Home Creators Posts Import Register Favorites Logout

Downloads

Content

Another refresh of my first maps - this time the Zhentarim Hideout from Chapter 1 of Waterdeep Dragon Heist.

Some notable changes from my first rendition:

More urban and set on an alley - Candle Lane. Tight buildings and a narrow alley leading to the entrance of the warehouse. The adventure describes the setting as:

...a narrow alley as dark as a dungeon — and as odorous as one, too. Nearly all the streetlamps have been smashed. The only light that pierces the darkness is a faint flickering from down the lane, like a distant candle.

Hidden room incorporated into the map, no longer a separate image/tile. I had to figure out how to hide it given the 2-storey / split level layout of the map, so we now have a building occupying the space above the hidden room.

No corpses - I did this on a few of my early maps but have since changed my approach to not include corpses anywhere except in very rare circumstances (like a pile of rotting corpses in a dungeon or something). An 'already dead' token is a good option.

and of course, new assets, more fine details, and a bit of perspective shown between the 2 levels.

Use this map on its own (attachments below), or grab the full set of Waterdeep Dragon Heist content:

Zhentarim Hideout (revisited) 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.

Files

Comments

Arcane GM

The maps look great! On thing I notice however is the side alley is too narrow for wagons to navigate.

Tych Maps

Hmm, you might be right on that. It'd be very tight. I think if you allow some overhang for the roofs you could argue that they just fit, perhaps only heading south.

Ronald Tunner de Souza

Will you update the foundry module Ch. 1 A Friend in Need with the new map?

Tych Maps

I don't have immediate plans to update the module, but will likely update it on the next big release of Foundry and swap out all the maps then. In the meantime, you can use the universal battlemap importer module to import the .dd2vtt files and get all the wall and lighting info