Level 1 - 1 - Dungeon of the Mad Mage (All Tiers) (Patreon)
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Welcome to the Undermountain!! So we begin the mega-dungeon...
I'll put this up front so it doesn't get buried - let me know how these files work for you / how this plan to split things up goes. If you think it would be beneficial to have different files or a different way of approaching this, let me know! Thanks in advance!
Use this map on its own (attachments below), or grab the full set of Dungeon of the Mad Mage content:
It took me a little while to figure out how I was going to do this, but I think we should be ready to charge ahead now! Just to recap my announcement post, I will be splitting each level/map of DOTMM into 2 releases on Patreon - typically North/South or however makes the most sense to do so. As I discussed in the post linked above, these maps are massive at a 1 square = 5 foot scale - larger than most VTTs will run comfortably. As such I am further breaking each map up into sections: these will be 'puzzle piece' like divisions to minimize connection points and all maps will have keys as to where they link (included in the GM overlay). Here's how the first release shakes out: Maps A, B, and C.
Maps D, E, F will be my next release, which will be Level 1 - 2.
Everything should match the source book well - only things to note are:
Lighting added in a number of spots for colour/effect, despite not being noted in the book – if using dynamic lighting (and importing lighting) you should delete all lights that don't have a light source below them (ie. A lantern/wall sconce/etc object in the map. I do this for a few reasons:1) add elevation (light = higher, dark = lower)2) to add some visual interest and break up the monotony of the floor tile colours and make rooms feel a bit different (ie some green lighting in the troll room)3) to get some shadows generate to make certain elements pop a bit (ie. The petrified creatures in room 17) and4) to add warmth to a room (ie. make it seem lived in, safer, etc) - if using the dd2vtt files you can/should delete these to avoid it being lit when your players arrive – the image effects will be preserved in the background image.
Added crates, tables, etc in some rooms that the Undertakers occupy to make it feel more occupied – instead of just exactly as noted
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 all the sections together like above (NOT RECOMMENDED), you have the transparent versions available for that. However, if you set up each map to an individual scene (RECOMMENDED), you could use either, but the _BG_ jpgs will meet the file size limits for Roll20 (transparent png's may not!). Clear as mud?
The zip files below have Level 1 Maps A, B, and C 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).
Level 1 – 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.