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Update Aug 30th, 2023

Hey everyone! One of our astute community members very accurately pointed out that my spiral stairs were backward from the upper level. I am so sorry for the oversight on my end! However, I went ahead and corrected the staircase position and re-uploaded all of the files and color moods. 

Original Post

Hey everyone, and happy Release Monday! Today is the second part of my revisit of my older CoS maps, and as part of this, I am releasing the basement dungeon for Death House v2.0 from last week's release!

Just a reminder to all, especially our newest community members, I will be going back and re-doing / updating all of my older work to keep everything consistent and in line with my standards today. I've grown a lot over the past two years I've been mapping, and it's important to me you have as much of a consistent set of maps to help support your games as possible. I hope you'll find value in these reworks of my older content!

Map Details

The first thing to note here is that I enhanced the size of the map just slightly (like I did for the house). It's a pretty cramped dungeon by design, and I tried to keep the hallways nice and cramped to lend to the horror aspect, but I also expanded other areas a bit that have larger fights or chances for roleplay (such as the crypts and Strahd statue room).

As your party goes through the dungeon, you'll notice the writing on the stones of the crypts with the Durst family members on them. The sleeping quarters for the cultists are basic and simple, now falling into ruin, but each area smells of mold and death.

Probably my favorite part of this map is the Strahd statue. I really wanted to create a looming and ominous presence here, and since, for most parties, this is the first time seeing Strahd, I wanted to try and captivate his look as much as possible. Having hand painted and textured the statue, I wanted to give it that painted wood feel and make the statue large and imposing.

Finally, as you head to the lower chamber, you'll see the murky, brackish water and the stone dias and altar in the center. I added silhouettes of chains dangling over the water, connecting to rings in the ceiling, and dangling down over the altar to bind the hapless victims of the death cult.

Variants

While I know the module does not specify fog and does mention the entire dungeon is unlit, I just had to add a version with lighting to create a dramatic and contrasting feel. I thought a thin layer of fog, looming just feet over the ground, would make for a fun effect to introduce and would certainly make any trapped floors hard to see! The thought of stepping on something "crunchy" only to realize you are stepping on mounds of ancient bones.

So with that said, there are four variants to each color mood:

  • With Fog & Lights
  • With Fog & No Lights
  • With Lights & No Fog
  • Without Fog or Lights

I created seven different color moods for the variants to help capture the perfect tone for your game. They are:

  • Ancient: This mood is dry, old, and dusty
  • Banshee: This mood has a hint of ghostly blue to it giving it that haunted feel
  • Bright: This mood will help you control the brightness level for your own VTT
  • Dark Fantasy: A mix of blues and purples gives this a creepy and witchy feel to it
  • Gloom: My standard for the dungeon; dark and creepy, with deep dramatic shadows
  • Verdant: This mood feels old and moldy, focusing on green tones
  • Warm: This mood creates an earthen and dusty feel to it.

Map Release Details

For my Champion Tier patrons, you get the following with this map release:

  • 7 Color Moods
  • Variants include: Fog & Light options
  • 4k / 8k Resolution
  • Jpg / Webp file format
  • VTT Sizing Guide

Really happy to have a few of these v2.0 maps done and under my belt. I'm excited to revisit the big towns like the Village of Barovia, Vallaki, and Krezk, as well as create more generic locations in the surrounding countryside to explore.

On the Ghosts of Saltmarsh front, I am going to be working on creating a series of Ocean maps that you can use for any ship assets you might have. My goal is to create a good blend of calm waters, shallow waters, and stormy waters with, of course, variants for fog, day, night, etc. My hope is these maps will act as a good landscape for you to add your own ship assets, tokens, etc., on and should be versatile for any water encounter you have planned.

I will end the month by creating the third and final dungeon for the Temple of the Lost Fane; the new dungeon Pyram King and myself are working on adding within the pillar stone of Ravenloft itself! I know Pyram has been working on his content for the second map I created last month, but if you are running CoS and have not yet heard of this, you can check out his vid here.

Thanks as always for your support; you are helping make this map maker's dream come true of creating these battlemaps full-time!

Cheers,

DM Andy

“DM Andy Maps 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

Pyrosophy

Hello DM Andy, All your maps are gorgeous and I'm having a hell of a fun time to put them in my VTT. In doing so however I noticed that the basement's spiral staircase is reversed compared to the house maps. Is this intended ? Best!

DM_Andy

This was one of those forehead-slap moments! You're 100% correct the stairs are flipped. Since I rebuilt the basement as its own map, I didn't have my normal house ref in front of me and made that oopsie! I can work on fixing this for sure, however I'm tying up a few map projects this week as I will be out of the country next week. If I don't get to it by this week, I will for sure post an updated version with the stairs corrected. Thank you so much for calling that out! I appreciate you!

Dakota Brown

Hey DM Andy I wanted to ask, my party and I are going to start playing in person. What have you found is the best way to use your maps for an in person session? For example, should I print the maps or should I just use a VTT in person? Thanks in advance.

DM_Andy

That's a great question! My personal group is VTT, but we all live within an hour of each other so occasionally, we will do an in-person session. What I have found that has worked for our group is using a TV monitor to cast from a laptop the virtual map. I use Roll20 so what I'll do is log into one tab as the DM and the other tab as a generic "player" and that is the tab I will cast (This way, the party is not seeing the GM layer of tokens or secrets the map might hold). My group seemed to really like this hybrid solution and it also helped save on precious table space (most of us live in tiny apartments so we don't have huge gaming spaces in person). On the flipside, if your group is big into using minis, a printed map solution might be better for you. While I'm not a print expert, I've been recommended the free software tool Posterazor (https://posterazor.sourceforge.io/) which allows you to take an image and divide it up between a specified page size (like 8x11) where you can use an at-home printer to print out each section of the map and just tape them together. It's going to burn a lot of ink and take some prep time, but a great, at-home solution for a printed map. I hope this is helpful!