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AtaraxianBear
AtaraxianBear

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Cellar of a fortress with an adjoining cave system [70x80]

(I have attached a few PNG files with stones that can be used as tokens to drop on the heads of your heroes.)

This dungeon is part of a mega dungeon that I almost finished. It is intended to serve as the first floor above the lair of a Death Tyran Beholder. When I'm done, I'll upload a complete version in which all floors have exits, which can then be connected to entrances on the floor below.

For this version, without direct access below, I recommend a monster hunt in these old vaults.

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We look at the remains of a cellar of a castle that was overrun by a nefarious enemy a long time ago. The ceiling is about to collapse and many stones have already fallen into the rooms and more are threatening to do so. In addition, a river has paved its way through the basement and also connects a nearby natural cave system with the basement.

Go on a monster hunt in these cellars or look for the person responsible for the castle's downfall.


In these rooms there is also the camp of a hermit who lives here and can perhaps pass on information or is now too crazy for a normal conversation. There is also the prison in which the prisoners starved to death when their guards were slain. Their guards, in turn, felt for the most part in the great light, which was also the scene of the last fight down here.

All kinds of beasts still live in the nearby cave system and there is also a crystal charged with dark magic in this place.

For this dungeon I would recommend a monster hunt in which your heroes have to walk through both the basement and the cave system. The main target should live in the cave system and if your heroes startled it, it will try to escape. Only when it has plenty of space for its attacks, i.e. in the main hall, will it try to set a trap for the heroes and kill them.

Cellar of a fortress with an adjoining cave system [70x80]

Comments

This is probably because Roll20 has limits on the size of the maps that can be uploaded (unlike some other platforms). It depends on which Roll20 membership you have. With free access it is 5mb. It goes up to 20mb. For this map, the appendix to the post contains versions of the map in compressed and cut-out versions. In 5mb and 10mb. Maybe try these. In general, roll20 tends to cause problems with maps, especially if they are quite large.

AtaraxianBear

So i use roll20 and i am having trouble uploading the jpg. do these images not work with roll20?

Nicholas Clark

The good thing with the one you had lights on, is that the terrain has the intended color tint you have given it with the Dungeondraft lights, while the other one you can easily see that it looks more monotone and it's up to you to recreate the previous tint by putting differently colored lights. In some cases, for example where torches are and players could easily say "I grab or extinguish the torch" you want the 2nd version, with your own lights. For lights that are unlikely to be turned off, you'd want the first.

Emmanuel Giannakos

That should definitely be possible. I hope I will have faster internet soon, then it will not be a problem for me to upload two different VTT files. What I then want to ask is, can anyone then use the VTT files I have uploaded with lights? Because if not, I can save myself uploading them...

AtaraxianBear

Actually I was wrong. The lights are still there but the lit canvas has changed. So I can actually turn off / remove the lights now without having it look weirdly lit below! Thanks! Please include such versions from now on!!

Emmanuel Giannakos

When I experimented with VTT exporting and lights I had issues too. I think turning the VTT export ignores whether they are off or on.

Emmanuel Giannakos

All the lights are still there for me even with the 2nd VTT file (no light).

Emmanuel Giannakos

I can turn off all lights in Dungeondraft when I export. I have now uploaded such a version with no lights. Does that work better for you?

AtaraxianBear

May I request a lightless VTT version for the new releases? Meaning: after you have exported all your current variants and versions, delete all light sources and export as VTT. The reason for this is that Dungeondraft doesn't do a very good job with lights exporting, so even if I disable the lights in Foundry, the area is still lit.

Emmanuel Giannakos


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