GM: | I'll assume you've taken any items of value from the pile, such as the breastplate (which Alric indicated he would carry) and the magic items. They can be identified en route or later at your convenience. I'm just moving things along. | |
[sblock="for Arnir"]Arnir, the scroll contains a divine spell called
cure serious wounds. The spell book contains the following arcane spells: all cantrips,
burning hands, magic missile, sleep, comprehend languages, identify, detect thoughts, locate object, arcane sight, web, hideous laughter, scare, clairvoyance/clairaudience, slow, stinking cloud.[/sblock]
You pick up your items of interest and pile into your and the witches' boat. You pole through the dark swamp for a half hour, being guided by your captive who gestures and mutters which way to travel. Finally, you reach your destination.
The witches live on a broad, soggy island covered with bare-branched trees in which no birds perch. Their home is a sprawling, half-sunken cluster of five wooden shacks in the island’s center, each barely ten feet across, surrounded by a low, uneven fence.
A rotted dock stretches out from the island, and a cluster of thirteen boats float nearby or are propped up on fallen logs. The skeletons of a number of humanoids, presumably the boat’s former owners, lie along the outside of the fence in a scattering of different piles.
As your boats moor with the old dock, you see that no lights are on in any of the shacks, but a few torches and low burning fire are scattered about the yard.