Ruins of Aztlant

Game Master Nayr Trebrot

Handout
Loot
Mystery

The lure of a free, open land, but what mysteries lie beneath the roots of a new frontier, or lurk deep below, in the darkest waters.
Froggy Map

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Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

I don't suppose Shield is still active on Kal, is it? It'd be a total of 2 minutes of duration.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

5ft step to northeast next to grindylow Jader attack the creature that popped up closest to him on the north

+1 sword: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 6 ⇒ (5) + 6 = 11


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar, his steps so light he might even be walking on the surface of the water, moves up next to Jader to help him attack the one in front of him.

Unarmed Attack: 1d20 + 4 ⇒ (5) + 4 = 9

Water droplets spray off of his foot and onto the grindylow's head, but otherwise no contact is made.....


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

At the sight of the creatures, Posh shrieks. "AAAAAAAAAAAAAAAAAAAAA"

"Oh...uh...something touched my toe...I'm ok though."

Sloshing through the chest-high water takes aim at the farthest foe and chucks an iceball its direction.

Ray of Frost vs Blue: 1d20 + 3 ⇒ (4) + 3 = 7
Frost Damage?: 1d3 ⇒ 3


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Without a word, Tess moves forward and strikes!

Power attack!
Trident Attack: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6


If you cast that back at the boat investigation, it'd be gone. If you cast it at the first Grindylow ambush, then you'd still have it.

Although most of the party is put out of sorts by the previously submerged grindylows, Tessamine is able to skewer one through, quickly putting it down and forcing it to slip back down into the water.


Kalathiel moves in, his rapier out and ready. Seeing how quickly and efficiently Tessamine puts down the grindylow, he stops behind her, and leans in to speak over her shoulder while pointing at the creature to her right. That one is weak on its left; looks like an old wound.

Aid another: 1d20 + 4 ⇒ (7) + 4 = 11

Aid Tessamine - you get a +2 to attack that fellow to your front and right next turn


Same grindylow, having been pointed out by Kal, moves in and jabs his spear at Tessamine, then follows by leaning in to bite.

Spear: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bite: 1d20 - 3 ⇒ (20) - 3 = 17
Damage: 1d3 ⇒ 3
Crit confirm: 1d20 - 3 ⇒ (5) - 3 = 2

Tessamine dodges the spear, but doesn't expect the bite, which takes a chunk out of her tricep. 3 damage!

Its companion to the north does the same, but to Jader. It's flurry of attacks is completely stymied by Jader, who parries with skill.

Spear: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 - 3 ⇒ (7) - 3 = 4
Damage: 1d3 ⇒ 2

The third grindylow continues to retreat, continuing to the northeast.

Initiatives bold you're up:
Kar
Posh
Tessamine
Kal
Jader
Grindies


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Tess nods. "Good call, Ka- AGH! You little..-!"

Tess aims at the weak spot pointed out.

With power attack!
Trident Attack: 1d20 + 5 - 1 + 2 ⇒ (15) + 5 - 1 + 2 = 21
Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10


Tessamine grits her teeth at the pain of the dirty bite, then dips her weapon down and leans in to skewer the grindylow, right through the point where Kal indicated. The skin there is tender from the old wound that never healed properly, and its organs begin to spill out from the gaping hole left by Tessamine. It falls into the water, dying.


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar considers beginning to move around the one he and Jader are fighting, but thinks better of it due to the number of times he has recently been brutally attacked. Instead he yells out to Posh and attacks, Grandfather, can you use your magics to slow down the retreating one?

Flurry of Blows
Unarmed Attack 1: 1d20 + 4 ⇒ (4) + 4 = 8
Damage 1: 1d6 + 2 ⇒ (1) + 2 = 3

Unarmed Attack 2: 1d20 + 4 ⇒ (9) + 4 = 13
Damage 2: 1d6 + 2 ⇒ (6) + 2 = 8

Unused to the pull of the water on his kicks, Kar is unable to connect (presumably) once again......

Bad rolls feel bad.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader attacks against the grindylow that attacked him hoping to drive it home this time

+1 sword: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d8 + 6 ⇒ (5) + 6 = 11


This most resilient Grindylow has an odd low stance that allows it to slip into the water, bobbing and weaving among the various blows coming at him. Jader comes the closest, but his blade still misses by the thickness of a dragonscale.

Posh and Kal still up! I have no idea how thick a dragonscale is...


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Ray of Frost vs Touch, into melee: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
Damage?: 1d3 ⇒ 3

Carefully attempting to avoid freezing Jader, he launches another icicle at the remaining foe...shooting it straight into the ceiling.

"Oops! Uh...least I didn't hit you buddy!"


Kalathiel moves in, his rapier leading, and lunges at the grindylow.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Kalathiel slides in, but misses, his blade deflected by the grindylow's spear. The small creature, seemingly fearing for its life, suddenly squats down int the water and darts away like a frightened fish.

Uses Jet ability - headed to the northeast. Everyone's up


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"Quick, after it!"

Tess will follow after it.


Initiative bold you're up:
Kar
Posh
Tessamine
Kal
Jader
Grindies

The passage ahead to the northeast is about five feet deep. You can see the wake of the retreating grindylow's passage.

Kar, Posh - you guys are up before Tess; want to do the same?


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7
GM Nayr wrote:


Kar, Posh - you guys are up before Tess; want to do the same?

Kar has the light source, so without a doubt he will follow Tessamine into the cave.


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

With but a groan, Posh lumbers after Kar. 'Last thing I need is to get lost in here with no light.'

Double Move after Kar


Perception Kar: 1d20 + 7 ⇒ (18) + 7 = 25
Perception Tessamine: 1d20 + 4 ⇒ (15) + 4 = 19

Kar charges forward and Posh quickly swims to catch up. However, Tessamine calls out. Wait! She moves forward, and points to a spot in the water that shimmers oddly, reflecting Kar's light. There, at about knee level on Tessamine, is a piece of nearly translucent seaweed, strung across the cavern.

Her eyes are so keen that Tessamine is able to track the tripwire to the sides of the walls and up to overhead, where it is tied off to an improvised lever that is set to pull off a net that would allow a cascade of sharp rocks to drop down upon you.

Tessamine beat the DC by 5 or more


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader follows after the party not really caring if he is close to the light source, his eyes seeing equally well in the dark. He approaches the group stopped for no apparent reason
So what have we here? Why have we stopped?
Jader tries to identify why they stopped before anyone explains
perception: 1d20 + 5 ⇒ (2) + 5 = 7

He is completely oblivious to whatever is hiding


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"There's a tripwire over there. Walk over it carefully, there's a trap here that looks rather painful."


If you take your time crossing, you don't have to roll a swim check to pass it, but it takes us out of initiative.

You bypass the trap, though it's a bit tricky given the tripwire's location under the water. Posh needs more than a little assistance in passing it, but Jader ends up hefting the gnome up and over the trap.

Tessamine perception: 1d20 + 4 ⇒ (8) + 4 = 12
Jader perception: 1d20 + 5 ⇒ (4) + 5 = 9
Posh perception: 1d20 + 2 ⇒ (1) + 2 = 3
Kar perception: 1d20 + 7 ⇒ (19) + 7 = 26
Kal perception: 1d20 + 10 ⇒ (11) + 10 = 21

You move on past the tripwire and, now that you're aware of these, find another one further along the cavern. At this one, the two grindylow remain on the other side, holding their spears at the ready. They look like they're fully aware of the trap, and are ready to spear you should you be able to cross.

Grindylow init: 1d20 + 2 ⇒ (20) + 2 = 22
Tessamine init: 1d20 + 1 ⇒ (11) + 1 = 12
Jader init: 1d20 + 1 ⇒ (18) + 1 = 19
Posh init: 1d20 + 2 ⇒ (7) + 2 = 9
Kar init: 1d20 + 4 ⇒ (5) + 4 = 9
Kal init: 1d20 + 3 ⇒ (3) + 3 = 6

The grindylows act first, and they stand ready to attack, should you cross.

Readied action; everyone's up! If you try and pass the tripwire, it's a full round action unless you want to use a move action and a DC15 swim check - since you're under duress.


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Not wanting to drop the torch on accident and plunge his allies (and himself) into darkness, Kar takes a defensive pose and waits to see how this standoff will proceed.

Stand action: total defense


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"I see. Either we trigger the trap, or we maneuver around it and suffer their attacks instead. Clever..."

Tess briefly looks at her trident, shrugs, and with a trained motion tosses it towards one of the grindylows.

Trident toss!: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

... At least, that's what she thinks. Lack of practice made her form very off and the tossed weapon goes wide. She sighs in frustration and reaches for her lance.

Move action to draw my lance.


Ooh! Perhaps our first fumble! Please confirm Tessamine with another attack roll


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Oh, right!

Fumble Check: 1d20 + 4 ⇒ (17) + 4 = 21


Tessamine hurls her trident, but it simply splashes into the water several feet in front of the grindylows. One of them lets out a gurgling, snorting sound....laughter maybe?


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

How dumb do they think we are? Jader voices quietly to his allies
He pulls out his scorpion whip and attacks with it from a safe 15 foot distance
scorpion whip: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d3 + 5 ⇒ (2) + 5 = 7


Definitely weren't expecting that!

Jader's whip flashes out, wrapping completely around the neck of one of the creatures When he pulls it away, the grindylow falls, gurgling, into the waters as it bleeds out.

One down!


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Struggling in the deep water, Post manages to get his head above water long enough to cast a spell. "You really shouldn't fight us. We could be friends if you'd be reasonable."

"You keep this up, the only outcome is unfavorable."

Ray of Frost vs one Jader hit: 1d20 + 3 ⇒ (12) + 3 = 15
Cold Damage?: 1d3 ⇒ 2


The one Jader hit is down and dying. The other is unhurt.

Posh's magic ray hits the grindylow on one side, forming crystalline flesh where it makes contact with the creature. Kal stands still and ready, waiting for the grindylow to cross its own trap, but it does not. Instead, it turns, and jets away!

Enemy gone; you can move past the tripwire unchallenged, or move back to the south.


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

"Tsk." Kalathiel clicks his tongue in frustration. "The little beast has fled. Shall we pursue?" Without waiting too long for an answer, the elf continues forward past the tripwire, his blade held defensively in front of him.

Sheesh, sorry everyone. I haven't been getting notifications for this game for a while now.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"A fine plan if you ask me." Tess responds, and she follows the aquatic elf. "At least they appear to barely be ready for an attack like ours, let alone organizing one against us themselves."


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7
Tessamine Oceancalled wrote:
"A fine plan if you ask me." Tess responds, and she follows the aquatic elf. "At least they appear to barely be ready for an attack like ours, let alone organizing one against us themselves."

The longer this takes, the more chances that will change. Kar follows them into the darkness, helping Posh over the wire if he needs assistance.


NW Kal; welcome back!

You continue to the northeast and find no more traps in wait ahead of you. You come to an intersection of sorts, as the cave splits to the south. The southern tunnel is similar to the previous, but here it looks much deeper. A quick check shows it to be well over your heads.

Anyone with darkvision can see all the way into that southern cave, where it branches to the left and right.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"Another intersection. I'll leave this one to you, after what happened last time in the well, hehe."


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

"I heard something once about danglies....it was and old rhyme or something. 'Left is right and right is wrong'."

"Not sure if it applies here or not though." Glancing from one side to the other, he shrugs. "I'll follow your lead guys, but keep in mind this water is almost too deep for me already."


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Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar shifts the torch to his other side and reaches out a hand for Posh. Kar is indicating that he'll Master Yoda Posh through the water, if he wishes.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Not that it influences anything but that southern cave branches to the left and right there in the distance. Not to mention that it gets deeper there and that may put us at a disadvantage too. My vote is for the easier route first

any way to tell which way the grindylow went?


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

With but a nod, Posh climbs up on the offered mount.

"Wow...everything looks so much smaller from up here!"


Easier route would be northeast, right? And, you're fairly certain the grindylow went to the northeast.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"Easier route first then. Let's go!"


After a sharp switchback in the tunnel, a gradual upward slope leads out of the water and into a chamber ahead to the west, past a split in the tunnel. The roughly-round chamber has a dome like ceiling, and the floor is covered in a mixture of sand and coarse stones.

Assuming you're using light still; if not, this can only be seen with darkvision.

You can see into the chamber, and see more than one grindylow rushing about - they look to be making preparations. You can see rising from the ground near the center of the room is a massive statue of a hand, seemingly carved from some smooth, pearlescent, sea-green marble. The hand is bent back at the wrist and posed as if to catch something or to cradle something in its palm.


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar would still be carrying his torch with one hand, and cradling Posh on his back with the other. But staying far enough back that those with darkvision can still use it. Once the water is shallow enough, Kar would attempt to put Posh down.


Got it, the water is shallow here - a foot or less.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Tess whispers to the others. "Are you seeing this? I doubt the grindylows made this..."


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

"Well aint that something. Perhaps it's an alter they've taken over...anyone know if they worship a god or something?"

Knowledge: 1d20 ⇒ 14
+11 Arcana/History: +6 to all others


Though Posh feels as if he'd be able to tell more of this "hand" if he could see the rest of it, there's little he can discern from just said appendage. He can tell, though, that it is feminine, it is old, and based upon how it comes out of the sand, it is part of something significantly larger and long buried. The scope of digging it out would be quite beyond the colonists at this time.

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