New maps from Tobold – Iron Keep from Reavers of Harkenwold

A few months ago, Tobold from Tobold’s Blog reached out to me for maps from Reavers of Harkenwold. I ran the adventure last year (review here) and had put up my own recreated maps for the adventure on my blog. (I later discovered that the official maps were available from the Wizards of the Coast web site for D&D Insider subscribers.)

Tobold made use of some of my maps, but he also took the time to create his own versions of the Iron Keep main tower maps using Campaign Cartographer. He was gracious enough to allow me to share his versions here as well. These maps, along with all of my other maps, can be found on my Map Library page. As you can see, his versions are a significant upgrade over what I had originally made!

Grand Tower 1st floor by Tobold

Grand Tower First Floor - My version

Grand Tower 2nd floor by Tobold

Grand Tower Second Floor - my version

Grand Tower 3rd floor by Tobold

Grand Tower Third Floor - my version

Thank you to Tobold for sharing these maps! And if anyone else wants me to share their maps on my site, please reach out to me at

Five new maps from Josh Cayer

Online Dungeon Master is usually a one-man operation (that’s me), but I welcome guest posts and contributions. Today, I’m pleased to share some maps and MapTool files created by one of my readers, Josh Cayer. These maps have also been added to my Map Library.

Wizard Tower

The MapTool file can be downloaded here. Josh explains:

It is a combo puzzle/encounter….I have left the solution in place.  Just remove the Orbs from the map.
Upon entry, the illusionary wizard at the bottom of the map appears and tells the players they must place 8 orbs on the map.  The orbs cannot “see” each other horizontally or vertically.
Like I said, there are no orbs on the map at the start.  A new one can be obtained from any of the three bowls.  Only one orb can be in play at a time.  Once an orb is placed, it grows to fill the square, making it impassable.
Once an orb is placed, moving next to it results in a small amount of lightening damage.
A misplaced orb can be moved but there is lightening damage.
The beholders, if killed, continue to come back until all the orbs are placed.

Wizard Tower by Josh Cayer - Gridded

Wizard Tower by Josh Cayer - no grid

Valley map

I particularly like this one. The MapTool file is here.

Valley by Josh Cayer - Gridded

Valley by Josh Cayer - no grid

Cave complex

This is a gigantic map! I’ve done what I can to reproduce it from the MapTool file with good resolution, which means that it’s a big file.

Cave Complex (very large) by Josh Cayer - Gridded

Cave Complex (very large) by Josh Cayer - no grid

Ruined temple

The MapTool file for this one is here.

Ruined Temple by Josh Cayer - Gridded

Ruined Temple by Josh Cayer - no grid

Small ship with dock

The MapTool file is here.

Small ship and dock by Josh Cayer - gridded

Small ship and dock by Josh Cayer - no grid

Thank you so much to Josh Cayer for submitting these maps! I’ve already received some more maps from another cartographer, which I’ll be posting about soon. If you have maps you’d like to see hosted by the Online Dungeon Master, please send me an email at

– Michael the OnlineDM

Maps! Lots of maps! And all in one place, too!

I’ve just returned from a very relaxing vacation, during which I did some extremely cool stuff with nice-looking PC character sheets in MapTool (a preview image is below).

However, since it’s going to take me a long time to write posts about the ridiculous quantity of work I did to put that together, I thought I’d get back into the blogging groove by pointing out that I have updated my Maps page.

Did you know that I had a Maps page? It’s under the Downloads section of my blog. I originally set it up in the earliest days of the blog, back when I was using OpenRPG and Gametable. I sort of abandoned the page, even though I kept creating maps.

I shared most of the maps I created on various places on the blog, but I thought it was high time to put them all on one page so that people who are looking for a variety of maps can find them all at once.

I haven’t done much in the way of organizing the page yet, though maps from the same adventure are grouped together (Reavers of Harkenwold, D&D Encounters Dark Legacy of Evard, etc.). These are all created in MapTool, and I wouldn’t call them super-fancy, but they work great for games in MapTool or Fantasy Grounds or similar programs. I’ve scaled them all to a 50-pixel grid, and I’ve provided versions both with and without the grid for nearly all of the maps.

As of this writing there are between 40 and 50 maps on the page, and I plan to keep adding maps to the page as I create them and post about them.


-Michael the OnlineDM

ZEITGEIST Session Three: Recap and Review

Previous sessions: Session one, Session two

Our group gathered in mid February for our third session in the Zeitgeist campaign from EN World. This session took us to the climactic finish of Adventure One: The Island at the Axis of the World.

Beware the cannonballs!

Since my group had ended session two by going a little bit off the rails, I had to create a new encounter to kick off session three. The group was racing along a sea wall surrounding a fortress, trying to follow the trail of some fiery, smoky being that had destroyed a ship in the harbor before leaping onto the wall and into the fort. Unfortunately for our heroes, the wall was being viciously fought over by the defenders upon it and the attackers bombarding it from ships in the harbor.

Sea Wall Battle - showing enemy positions

The battle is fairly simple. The party is approaching along the wall from the left side of the map. Four Rebel Musketeers (custom enemies) are on the north side of the wall, shooting at ships in the harbor, and four more are on the south side of the wall, doing the same thing. Half of each set of musketeers have their muskets loaded and ready at any given time. Two Rebel Soldiers (from the published adventure) are between the rows of musketeers, giving orders.

At the end of each round, a cannonball comes flying across a random row of the wall around the tower, attacking creatures in that row and on either side of that row. This can cause characters (both PCs and enemies) to be pushed off the wall and into the water.

Once the PCs get within ten squares or attack the enemies, the rebels notice them and turn their focus from the ships to the PCs.

The full encounter is available here (Beware the Cannonballs), and battle maps scaled to a 50 pixel per square grid are below.

Sea Wall map - with grid

Sea Wall map - No grid

Where did he go?

Once the party had conquered the sea wall tower, they moved along the inner wall until they met up with allied soldiers who had succeeded in breaching the wall. The fiery creature they were pursuing was nowhere to be seen, but the commanding officers requested the party’s assistance in dealing with some Danoran prisoners in a brig.

Negotiations with the prisoners went well and led to some intelligence about an entrance to the central tower of the keep through the sewers. The Danorans also gave the party a key that would open a door on the roof of the tower in case they ended up there. These discussions were ultimately interrupted by screams and the sound of running feet across the roof of the brig – the fiery creature was back!

Our heroes rushed into the streets to see the fiery creature, revealed as an eladrin, using a strange orb that caused the inner fortress wall to disappear, replaced by wilderness for a few moments. The fiery eladrin ran across the tops of the hedge maze within the inner fortress wall and then started scaling the central tower. The PCs decided to rush after him.

Vesper, the scout in the party, had found the token back in the mines that gave him tremendous jumping power, so he decided to use that power to go bounding after the eladrin. He hopped along the tops of the hedges in the maze and found himself at the base of the tower, staring up as the eladrin finished ripping out bricks, tearing what looked like a gold wire in the wall (gold circles prevent teleportation in this world) and then disappearing – presumably inside the tower. Vesper climbed to the roof, used the key on the roof door, and started sneaking downstairs.

Meanwhile, the rest of the party found themselves dealing with an irate fey creature named Ghillie Dhu who was blaming them for lighting his hedges on fire (when in fact it was the eladrin who had done so with his fiery aura). Some quick negotiations followed, including a bit of a seduction by the female eladrin in the party, Andraste, and Ghillie Dhu was satisfied that the party was chasing the eladrin who burned the maze, not allied with him. Ghillie Dhu led them through the maze to the base of the tower, where they found a rope had been lowered by Vesper.

Level 1 PCs fighting a level 20 monster

Inside the tower, Vesper had gotten himself into a good eavesdropping position. He was able to see the eladrin, badly bloodied after fighting a bunch of guards in the tower, having a heated exchange with Duchess Evelyn of Shale (the Risuri noblewoman who had invaded the island) and a tiefling named Nathan Jierre. The eladrin, referred to by the duchess as Asrabey, had clearly beaten the duchess and the tiefling, and the duchess was trying to reason with him. Vesper bided his time, readying an attack in case Asrabey tried to hurt the duchess or the teifling any more.

The rest of the party was working on climbing the rope. Some of the PCs made their Athletics checks quickly, but our poor docker bard, Corduroy, struggled and struggled. As the party made it onto the roof, they saw the open door and peaked in, communicating through hand gestures with Vesper below.

Once Corduroy finally made it to the roof, he danced a jig of happiness…

Which made some noise, attracting the attention of Asrabey, who finally looked up and saw Vesper above him. His rage set off Vesper’s readied action, and we were in combat!

This was a beautiful moment in the adventure, where the writer, Ryan Nock, provides the DM with two ways to run the encounter. The default approach is to run Asrabey as an injured level 20 creature with only 27 hit points. This makes him practically impossible to hit, unless a PC rolls a natural 20, uses a power that deals damage without an attack roll (like Magic Missile) or uses a power that still has an effect on a miss (like most daily powers). At the same time, his attacks always hit the PCs unless he rolls a 1.

Alternatively, the battle can be run with Asrabey as a level 2 solo creature. I went hard core – he was level 20.

Combat was quick and deadly. Asrabey set his shield to work chewing on Vesper as the rest of the party rushed inside. The eladrin set up a zone that would soon erupt into flames. Andraste the witch used a power that would deal damage to Asrabey every time he hurt one of Andraste’s allies.

The party started to worry that they had bitten off more than they could chew, but they were doing their best to make use of daily powers and creative effects. Asrabey took a few hits and was clearly teetering, but Vesper was unconscious and laying in the area that would soon erupt into flames.

Asrabey began his turn, the flames rose, and Vesper was burned to death…

At which point Andraste’s effect caused Asrabey to take a few points of damage, killing the eladrin.

My players, including Vesper’s player, literally jumped to their feet, cheering and high fiving one another. It was one of the best moments I’ve had as a DM. Even though a PC died, it was a huge victory that was hard-won. They earned it, 100%.

In the aftermath of the battle, the party managed to steal Asrabey’s sword and cloak – high-level items that they really shouldn’t have and that are quite illegal for them to have taken in-game. But that’s okay… I don’t mind there being consequences later!

Thus ends adventure one of ZEITGEIST. It’s a very cool campaign so far, and I’m hoping to start adventure two as soon as we can get everyone’s schedules to line up. I’ve just learned that two of my six players are moving away in August, and there’s a chance that two more might be going eventually as well, so I hope to make some progress on the campaign while we still can.

-Michael the OnlineDM

Madness at Gardmore Abbey – MapTool campaign file

At long last, I have finished putting together my complete MapTool campaign file for the Madness at Gardmore Abbey adventure. Huzzah! You can download it right here.

I’m pretty sure this is the largest MapTool campaign file I’ve built to date (around 33 MB), and I’m quite happy with it. It has all of the maps, all of the monsters, all of the Deck of Many Things tokens, all of the traps. I’ve got a template token for PCs and a template token for monsters.

The campaign file consists of eight maps with encounters from the adventure, plus a ninth map that’s a holding pen for NPCs, the Deck tokens and some background stuff for the campaign (library token, templates). The maps are labeled according to the encounter numbers that are included on the map. For instance, the map named 01-04 Village has the encounter maps that take place in the outer part of Gardmore Village (Encounter 1: Main Gate; Encounter 3: Double Talk; Encounter 4: Ruined Garrison; plus the overland map of the abbey and the map of Winterhaven).

Because of the number of maps that are in this adventure, I’ve included Wolph42’s Bag of Tricks macros – specifically the Teleport Pads. To use these, you’ll need to click the “Back of Tricks Macros” button in the Campaign pane and then the Initialize Pads button. Once you’ve done that, you can drag tokens around the various maps by dragging them to the teleport pad corresponding to the map where you want them to go. The 01-04 Village map has the portals to every other map.

I hope that folks find this campaign file to be useful. I know that I’ve had a lot of fun with Madness at Gardmore Abbey so far, and I’m looking forward to running the rest of the adventure!

– Michael the OnlineDM

D&D Encounters – Neverwinter week 13

I loved DMing D&D Encounters over the summer, but once the fall came and my Wednesday night bowling league started up again, I had to bow out. However, I still agreed to be the backup DM when needed. I ran a table in week 8 with several weeks’ notice, and tonight I ran another table with about 24 hours’ notice.

Being out of the loop and then jumping in to run a session of Encounters in a hurry is a little bit tricky. I had read the synopsis of the whole adventure when it first came out, but I certainly hadn’t read every session. I did my best to glance over what had happened in weeks 11 and 12, and then dug into prep for week 13.


Since I run my games using MapTool on my laptop and a projector to put the map on the table, my first order of business was to create the map for this session. It would be lovely if WotC would make the D&D Encounters maps available to DMs in high-resolution JPG format rather than just as physical posters in the Encounter packet, but I’m up for the challenge of creating the maps on my own as needed. Here is my version of the Week 13 map:

The session begins with the party having chased the Lost Heir of Neverwinter through the streets of town, following the blue flames the Heir has left behind. They discovered last session that the Heir is evidently female, and in this session came the big reveal:

The Lost Heir is actually Seldra.

And moreover, Seldra was causing trouble. She had put up a magical dome of blue fire in the middle of the town square, surrounding herself and the dragon-turned-statue. She seemed to be doing something to mess with that dragon, and the PCs couldn’t do anything about it until they got the dome of flames out of the way.

I had one brand-new D&D player at the table tonight, along with one person in his second-ever session, plus four regulars. The new guy was playing a Binder Warlock, and he jumped right in by using his arcane knowledge to start disrupting the dome of fire. The rest of the party joined the effort as well, some of them physically hacking at the dome, one warpriest praying to his god for assistance, and so on.

Ultimately, the dome was brought down, and the party attacked right away. Seldra summoned some fire elementals and the fight began.

The fire elementals were a little bit strange in that their attacks simply gave the PCs ongoing damage. Being hit by three elementals was no different than being hit by one (since multiple instances of the same ongoing damage don’t stack). The one exception I made was for a critical hit, which I ruled would deal 5 damage right away and ongoing 5 damage (save ends).

Pretty soon, most of the party was on fire. The new guy playing the Binder asked if jumping into the fountain in the square would put out the flames – you betcha! Great idea; I love it when players think creatively.

The Bladesinger in the party was surrounded by elementals and Seldra, and soon found himself in deep trouble. Fortunately, the party has two healers, who kept the Bladesinger up. Unfortunately, the Bladesinger ended the battle without any healing surges left.

Seldra made for a fun foe. I waited until round 3, when she was bloodied, for her to both use her action point and to start sucking the life force out of the elementals – a truly fun mechanic. The dwarf warpriest in the party prevented a ton of damage in one round by using a power that gave everyone Resist 5 All, nicely negating both the ongoing damage from the elementals and Seldra’s fiery aura.

After six rounds of fighting the Bladesinger dropped Seldra with a Magic Missile, and the PCs decided to spare her, since it was clear she wasn’t in her right mind.

Best of all, the session wrapped up in about an hour and a half, which let me get to my bowling league on time. I had no time to warm up, but I guess that’s good for me since I bowled a 227, a 218 and a 200. For a guy whose average was 182 coming into this week, that’s a heck of a series!

So, victory for the party and victory (at bowling) for the DM. Huzzah for everyone!

-Michael, the OnlineDM (OnlineDM1 on Twitter)

Stormy Weather – 4e Encounter with map and monsters

While I’ve mainly been running published adventures lately, every now and then I throw in some encounters that I create myself.

I’m currently running my Friday night online MapTool group through the War of the Burning Sky adventure path. We’re in adventure number five right now, and one part of the adventure called for the party to venture into the Valley of Storms. Despite the name, this valley had no storm-themed creatures in it at all, which felt like a crying shame.

As I was thinking about this encounter, I happened to be joining Mark Meredith as co-host of an episode of Dice Monkey Radio, his new podcast. The episode hasn’t gone live yet, but (spoiler alert!) I used the segment at the end of the podcast where Mark offers campaign advice to get his suggestions for some storm-themed encounters I could throw at my party. His ideas were excellent, and the result is Stormy Weather.

Download the encounter PDF

This encounter is for a party of five PCs of 15th level. You could use it in any campaign where the party is likely to meet hostile storm-themed creatures. The basic setup is that the PCs have intruded on the territory of a thunder titan and his genasi friends, and they intend to destroy the interlopers. While you could certainly handle this type of interaction via diplomacy (assuming someone speaks primordial), I wrote it as a fight.

Taking advantage of the ever-awesome Power2ool, I created monster stat blocks. I drew a map in MapTool. And the result is right here for download!

Since I’m proud of the monsters I created, I’ve reproduced their stat blocks below (click the images to enlarge them). I particularly like the thunder titan who spews lightning motes.

I ran this encounter for my group last Friday night, and they absolutely loved it. Now, that may be in part because they went after the genasi with a tornado of carnivorous hell-frogs, but it was a cool battle. Fair warning, though – they ended up using a LOT of map! Getting out of range of those genasi is a tricky business.


Map – scaled to a 50 pixel grid for use in MapTool and similar programs

Valley of Storms map - gridded

Valley of Storms map - no grid

Descent Into Darkness: Free heroic tier D&D4e adventure

At last, my adventure trilogy is complete. The first two adventures, The Stolen Staff and Tallinn’s Tower, were released here on the blog over the past few months. The third adventure, as I mentioned here, is now available.

Descent Into Darkness is an adventure for 4-6 heroic tier characters. The adventure is presented at level 2, 4, 6, 8 and 10. I personally recommend it at level 6, 8, or 10, but it can work at lower-level (though the PCs might be surprised and scared by the final boss).


The powerful wizardess Tallinn seeks adventurers to be teleported into the Underdark bearing a powerful magical artifact, the Staff of Suha. The mission: Find three other artifacts that have been stolen by unknown creatures, likely in an effort to recreate a teleportation device once used by a long-dead drow sorcerer to bring his foul armies to the overworld in conquest. The other three artifacts (Orb of Oradia, Chalice of Chale and Shield of Shalimar) must be recovered or destroyed, and the forces behind their theft must be stopped.

The adventurers discover that the powerful beholder Ergoptis has enslaved drow, diggers (new insectoid monsters), halfling thieves and mindless duergar as soldiers and hunters of artifacts. The party must fight their way through treacherous traps and puzzles to ultimately face Ergoptis and its underlings in a room dominated by a ziggurat, with a magma river crossed by bridges and floating platforms. Can they recover the final artifact and escape or destroy Ergoptis before the one-hour time limit on their teleportation ritual runs out? Or will the beholder simply add the adventurers to its army of enslaved warriors and continue its plans for domination?

Descent Into Darkness includes four new artifacts, an all-new monster (the digger), a find-the-path puzzle with custom runes and an exciting final encounter with an evil beholder.


Download the full heroic tier adventure PDF (level 2/4/6/8/10)

Download the MapTool campaign file (compatible with version 1.3.b86 of MapTool)

Maps (scaled to 50 pixels per square)

Mine map - Gridded

Mine map - no grid

Thieves cavern map - gridded

Thieves cavern map - no grid

Mushroom cavern map - gridded

Mushroom cavern map - no grid

Magma cavern map - gridded

Magma cavern map - no grid


If you decide to run this adventure or have the opportunity to play in it, I’d love to hear about it! And if you have any feedback based on your own read-throughs, I’m always trying to improve the adventures themselves. Feel free to chime in via the comments, email, or Twitter.

-Michael, the OnlineDM

OnlineDM1 on Twitter

D&D Encounters – Lost Crown of Neverwinter – Week 8

Edit 10/1/2011: Apparently WotC is NOT changing their policy of requiring that D&D Encounters be run on Wednesday nights, as I had originally mentioned in this post. My mistake.

I ran D&D Encounters at my friendly local game store, Enchanted Grounds, all summer long, and I loved it. I love the mini-sessions for prep purposes, I enjoyed the story, and most of all I enjoyed helping new players learn the game. One of the people I met via encounters is now good friends with my wife and I, along with his wife.

Thus, I was sad to have to give up DMing Encounters this fall when my Wednesday night bowling league started up. I agreed to serve as a backup DM in case any of the regular folks were out of town, though, and this week I got the call. Put me in, coach – I’m running a game!

My party consisted of four PCs – two warpriests, a bladesinger and a thief. They began the session by taking a short rest in a boat house in a swamp, where they had come in search of the Dead Rats gang. The boat house held only a table and a rug, and a sharp-eyed PC noticed the rug sagging in the middle. Pulling it aside revealed a stone pipe with metal rungs forming a ladder down into darkness.

The adventurers successfully negotiated crumbling ceilings, narrow ledges, tough climbs and tricky tracking with no problem and eventually emerged into the sewers proper. They noticed some movement in the water – two pairs of eyes staring at them from just above the water’s surface. As the dwarf warpriest pushed forward, the eyes revealed themselves to be attached to a pair of crocodiles, and a swarm of hundreds of rats poured out of some pipes in the walls to join the fun. The PCs could also hear noises inside a larger pipe, as if something else was making its way toward them.

The party thief decided to try to jump across the sewer channel but failed, landing in the water next to the large pipe – which was revealed to contain a dire rat. The rat bit the thief (one exposure to Dire Rat Filth Fever) and was soon joined on the other side by a crocodile who clamped its jaws around the poor thief’s leg. Ouch!

The rest of the party was dealing with the swarm and the other crocodile, but the drow warpriest did wade into the muck and drop a cloud of darkness to help the thief get away. No luck, though – the crocodile’s next turn of grinding its jaws down on the delicious thief left the sneaky bugger unconscious (and getting more exposure to disease from the dirty water).

Eventually the thief was healed and got himself out of harm’s way and the rest of the party started taking care of the bad guys one by one – first the dire rat, then the swarm, then finally the crocodiles. And there was much rejoicing!

At the end of the encounter, since the thief had been exposed three times to Dire Rat Filth Fever (twice from rat bites and once from bleeding in the dirty water) I invoked my house rule: He only had to make one saving throw to avoid infection, but because of the two extra exposures, the saving throw was at a -2 penalty. It was a moot point, as he rolled a 7 on the die and found himself infected.

In prepping for the game, I realized that it would be a pain in the butt for a typical Encounters player to have to deal with a disease. “Wait, what do I have to roll to get better? And what happens if I get worse?” So, I used the awesome Power2ool to create disease cards to hand out to any players who get infected:

While it was only a one-week return to the Encounters DM table, I had a lot of fun. It was also nice to have more people compliment me on my projector setup + MapTool for my in-person games. The encounter itself wrapped up within an hour, so I was even able to make it to bowling on time.

Best of all, the coordinator at the store is thinking about moving Encounters to Tuesday nights in the future, since WotC has given store owners more flexibility about when they run the program. That would be awesome, since I’d be able to get involved again!

Edit: However, it looks like this is not a new WotC policy after all, and Encounters is still required to be run on Wednesday. Well, poop.

Updated adventures: The Stolen Staff and Tallinn’s Tower

Edit 9/15/2011: Based on some play-testing feedback from an awesome reader named Jeff, I have made some improvements to Tallinn’s Tower (mostly just clarifications and clean-up edits; nothing transformative). Thank you, Jeff!

Edit 9/8/2011, evening: I changed the low-level monsters in the first encounter of Tallinn’s Tower to something more interesting. I guess I’ll never be done tweaking these adventures!

After running my own adventures at TactiCon last weekend, I’ve finished tweaking them based on my play testing. The new versions are formatted much better and should be easier to use at the table.

I’ve renamed the first adventure in the trilogy from The Staff of Suha to The Stolen Staff. This is because I’ve decided The Staff of Suha makes more sense as a name for the whole trilogy, while the Stolen Staff is just the first part. I’ve also totally revamped the skill challenge into a series of scenes that I think you’ll find easier to run and more fun for your players. There’s also an alternate encounter for entering the stronghold.

As for Tallinn’s Tower, the main changes are to the formatting; the core content is mostly the same.

The third adventure… well, I’ve decided that I’m going to submit Descent Into Darkness to Dungeon Magazine because, hey, why not? But since they won’t accept anything that’s been previously published elsewhere, I can’t post it on my blog if I want it to have a chance of being accepted.

Based on the odds, I’m guessing they’ll reject it, at which point I’ll publish it here. But until that happens, I’m going to hold off.

Download The Stolen Staff PDF.

Download Tallinn’s Tower PDF.

Maps for the adventures are below, scaled to a 50-pixel grid for use in programs like MapTool (both with and without a grid).

If you run either or both of these adventures, please let me know how it goes! And if you want to playtest the third adventure, drop me a line at

Stolen Staff - Lair Exterior - Gridded

Stolen Staff - Lair Exterior - No Grid

Stolen Staff - Garbage Tunnels - Gridded

Stolen Staff - Garbage Tunnels - No Grid

Stolen Staff - Shrine - Gridded

Stolen Staff - Shrine - No Grid

Stolen Staff - Grak Chamber - Gridded

Stolen Staff - Grak Chamber - No Grid

Tallinn's Tower Level 1 - Gridded

Tallinn's Tower Level 1 - No Grid

Tallinn's Tower Level 2 - Gridded

Tallinn's Tower Level 2 - No Grid

Tallinn's Tower Level 3 - Gridded

Tallinn's Tower Level 3 - No Grid

Tallinn's Tower Level 4 - Gridded

Tallinn's Tower Level 4 - No Grid