Cold Swamp map page in AD&D 2E Adventures in Homebrew World game,
This is by-far not the most epic or precise use of Dynamic Light, but it was a mega-epic adventure map with a large amount of DL lines that restricted movement and vision, and it is a big Page for Roll20 gameplay. We had fun. Here's how I put together the map page, and my ways of using Dynamic Light and Fog Of War.
Map Size: 160 x 220 Units (@ 5.1 feet per unit).
Monsters on this map included: Black Dragon, Pan-Lung Dragon, bullywugs, lizard folk, hill giant, warthogs, shambling mound, ogre magi, wight, and quite a few more. There is also a Road and a Town, with numerous characters to meet.
Game sessions played on this map: Weekly for 2 months, around 8 sessions.
Players in the game when we played the Swamp page: 7 including DM / GM (Gold).
Campaign duration so far: 14 months and counting.
Dynamic Light and Fog Of War
I used Dynamic Lighting (the Neon Green lines) and Fog Of War (the dim-black sections) together. Locations that are discoverable by Players moving their tokens around are not under Fog Of War, but the deepest blockaded areas of the swamp (such as the Lizardman Colony) are under Fog Of War so that Players/Tokens know that they must approach the boundary and infiltrate (in-game terms) for the GM to open and reveal that section.
Players: "This appears all black, it won't show my light when I try to go here."
GM: "Ok, it seems you have reached an entry-path to the Lizard Folk's hidden colony. First roll your (Surprise, Perception, Secret Doors, or Initiative) check, and then I will reveal that section from the Fog Of War."Picture from the GM view of Dynamic Lighting Layer
The green lines are 'walls' of dense swamp vines, trees, and impassible slopes,

It was a vast swamp wilderness map (covering a quarter-mile on the Roll20 map, it represented a 250-square mile swamp in the game-world).
Graphics and artists incorporated and mashed-up by me,
We use a LOT of pictures. Many characters, encounters, and map scenes have both the Top-down viewpoint of the map, and a first-person perspective in the form of an illustration from the ground's eye viewpoint. Likewise most Players, Monsters and NPC's have a top-down token and a forward facing Portrait that gets popped-up and displayed during the gameplay.
More than 12 large map background tiles, including Gabriel P. and others from Roll20 Marketplace and some From The Web results.
Swamps
https://marketplace.roll20.net/browse/set/431/quic...Swamps 2
https://marketplace.roll20.net/browse/set/652/quic...Blue Tokens that I like to use for the Players, these are Quick to set up new players (Use their 1st Letter of their Name, rather than finding and cropping the exact dwarf cleric's face or body) and they are good for the GM if you make Large map pages, and you are zoomed out (20%, 10%) with these Blue Tokens it is easy to see which Token is which Player on low zoom:
https://marketplace.roll20.net/browse/set/78/blue-...Tokens used for the Monsters and NPC's, buildings, traps and foliage are partially from Roll20 Marketplace (
such as Brass Badger Workshop) and largely From The Web or my own custom Uploads. Some handouts and scenario pictures are placed on-map for GM to use Shift-Z and pop-up display to the Players view. Some pix are from the AD&D Module PDF's that were incorporated in the homebrew adventures.
Screenshot of live game in Danger At Dunwater Pan-Lung dragon encounter,
Picture during gameplay on a small zoomed section of the map (Pan-Lung dragon encounter based on the famous AD&D 1st edition module "Danger At Dunwater" in the
Sinister Secret Of Saltmarsh series from TSR UK), unfortunately I did not hit Control-L and capture the Player's dynamic light view, this is the GM view so the more jagged black parts you see are Fog Of War boundaries.
The group was carving into the Fog Of War (the dense swamp, hidden sections of map that only reveal in-game when GM is ready and the action occurs, surprise rolls and checks are resolved).

They defeated the Pan-Lung dragon and made peace with the lizard folk colony! Next they went underwater in the ocean to a shark-people fort with an equally epic-scale map. We're still playing the campaign and now the party is much higher level and gaining fame as heroes in the homebrew world.
When Where and Why we use the DL and Fog features
We use Fog Of War on about 50% of our pages (to create areas that the Players must indicate they are pressing-forward before the GM will reveal what's there). We use Dynamic Lighting on about 10% of pages. We use DL for a special touch of atmosphere, mystery, and claustrophobia, in places like campfire nights, or dark tunnels and dungeons, or wilderness travel at night. DL is also sometimes useful in canyons, alleys and cities, with Global Light turned on, but we've often found it is better to let the Players see Rooftops rather than just the pitch-blackness that would be behind a DL line with Line-Of-Sight feature. So, my tip is that we do not worry about using constant DL, it is not constantly needed but is best saved for special effect on certain maps. Fog Of War is more commonly useful, and NO hidden sections is great for many scenarios. No Fog, No DL, on places like inside a Tavern, there is usually no need to blacken the pantry or side rooms.
Remember you want to expose the artwork and convey visual information and atmosphere to the players, so double-check as GM using Control-L and Opacity Sliders to make sure that Players are not seeing a mostly-black screen with just a sliver of colorful map (unless that is exactly what you want, for a dark tunnel or creepy night). Think about TV and Movies, you often see a full-camera view into the Bad-Guy's hideout, yet it does not spoil the story and the tension, but rather builds upon it more than pure blackness and unknown. If it is a city or wilderness, is there any harm to letting them see behind or around buildings and trees? When you want that vision-blocked effect, yes, use DL and mark the trees or buildings. But if you want the players to see & enjoy your whole town map and decide their way around without blackness shifting behind corners and walls and trees, it is fine to disable DL for many maps and occasions and let the Players have the bird's eye view just like the GM gets.
Happy adventuring!