Ambush the Cannibals: Round 1
Though three of them are already dead, the cannibals fight ferociously. One flings a spear at Takahaan, hitting him so forcefully that he is pushed back; the man then charges Noriaki, face contorted in battle frenzy, and lands a heavy blow with his axe.
The cannibal who is goading the lizard along throws a spear at Noriaki, but misses. He then prods the lizard vaguely in Noriaki’s direction before moving closer to the camp.
The lizard runs up to Takahaan and Noriaki. Although its master directed it rather more toward the latter, it decides to attack the former instead. Its jaws snap onto Takahaan’s body with terrible strength and lock in place.
Another man flings his spear at Castile, but it sails over her head. He moves to take cover behind one of the large rocks. The armored cannibal shouts at his companions before attacking Castile with his enormous spear. The blow lands, but Castile is already too excited by battle to feel it much. Meanwhile, the last cannibal throws his spear at Pezock, but narrowly misses.
[sblock=actions and rolls]
Cannibal 3 javelin vs AC, Takahaan; damage
13(1d20) +6 = 19; 2(1d8) +4 = 6 hit for 6 and Takahaan is pushed to G9. Cannibal 3 then charges as a free action.
Cannibal 3 blood-crazed charge vs AC, Noriaki; damage
15(1d20) +6 +1 = 22; 8(1d8) +4 = 12 hits for 12 damage.
Cannibal 4 javelin vs AC, Noriaki; damage
11(1d20) +6 = 17; 1(1d8) +4 = 5 miss. Moves to K7.
Shiv dragon moves/charges to G8.
Shiv dragon bite vs AC, Takahaan; damage
10(1d20) +10 +1 = 21; 11(2d8) +7 = 18 hits for 18 damage and Takahaan is grabbed.
Cannibal 5 javelin vs AC, Castile; damage
3(1d20) +6 = 9; 2(1d8) +4 = 6 misses completely.
Cannibal 6 greatspear vs AC, Castile; damage
19(1d20) +10 = 29; 4(1d8) +6 = 10 hits for 10.
Cannibal 8 shifts to O2.
Cannibal 8 javelin vs AC, Pezock; damage
9(1d20) +6 = 15; 5(1d8) +4 = 9 misses.[/sblock]
[sblock=Terrain Rules, etc.]
Terrain Rules
The greyish-brown stuff represents a sandy, rocky surface. It is normal terrain, as is the lighter green stuff.
The dark green terrain is
heavy undergrowth. It is
difficult terrain.
The pale grey splotches are rocks. They are a bit over five feet higher than the surrounding terrain. You can climb onto an adjacent square of one by spending two squares of movement and making a DC 15 Athletics check. The top surfaces of these rocks are uneven, and so are
difficult terrain.
The teepees are shelters. The entrances face toward the middle of the camp. They aren’t very solid and can be knocked over as a move action should anyone care to do so.
The dark brown circles are trees; they are blocking terrain.[/sblock]
[sblock=Controlling Gelik and Pezock]
Companion NPCs in Combat
Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Gelik to use Charm of Misplaced Wrath, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.
NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.
If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take
one non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]
[sblock=Gelik]
Gelik
HP 22/22, Bloodied 11, Surge value 5; Surges 6/6
AC 14, Fort 12, Reflex 14, Will 16
Speed 5, gnome traits
Skills: Bluff +7, Arcana +11
Hypnotism (standard; arcane, charm, enchantment, implement; ranged 10, one enemy)
Attack: +5 vs. Will
Hit: Choose one: the target uses a free action to make a melee basic attack against a creature of Gelik’s choice, with a +4 power bonus to the attack roll; or, Gelik slides the target up to 3 squares.
[o] Charm of Misplaced Wrath (standard; arcane, charm, enchantment, implement; ranged 10, one enemy)
Attack: +5 vs. Will
Hit: Gelik slides the target up to 3 squares. The target is then dazed until the end of Gelik’s next turn. (1/encounter, as a free action, Gelik can extend the daze for another round.)
Effect: The target makes a basic attack against a creature of Gelik’s choice as a free action with a +2 power bonus to the damage roll.
[o] Fade Away (immediate reaction; personal)
Trigger: Gelik takes damage.
Effect: Gelik is invisible until he attacks or until the end of his next turn.
[o] Second Wind
Conditions: none[/sblock]
[sblock=Pezock]
Pezock
HP 25/25, Bloodied 12, Surge value 6; Surges 7/7
AC 16, Fort 12, Reflex 16, Will 14
Skills: Bluff +11, Stealth +10
Flock Effect: Pezock gains a +3 bonus to melee attack rolls when flanking rather than +2.
Striker: 1/round, Pezock can deal 1d6 extra damage when he hits an enemy he has CA against.
Icy Skewer (standard; arcane, cold, weapon; melee weapon, one creature)
Attack: +8 vs. AC
Hit: 1d10+4 cold damage. Pezock gains a +2 power bonus to all defenses against the target’s attacks until the end of his next turn.
Special: Pezock can use this power as a melee basic attack.
[o] Piercing Shard (standard; arcane, cold, illusion, psychic, weapon; melee weapon, one creature)
Attack: +8 vs. Will
Hit: 2d10+4 cold and psychic damage.
Effect: Pezock is invisible to the target until the start of his next turn.
[o] Second Wind
Conditions: none
Fluff Notes: Pezock’s powers represent his having a cool magic sword (Pearl). If he loses the sword, he can’t do that neat stuff anymore.[/sblock]
[sblock=status]
PCs
Castile (O6) HP
33/39; surges
13/13
Dartmoor (H18) HP
33/33; surges
8/10
Hú Lí (M19) HP
29/29; surges
8/8
Kane (L17) HP
33/33; surges
10/10
Noriaki (H9) HP
21/33; surges
9/9
Takahaan (G9) HP
3/29; surges
8/8; bloodied, grabbed by shiv dragon
Gelik (I19) HP
22/22; surges
6/6
Pezock (O4) HP
25/25; surges
7/7
Bad Guys
Shiv Dragon (G8)
Cannibal 1 (I10) dead
Cannibal 2 (I8) dead
Cannibal 3 (H8) used blood-crazed charge
Cannibal 4 (K4)
Cannibal 5 (Q15)
Cannibal 6 (O7)
Cannibal 7 (N5) dead
Cannibal 8 (O2)
[/sblock]
[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.
[sblock=Shiv Dragon]Shiv Dragon
AC 17, Fort 19, Ref 16, Will 14; HP 77, bloodied 38

Bite +10 vs. AC, 2d9+7 damage, and the target is grabbed.
Vise Jaws: The shiv dragon does not need to sustain a grab, and conditions that prevent it from making OAs do not end its grab. It has a +5 bonus to Fortitude defense against attempts to escape its grab. If subjected to forced movement, the shiv dragon pulls the grabbed creature with it.[/sblock]
[sblock=Cannibals 1, 2, 3, 4, 5, 7, and 8]Cannibal Berserker
AC 15, Fort 14, Ref 14, Will 12; HP 30, bloodied 15

Axe +6 vs. AC, 1d8+4 damage[/sblock]
[sblock=Cannibal 6]Cannibal War Leader
AC 19, Fort 17, Ref 13, Will 14; HP 46, bloodied 23

Greatspear +10 vs. AC, 1d8+6 damage[/sblock][/sblock]