The Banewarrens

Malikar closes with the ooze. It surprises him with its ten foot reach, bludgeoning him with a pseudopod (8 damage). His dagger strike does nothing more than split the jelly into two parts.

Titus casts cure light wounds with the wand and moves up behind Malikar, healing him (8 healed).

Fallon's fire fall goes off behind the oozes (2 damage to each). Krug throws a torch at the northern one (4 damage), and Morden creates a flaming sphere on top of it (2 damage).

Verakka goes fully defensive for the round.

The oozes strikes at Verakka and Malikar, but miss.

Actions, please. No map today.
 

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OOC: Was my dagger melted or damaged by the jelly? Since it wasn't mentioned, I'm going to assume not. Therefore, I'll perform Full Defense, increasing my AC to 22.

Malikar grins at the ooze. Hmmm. If my actions persist, soon we'll be outnumbered. Malikar will stand perfectly still, ready to leap out of the way when the ooze's pseudopod lashes out again.
 


The dagger was not harmed.

Verakka and Malikar do their best to keep the ooze away from the others. The oozes swing away, but miss. Titus stands ready to heal if it suceeds

Fallon gets off the wall and moves out of the cavern.

Morden keeps the flaming sphere on the northern ooze, and Krug contributes a flask of oil (13 damage). The next round the damage from the sphere and lingering remnants of the oil finish off the first ooze.

Repeating the tactics on the second ooze soon brings it to nothing, although not before it hits and constricts Malikar once (20 damage). Titus uses four charges of the wand to cure him after the fight.
 


Indeed it does. With the money we earn from this quest, another wand of curing would be most advantageous.

Sheathing his twin boot daggers, Malikar sighs once more. Why do the monsters always attack me, he wonders. Titus was always there, fortunately, but being melted by acid was not a pleasant experience.

Why don't we search this area, then continue on our way?
 

You complete your search of the umber hulk's recently constructed lair, but find nothing else of interest. You return to the main tunnel and continue heading west. The passage winds and meanders a bit, but you guess you cover about half a mile before the tunnel widens into a cavern.

Loose stones and dirt cover the floor. Burrowed passages lead to the west and south. A leather bag meant for a large creature to bear lies on the floor next to a few scattered digging tools. None of the tools (a Large pick and shovel) appear to have been used. Looking inside, you find a lot of food wrapped in cloth (mostly meat), a lantern, two flasks of oil, two flasks of acid, a very large waterskin, and a handwritten note in a strange scrawl.

"Kikanuile,
Once you get inside the unsealed portion of the Banewarrens, you will have to find a massive iron door. This is a warded door. It may be trapped, we do not know. It is, however, sealed beyond your capacity to breach. Therefore, you will use a wish from the ring to open it - and even that will keep it open only for a moment. On what lies beyond the door, our spells are silent, except that you will find the Grail within Tremoc Korin. The last wish will be your key to get out.
- Yuinthu"

Scouting down the western tunnel, you find it suddenly ends, as if whatever was digging it simply stopped.

The southern branch breaks into a very different-looking chamber. Rocks and dirt cover the smooth stone floor near the mouth of the tunnel. The area is about thirty feet wide and equally long. To the left, the chamber widens into an octagon-shaped area. To the right the chamber plunges into a dark room (A-D). From the octagon-shaped area, a narrow passage heads south (M12). A steel door covered with runes and symbols stands slightly ajar on the north wall (O1). Iron supports reinforce the stone walls and ceiling.
 
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Map
 

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