The Frozen Tundra
Posted: October 24th, 2016, 1:11 am
The Frozen Tundra:
Far from the safety of civilization where the world becomes cold and unforgiving is the Frozen Tundra. Bathed in seemingly eternal snowfall, ice covered cliffs and caves cover this barren landscape. The creatures that survive here are hardy, and have learned to both thrive and harness the local weather. Unwary travelers will only find a lonely death out in the snow... and their stuff will probably end up stolen by Felynes.
Daytime Hunt: Available.
Nighttime Hunt: ????
Epic Encounter: Oroshi Kirin
Event table:
1d20
1-3: Popo
The Hunting party encounters 1d3 Popo, large fluffy yak like creatures with huge tusks. Gentle in nature, they can be easily dispatched. For each killed roll 1d4. 1-2 provides a raw steak. Cooking the Raw Steak from a Kelbi gives one a Well Done Steak. Eating these takes a -full- turn, but doing so leaves you vulnerable in combat. (You cannot dodge or block.) However, doing so restores 3000 HP and 1000 MP. 3 provides a Popo Tongue, a delicacy which if eaten provides 25% cold resistance for one fight. 4 provides a huge fuzzy popo hide that can either be turned into fashionable clothes, or sold for 1750 gil.
4: Fishing Hole.
A small pond swimming with fish native to the Tundra... Roll 1d4 for Quantity, then 1d5 for types
1) Sushifish: A delicious fish that is safe to eat raw or cooked for the same benefit(And vulnerability window) as a well done steak.
2) Heatfish: Eating this fish provides a brief window of protection from freezing effects, either one event, or five rounds in combat.
3) Wirefish: A thin, silvery quick swimming fish that almost seems to vibrate in the water. Eating it causes a brief rush of energy, restoring 500 mana and preventing sleep effects for five rounds.
4) Goldenfish: A fish with beautiful scales, can be sold for 17,500 gil.
5) Screamyfish: When pulled from the water, it lets out a wyvernesque call for help. DC 100 reaction to avoid pulling it from the water, at which point it can be kept in a container(If you thought to bring one) or released. Otherwise, activate the Large Wyvern Encounter event. Presumed caught one at a time for purposes of getting mobbed by monsters, unless you really want it otherwise.
5: A Snowstorm begins...
Snow, wind, and cold. Survival DC 100 to avoid taking 1000 unsoakable cold damage and Mild Freeze. Can be waited out either by eating a Heatfish, or finding/erecting shelter.
6: Gathering point! 1d3 items from the following list: 1. Herb(10% HP Heal) 2. Blue Mushroom(Combined with Herb to make Hunting Potion(25% HP Heal) 3. Honey(Combined with Hunting Potion to make Mega Hunting Potion(50% Heal). 4. A piece of ore 1d4 levels higher than Neosteel, 20% chance to be either Aqua or Lumintainted for natural Aqua/Lightstrike or resistance.
7-8: Baggis of Fun. 1d4
1. 1d5 Baggis
2. 2d4 Baggis
3. 1d5 Baggis 1 Great Baggi.
4. 2 Great Baggis.
9: No fish, but?...
The party finds a small pond of some kind with only a few fish in it, but what looks to be a cave in its depths. It can either be ignored, or if one is bold enough, they can dive into the cave below to see what treasures are beyond. Swimming DC100 to get through, inflicts mild freeze unless precautions are taken, failure will return the attempter(s) to the start point. Roll again on the event list, if it is a battle, there is a gather point afterwards. If it is a boneyard, get double rewards. Beware of party splitting, it takes 2 rounds for other party members to 'catch up' if there is a battle.
10: Wyvern Boneyard. The location of quite a few wyvern corpses either predated by something larger and scarier or dead due to natural causes. Gain two carves from one of the following list: 1 Great Baggi, 2) Lagombi, 3) Akura Shimo, 4) Giaorugu, 5) Barioth, 6) Grimclaw Tigrex, 7) Gigginox.
11-14: Large Wyvern Encounter
1. 2 Great Baggis
2. Lagombi
3. Akura Shimo
4. Giaorugu
5. Barioth
6. Grimclaw Tigrex
7. Gigginox
15: Shelter.
A warm spot where hunters can wait out a storm or gather their strength and remove status effects. Its run by small cat people called Felynes that request a small contribution in Gil to keep the shelter running properly...
Small Contribution xxxx gil: The Felynes thank you for your generosity and let you rest until you're feeling better.
Decent Contribution: xxxx Gil: The Felynes also feed you, restoring your health and mana.
Large Contribution: xxxxx Gil: The hunting party is showered with praise, food, and allowed to bathe in a secret hotspring for wealthy donors, the hot almost magical water gives the party resistance to weather(not monster) based freezing for the rest of the trip and after bathing the Felynes will give you directions to wherever you want to go.
Huge Contribution: xxxxx Gil: All of the above, every time the contributor comes out this way for the next 10 Hunting Trips.
Insane Contribution: ??????: Strato owns the place, all perks active all the time for everyone, for free baby
16-17: Double Trouble:
Roll twice on the Large Wyvern Encounter list, you just made that many new friends. And by friends I mean they're trying to eat you. Have fun.
18: Veggie Elder:
You Find the Veggie Elder! A short, pleasant Wyverian with a hiking stick and a pack, who gifts the party with a handful of items from this list. 1d5 Items.
Herb: 10% of HP restored
Hunting Potion: 25% of HP restored
Hunting MegaPotion: 50% of HP restored
Psychoserum: Drinking this allows you to -choose- your specific encounter while on a Hunt. One Use only!
Ration: This delicious boxed lunch gives you a nice pick-me-up. 50% of MP restored.
19: Ambush Point?
Can be used or ignored. If used, roll on the Large Encounter list, then roll Stealth and use the result as a luck modifier for a luck roll. If 500+ You successfully ambush a wyvern, and are able to get the first attack on it, if your luck is poor however, you may find some wyverns quite aware of these points and ready to ambush you.
20: A cold wind blows as the party finds themselves in an icy field, snow drifts blowing back and forth in an unnatural wind. There are no traces of the passage of larger wyverns here, only delicate hoof prints. A shard of ice solidifies from the air, crashing into the ground, and the party finds themselves face to face with an Oroshi Kirin.
Baggi Armor: 10 Baggi Hide, 5 Baggi Scale, 1 Baggi Claw
Weapons: Neosteel, (Sleep)Touch Mild.
Casting Focus: Neosteel, (Sleep)Touch Mild.
Accessory: Neosteel, Water Ward
Shield: Neosteel, Sleep Ward
Armor: Neosteel, Water Ward, Sleep Barrier, Fire deals 20% more damage.
Great Baggi Armor: Baggi Armor, 5 Baggi Hide, 5 Baggi Scale, 5 Baggi Claw, 1 Sleep Sac
Weapons: Solinium, (Sleep)Strike Mild
Casting Focus: Neosteel, (Sleep)Strike Mild
Accessory: Solinium, Water Barrier
Shield: Solinium, Sleep Barrier
Armor: Solinium, Water Barrier, Sleep Antibody, Fire deals 50% more damage. Once per battle, can spit out a giant glob of sleeping toxin, DC150 React to avoid, causes Mild Sleep.
Lagombi Armor: 10 Lagombi Pelt, 10 Lagombi Claw, 5 Lagombi Plastron, 1 Lagombi Ear.
Weapons: Orichalcum, Natural Aquastrike, Soaked(Strike) Mild/stacking.
Casting Focus: Neosteel, Natural Aquastrike, Soaked(Strike) Mild/stacking.
Accessory: Orichalcum, Can be activated to summon a giant snowball. Using Wielder's attack roll, and inflicting 20,000 water damage and Chronic Soaked
Shield: Orichalcum, spreads status effects (positive and negative) to allies targetted with a cover action.
Armor: Orichalcum, Increases duration of items and effects by 2, Raises Athletics/Dodge/ by +15, fire deals 50% more damage.
Akura Shimo Armor: 10 Shimo Carapace, 10 Shimo Crystal, 5 Shimo Claw, 1 Shimo Crystal Gland
Weapons: Duralloy, Mild Clod(strike) Alternate or Mild Soaked(Strike) (choose one on creation), Non-magnetic, +10% to sell price, -20 Stealth (GEMS)
Casting Focus: Duralloy, Mild Clod(Strike) Alternate or Mild Soaked(Strike) (choose one on creation), Non Magnetic, +10% Sell price -20 Stealth(GEMS)
Accessory: Duralloy, Once per fight allows the owner to burrow suddenly into the ground for one round becoming untargettable and regenerating 50% of HP, at the cost of being unable to otherwise act.
Shield: Duralloy, Non-magnetic. Can be activated to Armor Up (requires using an action), granting +5000 physical soak for 1d3 rounds. +10% sell price, -20 Stealth(GEMS)
Armor: Duralloy: 50% resistance to Clod/Soaked, Non-Magnetic, +10% sell price, -20 to stealth checks(Due to GEMS)
Gigginox Armor: 10 Flabby Hide, 10 Uncanny Hide, 5 Unnerving Talon, 1 Fearsome Maw
Weapons: Duralloy, Increase reach/range by 1 area, 5% of damage done as vampiric healing
Casting Focus: Duralloy, Increase reach/range by 1 area, 5% of damage done as vampiric healing
Accessory: Duralloy, Thermographic vision, Spider Climb.
Shield: Duralloy, Can release a Moderate Poison as an alternative Counter (must still be rolled).
Armor: Duralloy, Poison Antibody, makes wearer's status effects 1 severity stronger, reduce maximum health by 15%
Barioth Armor: 10 Barioth Shell, 10 Barioth Pelt, 5 Barioth Claw, 1 Amber Tusk
Weapons: Amber, Water/Ice Rend, Freezetouch
Casting Focus: Amber, Water/Ice Rend, Freezetouch
Accessory: Amber, Activate to launch a frozen tornado at a group of 3 enemies, 1d410+200 accuracy, inflicts 20,000 cold damage, and inflicts mild freeze or increases severity of existing freeze by 1, and refreshes duration. May be done once per battle.
Shield: Amber: Can inflict moderate Freeze as an alternative Counter (must still be rolled).
Armor: Amber: 50% water Resist, environmental cold resistance, Off Guard(Barrier), fire deals +50% damage.
Giaorugu Armor, 10 Hide, 10 Horn, 5 Crest, 1 Tailblade
Weapons: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip.
Casting Focus: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip.
Accessory: Amber, While empty, provides +20 to resist an elemental attack, on success, is filled with enough of that element to imbue other Giaorugu equipment.
Shield: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip. This element can also be added to counterattacks and shield bashes.
Armor: Amber, If struck by an element 4 consecutive times gains a Barrier to that element, only one can be active at once.
Grimclaw Tigrex Armor: 10 GT Hide, 10 GT Claw, 5 GT fang, 1 GT Onyx
Weapons: Amber, Mild Sharpen at start of battle(1d5 rounds), Cleave attacks always hit maximum targets, adding allies if there aren't enough enemies.
Casting Focus: Amber, Mild Sharpen at start of battle(1d5 rounds), AoE spells always hit maximum targets, adding and including allies.
Accessory: Amber, Activated as a free action once per battle: Focus on a single enemy, gaining +15 to rolls against them, but cannot target anything else, and recieve -15 to defensive rolls against other targets. Willpower DC150 to escape effect before enemy is defeated. Effect wears off after the 'focused' enemy is defeated.
Shield: Amber, Can inflict Mild Provoke + Moderate Fury for 1d5 rounds as an alternative to Counter.
Armor: Amber, Reduces enemy attack rolls against allies by -5, Moderate Fury for 1d5 rounds at the start of battle, Double flee requirements
Oroshi Kirin Armor: 10 OK Hide, 10 OK Mane, 5 Frozen Tail, 1 Icehorn.
Weapons: Garnet, Water/IceRend, Deals 10% bonus damage as cold.
Casting Focus: Amber, Water/Icerend, adds +20 accuracy to ice based attacks.
Accessory: Garnet, Can be activated to raise an icy pillar from the ground, forcing enemies to make a DC120 reaction each round to avoid Mild Freeze and mild slow. Each additional pillar increases the DC by 30, and the severity by 1. Pillars have 50k health and 5k soaks. Can be used thrice per diem.
Shield: Garnet, Ice Ward, after blocking an ice attack, raises soaks by 2,000 until hit or until fire is blocked.
Armor: Garnet Water/Ice immunity, Immunity to environmental temperature, -100 to luck rolls
Far from the safety of civilization where the world becomes cold and unforgiving is the Frozen Tundra. Bathed in seemingly eternal snowfall, ice covered cliffs and caves cover this barren landscape. The creatures that survive here are hardy, and have learned to both thrive and harness the local weather. Unwary travelers will only find a lonely death out in the snow... and their stuff will probably end up stolen by Felynes.
Daytime Hunt: Available.
Nighttime Hunt: ????
Epic Encounter: Oroshi Kirin
Event table:
1d20
1-3: Popo
The Hunting party encounters 1d3 Popo, large fluffy yak like creatures with huge tusks. Gentle in nature, they can be easily dispatched. For each killed roll 1d4. 1-2 provides a raw steak. Cooking the Raw Steak from a Kelbi gives one a Well Done Steak. Eating these takes a -full- turn, but doing so leaves you vulnerable in combat. (You cannot dodge or block.) However, doing so restores 3000 HP and 1000 MP. 3 provides a Popo Tongue, a delicacy which if eaten provides 25% cold resistance for one fight. 4 provides a huge fuzzy popo hide that can either be turned into fashionable clothes, or sold for 1750 gil.
4: Fishing Hole.
A small pond swimming with fish native to the Tundra... Roll 1d4 for Quantity, then 1d5 for types
1) Sushifish: A delicious fish that is safe to eat raw or cooked for the same benefit(And vulnerability window) as a well done steak.
2) Heatfish: Eating this fish provides a brief window of protection from freezing effects, either one event, or five rounds in combat.
3) Wirefish: A thin, silvery quick swimming fish that almost seems to vibrate in the water. Eating it causes a brief rush of energy, restoring 500 mana and preventing sleep effects for five rounds.
4) Goldenfish: A fish with beautiful scales, can be sold for 17,500 gil.
5) Screamyfish: When pulled from the water, it lets out a wyvernesque call for help. DC 100 reaction to avoid pulling it from the water, at which point it can be kept in a container(If you thought to bring one) or released. Otherwise, activate the Large Wyvern Encounter event. Presumed caught one at a time for purposes of getting mobbed by monsters, unless you really want it otherwise.
5: A Snowstorm begins...
Snow, wind, and cold. Survival DC 100 to avoid taking 1000 unsoakable cold damage and Mild Freeze. Can be waited out either by eating a Heatfish, or finding/erecting shelter.
6: Gathering point! 1d3 items from the following list: 1. Herb(10% HP Heal) 2. Blue Mushroom(Combined with Herb to make Hunting Potion(25% HP Heal) 3. Honey(Combined with Hunting Potion to make Mega Hunting Potion(50% Heal). 4. A piece of ore 1d4 levels higher than Neosteel, 20% chance to be either Aqua or Lumintainted for natural Aqua/Lightstrike or resistance.
7-8: Baggis of Fun. 1d4
1. 1d5 Baggis
2. 2d4 Baggis
3. 1d5 Baggis 1 Great Baggi.
4. 2 Great Baggis.
9: No fish, but?...
The party finds a small pond of some kind with only a few fish in it, but what looks to be a cave in its depths. It can either be ignored, or if one is bold enough, they can dive into the cave below to see what treasures are beyond. Swimming DC100 to get through, inflicts mild freeze unless precautions are taken, failure will return the attempter(s) to the start point. Roll again on the event list, if it is a battle, there is a gather point afterwards. If it is a boneyard, get double rewards. Beware of party splitting, it takes 2 rounds for other party members to 'catch up' if there is a battle.
10: Wyvern Boneyard. The location of quite a few wyvern corpses either predated by something larger and scarier or dead due to natural causes. Gain two carves from one of the following list: 1 Great Baggi, 2) Lagombi, 3) Akura Shimo, 4) Giaorugu, 5) Barioth, 6) Grimclaw Tigrex, 7) Gigginox.
11-14: Large Wyvern Encounter
1. 2 Great Baggis
2. Lagombi
3. Akura Shimo
4. Giaorugu
5. Barioth
6. Grimclaw Tigrex
7. Gigginox
15: Shelter.
A warm spot where hunters can wait out a storm or gather their strength and remove status effects. Its run by small cat people called Felynes that request a small contribution in Gil to keep the shelter running properly...
Small Contribution xxxx gil: The Felynes thank you for your generosity and let you rest until you're feeling better.
Decent Contribution: xxxx Gil: The Felynes also feed you, restoring your health and mana.
Large Contribution: xxxxx Gil: The hunting party is showered with praise, food, and allowed to bathe in a secret hotspring for wealthy donors, the hot almost magical water gives the party resistance to weather(not monster) based freezing for the rest of the trip and after bathing the Felynes will give you directions to wherever you want to go.
Huge Contribution: xxxxx Gil: All of the above, every time the contributor comes out this way for the next 10 Hunting Trips.
Insane Contribution: ??????: Strato owns the place, all perks active all the time for everyone, for free baby
16-17: Double Trouble:
Roll twice on the Large Wyvern Encounter list, you just made that many new friends. And by friends I mean they're trying to eat you. Have fun.
18: Veggie Elder:
You Find the Veggie Elder! A short, pleasant Wyverian with a hiking stick and a pack, who gifts the party with a handful of items from this list. 1d5 Items.
Herb: 10% of HP restored
Hunting Potion: 25% of HP restored
Hunting MegaPotion: 50% of HP restored
Psychoserum: Drinking this allows you to -choose- your specific encounter while on a Hunt. One Use only!
Ration: This delicious boxed lunch gives you a nice pick-me-up. 50% of MP restored.
19: Ambush Point?
Can be used or ignored. If used, roll on the Large Encounter list, then roll Stealth and use the result as a luck modifier for a luck roll. If 500+ You successfully ambush a wyvern, and are able to get the first attack on it, if your luck is poor however, you may find some wyverns quite aware of these points and ready to ambush you.
20: A cold wind blows as the party finds themselves in an icy field, snow drifts blowing back and forth in an unnatural wind. There are no traces of the passage of larger wyverns here, only delicate hoof prints. A shard of ice solidifies from the air, crashing into the ground, and the party finds themselves face to face with an Oroshi Kirin.
Baggi Armor: 10 Baggi Hide, 5 Baggi Scale, 1 Baggi Claw
Weapons: Neosteel, (Sleep)Touch Mild.
Casting Focus: Neosteel, (Sleep)Touch Mild.
Accessory: Neosteel, Water Ward
Shield: Neosteel, Sleep Ward
Armor: Neosteel, Water Ward, Sleep Barrier, Fire deals 20% more damage.
Great Baggi Armor: Baggi Armor, 5 Baggi Hide, 5 Baggi Scale, 5 Baggi Claw, 1 Sleep Sac
Weapons: Solinium, (Sleep)Strike Mild
Casting Focus: Neosteel, (Sleep)Strike Mild
Accessory: Solinium, Water Barrier
Shield: Solinium, Sleep Barrier
Armor: Solinium, Water Barrier, Sleep Antibody, Fire deals 50% more damage. Once per battle, can spit out a giant glob of sleeping toxin, DC150 React to avoid, causes Mild Sleep.
Lagombi Armor: 10 Lagombi Pelt, 10 Lagombi Claw, 5 Lagombi Plastron, 1 Lagombi Ear.
Weapons: Orichalcum, Natural Aquastrike, Soaked(Strike) Mild/stacking.
Casting Focus: Neosteel, Natural Aquastrike, Soaked(Strike) Mild/stacking.
Accessory: Orichalcum, Can be activated to summon a giant snowball. Using Wielder's attack roll, and inflicting 20,000 water damage and Chronic Soaked
Shield: Orichalcum, spreads status effects (positive and negative) to allies targetted with a cover action.
Armor: Orichalcum, Increases duration of items and effects by 2, Raises Athletics/Dodge/ by +15, fire deals 50% more damage.
Akura Shimo Armor: 10 Shimo Carapace, 10 Shimo Crystal, 5 Shimo Claw, 1 Shimo Crystal Gland
Weapons: Duralloy, Mild Clod(strike) Alternate or Mild Soaked(Strike) (choose one on creation), Non-magnetic, +10% to sell price, -20 Stealth (GEMS)
Casting Focus: Duralloy, Mild Clod(Strike) Alternate or Mild Soaked(Strike) (choose one on creation), Non Magnetic, +10% Sell price -20 Stealth(GEMS)
Accessory: Duralloy, Once per fight allows the owner to burrow suddenly into the ground for one round becoming untargettable and regenerating 50% of HP, at the cost of being unable to otherwise act.
Shield: Duralloy, Non-magnetic. Can be activated to Armor Up (requires using an action), granting +5000 physical soak for 1d3 rounds. +10% sell price, -20 Stealth(GEMS)
Armor: Duralloy: 50% resistance to Clod/Soaked, Non-Magnetic, +10% sell price, -20 to stealth checks(Due to GEMS)
Gigginox Armor: 10 Flabby Hide, 10 Uncanny Hide, 5 Unnerving Talon, 1 Fearsome Maw
Weapons: Duralloy, Increase reach/range by 1 area, 5% of damage done as vampiric healing
Casting Focus: Duralloy, Increase reach/range by 1 area, 5% of damage done as vampiric healing
Accessory: Duralloy, Thermographic vision, Spider Climb.
Shield: Duralloy, Can release a Moderate Poison as an alternative Counter (must still be rolled).
Armor: Duralloy, Poison Antibody, makes wearer's status effects 1 severity stronger, reduce maximum health by 15%
Barioth Armor: 10 Barioth Shell, 10 Barioth Pelt, 5 Barioth Claw, 1 Amber Tusk
Weapons: Amber, Water/Ice Rend, Freezetouch
Casting Focus: Amber, Water/Ice Rend, Freezetouch
Accessory: Amber, Activate to launch a frozen tornado at a group of 3 enemies, 1d410+200 accuracy, inflicts 20,000 cold damage, and inflicts mild freeze or increases severity of existing freeze by 1, and refreshes duration. May be done once per battle.
Shield: Amber: Can inflict moderate Freeze as an alternative Counter (must still be rolled).
Armor: Amber: 50% water Resist, environmental cold resistance, Off Guard(Barrier), fire deals +50% damage.
Giaorugu Armor, 10 Hide, 10 Horn, 5 Crest, 1 Tailblade
Weapons: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip.
Casting Focus: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip.
Accessory: Amber, While empty, provides +20 to resist an elemental attack, on success, is filled with enough of that element to imbue other Giaorugu equipment.
Shield: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip. This element can also be added to counterattacks and shield bashes.
Armor: Amber, If struck by an element 4 consecutive times gains a Barrier to that element, only one can be active at once.
Grimclaw Tigrex Armor: 10 GT Hide, 10 GT Claw, 5 GT fang, 1 GT Onyx
Weapons: Amber, Mild Sharpen at start of battle(1d5 rounds), Cleave attacks always hit maximum targets, adding allies if there aren't enough enemies.
Casting Focus: Amber, Mild Sharpen at start of battle(1d5 rounds), AoE spells always hit maximum targets, adding and including allies.
Accessory: Amber, Activated as a free action once per battle: Focus on a single enemy, gaining +15 to rolls against them, but cannot target anything else, and recieve -15 to defensive rolls against other targets. Willpower DC150 to escape effect before enemy is defeated. Effect wears off after the 'focused' enemy is defeated.
Shield: Amber, Can inflict Mild Provoke + Moderate Fury for 1d5 rounds as an alternative to Counter.
Armor: Amber, Reduces enemy attack rolls against allies by -5, Moderate Fury for 1d5 rounds at the start of battle, Double flee requirements
Oroshi Kirin Armor: 10 OK Hide, 10 OK Mane, 5 Frozen Tail, 1 Icehorn.
Weapons: Garnet, Water/IceRend, Deals 10% bonus damage as cold.
Casting Focus: Amber, Water/Icerend, adds +20 accuracy to ice based attacks.
Accessory: Garnet, Can be activated to raise an icy pillar from the ground, forcing enemies to make a DC120 reaction each round to avoid Mild Freeze and mild slow. Each additional pillar increases the DC by 30, and the severity by 1. Pillars have 50k health and 5k soaks. Can be used thrice per diem.
Shield: Garnet, Ice Ward, after blocking an ice attack, raises soaks by 2,000 until hit or until fire is blocked.
Armor: Garnet Water/Ice immunity, Immunity to environmental temperature, -100 to luck rolls