Brett E. said: I pretty much do what Ed S. recommends... it takes some extra work, but you can place objects outside (rocks, trees, whatever) that are actually light sources and which will simulate sunlight. But you'll have to tweak their range and dim distance, so that their light doesn't spill too far into your castle through arrow slits, windows, etc. You'll have to place a light source somewhere directly outside every opening in the castle, otherwise you'll get weird looking light angles spilling inside. As I said, it takes some extra work to make it all look right for your players. But it's well worth the effort, once you're finished. That's what I've done for now - by putting a 'border' on the map, the 'openings' allow light to 'flood' into the interior... playing with the ranges would create the 'dim' lighting called for. Pat S. said: I made token images of windows and arrow slits then enable light see able by all players with a specific direction like 45 or 90% with a range of a few feet then placed them where the windows or arrow slits were supposed to be. This simulates light coming in through the window or arrow slit. Made one and copy/pasted it lots but it did it's job of simulating light. As for outside, you could get away with the four corners holding light sources with a very large radius and the DL option of enforcing line of sight. That should light up the outside while the inside is lit from those windows tokens I suggested. Hmmm... I thought about that possibility later on last night. However, two things seemed to play against it. With Brett's option, the light would 'naturally' flow through the arrow slits and other internal partitions (when they are opened). The second point was that, with the other option, the PCs could scout around the outside and peek in through the arrow slits to gain some intelligence of what's there... As I've started with the external light source approach, I think I'll go this route this time... but the idea of light emitting 'windows' is a great one... the next 'tavern scene' I have to do will incorporate that concept! Thanks all!