party stops for too long, she’ll begin to slide objects off tables with her paw.

    Deeper in, you’ll begin to come across the bodies of the bandits. Half eaten, by some kind of animal. At the heart of the ruins, you’ll find a machine alongside one of the walls, as well as many more bodies of the bandits. Consuming them is a couple of jaguars, and they growl when they see you.

    Pema growls back at them. If you deal with the big cats and fight them, Pema will certainly help; with little bites on their rumps, legs, or ears.

    Once the area is safe, if you have a look at the machine you’ll see the cylinder heirloom Yama sent you to find lodged in the center, like some kind of key.

    If you activate the machine, you’ll suddenly be transported to another plane. You will find the spirits of the dead bandits there, happily petting a small hoard of purring cats who are demanding snuggles. They have sheepish grins on their faces, and some are simply snoozing beneath warm piles of the purring felines.

    The Queen cat, with a little gold crown on her head, white fur and blue eyes, will approach you. She will look at Pema, who will nod at her, then look back to you. ‘You’re lucky the little earth-dweller vouches for you, mortals. Otherwise the machine in our temple would have killed you, just as it did the bandits. It took their souls here, but left their bodies behind. Such is its failsafe, so trespassers who use the machine can never return to the mortal plane with forbidden knowledge of our kind.’

    The Queen then explains that cats who go to the mortal realm all take unbreakable vows to never talk again, until they are ready to return here and never again leave, which is why Pema still doesn’t talk.

    If you ask about the heirloom, the Queen will explain that Yama’s bloodline is blessed by the cats, and that his family has been their ally for generations. They were gifted the key to the machine when the temple dissolved, hundreds of years ago, so they could return if they ever wished. Though it would seem they have since forgotten that gift, you are welcome to take it, return it to him, and re-extend the invitation.

    Should you talk to the bandits, they’ll explain that they’re incredibly happy here. Who knew this was better than raiding! Though it’s taking their leader, Xeodernus, time to come around (he is sitting on his own, sulking and shoeing away any cats who come near).

    GM’s Notes:

    If you fall asleep with Pema in your party, you will wake up at various parts of the night with her on your chest, and some kind of offering. Depending on how long you sleep, you might not just find a frog or a rat, but rather, a large collection of animals like gifts under a Christmas tree.

    She will try to place them on your chest one hunting trip at a time, but will settle with leaving them nearby. If you somehow manage to sleep through all this, you will be covered / surrounded with “food” in the morning.

    She will also attempt to lick and bite your nose if she thinks you are sleeping in too long, while purring loudly.

    Should your party not want to activate the machine, Pema, purring loudly, will try wander up and to activate it with her paw.

    If you’d enjoy more maps like this free TTRPG battlemap of this Ancient Jungle Temple Machine, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here

  • Free TTRPG Battlemap – Celestial Crystal Prison

    Free TTRPG Battlemap – Celestial Crystal Prison

    Click image to download this free TTRPG battlemap of a Celestial Crystal Prison, then keep scrolling for the detailed adventure prompt written for it. 🙂 

    Free TTRPG battlemap of a Celestial Crystal Prison

    If there is a cleric or paladin in your party, one fine afternoon a beautiful celestial woman will walk out of a shining portal. She has hair like gold, and matching flecks through her white wings. She is wearing a simple white dress with a golden belt around her waist, and carries a long silver spear taller than her body.

    The celestial, Ayil, will tell the cleric / paladin that she is inviting them to the annual celebration of the celestials, on behalf of their god. This is their thanks for all the good deeds they have done in the god’s name on the mortal planes, and it is a great honor.

    If the cleric / paladin accepts, she will tell you that you have an hour to ensure you have everything you need, then she will take you and any friends you wish to bring to the holy city.

    After traveling through another shining portal, you arrive in sumptuous quarters built from gold and silver, and accentuated with blue crystals. Looking out the large, glass windows with intricately leaded designs you can see shifting clouds and blue skies, with gold and silver walkways glinting further down.

    Ayil tells you that the celebration is tomorrow morning and she will return to summon you when it is your time to attend—for the start of the ceremony is for celestials only. She also informs you that you must not leave the room until she calls on you, as these are sacred grounds.

    That night, while sleeping in gold silk sheets on a featherdown mattress, the cleric / paladin in your party has a vision. They see the sun in the sky at the time of the celebration, and a celestial prison where one of the confining crystals lays broken. There is the silhouette of a celestial before the broken crystal, bowing before a freed celestial with corrupted skin and demonic horns.

    The cleric / paladin’s mind’s eye knows where the location is, and they can lead the party there. But if they tell Ayil about their vision the next morning, when she comes to serve your group breakfast, she will stiffly inform you that such things are impossible. Her brothers and sisters would never do such a thing—everyone knows the story of the Fallen One, and none would dare release him.

    After she leaves, if you try find the place in your vision instead of attending the ceremony, it will lead you through the empty city and down into the prison sections. All the celestials have gone to the ceremony already, and none stand guard or at their post. But once you arrive at the place of your vision, you find a group of celestials who haven’t gone to the ceremony.

    At the heart of the group is the crystal containing the horned prisoner known as the Fallen One; his wings black, and his skin illuminated by glowing red tattoos. The leader of the group is chanting a complicated spell to release him from his crystalline cell.

    The acolytes in the group don’t want you approaching the spellcaster, and command you to stay back. If you don’t heed their words, they will use non-lethal force to stop you.

    Even if the spellcaster dies, he is too far into the spell and the crystal will still break; shattering around the Fallen One. He’ll stagger out from the shards, catching himself on some of the rubble as he falls to his knees and breathes deep, gasping breaths.

    Once the crystal is broken, the surviving acolytes will attempt to reason with you; explaining that this celestial, Zazriel—who others call the Fallen One—was wrongfully imprisoned. His writings were even banned, all because he refused to follow the laws of the celestials.

    Their laws, you see, say that they cannot interfere with the mortal realms—even if it’s for good—but Zazriel did.

    At this point Zazriel will be recovered enough to speak and will talk with a loud and carrying voice, explaining that it was because he saved a town of mortals from death by brutal invaders that he was imprisoned.

    He explains the celestial laws are old, and it is time for a new age to be upon his people; an age where they can shed the bindings that prevent them from doing true good, regardless of ancient scriptures. Following the law is not always the right thing, and their leaders don’t realize that.

    If you side with the Zazriel’s celestials, they will help you get back to the mortal realm before going into hiding and formulating their plans to change the culture of their people.

    If you side with the traditional celestials and defeat the group, Ayil will find you once the fight is over—initially mad about you having left the chambers, but then shocked at what has occurred. She will then fervently believe that your divine vision came directly from their god, saying it was clearly their god’s master plan as the celestials would have never suspected such a betrayal. That must have been why they were told to invite you to the ceremony! It all makes sense now.

    She will then take you to the Council of Elders, who will reward you greatly and dub you all Champions.

    GM’s Note:

    If the cleric or paladin in the party became such after having their village saved from attack by divine intervention, the Fallen One Zazriel was the celestial responsible. He might even recognize that player’s character, and know their name.

    If you’d enjoy more maps like this free TTRPG battlemap of this Celestial Crystal Prison, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here

  • Free TTRPG Battlemap – Plains Caravan Camp

    Free TTRPG Battlemap – Plains Caravan Camp

    Click image to download this free TTRPG battlemap of a Plains Caravan Camp, then keep scrolling for the detailed adventure prompt written for it.

    Free TTRPG Battlemap – Plains Caravan Camp

    A man has been condemned to death by hanging in a week, after being falsely accused of using illusory coins. His desperate wife has been hanging around the tavern, asking anyone who will listen to help her prove his innocence. She wants you to find the real culprit and bring them to justice, saving her love’s life!

    The only claim against her husband, Lomman, is that he bought wares and a few days later the silver coins he used turned to copper. But he sells their farm goods at a stall in the town markets and must have gotten those coins from someone else!

    She swears to you, her husband doesn’t have a magical bone in his body! But so far, everyone has ignored her pleas—including the town council, who won’t release him from the barracks.

    If you agree to help she will thank you profusely and tearfully promise you what wealth they have in return for such kindness. She suggests that, perhaps, if you start by asking around at the village market, you can learn more about the illusory coins from those who accused him?

    Many people have received the coins, and they blame her husband because he’s the last one who used them. They affected everyone around the town; some merchants were even made destitute because they had sold the last of their wares for that season, only to find the silver naught but copper! It’s real tragic like, but her husband surely doesn’t deserve to die for it.

    Should you go to the town, three of the five merchants will have information for you. The fishmonger isn’t sure if it was Lomman, because the fellow never bought much from him but, well, you know how coins change hands. With that said, Lomman’s always struck him as a good, straightforward man who never did wrong by him before.

    The farm tools merchant will talk of a large order Lomman made, for a new horse harness, replacement plow, butter churn and a couple of new milking pails for his farm. You see, ‘im and his wife Ygerna manage their farm and then he comes to the market to sell butter, cheeses, jams, baked goods ‘n the like at the market a couple of days a week. He never expected the man to pay with false coins, though! Not two days after ‘e handed over the silver they turned to copper!

    At this, the superstitious man will spit on the ground and make a motion to ward off bad spirits, before continuing. It made ‘im almost destitute, it did. Just like so many others ‘ere—but ‘e was luckier than the apothecary, ‘e was, ‘n he’s thankful for that.

    The man will gesture towards the empty plot in the market, where there clearly used to be a stand. He suggests you talk to them in their home, as they were the most hard done by, before giving you the address.

    If you follow his advice and visit the now-destitute apothecaries, you’ll find them packing up their home at the heart of town. They’re both taking turns at packing their goods into crates and putting them into a cart, while selling other possessions cheap at the front of their house to passersby.

    Should you approach them, they’ll realize you’re an outsider and ask if you want any of their goods. They’re moving out of town, you see, to live with relatives and recoup from their losses. After what happened, they don’t have enough money to buy the materials they need to make more potions.

    If you ask about Lomman, the apothecaries face’s will suddenly drop. They don’t think it was him, they’ll explain. They’ve tried explaining it to the mayor, but no-one understands why Lomman had the money. As a result, the townsfolk think it must have been him!

    You see, they made record sales one week, but it turned out all the silver was illusory. But the one who bought their goods was a gypsy man, who came through and purchased two large chests of medicine. After that, the apothecaries bought goods from Lomman. Because things had gone well for them, they bought more than their usual order. Cured meats, fresh butter, eggs, a cake to celebrate, the like. But mostly they bought fresh medicinal herbs Ygerna picks in the mornings for them. She’s the best in town and collects them on her early walks.

    If you ask the apothecary where the gypsy went, he’ll say the man left the town and doesn’t know. At that point, the apothecary’s wife will need to leave the conversation to assist another passerby in purchasing some of their wares. She’ll come rushing back excitedly after a minute or so, with a big grin on her face. She explains that the man who purchased an old pair of boots just came from the next town over, and was complaining about a camp of gypsies along the main road hogging one of the wellsprings!

    Should you follow their directions to find the gypsies, you’ll come across their camp a couple of days ride out from the town. There are lots of dirty, sick children lying sleepily in the tents, some of them coughing. Tending to them is a man, giving them medicine and changing them into fresh clothing.

    If you accuse him of using illusory coins he’ll deny it, but if pushed further will admit he did. Then he’ll explain he and the orphans he has been caring for ever since their parents died of a plague months ago have desperately sought help from towns but none have come to their aid. No food, no medicine, no compassion.

    He did what he had to out of desperation, to keep the little ones alive. Now they finally have enough food and the medicine they need to get better, as well as fresh clothing that aren’t so threadbare the winter bites into their bones.

    If you explain that another man has been sentenced to die in his place, the gypsy man will firmly state that one life lost makes up for all these children he has saved. It is sad, but he doesn’t regret his actions.

    Should you try to take the man, he will fight you; summoning illusory monsters and beasts to attack. If you haven’t already killed him and return the gypsy to the town, the apothecaries will assist in corroborating your findings, leading to Lomman’s release but the gypsy will be hung in his place. Ygerna will cry tears of joy and thank you, and the couple will offer you many goods as well as whatever coins they have in gratitude.

    If you don’t take the gypsy in to trade places with Lomman, he will be hung.

    GM’s Note:

    You might be able to rehome the sick and starving children, even if you take the gypsy caring for them into custody.

    If you’d enjoy more maps like this free TTRPG battlemap of this Battlemap Plains Caravan Camp, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

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  • Free TTRPG Battlemap – Corrupted Temple of Reflection

    Free TTRPG Battlemap – Corrupted Temple of Reflection

    Click image to download this free TTRPG battlemap of this Corrupted Temple of Reflection, then keep scrolling for the detailed adventure prompt written for it.

    free TTRPG battlemap of this Corrupted Temple of Reflection

    You arrive at a decrepit town—the only one in a day’s journey—that sits in the valley between two mountains. A stream runs through the middle, dividing it into two sides, though the once-clear flowing water has gained a muddy, reddish hue. The trees surrounding it are a dry, sickly grey and red sap seeps from cracks in their bark. The locals, in desperation, have turned to harvesting the sap for glue and selling it at a pittance.

    The road forks before you enter the village, splitting into two main thoroughfares on each side of the river. As you enter the village the locals eye you with a wary, uninviting gaze—especially those on the other side of the river.

    There are two taverns in the town, as well, though the larger and older building is on the side you’re on. If you enter you’ll see the tapestries on the wall and floor are refreshingly bright and colorful. However, candles are used sparingly, the drinks are watered down, and the stew is more of a soup. Clearly, there used to be better times.

    The innkeeper, a young man with grey already salting his beard, perks up when you enter. He explains that they don’t get many traveling through their town these days. Looking at your attire he notices that you seem able to handle yourself, and asks if you’d accept a contract to track down and kill the beasts and monsters which have been ravaging the town. They come from upriver, somewhere in the mountains.

    This area used to be verdant and lush, he explains, their forests and fields filled with food and wild game. But a corruption has been creeping upon the land and predators have gone mad. First, they would kill their livestock, now they kill all the game they can find—far more than they need—and leave it to rot in the forest. The bests, starving due to their bloodlust, have started hunting the villagers. Monsters the likes they’ve never seen before have been spotted in the area now, too. The innkeeper doesn’t have much, but he’ll pay you what he’s got to rid the town of that scourge.

    It’s dark times, these, the man continues. As if the feud wasn’t enough… Ever since a boy died years ago the two major families have been at each other’s throats. It’s been going on for over a decade and the retribution killings have kept escalating. As a result, scores on both sides are dead. Now that they’ve seen you on this side of the river, he doesn’t recommend you cross over.

    If you accept the contract, he’ll pay you half now and half once the job’s complete.

    Once you start tracking the beasts to their source, you’ll find they come from an abandoned, ancient temple deep in the mountains. The river runs a stronger red as you get closer and the water inside the temple itself is the color of blood. Dead trees hold their twisted limbs to the sky, while the statues of demons look out over walkways; watching the monsters that prowl the grounds.

    Once you defeat all the monsters, you will find yourself in a long room with a wooden bridge through it. At the other end is a large, fogged mirror. And standing before it is the ghost of a monk. If you talk to her, she’ll explain that this place is the Temple of Reflection. If your goal is to cleanse the town of the monsters, it’s not about killing them—it’s about resolving the feud and the bloodshed it’s caused.

    The ghost monk will give you an ancient orb, which allows the spirits of the dead to speak through it, and bids you to take it back to the village and assemble everyone to listen.

    WHAT’S HAPPENING? About ten years ago, a couple of boys from the town’s two major families went exploring and found the old temple. Tragically, one of the boys fell through a rickety walkway and died. When only one of them returned, explaining what had happened, a feud began between the two families—the parents blaming the others for what had occurred.

    Since then, the feud has only grown in intensity, going so far as each side killing some of the other’s members. That hatred has been reflected in the temple and radiated outwards; resulting in the forests dying, the animals going mad, and monsters being drawn into this area.

    If you do bring the orb back and gather the town, the innkeeper (who is the older brother of the boy who died) will help you bring the angry families together in one room.

    Once the orb is activated, the son who died first will explain that it was actually him who pressured his friend to go explore the temple; his death was his own mistake, his friend even warned him not to go on the old walkway but to his regret he did it anyway. Then all the spirits of those who died more recently, due to the feud, will speak of their regrets.

    They didn’t want this feud to happen and beg their living relatives to set aside this conflict and lift the curse over the town.

    If you’d enjoy more maps like this free TTRPG battlemap of this Corrupted Temple of Reflection, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

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  • Free TTRPG Battlemap – Cerulean Jungle Caverns

    Free TTRPG Battlemap – Cerulean Jungle Caverns

    Click image to download this free TTRPG battlemap of Cerulean Jungle Caverns, then keep scrolling for the detailed adventure prompt written for it.

    Free TTRPG battlemap of Cerulean Jungle Caverns

    You arrive at a village in the middle of a desolated forest. For miles around you there is nothing but dead trees and barren red soil. People shamble about town in dirty clothes while children play with broken sticks and rocks.

    When a man resting outside his small wooden hut notices you, he jumps up and approaches. You see, the town doesn’t normally get visitors—especially after the logging company left the township some year ago.

    He explains that this used to be a flourishing township with great wealth and many jobs. It was founded by Loganis, a company specializing in the collection and processing of rare—and often magically touched—natural resources.

    This location was once home to a vibrant and almost alien forest. Teal trees and ferns could be seen all around, while the grass grew a strange shade of reddy-orange and the waters flowed a greenish hue.

    That is, until Loganis began their harvesting program. Hired by the company, the men of this town began logging the forest and shipping off the valuable wood. After a year however the forest began to die. The flora became sapped of color and quickly dissolved into a reddy ash as if the life was sucked right out of it.

    After about a week the remaining forest was gone, turned into a wasteland all but for a small pass which remained forested. When this pass was approached the men were attacked by creatures of colorful wood. After this Loganis chose to abandon the township in search of greater financial returns, with perhaps less risk.

    Since this, the people of this town have suffered great poverty and have become desperate. The man begs you to assist himself and a few of the men to retrieve but perhaps a dozen trees from the pass, with the lumber they’d be able to pay to relocate their families to a new part of the kingdom with more opportunity.

    But when you arrive at the pass, you’re greeted by the same colorful wooden creatures that once attacked the men…

    WHAT’S HAPPENING? The creatures are dryads, who—mad at the logging that was happening in their forest—took back all the life into this small pass; causing what forest once existed beyond to crumble to dust. They have been nurturing that which remains here, in their last haven.

    They are furious at these man-creatures for destroying their verdant woodlands and will fight those who trespass here. But if you explain your cause, that you seek just a few more trees for the villagers, so they can move their families elsewhere and find more work, their hearts will soften.

    The dryads will offer some seeds of these great trees, but they will take years to grow. During this time some of the townsfolk will likely die of starvation, but if they tend to the trees they will be wealthier in the next generation.

    However, if you kill the dryads instead you will be wealthier now, and no-one need starve.

    If you’d enjoy more maps like this free TTRPG battlemap of Cerulean Jungle Caverns, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

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  • Free TTRPG Battlemap – Eldritch Sky City Battlements

    Free TTRPG Battlemap – Eldritch Sky City Battlements

    Click image to download this free TTRPG battlemap of Eldritch Sky City Battlements, then keep scrolling for the detailed adventure prompt written for it.

    Free TTRPG battlemap of Eldritch Sky City Battlements

    You’re a guard for this city that was built to imprison and watch Gormos the Ancient One. Every day you stand at your post in the lookout towers, taking shifts with your fellow fighters. Beneath you the magically talented, elite warriors known as Keepers wander in and out of the city with important duties.

    The highest of their order are the Gem Masters, and each morning you watch as a group of them descend the vile tentacles of the eldritch horror known as Gormos, all the way down to his slippery, deformed body. There they check that magical crystals which were embedded within his flesh generations ago are still functioning; dampening the monstrosity’s powers and ensuring he cannot escape to consume the world.

    Only, today, the Gem Masters haven’t returned. Hours crawl by, slowly, and tensions rise. Your superior begins to look nervous, and you catch glimpses of her talking to several Keepers who hurry in and out from the fortifications in the hopes of updates.

    Just as talk of a planned Keeper expedition begins surfacing, one of the Gem Masters clambers over the edge of the floating city, collapsing on the stone path. He is covered in blood and bleeding from several deep gashes. “We are under attack!” the man yells hoarsely, just as giant, parasitic mites crawl over the lip of the city; climbing up from the surrounding tentacles.

    WHAT’S HAPPENING? The mites are parasites which feast and breed on Gormos’s swollen body. They burrow into his flesh, surviving off his blood and the mucus which coats his slimy skin. Usually, the Gem Masters kill what mites they can during their daily checks of the crystals, but today they were betrayed.

    The surviving Gem Master, named Z’oggath, killed his brethren, cutting down those who trusted him—though he claims his group were overwhelmed and killed by the parasites. Due to his betrayal, he has inherited the position of the lead Gem Master, and now declares that this tragedy happened due to the negligence of others from his order.

    He will attempt to use the turmoil he stirs up to overthrow the current leader of the Keeper Order. He has done this because he is mad—for living nearby the eldritch horror, listening to the constant whispers in the mind, causes all those to go mad, eventually. It is only a question of when.

    Usually, the madness shows by the victim’s eye colour changing to violet, however Z’oggath’s eyes are delayed in undergoing the change. It is the custom of the Keepers in this city to humanely execute those among them who begin showing signs of this madness, but this Gem Master has hidden it well. If he remains undetected and achieves his goals, he will blind himself as soon as his eyes begin to change, and disguise it as a horrible accident.

    Once he becomes leader of the Council of Keepers, he intends to spread his madness to the others, and convince them to free Gormos. For the horror’s whispers in his minds have told him that the monstrosity isn’t what their histories have told them, that they have been lied to, and must free Gormos to see what gifts he will bestow upon the world…

    GM’S NOTES:

    This adventure prompt is a prequel to the one written for Ruined City of Chained Horror, where Z’oggath’s plans have reached fruition and Gormos’s release is imminent.

    If you’d enjoy more maps like this free TTRPG battlemap of Eldritch Sky City Battlemaps, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

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  • Free TTRPG Battlemap – Illegal Sewer Brewery

    Free TTRPG Battlemap – Illegal Sewer Brewery

    Click image to download this free TTRPG battlemap of an Illegal Sewer Brewery, then keep scrolling for the detailed adventure prompt written for it.

    Free TTRPG battlemap of an Illegal Sewer Brewery

    You arrive at a large and beautiful town after a long and tiresome journey. Your muscles aching after days on the road, you seek out the nearest tavern you can find for rest and hot food.

    The buildings here are clean, and the people wear well-kept clothes. There is no litter on the swept streets, but along the way you notice homeless men, women and children, dressed in rags down narrow alleyways, huddling under whatever shelter they can find. Many are shivering despite the fair weather, and missing teeth, while some rock quietly back and forth. Others randomly cry and shout out loudly, as if there were voices in their heads taunting them.

    The cheerful and pleasant townsfolk go about their day ignoring the people in the alleyways, though a couple give them nervous glances.

    In an alleyway next to the tavern a dirty woman wades through the homeless, giving them drinks of water from a bucket with a ladle. Some of them slap the ladle away, but she patiently picks it up again and continues to the next homeless person. The happy townsfolk don’t seem to see this woman, either.

    As the woman spots you and sees you’re not a local, she leaves the bucket and hikes up her skirts; hurrying over. ‘Don’t drink the brew!’ She warns, but as she does, two strong guards’ step onto the main road with a peasant next to them, pointing towards the woman and confirming ‘That’s her.’

    The guards grab her by the arms, and the largest rumbles. ‘That’s enough from you, troublemaker.’ Then she is knocked unconscious and dragged away. One of the guards looks back to you and grunts ‘Continue about your way, outsider.’

    If you continue into the tavern, the bartender will welcome you enthusiastically and cheerfully offer you the towns world-famous brew. After you leave, you’ll be approached by a dark figure outside the tavern.

    ‘You didn’t drink any of that brew, did you?’ He’ll ask. If you haven’t, he’ll nod and say ‘Good. If you did, you’d be addicted like everyone else in this damn place. It may look beautiful from the outside, but Glendale is rotten to the core. Something big’s about to go down, and you don’t want to be here when it does. Now, I have to get back underground where I’m needed.’

    If you ask him more about what’s happening, the figure will explain that the Lord Ruler has been getting everyone addicted to the brew, so they all follow his laws and remain upstanding citizens. If they don’t, he cuts off their supply—and when that happens, it’s two weeks of agonizing withdrawal before your body finally gives out and dies. He even does this to outsiders like yourselves, only he’d leave you to suffer for a week before telling you why, and what he wants you to do in order to get your next fix.

    This shadowy figure’s “friends” have figured out how to brew the drink themselves, to escape the Lord’s control and retake the town. But it’s only a temporary measure, he explains. Ultimately, the Lord Ruler is the only one with the antidote—so they’re planning to seize the castle and reclaim the town as their own, using the antidote to banish the damned brew as it should have been years ago.

    Assessing that you seem competent at handling yourself, he invites you to assist for the share of the castle’s treasury. If you agree, he’ll lead you underground to the rebellion’s sewer brewery. But when you get there, the figure will be horrified to find the rebellions safe haven is being attacked by the Lord Ruler’s men.

    WHAT’S HAPPENING? The woman who initially warned you not to drink the brew was a member of the rebellion, giving the homeless addicts water with a hint of the brew in it to ease their symptoms. When she was taken by the guards she was tortured, and broke; revealing the location and plans of the rebels.

    Because of this, the Lord Ruler has struck the rebellion when they weren’t expecting it; throwing out their planned assault. If the brewery can’t be held, they might not have the numbers to take the castle and free Glendale from the ruler’s subjugation.

    If you drunk the brew, you’ll need to help the rebels in order to survive the terrible addiction—as well as claim the antidote from the Lord Ruler, if you’re ever to withdraw completely. That is, unless you wish to stay in Glendale forever, doing as the Lord Ruler commands.

    The reason the rebels know about the antidote is because their leader is actually the Lord Ruler’s bastard brother. He began the rebellion by showing some of the townsfolk how to brew the substance in the sewers. He, unlike his brother, is loved by the people, and plans to become the next town leader after his brother is removed.

    If you’d enjoy more maps like this free TTRPG battlemap of an Illegal Sewer Brewery, Luke and I are currently offering 520+ battlemaps for $39. It’s your chance to have a great deal on some of our most popular battlemaps! With over 520 total maps, we guarantee that is something here for every GM—no matter what genre or setting you prefer, from grimy dungeons to beautiful overgrown ruins.

    Paying just $39 rather than full price saves you over 96%! Take a look at all the extra maps you can download with one click here