Sarpini

Mazatl's page

348 posts. Alias of Hotaru of the Society.


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Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

And I've already apped and frogfoot will join it soon.

I also have a Zelda one running... kind of. It's on pause since I had one person get too busy... and one person just stop posting. Plus one person who is doing a baby thing just now, and me not wanting to steal what few people are apping to gobbo-friend's campaign. :)

So, if you're into Zelda and Dungeon World and a focus on interesting items... hi!

Also, @Frogfoot: I just realized I'm being stupid. Once we get a chance to rest, I'd planned to take teleport anyway, down the line... so we could do the whole 'Nightcrawler' thing. *shrugs* It's an option if you want to keep this. But I still feel we lost a lot of steam. :(


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

No big deal. Like I told Chaney: As long as the responsible things are done (telling people what's up), I have no problems. :) I might be a little sad, but I'll live. :)

Now... players and DM's that disappear without a word go on 'the list' o_o

I fully understand getting blocked and losing inspiration and such. I don't get not being up front. I'm not terribly communicative, so things like 'I'm having problems playing Mazatl' don't come to light, but I'd definitely express why I was leaving if I opted to. So... respect for doing so. :) Of like 10 campaigns to die off... you're only the fourth person to explain what was up as opposed to performing 'the vanishing'.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

It's no problem here. I'm sad to see Mazatl go, but she got a better run than just about any other time I've tried to bring her to life.

On that note, I was having similar trouble. I just couldn't get the character to function in my head all that well. I kept pressing onwards, doing what Mazatl would do (adopting a leadership role because the brightest person left), but I was still at a loss for where to take her... Or which direction to go.

So, for what it's worth: I wasn't doing much in the way of making things easier on you, as I wasn't fully feeling in touch with my character. I've been in kind of a funk lately, and only a few characters have remained easy to play. On the bright side: Viola is one of those. Don't think, just do is probably the easiest thing ever to play.

I'll probably try something similar if you start something up again. But also an 'action hero' sort. Like Mage or Fighter (or brute?) or the like.

So... I'm game once you're up for it.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Sorry for the delay, I just have had trouble formulating anything more than 'wait, what?' in response to this. As a direct result:

"Wait, what?" Mazatl asked, antlers askew. "Why are we being dropped off at the edge of an ocean hundreds of feet below us? I feel as though there is something that you have not mentioned here."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Still patently ignoring the imp, Mazatl smiles to Halvar. "Where we're from, our people have been merged with beasts of all shapes and purposes. While many are carnivorous... I'm an herbivore. Most of my friends utilize their arms or teeth to defend themselves... mine's a little more obvious." she smiles, "Each of us has a tell that helps to define what we are. In my case, it's a bit more obvious than most... but if you take a look at Aifric's roots, you'll see his as well. I'm still not certain as to why a female deer even has antlers... but I do. Back where we're from... there are many like us who have become Feral, giving into their beast... as a direct result, we live within pockets of civilization, cut off from one another. Our people just began to speak with another nation's envoys by ship. Their Envoys are... converting our people, as best as I can tell. I'm... not much of a leader much of the time, so I'm just kind of trying to follow along. It's... a lot less vibrant, that is for certain. And there are many, many rules. I'm not certain if you have many of those."

They're Caribou antlers! And female Caribou have them!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Scout: 2d6 + 1 ⇒ (5, 6) + 1 = 12

Their scout having gone silent, and them now being lead, Mazatl simply changes roles to Scout, keeping a lookout for any danger they may run into. She won't leave before Athena... where did she disappear to this time..? Returns, however.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

From the looks of it, Mazatl didn't show any concern.

As Aifric says for Mazatl to look out, she actually does react, attempting to tumble forward towards Halwyr... but only because she's fairly certain that the thing must be doing something that she didn't spot. I'll roll if he actually -does- try something


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Defy Danger:Cha: 2d6 + 1 ⇒ (5, 6) + 1 = 12

Mazatl does her level best to pretend that he's not there and show absolutely no sign that she cares. Perhaps it was more a contest of will... but that was effectively the same thing for the half-elven were-deer. It simply was a thing she did rather often.

"Do you know of anyone who has ever left this place other than via summons?" she asked Halwyr.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl continues to ignore the creature, letting her allies deal with it in whatever way they decide is proper. She's pretty certain that her complete lack of interest in it is the thing that would bother it most, after all.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Actually, I could probably bond with you as well... in theory. If I can consistently channel well, you could be mostly indestructible," she says, ignoring the imp. Haters gonna hate. "I couldn't pull in another ally though. But... it could also backfire. I'm not sure how it would backfire if I had you specifically in mind."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"That isn't really what I meant." Mazatl says to Aifric. "It means our leader isn't really the leader. At least I think. Doesn't matter. We can't really trust the umps, even though they're travelers... So well have to find someone else, or make our own way... Maybe I can pull you guys through to the material, if I work on it enough... but pulling myself through my own forehead seems... unwise." she frowns.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"That... isn't a huge deal to me." Mazatl frowns all the same, releasing the ties that bind her grass elemental, having no need of his services just now, and allowing him to go on about whatever business he likes. "I mean... we were in the middle of something really big and important for our people. Our city might have been becoming a puppet nation, and all that... but I had no idea what I was doing anyway. I just wanted to help the merfolk and maybe that'd have been enough to give us a foothold. Just as lost, now... but you just have to put one foot in front of the other." she seemed to be taking on a bit of an Aifric quality just now. She sighs lightly. "But maybe this is better. If we can connect the deathless lands to a grove I know near home... we'd at least have one more set of allies." she looks to the others, she seems to still be somewhat lost, but she's persevering.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl nodded to Athena, "Yeah." Then turned her attention to the elemental. "And do you know of a way to help us get home? We were kind of in the middle of trying to help the merfolk..." Mazatl frowns.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Elcor! Also, I'll let others in on the action a bit!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl follows after him as well. She's surprised by the resiliency of this creature that seems to be an elemental. Her grass elemental trails along behind her. "My apologies." she says to her conjured one. "I suppose you have a name as well. I seem to have skipped those pleasantries. I'm Mazatl, and it's a pleasure to meet you."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"What do you think should be done, Halvar?" Mazatl questions. She's more inclined to show mercy to the creature... if it believes they healed it on purpose and set it free, maybe its friend wouldn't come back... and that was just looking at it from a pragmatic perspective!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"It was our pleasure." Mazatl grins at it, patting the summoned elemental on the back, and studiously ignoring the mushroom. "A pleasure to meet you... Halvar. Perhaps rather than indebted, we could simply be friends." she shortens the name to make it easier to even come close to remembering. "We're lucky to have met you as well... as we've no idea where we are, just now." Though, Mazatl was slowly working her way towards a suspicion.

Parley: 2d6 + 1 ⇒ (5, 5) + 1 = 11


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Can any of you folks heal?" Mazatl asks as she pulls the balm she uses on her conduit out... it soothes pain, but would it do anything for the sapling? Hopefully someone else could do something. She knew Chaney could, but... Ooc OP!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Control spent!
Aid Athena: 2d6 + 1 ⇒ (2, 4) + 1 = 7+1 if '+1 forward' applies to aiding.
As the thing begins to laugh, Mazatl calls out to Athena, "Look out!" but it may well have been too late, by the time she realized.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

elemental attack: 2d6 + 3 ⇒ (2, 5) + 3 = 10

Mazatl regards the one with the exposed mushroom cooly as she lets her elemental retrieve the other elemental, rising back to her feet as she does so.

discern realities: 2d6 + 1 ⇒ (3, 3) + 1 = 7 regarding the brute with the mushroom... What does Mazatl think is about to happen?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Damage: 1d6 - 2 ⇒ (3) - 2 = 1

Mazatl is sent end-over-end with what appears to be the worst sneeze the group has seen in quite some time before crashing onto her backside with a loud thump.

And I'm an idiot that forgot to roll damage on my vine spell. Nothing suggests that my elementals do any damage... just perform their tags.

Damage: 1d6 ⇒ 3


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Have it your way." Mazatl says as she attempts to conjure elemental vines to rip and tear the creature with the club towards the fire, even as she commands her elemental to surge forward to do the same to the other.

Elemental attack: 2d6 + 3 ⇒ (5, 1) + 3 = 9 Lose 1 control, unless Aifric aided the elemental.
channel: 2d6 + 2 ⇒ (5, 1) + 2 = 8 I will accept the negative impact that occurs, and allow my channel to complete.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Summon: 2d6 + 2 ⇒ (4, 6) + 2 = 12 Summoning yet another Forceful Elemental!

Control: 1d4 ⇒ 3

Once in position, Mazatl shifts out of the cover, and pulls on her conduit, seeking to summon forth a life elemental with the strength to defend her allies, three verdant strands looping around her antlers and stretching out to the elemental as it manifests.

"Let the creature go."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Well... we can't just let them torture folks. That'd be just as evil as doing it ourselves." she said as she hurried onwards.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Well... we should rescue them, of course!" Mazatl, as up for excitement as ever, proposes. "It's what I'd want if I were being burned alive.." She said as she rushed in the direction of the smoke.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Maybe if we stay back, Athena could get a better look this time... and us not introduce ourselves until we know what's actually going on..?"


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

:) No big deal. I wish everyone who left games was as mature as you've been. :) See you in another game?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Don't worry, Aifric... I don't know how to say Mazatl backwards, either. At least the sneezing is gone." she acknowledged of the were-shark. "But... It really wasn't your best work."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Ba-ba-ba-ba-barbara ann... I'm pretty sure they didn't pronounce the d's. Maybe just sing one part harmony as the background? :)


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"And now, I'm fairly sure, our only option is to catch it..." Mazatl frowns. "And the only stuff I have prepped will... probably just kill it."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl just stares at him... and waits.

Man. That's as bad as the thing that happened to Baelgrin with the facechomp.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Wait! I summoned one of you once! You nearly burned down my neighbor's house and then rotted all their wine, before... never mind that! Don't touch that thing... Or grab it! It acted like a normal elemental til I turned my back, then everything went downhill from there."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl tilts her head, looking over the creature. "I'm afraid we don't know where we are... or when we are. Maybe you could help us a little with all that?"

Spout Lore: 2d6 ⇒ (3, 4) = 7 What on earth is that? ((Also, I've no idea how she would know! So it's up to you as to whether or not her roll is even valid!))


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

After draining her pack of water, Mazatl hefts her own staff, dangling one of the lanterns on a hook (unlit). "Anyone opposed to heading for smoke, speak now, or forever... well, you know." she says, as she begins to march towards the smoke.

Is her armor still intact, in all its mushroomy glory?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"I'm more for smoke than water, just now. I've had a bit too much water." she grins. "Maybe it'll be food!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"More Chaney than Feustus." she explains as she looks to him. "I've seen him mend wounds, but mending the dead is probably behind him, yeah?" she tilted her head to him. "Any ideas? You seem to always have a good idea of what's going on!"


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Hm? What do you me.. Oh. That is either very good, or very bad." Mazatl explains as the skull begins to grow flesh. "Should we run... or give it a chance to determine whether it is going to eat us, before we determine not to be eaten? Oooh! Can we name it Yorick?" she looks to the bard. See! She paid attention to that one!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"You didn't do this, then? Remind me to thank the Merfolk later. This was quick thinking on their part... it'd be nice to know where their quick-thinking got us, though.." Mazatl says as she drips, bending to pick up her walking stick, and trying to shake it dry. The brine was going to ruin it. She didn't seem nearly as bothered by everything, and actually a little more... pleasant.

She just looks confused with Bitey's antics of thanking her. "I don't think my magic would have anything to do with it. I just opened my conduit and tried to get an elemental to maybe save us. No elemental, so I guess that failed."

Then she returned to her previous thoughts, "But which way is home? I know we're not in Gracia anymore... would the merfolk be more likely to send us to a place in Ultimus? Come to think of it... I don't think they'd send us to a field not touching the ocean. Look for coast, then follow it to an inevitable town? That's how I arrived in Gracia, initially."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl coughs, as she lifts herself off the ground. Her antlers are full-grown from all of the excitement, leaving her top heavy.. but once she's up, she looks around slowly, taking in her surroundings. "Well... this is significantly better than drowning." Mazatl acknowledges as she can't help but smile slightly. She was beginning to realize that near-death experiences were the -best- kind. And while it did skirt the lines of giving way to her beast, it felt... good.

"But where are we, and how did we get here?" She looks to Chaney... as the most obvious candidate for warping space... outside of herself. But moving -people- wasn't really her thing.

Well, you've moved me from 'second element: air' being what makes the most sense in the fiction at level up to 'teleport' for my next level up. :p


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Damage: 1d6 - 2 ⇒ (1) - 2 = -1 1 damage if armor doesn't help

Panic. Panic was the first thing that came to Mazatl. The water wasn't so bad since it had -everyone else- to contend with first. But the fear of drowning? Of everything suddenly going wrong? That was terrifying.

Elemental: 2d6 + 2 ⇒ (6, 5) + 2 = 13 Hazard
Control: 1d4 ⇒ 2

In a blind panic, Mazatl reaches out to her conduit and -pulls-, hoping to get something, anything that will save her.

Quick, Sharky, give us mouth-to-mouth!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Looking for you, as fate would have it..." Mazatl says as she takes another step back so that bowing her head in greeting doesn't frighten the merfolk any more than he already is. "We came down because we think we have a common enemy with the merfolk, and believe we could be allies." She looked to the others to see if they wanted to pitch in anything.

Is Ath's egg magical to Aifric or Chaneys senses? Not sure if you missed the question, or I missed the response.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl takes a step back, both to give the ritual more space, and to give Athena more bubble between her and the water.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl, predicatbly, stops... tilting her head in bemusement at the panic. "The calming spell?"


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl would subtly move Aifric towards a set of bones using her bubble's outer range. If he didn't take the hint, or the bait, rather, she'd move to examine a set personally, while moving towards the banner and house.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Um... alright then. Maybe we should at least get close enough to investigate what the banner is doing? Or check out the bones more closely? I've got a nasty feeling that this is what happened to the merfolk.." You'd think with the calming spell in place, Athena would be less... fidgety. But she's actually acting more fidgety...


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl shakes her head at first, because she didn't really hear anything. Then she looked at the thing Athena was holding, antlers going askance as her head tilted. "Is that an egg..?" Then she takes a closer look, "or is it a rock?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl frowned as she moved forward. "I... don't feel ensorcelled. Maybe that's part of it." She shrugs a little. "If it will make the fish angry, it might be better not to break it, even with time." Mazatl did a slow sweep looking around. Did there seem to be anywhere else to go within this particular cave?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl is careful to keep Aifric inside of the bubble.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Hm. Strange." Mazatl comments as the green doesn't really react to her. "What makes you say that?" she looks to Chaney as she continues to mess with the green glow, trying to see if she can get something to happen without having to be all the way in the room for it.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Discern Realities: 2d6 + 1 ⇒ (2, 2) + 1 = 5 Nope. XP marked. Ding at next rest.

Mazatl looked at the bones with a bit of distaste. "They need to do something about the decorators. I approve of the green glow... but..." she shrugs as begins to try to plot a course to navigate towards the banner while keeping the bones distant. She moves steadily closer to one set of bones, to see how it interacts with her proximity... and how it interacts with air, if it doesn't react too negatively to her getting slowly closer.