Vine Wrangler Elf

Aranmon's page

58 posts. Organized Play character for Iron Killer.


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Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon takes a closer look at the gate.
Perception check: 1d20 + 2 ⇒ (2) + 2 = 4
Could someone take this blindfold off of my eyes because apparently I can't even find that.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon will cast magic missile into the hole.
Missile damage: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon will sneak a little closer and take another look around.
Perception check: 1d20 + 2 ⇒ (17) + 2 = 19
Now that's a bit better.
Aranmon points over to the cliff wall "I think I might see something over here." He brushes the pile of ash away revealing a hole in the gorge. "This looks like it might be of interest." He will then cast Detect magic on the hole/tunnel.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

"Why don't we wait till we get a little closer to make a final decision on our next action."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Perception check: 1d20 + 2 ⇒ (9) + 2 = 11
Aranmon joins Kalvin on the wall. "Can anyone see a way past that thing."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

DEX check, fatigued: 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17
Despite his tired legs some how Aranmon is able to keep his footing as his friends roll pass. He descends a couple feet to help his fellow adventurers regain their lost ground. "Who knew it would be this hard to visit the, supposedly, empty home of a man who disappeared years ago."

After Gerund's healing:
"Thanks, every little bit helps."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

CON check: 1d20 + 1 ⇒ (5) + 1 = 6
"I was made for studying books not claiming mountains."
2nd CON check: 1d20 + 1 ⇒ (9) + 1 = 10
"This climb is really taking it out of me, but I think I'm going make it, just barely."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Perception check: 1d20 + 2 ⇒ (16) + 2 = 18
"From the look of what's rolling our way with the rubble someone has been living up there, maybe even more recent then the stories say."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

As everyone settles down for a good meal Aranmon speaks up, "I know I suggested this earlier, but now that we are a bit more certain that we are after at least one Sturgimate might it be a good idea to take a look at Jarl's house and see if we might be able to find those Sturgimate teeth. They may be our only hope of defeating these beasts."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

I miss interpreted the spell as saying you could lift something up to 15' away and move it up to 25' away, but even if the spell did go the way I wanted the penalty would have killed my attack.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon "drops" his stones with a splash and he looks to his companions, "What do you think could have made that toad grow to that size?"
I was thinking I would use the mage hand like a star wars force grapple and fling the stones, but I guess Buvet did the job for me so didn't end up making a difference.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Just a heads up I'm about to go a bit untraditional here so if it wont work let me know and I will change my action.
Aranmon looks to his right and sticks out his right hand casting Mage Hand on the biggest rock he can control and lifts it off the ground. He then looks to his left and sticks out his left hand casting Mage Hand on a second stone of equal size lifting it off the ground. He then proceeds to hurl both stones at the toad.
Move action-cast Mage Hand
Move action-cast Mage Hand
Turn ends

What kind of rolls would I need to make to do this kind of action?

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

This may be a strange question but what around me weighs 5lbs or less?

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon's move

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon will take a diagonal 5' step to the upper left and casts Magic Missile at the toad.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon steps more into the room and extends his magic outwards trying to see what he can sense from the every inch of the cave.
Casting Detect Magic on the room.
Gerund and Aranmon's moves

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Having taken the last watch Aranmon is enjoying a the smallest sausage as the other arise. With his mouth full Aranmon skips on the traditional verbal greeting for a less formal wave and head nod. Just as he is finishing up everyone else starts devouring their breakfasts so he says "While you all enjoy your meal I'm going to step over here and make sure I have all of those spells ready for us."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

"Gerund, if you want first shift I'll take last. Magic is some tricky business if your awoken in the middle of your sleep.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

I wouldn't mind having full health, but if you'd like to hold off for a more pressing time I can live with being 2 off.

"Thanks old friend, I was on the verge of following the white light, but now I feel almost brand new."
If the party is ready to leave Aranmon will follow, though he going to stay a step or two behind in hopes of avoiding more melee combat.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Is it bad that when you say that all I can think of is the song from Spamalot "I Am Not Dead Yet".

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

I'm going to check the bodies.
Perception check: 1d20 + 2 ⇒ (1) + 2 = 3
"Oh look it's a body," kicks the body, "I think it might be dead."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Looking at the map I'm a bit confused. The gnoll who just charged is he standing right behind Kevin, right behind Gerund, or is he placed correctly and he threw his spear in which case it wouldn't have been a charge? It doesn't effect my attack but it might effect everyone else's.
Aranmon will try and attack the gnoll who attended him again with his quarter staff.
Attack roll: 1d20 + 2 ⇒ (8) + 2 = 10
So that's strike two with the staff, or strike three for his attacks in general. Either way Aranmon couldn't hit the broad side of a barn.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Well if that's the case I get to add to to my attack roll and what do you know I still missed. This dice roller hates me.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon whips out his long stick and proceeds to swing it at the gnoll who attacked him.
Attack roll: 1d20 + 2 ⇒ (6) + 2 = 8
And Aranmon is proving why he is more of a distance person then a melee person, not that distance seems to be helping him so far.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Well since it appears that both of my partners have thwarted my previous post I will have to do a redo, but I am not at work so I will need someone to move me please.

Aranmon will move so he is inline with both the statue and the southern most gnoll (down 4, right 2) and attack that gnoll with acid dart.
Acid dart: 1d20 + 2 ⇒ (9) + 2 = 11
Acid damage: 1d6 ⇒ 2

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon will move next to Kalvin and cast Acid dart at the Gnoll straight in front of him.
Acid dart: 1d20 + 2 ⇒ (2) + 2 = 4
And I think I just burned a hole in the ground at my feet.
Aranmom's move

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

"Well this probably won't end well." Aranmon will cast mage armor on himself raising his AC to 16.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon takes a long hard look at the pieces scattered about. "It looks as though this may have once been a statue of the Sturgimate that the old man had been talking about.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon will cast Detect Magic.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

"I still say at some point stopping at Jurl's old place may be a good idea. Having those teeth is sounding more and more appealing the most we learn about these attacks."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

The map doesn't work on my phone either, I'll try again when I get in front of a computer.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Perception check: 1d20 + 2 ⇒ (15) + 2 = 17
"The more we see the more the old man's story is looking more and more plausible."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Perception check: 1d20 + 2 ⇒ (19) + 2 = 21
Aranmon looks to the Sergeant, "Are large lions common in these parts? These are defiantly the prints of a large cat."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Heal check: 1d20 ⇒ 2
"The poor boy, may his soul rest in peace."

To Tissa Aranmon says "We will do everything in our power to catch this fiend, and if we do lord help him for I will make sure he receives every once of pain he had caused your beloved ten fold."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

After our bought of crummy dice rolls a little karma help would be very welcome.
Aranmon puts his spellbook down and finishes his cereal and gulps down the rest of his juice before standing. "If the villagers wouldn't mind, it would only be proper to attend the funeral and pay our last respects."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

"We may want to have a look at wizard Jurl's old house, if it's still standing, we may be able to find the teeth that were mentioned in the story and, if I'm lucky, his spellbook."

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon wakes to the sound of Kalvin sharpening weapons and mumbles to himself "Couldn't he have gone outside to do that, doesn't he know that some of us are trying to sleep?" Then he rolls over and trys to go back to sleep, but to no avail. "Guess I might as well get up. He looks to Kalvin and gives a friendly smile "Morning, you know if you sharpen those things any sharper there going to cut right through their sheaths." Aranmon will then pack up his things grabbing his spellbook, but instead of packing it up he instead opens it and starts to read it memorizing every little piece of every spell. He continues to read as he heads for breakfast. Unlike the others he will go for a smaller meat of some hot cereal and juice.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon sits completely aghast listening to the story, mouth hanging open, when Buvet finishes and Aranmon hears the other guests joking about it he wipes the drool from his bottom lip and tries to look cool. "Could there be any possibility that Zafron could be working with, or even worse could have summoned, the Sturgimate?"

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Knowledge (History): 1d20 + 8 ⇒ (14) + 8 = 22
Aranmon looks to Kilut "Oh, you mean the tale of Jarl defeating five half-sphinx/half-manticores, so those were Sturgimates, I always thought that was just a fairy tale." Aranmon gives a longing looks towards the ceiling with a slight smile says more to himself then anyone else "If I could only have a chance to study Jarl's spellbook, the wonders it could teach me." Noticing the fact that everyone was now staring at him Aranmon quickly tries to divert their attention "Kilut, I have only heard the brief telling that is given to children as a bedtime story maybe, if you wouldn't mind, could you tell us more of the adult version?"

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon looks to Buvet "Didn't you hear? They raised the reward to 500 gp. So there will be a pretty purse for each of us. I think I will go talk to those gentlemen you pointed out." He then drains his tankard "And besides I need a refill." Aranmon takes his empty mug to the bar and walks away with four full ones and heads for the elderly gentlemen's table. Pulling up a chair he passes out the tankards and takes a seat, "If you don't mind I'd like to ask you a few questions about Zafron and the attacks that have been happening to the loggers. Some are saying the two might be connected and that nothing happens in this town without you three hearing about it."
Player crosses fingers and prays to the dice gods before rolling his 3 d20s.
Dip check for Cleff: 1d20 ⇒ 4
Dip check for Retha: 1d20 ⇒ 18
Dip check for Kilut: 1d20 ⇒ 13
I guess it was best two out of three.
To Retha: "If everyone knows about the Yellow Cave how come no one has sealed it?"
To Kilut: "What is a Sturgimate anyways and why do you think it has something to do with these attacks?"

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

If we come baring a tankard might we be able to increase our chances of success?

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Arnmom takes a long swig from his tankard and smiles as the sweet mead trickles down his throat. Looking to Gorud he responds "Thank you kindly for such a fine brew. I sense a longing in your tone, were you once an adventurer yourself? And if so, would you mind regailing us with a story?" Arnmon leans in showing a genuine interest in the Dwarf's past adventures.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

"So what's on the menu for the evening? I could really go for a nice hot meal, a cold drink, and a soft bad." Then Aranmon will join Kalvin by the fire.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

"Do you have any idea what has been attacking the loggers. Claw or bite marks or the like.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Aranmon will try one last time to get some information about the beast that is attacking the loggers.
Aranmon walks up to three important men.
"My friends and I just happen to be adventures who had only planned to be passing through, but if our skills could be better used in defending your lovely town we would be more then willing to accommodate. We just need a little more information about the attacks and the attacker. Really anything you know that might help us on our 'quest'."
Diplomacy check: 1d20 ⇒ 16
Finally a decent roll.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Well now we're really screwed, though isn't bribing police officers common place during these kind of adventures?

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

Well if we keep rolling like this we'll end up paying this guy every cent we have to just not turn us into the police.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

I think I see a hostile guard in our future.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

I stated one up but since no one said anything to my earlier suggestion I never put it on the site, but the stat block is still on my work computer and I can have him loaded up later today.

Grand Lodge

Male Elf Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2

I really don't think these dice like us.

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