/r/AvatarLegendsTTRPG

Photograph via snooOG

A subreddit for the table-top RPG set in the Avatar Universe. Avatar Legends is developed by Magpie Games using the Powered by The Apocalypse System.

A subreddit for the upcoming table-top RPG set in the Avatar Universe. Kickstarter begins August 3rd.

Rules

1: Be Courteous.

2: Stay on Topic

Resources

Kickstarter Campaign

Playtest Signup

Magpie Games Discord

Subreddit Discord

Timeline

August 3rd- Kickstarter Begins

March 22, 2022- Base Game

August 2022- Supplement 1

February 2023- Supplement 2

Avatar Community Network

These avatar themed subreddits are fully or partially run by moderators of /r/TheLastAirbender

Related Subreddits

/r/AvatarLegendsTTRPG

8,429 Subscribers

3

Help for a noib?

I want to run this game, but my ADHD and anxious mind is kind of freezing up and I'm not even sure where to begin. I've read them, but going from a book to real table is freaking me out.

I do have the books ready to go...I just need to learn how to play.

Any thoughts? Anyone doing an online one shot I could try?

3 Comments
2024/04/24
15:54 UTC

5

So what do we think about items?

Hey y'all! I'm getting into a Pen and Paper phase again, which means I'm (again) reading through my Avatar Legends PDF's and books, as well as through one or two other systems (pathfinder 2nd Edition for those who care :D) and noticed that almost every other (popular) system (I know of) has *some* sort of items, be it magical or not. How do your groups handle items, if you do at all? Like do you say you gotta keep track of some items like lockpicking tools or ropes, or do you just assume players always have what they need? But the more interesting question is: what do we think about a pendant to "magic items"? I mean like items that increase a stat, like boost your harmony by 1, or only give bonus to pleading? How about items that can inflict statuses, like impaired or favored? And lastly, what about scrolls to let PCs teach themselves a technique? I'd love to see your thoughts on this topic, as I fell like it isn't discussed much over here, if at all! And I'm also very conflicted about items, which is also why I want to know the community's preference about items!

13 Comments
2024/04/23
22:09 UTC

8

Tips for pulling the character out of my players, and getting more interaction?

Hey! I've run about three sessions with my crew of four players. We have a nice setup where they're a newly formed pro-bending team and their sponsor, with one of the members being an undercover cop trying to infiltrate the pro bending league to find information about a possibly enhancing drug or substance that they suspect may be being used during matches. With an ex-military member, a famous pro bender who's coming out of an embarrassing season, and a shady sponsor who's crimes are being used by the police into getting him to allow the cop player to join the team, everyones motivations are solid! While there's no "everyone knows everyone" yet, they each have interpersonal relationships with one another established (the sponsor and the ex military guy go out drinking, the cop and the sponsor have an interesting work relationship since they're the only one aware of the police involvement and the cop is more in charge of him than the other way around, the famous pro bender has already established herself as the coach and instructor of their group, etc), but I'd say only half of my players have established strong personalities (the sponsor and pro bender) while the other two tend to fall into very passive interactions, even when prompted (ones new, another is just shy. They tend to just default to all other players opinions or give neutral responses like "I don't really mind" or "anything works for me!")

With this in mind, I'm trying to think of ways to pull them into the fray a bit more since this is such a roleplay heavy game. I've tried to direct my more active players towards them (like, after the cop player rolls badly, I may give the opportunity for a potential "coaching" session from the pro bender), but we haven't really found our stride yet. Any tips or suggestions for giving these players opportunities to really learn and use the personality of their characters would be very appreciated!

3 Comments
2024/04/22
18:45 UTC

2

Suggestions for a spooky theme setup

I'm running a campaign and would like to make a session in a haunted house or swamp, something like that. I'm trying to do something special to every session to make them more immersive (music, medidtation, serving tea), but when it comes to spooky stuff I have literally zero experience, I don't even like scary movies so I'd appreciate if you guys could suggest some music or gags I could make for this session.

3 Comments
2024/04/22
14:34 UTC

3

Question regarding NPC groups and statuses (esp. Stunned)

We played our first round yesterday and the heroes were attacked by a group consisting of three bounty hunters which I (the GM) handled as a group because I wanted to try group fights. One of the heroes stunned one of the bounty hunters in the first engagement.

I was a little confused, as having all of them not taking any actions in the next engagement (which is how I understand "Stunned" to work) wouldn't have made sense, as there were still 2 bounty hunters standing and having taken pretty much no damage.

On the other hand, just having them deal damage like normal would have felt weird, too. How do y'all deal with this kind of thing? Am I missing or misunderstanding something?

6 Comments
2024/04/22
11:18 UTC

9

Just got promoted in my local nerd group

I just became the new GM, after the old one (both of us with almost no experience) quit. I've had fun so far, writing up story bits, and making characters. But I still don't quite know how some things fork, could someone explain how Advanced Techniques and how they connect with Growth? Anything else more experienced GM want to warn me about, I would be grateful for.

10 Comments
2024/04/21
21:29 UTC

2

gm looking for players!

hello, i'm going to be the gm for a game set during the kyoshi era that uses one of the guidebook's hooks

"When Lady Huazo escapes house arrest, the Keosoh Clan tasks the companions with tracking her down and bringing her back. They are not only offering a boon with their clan, but money as well. However, the Saowon Clan soon approaches the group and asks them to help Huazo escape once and for all so she doesn't have to live the rest of her life imprisioned. They have to make a decision about which side to take."

i already have 2 confirmed players and one more that might join depending on their schedule, so i'd say there are two open slots for now (a third might be created if the unconfirmed player doesn't join). if you're interested please do contact me! because of schedule issues we won't start for another 2 weeks, but i'd like to set up a discord server and settle everyone's characters before that

6 Comments
2024/04/20
22:15 UTC

2

detect the heavy step

Can someone please tell me the official description of this technique.

2 Comments
2024/04/20
12:32 UTC

13

A review of each playbook's relative abilities

This doesn't matter for anything, play what you want, but I did notice some pretty powerful features on some of these guys. The stats are fairly balanced, but the other features can get kinda wild.

The adamant

This class is mostly about roleplay. Specifically, you do better at character interactions if you've marked insecure. The entire role revolves around the passion stat, so "driven by justice" is going to be a standard buff to get your passion to +2. At that level, you can only fail if you roll a 4 or below on two dice, which is pretty rare.

I think it's best to play this one if you know someone at the table, since you have special interactions with your "lodestar", or confidante. I think this class pairs super, super well with the guardian.

The bold

This class is a good support buff class, if I'm being honest. Their actual skills aren't anything spectacular, but they can team up with allies to double any fatigue or conditions that an enemy takes. They also get bonuses to creativity rolls when using their little creature.

Sort of a weird situation where, in combat, your best role is support, but out of combat, you need to take charge.

The guardian

This class specifically thrives when it's about to go down. Very glass canon, and you really want a ward who will cause your character incredible stress in order to get that +1 to everything. With that, you can get up to a +3 on two different stats without skills.

When I thought "guardian" I was imagining something a bit more durable, but nope. This sucker wants to be on the end of their rope. Every session, you answer a questionnaire about your ward, giving you certain powers regarding them in particular.

The hammer

I'd call this a "tank role" in a game without a significant focus on combat classes, but their big disadvantage is that they need to constantly have a vendetta against someone, and they can't simply defeat that someone in combat, they want to beat them in like a deeply emotional way.

This class is really good at combat- it can draw aggro, it can stun and do 3 fatigue on an enemy in one round. When the adversary appears, they drop all fatigue instantly and become inspired. Basically, bringing in their personal problem is a free full heal.

Unless the adversary is wildly powerful, I'd call this potentially the strongest class in the base book, and if you're just like a 1 person and a DM, I'd play this class.

The icon

Sort of this game's paladin. You have specific rules you need to follow, but you also get a mount animal, and these suckers are powerful. -1 fatigue every time it enters combat with you, full party heal when you use it to travel. There are rules about comfort and resting that the icon does not even kind of need to follow, because riding an eel-hound is apparently as comfortable as a hotel.

The larger the group, the more you want an icon handy.

The idealist

I'd call this a scout class. You can speed the plot along by convincing locals to tell you what's going on, and in combat, you can cause fatigue damage if enemies try to stop you from going wherever you want to go.

Aside from that, they can force players to RP their character more by giving them a disadvantage for failing to properly "live up to their principles". I think this is the class the most experienced player in the group should pick, specifically to urge others to roleplay- though the book sort of wants this role to be a kid.

The Pillar

Another tank class, lacking the aggro draw of the hammer, with the addition of being exceptionally strong against groups or anyone who previously defeated them.

This class has options for when it's defeated, which is fun. It also comes with a second fake identity. While other classes have disadvantages in this sort of situation, the Pillar gains advantages.

I think this is another "most experienced player in the group" class, since it's a class that heavily relies on RP with others. I don't think it's meant to be the star in combat, more like... the guy or girl everyone's aiming for while they support everyone else.

The prodigy

A minmaxed DPS class, that can lose the class if it goes too edgy and solo. Every skill specifically revolves around combat, but that pesky balance between excellence and community really has to make these players sweat at the end of the session when the DM talks about how their balance shifted.

I'd argue that it's good to have one of these tops- they're really good at picking up new skills, but with essentially no support and a really dramatic set of relationships, you really want a group of other types of players to balance out the raw Munchkin energy at play here.

The Rogue

Arguably the bard of this game. They have a lot of abilities around persuasion and manipulation. Roguish charm is a fun one- it's not a roll to decide if you succeed, it's the DM judging your actual attempt at charming to determine if it succeeds.

I think one of these is useful, two of these is chaos.

The Successor

Free stuff, as long as you don't get caught and fence it properly. The successor is sort of like a secret trove of goodies that the party can rely on IF they need it and are willing to risk the wrath of whatever's coming.

Sort of a gambler class. Could be great, could be a disaster, who knows?

The Destined

Sort of a case where you know something is coming, and it's gonna be big. This is really, really ripe for RP- you can have someone who is going to die, just straight up the end is coming, and they're trying to do as much good as possible before then, for example.

This class is temporary, essentially. Every time you're downed you go one step down the path to meeting your fate, and when it's over, you're not the destined anymore.

Very fun if you have a friend who can only play for a little while, or if you want the players to prep for a super boss. "I will have to fight the avatar" is a fun one, where like... they're gonna show up and you don't know why but it's about to be a whole thing.

The Elder

Spitting in the face of the first book insisting that all PCs are young, they have one option for being old as heck.

This class is tied to whoever they take on as a protege, and specifically shifting towards the humility side of the scale.

They can also heal and get prepared in a turn instead of acting, so they kinda tank.

The Foundling

Honestly a strong tanking class- they can pick up skills faster than normal and from different vocations, they can draw aggro, and they get favored for free.

Not a ton of offensive options but their defensive options are really good. Pairs badly with classes that specifically want to teach or mentor though.

The Razor

When you want to munchkin but you want to suffer for it, you get the razor. I appreciate this sort of setup. They're very good at fighting but like now they're paying the price for that particular skill. It gives the GM a lot of fodder since your combat isn't your focus, it's making ammends, and you really get messed up stat-wise if you fail to make some progress in that regard.

Honestly, this is a good beginner choice. Your skills are more about observing than talking, and you get some ways to rope you into the game. It's also in character for the razor to be shy or socially awkward at first.

My tentative personal favorites as DM

The Destined

It's beautiful. The players have a bomb in the party and you need to keep the bomb safe long enough to get strong, because the explosion is coming.

That's an entire campaign, I can have one player play the destined and there is a valid threat, even in the more placid settings the book has.

The Hammer

Beautiful. Give me a character to torture my players with, and they LOVE it because they get a free heal whenever they show up, Absolutely fantastic, no notes. That means this player and this player alone will charge in to attack their rival.

The Razor

This is a super RP focused class that happens to be good at fighting, but their motivation isn't fighting so they're in this bizarre flux. I like it. They win if they make ammends for their four biggest mistakes while not accidentally creating more.

The Elder

I like the guardian, but I think it's focus on only one person could be isolating if it's like a group of 3 and 2 of them are dating. The Elder is more inclusive, and gains more advantages from helping someone else, rather than just focusing on a singular individual character. This class doesn't want to be balanced though, since it gets extra skill slots for specifically sliding down one side, so realistically they're going to change roles in 3-4 sessions.

1 Comment
2024/04/20
06:01 UTC

5

GM looking for players (can be new or inexperienced with lore

Hi, I want to try out the book, and I think being a GM is the only way I'm going to make that happen, so I'm here to try it out.

I have access to, and have read, both books (the second one is mostly just premade quests and stats for characters that aren't the avatar themselves, along with reasons for why one of them would show up.)

Let me know if you're interested. I'm on GMT+8 time, so ideally looking for players from roughly India to Australia to play, if possible. I want to try a short campaign to figure out game systems with a chance to continue if the players had fun.

1 Comment
2024/04/20
02:20 UTC

8

Difficulty creating an adventure hook.

First time dm, haven't really run anything before and I'm feeling a bit overwhelmed. I ran the vanishing act for my regular group and honestly it was a dumpster fire. I want to run one more session before outright quitting to see if it was just me getting my feet wet or if the system isn't meant for me but I'm having trouble deciding on an adventure hook for the next one.

If anyone has prewritten adventure recommendations (fan or official) set around Ba Sing Se I would greatly appreciate it. Or just ideas for an adventure hook as I could really just use a jumping off point. My players have made it clear political interegue appeal to them.

Even just a little insight into how you create your adventures would help.

3 Comments
2024/04/19
18:14 UTC

3

Looking for a group

I read the guide today, which means I can DM badly or play decently, if anyone is interested.

I just kinda want to try this game out for sort of a trial run so I can run campaigns easier.

Best if you're in East Asia or Australia and have a decent grasp of English, honestly. I can kinda do Mandarin, Cantonese, and Japanese, but it's not going to be beautiful.

My dream time is Monday or Tuesday nights.

I can do whatever role is necessary, but I want to play as a male character because girl voices are not easy for me. Ideally... not the big brawny deep voice type.

1 Comment
2024/04/19
15:12 UTC

7

I need some help with some ideas for a rough outline for scenes in my game.

Hi I'm preparing a game for my group coming up soon. I usually do darker gritty games and normally use dnd 5e but this seems like a bit of a departure. With that in mind I need some help coming up with cool ideas for my players to experience at least at the start.

The game will be set 6 years before aang wakes up in the city of ba sing se just before the iroh lays siege. My players are smugglers getting refugees into the city. They have asked to have some spirit element introduced and that the campaign happen a majority within the walls of the city.

Part of me wants to introduce the hardships of being a city under siege but I also don't want it to be too dark. At least that's what I get tone wise from the show. Has anybody ran a darker toned campaign? I also want to keep it very personal and not really world altering in consequences. Does anybody have any ideas of things I can introduce to peek my players interest?

4 Comments
2024/04/18
23:03 UTC

29

Made (edited?) this map of Republic City for a campaign and thought it could be useful.

The base is boomerangmouth's map from DeviantArt since I've got next to no artistic ability. This map includes every single location listed in the wiki and the nine surface districts of the city, situated as accurately and logically as I could, though in sometimes I had to make calls one way or another due to inconsistencies between sources, and in the case of the spirit wild I've decided to ignore the wiki and not place it in the Downtown district for convenience. Some notes:

- The order of the locations might be a bit messy since I followed the Avatar Legends Republic City book first and the wiki second for the locations not already listed.

- U in U1, U2, U3, and U4 refers to 'Underground' as these are all located in the unofficial district of the same name and don't make much sense in relation to the other locations.

- I've taken some creative liberties with the names of the rivers since I thought they were important information and no other maps mentioned them. They're named after the mandarin words for the cardinal direction they correspond with in relation to the city center, but slightly altered as not to be too obvious. Similarly I've made up Sword-Shark Village and General Old Iron's Fields as those areas were pretty empty and too massive to include within the proper city and without having an ever greater imbalance of district sizes. Besides, it seems logical for Republic City to have some peripheral rural areas to supply it with food and such things.

- I've had to add two details to the base map by boomerangmouth, specifically the actual harmony park that 18. Harmony Tower watches over, in order to still have the park to its east be 22. Roku Park since the Avatar Legends book established the Roku Park District's official entrance is through this park which has a statue of Avatar Roku; and the island that 35. Dragon Flats Reform School sits on, since the only island that suited the description in the Avatar Legends book was too far up the Nin river and way outside of what I consider to be the city borders.

- There are plenty of locations that are either much bigger than the marker or change place regularly, this is the case of: 4. Avatar Korra Park, which is generally understood to include the entire green area the marker's placed in; 9. Port of Republic City, which in my head covers that entire bay with the location listed being the commercial port and the other curves of the coastline being the main passenger and fishing ports respectively; 29: Green Meadow Towers, which I imagine cover most of the city blocks north of that bend of the Fong river; 53. Little Ba Sing Se Fashion Mall, which due to its size probably covers most of the big block I placed it in; 59. Sword-Shark Village, which would include all of the roads in that estuary; 60. General Old Iron's Fields, that would encompass pretty much all of the open, rural-looking space south and east of the mountain range the Green Meadows District borders to it's southeast; U2. The Spirit Vine Roots, which constantly grow and probably reach all of the area under the Spirit Wilds and a good amount of what surrounds it. U3. Tunnel Racing Tracks, that canonically shift all of the time to avoid the police so I've placed the marker as a suggestive and general area of where the races might be taking place; and U4. The Warrens' Entrance, which I've called so because the actual Warrens probably extend under most of the tip of Republic City's central peninsula and I imagined it's entrance in some sort of sewage pipes like the ones Korra uses to infiltrate the tunnels used by the Equalists as their hideout.

If anyone's got any questions I'm happy to answer in the comments and I'll try to upload the GIMP file so everyone can edit it as they wish.

https://preview.redd.it/hg4khjo746vc1.png?width=6000&format=png&auto=webp&s=dd37aadb0ee699349656bbf3b16bb3f689c30c51

8 Comments
2024/04/18
04:46 UTC

3

Digital platform for character sheets

I'm going to be playing virtually when I do my campaign. Probably using roll 20 for the maps. Is there a website to do character sheets digitally, like a DND beyond. Or can roll 20 do a non 5e character sheet

9 Comments
2024/04/16
13:46 UTC

38

I guess Shakira's not a fan of the playbook.

1 Comment
2024/04/16
05:02 UTC

6

Some Help

Hey, does anyone know where I can find a good fillable sheet for The Rogue playbook? I managed to find one that seemed decent enough but there was something wrong with it.

3 Comments
2024/04/14
15:59 UTC

6

new dm looking for new players!

im looking to run an avatar game for some people who will be nice to a “never played/dm anything but dnd” dm! only criteria to join is that you have to be patient with me 🥺

i’m thinking either friday or saturday night to play, starting around 6pm, depending on what works for the group

-can be a noob -gmt+10 timezone -will be on roll20

please reply to this post if you’re interested and i’ll send you a dm!

6 Comments
2024/04/12
04:32 UTC

13

What do you wish you'd learned sooner?

Saw someone ask this in a PBTA subreddit, and wanted to ask it here since my wife and I are about to start playing

1 Comment
2024/04/11
22:00 UTC

9

Can you use techniques out of combat?

Wondering how it works if a blood bender wants to blood bend someone out of combat or a lightning bender wants to shoot a bolt to ignite something. If they have it mastered, can they just rely on their skills and training to do it? So far ive been doing that with my players mastered techniques but they cant use "learned" or "practiced" until they have it mastered, then they can rely on their skills to try and do it.

5 Comments
2024/04/11
19:52 UTC

8

What's the longest one of your campaigns has run?

14 Comments
2024/04/11
17:48 UTC

18

First session incoming. Some questions for the veteran GMs

Hi everyone,

this weekend will be my first session of Avatar Legends and the first one to GM. I hope I can finish reading till Saturday, but that's another subject and I can reference the Quick Start.

As I know players will do everything, but the stuff you expect them to do I only have a rough outline for the story, to be flexible. I have several prints of the play material and the playbooks also printed out. So much for the preperation, now to the questions:

- Do I get it right, that the group shall discuss how they met and why they are travelling together? This would take the whole "How do i get the group together, besides the lame 'You sit in a tavern' start"

- As far as I understand it "moves" are a more general term for "moving the fiction forward", either by the players describing and rolling dice (if needed) or me "making a move" to drive everything on?

- The custom move section talks about "preparing" and "creating" custom moves, as something done beforehand. What about doing those "on the fly" as the player wants to do something special or very specific?

- There seem to be many ways to shift balance or have one's balance shifted. How will this work out, as it seems players will be quick to lose balance and it could happen more in one or two sessions, than Zuko loses his balance in the whole series.

- The Technology training seems a bit unclear to me (Aang era it will be), as the examples are very rough, especially if it comes to fighting. Bending? Clear! Weapons and pointy things? Clear... But what would a technology guy use? Crossbows would be weapons, even they are mechanics?

- In an exchange the approaches are resolved in a specific order. Do I get it right, that the evading folks still get to do their technique, even though the attacker might have them trapped with their move (for example) as it happens almost at the same time, even though they resolve it in different order?

- Following that, according to the rules (and some posts in this Sub) Exchanges are for the "big ones", but how do you handle scuffles with other villains who can be at least a challenge (be it due to skill or numbers), but aren't that important? If an Earthbender puts an barrier between the PCs and NPCs all is clear, but what if someone wants to slug it out?

- The GM is the biggest fan of the PCs? What if they behave stupid? Keep the fandom go easy on them?

- Any general pointers, hints, clues, stuff to keep an eye on (besides rule number 1: Everyone should have fun!)? As you can guess I'm a rather nervous GM, finding back after some bad runs (but also a good one).

Thanks in advance and happy bending.

8 Comments
2024/04/11
12:26 UTC

7

Hi new to the game

Hey new to the game but enjoyed the shows a bunch

7 Comments
2024/04/11
02:39 UTC

4

How many reactions can a player have per exchange?

During our campaing we were in a boss figth and my character an earthbender had activated the Earth armor technique and used Detect the Heavy Step, i was attacked which triggered the heavy step effect and also my earth armor reduced damaged effect, can i use both at the same time or was i wrong?

4 Comments
2024/04/10
20:26 UTC

8

Multi era idea

So my thought is to do a campaign where they will touch all 5 eras

Start in kyoshi. The party meets. Campaign TBD. Then a spirit comes and tasks them to help in other eras for him. Transport to Roku. Campaign TBD. Transport to 100 years war. Help siege of ba sing se. Transport to Aang. Campaign TBD Transport to Korra campaign TBD.

Obviously still have a lot of work to do. But Amy thoughts on the general idea

Edit: fixed Korras name

16 Comments
2024/04/10
17:38 UTC

6

How do you do the currency??

Im the gm in a campaing is in the middle of the 100 year war but i have no idea how to do the currency im mostly doing earth kingdom money rigth now but a i have a couple of water bandera from the poles that i know want to use their money and they are planning to go to the fire nation so im not sure how to handle the money

16 Comments
2024/04/09
22:18 UTC

8

Want to learn the system and hopefully find a long term game

Hey all, I’m not new to TTRPGs (7 years of mostly DND 5e and a little bit of dabbling into other systems) and not new to the Avatar universe and I’ve been dying to try out this game since I first heard about since I find the world and lore of Avatar so interesting and loved every second of ATLA and LOK. I’m hopping to get into a long term campaign with likeminded nerds/fans but I’d like to at least learn the system so I could maybe run my own games in the future. Feel free to dm me on Reddit or an discord: iamstarlord2

2 Comments
2024/04/09
21:28 UTC

5

Avatar: Legend Of Elements

Continuing with what happened on my RPG

Book 1: Mind

Chapter 1: A Strategic Escape

Hazuki and Kalamari position themselves to confront the mysterious woman while the others try to escape, unfortunately Kally was injured by concrete splinters while protecting Kozuki and Yaz.

Qinshi removed her from the front line and blew a whistle, which momentarily seemed to have no effect. Hazuki broke the ground creating an escape route for the leaders and injured, Aren immediately stood by Hazuki's side to buy time.

The general used her bending to pin the nomad to the ground. Then creating lava shurikens to throw them downstairs.

The other group had reached the 140th floor. At this moment the elevator mysteriously opened revealing the Earthbender who attacked Aki by surprise.

When the situation seemed to be lost, Qinshi ordered everyone to throw themselves on the ground and as soon as they did, the window panes were shattered and a Snowy Wyvern Owl appeared flying outside. Yaz, Aki, Hazuki, Aren, Valim, Jihan and the mysterious boy were ordered to ride the creature and go to the train station.

Hazuki was reluctant at first, but Amari handed her a small object and gave her a direct order to protect the Avatar.

After landing at the train station, Snowy left them on the ground and took off to return to Qinshi. Hazuki finally looked at what Amari had handed her, seeing a piece of Pai Sho's White Lotus. Knowing that only one location could still be safe: Zaofu

Everyone boarded the train and left as quickly as possible, stopping overnight and continuing the next morning. After a few kilometers, they were forced to stop again by rocks, obstructing their path.

Hazuki tried to bend them, but couldn't. Then Aki shot lightning at them, revealing that it was actually a Sand Crawler. Who began chasing them to an abandoned village in the desert. The giant serpent derailed the transport and sank it into the ocean of sand

To be Continued...

0 Comments
2024/04/09
17:20 UTC

9

Running my first session tonight

Any tips for keeping the team on track? I feel like some can get uninterested if it’s not following a path.

Thanks! Wish me luck!

4 Comments
2024/04/09
14:30 UTC

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