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General Tabletop Discussion
*Pathfinder & Starfinder
Need seasonal effects for a special encounter
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<blockquote data-quote="contraserrene" data-source="post: 5967852" data-attributes="member: 63450"><p>Spring - Driving rains make all squares obscured. One Flowering Minion appears next to each non-flying PC at the beginning of the round and tries to use a non-damaging Reflex restrain attack (restrain ends at start of next round, as the flowering minions wither away in the dryness). Escape DC is low.</p><p></p><p>Summer - Great blistering heat and brilliant sourceless sunlight fill the area, and the PCs find out why all their foes are wearing smoked-glass goggles. Anyone without some protection (goggles, blindfighting ability, etc) can choose to close their eyes for the round or risk an attack at the end of the round vs Fort that blinds (save ends). Zones of shadow and obscuring mists provide protection, and a high Nature check with a standard action can rig up eye protection that lasts until the end of the encounter.</p><p></p><p>Fall - Blowing leaves make all squares difficult terrain (for PCs and enemies alike, except the main enemy and anyone with forestwalk). The winds also carry gentle music and wonderful odors, nostalgic tunes and scents that are different- and special- to everyone. Any PC who takes no damage this round is struck (at the end of the round) by a Nostalgia attack, Will, that Dazes (save ends) as memories rise within. A PC can trade his minor action to deal 5 damage to himself, thereby avoiding the attack.</p><p></p><p>Winter - The winds rise to a shrieking gale, driving snow and ice everywhere. Any water in the room (pool, stream, etc) becomes solid and walkable. All enemies are encrusted with ice, gaining +2 AC and Resist All 20. Any enemy hit by a Fire attack loses this protection immediately (the fire attack does full damage) and any enemy hit by a Cold attack is Immobilized until the end of the round.</p></blockquote><p></p>
[QUOTE="contraserrene, post: 5967852, member: 63450"] Spring - Driving rains make all squares obscured. One Flowering Minion appears next to each non-flying PC at the beginning of the round and tries to use a non-damaging Reflex restrain attack (restrain ends at start of next round, as the flowering minions wither away in the dryness). Escape DC is low. Summer - Great blistering heat and brilliant sourceless sunlight fill the area, and the PCs find out why all their foes are wearing smoked-glass goggles. Anyone without some protection (goggles, blindfighting ability, etc) can choose to close their eyes for the round or risk an attack at the end of the round vs Fort that blinds (save ends). Zones of shadow and obscuring mists provide protection, and a high Nature check with a standard action can rig up eye protection that lasts until the end of the encounter. Fall - Blowing leaves make all squares difficult terrain (for PCs and enemies alike, except the main enemy and anyone with forestwalk). The winds also carry gentle music and wonderful odors, nostalgic tunes and scents that are different- and special- to everyone. Any PC who takes no damage this round is struck (at the end of the round) by a Nostalgia attack, Will, that Dazes (save ends) as memories rise within. A PC can trade his minor action to deal 5 damage to himself, thereby avoiding the attack. Winter - The winds rise to a shrieking gale, driving snow and ice everywhere. Any water in the room (pool, stream, etc) becomes solid and walkable. All enemies are encrusted with ice, gaining +2 AC and Resist All 20. Any enemy hit by a Fire attack loses this protection immediately (the fire attack does full damage) and any enemy hit by a Cold attack is Immobilized until the end of the round. [/QUOTE]
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Need seasonal effects for a special encounter
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