I am running the Out of the Abyss campaign and am making a bunch of maps for use on Roll20 VTT. Mostly they are for random events and such. I figured I would post them here in case anyone else might want to use a couple of them. All of the maps were made using Dungeon Painter Studio.
This first one was made for the "crystal clusters" random event, but obviously it could be used for any, simple 2-wide (10 feet) corridor encounter. Here is the link to the image source itself.
This one looks a bit silly alone like this.... but it is for use with Dynamic Lighting in Roll20.... Works better when you use it in those circumstances... Just pick up the player's token and put them in one of these rooms... the lighting blocks out everything outside each room... (Here is the link to the source image.)
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"On second thought, let's not go to Camelot. It is a silly place." - K.A.
This one is a HUGE RAMBLING MESS on purpose. It is my "blank, generic combat map". I put it into Roll20 and carve it up with dynamic lighting and then I can put the party down into it at any location and throw in some NPC's and let them have at it. Try using the same image and rotating it 90 degrees and changing the dynamic lighting walls. It is better than just having a grid on a big sheet of parchment paper. (Here is the link to the source image.)
Rollback Post to RevisionRollBack
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
Here is an example of six, separate screen shots of the ABOVE big map when it is carved up using dynamic lighting (from Roll20 VTT). The large map is designed to work as one, big, labyrinthine, twisting exploration space (and/or battleground) so that the players get the feeling the game world is pretty big, even though the map itself obviously "has to end" somewhere... (Here is a link to the source image.)
I am using this map for the random event entitled "Bonyard". There also happens to be a waterfall down into a lake that empties at the deep bottom... with Bluecaps. The "hill" has stalagmites/columns on it as well as some old "firewood" from past adventurers. (Here is the link to the source image.)
Another "rambling map" that really should be carved up with dynamic lighting effect (Roll20 VTT). I am using this one for random events where players can approach from different areas. (The "hole" near the center is designed to lead to the round cave/room to the right of it... Maybe use this as some sort of nest of Giant Beetles or Giant Spiders?). The shallow water has Stalagmites/Columns in it. Here is the link to the source image.
This one is a trail that suddenly opens into the corner of a "vast cavern" that is filled with water. It is basically an Underdark beach. There are also quite a few stalactites (or columns?) Here is the link to the source image.
Rollback Post to RevisionRollBack
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
Holy cow you made these with dungeon painter studio? You make me look like an amateur.
How do you make the overlayed terrain to create variety in the textures, such as the water in the underdark beach, both the variation in the water overall and the stuff on the bottom edge? Or the orangey wall in the 10 ft passage?
123mop - I used multiple layers and each layer has different "opacity" settings.... sometimes very light.... and then I just layer them on top of one another..... Lots of trial-and-error. You can delete layers that didn't work out. You can also put layers in front of or behind other layers to help with the effect.
Rollback Post to RevisionRollBack
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
I am running the Out of the Abyss campaign and am making a bunch of maps for use on Roll20 VTT. Mostly they are for random events and such. I figured I would post them here in case anyone else might want to use a couple of them. All of the maps were made using Dungeon Painter Studio.
This first one was made for the "crystal clusters" random event, but obviously it could be used for any, simple 2-wide (10 feet) corridor encounter. Here is the link to the image source itself.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
This one is a 5 foot passage with a side room (and shallow water).
Here is the link to the original source image.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
This one is a real simple "Bridge over a Gorge"..... If you are running the campaign you might recognize this random event....
Here is the link to the source image.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
This one looks a bit silly alone like this.... but it is for use with Dynamic Lighting in Roll20.... Works better when you use it in those circumstances... Just pick up the player's token and put them in one of these rooms... the lighting blocks out everything outside each room... (Here is the link to the source image.)
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
This one is a HUGE RAMBLING MESS on purpose. It is my "blank, generic combat map". I put it into Roll20 and carve it up with dynamic lighting and then I can put the party down into it at any location and throw in some NPC's and let them have at it. Try using the same image and rotating it 90 degrees and changing the dynamic lighting walls. It is better than just having a grid on a big sheet of parchment paper. (Here is the link to the source image.)
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
Here is an example of six, separate screen shots of the ABOVE big map when it is carved up using dynamic lighting (from Roll20 VTT). The large map is designed to work as one, big, labyrinthine, twisting exploration space (and/or battleground) so that the players get the feeling the game world is pretty big, even though the map itself obviously "has to end" somewhere... (Here is a link to the source image.)
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
I am using this map for the random event entitled "Bonyard". There also happens to be a waterfall down into a lake that empties at the deep bottom... with Bluecaps. The "hill" has stalagmites/columns on it as well as some old "firewood" from past adventurers. (Here is the link to the source image.)
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
Simple, 10' wide passage... maybe traveling through some Faerzress? Here is a link to the source image.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
A small, watery cavern.... I am using this one for the "Fungus Cavern" random event. Here is the link to the source image.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
This is for the "Shelter" random event. This has some Waterorb fungi in it. Link to the source image is here.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
Random passage. Link to image source here.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
Another "rambling map" that really should be carved up with dynamic lighting effect (Roll20 VTT). I am using this one for random events where players can approach from different areas. (The "hole" near the center is designed to lead to the round cave/room to the right of it... Maybe use this as some sort of nest of Giant Beetles or Giant Spiders?). The shallow water has Stalagmites/Columns in it. Here is the link to the source image.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
This one is a trail that suddenly opens into the corner of a "vast cavern" that is filled with water. It is basically an Underdark beach. There are also quite a few stalactites (or columns?) Here is the link to the source image.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
Holy cow you made these with dungeon painter studio? You make me look like an amateur.
How do you make the overlayed terrain to create variety in the textures, such as the water in the underdark beach, both the variation in the water overall and the stuff on the bottom edge? Or the orangey wall in the 10 ft passage?
Thanks for sharing!
(Sorry, I have been away for many months)
123mop - I used multiple layers and each layer has different "opacity" settings.... sometimes very light.... and then I just layer them on top of one another..... Lots of trial-and-error. You can delete layers that didn't work out. You can also put layers in front of or behind other layers to help with the effect.
"On second thought, let's not go to Camelot. It is a silly place." - K.A.
These are incredible thank you so much!