I just tried this out, because I wanted to see what qualifies as 'top-notch' in terms of Roll20 conversion. So very not impressed. Because this particular thread is about the maps, let's focus on that. ONE map, ok, fine, didn't expect much for a free demo. But it's HAND DRAWN. Ugh. So ugly. Apparently, a map consisting of a single large hand-drawn image is Roll20's idea of 'top notch' implementation. I wonder why they consider things like color and detail to be lesser. Would a fully detailed map therefore be somehow lower quality? Or is there a notch above 'top'? The map is also enormous. 73 x 98 units large. Who makes anything with these kind of units? Presumably, 75 x 100 would be less than 'top-notch'. Oh, but if I try to make a new map with the dimensions "75 x 100" I get a warning: Maps with very large dimentions may load slowly or not at all. Do you wish to continue? Ignoring the typo in Roll20's own warning not to make maps this big, it now seems clear to me why the dimensions have been set to such odd values. Good: The map does include a complete dynamic lighting layer. Bad: Using said dynamic lighting slows my computer down to the point where it literally takes up to a minute to simply move my field of view. Attempting to zoom out far enough to move a larger distance makes the game quite unplayable while Roll20 tries to catch up. Also, some (not all) of the tokens on the map emit light. I didn't check them all. I'm certain there must be a reason, for example, the Flesh Golem in room 8b emits 60' of light (that nobody, including itself, can see) but I'm not very clear on what that reason is. Speaking of the tokens, not a one (as far as I've looked) has any of its information visible to players. The nameplate is visible to GM only. The health bar (green) is likewise visible to GM only. These things are game and GM-dependent, so while I would change this for my own games (a long tiresome process) I understand the reasoning behind this decision, if there was any. In addition, as far as I've been able to tell, not a single token has any token actions set up for it. The FIRST module for Roll20 had token actions. I know, I wrote them. I would expect that after 5 years, token actions would be considered standard. Yet, this 'top-notch' product has none. True, there's a brief mention of them in the handout "NPC Initiative", but that just says you should make your own. Likewise, there are no macros. For the GM or for players. On the plus side, the character sheets are usable by clicking, for many abilities stored on the sheet. And, a player or GM who knows Roll20 well can make their own macros, or move sheet buttons onto the macro quick bar. I doubt the average first-time player will have any clue this is possible. And, as I just noticed, the bandits on the map are not... anything, really. There is no bandit journal entry. There's one for the Bandit Captain, but not the generic bandits. Considering the bandits seem to be a fairly major part of this storyline (they're everywhere on the map), this would appear to be a fairly major problem. In a 'top-notch' product. The stirge swarm in room 41 likewise has an issue... Half of them have no nameplate. Of course, since only the GM sees this anyway, this isn't a very big problem. They're not numbered either. Each goblin, each rat, each bandit is simply named 'goblin' or 'rat' or 'bandit'. A simple number on each (Goblin 4, Rat 15, Bandit 7) would help quite a bit. But that's perhaps being nit-picky. I do like the fact that the room numbers are on the GM layer. That's genuinely helpful. So, yeah, my opinion (regarding ONLY the map, in compliance with the new Code of Conduct) is that this map is of very poor quality, poorly set-up, and poorly bug-tested. I certainly will not purchase the module it is advertising, if this is the type of quality I should expect. -Phnord, only slightly snarky.