Will we ever see daylight again!?", complains our Hill Dwarf Rogue, much to our great surprise and levity. But she has a point, it's been weeks since our faces were warmed by the sun. We sense the oppressive mass of the mountain bearing down on us, and water is ever-present now - undrinkable because it has wended its long way from the surface through poisonous charnel pits. The damp seeps into our bones. The passage of time has lost all meaning. Some of our party struggles to remember why we venture here...
The Underdark Crawl Cave Map Pack 2 includes:
The maps are designed to be 120x120 grid squares size or larger. 120 size is a 70 pixel grid. Due to Roll20 Marketplace limits, the map dimension defaults are set to 60x60 (140 pixel grid). You will probably want to override this setting and resize your maps larger after placing them. A 50 pixel grid size is ideal (168x168). At 120x120 size, the maps are spacious hex crawls. Increase scale (or decrease the grid size) and character tokens can walk in the tunnels. Combine with detailed battle maps for encounter locations. The maps give lots of room to move, and used with lighting, walls, and Fog of War, your players will be too paralyzed with fear to move.
You can draw a route in the GM layer to help you see the way through the tunnels - follow "the Old Dwarven Road". Characters will have to follow the landmarks and mile markers - if they are perceptive enough to notice them
You may be also interested in Underdark Cave Map Pack 1, 4K Map Set 1 and Underdark Cities Map Pack, or check out my maps and asset packs for Dungeondraft and Wonderdraft on CartographyAssets.com and Patreon.
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)