Tulrin Endessell

Elgoron's page

246 posts. Organized Play character for Daynen.


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Grand Lodge

m elf wizard 2

Sorry for the light posting. Between the matters on my mind lately, the missing bonded object, and the deafened condition, any spell I cast will be basically flushed down the drain, and I have no clear line to anyone, nor any way to tell if anyone else can hear anything I might yell out.

I'm honestly just not sure what I can possibly contribute lately. Starting to think a universalist object wizard (as opposed to a familiar wizard of any particular school) was...less than optimal, especially in such a big party in this particular adventure.

Though I do want to see how things turn out, and I'm loathe to give up on anything, I feel like it might just be a more practical and responsible choice to bow out. the fun in playing the character simply isn't balancing out the anti-fun in being out of options.

I don't want to hold up the game at this point, so I'll simply learn from the experience and allow the group to go on and take up a little less room in the narrow hallways, heh. Take care, everyone.

Grand Lodge

m elf wizard 2

Man, these fights just refuse to go well for either side, eh?

Grand Lodge

m elf wizard 2

OUCH. Deafened AND without my original spellbook OR bonded object. This is gonna end badly...

but damn If I can hang in there, I will come back with a vengeance!

Grand Lodge

m elf wizard 2

fort save: 1d20 ⇒ 6

Focusing on fighting the stench leaves Elgoron's other senses woefully undefended; the thunderclap almost seems loud enough to go off inside his head. Clutching the sides of his skull is not enough; every inch of his ears feels the pain of millions of needles of sound. Even the other voice in his head couldn't form coherent thoughts from the pain.

With no way to reach anything in the room, and even LESS chance of his spells functioning properly, Elgoron withdraws to give the front line fighters room to move and his ears time to stop throbbing and bleeding.

Move 5 ft. to T-31

Grand Lodge

m elf wizard 2

fort save: 1d20 ⇒ 16

That smell...not again!
Focus!

Elgoron covers his face for a moment, better able to withstand the olfactory assault this time, and takes a defensive posture.

Grand Lodge

m elf wizard 2

Elgoron's brow furrows at Ranme's new behavior, but he accepts the gift. "I seem to be entering close combat more than is my preference; the scroll of Burning Hands will likely see use."

You don't suppose he thinks he's about to die, do you? In the middle of all of us? I mean, we're not exactly demolishing these forces, but we ARE winning...

Perhaps he knows something we do not. I am uncertain which possibility I fear more, however: does fear his end here, or is he planning something?

Grand Lodge

m elf wizard 2

"It seems to me that the cultists have allowed this thing to live for the same reason we just utilized: disposal of bodies. It's unlikely that anything of value lies behind it for that reason, now that we think on it."

But surely they didn't put the slime there themselves; there could be something hidden behind it.

The fact that all these cultists haven't bothered to remove it suggests it's been more trouble than it's worth.

...Okay, I suppose that makes sense.

Grand Lodge

m elf wizard 2

Elgoron rises from his seated position wordlessly, snapping his new spellbook shut and nodding to Felgarr's marching order.

You think anyone's noticed their patrols are missing?

Certainly. Though they may have assumed predators were to blame, or simply have sturdy enough defenses not to care.

I get the feeling this invasion is going to get worse before it gets better.

Then we have every motivation to use our wits more heavily from this point on.

Grand Lodge

m elf wizard 2

"I don't believe the storeroom is a good place to camp ourselves. There are so many of us, it will be almost impossible to remain silent and watchful at once, and if we are discovered, they have no reason to attack us when they can simply barricade us in, leaving us to starve to death. I'm afraid I haven't any spells that can simply make us an exit, and digging a tunnel is completely impractical. If we're going to find a place to camp, this is not a good place to do it."

Grand Lodge

m elf wizard 2

Elgoron peers down each hallway as he inspects the group's condition. Noting no more approaching disasters, he stands guard over his fellow wizard, fighting exhaustion himself.

"At this rate, we will be entering every section of this compound with more injuries than we have spells left; sooner or later, we're going to strain our luck too far. I sincerely hope we were fortunate enough to have defeated the bulk of their forces just now, but I doubt it. The choice of whether to even use a spell is compounded by the high likelihood of my casting failing without my ring. Do keep a close eye out for any finger-based jewelry on any bodies you search."

Grand Lodge

m elf wizard 2

AoO: 1d20 ⇒ 13 Hah.
damage: 1d4 ⇒ 4 HAH!

Noticing the reptile rising from its stupor, Elgoron reflexively swats it across the nose, drawing blood with a satisfying crack; the creature collapses in a heap. He then moves to rejoin the others at AG-15.

Hey, that Ranme guy has scrolls, and that looked like it might be a magic missile or something. Maybe you can get some spells from him?

Survival first, trading later. Let's make sure we get out of this mess with vital organs intact, shall we?

Still fighting. Right. Sorry.

Grand Lodge

m elf wizard 2

Elgoron grits his teeth, once again stepping into melee to support his party.

I'm starting to wonder if coming to this town was ever a good idea to begin with...

Guess we're not so different after all.

He then steps around Felgarr and strikes at the reptile in AM-13.

attack: 1d20 ⇒ 20
crit threat?: 1d20 ⇒ 13

Phooey, probably not a crit: 1d4 ⇒ 2

Grand Lodge

m elf wizard 2

Elgoron flings his staff at the conscious reptile in AM-13, hoping to clear one side of the battle at last.

attack, hand of the apprentice: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d4 ⇒ 4

Grand Lodge

m elf wizard 2

Takin the save.
will save DC12: 1d20 + 4 ⇒ (10) + 4 = 14
Elgoron stands his ground, shaking off the effects of the spell thanks to his own arcane training. "thankfully, as long as they're effects that target the mind, Ranme, you'll be hard pressed to affect Bizzle and myself."

Good thing wizards have good will saves...

...What? That entire thought made no sense.

Ummm...forget I said anything. It wouldn't make sense if I explained it anyway.

Grand Lodge

m elf wizard 2

"BEHIND!" Elgoron calls out as the malodorous scales emerge from the rear. Already pressed into melee, Elgoron wards away the reptile while trying to score a solid blow.

Their stench is so powerful it covers the approach of the second wave...damned clever, for such primitive-looking beasts.

Might have been just on accident; they look like they were looting the rooms or something.

Pity we won't have a chance to ask them.

fight defensively: 1d20 - 3 ⇒ (18) - 3 = 15
damage, if hit: 1d4 ⇒ 2

AC is 15 for the round

Grand Lodge

m elf wizard 2

Imma hold off for a bit, since I'm limited in options right now and don't want to be the second thing that gets surrounded.

Grand Lodge

m elf wizard 2

More like an acid bath...

Grand Lodge

m elf wizard 2

perception: 1d20 + 1 ⇒ (19) + 1 = 20
fort save: 1d20 ⇒ 2 Sickened: -2 to...well pretty much every important d20 roll, really. Except maybe concentration or spell pen rolls, lol.

Elgoron spies the scaly brutes at the same time his nose cues him in. The scented warning is the fouler, by far.

"Gods, do these things bathe in their own offal? How can any creature actually smell that vile?"

I...can't think of anything that smells that bad...I really can't...

Knowing his abilities run low for the day, Elgoron takes a step or two back from the front, allowing his martial allies room to maneuver.

Grand Lodge

m elf wizard 2

"I believe, Terion, that dealing with the slime and following the corridor past it is likely a safer course of action at the moment. This door could be great treasure or instant death. It's a gamble I'd rather not subject anyone to without some form of advance warning."

Grand Lodge

m elf wizard 2

"Ahh, now we're being resourceful."

Grand Lodge

m elf wizard 2

"Perhaps it's best we deal with the threats we can see and quantify first. Take the slime in the water, for example. Surely we can draw it out to dry ground and deal with it, singularly and predictably. By contrast, we haven't a clue what's behind this door. Better to approach the known first and be sure of our outcome rather than plunge into the uncertain...as we seem to be in the habit of doing."

Yeah, it WOULD be kind of nice to NOT walk into an ambush and have 3 or more people bleeding to death for once.

That was rather implied, thank you. And they can't hear you, remember?

Yeah, nevermind.

Grand Lodge

m elf wizard 2

"I second that. Without my ring, I leave with unreliable spells, at best, and creating another is not a thrifty endeavor."

Grand Lodge

m elf wizard 2

"I think we all know this place is not going to welcome us. Nevertheless, here we are."

Grand Lodge

m elf wizard 2

"If it's corrosive, then metal is a bad idea. Perhaps as long as we use the non-metal weapons we have, we stand a better chance."

Like our staff?

Wizard. Melee. flesh-eating slime. What part of that sounds like an intelligent idea to you?

Grand Lodge

m elf wizard 2

"I doubt it just wandered in here and got left alone by the cult. There are far safer and more practical guardians to which they'd have access."

Grand Lodge

m elf wizard 2

"It sounds like it's nothing more than a puddle of slime, but if it's alive, then I have a feeling swords won't work too well. Have you ever cut through wet mud? It just parts around the blade and reforms."

Grand Lodge

m elf wizard 2

concentration: 1d20 + 6 ⇒ (18) + 6 = 24

Elgoron closes his eyes for a moment, grimacing as he forces the spell to complete, then reopens them, aglow with magic. "Let's find out."

Scanning the loot, then the room, with detect magic up.

Grand Lodge

m elf wizard 2

"At least until we go deeper in and pass any intersections. Let's patch up the worst of our wounds and scout the next path. We might want to have our quieter members get a view first, rather than have all of us clank down the hallway announcing our presence."

Grand Lodge

m elf wizard 2

Elgoron moves behind Ama to get a clearer view of his target, and launches his staff at the blinded spearman.

hand of the apprentice: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d4 ⇒ 4

Been wondering when the nice rolls were going to show up.

Grand Lodge

m elf wizard 2

Seeing a potential safe opening, Elgoron takes a step forward to try to harrass or injure the spearman in AM-15.

Hopefully they have a harder time getting a spear around a corner than we do.
attack: 1d20 + 1 ⇒ (18) + 1 = 19
damage: 1d4 ⇒ 4

Oh yeah, NOW the dice get hot on me.

Grand Lodge

m elf wizard 2

Elgoron launches his staff at the unoccupied spearman in AP-14.

hand of the apprentice: 1d20 + 5 ⇒ (2) + 5 = 7
Blargh.

Grand Lodge

m elf wizard 2

"Careful, Terion. No doubt they have a squad of these spearmen waiting for us. No point in posting just one."

Grand Lodge

m elf wizard 2

Hey, the dice gotta leave SOMEBODY out in the cold, fel. Just the nature of the beast.

Elgoron will hold his action for now.

Grand Lodge

m elf wizard 2

Wonderful...all the things i try to prepare for, and I forget a light spell..

What is it with dungeons and temples and always having it dark?

My thoughts exactly.

"Bizzlemont, in all our planning, did we happen to prepare any sources of illumination?"

Grand Lodge

m elf wizard 2

"Let's make sure we keep good vigil forward and back, shall we? Getting trapped in this corridor will mean death without fail."

Grand Lodge

m elf wizard 2

"I empathize with that desire, warrior, and I stress that we're improving upon that. If we keep our current pace, we should ultimately arrive at a flawless invasion with no injuries at all. I wouldn't hold my breath, of course, but that would be the logical goal."

Grand Lodge

m elf wizard 2

"All things considered, Terion, I'd say this unfortunate ambush went rather well. No casualties this time except the enemy. If we can manage that kind of consistency from here on in, I'll be in no position to complain."

Grand Lodge

m elf wizard 2

"I do. I'll examine the area for any surprises our foes have laid for us. Everyone search our enemies for valuables, and do keep your eyes open for any rings you may find. One of them might be mine."

Elgoron then closes his eyes for a time, struggling to complete his spell, and opens them with a flash, moving around the walls of the room to look for secrets, traps, or lingering spells.

Basically taking 20 since it's a 0-level, I'd succeed sooner or later, yeah?

Grand Lodge

m elf wizard 2

Elgoron uses his power to throw his staff with magical force at the spearman opposing Strang.

hand of the apprentice: 1d20 + 5 ⇒ (11) + 5 = 16
damage, if hit: 1d4 ⇒ 4

Grand Lodge

m elf wizard 2

Religion is a can of worms that I don't want to open, TBH. Short version is this: Things only have as much meaning as you give them. Believe what you want; it's your choice.

Long as you haven't lost your taste for adventure, it's all the same to me.

Grand Lodge

m elf wizard 2

Elgoron points a finger at the waking spearman in AC-14, firing a cold beam.
concentration DC20: 1d20 + 6 ⇒ (17) + 6 = 23
ranged touch, ray of frost: 1d20 + 4 ⇒ (19) + 4 = 23
cold damage: 1d3 ⇒ 2

Grand Lodge

m elf wizard 2

Ah. That about clears it up then. WASTE EM.

Grand Lodge

m elf wizard 2

Just occurred to me...did we even roll any initiative for this fight? lol.

Grand Lodge

m elf wizard 2

Still here. did we miss something?

Grand Lodge

m elf wizard 2

Noting the spearmen trying to wake the others, Elgoron tries to put a stop to that plan by moving forward a bit and conjuring a freezing beam at the scrambling warrior in AE-13.

ranged touch, ray of frost: 1d20 + 3 ⇒ (1) + 3 = 4
cold damage: 1d3 ⇒ 1

Grand Lodge

m elf wizard 2

Noting the spearmen trying to wake the others, Elgoron tries to put a stop to that plan by cojuring a freezing beam at the scrambling warrior in AE-13.

ranged touch, ray of frost: 1d20 + 3 ⇒ (15) + 3 = 18
cold damage: 1d3 ⇒ 2

Grand Lodge

m elf wizard 2

Attempting to get out of the grease, Elgoron moves forward.

acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23

With his feet finding a grip under him at last, he flings his staff at the spearman in AA-13.

attack: 1d20 + 4 ⇒ (3) + 4 = 7

Yet again, we find ourselves in a precarious situation because of ambush. this is growing tiresome, to say the least.

To say nothing of seeing our comrades bleeding all over the floor. That's not getting anymore exciting any time soon...

Grand Lodge

m elf wizard 2

Lookin' pretty brutal at this point, isn't it?

Grand Lodge

m elf wizard 2

reflex save: 1d20 + 3 ⇒ (6) + 3 = 9

Elgoron grimaces, bracing for the fall as his feet lose purchase, grasping for handholds that fail to materialize.

The one thing we forgot. the ONE THING.

Enemy casters with access to the same spells...

Grand Lodge

m elf wizard 2

No worries, chief. We're ready when you are.

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