AI Battle Map Generator
for D&D & Tabletop RPGs
Generate stunning AI battle maps, custom tokens, and NPCs for D&D, Pathfinder, and tabletop RPGs. Start creating your world for free today!
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Community Maps
Thousands of free battle maps from GMs like you — copy any of them to your library.
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How it worksCommunity Maps
Explore unique battle maps created by other Game Masters.

Underground Gate
Battle map for a tabletop roleplaying game. Strict 90-degree top-down view, no perspective, no tilt, no vanishing point. Hand-painted digital illustration, painterly texture, visible brushwork. Muted desaturated palette, weathered stone and aged timber. Dramatic warm torchlight pooling against cold ambient shadow. Soft cast shadows from all walls and objects, strong ambient occlusion. Highly detailed, crisp, print quality. An underground fortified gate complex carved into bedrock, arranged left to right. Far Left: just a slice visible of a cave opening that contains an underground grotto, leading into a short tunnel broad enough for a carriage to pass through. Torches line the tunnel, the floor is bedrock. Center left: a massive iron-banded double gate set into a thick stone wall, both leaves would open inwards (to the right). Center: a narrow paved corridor running left to right, flanked on both sides by thick walls with a raised stone gallery above and below, pale stone, stone merlons along its edge. This is a killbox if someone makes it across the bridge and first gate. Iron torch sconces burning along both walls, warm light pooling on worn flagstones. Center right: another massive iron-banded double gate, then a raised stone gallery one level higher connected to the other two galleries with a set of stairs spanning from top to bottom, pale stone, stone merlons along its edge. Right of center: a vast black chasm, bottomless, ragged rock edges, crossed by a single wooden drawbridge only connected to chains on the left side. Far right: a stone landing with timber decking, and a wide paved road leading away to the right, no walls above the drawbridge. No grid, no grid lines, no hex grid, no squares overlay. No text, no labels, no legend, no title, no compass rose, no scale bar. No characters, no tokens, no miniatures, no creatures, no people. No UI elements, no borders, no frame, no watermark. No view, no 3D perspective, no tilted camera.

Green Meadow - Scene 3 - Combat
Top-down fantasy battle map of a festival plaza during midday under bright sunlight. In the center, a wide stone altar covered by a scorched cloth where a magical sword was stolen. Two unconscious guards with minor burns lie nearby, surrounded by smoldering ground, active small flames, scattered burning banners, and debris from destroyed market tents.

Inside Blackthorn Academy
Create a massive, highly detailed, complete interior map of Blackthorn Academy, an ancient and prestigious school of magic. The map must show the entire interior floor plan of the main castle building depicted in the reference image, preserving its distinctive medieval Gothic architecture, interconnected wings, towers, courtyards, and overall footprint. The interior should evoke the wonder and mystery of a classic magical boarding school, with grand halls, enchanted classrooms, secret passages, ancient libraries, and mysterious hidden chambers, while maintaining an original design. CRITICAL MAP REQUIREMENT: Show the complete interior of the main academy building as a playable architectural floor plan, with the roof removed and all rooms, corridors, staircases, and interior spaces visible from directly above. Do not create an exterior grounds map, an exterior castle illustration, a perspective cutaway, or a single-room battle map. The entire interior must be the focus. OVERALL ARCHITECTURE AND LAYOUT The castle has an irregular, sprawling footprint consisting of a grand central keep, two major classroom wings, a Great Hall complex, a library wing, several connecting corridors, multiple towers, and enclosed interior courtyards. Use thick stone walls, Gothic arches, ornate doorways, narrow passages, and circular towers with internal spiral staircases. Organize the interior into clearly connected, believable architectural sections. Preserve the distinction between the central castle, side wings, and projecting towers. Every major wing must connect to the rest of the building through accessible corridors, staircases, or doorways. Use a strict perspective, with no perspective distortion. Walls must clearly define every room, and rooms must be furnished in ways that reveal their intended functions. Include doors, windows, furniture, fireplaces, stairs, and architectural details throughout. 1. GRAND ENTRANCE AND RECEPTION At the southern entrance, create an enormous entrance hall with double doors, a patterned stone floor, ornate pillars, statues, coat-of-arms decorations, and a monumental staircase leading to upper floors. Include: - A reception and visitor registration desk. - A small waiting area with benches. - Display cases containing historical magical artifacts. - Portrait-lined corridors branching toward the main castle. - A security checkpoint concealed within decorative stonework. - Side passages leading to the administrative wing and Great Hall. The entrance should feel grand, imposing, and immediately recognizable as the principal entry point. 2. THE GREAT HALL Create an enormous rectangular Great Hall occupying a prominent section of the central castle. Include long parallel banquet tables with benches, a raised head table, an elaborate dais, towering stone pillars, decorative floor patterns, and large fireplaces. Add a kitchen-serving entrance at one end and smaller adjoining rooms for food preparation and storage. Include a connected kitchen complex with cooking stations, ovens, preparation counters, cupboards, pantry rooms, cold storage, and a washing area. The hall must be large enough for a school-wide feast and should be one of the most visually distinctive interiors on the map. 3. THE GRAND LIBRARY Construct a vast multi-section library occupying one of the major castle wings. Include: - Multiple rows of tall wooden bookshelves. - Curved shelving around stone pillars. - Reading tables with chairs and lamps. - Study alcoves. - A restricted collection behind a locked partition. - A circular archive room. - A librarian's office. - A small cataloguing room. - A concealed entrance to a secret archive. - A narrow spiral staircase inside a circular tower. - A hidden passage behind a movable bookshelf. The library should feel ancient, labyrinthine, and rich with opportunities for stealth and exploration. 4. MAGICAL CLASSROOMS AND LABORATORIES Create a dedicated classroom wing containing a variety of specialized teaching spaces connected by corridors. Include: - Several ordinary lecture rooms with desks arranged in rows. - A potions laboratory with workbenches, cauldrons, ingredient cabinets, and storage shelves. - An alchemy laboratory with elaborate worktables and equipment. - A magical creatures classroom with secure holding enclosures. - A spellcraft classroom with circular practice markings on the floor. - A defensive magic practice room with reinforced walls and protective symbols. - An enchanting workshop with small crafting stations. - A divination room containing circular tables, star charts, and unusual objects. - A professor's office. - A shared supply room. - A small preparation room adjoining selected classrooms. Make the rooms visually distinct through their furniture, equipment, and floor arrangements. Maintain clear entrances and enough open floor space for D&D encounters. 5. ADMINISTRATIVE WING Include a formal administrative section with: - The headmaster's office, featuring a large desk, guest chairs, display cabinets, and a fireplace. - A private adjoining study. - A meeting room with a long conference table. - A records archive filled with cabinets and shelving. - An admissions office. - A staff office with individual desks. - A secure document storage room. - A small waiting room. Give this section a more orderly, formal appearance than the classrooms. 6. STUDENT COMMON ROOMS AND DORMITORIES Include separate student residential sections connected to the main castle by corridors and staircases. Each residential section should contain: - A spacious common room with comfortable chairs, sofas, fireplaces, bookshelves, and tables. - Dormitory rooms with multiple beds, bedside tables, wardrobes, and personal storage. - Small washrooms. - A shared study room. - A storage closet. - A quiet reading nook. Arrange the residential spaces into several distinct clusters, using different decorative details while maintaining a consistent architectural style. 7. THE INFIRMARY Create a dedicated medical wing with: - Several patient beds separated by privacy screens. - A central treatment area. - Medicine cabinets and ingredient shelves. - A healer's office. - A small examination room. - A supply storage room. - A quiet recovery room. Connect the infirmary to the main corridor network without placing it directly inside the busiest public spaces. 8. ASTRONOMICAL TOWER Inside the tallest tower, create a circular observatory chamber with a large central telescope, astronomical instruments, star charts, desks, and storage cabinets. Include a winding spiral staircase connecting the observatory to lower rooms containing astronomical records, equipment, and a small professor's study. The tower's circular architecture must be clearly visible in the floor plan. 9. OTHER TOWERS AND SPECIAL ROOMS Populate the remaining towers and smaller castle sections with distinctive spaces. Include: - A small enchanted artifact vault. - A magical research chamber. - A secluded meditation room. - A music practice room. - A room containing old suits of armor and ceremonial weapons. - A tiny tower study. - A locked storage chamber. - A disused classroom filled with abandoned furniture. - An old stone chamber with mysterious symbols engraved into the floor. Each tower must connect logically to the main building. Include spiral stairs, narrow connecting passages, and small landings where appropriate. 10. SECRET PASSAGES AND HIDDEN CHAMBERS Integrate several discoverable secrets into the floor plan without making the entire building feel like a dungeon. Include: - A hidden corridor behind a bookshelf in the library. - A concealed door inside a classroom storage room. - A narrow passage running within a thick exterior wall. - A secret chamber beneath a staircase. - A concealed entrance to an old underground archive. - A small hidden room behind a fireplace. - A locked vault accessible through a concealed mechanism. Show secret doors as subtle architectural features rather than adding labels or obvious visual markers. These routes should create meaningful alternative connections between rooms and corridors, making the building suitable for a magical-school heist involving infiltration, investigation, and stealth. 11. COURTYARDS AND OPEN INTERIOR SPACES Preserve the castle's enclosed courtyards wherever the building wings surround open space. Render these as roofless interior courtyards within the overall floor plan. Include stone paving, small gardens, fountains, benches, trees, and connecting archways. The courtyards must remain visually distinct from interior rooms and must not obscure the surrounding walls or corridors. 12. STAIRS, CORRIDORS, AND CONNECTIVITY Create a coherent circulation system throughout the building. Include: - Wide main corridors connecting the principal wings. - Narrow secondary corridors leading to classrooms and offices. - Grand staircases near the entrance and central hall. - Smaller staircases connecting different architectural sections. - Spiral staircases inside circular towers. - Landing areas with statues, armor, and decorative furniture. - Short connecting bridges between closely adjoining sections. - Occasional dead ends and restricted corridors. - Doors connecting all accessible rooms to the corridor network. Every major room must be accessible through a visible door or passage. Avoid isolated rooms, impossible wall arrangements, disconnected wings, and corridors that terminate accidentally inside solid walls. VISUAL STYLE AND DETAIL Use the aesthetic of a magnificent medieval Gothic magical academy, with dark grey stone walls, warm wooden furniture, ornate stone floors, arched windows, carved pillars, elaborate fireplaces, tapestries, portraits, magical objects, and subtle enchanted lighting. Furnish rooms densely enough to communicate their purpose, but preserve open walking areas for miniature movement and encounters. Use a consistent view throughout the map. Make circular towers genuinely circular, corridors appropriately proportioned, doors readable, and walls thick enough to distinguish interior spaces. The map should have the detail and craftsmanship of a premium fantasy tabletop RPG dungeon map, with intricate architecture, atmospheric lighting, believable room layouts, and excellent spatial readability. TECHNICAL REQUIREMENTS - View: Strict 90-degree floor plan. - Coverage: Entire interior footprint of the main castle, including all major wings and connected towers. - Format: One large, continuous map showing the complete building interior. - Structure: Clearly defined rooms, walls, doors, windows, corridors, stairs, and courtyards. - Architecture: Medieval Gothic stone castle with connected wings and circular towers. - Furnishing: Detailed, appropriate furniture and objects in every functional room. - Gameplay: Suitable for D&D exploration, stealth, encounters, investigation, and a complex heist. - Grid: Fine, evenly spaced, square tabletop grid overlay across the entire map, with consistent scale. - Labels: No room names, text labels, legends, character tokens, or interface elements. - Exterior: Do not substitute exterior grounds, rooftops, or surrounding landscape for the interior floor plan. - Completeness: Do not crop major wings, omit connected towers, or focus only on individual rooms. FINAL OBJECTIVE: Generate a complete, intricate, explorable interior map of Blackthorn Academy's main castle, preserving the grand Gothic architectural identity of the supplied exterior reference. Every major section must be represented, connected, and furnished, creating a believable magical school that players can infiltrate and navigate during a sophisticated D&D heist.

Blackthorn Academy
Create an extraordinarily detailed, expansive, fantasy map of Blackthorn Academy, a prestigious and ancient school of magic, with the atmosphere of a classic British magical boarding school. The grounds should evoke the wonder, architectural grandeur, mysterious atmosphere, and sprawling countryside of a beloved magical-school fantasy, while remaining an original setting with its own identity, architecture, and landmarks. The image must depict the entire academy grounds in a single, cohesive view, rather than a close-up of one building or a collection of disconnected locations. The campus should feel enormous, centuries old, and full of secrets waiting to be discovered. Design the grounds as a functional, explorable location for a D&D adventure, with clearly defined buildings, paths, courtyards, gardens, and surrounding terrain.

Cave Ruins
A wide and long dark stone hall, featuring a throne carved from glowing crystals located on the opposite side of the entrance, with lights coming from other crystals scattered throughout the hall—blue, some purple, pink, or green.

Stagecoach Station
A top-down bird's-eye view of a weathered stone stagecoach station bathed in the amber glow of late sunset, set amid a dense, looming pine forest. Outside, empty stables feature dusty wooden beams, fresh horse tracks leading into the trees, and the contrasting stillness of two fallen bodies, the postmaster and a bandit. Inside, the fading sunlit central room reveals a burnt-out stone fireplace, scattered wooden chairs, and a heavy oak table, flanked by an adjoining washroom and quiet traveler quarters.

The Shop
Inside an abandoned supermarket, rows of market shelves with goods scattered about. There is only one exit. This building is surrounded by enormous concrete skyscrapers that defy the laws of gravity and architecture, with no signs and no garbage. Featuring dramatic lighting, the scene evokes a sense of irrational horror, wrongness, and dread, inspired by the aesthetic of Julian Faylona's art.

Abandoned City
Modern city courtyard with enormous buildings that defy the laws of gravity and architecture made of concrete, with no signs and no garbage. Dramatic lighting, and the scene evokes a sense of irrational horror, irregularity, and dread.

Karthia
The World of Karthia. Karthia is a harsh and unforgiving continent. In the north, snowy peaks and howling winds hide fierce clans and ancient ruins. In the south, fertile yet disputed valleys harbor human kingdoms corrupted by political intrigue, while swamps and dense forests to the west hold dangers that civilization prefers to forget. 1. Regions and Main Cities. The Frigid North (Skyrim Inspiration). Vinterhold (The Stone Citadel): A large fortified city carved into the side of a colossal mountain. It is the seat of northern political power, ruled by tough Jarls who value strength and tradition above all else. Its walls withstand perpetual blizzards, but the interior suffers from political tensions and resource scarcity. The Bjel Mountain Range: A rugged and treacherous chain of mountains. Its deep caves house iron and silver mines, but miners frequently awaken things worse than the cold—such as subterranean creatures and remnants of forgotten cults. The Port of Skellige-Karth: A coastal village of Nordic sailors and raiders. From there, longships set sail to fish in the freezing, icy waters of the Twilight Sea. The Central Heart (The Witcher - Northern Realms Inspiration). Karthia Prime (The Divided Capital): The largest metropolis on the continent, surrounded by imposing walls and wheat fields that feed the realm. However, behind the facade of opulence, the city is rotten with corruption: thieves' guilds control the alleys, nobles conspire behind the King's back, and common folk starve. The Valley of Orchards (Blaviken/Velen vibes): Rustic villages scattered across green and muddy hills. Life here is simple, but dangerous. Entire villages depend on the goodwill of witchers, mercenaries, or the royal guard to protect them from monsters descending from the woods at night. The Gray Frontier: A neutral, militarized zone between human kingdoms and wild territories, marked by ruined forts, ancient battlefields, and ghouls wandering in search of bones. The Wild and Dark West. The Forest of Brok-Karth: A primordial, dense, and claustrophobic forest where the tree canopy blocks almost all sunlight. It is inhabited by hostile fey creatures, ancient monsters, and reclusive druids who hate civilization. Locals say those who enter without permission never find their way back. The Swamp of Sighs: A foul, misty mangrove swamp covering southwestern Karthia. Ruins of pagan temples slowly sink into the mud, serving as refuge for outlaws, swamp witches, and the undead. 2. Mysterious Points of Interest (To place on your map). The Rift of the Eternal Dragon: A gigantic geological scar in eastern Karthia, where the earth opened up after an ancient magical cataclysm. They say the echo of ancestral roars still reverberates from the bottom of the canyon at night. The Monastery of the Blind Eye: An isolated temple atop a secluded mountain, where blind monks guard forbidden tomes of prophecies and secrets forgotten by the gods. The Sunken Tower of Aelion: An arcane tower that partially sank into a black lake on the border of the kingdom. Its upper windows still glow with an unstable bluish light when the moon is full. Here is the summary of the central story, containing only the names of the villages as you requested: The fortified city of Valoria established a pact with neighboring settlements two hundred years ago, promising military protection in exchange for vital resources. Today, however, Valoria has become exploitative: the Governor levies heavy taxes, the city grows rich, and the villages are left to fend for themselves, with roads infested with monsters and dangers. The adventure begins during the annual "Tribute Caravan," when the characters meet on the road and are forced to unite to face a major threat blocking the route to the capital. The Six Origin Villages: Brok's Mouth, Cracked Stone, Salt Coast, Crimson-Gold Fields, Cold-Gray, Crow's Perch.
Maps that move
The newest animated maps from the community — water flowing, fire flickering, mist drifting.
Unique Tokens
Generate custom character and monster tokens for your games.


Toad
A high-quality D&D fantasy RPG character token of a Myconid Adult named Toad, a small humanoid mushroom creature. Toad has a stout, compact body with a large rounded mushroom cap covering his head, earthy brown and muted green tones, subtle natural mushroom textures, pale beige face and body, small expressive dark eyes, and a friendly but slightly mysterious expression. He is an adventuring companion rather than a terrifying monster. His posture is confident and alert, with a slightly hunched mushroom-like silhouette. He carries a small worn adventurer's satchel and simple leather equipment, giving him the appearance of an experienced traveling companion. Fantasy tabletop RPG illustration, detailed painterly D&D artwork, charming but not childish, natural organic textures, strong readable silhouette, dramatic but soft lighting, highly detailed mushroom cap and body. FULL BODY, centered composition, facing slightly toward the viewer, symmetrical framing, designed specifically as a VTT/Roll20 TOKEN. Circular token composition, character completely visible inside the frame, no cropped limbs or mushroom cap. Transparent background, no scenery, no environment, no other characters, no text, no UI, no watermark.


Antenor "Chiado" Alves
Antenor "Chiado" Alves, 47 years old, wearing mechanic's clothes with tools visible on his utility belt, graying hair, stubble, and a dad bod. He uses a large screwdriver as a weapon.


Hellhound
A voracious black wolf with eyes of fire


Soldier Theron
A brutal and muscular mercenary, wearing a scratched and darkened bronze breastplate. He wears a crestless Spartan helm, revealing only his cold eyes and a sadistic smile. Black ritual tattoos climb up his neck to his jawline, glowing faintly with a purple hue when he channels the energy of Tartarus.

The Old Blind Man
A tall elder, bent by time, wearing a tattered gray wool robe. He has a long white beard that reaches his chest. His eyes are completely covered by a linen cloth stained with dust; he is blind.


Zombie Pirate
A zombie pirate dressed in swashbuckling attire.

Fungril Servant
A top-down fantasy map token of a menacing fungril wizard with a mushroom head and a screaming, non-human mouth. It wears tattered dark robes draped in bioluminescent glowing moss and clutches an ancient, mold-covered spellbook in its gnarled hands. The creature's eyes are nearly indistinguishable, reflecting pure disdain in this sinister, fungal-themed character portrait.

Darkness
A circular area of effect that is filled with absolute darkness.

Fireworm
A fireworm that eats its way through the ice.

Ice Alien
Ice alien headhugger

Coiled Fire Snake
Coiled fire snake

Imp Quasit
A fusion of an Imp and a Quasit. This creature has twisted horns and bat wings. Its eyes are solid black, like a void, and its skin is crimson red, like dried blood. It has a long, barbed tail and is in a menacing pose, ready to strike.

Brenn
Young porter, inexperienced milk-sop

Goblin Warrior

Luftschiff captain

Sister Maera -- Healer
- **Personality**: Gentle, friendly, almost too naive. Believes that every creature is part of the divine order. - **Dialogue Examples**: - "The Goddess's flame warms us -- even here, in this darkness." - "Perhaps it is not a monster... perhaps only misguided." - **Conflict**: Players may want to act pragmatically, she urges caution and compassion.

Kaela Eisenfaust -- Söldnerin
### Kaela Eisenfaust -- Söldnerin - **Persönlichkeit**: Zynisch, sarkastisch, kämpferisch. Verdrängt ihre Angst mit Spott.\ - **Dialog-Beispiele**: - „Wenn's mich erwischt, dann wenigstens mit der Axt in der Hand."\ - „Redet weniger, kämpft mehr."\ - **Konflikt**: Könnte sich mit Spielern verbünden oder ihnen trotzen.\

Tovik
- **Tovik**: Old, grumpy, just wants to collect his wages. - "This is my last job. After this -- never again snow." - **Death**: Impaled by falling icicles.

Varik -- der Schweigsame
- **Persönlichkeit**: Kalt, distanziert. Redet wenig, starrt oft ins Dunkel.\ - **Dialog-Beispiele**: - „Still. Es hört uns."\ - „Nicht alles hier ist, wie es scheint."\ - **Konflikt**: Die Spieler werden ihm nicht trauen -- evtl. Kultist oder Verräter.\

catfolk assassin
white fur, hood, cute
Everything You Need
Powerful tools designed to enhance your tabletop experience.
AI Map Generation
Describe your scene, or paint a rough layout, and let AI generate unique, high-quality battle maps in seconds — then refine any spot until it's perfect.
Connected Maps
Link your maps together to create a cohesive world. Seamlessly navigate between regions, cities, and dungeons.
Smart Grid System
Adjustable grid overlay that syncs perfectly between GM and player views.
Token Management
Generate character and monster tokens with AI or upload your own. Crop them to clean circles, add custom borders, and drop them onto any map.
NPCs & Characters
Bring your cast to life with rich NPC profiles — personalities, backstories, secrets, and relationships — plus AI-generated portraits and details.
Handouts
Create immersive visual aids like ancient scrolls, letters, and scene items for your players.
Visual Effects
Add spells, weather, and environmental effects to your maps.
Second Screen
Immersive player view with real-time updates. Keep your secrets hidden while showing the action.
Fog of War
Dynamic fog of war tools. Reveal the map as your players explore, keeping the mystery alive.
Dynamic Lighting & Walls
Drop in walls, doors, and secret passages, then give tokens line-of-sight vision that reveals the map as your players explore.
Combat & Initiative
Run encounters with a live initiative tracker. Step through turns and rounds, assign tokens to players, and ping whose turn it is straight to their screen.
Search Mode
Engage your players with an interactive search for clues, traps, and hidden secrets.
Background Music
AI-generated ambient music that matches your maps and scenes. Broadcast to players during live sessions.
Campaign Manager
An Obsidian-style wiki for your whole world. Link maps, NPCs, and handouts together and let your AI Campaign Helper keep your lore and session notes organized.
Community Library
Publish your best maps, tokens, and effects, and browse thousands shared by other GMs. Copy anything into your library with one click.
Foundry & VTT Export
Take your maps anywhere: export walls, doors, and light sources as a Universal VTT file that imports straight into Foundry, Arkenforge, and more.
