Ghouls have descended on the party! Their bodies reek of rot and corruption. Claws rake an adventurer’s flesh — paralysis! A victim falls prone, frozen but conscious.
What do the ghouls do next? Roll on the following table!
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Roll 1d6 the first time any member of a group of ghouls paralyzes a party member. Apply an impromptu penalty if the ghouls feel outmatched, or a bonus if the ghouls feel they outmatch the party.
Less than 1: The ghouls flee for safety, hoping the other adventurers will tend to their paralyzed comrades instead of pursuing.
1: The ghouls flee in hopes of luring the party after them (possibly into a trap), then double back to seize the paralyzed adventurers.
2: The ghouls tear out the throats of paralyzed adventurers to ensure that they stay down. This coup de grace takes one round.
3-4: Whenever an adventurer is paralyzed, a ghoul will pick up the adventurer on the next round and carry him or her off to the lair.
5-6: The ghouls ignore the paralyzed adventurers, leaving them alone until the battle is over so they can feed on their still-living bodies at leisure.
More than 6: Any ghouls not engaged in melee spend the rest of the combat glutting themselves on the flesh and blood of paralyzed adventurers, stopping only if attacked.