50 curated ambient scenes for your next tabletop RPG session. Every tavern, dungeon, forest, and battlefield your party will ever walk into -- organised, described, and ready to project.
Read our complete setup guide first. It covers equipment, positioning, lighting, and how to run scenes during a live session.
Warm firelight, clinking mugs, background chatter, and the occasional bard. The quintessential D&D starting point -- perfect for when your party walks into any inn for the first time.
Soft rain against the window, a dying fire, a sleeping cat. Ideal for long rest sequences, quiet NPC conversations, or those intimate party moments where everyone's guard is down.
Dim candlelight, shadows, and muffled noise from the bar beyond. For rogue contacts, thieves' guild meetings, or any scene where the party needs to be discreet. Think Zhentarim safe house.
Stone walls, roaring hearth, heavy wooden tables, and the sound of drinking songs. Louder and rowdier than a standard tavern -- brilliant for Dwarven strongholds or Mithral Hall.
Ethereal light, delicate music, vines and carved wood, trickling water features. Refined and otherworldly -- perfect for high-elven court gatherings or Rivendell-inspired settings.
Shafts of golden light through ancient trees, birdsong, rustling leaves. The classic overland travel scene -- use this whenever the party sets off through any temperate forest.
Moonlight, owl calls, distant wolf howls, crackling campfire. The tension before a random encounter during night watch. Your ranger rolls perception and the wall behind you is pitch-black forest.
Heavy rain, thunder, leaves bending under water, grey skies through the canopy. For miserable overland travel, or building tension before a forest encounter. The audio alone changes the mood of the room.
Glowing flowers, floating lights, oversaturated colours, ethereal music. When the party steps through a portal into the Feywild and everything becomes otherworldly and slightly unsettling.
Dead trees, sickly green mist, no birdsong, unnatural silence broken by creaking branches. For hag territories, blighted lands, or anywhere nature has been twisted by dark magic.
Flickering torches on stone walls, dripping water, distant echoes. The bread and butter of D&D. Project this whenever the party enters any dungeon, crypt, or underground structure.
Glowing crystals, underground lake, stalactites catching light. For Underdark exploration, dwarven mines, or any natural cave system. The reflections off crystal create beautiful projected light.
Green-tinged light, cobwebs, bone piles, cold air. For undead encounters, vampire lairs, lich phylacteries, or any creepy burial site. When the cleric starts nervously gripping their holy symbol.
Dark water, dripping pipes, rats, faint torchlight reflecting off wet stone. For city underbelly adventures, thieves' guild hideouts, or that classic "the entrance is through the sewers" moment.
Vast stone pillars, distant forge glow, carved runes, echoing emptiness. For Moria-style abandoned halls, active dwarven citadels, or any grand underground architecture. Scale sells this one.
Creaking wood, rolling waves, seagulls, wind in the sails. For any sea voyage, pirate campaign, or port departure. The gentle rocking motion of the camera creates a genuinely nautical feeling.
Crashing waves, lightning, howling wind, rain hammering the deck. For naval combat, kraken encounters, or surviving a tempest. The lightning flashes create genuine jump moments.
Shafts of light through deep water, coral, fish, sunken architecture. For underwater temples, merfolk cities, or any Water Breathing spell adventure. The dappled light effect is mesmerising.
Waves crashing against rocks, sunrise over the horizon, seabirds circling. For seaside camps, lighthouse locations, or any moment of calm before the next chapter of the adventure.
Torchlit cave, bobbing ships, distant shanty music, lapping water. For pirate hideouts, smuggler dens, or any shady coastal meeting. The combination of fire and water reflections is gorgeous.
Enormous stone hall, banners hanging from vaulted ceilings, a throne on a raised dais. For royal audiences, political intrigue, or any moment where the party meets someone genuinely powerful.
Moonlight through tall windows, long shadows, flickering wall sconces, a distant clock. For stealth missions, assassination plots, or sneaking through a castle after dark. The shadows do half the storytelling.
Long tables laden with food, candelabras, laughter and music. For feasts, celebrations, royal weddings, or any social gathering at a noble's estate. Pairs beautifully with actual snacks at the table.
Stained glass, incense smoke, vaulted ceilings, choral echoes. For temple visits, cleric storylines, divine encounters, or any scene where the sacred and the monumental meet.
Crumbling walls, wind through gaps in stone, overgrown with ivy, fading grandeur. For abandoned strongholds, Orc-occupied ruins, or any location that was once great and is now fallen.
Molten gold, magma rivers, massive cavern, heat haze. The ultimate boss fight backdrop. When your party finally faces the dragon, this projected behind you makes it feel genuinely legendary.
Smoke, distant flames, the aftermath of a siege, dark skies. For large-scale battles, siege warfare, or approaching a war-torn region. The smoke effects create incredible atmospheric projection.
Lava flows, cracked earth, ash-filled sky, molten rock. For fire elemental encounters, Avernus, the Plane of Fire, or any hellish landscape. The orange glow genuinely warms the room's feel.
Dark clouds, lightning strikes, heavy rain, exposed hilltop. For outdoor combat in foul weather, dramatic confrontations, or any fight where the elements themselves feel hostile.
Red skies, dark energy, floating rock, impossible geometry. For planar travel, demon encounters, Warlock patron meetings, or the climax of a campaign against an Archdevil. Truly otherworldly.
Towering bookshelves, floating candles, bubbling potions, arcane symbols glowing softly. For any wizard NPC encounter, Candlekeep research, or scenes in an arcane library. The floating objects add lovely movement.
Infinite stars, nebulae, slowly drifting through space, ethereal silence. For Astral Plane travel, Spelljammer campaigns, divination visions, or any scene where reality falls away entirely.
Swirling energy, rune circles, crackling magical discharge, otherworldly light. For any teleportation sequence, portal discovery, or the moment before stepping into the unknown. Brief but impactful.
Foggy, desaturated, ghostly echoes, half-visible structures, a sense of being between worlds. For ghost encounters, ethereal travel, or any scene that needs to feel dreamlike and unreal.
Bubbling flasks, strange coloured liquids, steam, ingredient shelves, scattered notes. For potion shops, artificer workshops, or any scene involving alchemical experimentation and discovery.
Colourful stalls, merchants calling, carts and horses, busy townsfolk. For any town arrival, shopping session, or information-gathering scene. The bustle of commerce makes the world feel alive.
Cobblestones slick with rain, lantern light reflecting in puddles, few people about. For noir-style urban investigations, following a suspect, or any moody city scene. The rain transforms the atmosphere instantly.
Thatched roofs, smoke from chimneys, a rooster crowing, morning mist. For the start of a new day, peaceful village stops, or any moment where the party can breathe before the next adventure.
Ships at dock, sailors loading cargo, seagulls, the smell of salt and fish. For any coastal town, pirate campaign hub, or pre-voyage preparation. The water reflections add life to the projection.
Narrow alleys, flickering torches, shadowy figures, the distant sound of breaking glass. For rogue storylines, black market dealings, or any time the party ventures into the wrong part of town.
Soft snow drifting down, quiet forest, muffled sounds, winter stillness. For overland travel in cold climates, Icewind Dale, or any scene where the beauty of winter matters more than the danger.
Howling wind, zero visibility, driving snow, pure white chaos. For survival encounters, yeti attacks, or any scene where the weather itself is the enemy. The noise alone changes the room's energy.
Wind, distant valleys below, clouds at eye level, vast open sky. For dramatic reveals, summit arrivals, or that moment when the party crests a ridge and sees the entire adventure laid out before them.
Cracking ice, eerie silence, something dark beneath the surface, cold blue light. For encounters on frozen water, winter horror, or any scene where the ground itself might betray the party.
Roaring fire, snow visible through the window, wooden beams, hot drinks. The perfect long rest scene after a mountain adventure. Your party has earned this warmth.
Rolling golden dunes, heat haze, a burning orange sky, silence broken only by wind. For desert crossings, Calimshan adventures, or any scene where the landscape itself feels endless and hostile.
Palm trees, clear water, birdsong, cool shade after miles of scorching sand. The relief is palpable. Perfect for desert rest stops, secret meeting points, or discovering a refuge in an unforgiving landscape.
Massive stone pillars, hieroglyphs, shafts of light from above, dust motes, the weight of millennia. For tomb raiding, Egyptian-inspired adventures, or any scene inside an ancient civilisation's most sacred space.
Vine-covered stone, tropical birds, distant waterfall, humidity you can almost feel. For Chult, lost cities, or any adventure where civilisation has been reclaimed by nature over centuries.
Visibility near zero, sand whipping, orange-brown darkness, disorientation. For survival encounters, ambushes, or when a Blue Dragon decides to make its entrance through a wall of sand.
Point the projector at the wall behind the DM. That's where players look during narration. The environment and the storytelling align perfectly when they come from the same direction.
Use a laptop with multiple YouTube tabs pre-loaded. When the party moves to a new location, switch tabs. Practise the transitions before the session so they feel seamless.
Use a decent Bluetooth speaker, not the projector's built-in one. Place it near the projection wall. The ambient sound is at least half the effect -- crackling fire, dripping water, howling wind.
Match the scene's mood to the brightness. Taverns and forests at medium. Dungeons and crypts at low. Boss fights and storms at full. The variation itself creates emotional rhythm across the session.
One projector, one wall, YouTube on a laptop. That's all you need. Don't overcomplicate it with multiple screens or OBS. The simplicity means you can focus on running the game, not the tech.
Hit Ctrl+P (or Cmd+P on Mac) and print this page. Keep it with your DM notes so you can quickly find the right search term mid-session. It's been designed to print cleanly.