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YawningPortal_v3_final_FINAL_thisone(1).map 

Okay yes. I've mapped this before...twice. But I felt like it just wasn't cutting it to kick off 2 different adventure sets I have mapped, to my current quality of work. This is a full rebuild from scratch; new layout, new assets.

Use this map on its own (attachments below), or grab the full set:

This time around I tried to balance the various sources a bit more. The Alexandrian's textual history of the Yawning Portal was a great resource. I wanted to keep the balcony element from 5e, but better align it with some of the earlier versions such as Durnan's office and private meeting rooms. I also wanted to make sure we covered the tavern essentials: kitchen and toilets. So I present to you: "Tych Map's Definitive Yawning Portal"...or something like that.

Yawning Portal 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.

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Comments

Allen Jones

SO good... as always. Thank you so much! :D

ABPAK

This is perfect you nailed it. Hope this can be added to the module ?

Brayden Le Blanc

Wow this couldn't have been better timed, I'm about to launch WDH in a couple weeks. Thank you!

HenkdeTenk

Hey, I noticed there is no (secret)door to the bottem left bed room on the first floor, is this intentional, or am I missing something? I was thinking of adding a secret door to it now so its not wasted.

Tych Maps

Dammit! Lol. Not intentional. And no, you aren't missing anything. What likely happened was I edited that walls after placing the door, which deletes the door - and I just didn't notice. Secret door is a good idea, especially as it's a larger private bedroom

Niall

I have decided to make this Durnan's quarters. It's accessed normally by teleporting through the (illusory but pleasantly warm) fireplaces in both it and the office below. The upstairs room has a mechanism that closes and latches the door of the ajoining privy, while sliding down a false wall. Evidence of the mechanism can be found with suitably high investigation, but there's no way to actuate it from the privy unless the wall is already open.

John Walker

Looking at the FR Wiki , it mentions the Portal has a cellar; Is that something you plan to do a map of?

Tych Maps

I don't have it on my list at the moment, but I'm always looking for ways to build out and enhance my Waterdeep offerings. I'll add it to the list!

V. Rodin

Hey, thx for all the maps, they are awesome. Some questions about importing your maps to Foundry. I use Universal Battle Map importer for importing dd2vtt files with prepared lights and walls. Maybe you know some trick for importing roof level with this, or i need to do it only with Levels Module and should do all walls manually.

Morgan McFalls

I am wondering the same thing, I've also thought about just placing the maps next to one another on the same scene and then using Monk's Active Tile triggers as teleporters for up/down stairs, but there's no clean way to get multiple dd2vtt files on the same scene via the importer. Any advice, Ian or community?

Tych Maps

Side by side maps is how I currently build my modules as the Levels module adds complexity some tables aren't looking for; you can then use Scene Regions (or MATT) for stair teleports. Universal Battlemap Importer should support setting things up side by side using the dd2vtt files. Note this only works if all maps/levels are the same dimensions. The other issue that people often run into when trying to do this is the filenames get concatenated together - so in a multilevel map, with all my metadata tags in the filename, the filename ends up massively long which most OS's/file systems don't like - so specify an output filename when doing this. I'm really hoping that the v14 Foundry build has some good multilevel support options, in which case I'll be rebuilding all my modules/maps to support this.