IC: [Gestalt] The Standing Stone - Game 2


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On the Road - Round 1

Fash takes a few steps back from the group, concentrates and is suddenlty surrounded by darkness. The blob of darkness moves and goes up 20 ft in a nearby tree. Fash hides to take position against a potential attack.

Sylas moves toward the tree-line, away from the rest of the group and tries to lose himself in the shadows of the trees.

Kolan unslings his warhammer and shield and moves up to stand next to his holy friend, his hammer not yet raised in an agressive stance but ready to, just in case. He throws a quick look sideways to Tobias and shrugs slightly, deferring to the holy warrior who seems more suited to figuring out what to do in this situation.

The man runs towards you, screaming for help. He almost stumbles a few times, but just manages to keep the footing.

Tobias sets his heavy shield, draws his sword, and takes a defensive position. "You are safe now, sirrah. Who chases you?"

"That!" Screams the man, and points backwards, just as a mounted warrior turns the corner where the man came from. He rides a big black stallion and they're buth hazy and unclear, alomst translucent. The man turns back to you and run even harder, fear shining in his eyes.


[sblock]
Tobias's Sense Motive check: You are absolutely sure this man is truly terrified!

Initiative:
Fash 24 - Darkness activated, hidden in a tree at the roadside.
Sylas 15 - Is among the trees, hidden at the roadside.
Kolan 14 - Total defense, +4 dodge AC.
Running man 13 - Is about 70 feet away from the party, running hard.
Tobias 11 - Total defense, +4 dodge AC.
Horseman 8 - Is about 120 feet from the party, riding towards you.
[/sblock]
 

The holy warrior's brow furrows, as he yells a challenge to the horseman. "By the holy might the Valorous One, you shall not harm anyone this day!" With that, he beings his attack.

[OOC:
Knowledge (religion) to determine if this really is an undead fiend, and try to identify it. Since he suspects such, burn two turn checks to utilize Disciple of the Sun. If his knowledge (religion) turns up that this isn't an undead, ready an attack against is charge
]
 

Sylas reaches out his senses toward the horseman, looking into the spirit realm, trying to determine this horseman's nature.

OOC:[sblock]use detect spirits on the horseman.[/sblock]
 

Kolan lets out a deep wordless bellow and tenses, waiting for the horseman to get nearer before picking up speed and slamming straight into the charging horse.

OOC:
Ready an action to do a partial charge bullrush into the horse when it gets in range.
 

Fash will wait a bit to see if the horseman attacks his comrades. If he does, he'll wait a bit for the horseman to pass him and be in flanking position, he'll concentrate a bit and a ray of eldrich power will come out of the blob of darkness.

OCC:[sblock]
Code:
					Attack 		Damage 		Type	Critical	Range
Eldrich blast (ranged touch attack)	+9 (+10 <30ft)	3d6 (+1 <30ft)	Magic	20/x2		60

[b]Flanking [/b](if applicable): +3d6
[/sblock]
 

On the road - Round 2

Fash will wait a bit to see if the horseman attacks his comrades. If he does, he'll wait a bit for the horseman to pass him and be in flanking position, he'll concentrate a bit and a ray of eldrich power will come out of the blob of darkness.

Sylas reaches out his senses toward the horseman, looking into the spirit realm, trying to determine this horseman's nature. A sickly green aura envelops the horseman to Sylas eyes, and you know this is a spirit of undeath nature.

Kolan lets out a deep wordless bellow and tenses, waiting for the horseman to get nearer before picking up speed and slamming straight into the charging horse.

Seeing you apparently prepare to help him, a flash of relief passes across the mans face as he runs.

The holy warrior's brow furrows, as he yells a challenge to the horseman. "By the holy might the Valorous One, you shall not harm anyone this day!" With that, he beings his attack. You realise that the ghost is too far away to take any effect of your powers, so you wait till it gets closer.

The horseman seems not to have noticed you at all, and comes charging down the road towards the running man, floating through down the road as if there was no obstacles in his way.

The horseman now halfed the distance to you, and Tobias throws his powers at it, trying to destroy it. It is utterly unnafected by Tobias' powers though. Kolan also realise that the running man is blocking his path, so he is unable to charge, yet.
Not wanting to waste time on waiting, Fash uses his innate abilities and sends forth a blast of eldritch power,

[sblock]
Tobias' Knowledge (religion) check; 18, You know this is a ghost, an incorporeal undead.
Tobias' Turn Undead check: Rolled a 5, for a total of 13. Not enough to turn it.
You have listed your bonus on turning chekcs as +8, I figured it was +6, where does the last +2 come from?
Fash: Rolled a 16 to hit, a hit. Rolled 74 to hit the uncorporeal target, also a hit. Did 14 damage.


Initiative:
Fash 24 - Darkness activated, hidden in a tree at the roadside. Awaiting the horseman to come into position so he can flank him.
Sylas 15 - Is among the trees, hidden at the roadside. Detecting Spirits, 1st round.
Kolan 14 - Readied action to charge and bullrush the horseman when in range.
Running man 13 - Is close, not more than 30 feet away from the party, running hard.
Tobias 11 - Since you cannot turn anything more than 60 ft. away, you readied an action to turn the ghost as it comes in range. 2 Turn Undead attempts used.
Horseman 8 - Is about 60 feet from the party, riding towards the running man. 14 damage.
[/sblock]
 
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OCC:
If the horseman doesn't position himself so Fash can flank him, Fash will not waste his turn: he'll still shoot him with his eldrich blast.
 

Seeing the ghostly form before him, Tobias yells, "Beware the ghost! Only magic or magic weapons can harm it, though not easily!" With that, he tries to intervene between the ghost and the man, once again calling for his god's holy might!

[sblock=OOC]Move as close as possible to intercept the horseman, 2 turn attempts to destroy again. Can't have such bad luck twice! ;) Also answered your question on the OOC board[/sblock]
 

Sylas, realising the dark spirit is terrorizing this man, makes some signs of warding in the air, causing a strange mystic surge to emmanate toward the ghost.

"This spirit must be put to rest..."

OOC: [sblock]If needed, move closer to the ghost (within 30 ft.), otherwise, if I am in range, stay at the tree-line. Chastise Spirits. 6d6, Will DC 21 for half-damage[/sblock]
 

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