GM: | I think the HP totals are right this time. | |
Ghouls in the Shaft, Round 5
The one remaining ghoul sidles away from Takahaan and leaps upon Kane in a frenzy of hunger. Castile, from within the well, sees sickly gray limbs flailing against the late afternoon sky, but the ghoul's claws scrape ineffectually on Kane’s interposed sword.
[sblock=actions and rolls]Pezock has acted, Gelik takes a total defense action, and Noriaki still needs to save against his dazed condition.
Noriaki save (dazed)
17(1d20) = 17 succeeds.
Ambusher 2 regenerates 5, shifts to O13, and charges to N11 using bounding leap.
Ghoul ambusher 2 melee basic vs AC (+1 charge), Kane; damage
9(1d20) +8 +1 = 18; 2(1d8) +6 = 8 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.
[x] 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/H22) HP
27+4/45; surges
9/13, AP spent
Hú Lí (K13) HP
27/34; surges
8/8
Kane (M10) HP
19/33; surges
10/10, AP spent
Noriaki (R11) HP
18/39; surges
6/9, AP spent, bloodied, second wind
Takahaan (Q12) HP
32/34; surges
7/8
Gelik (I13) HP
26/26; surges
6/6
Pezock (M11/J22) HP
30/30; surges
7/7
Ghouls
Ghoul Ambusher 1 (O11) dead
Ghoul Ambusher 2 (N11)
23 damage taken, AP spent, marked by Kane, bounding leap used
Hungry Ghoul 1 (M8) dead
Hungry Ghoul 2 (J11) dead
Ghoul Flesh Seeker (L12/K23) dead[/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]