Previous Article - 4. Making your map
With our map now downloaded as an image, we just need to upload that to Roll20.
Since this is a map, we are going to head to inside of our Roll20 game and create a new page via the page toolbar.
Once the page toolbar is open, just click "+ Add Page" and this will make a new page. We'll also update the name by clicking the name of the page which will show an edit field. In our case, we are naming the page "The Silent Crypt"
We are doing this instead of using the "Start" page as we will allow the start page to act as a "Landing" or "Welcome" page for our players. When we start or end a session, we should drag the yellow banner back to that specific page. This helps avoid potential spoilers and keeps everyone together.
It also gives players a good place to doodle that isn't too disruptive!
Once that new page is made, we'll click the page to navigate to it (You should see your screen go black with "Loading..." appear momentarily).
Once here, make sure you are on the "Map" layer from the very bottom left of the toolbar. You can then simply drag-and-drop your map image from your device onto the window with the VTT and it will begin an upload.
Since our map is pretty big, we will also see a prompt that asks if we want to change the image size or the map size. In this case, it is easier if we change the map size on the VTT, so we will select "Adjust Page Size."
Because our map was made in Dungeon Scrawl, it should already be sized and scaled properly to work with the existing 70 pixel grid on Roll20 (assuming it was exported following the important note from above!).
However, if for some reason, your map is NOT lining up properly on the grid, you can use the "Align to Grid" tool. We have more details on this tool and other methods to aligning your map here: Sizing and Aligning Maps
Once you have your map, you can also upload extra images to Roll20 or use the drawing tools to add extra flair or embellish the map to your tastes.
Map notes
With our map set up and ready to go, we need to set up a system so we can easily reference what is going on based on where the players are inside the dungeon. To do this, we will set up some numbers around the map we can use as a reference which will point to specific paragraphs in a handout that we'll create in a moment.
First, navigate to the GM layer, then set the text tool to a reasonably large size such as 72. I also recommend using an outline of white around your numbers to ensure they don't blend in with the map.
The first box is the text color. The second box is the outline color (white in this example).
With our text tool, we will go around the map and add numbers to places that may seem particularly interesting or may be points of interest. Below is an sample from the example map of this guide so you can see the number placement. Some are outside, some are inside, but are still relatively close to where it might be.
In most cases, using a simple 1, 2, 3, etc system works well enough and is flexible. You will also see a "T" on this map which is to indicate a "Trap" -- We'll come back to this soon.
Since we now have all of our numbers on the map, this is when we'll jot down those more detailed notes and information. The numbers represent the "sections" of our notes, or where we should refer to for more details. To do this, we will make a new handout titled after our page called "The Silent Crypt" and start adding these details.
You can find the text I used for the example below if you'd like to copy paste into your own journal and follow along!
1. Entrance/Entryway Flavor text (Read this to your players) The entrance of this place smells foul and stale. However, deeper in you can hear the sound of chanting and see the flicker of dim torch light. Likely the cultists are still inside. |
2. Encampment Flavor text (Read this to your players) There are sleeping bags and an unlit firepit in this room. Bags and stacks of scrolls/books litter the walls. It seems this is where the cultists were making camp. Loot This camp was intended to be temporary and is not well supplied. If players decide to explore the area, they find the following:
|
3.Prison/Brig + Storage Flavor text (Read this to your players) This room has rope and old straw strewn about the floor. A chain with shackles has been crudely secured to the wall – likely to keep whoever is locked up in place. |
4. Burial Chamber Flavor text (Read this to your players) This chamber is different from the others and seems to be dedicated to a singular figure. Along the far wall lies a large sarcophagus. In the middle of the room sits a stone table with a variety of mortuary tools and broken jars and vials for funeral rites. |
5.Main Ritual Room Flavor text (Read this to your players) The foul stench of death saturates the air of this room. From the tall ceilings, large chains hang with lanterns casting dancing shadows. You see a group of cultists surrounding a humanoid figure in the middle of a glowing circle chanting and moving in sync. |
6. Commoner's Crypt Flavor text (Read this to your players) A collapsed hallway to the east blocks any passage and looks as if it has been destroyed for quite some time. Around the edges of the room, you can see alcoves with skeletons laying in them. Some alcoves are empty with a notable difference in the thickness of dust as if something was dragged away. |
7. Noble's Crypt Flavor text (Read this to your players) A slight tinge of incense still lingers in this room with tattered carpets and tapestry strewn about showing the heraldry of some unknown house. There are closed compartments on the wall where some appear to have been smashed open and their contents emptied - even the bodies of the deceased... |
8. Mourning Room Flavor text (Read this to your players) On the southern wall you find a variety of small trinkets and long burned out candles that were used for vigils. Though unused for a long time, you can still feel the sadness that remains here. |
9. Clerics Crypt Flavor text (Read this to your players) This room is lined with circular shelves each holding identical urns. Below each are inscriptions of names and deeds of clerics that have been kept here. |
10. Prayer Room Flavor text (Read this to your players) Rows of benches flank either side of the room with an altar located at the back. This place seemed as though it was used for sermons or funeral rites. |
11. Sarcophagus Flavor text (Read this to your players) A large stone tomb stands alone in the center of this room. There are clear signs on the sarcophagus of attempts to pry it open to no avail. The inscription and name appear to have been victim to such attempts and are no longer legible. |
12. Leader’s Chamber Flavor text (Read this to your players) As you enter the room, the light seems to magically dim as if being suffocated by the dark magics. In the center of the room you see a robed figure kneeling in front of an altar with an oddly shaped object floating slightly above its surface. Evil necromantic magic swirls around the altar casting sickly green shadows against the walls. |