[center][img]https://i.imgur.com/Hee727M.jpg[/img][/center] Alright fam, how is everyone doing? While my assistant finishes up with the chalk board, I just want to describe the park a bit. So the park is called Mayor Park. Before Penrose exploded into the city it is now, this park was behind the old mayor building. While the mayor building has moved over the years, it’s tradition to for a mayor to get a stepping stone with their hand prints added to the park, which is why the park still keeps its name. Otherwise it’s a relatively normal park, with some winding paths and trees for people who like that sort of thing. It’s nice for a walk, but the wide open areas have made it a popular place for picnics and playing Frisbee with your best friend. There’s also a volleyball court set up for when the weather gets warmer. Oh, it seems my assistant is done. [center][img]https://i.imgur.com/ItFDEdQ.png[/img][/center] Sorry if the map is a little bland. Sayori was only doing her best, and I didn’t give her much to look at. Anyway, the bright white lines represent hedge walls, the gray lines are transitional areas used to split up the park, and the icons show the location of the helicopter crash sight, Hilaria, and each of the druids. There’s also a vine hedge going around the entire park. All vine hedges are roughly as tall as four magical girls. They're alive, wiggling tentacle/vines covered in thorns and packed together. Not easy to cross without resistance. The actual size of the areas are “difficult to travel in one post without sprinting.” which is to say you can go to any square from any other square, but you’ll be too far away to launch attack into things that are in other squares without “global range abilities.” A bit more about each zone. [b]Beacon Zone[/b] This is where most of the magical girls are at the time of this posting. Hilaria is here, as well as the crashed helicopter. The ground around Hilaria is still soft from Lotus’s quicksand tech, and magical girls can expect some degree of difficulty walking in this area. The vine hedge is also trying to eat what’s left of the chopper. [b]Ent Zone[/b] The lair of Grosket, Druid of timber. The ground is covered in moving vines. While these vines span the entire Park, it is here where they travel above ground. Magical girls on the ground run the risk of being ensnared in this area. The vine hedge facing the Beacon Zone sprawls all the way to the edge of the park, and into the Spirit Zone. [b]Dragon Zone[/b] Celia and Nightwing are here, as well as Grisbar, Druid of Wilds. The mighty beat of the dragon’s wings cannot grant it flight (it's a building, essentially), but it makes the area difficult to fly in. That is to say the lift is so strong and turbulent, that you’ll be launched into the sky if you try to leave the ground. Having said that, the wind does allow for high jumps and slow falls. Just remember you’re most vulnerable to it in the air. There are also two vine hedges that support its massive body. [b]Spirit Zone[/b] This is the choice battleground for Ampodryl, Druid of Spirits. The great wolf’s domain is swarming in spiritual energy, distorting the moonlight that falls here. Visibility is poor, and those without special vision or a way to navigate will find themselves falling prey to Ampodryl’s most devious traps. The vine hedge wraps around, extending into the ent zone and park wall. [b]Post Summery[/b] >Pillar Druids step out of their Pillars, SUPRISE ROUND! >Druids spook up their quarter of the park. >Druids cast their dark blessings on Hilaria >Grosket attempts to ensnare reaver, then barfs on him. >Grisbar Beats his wings at Celia and Nightwing, creating a vortex that could also hit Tsuki and Elora. >Ampodryl uses their Moonlight Greatsword on the pink chopper, and scores a hit. Causing it to emergency land near a vine wall, which is now trying to eat it. And in case anyone’s wondering about the dryad wasps, they’re pretty much all dead aside from a few stragglers. The vines hedges are capable of attacking and will do so if a magical girl gets too close.