XaiJu
Tych Maps
Tych Maps

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Level 5 - 3 - Dungeon of the Mad Mage (All Tiers)

To the south of the forest lies Wyllowwood's village: previously home to the priests of Malar, god of the hunt; now deserted except for the goblin werebats who occupy the caves surrounding the village...

Map Notes. That's a wrap on Level 5 and the bright light of the forest level in the undermountain.  Not too much of note for the village itself - all should be by the book.  The river looping around the south end was compressed slightly just to save a bit of space but other runs true to course.

As this is only 1 map to finish off the level, a small section of river between map E and map C is cut out - I've included it as a separate PNG so you can get the complete image above, without exporting a massive area just to complete the small corner that was missing.

Files. I have included both Background "_BG_" and Transparent "_TP_" versions of each of the maps listed above; background means it has a flat grey image behind the dungeon, transparent means there is nothing there. For the Roll20 versions, this means the background version is a jpg while the transparent version is a png (jpgs don't support transparency); Foundry are both dd2vtt files. IF you want to puzzle piece the sections together like above (NOT RECOMMENDED), you have the transparent versions available for that. However, if you set up each map to an individual scene, you could use either, but the _BG_ jpgs will meet the file size limits for Roll20 (TP pngs may not!).

The zip files below has the Level 5 Map E as well as a GM overlay for the map. Roll20Free is a .jpg < 5MB, Roll20Paid is a .jpg < 10MB, while Foundry formats are dd2vtt files. Roll20 maps are at 70 and 140 px per grid cell respectively and the Foundry files are 100px (this also holds true for the transparent images).

Level 5 – Dungeon of the Mad Mage is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Level 5 - 3 - Dungeon of the Mad Mage (All Tiers) Level 5 - 3 - Dungeon of the Mad Mage (All Tiers) Level 5 - 3 - Dungeon of the Mad Mage (All Tiers)

Comments

This map appears to be missing the river path to the expanded dungeon tunnel in the southeast.

Brian Shields

That is a great idea! I might try and circle back to this once I get through Level 23 in a couple months

Ian

I love all the seasonal variations for the Waterdeep Dragon Heist maps. Is there ever a possibility you'll make seasonal variations for the Wyllowwood? The calendar stone is an awesome part of floor 5, and being able to change the maps to match would be amazing.

Joshua

Hi Siravia - You are correct there's been a lot of conversation about splitting up the DOTMM maps and I can certainly see why Level 5 raises this question again. There are a few things at play here: size is the primary one - most VTTs just slow down too much running such big maps - I've had a couple people try stitching it all together and once you get walls, tokens, etc in there it just slows down too much for players. The second challenge is on my end with exporting a combined map (dd2vtt file, with walls) - my graphics card just can't support it. I'm looking at new cards potentially (to increase from my current 8 GB VRAM card), but I just can't export maps that big with all the assets from Dungeondraft. Two options to leave you with: 1 - does your VTT support any modules that would allow teleporting between scenes? (not sure if you are in Foundry or something else - if you ARE in Foundry - I'd recommend Monks Active Tiles). Your players won't get the visual of a seamless forest, but it's at least a quicker transition if you set up teleports at regular intervals along the edges. 2 - compile the image if you are super keen on a seamless map. I just dropped the composite image files into the post above which will take care of the image side of things. For walls/lights, I would see if you can import the walls from each individual Map (ie. the 'split up way'), and then copy and past the entire set of walls over into your composite map scene. Hope this helps and if you come up with any other creative solutions, please share so I can keep in mind or suggest to others! Cheers

Ian

I know you may get this question a lot, but would it be possible to compile the d2vtt files into one image per level? It's not terrible with the levels that are less open, but for Wyllowwood it really shows - cutting off in the middle of the forest just doesn't feel right.

Siravia


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