Ghouls in the Shaft, Round 3
The ghoul that has been holding on to both Takahaan and Noriaki screams in rage, letting go of Takahaan in an attempt to pull Noriaki into its mouth with all of its strength. But its limbs have been greatly weakened, and Noriaki has no trouble evading its teeth. The other tall ghoul leaps away as it is burned by the magical fire. It moves around to attack Noriaki from behind, and sinks its teeth into his shoulder.
Pezock sees a clear path to the shaft.
“Hold on, Castile!” he shouts. Brandishing Pearl like a torch, he jumps in.
One of the shorter ghouls edges away from the fire, growling and spitting, and tries wallop Kane with a sweep of its arm, but Kane avoids it. The other bounds over the shaft to attack the pinned Noriaki, but has trouble getting past its own fellows.
In the water, the dark, slimy ghoul claws at Castile and then attempts to slip further down into the water. The cold clamminess of its grasp invades her limbs, making them feel sluggish and heavy, but she cuts at it as it tries to slip away, scoring deeply.
[sblock=actions and rolls]From last round: Gelik takes the total defense action. Pezock readies to jump down the shaft as soon as he can do it without provoking any ghouls.
Ambusher 1 regenerates 5, lets go of Takahaan, and shifts to O11.
Ghoul ambusher 1 mouthful of flesh vs AC (-2 mark, -2 mockery), Noriaki; damage
12(1d20) +8 -2 -2 = 16; 8(2d6) +8 = 16 misses.
Pezock jumps into the shaft.
Ambusher 2 regenerates 5 and takes
flaming sphere damage
4(1d4) +5 = 9. It moves away from the flaming sphere, and attacks Noriaki.
Ghoul ambusher 2 mouthful of flesh vs AC (+2 flank), Noriaki; damage
12(1d20) +8 +2 = 22; 5(2d6) +8 = 13 hits for 13 and Noriaki is
dazed (save ends). Riders on
Escalating Violence activate (Noriaki gains +2 to attack and damage roll of his next attack, one ally within 5 of him gains a +2 bonus on damage rolls against Ambusher 2).
Hungry ghoul 1 takes 9 damage from the sphere, becoming bloodied, which recharges its encounter power. It moves to M8.
hungry ghoul 1 feed the hungry vs Fort, Kane; damage
5(1d20) +6 = 11; 4(1d8) +6 = 10 misses.
Hungy ghoul 2 moves away from the sphere and charges Noriaki.
Hungry ghoul 2 basic vs AC (+1 charge, +2 CA), Noriaki; damage
6(1d20) +8 +1 +2 = 17; 3(1d8) +6 = 9 is a miss.
The ghoul flesh seeker attacks Castile again.
Ghoul flesh seeker melee basic (+2 CA) vs AC, Castile; damage
18(1d20) +8 +2 = 28; 2(1d5) +5 = 7. Castile takes 7 and is
immobilized (save ends). Not knowing any better, it then shifts down in the water, provoking Castile’s combat challenge.
Castile melee basic vs AC (-2 prone), flesh seeker; damage
11(1d20) +8 -2 = 17; 7(1d12) +7 = 14 hits for 14, Castile gains 4 temps.[/sblock]
[sblock=When you hit a savage ghoul ambusher (one of the dark purple ones) with a melee attack]The creature makes a basic melee attack as an immediate reaction (not necessarily against you; I may have to resolve it if there are multiple possibilities).[/sblock]
[sblock=When you try to escape a savage ghoul ambusher’s grab]The ghoul makes a Worry attack against you as an immediate interrupt (+8 vs AC, 1d6+5 damage).[/sblock]
[sblock=Terrain and Lighting]All terrain is normal except for the water.
The interior of the shaft is dimly lit (lightly obscured for those without low-light vision). The water is heavily obscured.
Climbing the shaft requires a DC 20 Athletics check without a rope, or DC 10 with one. There is currently a rope hanging down the shaft, anchored to the wooden plug.[/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 26/26, Bloodied 13, Surge value 6; Surges 6/6
AC 15, Fort 13, Reflex 15, Will 17
Speed 5, gnome traits
Skills: Bluff +8, Arcana +12
Hypnotism (standard; arcane, charm, enchantment, implement; ranged 10, one enemy)
Attack: +6 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: +6 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] Glib Tongue (minor; arcane; personal)
Effect: Gelik gains a +5 power bonus to Diplomacy checks and a +2 power bonus to charm attack rolls until the end of his next turn.
[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 30/30, Bloodied 12, Surge value 6; Surges 7/7
AC 17, Fort 13, Reflex 17, Will 15
Skills: Bluff +12, Stealth +11
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: +9 vs. AC
Hit: 1d10+5 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: +9 vs. Will
Hit: 2d10+5 cold and psychic damage.
Effect: Pezock is invisible to the target until the start of his next turn.
[o] Spider Scuttle (free; arcane; personal)
Effect: Until the end of his next turn, Pezock gains a climb speed equal to his speed (6), and can move at that speed when crawling.
[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 and Allies
Castile (L10/J22) HP
16+4/45; surges
10/13, AP spent, second wind used, prone, bloodied, immobilized (save ends)
Hú Lí (H12) HP
27/34; surges
8/8
Kane (M9) HP
33/33; surges
10/10, AP spent
Noriaki (O12) HP
18/33; surges
8/9, AP spent, grabbed by ambusher 1, dazed (save ends)
Takahaan (M10) HP
32/34; surges
7/8
Gelik (I13) HP
26/26; surges
6/6
Pezock (M11/J22) HP
30/30; surges
7/7
flaming sphere (K10)
Ghouls
Ghoul Ambusher 1 (O11)
90 damage taken, AP spent, bloodied, marked by Kane, -2 AC, -2 attack rolls
Ghoul Ambusher 2 (O13)
24 damage taken, AP spent, marked by Castile
Hungry Ghoul 1 (K9)
33 damage taken, bloodied, feed the hungry used
Hungry Ghoul 2 (J11)
37 damage taken, bloodied, feed the hungry used
Ghoul Flesh Seeker (L12/K23)
14 damage taken, marked by Castile[/sblock]
[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs. The purple creatures are the Ghoul Ambushers.
[sblock=Savage Ghoul Ambusher]Savage Ghoul Ambusher
AC 17, Fort 19, Ref 16, Will 13; HP 96, bloodied 48
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Claws +8 vs. AC, 1d8+6 damage, and the target is grabbed.[/sblock]
[sblock=Hungry Ghoul]Hungry Ghoul
AC 19, Fort 17, Ref 15, Will 13; HP 49, bloodied 24
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Claws +8 vs. AC, 1d8+6 damage[/sblock]
[sblock=Ghoul Flesh Seeker]Ghoul Flesh Seeker
Immune to disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
AC 17, Fort 13, Ref 15, Will 14; HP 46, bloodied 23

Claws +8 vs. AC, 1d6+5 damage and the target is immobilized (save ends).[/sblock][/sblock]