It would be rude to do the write-up of Sunday’s game and not put up the battlemap we used. The map shown here is a very much cut down version of the bigger map I’d put together of the whole Hold. That original map was generated using Dungeon Alchemist and exported as a jpeg before my then painting snow in with Photoshop Elements. Then the whole thing was imported into Roll20 and some animated spell effects used to simulate the portal (specifically Black Tentacles overlaid with a gaseous cloud)
The characters were placed anywhere they wanted to be within 20 foot or so of the entrance at the North. The snowy stone was treated as rough terrain with rolls to keep footing every time they moved. The grassed areas were easy to travers as it was only light snow. The entrance hall is where the beholder, mindflayers, and a gazer familiar were staged, and the portal was in the structure on the right of the map. The layout therefore gave lots of options for cover and breaking line of sight with opponents with trees, hedges, and ornamental objects.
This version is a relatively low-resolution image that nevertheless scaled well for the purposes of the VTT – just as well as the photoshopped version was nearly 30Mb in size due to my editing options and I had to drastically resize and compress the file.
Still, here we go – feel free to grab and use. I’ve made up a zip file with the original non-winter cut down map, this winter version, and the associated lighting and sizing text file so that you can import either or both versions to your Roll20 vtt – you’ll need to be running the Dungeon Alchemy API, import the graphic to the mmap layer and then copy and paste the contents of the text file into your Roll20 chat. That will resize the map and add lights for the torches on the map.