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(CSRHoD) Creamsteak's Red Hand of Doom [IC]
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<blockquote data-quote="Creamsteak" data-source="post: 4104307" data-attributes="member: 552"><p>[sblock=Tyrla]You recognize the type of acid here as having been draconic in origin.[/sblock]</p><p></p><p>The group holds back, staying away from the dead owl. Four draconic shapes leap from thewater, slashing with razor-tipped clawed wings. A frill on their foreheads that extends down their backs suggests a green dragon was somehow involved in the creation of these monsters.</p><p></p><p><img src="http://www.wizards.com/dnd/images/mm4_gallery/98719.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Further, Tyrla recognizes a few distinct facts about the creatures.</p><p></p><p>[sblock]This type of creature is called a greenspawn razorfiend. It is a magical beast completely impervious to acid, having a powerful breath weapon similar to that of a black or green dragon. Their wings are used as weapons and to assist them in gliding and jumping, but they cannot fly. They hunt in solitary groups or packs, living only to kill, but they are surprisingly intelligent, more so than their vicious and barbaric nature would lead one to believe.[/sblock]</p><p></p><p>The creatures move with incredible speed, during their initial actions they manage to cover a significantly distance between the group and themselves. They leap into the air as soon as their feet were out of the water and onto the earth, bypassing much of the difficult terrain to close the distance.</p><p></p><p><strong><u>Initiatives</u></strong> - Surprise Round</p><p>Razorfiends 25 <-ending here</p><p>Tyrla 22 <-acts</p><p>Warren 17 <-acts</p><p>Larian 15</p><p>Pender 14</p><p>Siobhan 13</p><p>Avril 7 <-acts</p><p></p><p><strong>Razorfiends:</strong> The creatures emerge from their hiding places and move closer, using their incredible jumping ability to cover much of the initial distance between the group and themselves.</p><p></p><p><img src="http://www.enworld.org/attachment.php?attachmentid=32983&stc=1" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Blue squares are shallow bogs. Dark green are heavy undergrowth. The lighter-off-green that makes up the trail and some of the other areas are light undergrowth. The squares around the owl are normal (no penalties). As usual you can start anywhere within the red outline (note that everyone except Avril is mounted). Avril can start in any square, but also needs to declare an altitude. Warren can start off unmounted and a little closer, however much he feels is a reasonable assumption of his approach.</p><p></p><p><strong>Bogs:</strong> If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2.</p><p></p><p>Both shallow and deep bogs increase the DC of Move Silently checks by 2.</p><p></p><p><strong>Undergrowth:</strong> Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way.</p><p></p><p>Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 4104307, member: 552"] [sblock=Tyrla]You recognize the type of acid here as having been draconic in origin.[/sblock] The group holds back, staying away from the dead owl. Four draconic shapes leap from thewater, slashing with razor-tipped clawed wings. A frill on their foreheads that extends down their backs suggests a green dragon was somehow involved in the creation of these monsters. [img]http://www.wizards.com/dnd/images/mm4_gallery/98719.jpg[/img] Further, Tyrla recognizes a few distinct facts about the creatures. [sblock]This type of creature is called a greenspawn razorfiend. It is a magical beast completely impervious to acid, having a powerful breath weapon similar to that of a black or green dragon. Their wings are used as weapons and to assist them in gliding and jumping, but they cannot fly. They hunt in solitary groups or packs, living only to kill, but they are surprisingly intelligent, more so than their vicious and barbaric nature would lead one to believe.[/sblock] The creatures move with incredible speed, during their initial actions they manage to cover a significantly distance between the group and themselves. They leap into the air as soon as their feet were out of the water and onto the earth, bypassing much of the difficult terrain to close the distance. [b][u]Initiatives[/u][/b][u][/u] - Surprise Round Razorfiends 25 <-ending here Tyrla 22 <-acts Warren 17 <-acts Larian 15 Pender 14 Siobhan 13 Avril 7 <-acts [b]Razorfiends:[/b] The creatures emerge from their hiding places and move closer, using their incredible jumping ability to cover much of the initial distance between the group and themselves. [img]http://www.enworld.org/attachment.php?attachmentid=32983&stc=1[/img] Blue squares are shallow bogs. Dark green are heavy undergrowth. The lighter-off-green that makes up the trail and some of the other areas are light undergrowth. The squares around the owl are normal (no penalties). As usual you can start anywhere within the red outline (note that everyone except Avril is mounted). Avril can start in any square, but also needs to declare an altitude. Warren can start off unmounted and a little closer, however much he feels is a reasonable assumption of his approach. [b]Bogs:[/b] If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. Both shallow and deep bogs increase the DC of Move Silently checks by 2. [b]Undergrowth:[/b] Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth. [/QUOTE]
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