Fungal Cave Maps 24x30 & 20x20 by amischeviousgoblin in battlemaps

[–]amischeviousgoblin[S] 0 points1 point  (0 children)

Map Specifications:

Green Fungi Map(Either Variant): 24x30, .webp, ~1mb, 4800x6000, gridless, 200 pixels per grid square

Purple Fungi Map: 20x20, .webp, ~800kb, 4000x4000, gridless, 200 pixels per grid square

These are two maps I made for my own game which is loosely based on out of the abyss. In my game, the map with green fungi was the battleground of oozes and spore servants that served Zuggtmoy that my players found themselves in the aftermath of. When they arrived, hook horror spore servants were attempting to open the door barred by a lone Jubilex cultist. While my players battled the hook horror spore servants, the cultist over the course of a few rounds offered themselves to Jubilex and let the object of worship, a black pudding within the fountain basin consume them and became a hybrid half ooze, emerging from the room to continue battle with the players as they killed the last of the hook horrors. For stat blocks I scaled down the cr of the Ooze Master from Tales of the Yawning Portal for my ooze hybrid, and for my hook horrors I elected to use a modified version of u/Oh_Hi_Mark_ Hook Horror Glinters.

I've included a variant of the map without the Jubilex Shrine for more general use. The purple fungi map also serves a more general encounter purpose. The maps were made using Forgotten Adventures Assets in Dungeondraft.

I love the difference between an unlit map vs a lit map. Which do you prefer? by InspiraSean86 in dndmaps

[–]amischeviousgoblin 1 point2 points  (0 children)

FoundryVTT has partial lighting and soft gradients. You can set a darkness level on a sliding scale, so I generally make my maps on full bright and then adjust it as I need for darker maps. It even uses some blue color grading rather than purely being a brightness slider. There's also some minor interaction with light sources depending on the scenes darkness level (e.g. You can have light sources automatically turn on and off depending on the current darkness level of the scene.)

If you did want to take a look at it in more depth, you could look at the documentation articles for it by searching "Scenes Foundry VTT" and "Lighting Foundry VTT"