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Trollskull Manor has been revisited a couple of times over the years, but this is by far the most ridiculous version yet.

This time, I wanted the map to actually follow the manor through its restoration - from the ruined building the party inherits, through the various stages of construction, right through to the finished tavern.

That meant building out 5 different phases of the restoration, across 6 floors, while still supporting all 4 seasons, and day and night variants.

The result?

2,316 files.

That isn't a typo.

There are 292 unique map states in this release, covering the different stages of construction, individual trades and work overlays, repaired variants, seasons, day/night, and individual floors. From there, those become the usual grid/no-grid, JPG, WEBP, DD2VTT, print, and transparent Levels-ready exports.

For some perspective, a normal Tych Maps release might end up somewhere around 40-80 files.

Trollskull Manor apparently needed nearly 30x that.

Rebuilding Trollskull Manor

The big addition in this revision is the full repair sequence.

Rather than jumping straight from "abandoned manor" to "finished tavern," you can now actually show the building changing as the party pours their hard-earned gold into it. Floors are repaired, walls are patched, windows replaced, scaffolding and supplies appear, and the manor gradually starts looking like somewhere you might actually want to order a drink.

It gives you a way to visually track that part of the campaign instead of having the renovation happen entirely off-screen.

And because Waterdeep apparently experiences weather, all of this still works through spring, summer, autumn and winter, with both day and night versions.

A Third Visit to Trollskull Alley

This isn't the first time I've mapped Trollskull Manor, or even the first time I've revisited it.

It's one of those locations that has stuck around with Tych Maps for a long time, and every time I've come back to it I've found another way I wanted to improve it.

This revision feels like the culmination of that. The original idea is still here, but the manor can now actually evolve alongside the party as Trollskull Alley becomes their home.

So, uh...

I think Trollskull Manor is pretty thoroughly covered now.

Trollskull Manor 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

Ford Friedel

Incredible. Now the only thing missing is space on my hard drive

Nyla Amour

See. This right here is the exact reason I support you. You don't just do an amazing job on a map. You go above and beyond in every way possible. The extra bonus being the fact that it is also Waterdeep you do it to. I have a plan for a grand campaign that is a open world Waterdeep through the events of dragon heist and mad mage with the Alexandrian combined villains as well as lots of downtime and a year of in game time passing between the start of dragon heist and the fireball in the alley. My players will get to intimately explore every inch of Waterdeep interacting with the many NPCs and locations as well as holidays and such before the end of the campaign. With Trollskull manor their main base of operations this level of change over time will be used so heavily! Keep up this amazing work until ever location in and around Waterdeep has been mapped!

Tych Maps

😬 it got a little out of hand haha. i think the complete set of files is something like 10GB.

Jack

Amazing, thanks. The filenames in the Repairing file are "Alley" instead of "Manor". Should the southern-most chimney be missing from Lvl2-Wrk01, since it's on Disrepair_Lvl2 and on Lvl2-Wrk02? It's missing again in Repaired_Lvl5. Lvl2-Wrk01 has the square hole fixed and some new more-orange floor planks which are being installed, but Lvl2-Wrk02 and Lvl2-Wrk03 has the hole again and the old faded floor planks; so I think Wrk01 should be Wrk03renamed-windowsFixed, Wrk02 should be Wrk01renamed, and Wrk03 should be Wrk02renamed; but the original Wrk03 file has new window panes installed in some northern windows, while the original Wrk01's window panes are all still broken - so I think the panes should be swapped. Lvl3-Wrk01 and Wrk02 are also the wrong way round for the floor planks, but correct for the fixed window panes. You can confirm this by having the layers: disrepair, Wrk02, Wrk01, Wrk03; and then flipping forward and backward in time. This isn't as big a problem because new windows can break and then be fixed again later.

Tych Maps

Thanks for the detailed feedback Jack! Manor not Alley - oops! That's obviously just straight up an error. Chimney - looks inconsistent, I'll have to review that one more closely. For the other two issues, it's caused by trying to flatten images that are really meant as modular elements. I would think of it more in terms of "type of work 1", "type of work 2" rather than a chronological order. Window repair, wall/plaster repair, and floor repair are the 3 types of work happening on level 2. You could have all 3 happen simultaneously; sequentially; or in a random order. On a VTT, I'd highly recommend using the webp (or png ) "LEVELS" files as overlays on a base image, which will give you far more control as players choose what to fix/upgrade. If I'm in there re-exporting stuff I'll look if there is a better way to package/overlay them to avoid the back and forth you mention - or at least provide other options to DMs using the full image files.

Jack

Thanks. The levels overlays are great for saving size, and e.g. removing the carts and equipment outside for the evenings. If the basement files could be exported as overlays that could also help with size, and because there are some small inconsistencies with the small eastern sewer pipe and the walkways in the sewers, tho it doesn't matter because they players can't see the changes. As for the windows and floor plank Wrk files not being chronological, that actually gave me an idea of the 4WRs or the 3Us throwing out some new window panes. (Sorry if editing these comments cause multiple alerts: pressing Enter doesn't make a new line, but instead saves the message.)

Tych Maps

Most of these issues should be fixed now. Filenames are all manor now, chimney consistent throughout, and a couple of tweaks to how the composite images are built to avoid the weird back and forth behavior you identified