Skullport, the Port of Shadows...today we are down in the Dredge.
This will be the first of 4 Skullport releases (3 levels + Skull Island) and we are starting off at the bottom and working our way up. I'm very excited to get in to the catwalks overhead, which you can only see the shadows of in the current map. The image above is a composite of 2 maps, west and east section, the total size spanning 160x94.
I have also included a "Connection to Skullport" map that links my Level 3 maps to Skullport, as per the old Ruins of the Undermountain Level, which means our overall layout now looks like this

Note I had to make a few minor changes to the Connection map to make it all line up - but it's pretty close to what is shown above and in Ruins of the Undermountain.
Other mapping elements to note for The Dredge of Skullport:
On the west map - near the top middle - that is a tunnel cutting through a stalagmite (which rises from the ground up, unlike a stalactite which grows from the ceiling down - there are both in Skullport). There will be more of these on the middle level so thought I'd point it out now.
The book references that 'most' of the lights throughout are gone - so I used lighting sparingly, but did take the opportunity to make them useful to DMs and players alike. Lights immediately beside doors indicate points of interest – depending on how you decide to run it you may want to tell your players after they've tried a few doors, and before they try every door in town.
In terms of interiors, I kept it pretty basic except for the noted locations, which are decorated per their use. There is a LOT of buildings and didn't want to bog myself down filling every room that most players may never see! I did put some random trash/junk in most buildings so if they do open the door it at least looks abandoned...and a crafty player might save themselves 5gp by squatting in an abandoned bed.
Finally, my initial plan was to include a copy of the map with roofs on – but once I started looking at the second layer, only a few areas will actually be covered by roofs, most being covered by the second floor – so I'll simply do the necessary roofs for the next level, which unfortunately means there isn't a nicer-looking option for players for this level that shows them some/all of the roofs before they enter buildings (mainly an issue for those wanting to do levels/better roofs in Foundry).
Otherwise things should be by-the-book. There was more interpretation of this map than others, so I hope I have captured Skullport the way you see it as well!
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, although you might get away with stitching east+west together), 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 the Skullport Lower Level 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). I had to split to Printable zip into 2 to stay below my 200mb attachment limit.
Skullport - Lower – 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.
Santiago
2022-01-25 20:23:38 +0000 UTCBrowncoat Jayson
2022-01-22 16:08:51 +0000 UTC