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Stardock.  We're in space! The carved out asteroid of Stardock, filled with Gith warriors and red dragons. Enveloped in a bubble of air, be

Stardock.  We're in space! The carved out asteroid of Stardock, filled with Gith warriors and red dragons.  Enveloped in a bubble of air, beyond which lies only death.

Use this map on its own (attachments below), or grab the full set of Dungeon of the Mad Mage content:

This is the third release of Level 16 - Maps E & F - covering the lower level of Stardock. For reference here is how things are split up, with Maps C&D in black and white and Maps E&F highlighted in red (showing the split between upper and lower levels):

Map Notes / Files. What a fun map! I love getting to really branch out in terms of setting with maps and this one definitely fits the bill. Lots of different files this time around so here are some options of how everything can fit together.

Standard Files.  These are your standard Map E and F files that would most closely match what I've had in my previous releases - both transparent and backgrounded files.

_AsteroidOnly Files.  These are composite images of the entire asteroid (Maps C+D Combined and Maps E+F Combined).  They are 106x74 in size, both upper and lower levels.  Note for FVTT users these are in the separate FoundryVTT_Composites zip due to Patreon file size limits.

_Complete Files.  These are composite images of the asteroid, air bubble, and a bit of the death-y void of space out past the edge of the air bubble.  They are 180x135 in size, both upper and lower levels. Note for FVTT users these are in the separate FoundryVTT_Composites zip due to Patreon file size limits.

_AirDeathSpace_DMGuide.  If you are using the composite image of everything (180x135), this is a quick guide to help you see where the air bubble approximately extends to.

_StardockBG..._AirPlanet.  This is just the background image if you want to use it to reassemble the map (as the planet of Toril is NOT in Dungeondraft files as an asset).  You could use the standard-transparent map images with these.

_DMOverlays.  Standard DM Overlay files for each half of the asteroid.

Level 16 – 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.

Files

Comments

Dan Gragert

Me, not having read in the book past level 4 and Skullport, seeing effing space ... "...wait WHAT? LOL" ..... well now i've got some reading to do lmao

Tych Maps

That is too funny! Things really started getting more diverse around Level 13 if I recall correctly, but Level 16 is wild.

Dan Gragert

Man this is gonna be a blast. haha - thanks so much for all the work. My party hitting 5 early still mid WDH going "we could always go downstairs in that one tavern... adventure there to kill some time while we wait." me: *sweats aggressively* ... the foundry module has been what i can only call a literal actual blessing. haha spent the week reading up on whats down there but i'm gonna have to take a peek at 16 now for sure.

Gabriel Maracaipe

Can someone help me with importating files using the 'universal battemap import' on foundry vtt? When I import multiple files aways have a gap between the maps. (sry if my comment is on wrong section)

Tych Maps

The battlemap importer doesn't work super well for multiple files if you are using my maps - it expects the maps to be equal size and shape, and because my maps are not (have all sorts jagged edges and weird shapes), you end up with those gaps. I do offer full map images for each level (you can find them from the DotMM Index), and you could copy and paste walls/lights from the individual sections on the massive combined image. Generally though it is not recommended as it causes some performance issues in foundry just because the maps are SO big for DotMM. If you are on Foundry (and the finances allow), I offer a Foundry module at my Inventor Tier which has a lot of the setup done already. It doesn't do combined level images, but uses teleports between points at the edges where halls connect to move tokens between the map sections. Hope this helps!

Gabriel Maracaipe

I found a solution using separate scenes for each section, and a module to teleport between maps, today I gone test with my players. Thanks for reply your maps and assets are amazing (not a native english speaker, sry for gramatical mistakes 😅)