The party seems completely unable to coordinate their attacks as Irocar finds new strength and shrugs off all attempts to finish him off.
"What's...the matter? Losin' yer' steam?" mocks the War Captain between heavy breaths. "Was...the bard...the only one of ya'...with any spirit?! Come at me!"
Galad:
Galad, for future reference I usually houserule that spirit companions are still subject to opportunity attacks since the rules say they can be targeted, unlike other conjurations. In this case, however, you could have just as easily dismissed him and called him back in the square you wanted so I didn't bother with it.
Dannad comes within a hair's breadth of slicing through Irocar's leg armor and hitting an artery but he moves slightly and brings his shield down to block the attack at the last moment.
Sorry Dannad, you missed it by 1. With his shield out his AC is ridiculous.
Irocar brings a hand to his helm and pulls the elaborate armor off of his head. It is now plain why he wears it, as his face is a mass of scar tissue. His lip is pulled up in a horrible sneer and his left eye is unable to close with most of the lid missing.
"You're all nothin'! I'm the War Captain! Neither hired mercenary or Beggar-King takes me down!" shouts the bleary eyed warrior, his fearsome visage lending credence to his boasts.
Dazed from blood loss and mania, Irocar puts himself in a flank between Vandis and Dannad and prepares to Cleave through the two of them. His blade remains strong in his iron grip and Vandis is severely bloodied once again. The continued momentum of the swing is enough to smash into Dannad's chest and send the halfling sprawling and unconscious.
1d20 + 11 ⇒ (15) + 11 = 26 vs. Vandis' AC for 1d10 + 6 ⇒ (7) + 6 = 13 damage.-13 HP from Vandis and he is marked. -4 HP from Dannad
The spirit slashes at the captain with relish as Galad moves over to Dannad in a roundabout way.
Note: Now that he's bloodied, Dannad gets Regeneration 2. Moving to F8 without moving into his reach, spirit uses Stalker's Strike. (vs Fort, 1/2 Int bonus to attack against bloodied)1d20 + 5 ⇒ (17) + 5 = 22
Galad's companion finally lands the final blow on Irocar's exposed head and the large man falls to the floor with a great clatter as sword and shield also fall. A horrible smile is frozen on the War Captain's face as he joins the deep pile of corpses now lining the floor.
Eventually the regeneration revives Dannad and both he and Vandis' wounds continue to heal until they are no longer in dire need. The spell then fades.
Hooray!!
EXPERIENCE:
675 + 15% PBP bonus = 776XP = 155XP each
New Totals = 694XP
That encounter contained five level 1 skirmishers and one level 4 elite soldier. Congrats, that was a tough fight.
Dagobert breathes again and kicks the dead warchief.
"I'd like to do worse really, but I won't lower myself."
He drags Kenneth's body clear and lays it out neatly.
"You'd have told a good story about this, I don't doubt," is his only tribute to his old friend.
"Ah. I'm sure some of us could use a little kip before we meet any more of these otyughs. I'll just have a little look and see if there's anywhere a bit less infested shall I?"
He climbs the stairs to Irocar's hideout.
I'd suggest an extended rest as the surges must be getting quite low.
I'd suggest an extended rest as the surges must be getting quite low.
Dannad has been out of surges since the otyugh fight and Vandis will have to expend his last two to get back to full. Only the ranged attackers are doing very well at the moment.
The ladder rises to a small smoky loft. An austere cot stands in the back of the chamber, before a chimney built of crumbling brick and rotting mortar. On the opposite side of the loft, beneath a pair of shuttered windows, is a simple brazier filled with faintly glowing coals.
The spirit raises it's blade to stab into the chest of the fallen captain before fading away like mist in a strong breeze. After a quick funerary rite on Kenneth's body, Galad follows Dagobert. "Are you sure it is wise to sleep in a den of thieves?"
Dagobert prods around the room, looking for anything interesting, answering Galad and Vandis over his shoulder.
"I didn't say this was the best or only place to hole up, but I've lost one friend today. Unless it's some strange foreign thing I don't properly understand, I'd rather not lose another."
"I can keep watch. I've got plenty to think about."
Dannad realizes that there is a great redundancy in having both a fireplace and a lit brazier in the same room and inspects the chimney. It is filled with debris and obviously hasn't been used in quite some time. A closer inspection reveals several loose bricks in a key part of the chimney.
It looks as though pulling the loose bricks out would collapse part of the chimney. You can also tell that it has been worked purposely to do this, as there are chisel marks around the loose bricks.
"Errmmm. Dannad, care to take a look? Galad and I can do any pulling out of bricks, but if you could just take a peek for any traps first? Normally I'm a trusting chap, but these are thieves and murderers."
Between Dannad and Dagobert's inspections, it seems like the chimney is designed to collapse on whoever tries to pry the bricks free. It would take someone of impressive strength (Like Irocar perhaps!) to hold the stones in place while the loose ones were removed to keep it from crushing anyone in front.
It's a DC12 Strength Check to keep the chimney from collapsing on whoever removes the loose bricks. Failure means both participants will have bricks fall on them for some damage!
Vandis' direct approach does not seem to be working as Galad manipulates the loose bricks, and the chimney begins to collapse outward, luckily, Dagobert jumps in and is better able to hold the bricks in place with his lower center of gravity.
With the loose bricks removed, Dagobert and Vandis count to three and leap out of the way, allowing the bricks to fall and clatter harmlessly on the floor.
Inside the chimney space are several large sacks, a leather quiver of javelins, and a large ceramic jug secured with a woven cord net.
I'd also like to have a look at Irocar's sword and armour. He's wearing Chainmail? I'll take it and don it. If his sword is magical, I'll take that too. :D
Inspection of Irocar's armor reveals nothing magical. His sword, however, gleams with an unnaturally keen edge. A few minutes of study reveals it to be a +1 Vicious Bastard Sword.
The sacks contain an assortment of coins that add up to:
210 CP
135 SP
36 GP
1 PP
The quiver holds 8 javelins, 4 of which are silvered and one of which turns out to be a +1 Lightning Javelin.
The ceramic jug is old, worn, and sealed with wax. The seal will need to be removed to reveal its contents.
Enhancement: +1 attk/dmg
Critical: +1d6
Power (At-Will * Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily * Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within two squares of the target take 1d6 lightning damage.
After working some of the wax seal out of the lid the jug emits a pleasant aroma much like that of good wine. Just sniffing it seems to alleviate some of your more minor aches and pains.
Tasting a small amount of liquid or studying it with magic reveals that the jug is about half full of healing potion, specially brewed from a very fine wine. If it were to be divided up, there would be enough for about 5 individual doses.
Currently the demesne is surprisingly quiet after all of your excursions. The usual night sounds can be heard out in the distance but all you hear nearby is a fluttering sound outside the window.
"To my way of thinking, Kenneth would be wanting to finish this Beggar King and he wouldn't think well of us rushing into battle any old how, if you take my meaning."
Advocating an extended rest someplace folks. Dannad is on 0 surges and Vandis isn't in much better shape. Galad and Dagobert can share watch duty.