DICE PACKS BUNDLE
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  1. #11
    pacio49's Avatar
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    Quote Originally Posted by Andraax View Post
    Don't grid the whole map, just make one square near a corner somewhere.
    Understood. I've already been driven nuts trying to match grids that come pre-placed on maps available online, which is why I don't design my maps with grids on them as a default choice.

  2. #12
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    holy crap - thats a lot of gnolls!

  3. #13
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    More gnoll camps

    Here's another Gnoll encampment. (I'll release a module with all of these maps together at the end for easier download, or to allow picking and choosing between them)

    Yes, damned, lots of gnolls. LOL! Opportunity for my crew to either fight or sneak their way through. The theme of the adventure is that a Fang of Yeenoghu has arisen, uniting 5 disparate Pack Lords and their crews into a single army, and is preparing to invade the PCs homes over the mountain pass. The gnolls first seek a powerful multi-part ancient artifact which can raise a "tame" Pit Fiend with which to rain burning destruction down on the countryside as they go. The PCs will know early on in the adventure that if you cut off the power figures of the gnolls then the tribes will scatter and the invasion will be thwarted. And they will be sent trying to get the artifact pieces for themselves to destroy them permanently with the aid of a powerful NPC wizard. They can opt to go full clear, fighting each step of the way, or ninja assassination strikes using stealth to get to the Pack Lords and take them out. Or some combination of the two which I'm not seeing yet, but will react to when they raise it. (Tricksy players.)

    This band, Moskol's crew, is camped around the entrance to the Caverns of Mechanus where lies one of the artifacts under heavy guard by Modrons gone mad with faulty machinery components, which will be posted in the next post(s).

    Anyway, more maps... Creative Commons licensed, non-commercial use, attribution to Adam Pacio (c) 2015-2016. Enjoy!

  4. #14
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    Caverns of Mechanus/Modrons 1

    The whole complex is originally intended to be a magical/clockwork construct with racing arcs of magical currents flowing through the walls and floors to preserve an inner magical vault structure guarded by elementals. Faint graphics on the floors are meant to be access panels for the Modrons who maintain the place (or large magical condensers in the corner chambers), and are flavor, nothing more. But feel free to use how you see fit, of course. Just providing context for the map.

    Creative Commons licensed, non-commercial use, attribution to Adam Pacio (c) 2015-2016. Enjoy!

  5. #15
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    Caverns of Mechanus/Modrons 2

    Creative Commons licensed, non-commercial use, attribution to Adam Pacio (c) 2015-2016. Enjoy!

  6. #16
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    Caverns of Mechanus/Modrons 3

    Creative Commons licensed, non-commercial use, attribution to Adam Pacio (c) 2015-2016. Enjoy!

  7. #17
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    Main Gnoll Encampment - Aarazlin, Fang of Yeenoghu

    The Fang himself is directing this encampment, which is engaged in exploration and excavation of an old set of Druidic Catacombs located beneath a stone henge in the middle of the woods.

    Creative Commons licensed, non-commercial use, attribution to Adam Pacio (c) 2015-2016. Enjoy!

  8. #18
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    Main Gnoll Encampment - Aarazlin, Fang of Yeenoghu 2

    Creative Commons licensed, non-commercial use, attribution to Adam Pacio (c) 2015-2016. Enjoy!

  9. #19
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    Druid Catacombs 1

    The druid catacombs where one-third of the artifact the gnolls and party seek is located.

    The route to the center chamber where the artifact is hidden is blocked by a protective energy barrier. The key to pass the barrier is in 8 pieces, one on each altar in each burial chamber. FWIW.

    Creative Commons licensed, non-commercial use, attribution to Adam Pacio (c) 2015-2016. Enjoy!

  10. #20
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    Druid Catacombs 2

    Creative Commons licensed, non-commercial use, attribution to Adam Pacio (c) 2015-2016. Enjoy!

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