tag:blogger.com,1999:blog-6827460688458687522024-03-14T15:01:05.135+00:00Beholder PieWill Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.comBlogger110125tag:blogger.com,1999:blog-682746068845868752.post-77532867235851608562018-11-16T13:40:00.003+00:002018-11-16T13:41:12.139+00:00Here Be Dungeons 21: Ataaz Muhahah<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgas6Qqp43R4lEyldNopXKOEbZworzLuba4XWB5CJm1pXAeTQuKFVq2rZxFPRbQcHmSoU54g5IqaERvKUywM9Tji0TJNVe5eUPtwxuHgYuOM0MD-feyGF8sdwsgkiIkuB4DIN_6JkTL94HZ/s1600/Ataaz_Muhaha.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="985" data-original-width="1600" height="245" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgas6Qqp43R4lEyldNopXKOEbZworzLuba4XWB5CJm1pXAeTQuKFVq2rZxFPRbQcHmSoU54g5IqaERvKUywM9Tji0TJNVe5eUPtwxuHgYuOM0MD-feyGF8sdwsgkiIkuB4DIN_6JkTL94HZ/s400/Ataaz_Muhaha.jpg" width="400" /></a></div>
My final draft design of Ataaz Muhahah - the "Laughing Gorge" - developed for Wizards of the Coast's "Tomb of Annihilation". Oh, how I wish I'd come up with that name myself.Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com3tag:blogger.com,1999:blog-682746068845868752.post-76547805336563835002018-11-15T12:24:00.000+00:002018-11-15T12:24:52.975+00:00Here Be Dungeons 20: Camp Righteous<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEXhUEs9EKRiXeyrlU_wPB57C8Qe7QoIvPGHwPPAcD7YdxNU-w8Eh8YauMCkwlCASX4tcZ9ujOfdiehGovbDqjVT4brC5V-h9LVgOO0sVwfs1JQL7nV-vvUZb3Ags5sEdTv4woiUzHkFH8/s1600/Camp_Righteous.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1066" data-original-width="1600" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEXhUEs9EKRiXeyrlU_wPB57C8Qe7QoIvPGHwPPAcD7YdxNU-w8Eh8YauMCkwlCASX4tcZ9ujOfdiehGovbDqjVT4brC5V-h9LVgOO0sVwfs1JQL7nV-vvUZb3Ags5sEdTv4woiUzHkFH8/s400/Camp_Righteous.jpg" width="400" /></a></td></tr>
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My final draft design of Camp Righteous and the House of the Crocodile, developed for Wizards of the Coast's "Tomb of Annihilation".Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com1tag:blogger.com,1999:blog-682746068845868752.post-21440156648703141542018-09-23T11:14:00.001+01:002018-09-23T11:14:54.978+01:00Here Be Dungeons 19: Kir Sabal<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe7vHDrHFossjRlCGkGKiGNQkRRS6M73Gv2UAX07LUZMlTx9qxurJUXGXfRJhTSMdt1EchWbvw_GwDGafrFZt_i-nrE65MzMB3Y4BZPl8wN_BNLoAj_bxmnlZ0CMqEhaZgidmDzNZdfUyK/s1600/Kir_Sabal.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1091" data-original-width="1600" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe7vHDrHFossjRlCGkGKiGNQkRRS6M73Gv2UAX07LUZMlTx9qxurJUXGXfRJhTSMdt1EchWbvw_GwDGafrFZt_i-nrE65MzMB3Y4BZPl8wN_BNLoAj_bxmnlZ0CMqEhaZgidmDzNZdfUyK/s400/Kir_Sabal.jpg" width="400" /></a></div>
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The aarakockra monastery of Kir Sabal, developed for Wizards of the Coast for the "Tomb of Annihilation".Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-77678189637861312212018-09-20T09:53:00.001+01:002018-09-20T09:53:19.610+01:00Here Be Dungeons 18: Firefinger<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9o6nNU5PkYVF8kSzV4NmJKf9gjIihi8E2Yvk1kLE3YkscCgAREBJraZ2oRrsHiVrhQEz4t1njnoNl7oOvbMXB34bpK1SZJhGd60bdp3Qodogdz9ugKz05SDImyP5GrP5s4Hamt554elsB/s1600/Fire_Finger.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1265" data-original-width="1600" height="315" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9o6nNU5PkYVF8kSzV4NmJKf9gjIihi8E2Yvk1kLE3YkscCgAREBJraZ2oRrsHiVrhQEz4t1njnoNl7oOvbMXB34bpK1SZJhGd60bdp3Qodogdz9ugKz05SDImyP5GrP5s4Hamt554elsB/s400/Fire_Finger.jpg" width="400" /></a></td></tr>
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My final design for Firefinger. Developed for Wizard of the Coast's "Tomb of Annihilation".Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com1tag:blogger.com,1999:blog-682746068845868752.post-68187644992844829202018-08-28T15:02:00.002+01:002018-08-28T15:05:59.605+01:00Here Be Dungeons 17: Yellyark<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyIGUt2udRz6jgrHobotN1kWxVLQ-aSScT15xdjSczbUReIhhYIEerJagRxztrp-xwReqAw8NHrvwP21fwV3iUE3eA75Ubnld2lOZoN_M1bIYxUqFPnVaPowrJJDqkBIa7NuRGQTCFO-jL/s1600/Yellyark.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1291" data-original-width="1600" height="322" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyIGUt2udRz6jgrHobotN1kWxVLQ-aSScT15xdjSczbUReIhhYIEerJagRxztrp-xwReqAw8NHrvwP21fwV3iUE3eA75Ubnld2lOZoN_M1bIYxUqFPnVaPowrJJDqkBIa7NuRGQTCFO-jL/s400/Yellyark.jpg" width="400" /></a></td></tr>
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My final design for the Batiri goblin village of "Yellyark". Developed for Wizards of the Coast's "Tomb of Annihilation" hardcover. I had a load of fun coming up with the concept of a Trebuchet Village!Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com2tag:blogger.com,1999:blog-682746068845868752.post-88679430852831059822018-08-24T11:15:00.001+01:002018-08-28T14:57:47.476+01:00Here Be Dungeons 16: Port Nyanzaru<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxtTaLFXdowl0PTuTiP3h6W_dTrOhRJvih3fYaQx5sSocGlSw3tVpPD97_crqNkJ-4XmKKQdHhGMr0X_cnhulUmPIai4wg5st78dyr-E90gqUYjteGkjYDQESAkWM2mYw_7zXbyQKTaqTi/s1600/Port_Nyanzaru.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1132" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxtTaLFXdowl0PTuTiP3h6W_dTrOhRJvih3fYaQx5sSocGlSw3tVpPD97_crqNkJ-4XmKKQdHhGMr0X_cnhulUmPIai4wg5st78dyr-E90gqUYjteGkjYDQESAkWM2mYw_7zXbyQKTaqTi/s400/Port_Nyanzaru.jpg" width="282" /></a></td></tr>
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My final map for Port Nyanzaru, the "Gateway to Chult". Developed for Wizards of the Coast's "Tomb of Annihilation" hardcover.Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com2tag:blogger.com,1999:blog-682746068845868752.post-55604329148109047402018-04-11T10:44:00.003+01:002018-04-11T10:51:27.123+01:00Here Be Dungeons 15: A District of Mulmaster<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzG-IYU_YOqht9OQRkWL1dHWXrXNRbOxrCQJGizSLJuFsc7YziiCkw8L2ADtNRZM8uRkYXGOrXki9yfGArbxvz2_viczzX_mXcFUslpNm-CdOMX7DOWQNrJnqmtH-R3UMC3-yNZ_1tF5LM/s1600/5_Mulmaster_Players_Map.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1237" data-original-width="1600" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzG-IYU_YOqht9OQRkWL1dHWXrXNRbOxrCQJGizSLJuFsc7YziiCkw8L2ADtNRZM8uRkYXGOrXki9yfGArbxvz2_viczzX_mXcFUslpNm-CdOMX7DOWQNrJnqmtH-R3UMC3-yNZ_1tF5LM/s400/5_Mulmaster_Players_Map.jpg" width="400" /></a></td></tr>
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The district of Mulmaster that is locked down following the assassination of a senior member of the Brotherhood of the Cloak (final map for my Adventurer's League module "DDEX2-10: Cloaks and Shadows").Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com1tag:blogger.com,1999:blog-682746068845868752.post-66084193396838540072018-01-20T01:16:00.005+00:002018-01-20T01:16:57.801+00:00Here Be Dungeons 14: Falling Stone Mine<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsn_Jycs_rM0lAg4L8WE7n8BWCmtU8p4xAm8oMFy4y6P4rG6xaBuUnUBF5lrmLFf2HgefSRWA8WiTTUWMYeBWpAOnIgr3tHy9Yo5YoU1_nTiiOVtRi4eV3U-Axq07Zkbvc_-Tj_jg1EyzT/s1600/DM_MineMap_Small.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1230" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsn_Jycs_rM0lAg4L8WE7n8BWCmtU8p4xAm8oMFy4y6P4rG6xaBuUnUBF5lrmLFf2HgefSRWA8WiTTUWMYeBWpAOnIgr3tHy9Yo5YoU1_nTiiOVtRi4eV3U-Axq07Zkbvc_-Tj_jg1EyzT/s400/DM_MineMap_Small.jpg" width="307" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">click to make big</td></tr>
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Falling Stone Mine: an ancient shrine to Grumbar that has been conquered by the Cult of Black Earth (final map for my Adventurer's League module "DDEX2-4: Mayhem in the Earthspur Mines"). Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com2tag:blogger.com,1999:blog-682746068845868752.post-50211606562470336862018-01-18T01:51:00.002+00:002018-01-20T01:17:21.052+00:00Here Be Dungeons 13: King's Pyre<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi86jf2cUP8Gzgq56HnIujMRfTEGmWVuWlOZiCiGh9bHdybIB0AndH16vwh1HHriN8i2BZX0iHCS_GQP-EtsYVw3ow-H75pMMLhAI3Ykqe-MAU5z-2TtwNb36ixUgJa45w0ytHyRbaIY34F/s1600/IR_Kings_Pyre_Map_blog.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1020" data-original-width="1264" height="321" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi86jf2cUP8Gzgq56HnIujMRfTEGmWVuWlOZiCiGh9bHdybIB0AndH16vwh1HHriN8i2BZX0iHCS_GQP-EtsYVw3ow-H75pMMLhAI3Ykqe-MAU5z-2TtwNb36ixUgJa45w0ytHyRbaIY34F/s400/IR_Kings_Pyre_Map_blog.jpg" width="400" /></a></td></tr>
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Player's map for King's Pyre, meeting place for the Outlaws of the Iron Route (final coloured map for Adventurer's League module DDEX1-9 "Outlaws of the Iron Route"). Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-90062099240382591432018-01-15T22:42:00.001+00:002018-01-15T22:42:06.871+00:00Here Be Dungeons 12: Icewind Dale<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHrr5U7gDbWZ_Ky_IELWieAMBsyuExhdk2DcQLX4m4-pr49oHyKGYqRvB1TTg0G5fslEaUXeUygWYlPAjydMmVn7pnpGi3Lw_IUk9T83gMf_mgPRsnBZMFYDgNqg_q6BX_ogP5cTdQ9rxW/s1600/KotW_Main_Terrain_DM.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1265" data-original-width="1600" height="315" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHrr5U7gDbWZ_Ky_IELWieAMBsyuExhdk2DcQLX4m4-pr49oHyKGYqRvB1TTg0G5fslEaUXeUygWYlPAjydMmVn7pnpGi3Lw_IUk9T83gMf_mgPRsnBZMFYDgNqg_q6BX_ogP5cTdQ9rxW/s400/KotW_Main_Terrain_DM.jpg" width="400" /></a></td></tr>
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The DM's map for conducting the hunt for Isarr Kronenstrom: the so-called "King of the Wolves" (Dungeon 220: "King of the Wolves"). Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-38497150319248888742018-01-04T13:03:00.001+00:002018-01-04T13:04:31.250+00:00Here Be Dungeons 11: Path of Blades<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS70SA03lJ_1aC6NAEQy06wYwqnEHgxqbp1LgV_63ZpTpzpODDfHw3EBYQI2KjCvJ0NSP04sDZo4MbBhXczkwI6TyQScC-5CYSbaEsaCySAkOa0SCgsezf-i4GD6rf_3sbfvKxkjI3dyij/s1600/Path_of_Blades_map.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="844" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS70SA03lJ_1aC6NAEQy06wYwqnEHgxqbp1LgV_63ZpTpzpODDfHw3EBYQI2KjCvJ0NSP04sDZo4MbBhXczkwI6TyQScC-5CYSbaEsaCySAkOa0SCgsezf-i4GD6rf_3sbfvKxkjI3dyij/s400/Path_of_Blades_map.jpg" width="210" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">click to make big</td></tr>
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"The Path of Blades", a deadly set of trials designed to test the assassin devils of the "Stygian Masque" (Dungeon 219: "Blades of the Stygian Masque").Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-81903597656146460662018-01-03T23:29:00.001+00:002018-01-04T13:04:13.281+00:00Here Be Dungeons 10: Hall of Tragedies<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhptfJAHgzrG7GCHpUe7h1FOAlo6Vu-dtVcb0ewtpFxIbh_VhAy4jpxhp1qdgJt-1dmcb8FGYQ4KLW6i-UrNfDH5Dd15xdz-TVkHsmj9Zf7EVeXKN1Z2I7eQAZ-eJAvOXu7PZ9fC2i3xBOt/s1600/Hall_of_Tragedies_map.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1286" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhptfJAHgzrG7GCHpUe7h1FOAlo6Vu-dtVcb0ewtpFxIbh_VhAy4jpxhp1qdgJt-1dmcb8FGYQ4KLW6i-UrNfDH5Dd15xdz-TVkHsmj9Zf7EVeXKN1Z2I7eQAZ-eJAvOXu7PZ9fC2i3xBOt/s400/Hall_of_Tragedies_map.jpg" width="321" /></a></td></tr>
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"The Hall of Tragedies", gothic hideout for a clan of assassin devils named the "Stygian Masque" (Dungeon 219: "Blades of the Stygian Masque").Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-15564510934900454882017-12-30T13:17:00.001+00:002018-01-04T13:00:23.801+00:00New Oath of the Ancients Tenets<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnc1vuhpSfgtAcVW4TwXuksWfLgkxqWseE27c3kfzn4eddJ-vrwllGkGg7HNHgIGyHKzQnUj6Hw3zjwpLY6X_kiLAG_q5HdNEKb8IKQ-gujekNTV9EPtzPM8EbU4lhBVkVtvvMFWavZ5N0/s1600/green+man.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1599" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnc1vuhpSfgtAcVW4TwXuksWfLgkxqWseE27c3kfzn4eddJ-vrwllGkGg7HNHgIGyHKzQnUj6Hw3zjwpLY6X_kiLAG_q5HdNEKb8IKQ-gujekNTV9EPtzPM8EbU4lhBVkVtvvMFWavZ5N0/s320/green+man.jpg" width="319" /></a></div>
The Oath of the Ancients paladin subclass bugs me. We have this fascinating concept: a mysterious, “green knight” bound to the ways of the Old Faith: a figure straight from Arthurian or pagan myth. This is the horned knight who appears from the primal woods, draped in thorns and riding a giant stag. Unfortunately, its oath reads like something from a New Age relaxation tape. “Kindle the Light, Be the Light”, etc. It’s just too <i>goody goody</i>. Three times now I’ve had players get excited by the concept only to reject it due to the tenets of the Oath. I’d prefer an Oath that’s inherently good yet wilder, more in tune with the mercurial ways of nature. Here’s what I’ve come up with:<br />
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<h4>
OATH OF THE ANCIENTS </h4>
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of good in an ancient struggle against evil that plays out across the wild places of the world. They adorn their armor and clothing with natural forms - leaves, flowers, antlers or bones - to reflect their commitment to preserving the circle of life and death.<br />
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<h4>
Tenets of the Ancients </h4>
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The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasises the principles of good as they occur in nature: wild and untempered. Its four central principles are as follows:</div>
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<b><i>Defend the Wild</i></b>. You are a guardian of the world’s wild places. Where aberrant monsters, meddling fey, or dark magic threaten to pollute the wild, you rise up to defend it.<br />
<i><b> Shelter the Lost.</b></i> The world is full of dangers, and the innocent can tread unwittingly into dark places. You guide the lost back to the light, and shelter the weak from harm.<br />
<i><b>Test the Faithful</b></i>. Deeds, not words, stand as testament to your faith. To win your trust, others must prove themselves to you on your terms.<br />
<i><b> Punish the Wicked</b></i>. Those who commit senseless acts of evil undermine the circle of life and death. You are the thorn that shall tear them from this world.<br />
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Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-73743530156466663042017-12-19T22:48:00.000+00:002018-01-20T01:17:43.466+00:00Mapping Omu<div class="separator" style="clear: both; text-align: center;">
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Omu was a once-great city that faded into ruin
following a self-inflicted separation from the rest of Chult. Now
inhabited by monstrous warring factions, the city is ruled by an unelected
government of snake people led by a dying ruler hellbent on
self-destruction.<br />
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I chose<b> </b>Britain as the outline for my map. <br />
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There was an interesting, historical reason for doing so. Omu was inspired by <b>I1: Dwellers of the Forbidden City</b>, which was memorable to me for its isometric city map. I'm a big fan of pictorial maps, and I loved the idea of presenting players with a handout map of the city when they arrived on the scene.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_CNSCuSvAIysuoQ0dto9JYj_0R-01besy_sPQqTk5hph1EXZ97aEQXp5sJLUwRPHLk8cJn_FssDQLHNl2w7_XzEKZ1ONXnHlh26E2C4M2ParJRQAsF3LRV_UXDZ1e7VMpvgMjy2FYJ6pG/s1600/forbidden_city_numbered.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="814" data-original-width="1200" height="271" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_CNSCuSvAIysuoQ0dto9JYj_0R-01besy_sPQqTk5hph1EXZ97aEQXp5sJLUwRPHLk8cJn_FssDQLHNl2w7_XzEKZ1ONXnHlh26E2C4M2ParJRQAsF3LRV_UXDZ1e7VMpvgMjy2FYJ6pG/s400/forbidden_city_numbered.jpg" width="400" /></a></div>
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In researching <i>Dwellers</i>, I found a thread that suggested the original map's outline was based on the state of Alaska. I don't actually think it was, but as a Brit, I thought it would be fun to do something similar for Omu. For the outline, I just flipped Britain on its side. This provided an organic shape for me to trace in SketchUp, which is my preferred program for blocking out city maps. With the outline in place, I extruded some buildings in 3D to sculpt the basic shape of the city.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW55q36uWGEo8pXihsB5fxLkY2CNlHU7GxpNbw4Q4n3UBWcLn8OsUzPg7cd7qlYYOE17A9_2P2ISDzEZhyphenhypheny61dZUFtDw-zb6mxgG-2VPmW7IF5VfgCOKj92GxePd-UovbyGYcCDQHbRRAT/s1600/britain.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="1000" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW55q36uWGEo8pXihsB5fxLkY2CNlHU7GxpNbw4Q4n3UBWcLn8OsUzPg7cd7qlYYOE17A9_2P2ISDzEZhyphenhypheny61dZUFtDw-zb6mxgG-2VPmW7IF5VfgCOKj92GxePd-UovbyGYcCDQHbRRAT/s400/britain.jpg" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitZollmqJDpE3mhKeMgvXnxO_RKuhOI603EDXZHTNJOdKYPLCepWb6R1uuZP_o2gETG7J5goZvqyyh7vcq_4BLIZ89dQSicq99iQjrrk97_KyQ64tHyN2hBbCXzCPPCaoiGh9FMZfy9Sbn/s1600/2_Omu_BW.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="910" data-original-width="1600" height="227" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitZollmqJDpE3mhKeMgvXnxO_RKuhOI603EDXZHTNJOdKYPLCepWb6R1uuZP_o2gETG7J5goZvqyyh7vcq_4BLIZ89dQSicq99iQjrrk97_KyQ64tHyN2hBbCXzCPPCaoiGh9FMZfy9Sbn/s400/2_Omu_BW.jpg" width="400" /></a></div>
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Initially, I thought I'd differentiate Omu from <i>Dwellers </i>by placing it atop a high jungle plateau surrounded by sheer cliffs. Chris wasn't keen on the idea though, so we stuck with the ravine layout. His brief for designing Omu was very flexible: it needed to have nine trickster god shrines, and the Fane of the Night Serpent underneath. The Tomb of the Nine Gods was originally supposed to be under the fane, but I thought it was more compelling to place the entrance within the city itself (primarily so I could present an Indiana Jones-style race for the puzzle stones against the nazis *ahem* red wizards).<br />
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TRPG cartography is a tricky mix of design considerations: gameplay, visual aesthetics, clarity on the page, and an interesting theme. For Omu, I wanted the city to look exotic and full of adventure. I flooded a large part of the settlement (as per the original <i>Dwellers</i>), and then collapsed a section into a lava-filled rift. I loved the idea of steam coiling up from where the water plunges into the lava, cloaking the city in hot mist. I also had an idea that the lower levels of the tomb would be a bit like <i>Temple of Doom.</i><br />
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Replicating the rival factions of <i>Dwellers </i>was very important to me: it's what made that adventure so open-ended.<i> </i>I added a ruined market for my shrine-repairing kobolds, placed some grungs in the swampy section, created a palace district for the yuan-ti, and put the red wizard camp near the entrance so players could encounter that faction early. The "King of Feathers" was a nod to one of my one-page dungeons: <i>Island of the Lizard God</i>, which was set on an <i>Isle of Dread-</i>styled island and featured a roaming, godzilla-sized T-Rex (I was also keen for Chris to include a feathered dinosaur to represent current thinking on these species). <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMa7_3A6lkeSZSYXLj1DZyZEuxKoWf7xTIpURylMKIyN3bVnJmWQDRYqW0Gcqc3HIXcglx1DjngcrNjDeAcIcGLw_S16iWFFqKJcDDPK6KrPZH0j2lHhHB4XLaZXFjl6ST4hF39KeTks5q/s1600/BHP_Lizard_God_OPD_Blog.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="744" data-original-width="1052" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMa7_3A6lkeSZSYXLj1DZyZEuxKoWf7xTIpURylMKIyN3bVnJmWQDRYqW0Gcqc3HIXcglx1DjngcrNjDeAcIcGLw_S16iWFFqKJcDDPK6KrPZH0j2lHhHB4XLaZXFjl6ST4hF39KeTks5q/s400/BHP_Lizard_God_OPD_Blog.jpg" width="400" /></a></div>
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One of the first things I settled on were the raised boulevards. I<b> </b>wanted something that would provide quick travel through the city, but also expose you to its monstrous inhabitants: a classic, risk/reward choice. Thinking about how to navigate the city also gave me the idea for Bag of Nails: a crazed tabaxi hunter who came to Omu to die in combat with the most fearsome beasts he could find. His predicament (and his final treachery) were somewhat inspired by Laurence Fishburn's character in <i>Predators</i>. <br />
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While I was working on these features, Chris requested that I flip the map to portrait layout. This distanced the map from <i>Dwellers, </i>but made better sense for layout. I exported my map in wireframe from SketchUp, printed it out in blue ink (so it could be erased later in Photoshop), and began the process of fleshing out the final draft in pencil and black fineliner. Here's what I ended up with:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPKVhiSJvlfy_XT8npqjC970u1iQ_WbynZ6WFSBHTXkDKhUayDHYs5zhCusro0rXBnOQX8YGRxMnNptt6QBE4peoGV7V9KcGGePbDqZMYEkLf-GBJRH47wihZGS088AbD8SwSef88vkvAL/s1600/3_Omu.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1580" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPKVhiSJvlfy_XT8npqjC970u1iQ_WbynZ6WFSBHTXkDKhUayDHYs5zhCusro0rXBnOQX8YGRxMnNptt6QBE4peoGV7V9KcGGePbDqZMYEkLf-GBJRH47wihZGS088AbD8SwSef88vkvAL/s400/3_Omu.jpg" width="395" /></a></div>
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Such detail would probably have been fine for the cartographer to work with, but colour adds much-needed clarity. As with all my best maps, I leaned on my fiancee Stacey to give the finished piece her magic touches! Here's the final draft we supplied to Chris:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSSX5hxJV2HcP97IPg8GmM2PWhvaoMIf1z8rk9gKz7KKlbwYF6jg0hBYkS-Iiy55TLAS-XgvkekYOVATxZwfCF7aNaqVZHMGifHNBTlAyS1kuqPsvkc7L90OHMR2YJllLoQxDFeqRA19-g/s1600/4_Omu_small.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1580" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSSX5hxJV2HcP97IPg8GmM2PWhvaoMIf1z8rk9gKz7KKlbwYF6jg0hBYkS-Iiy55TLAS-XgvkekYOVATxZwfCF7aNaqVZHMGifHNBTlAyS1kuqPsvkc7L90OHMR2YJllLoQxDFeqRA19-g/s400/4_Omu_small.jpg" width="395" /></a></div>
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This final version was then passed to the cartographer, <a href="http://mikeschley.com/" target="_blank">Mike Schley</a>. I've had a few of my D&D maps worked up by Mike (my first ever Dungeon mag adventure had his expert hand all over it). He's one of the best RPG cartographers out there, so it was an honour to have him tackle the maps I drew<i> </i>for Chult<i>. </i>Best of all, studying his work led to many improvements in my own, as I could see first-hand how he modified my drawings to improve them. This was his final version of Omu!</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihyphenhyphenwIgqiJs2p_hOVw6kHI8R7WsDrwR0rRJJ8XnkRc3BlRGc_T7Mk2Wf3Yh7Ec7YoDv7q6Lwb2CCkaBccnDLVFLQc093mo9N8jYZXnqhwVVWu6Zl5cPKQyoR1xWsxWq9lZ5j9Xi3zAjplQ3/s1600/5_omu_schley.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1179" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihyphenhyphenwIgqiJs2p_hOVw6kHI8R7WsDrwR0rRJJ8XnkRc3BlRGc_T7Mk2Wf3Yh7Ec7YoDv7q6Lwb2CCkaBccnDLVFLQc093mo9N8jYZXnqhwVVWu6Zl5cPKQyoR1xWsxWq9lZ5j9Xi3zAjplQ3/s400/5_omu_schley.jpg" width="293" /></a></div>
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Drawing Omu also inspired me to tackle Chult's original lost city, Mezro. Using similar techniques, Stacey and I created the following map for my<a href="http://www.dmsguild.com/product/220852/Ruins-of-Mezro" target="_blank"> <i>Ruins of Mezro </i></a>Guild Adept supplement. I think it's one of the best maps we've ever made!</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgqHgPsbwvA-qXUJ_oa_rL7GJyX12PW7G3n9H8LgP0q1kPftjS1FBp-9Z5Lqx78pJVIOE1YncPziwcbB6Ri4xHXr86okbiLngVqAOxwvDU5DX6FfhUQgeqHd7dx3hGZj1tPBoD39PZ0Vkr/s1600/Mezro_Final_with_Frame.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1194" data-original-width="1600" height="297" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgqHgPsbwvA-qXUJ_oa_rL7GJyX12PW7G3n9H8LgP0q1kPftjS1FBp-9Z5Lqx78pJVIOE1YncPziwcbB6Ri4xHXr86okbiLngVqAOxwvDU5DX6FfhUQgeqHd7dx3hGZj1tPBoD39PZ0Vkr/s400/Mezro_Final_with_Frame.jpg" width="400" /></a></div>
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I couldn't end this without sharing the <i>amazing </i>model version that Mat Smith (aka <a href="https://www.facebook.com/CzarofhappinessProps/" target="_blank">czarofhappiness</a>) made for the live game set in Omu. When I saw this for the first time, I almost fell over:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgo5b8ky2aOiCTjd6Tz2d1nyMFuiqZ44Al1UhWtxGyIjA9VVc8IfQELyh424UyWAzZMskkO4hpUZb-27zCt3_z0bqMUir-HV-Gdr_ZtRcRgTTQmnHF2qwBekFGAlE03xPAqC4hauk1ee86/s1600/6_omu_model.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1296" data-original-width="864" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgo5b8ky2aOiCTjd6Tz2d1nyMFuiqZ44Al1UhWtxGyIjA9VVc8IfQELyh424UyWAzZMskkO4hpUZb-27zCt3_z0bqMUir-HV-Gdr_ZtRcRgTTQmnHF2qwBekFGAlE03xPAqC4hauk1ee86/s400/6_omu_model.jpg" width="266" /></a></div>
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Next time, I'll try to offer a glimpse into one of my other contributions: the <b>Tomb of the Nine Gods.</b> <br />
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Until then, Merry Christmas! Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com2tag:blogger.com,1999:blog-682746068845868752.post-63366467305620467222017-12-10T03:16:00.001+00:002018-01-04T13:03:57.411+00:00Here Be Dungeons 9: Ragatromo's Store<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWt_3kQ2HMucTo-Cgbro7_h74abumkdO4tx8yI3zjUto4N78MZzVaCLC048m58G1nUWxjn-j6EgdlB2Hg48w1goJM16MNsYTd4r2sR9fNHV_EB5rwaBCJCM-OP1QRgbPjY4DbFZgF5eA-n/s1600/Ragatromos_Store_map.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1397" data-original-width="1600" height="348" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWt_3kQ2HMucTo-Cgbro7_h74abumkdO4tx8yI3zjUto4N78MZzVaCLC048m58G1nUWxjn-j6EgdlB2Hg48w1goJM16MNsYTd4r2sR9fNHV_EB5rwaBCJCM-OP1QRgbPjY4DbFZgF5eA-n/s400/Ragatromos_Store_map.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">click to make big</td></tr>
</tbody></table>
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Ragatromo's store: the premises of a mirror-merchant in the city of Sigil ('Blades of the Stygian Masque', Dungeon 219).Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-38517895055994081692017-11-25T20:04:00.000+00:002017-11-25T20:04:51.107+00:00Running Tier 4 D&D Adventures<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="page number"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="endnote reference"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Signature"/>
<w:LsdException Locked="false" Priority="1" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
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<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
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<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
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<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
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<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
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<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
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<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
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<w:LsdException Locked="false" Priority="21" QFormat="true"
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<w:LsdException Locked="false" Priority="31" QFormat="true"
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<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
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<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTigT5g7DLARoG0zm-MYarXd-vnHw4hhrCAFgsK8W0uVgkhF51QiSYpfXq8g_RkyqfXn-xAnNTcvTf17cuxPI8GEFjRbuvGgqkF3lLRL6FOX_zmspsf9LHOWd5cG1poU5Uh1GhkVKSUDKx/s1600/epic.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTigT5g7DLARoG0zm-MYarXd-vnHw4hhrCAFgsK8W0uVgkhF51QiSYpfXq8g_RkyqfXn-xAnNTcvTf17cuxPI8GEFjRbuvGgqkF3lLRL6FOX_zmspsf9LHOWd5cG1poU5Uh1GhkVKSUDKx/s400/epic.jpg" width="300" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Epic play sometimes benefits from epic terrain!</td></tr>
</tbody></table>
<br />
<div class="CoreBody">
<span lang="EN-US">Tier 4 (level 17-20) is the most challenging
tier of D&D to adjudicate. At these levels, characters wield earth-shaking
powers and legendary magic items that make each group wildly different.
Consider the following guidance before tackling this tier as a DM.</span></div>
<div class="CoreBody">
<br /></div>
<div class="CoreBody">
<span lang="EN-US"><span style="mso-spacerun: yes;"> </span></span></div>
<h3>
<span lang="EN-US">Note Down Items, Allies and Enchantments</span></h3>
<div class="CoreBody">
<span lang="EN-US">Before play begins, jot down all the goofy
stuff that your players have available: shield guardians, wyvern steeds, simulacrums,
rare and legendary items, ongoing spell effects, etc. Consider whether these features
increase the group’s APL: but most important of all, ensure you know how they
function.</span></div>
<div class="CoreBody">
<br /></div>
<h3>
<span lang="EN-US">Apply the ‘Rule of Cool’</span></h3>
<div class="CoreBody">
<span lang="EN-US">Assume every combat challenge will be easily
overcome. Up the difficulty as needed, but let the players enjoy their capstone
powers before searching for ways to counter them. You’re good so long as
everyone has fun. During combat, find ways to introduce character
interactions and thrilling choices instead of just resorting to raw power. </span></div>
<div class="CoreBody">
<br /></div>
<h3>
<span lang="EN-US"></span><span lang="EN-US">Adjust Encounters on the Fly</span></h3>
<div class="CoreBody">
<span lang="EN-US">Every group plays differently at tier 4.
More than ever, it’s your responsibility to shake up encounters on-the-fly
until you hit the right balance. Here are some simple tricks you can employ:</span></div>
<br />
<ul>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span><span lang="EN-US">Introduce waves of
reinforcements. Players sometimes blow their big powers early, leaving them
exposed to new threats. Just add more enemies of the types listed in the
encounter. </span></li>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"> </span></span></span><span lang="EN-US">Counter magic with magic.
Consider adding an <b style="mso-bidi-font-weight: normal;">evoker</b> for every
spellcaster in the group. </span></li>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"> </span></span></span><span lang="EN-US">Maximize enemy damage instead
of rolling (including spell damage!)</span></li>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span><span lang="EN-US">If you overcompensate,
introduce an <b style="mso-bidi-font-weight: normal;">evoker</b> or a <b style="mso-bidi-font-weight: normal;">champion</b> as an ally at the start of the
next round. At these levels, the characters should have plenty of allies to
fall back on.</span></li>
</ul>
<span lang="EN-US"> </span>
<br />
<h3>
<span lang="EN-US">Know Your Spells</span></h3>
<div class="CoreBodyCxSpFirst">
<span lang="EN-US">High-levels spells often have
complex conditions and limitations. To avoid slowing play, refresh your memory
of the most troublesome spells before the game begins (start with <i style="mso-bidi-font-style: normal;">antimagic field</i>, <i style="mso-bidi-font-style: normal;">gate</i>, <i style="mso-bidi-font-style: normal;">imprisonment,
simulacrum </i>and <i style="mso-bidi-font-style: normal;">wish</i>). In
addition, don’t be afraid to ask players “what powerful spells do you have
prepared?”. </span></div>
<div class="CoreBodyCxSpLast">
<span lang="EN-US"><span style="mso-tab-count: 1;"> </span>In
the hands of enemy casters, some spell combinations can be especially potent.
For example:</span></div>
<br />
<ul>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span><span lang="EN-US">A 4th-level <i style="mso-bidi-font-style: normal;">glyph </i>cast into the hood of a cloak
could <i style="mso-bidi-font-style: normal;">polymorph </i>a wizard into a Tyrannosaurus
Rex when they drop below half hit points.</span></li>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"> </span></span></span><span lang="EN-US">A <i style="mso-bidi-font-style: normal;">globe of invulnerability </i>protects a high-level caster from <i style="mso-bidi-font-style: normal;">counterspell, </i>allowing them to unleash
their most powerful spells in relative safety. </span></li>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span><span lang="EN-US">Spellcasters can use the Ready
action to cast a short-range spell outside of <i style="mso-bidi-font-style: normal;">counterspell </i>range, then move into range to release it without risk
of being countered.<span style="mso-spacerun: yes;"> </span></span></li>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"> </span></span></span><span lang="EN-US">A <i style="mso-bidi-font-style: normal;">contingency</i> spell can trigger a <i style="mso-bidi-font-style: normal;">dimension
door</i> to whisk a spellcaster to safety or cast <i style="mso-bidi-font-style: normal;">greater invisibility</i> on them when they take damage.</span></li>
</ul>
<span lang="EN-US"> </span>
<br />
<h3>
<span lang="EN-US">Exploit Epic Terrain </span></h3>
<div class="CoreBody">
<span lang="EN-US">High-level encounters feature fantastic
locations: falling sky-ships, the ever-changing soup of the astral plane,
walking castles, and more. Consider making the terrain itself an enemy. For
example: </span></div>
<br />
<ul>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span><span lang="EN-US">Slaves trapped inside vampiric
orbs inflict necrotic damage to characters who start their turns nearby. Players
can spend actions to deactivate the orbs – or simply kill the slaves! </span></li>
<li><span lang="EN-US" style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span><span lang="EN-US">While the dark druids wear their
thorn bracelets, their forest grove has a suite of legendary actions you can employ
each round to damage and entangle the characters. <span style="mso-spacerun: yes;"> </span></span></li>
</ul>
<span lang="EN-US"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></span>
<br />
<h3>
<span lang="EN-US">Impossible Choices and Epic Sacrifices</span></h3>
<div class="CoreBody">
<span lang="EN-US">Try to include dilemmas that can’t be solved
with the wave of a magic wand. For example, there’s enough antidote to save just
one character from the demon lord’s poison. Sacrifices also create memorable
moments for high-level games. Perhaps the only way to close the gate is to snap
the wizard’s beloved staff, or hold off the demons until the gate explodes? </span></div>
<div class="CoreBody">
<br /></div>
<div class="CoreBody">
<span lang="EN-US"><span style="mso-spacerun: yes;"></span></span></div>
<div class="CoreBody">
<span lang="EN-US"><span style="mso-spacerun: yes;"></span></span></div>
<h3>
<span lang="EN-US">Drain Player Resources</span></h3>
<div class="CoreBody">
<span lang="EN-US">The difficulty of the game spikes at
high level as characters burn their most powerful abilities. Consider adding time-limits,
environmental effects that prevent rests, or waves of enemies to wear down player
resources. If time is short, include traps and curses that sap spell slots and drain
hit dice.</span></div>
<div class="CoreBody">
<br /></div>
<h3 class="CoreBody">
<span lang="EN-US">Make It Epic! </span></h3>
<div class="CoreBody">
<span lang="EN-US">The days of treasure hunts and caravan treks should be distant memories by Tier 4. Quests at these levels have the fates of worlds at stake, with gods and demons lords as patrons and villains. When crafting the adventure, always ask yourself how you could dial it up a notch. Go gonzo! </span></div>
<br />
<span style="font-size: small;"><i><br /></i></span><span lang="EN-US" style="font-family: "Calibri",sans-serif; font-size: 10.0pt; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-font-size: 12.0pt; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-fareast; mso-hansi-theme-font: minor-latin;"><span style="font-size: small;"><span style="font-family: Times, "Times New Roman", serif;"><i><span>(This article was inspired by advice found online from Mike Shea, Teos Abadia, Alan Patrick, Merrick Blackman, and others.) </span></i><span></span><span></span><span></span><span></span></span></span><span style="mso-spacerun: yes;"> </span></span><br />
<span lang="EN-US" style="font-family: "Calibri",sans-serif; font-size: 10.0pt; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-font-size: 12.0pt; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-fareast; mso-hansi-theme-font: minor-latin;"><span style="mso-spacerun: yes;"></span></span>Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-10660274635988600232017-11-09T00:34:00.001+00:002017-11-09T00:34:19.445+00:00Here Be Dungeons 8: Dragon's Lair<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjosFQCP3iSqr7AJ-niJND3BsL786m4eZH1jKtdAcAQR44avUWtwnZkQ9sXDTpP8prPiT8jMUwFypOMUYOgHsmYBDksZf6YALt3GNh6JexBKtbQESB3haQHFYjUoU_W6XYApqaZ3UbOh7Wl/s1600/Salt_Karst_Large.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1041" data-original-width="1600" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjosFQCP3iSqr7AJ-niJND3BsL786m4eZH1jKtdAcAQR44avUWtwnZkQ9sXDTpP8prPiT8jMUwFypOMUYOgHsmYBDksZf6YALt3GNh6JexBKtbQESB3haQHFYjUoU_W6XYApqaZ3UbOh7Wl/s400/Salt_Karst_Large.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to make big! </td></tr>
</tbody></table>
<br />
Fort Jeban - a ruined fortress entombed in the heart of a salt karst - now the lair of the ancient blue dragon Sacrademus (Dungeon 215). My first offical blue dragon lair - my second was Imryth's Lair from Storm King's Thunder. Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com2tag:blogger.com,1999:blog-682746068845868752.post-24489081655226366742017-11-05T01:48:00.004+00:002017-11-05T01:52:37.052+00:00Here Be Dungeons 7: Well of Stars<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcFEDv5og-2EOkKulkHalo0iL9kCdVsEWW93SLCrjJ8hnLuGNiAso0xV74KPv28BZ_Mj2_bpScrZleho_V55WM8SQppcNinKvpXJ-427tKPO0RekHgCaWuVvy7lLBqrZH8AV1Sh6po69Qm/s1600/Well_of_Stars_doc.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="836" data-original-width="989" height="337" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcFEDv5og-2EOkKulkHalo0iL9kCdVsEWW93SLCrjJ8hnLuGNiAso0xV74KPv28BZ_Mj2_bpScrZleho_V55WM8SQppcNinKvpXJ-427tKPO0RekHgCaWuVvy7lLBqrZH8AV1Sh6po69Qm/s400/Well_of_Stars_doc.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to make big</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
<br />
The holy Well of Stars, where supplicants would dive down into the cool waters of the oasis to receive mindbending visions of the future ("The Rolling Tomb", Dungeon 215). Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com1tag:blogger.com,1999:blog-682746068845868752.post-19568203671748247592017-11-03T01:04:00.002+00:002017-11-03T01:05:23.851+00:00Here Be Dungeons 6: Rolling Tomb Exterior<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT0RPzIkFgvtCusfZfT052l_CT-ykNynU821lghDZEld_u_dzaDGOYOMT5biPSqj0tJFjbj7J33k-0oqz9sF0dM3IBRtFLjGsZd7ziJR7TnXOVmJHX2x0Ji3RPDWKGQR5Z_VgQ6m-XWP_Z/s1600/Rolling_Tomb_Exterior_doc.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="752" data-original-width="1099" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT0RPzIkFgvtCusfZfT052l_CT-ykNynU821lghDZEld_u_dzaDGOYOMT5biPSqj0tJFjbj7J33k-0oqz9sF0dM3IBRtFLjGsZd7ziJR7TnXOVmJHX2x0Ji3RPDWKGQR5Z_VgQ6m-XWP_Z/s400/Rolling_Tomb_Exterior_doc.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to make big</td></tr>
</tbody></table>
Exterior to the Rolling Tomb (Dungeon 215)Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-69535103793344584482017-10-22T23:28:00.000+01:002017-11-03T01:05:14.266+00:00Here Be Dungeons 5: Rolling Tomb<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnDNmy1l0dNzFrzn-pjyST6Enn1MCeZ94VVAo7klY6wZkCYKCu3a9L9YxOpjdZsVUgEvaEEgvuKKQDeqIkXOVZlMGeINTLYqRBENM__okCPTy8pGKpcB3wjgaBKfucraTEbnL31RWWxaYU/s1600/Rolling_Tomb_Interior_Large.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1041" data-original-width="1600" height="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnDNmy1l0dNzFrzn-pjyST6Enn1MCeZ94VVAo7klY6wZkCYKCu3a9L9YxOpjdZsVUgEvaEEgvuKKQDeqIkXOVZlMGeINTLYqRBENM__okCPTy8pGKpcB3wjgaBKfucraTEbnL31RWWxaYU/s400/Rolling_Tomb_Interior_Large.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to make big</td></tr>
</tbody></table>
This was my final draft dungeon map for the "Rolling Tomb" (Dungeon 215). My first Epic-tier adventure! Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-47328774816956438172017-10-19T00:19:00.002+01:002017-10-19T00:26:02.696+01:00Here Be Dungeons 4: Bog Hag's Lair<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU64WwW9Uxg3mTg-5x101iFvfvWsO_qhaC9k4EN6nmqxIQo9qmZtdUab2eB-R-M7pD9kCkDU3YbREwl-Td0bzcuPrAyZKrbJk0KGByAGxLaTbRFtm8ScugFKJFQsO3x0wiM_efkU-Xh9fO/s1600/Interior-Map_large.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1419" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU64WwW9Uxg3mTg-5x101iFvfvWsO_qhaC9k4EN6nmqxIQo9qmZtdUab2eB-R-M7pD9kCkDU3YbREwl-Td0bzcuPrAyZKrbJk0KGByAGxLaTbRFtm8ScugFKJFQsO3x0wiM_efkU-Xh9fO/s400/Interior-Map_large.jpg" width="353" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to make big!</td></tr>
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This was the interior of Rotten Ethel's cottage from my "Glitterdust" pixies adventure (Dungeon 211). I was very pleased that Rotten Ethel was later cited in the 5E Monster Manual under the description for hags! Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-5273023838690357782017-10-13T00:47:00.000+01:002017-10-19T00:25:50.261+01:00Here Be Dungeons 3: Glitterdust<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzsQOu5HKA8u306taQIR9qdIn846OsJZY2NDKOuyukrCQGgkQvtjFT431KEvw2zVfR_qQhenafX4LmB9pMWB-YQ4ZI3Fxd6SWxERYOvQ7tC2yIRNe0L5xcd-KNxFL3-S1AW_MjUlvWGnpN/s1600/Exterior_Map_large.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1033" data-original-width="1600" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzsQOu5HKA8u306taQIR9qdIn846OsJZY2NDKOuyukrCQGgkQvtjFT431KEvw2zVfR_qQhenafX4LmB9pMWB-YQ4ZI3Fxd6SWxERYOvQ7tC2yIRNe0L5xcd-KNxFL3-S1AW_MjUlvWGnpN/s400/Exterior_Map_large.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to make big.</td></tr>
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This was the overview map for "Glitterdust" (Dungeon 211), my second proper adventure in Dungeon magazine. Since publication, this adventure has become one of my go-to adventures for convention play! Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-26829740988822029952017-10-07T17:06:00.000+01:002017-11-05T01:51:36.765+00:00Here Be Dungeons 2: The Weeping Labyrinth<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJbtW-jm3eWNj87Sse7yynKCEwrriAlrMKkEfHNVNkffzO8iJfVAwOZ9ZcjE5FtySbJY9dN2GuTgOHosgZW5PX9Yi0-kOUmThwYo47NJ5y9FWZjyArnKPy8H1el4jCU1EhPx8U5Curs6Xe/s1600/tears+of+the+croc+god.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="604" data-original-width="1017" height="237" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJbtW-jm3eWNj87Sse7yynKCEwrriAlrMKkEfHNVNkffzO8iJfVAwOZ9ZcjE5FtySbJY9dN2GuTgOHosgZW5PX9Yi0-kOUmThwYo47NJ5y9FWZjyArnKPy8H1el4jCU1EhPx8U5Curs6Xe/s400/tears+of+the+croc+god.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to make big!</td></tr>
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This was my draft of the Weeping Labyrinth; setting for the "Tears of the Crocodile God" adventure (Dungeon 209). This was the first proper adventure that I had published! The final maps were masterfully finished by Mike Schley, which was a real honour.<br />
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Also included was a rough draft for the settlement of Bansouk:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDx6KmN1Yu01Q7r8Qg62uHrly6T-62XA6e7_6LyWArDu_fyCtXPhiKUyNXr7EgxHUp3oG7kbQ9FqF3Ad1QDwY0gkQliSy0-ZzcvdqjUr1nIUjPTUOI7yd-FZKX3mAGtUXpBfgR2mJA7o_e/s1600/croc2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="511" data-original-width="663" height="307" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDx6KmN1Yu01Q7r8Qg62uHrly6T-62XA6e7_6LyWArDu_fyCtXPhiKUyNXr7EgxHUp3oG7kbQ9FqF3Ad1QDwY0gkQliSy0-ZzcvdqjUr1nIUjPTUOI7yd-FZKX3mAGtUXpBfgR2mJA7o_e/s400/croc2.png" width="400" /></a></div>
<br />Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-87742803082391849702017-10-04T17:46:00.000+01:002017-11-05T01:51:47.463+00:00Here Be Dungeons 1: Jaggerbad Skyhouse<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8KKh9hi5T1Yf0tXBl6WJuUWYdb4-BHrIhvt4zUeS18BU3NrK_ziLYJtMkNdiNxo6AOYcSxjf8tw5u8L4mzUoNpiiXY7Kv3mMYmX2YVpR2SSghtf4F-7LlM8sPHG98NBIOM-tcRio1HUaE/s1600/Jaggerbad_Skyhouse_Map.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1410" data-original-width="1600" height="350" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8KKh9hi5T1Yf0tXBl6WJuUWYdb4-BHrIhvt4zUeS18BU3NrK_ziLYJtMkNdiNxo6AOYcSxjf8tw5u8L4mzUoNpiiXY7Kv3mMYmX2YVpR2SSghtf4F-7LlM8sPHG98NBIOM-tcRio1HUaE/s400/Jaggerbad_Skyhouse_Map.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to make big!</td></tr>
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My final draft map design for "Tavern Profile: Jaggerbad Skyhouse" (<a href="http://www.dmsguild.com/product/153060/Dungeon-198-4e" target="_blank">Dungeon #198</a>). This was my first published D&D article: a plane-hopping tavern strapped to the back of a gargantuan iron dragon!Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com0tag:blogger.com,1999:blog-682746068845868752.post-9844024128209945042017-06-12T16:31:00.000+01:002017-06-12T16:31:02.386+01:00Temple of the Moon Priests - No Text<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_rR1Dqtk8hHb7NdPZoujtastSKXY2tauZRDf5Rjjrj7hVPK7PZQ8ER83kzRw20Vcfogdt7BfIBRYpaLsaeQoub68VxiKxPTCnPRnL1Zdgtl_nsNoRausHONCiXWWliHAIXk8uGqP1yA17/s1600/Temple_of_the_Moon_Priests_1PD_No_Text+%25281%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1237" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_rR1Dqtk8hHb7NdPZoujtastSKXY2tauZRDf5Rjjrj7hVPK7PZQ8ER83kzRw20Vcfogdt7BfIBRYpaLsaeQoub68VxiKxPTCnPRnL1Zdgtl_nsNoRausHONCiXWWliHAIXk8uGqP1yA17/s640/Temple_of_the_Moon_Priests_1PD_No_Text+%25281%2529.jpg" width="494" /></a></div>
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As it's been requested a couple of times, here's a version of "Temple of the Moon Priests" with text tags removed!</div>
<br />Will Doylehttp://www.blogger.com/profile/14450333306587720236noreply@blogger.com7