OOC:
|
Theme powers: please don’t use them until everyone has a theme (there will be a delay while Kane and Noriaki get themes).
|
|
Ghouls in the Shaft, Round 4
The rangy ghoul continues to bite at Noriaki’s shoulder, although without causing much further injury. The shorter ghoul near Kane goes into a spasm as the fire consumes it, lashing out viciously with its arm and knocking Kane head over heels, almost off the edge of the shaft.
Its fellow claws Noriaki’s side, but Kane, despite having been pitched to the ground, summons magical energies to absorb the attack.
Deep in the well, Pezock splashes around in the water, jabbing at the ghoul with Pearl. This seems to disrupt the ghoul’s efforts to get another hold on Castile, but when she tries to take advantage of the distraction to smack the creature with her shield, Pezock accidentally gets in her way, and the blow fails to land.
[sblock=actions and rolls]Castile and Noriaki didn’t make their saves, so here they are.
Castile save (immobilized)
17(1d20) = 17 succeeds.
Noriaki save (dazed)
9(1d20) = 9 fails.
Pezock takes an Aid Attack action. Castile gets a +2 on her next attack roll against the flesh seeker (already used for shield edge block).
Gelik takes the Total Defense action.
Ambusher 1 takes no action because it is dead (again).
Ambusher 2 regenerates 5, shifts to P12, and continues to attack Noriaki.
Ghoul ambusher 2 mouthful of flesh vs AC (+CA), Noriaki; damage
8(1d20) +8 +2 = 18; 3(2d6) +8 = 11 misses narrowly.
Hungry ghoul 1 dies of fire damage, but gets to make a dying attack.
Hungry ghoul 1 parting shot vs AC, Kane; damage
13(1d20) +8 = 21; 6(2d6) +8 = 14 hits Kane for 14 and pushes him 3 squares.
Kane save (falling)
11(1d20) = 11 succeeds.
Kane is prone in M10.
Hungry ghoul 2 attacks Noriaki.
Hungry ghoul 2 melee basic vs AC (+CA), Noriaki; damage
19(1d20) +8 +2 = 29; 2(1d8) +6 = 8 hits for 8, reduced to 0 by Kane’s
channeling shield.
The flesh seeker continues to attack Castile.
Ghoul flesh seeker melee basic vs AC, Castile (with bold victory bonus); damage
10(1d20) +8 = 18; 1(1d6) +5 = 6 misses.
Castile interrupts:
Castile shield edge block vs Fort (+2 aided), flesh seeker; damage
5(1d20) +7 +2 = 14; 10(2d6) +4 = 14 narrowly misses owing to concealment, as the ghoul is underwater.[/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
27+4/45; surges
9/13, AP spent, second wind used, bold victory
Hú Lí (K13) HP
27/34; surges
8/8
Kane (M10) HP
19/33; surges
10/10, AP spent, prone
Noriaki (O12) HP
18/33; surges
8/9, AP spent, dazed (save ends)
Takahaan (N11) 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 (N7)
Ghouls
Ghoul Ambusher 1 (O11) dead
Ghoul Ambusher 2 (P12)
19 damage taken, AP spent
Hungry Ghoul 1 (M8) dead
Hungry Ghoul 2 (J11)
37 damage taken, bloodied, feed the hungry used
Ghoul Flesh Seeker (L12/K23)
33 damage taken, bloodied, 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]