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The walls of Tibira

Environments Designed by Erazmas Crow

At a glance

Tier
2
Type
Event
Difficulty
14
Impulses
Get inside

Environment overview

Ancient temple fortress, peopled by silent automatons, the Simug

Potential adversaries

Siege Bow Siege Mangonel Simug Soldier

Features

Passives

passive
  • That's a big wall

    Climbing the wall requires special equipment, abilities or a clever plan to make a path up a 45ft sheer wall. Anytime a character is hit, have them make a reaction roll using their climbing stat to hang on. If they fail reset the clock and take damage based on thier height. The climb can be done on a 4 step count down for each character. If the fall on a 3 they take 1d12 physical or 1 stress, fall on a 1 or 2 2d12 physical.

    Defenders on to of the wall have cover giving attacks against them disadvantage.

  • Knock Knock

    2 big iron fortress doors, if the characters come up with an adequate plan, these are each a 6 step countdown, whether it's beating them down with epic strength or battering ram. Or the set up, priming and retreat to a safe distance magical destructive device.

    Door 1 subject to attacks from above. Defenders have cover giving attackers disadvantage.

    Door 2 subject to upto 6 creatures attacking with spears, who have enough cover to give disadvantage and a plus 3 to thier difficulty for those wishing to retaliate.

Actions

action

Reactions

reaction

About this environment

It’s a marvel of the masonry craft, 45ft high and 20ft thick, flanked on each side by mountains that have been carved sheer as this stone was quarried from them. The defenders line the wall, unmoving. Two Siege bows guard each flank side of the gate house. A Mangonel sit in the courtyard waiting to rain down pain on any troops outside. Or the iron doors of the gate house could be an option. Made of thick iron, there are in fact 2 sets of these doors. The first set defended from above and the interior ones by spears through murder holes.

The walls of Tibira

Tier 2 Event

Ancient temple fortress, peopled by silent automatons, the Simug

Impulses: Get inside

Difficulty: 14

Potential Adversaries: Siege Bow, Siege Mangonel, Simug Soldier

Features

That's a big wall - Passive: Climbing the wall requires special equipment, abilities or a clever plan to make a path up a 45ft sheer wall. Anytime a character is hit, have them make a reaction roll using their climbing stat to hang on. If they fail reset the clock and take damage based on thier height. The climb can be done on a 4 step count down for each character. If the fall on a 3 they take 1d12 physical or 1 stress, fall on a 1 or 2 2d12 physical.

Defenders on to of the wall have cover giving attacks against them disadvantage.

Knock Knock - Passive: 2 big iron fortress doors, if the characters come up with an adequate plan, these are each a 6 step countdown, whether it's beating them down with epic strength or battering ram. Or the set up, priming and retreat to a safe distance magical destructive device.

Door 1 subject to attacks from above. Defenders have cover giving attackers disadvantage.

Door 2 subject to upto 6 creatures attacking with spears, who have enough cover to give disadvantage and a plus 3 to thier difficulty for those wishing to retaliate.

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