The Banewarrens: Allies and Enemies

As Malikar opens the door in the sandy chamber, a hallway is revealed with multiple cell doors along the left wall. A single guard stands about thirty feet from the door. When he sees the paladin, he fumbles for his sword.

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Krug's first attempt to disarm the fire trap fails, but the trap does not go off. On the second attempt he changes his method slightly, and sees a glow of energy as magical runes fragment and disappear.

Behind the door is an small square chamber, empty except for the door across from the entrance.

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Sletha reports that the dogs and their master return to the kennel. There are no cellars or stairs leading down anywhere outside the house.

Pomia sends Bono to the stables, telling him to look for Turk, the head groomsman.
 

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Malikar charges towards the guard, hoping to lay him out with a few quick punches before he sounds the alarm. Malikar wasn't sure if this man was a simple guard doing his duty, or a wicked man in league with the evil of him employers. It was best not to kill if at all possible. I'm really sorry about all this, Malikar mumbles as he leads with a left handed jab.

OOC: Attack at least +11, maybe more. (+6 base, +4 Strength (and whatever Titus got for the Bull's Strength), +2 charge (if I can)) Malikar's punch inflicts at least 1d3+5, maybe more, points of subdual damage.
 

Krug wipes the sweat off his brow. "That wasn't easy.."

Krug steps into the chamber and walks towards the door, checking for traps.
 

Bull's Strength gave +2 Str to Malikar. Krug received +3 Dex from Cat's Grace.

The guard reacts much quicker than Malikar anticipated, hitting with the sword as the paladin charged forward (10 damage). Malikar's own swing glances off the guards breastplate.

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Krug crosses the square chamber checking for traps, but doesn't find any. The inner door appears well locked.
 

He's not bad. This might be a little tricky without any weapons. Malikar shifts into a dwarven boxing stance as he lets the holy power of his ancestors flow into him, empowering his blows with greater force and effect. He then unleashes a flurry of three quick punches, hoping to render the man unconscious shortly.

OOC: Activate Divine Might [Free Action], Full Attack [Full Action] +9/+9/+4 1d3+9 subdual, provokes an attack of opportunity.
 

Krug will attempt to pick the lock. "Dang it.. locks.. traps.. I grow weary of this!"

Are we going to be 3.5ed and our buff spells last just 1 min/level? :D
 

I'm tempted to keep this game 3.0, since the Banewarresn is written with that in mind.

Krug fumbles with the lock once, twice, but it looks like it might take a while to get it right.

The guard hits Malikar once more with the sword (3 damage) before the paladin steps in and lays him out with two solid punches.

The guard is dressed in a masterwork breastplate. He carries a masterwork longsword, a masterwork longbow, and a large wooden shield. You see a ring of keys and a potion on his belt.

There are six cells in this area. Two of them are occupied (by a male dwarf and a male half-elf). Beyond the cells is a rectangular chamber filled with torture implements: a rack, a brazier for heating coals (and irons), and a long table covered with knives, pliers, hooks, and other implements of torture.

Nicalon enters the prison area behind Malikar. "Good work, friend. Let us figure out how to free these unfortunates while you friend wrestles with the lock to the treasure vault."
 

Durnas will follow Krug, keeping back a bit from the invsible Dwarf (or where he thinks krug is anyways...)

Sletha will carwl back and try and find some way into the House, searching for Verakka.

Verakka will stay quiet until he and his companion are alone.
 

Well, this isn't pretty, Malikar quips at the sight of the torture chamber.

What a bunch of sick fiends. They could have just used mind reading magics, especially since on of their heads is a skilled wizard. Hold on, Nicalon. Malikar then closes his eyes and concentrates, drawing upon the power of his ancestors to search for evil.
 

The two halflings spend several hours laboring before night falls. When it does, Pomia sends Folo to join Bono at the stables. Several other servants are headed the same direction.

The large wooden structure sits at the west end of the grounds and is big enough for ten horses. At the current time it houses four. Two are riding horses, while two are used by the family to pull a black carriage embossed with the House symbol in gold on both sides. The carriage is also kept in the stables.

The room behind the stables has beds for six servants, those who tend the horses and those who work the grounds. Folo and Bono are assigned to the beds nearest the door. The corners of the room are filed with all manner of tools.

Sletha and Bilbo find their way back to their masters. Bilbo reports seeing a wizard walk from his bedroom to the library, where he opened a secret door of some kind. Sletha reports the kennelmaster returning to his dogs and locking the kennel door from the inside.

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Malikar sweeps his gaze across the cells, the occupants, the guard, the torture devices, and his companions (Morden and Nicalon). The only sense of evil is a faint residue from the torture chamber.

The half-elf is dressed in commoner's clothes, and appears lost in thought. You can see scars on his face and hands. The dwarf is dressed like a wizard and is much more lively. He comes up to the bars and whispers, "I see the signs of the good gods about you. Please tell me you've come to get me out of this unholy place."

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It takes Krug more than a minute to unlock the stubborn door. Behind it is a square vault filled with art objects and relics of various shapes and sizes. A bronze box and wooden chest sit side by side in the center of the room.
 

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