How can Forgotten Realms maps be used in DMsGuild adventures?

JVC Parry’s recent intriguing DMsGuild adventure Call from the Deep includes a hex map of an area of the Sword Coast from Forgotten Realms.

As JVC Parry is a third-party author outside of WotC, this suggests that DMsGuild allows use or recreation of their maps.

As I understand the DMsGuild guidelines, textual content from books and adventures can be used but not images outside of those that DMsGuild has published specifically for that use.

What DMsGuild allowed path are authors using to publish Forgotten Realms(FR) maps? Do authors have to recreate them with their own cartographers? Or is there a bank of map images somewhere that DMsGuild has provided?

Note: As opposed to this question which asks about the copyright issues of using Forgotten Realms maps – this question is asking for DMsGuild approved sources of FR maps allowed to DMsGuid authors or approaches that previous authors have taken that DMsGuild allows or states that they allow.

Can the Bandit Captain make a multi-attack after they used their ranged multi-attack?

The Bandit Captain has the following Multiattack text:

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

There is no amount of daggers mentioned, but usually the official adventures usually consider a bandit captain has one scimitar (cutlass?) and two daggers.

I read it as the following: the captain can either…

  1. perform two melee attacks with its scimitar and one melee attack with its dagger

or

  1. perform two ranged attacks with its daggers

Now, if the captain performs two ranged attacks with its daggers, I guess that they are thrown and that they subsequently have lost those daggers. And therefore they have two less daggers at their disposal.

When the Bandit Captain has no daggers anymore, can they perform any of their Multiattack? Can they still attack twice with their scimitar or are they restricted to a single attack with their scimitar?

Can the Regenerate spell be used to save a dying Flail snail?

Scenario

The party happens across a Flail snail being mobbed by some bugbears (Random encounter). They killed the bugbears and the Flail snail started wailing (All of its tentacles were severed and dead). The druid cast regenerate on it and tried to reattach the tentacles (Snail did not reflect the spell).

Should it live or not?

What headers used in request by google bot?

What headers used in request by google bot? Must be user agent, but what else? I’m interested in cache control headers, does bot try to get fresh page, but not from cache?

The related question: Do browsers send different HTTP headers on page reload so that server side caches can be flushed?

I’m using server cache, what have option to refresh on Ctrl+F5, but don’t want bot to refresh page. Code what detect Ctrl+F5 below:

function cacheHitDisplay($  params)   if ($  _SERVER['HTTP_CACHE_CONTROL'] == 'no-cache') {     // process/refresh page. ctrl-f5 pressed     return 0;   }   getFromCache($  params);   exit 0 } cacheHitDisplay(); // will show cached page and exit script ...here normal page processing, saving page to cache at end... 

OpenSSL 1.1.1b warning:*** WARNING : deprecated key derivation used. Using -iter or -pbkdf2 would be better

We have a homework assignment to encrypt the famous Tux.ppm using aes with ecb and cbc mode. We have to show and outline how insecure the ecb mode is…

So is there any way to ignore this warning?

*** WARNING : deprecated key derivation used. Using -iter or -pbkdf2 would be better. 

What are the stat modifiers (other than Dex) that can be used when calculating AC?

As far as my knowledge of D&D goes there are 2 ways to determine AC:

1. Calculation of AC through Base + Stat modifiers

Examples of these AC calculations are:

  • Unarmored = 10 + Dex mod
  • Unarmored defense, such as Barbarian = 10 + Con mod + Dex mod
  • Light armors, such as Leather Armor = 11 + Dex mod
  • Medium armors, such as Breastplate = + Dex mod (max 2)
  • Spells, such as Mage Armor (AC = 13 + Dex mod)

2. Setting the base AC to a specific value

Examples of these AC calculations are:

  • Heavy Armor, such as Plate Armor = 18
  • Racial, such as Tortle’s Natural armor race = 17
  • Spells such as Barkskin = 16

My interest goes out to the first way of calculating AC.

What are the stat modifiers (other than Dex) that can be used when calculating AC?

I already found 2:

  • Barbarian’s Unarmored Defense = 10 + DEX mod + WIS mod
  • Monk’s Unarmored Defense = 10 + DEX mod + WIS mod

Are there any others that I missed?

Can the manual and tome magic items that increase stats be used multiple times by bypassing the century wait time via the spell Sequester?

Assume we have a Wizard who is at least level 13 and can reliably cast Sequester many times (either through acquired spell scrolls, or has acquired enough material components for it to be a non-issue), has a safe place (through the spell Demiplane) to be under the influence of Sequester for many centuries, and has access to the Manual of Bodily Health, Manual of Gainful Exercise, Manual of Quickness of Action, Tome of Clear Thought, Tome of Leadership and Influence, and Tome of Understanding.

Per the item descriptions in the DMG:

…your [STAT] score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Now, normally this would be a once-in-a-lifetime use, or maybe twice (due to the lifespan of the races), but if a wizard used Sequester on themself, many years can pass without growing older:

…[willing target creature] falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. You can set a condition for the spell to end [before the spell is dispelled by the caster].

So, assuming that time continues to flow for the magic items, but not for the sequestered wizard, can they study these books and take the necessary long rests, Sequester for a hundred years, “wake” from the Sequester, and then repeat an arbitrary-but-finite number of times for an arbitrarily high (but finite) improvement to their stats?

To end the cycle and escape the demiplane, the wizard would simply Plane Shift out:

…You can specify a target destination in general terms … and you appear in or near that destination.

Can Selective Spell be used to exclude a swarm from targeting?

I’m researching the attack spells available to druids. Creeping Doom looks very useful for some situations, but it seems like it doesn’t combine well with other spells like Flame Strike and Fire Storm since you’ll quickly destroy your own swarms. Can a druid use Selective Spell to mitigate this by excluding the swarms?