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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Manbearcat" data-source="post: 6780454" data-attributes="member: 6696971"><p>[ATTACH]72465[/ATTACH]</p><p></p><p>FEATURES</p><p></p><p>1) The struts from the battlements down to the surface can be navigated from the top; Free Action - Acro Medium DC - Slide to adjacent surface square.</p><p></p><p>2) The frozen river on the town-side of the wall is a 20 ft drop frozen water pit hazard; OA on entering square vs Ref - 1d10 damage and 5 OG cold damage (save ends but no save if you're still in the hazard). Climb out with Ath vs med DC.</p><p></p><p>3) The large firepit is hindering terrain; DT + 10 OG fire damage (save ends)</p><p></p><p>4) The burning brazier (top right) can be stunted; CBL2 (C) vs Ref for 15 OG fire damage (save ends)</p><p></p><p>5) The towering pine trees are frozen over with jagged icicles. They are hindering terrain; DT + if creature starts turn in space then 7 cold damage + slowed (save ends). </p><p></p><p>6) Buildings can be climbed of course.</p><p></p><p>7) The stacked stuff in the middle of the main avenue is 10 ft high. It is DT + requires Ath medium DC to climb. Failure means you slide back down to starting square and topple stuff onto you taking 7 and slowing you USoNT.</p><p></p><p>8) Horses can be stunted with (Nature) for a CBL5 trample attack vs Fort for push + prone + damage. </p><p></p><p>[HR][/HR]</p><p></p><p>INITIATIVE</p><p></p><p>Saerie (and her 2 members of her Dire Wolf pack)</p><p>Otthor</p><p>Morphed Infernal Basilisk</p><p>Giliad's Rest Archers</p><p>Stone Giant Void-Whisperers (the Bloodied one is SG1)</p><p></p><p>[HR][/HR]</p><p></p><p>I'll update the round by round blow of the combat later.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6780454, member: 6696971"] [ATTACH=CONFIG]72465._xfImport[/ATTACH] FEATURES 1) The struts from the battlements down to the surface can be navigated from the top; Free Action - Acro Medium DC - Slide to adjacent surface square. 2) The frozen river on the town-side of the wall is a 20 ft drop frozen water pit hazard; OA on entering square vs Ref - 1d10 damage and 5 OG cold damage (save ends but no save if you're still in the hazard). Climb out with Ath vs med DC. 3) The large firepit is hindering terrain; DT + 10 OG fire damage (save ends) 4) The burning brazier (top right) can be stunted; CBL2 (C) vs Ref for 15 OG fire damage (save ends) 5) The towering pine trees are frozen over with jagged icicles. They are hindering terrain; DT + if creature starts turn in space then 7 cold damage + slowed (save ends). 6) Buildings can be climbed of course. 7) The stacked stuff in the middle of the main avenue is 10 ft high. It is DT + requires Ath medium DC to climb. Failure means you slide back down to starting square and topple stuff onto you taking 7 and slowing you USoNT. 8) Horses can be stunted with (Nature) for a CBL5 trample attack vs Fort for push + prone + damage. [HR][/HR] INITIATIVE Saerie (and her 2 members of her Dire Wolf pack) Otthor Morphed Infernal Basilisk Giliad's Rest Archers Stone Giant Void-Whisperers (the Bloodied one is SG1) [HR][/HR] I'll update the round by round blow of the combat later. [/QUOTE]
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