This is an update on the Tomb of the Nine Gods map from Tomb of Annihilation in 7000x5000 resolution (70x50). This pack includes 180+ files: maps, map guides, tiles, specific tokens, optional layouts and rooms, multiple stages to traps. Everything that you need to bring to life the most dangerous dungeon in 5e D&D. It's the culmination of at least 250hrs of work and its yours for free.
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Update 27 February 2022: Another 7k folder of maps and assets in jpg and png formats, optimised to fit within Roll20's 10mb limit.
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Update 29 January 2022: You can download 4K maps made to work with Roll20's size limitations. They are 70p/grid and are exactly the map size of your existing Roll20 maps. Just replace with those provided. You have the option of a jpg+png pack or a webp pack, the latter is considerably smaller. Level 5 has a couple options for you along with 5 static tiles for each gear config that you can overlay.
Note that these are just the maps, I recommend still using the 7k webp zip folder for all the overlays and assets and scale down snapping to Roll20's grid.
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Update 25 January 2022:
You can download the map as a Foundry package! Thanks to Grimmash (ToA Discord) for jumping through the "Let's make a module" hoops and MasterHawk (ToA) for finally conquering the macro script to turn the gears. In addition the map now boasts a choice of walls; you can decide between my walls or those of Grimmash. We've added details around the wall philosophy within the module to help you decide.
https://foundryvtt.com/packages/tors-tomb-of-the-nine-gods
Of course you're free to do all the hard work yourself and download the map pack below.
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Check out the youtube trailer.
Join the ToA Discord server.
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Animate Gears of Hate
If you're using Foundry VTT, here is the macro required to get an animated Gears of Hate Level. The numbers for each cog are written on the map.
Module dependencies: Vehicles & mechanisms, Multi level token (for V&M), Sequencer, Token Ease (for Sequencer).
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UPDATE: If you use the Foundry Module link above, the macro is done for you and is much better than the solution below!
Macro for cog rotation
This is 1 of the 5 macros you need. Duplicate this 5 times. Each macro (script) is exactly the same but for the degrees to rotate per gear config. The IDs (mMa1oXBgiu4NZtcq) will have to be changed to reflect the IDs of the drawings in your game. Contact me if you're having trouble, or visit the ToA discord.
Macro 1: Cog Configuration 1
let token1 = canvas.drawings.get("mMa1oXBgiu4NZtcq")
let token2 = canvas.drawings.get("zEwVmZ4ByRE5uDYm")
let token3 = canvas.drawings.get("zU6rNZriEQNvRWA3")
new Sequence()
.animation()
.on(token1)
.rotateIn(218, 2000,{ease: "linear"})
.animation()
.on(token2)
.rotateIn(142, 2000,{ease: "linear"})
.animation()
.on(token3)
.rotateIn(233, 2000,{ease: "linear"})
.play();
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Change Log : 5 December 2021
Changes made to the maps themselves.
0 Entrance to tomb added.
1 Manhole grate was improved.
2,3,4 Circular staircases got skull walls. (26)
3 Skeletal remains added to Kubazan's Tomb (42)
4 Bigger pedestals for the 4-armed gargoyles (45)
New Air Cell room (47c)
Removed unnecessary room tiles from the elemental cell squence (47d)
Empty passage for the connecting secret passageway to crypt of sun queen (52-53) [with a movable hornet headed statue token)
Pocket maze passageways for players in the maze (55)
Better grisly effects for the piles of bones that make minotaurs (55)
5 The numbers that worked for me in Foundry using Vehicles & Mechanisms + Sequencer written onto the map under each cog
A little rocky cavern wall clean up in places, and shadow work.
Better visual connection of overhead passageway tiles to rooms without just a clean cut.
A couple of notes for areas 69 and 70, to help DMs visualise.
6 Correct a tiny offset in the alignment of the triangular chamber (77)
All dungeon levels got a more informative guide map layer that shows the boundaries of available tiles. Many more tiles.