A quick bit of housekeeping up front:
I'm going to be away and have limited access to Patreon/Discord over the next 2 weeks - so if it takes me a little longer to respond or get back to concerns, my apologies. The good news is there will still be new maps released over the coming weeks!
My past few weeks have been busy trying to prep content for the next couple weeks so we can continue our descent in the undermountain while I'm away. Unfortunately, this extra time has taken away from working on the Foundry Module. It definitely still going forwards and I have managed to get a fair bit of work done on the Spring module - when I'm back I'll be looking for a couple testers to play with it and then will make it available to all.
This week's map. Finally! - we continue down into the undermountain, after a long stay on Level 3 (between it's massive size, Skullport and Skull Island). We are now down in the Twisted Caverns of Level 4 - an aboleth poisoned river runs through this level as fungi filled passageways twist and turn on either side...
These are the first 2 maps (of 4) for Level 4 - comprising the northern section of the map. We are back to some more reasonable map sizes! Here is how things are divided up for the level:

Mapping wise there are a few things to note for this level. I've done my best to draw and capture the diverse fungi found in the underdark - filling rooms with the corresponding fungi. Corridors in this level have a random scattering of other types of fungi, which was a nice departure from the dirt and grime I've been using so far.
You'll notice circular shadows in a number of locations - there serve 1 of 2 purposes: they are either stalactites hanging down from the ceiling, or in the presence of large zurkhwood trunks, they are the "shade" from the zurkhwood canopy (shade being more conceptual/for effect here, as it's dark everywhere). The river I've went with a brownish purple colour being that it's poisoned by the aboleth (to maybe alert your players something is wrong before they storm into it's lair). The chasm in area 12 - I extended the chasm out it out past the walls and squared it off just to contain the shadows I used nicely - most players won't see this anyways. Otherwise, as always, everything else should be by the book!
Files. I have included both Background "_BG_" and Transparent "_TP_" versions of each map; 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 have Level 4 Maps A and B as well as a GM overlay for each 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 4 – 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.