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It explains extending features based on whether they cover more or less than half a square, including rules for diagonal walls that intersect square edges. 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CORDELL,  \nDAVID NOONAN, MATTHEW SERNETT, JAMES WYATT EDITOR: JOHN THOMPSON  \nEDITING MANAGER: KIM MOHAN  \nDESIGN MANAGER: CHRISTOPHER PERKINS  \nDEVELOPMENT MANAGER: JESSE DECKER  \nSENIOR ART DIRECTOR D&D: STACY LONGSTREET  \nDIRECTOR OF RPG R&D: BILL SLAVICSEK PRODUCTION MANAGERS: JOSH FISCHER, RANDALL CREWS FORGOTTEN REALMS ART DIRECTOR: KATE IRWIN COVER ARTIST: WILLIAM O’CONNOR  \nINTERIOR ARTISTS: WILLIAM O’CONNOR, JIM PAVELEC, CHRIS DIEN GRAPHIC DESIGNER: ROBERT RAPER  \nCARTOGRAPHER: ROBERT LAZZARETTI  \nTACTICAL MAP DESIGN: NICK ISAAC GRAPHIC PRODUCTION SPECIALIST: ANGELIKA LOKOTZ IMAGE TECHNICIAN: SVEN BOLEN  \nBased on the original Dungeons & Dragons® rules created by Gary Gygax and Dave Arneson and the new Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.  \nThis product uses updated material from the v.3.5 revision. It is designed for use with the FORGOTTEN REALMS® Campaign Setting by Ed Greenwood,  \nSean K Reynolds, Skip Williams, and Rob Heinsoo.  \nThis Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.  \nTo learn more about the Open Gaming License and the d20 System License, [please visit www.wizards.com/d20](please visit www.wizards.com/d20).  \nU.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Inc.  \nP.O. Box 707 Renton, WA 98057-0707 (Questions?) 1-800-324-6496  \nEUROPEAN HEADQUARTERS Hasbro UK Ltd  \nCaswell Way  \nNewport, Gwent NP9 0YH GREAT BRITAIN  \nPlease keep this address for your records  \n620–95685720–001–EN  \n9 8 7 6 5 4 3 2 1  \nFirst Printing: March 2007  \nISBN: 978-0-7869-4119-3  \nDUNGEONS & DRAGONS, D&D, DUNGEON MASTER, FORGOTTEN REALMS, d20, d20 SYSTEM, WIZARDS OF THE COAST, Cormyr: The Tearing of the Weave, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc.,  \nin the U. S.A. and other countries.  \nThis material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited  \nwithout the express written permission of Wizards of the Coast, Inc.  \nThis product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.  \n©2007 Wizards of the Coast, Inc. Printed in the U.S.A.  \nVisit our website [at](at www.wizards.com/forgotten realms)[ www.wizards.com/forgotten realms](at www.wizards.com/forgotten realms)  \nThe most obvious feature of each tactical encounter is the map for that area. A variety of information accompanies each map—creature descriptions, initial positions, creature statistics, tactics, traps (if any), and other related information.  \nThe encounters in this adventure are designed for use with DUNGEONS & DRAGONS Miniatures. In most cases, a D&D® miniature can represent a character or creature perfectly; other times you’ll have to improvise.  \nHOW TO USE ENCOUNTER MAPS As described on DMG 59, if a map feature covers more than half of a given square, the feature is considered to extend into that square. If it covers less than half of a square, it doesn’textend into that square.  \nFor example, if an area of light undergrowth skirts around the edges of a square, but the rest of the square is clear, then there’s no extra movement cost to enter that square. If the undergrowth reaches past the middle of the square, the square costs 2 squares to move into.  \nThe same rule applies to diagonal walls. We’ve drawn diagonal walls on the maps so they cut through the centers of square edges instead of running corner to corner. This way, it’s easy to tell whether a character can stand in a given square or not, since every square that a diagonal wall passes through is either largely clear (you can stand there) or just a ","cbCaid32C2Qd5P1b","https://ap.wps.com/l/cbCaid32C2Qd5P1b","pdf",42460060,168,"English","# Adventure Background\n## Adventure Synopsis\n# HOW TO USE ENCOUNTER MAPS","[{\"question\":\"How does the rule decide whether a map feature extends into a square?\",\"answer\":\"If a map feature covers more than half of a given square, it’s considered to extend into that square. If it covers less than half, it doesn’t extend into that square.\"},{\"question\":\"What changes when diagonal walls are drawn on the encounter maps?\",\"answer\":\"Diagonal walls are drawn so they cut through the centers of square edges rather than corner to corner. This makes it clear whether a character can stand in the square or only in a small corner area.\"},{\"question\":\"What is the core premise of the adventure in the new temple to Mystra?\",\"answer\":\"Characters discover that what’s happening in the new temple to Mystra in Wheloon is not as it seems. To uncover the mystery, the PCs must travel through multiple dangerous locations before facing the final confrontation.\"}]","Cormyr - The Tearing of the Weave - How to Use Encounter Maps | PDF",1791237547,259]