As Takahaan strikes at the ghoul, it lashes out and grabs Noriaki, as well, digging its claws into both of them to stay in place as Noriaki attempts to push it over the edge.
Pezock, seeing Castile engage most of the enemies, backs up to get ready for a charge.
[sblock=Ambusher 1’s reaction]
Ghoul ambusher basic melee vs AC, Noriaki (-2 marked); damage
15(1d20) +8 -2 = 21; 4(1d8) +6 = 10 hits for 10 (reduced to 2 by Kane’s aegis) and grabs Noriaki.
Ghoul ambusher 1 save (vs falling)
17(1d20) +2 = 19 succeeds.[/sblock]
Ghouls in the Shaft, Round 2
One of the tall, rangy ghouls bares its teeth and strikes savagely at Noriaki, but the swordsman dodges its attacks easily. The other assaults Castile, but only manages to snap its teeth on her shield.
One of the shorter ghouls moves to Castile’s side and gets slashed for its troubles, before sweeping out its arm, catching both her legs, and tipping her over the edge of the shaft. Pezock squawks in dismay as the taller ghoul rakes her with its claws; unable to steady herself, Castile falls--only to be caught in the black, slimy embrace of a creature that was hiding in the water.
The other short ghoul gets up and claws at Hú Lí, who dances out of the way.
[sblock=actions and rolls]Pretty extreme rolls for the bad guys here.
Ambusher 1 regenerates 5, gets up from prone, and attacks Noriaki.
Ghoul ambusher 1 mouthful of flesh vs AC (-2 marked); damage
1(1d20) +8 -2 = 7; 5(2d6) +8 = 13 misses. AP
Ghoul ambusher 1 AP mouthful of flesh vs AC (-2 marked); damage
10(1d20) +8 -2 = 16; 12(2d6) +8 = 20 misses as well.
Ambusher 2 regenerates 5 and attacks Castile.
ghoul ambusher 2 mouthful of flesh vs AC, Castile; damage
1(1d20) +8 = 9; 4(2d6) +8 = 12
Hungry ghoul 1 shifts to K9.
Castile melee basic vs AC, hungry ghoul 1; damage
11(1d20) +8 = 19; 1(1d12) +7 = 8 hits for 8, Castile gains 4 temps.
It then attacks:
Hungry ghoul 1 feed the hungry vs Fort (+2 flank), Castile; damage
20(1d20) +6 +2 = 28; 2(1d8) +6 = 8 crits for 16, Castile is slid 3 (actually 2, but no real difference) and an adjacent ally gets a basic attack on her.
Castile save (vs falling)
5(1d20) = 5 fails. Castile falls into the well.
Ghoul ambusher 2 melee basic (+2 flank), Castile; damage
19(1d20) +8 +2 = 29; 5(1d8) +6 = 11 hits for 11.
In the well, Castile is attacked by a hidden ghoul with a readied action.
Flesh seeker prepare for feeding vs AC (+2 CA); damage
18(1d20) +8 +2 = 28; 10(2d6) +8 = 18 Hits for 18. Ouch. Castile is grabbed, prone, can’t get up until the grab ends, and dying.
Hungry ghoul 2 gets up from prone and attacks Hú Lí (originally I had it shift to attack Kane because I forgot it was prone).
Hungry ghoul 2 feed the hungry vs Fort, Kane; damage
3(1d20) +6 = 9; 6(1d8) +6 = 12 misses.[/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
-2/45; surges
12/13, AP spent, bloodied, dying, grabbed by flesh seeker, prone, can’t get up
Hú Lí (I11) HP
27/34; surges
8/8
Kane (L10) HP
33/33; surges
10/10, AP spent
Noriaki (O12) HP
31/33; surges
8/9, grabbed by ambusher 1
Takahaan (M10) HP
32/34; surges
6/8, grabbed by ambusher 1
Gelik (I13) HP
26/26; surges
6/6
Pezock (K6) HP
30/30; surges
7/7
Ghouls
Ghoul Ambusher 1 (N11)
35 damage taken, AP spent, marked by Kane
Ghoul Ambusher 2 (J12)
20 damage taken, AP spent, marked by Castile
Hungry Ghoul 1 (K9)
24 damage taken, marked by Castile, feed the hungry used
Hungry Ghoul 2 (J11)
28 damage taken, bloodied, marked by Castile, feed the hungry used
Ghoul Flesh Seeker (L12/J23)[/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]