Verik Vancaskerkin

Eydor's page

104 posts. Alias of Zamdoc.


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Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor looks at Ameiko after she has spoken Thanks for the food. It's really appreciated.

He then talks to Snyk I think it's a good idea. We should do that and see what we can use. This is only getting messier and messier by the day.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor grabs the book and inspects it, casting detect magic on it.

Let's see what have we got here...


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor, seeing that he can't yet move into the room, tries to daze the creature once more.

Standard Action: Cast daze (CD 12 if I'm not mistaken)


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Standard Action: Cast Daze on the creature

Can't seem to do much more this turn... Still blocked :(


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor, seeing that he won't be able to close up in melee combat, begins chanting one of his spells. A magic projectile forms on his hand and moves towards his enemy, striking true.

Standard Action: Cast Magic missile
Move Action: Move as closer to Harness as possible

I'm not sure how much I can move towards him seeing that everyone is in the way, so feel free gm to move me as fit

Magic Missile damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Sorry, but for some reason I thought I had already said my turn. Maybe my post botched or something on send or... Whatever.

Eydor waits while drawing his scimitar, ready to strike or cast a spell whenever the opportunity arises. He doesn't seem to waste his magic projectile yet, just in case the enemy tries to flee.

Pretty much draw scimitar and total defense for now


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

K.Arcana: 1d20 + 7 ⇒ (9) + 7 = 16

I don't know what these runes are... We should have checked the door first by the way... Eydor says while he sees Harness pushing it open.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

I'm not sure a place this old would host... Sick people. I would guess it's probably not even people at this point. Wouldn't want to check too closely to be honest.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor, seeing the grievous wound Tessa just got, decides there's no time to waste, and goes forward without a care to try to destroy that enemy as fast as he can so they can tend to her.

Move action: Move into position to flank with Snyk (This will provoke an AOO, but with a +4 AC due to the corner iirc)
Standard action:Two handed scimitar attack

Two handed scimitar attack: 1d20 + 8 ⇒ (17) + 8 = 25 (+2 from flanking)

Damage: 1d6 + 6 ⇒ (1) + 6 = 7

His aim is still true and his attack hits, but this attack seems far weaker than what is usually seen when he brandishes his scimitar.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor moves behind both of them, but at a distance as to not make any noise that might alert something about them coming down those stairs.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

I'll get the syringes into my bag so we can investigate them when we get out of here He then puts all five in his bag, trying his best to cover and protect the needles from doing any harm, and heads east with Snyk.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor looks at snyk and points to the hidden compartment This looks interesting enough, you should take a look at it just in case it has a trap or something dangerous. He then steps back and lets him do his thing.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

I guess I would have searched the 3 smaller rooms, and after that, the larger room


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

There's also nothing of interest in the room with skeletons with a 26 in perception?


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Happy halloween Sphen and everyone! By the way, I already inspected the room with the skeletons and detected magic there if you see my post


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

After hearing Snyk Well, now that is unusual. Why only half breeds? This place seems stranger the further we go in. Maybe we should search that room a bit more just in case it points out about why?

He first detects magic in the direction of the skeletons, and if he doesn't detect anything dangerous, goes in and proceeds to inspect the room.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

K(History): 1d20 + 7 ⇒ (4) + 7 = 11

Any of you has any idea what those symbols might be?


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor moves with the rest of the group, letting Snyk and Cavenn lead the way.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor takes a look at Snyk's wound first.

Are you okay? You should see to that wound as soon as possible. No way to know how foul it could get if untreated. That aside, we should clear this as soon as possible to ensure the safety of Sandpoint.

He moves to the room Snyk was before, and search for anything useful or notorious.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

I guess since I cannot do much, you can pass my turn. Shame Harness didn't move :(


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Pizza time!

Eydor reacts quickly to the ambushing enemies. Without a thought, he reaches for some arcane words and his newfound scimitar.

Let's see how good you can cut things, shall we

Full round action: Spell combat, deliver spell with weapon

Casting Arcane Mark Defensively: 1d20 + 4 ⇒ (20) + 4 = 24

Swift action: Step 5ft in front of him to avoid melee cover

Spellstrike: 1d20 + 5 ⇒ (19) + 5 = 24
Critical hit Confirm: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19

With a swift motion, he instantly cuts clean the head of the first monster, stopping his second attack because it is not needed on the downed monster anymore and the other one is too far for him to reach.

Not bad at all...


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Don't worry Saira, something tells me if you want excitement, you'll end up getting it. Adventuring is unpredictable.

Eydor then moves to the center of the next room and waits for the scouts to be done with their job.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

It's just water that is being purified once a day. Nothing to worry about. Probably all monsters in there use it to drink, if they have to. So feel free to have some if your waterskins are empty.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor answers Tessa Go ask the last one his motivations about Cavenn then He says with a chuckle, and casts detect magic on the pool afterwards


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Best rear guard ever!

Eydor moves closer to the pool and inspects it.

Anything interesting in that door? Next time I think we should watch at the ceiling too. Seems like flying monsters are the norm there.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

What the hell was that sound, why can't I move?


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

I am in range, even while being that far from the monster? S~#!, he has range...


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor follows behind the scouts at a safe distance, as to not disturb their exploring with any sort of noise or give away their position to any monsters down below.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor looks both at Cavenn and Harness.

She's Alaznist, Runelord of Wrath. I wouldn't touch anything on the statue, just in case we don't... Trigger anything. At least not without checking properly. That said, I think we should first explore this level before moving on.

He then gets as close as possible to the door, just in case anything dangerous is behind.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor follows the rest of the party and listens to the noise.

Kn:Arcana: 1d20 + 7 ⇒ (11) + 7 = 18

I guess Tessa did make the roll, but it doesn't hurt to see if my characters knows too. Also, avoiding metagaming I guess!


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11

I guess I discover nothing, but I'll wait until the gm says something.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

What a bummer. I expected something more.

He then moves to Cavenn and Saira What do you need?


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

After what seems a really long time, Eydor finally snaps out of what just happened to him, bringing his new sword up and looking at it curiously

This was... Something unique. An intelligent item was not what I was expecting, but it seems to be sleeping now.

He slowly moves out of the pool and joins Cavenn, his new scimitar in hand Anything over there? I still feel the same, but this sword looks really good. Much better than what I had.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Sounds simple enough, then. For a long time, failing meant death back in the academy. It's hard to do worse.

He then gets in front of the pool, inhales and exhales deeply, and gets inside of it. He looks at the sword, for a few seconds, as if waiting anything to happen, and finally grabs it with his left hand.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Who are you calling pathetic? I could kick your ass anytime, demon.

Looking at the pool, he speaks I'm already here. Turning back would be a shame, and I must say I'm curious enough about what you are talking about. Go on.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor looks at the rest of the party, a bit surprised of all the sudden reactions. You should all calm down. Even a demon talks... Sometimes.

He looks at the quasit I've been called here by a voice. That's all I know. They came with me, and the voice seems to come from this room, which leaves a few options, and a high probability of you knowing something about it. Anything to say?


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Kn:Planes: 1d20 + 6 ⇒ (8) + 6 = 14

Not having a clue about what that creature really is, he listens to Cavenns, and a look of worry paints over his face.

Is he that voice? Was I tricked by this demon to come here? Was it a trap to make us all come down there?

Whatever it is, he's not going down without a fight. He draws his scimitar and moves forward, waiting for Harness to be at his side.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor catches up the rest of the group.

For all it matters, the voice has stopped talking to me. Strange. Last thing he said, we should hurry up.

He then prepares to open the door, waiting for the rest of the group to catch on.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor moves together with Harness, staying a bit behind the scouts. He starts casting detect magic and concentrating on the voice that whispers him, trying to discern the direction of where it is coming from.

Eydor will cast detect magic to the left, right and top of the map


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Eydor, being in a good position and faster than Harness, moves quickly to the Sinspawn, hoping to finish it off with his trusted scimitar.

Full action: Charge and strike with a two handed scimitar attack

Two handed scimitar attack: 1d20 + 7 ⇒ (20) + 7 = 27

Critical hit confirm: 1d20 + 7 ⇒ (5) + 7 = 12

Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Eydor gets a clean hit on the Sinspawn, finishing it off, and turns to the rest of the group, or concretely, to the entrance, so he can see if anything else is coming. Is everyone okay?

I'm going to ask for someone to count the number of dices I've rolled, and tell me what's the chance of me rolling so high so many times. I'm starting to worry.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Well, if everyone is ready, we should go now.

Off to the glassworks then?


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Please, tell me this is not going to end into another religion fight... He takes a look at Tessa, looking at her reaction when another god besides Robori is mentioned.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Watching all the scenes quietly, and still contemplative about what the voice could be, and what is really going on in this town, he keeps listening without a word, until Father Zantus finishes his speech.

It's a shame he was manipulated into doing something like that. If he's a good man, he'll regret it when he comes back to his senses. No matter what way we choose to remove all the magic on him, we should not wait too long to do it.

He pauses for a second, seeing that finally they have some time free from duties, and speaks to the rest of the group I am going to the tunnel below the glassworks. I want to figure out what that voice is. Does anyone want to join me? I wouldn't want to risk going alone in there.

Eydor really wanted to explore the tunnels because of the voice, so that's what he wants to do now. Also, sorry for the delay in posting, I'm going to try to keep up from now on.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

No idea where we should go first. Well, mostly, Eydor doesn't care as long as we get back to the tunnel in a reasonable amount of time.

You all shouldn't talk like we are alone. Let's move on, and let the guard do the rest. We should not make a spectacle out of this.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

I still have to level up too, shame on me :(

Eydor looks at the crowd when they exit the glassworks I guess all this mess probably didn't go unnoticed. I hope we can go back to that tunnel. I'm still intrigued

Looking at the group, he speaks Guys? As soon as we sort this, I'm going down that tunnel. Whoever wants to come with me is welcome. I want to see what that voice is, and where it is coming from.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

You're right, Cavenn, we should explore upstairs first, get everyone to safety, and then we can proceed to see where that voice calling me is coming from.

I'm fine! I just tend to let everyone be on the spotlight and do things


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Sorry, having a rough day at work, I managed to get 5 mins to post now.

Eydor seems really intrigued by the voice and totally looks like he wants to search the origin, he turns back to the group.

We should first deal with what we have on hand. Ameiko probably needs some help, and we have to deal with this unconscious guy. Also, there's a lot of things we didn't check in the upper room, so we should also do that. Maybe we'll get more information about what is going on.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

It is... A voice. As a whisper. It seems to be calling me, over and over, but I have no idea why He then looks back, in the direction of Ameiko and Tsuto, looking worried of leaving any of both behind, even if for a lot of different reasons.

I'm... Not sure we should go on, we can't leave both back there, can we? I could scout further ahead by myself, I could be safe as long as you are somewhat close, or we could first solve the problem with Ameiko and Tsuto.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

Waiting until the gm continues, since I have no idea about if I recognize it. I guess not.


Male Human Magus (Bladebound) 2: HP 14/19; AC 15, FF14, T11; Init +7; Fort +5, Ref +1, Will +3; CMD: 15 Perception +6; Arcane Pool 3/3

He looks at Harness, a bit confused. Did you hear that? Someone's calling me

He peeks and continues cautiously to the corridor, not wanting to be too far from the group.

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