The Banewarrens: Allies and Enemies

*Bilbo that sounds like a wizards library. Scuttle around and see if you can find any places to hide. *

Folo turns to the servent and asks "The Mistress is quite beautiful what can you tell me about her and the family I'll be working for. Are ther rules I need to follow? Places I should not go?"

ooc: Using Gather information and sense motive.
 
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Verakka

Bono keeps quiet, using his perceptive skills (Listen,Spot) to keep an eye about as Folo talks to the servants.

Sletha

The Pit Viper crawls about in the yard outside, heading for the kennels, always keeping to darkened areas to avoid detection.

Dyrnas
Dyrnas Firesight casts Mage Armor on himself via a Scroll.


OoC:Sorry, I never listed Dyrnas' spells for this day

0:Detect Magic, Mage Hand, Ghost Sound, Open/Close

1:Change Self, Color Spray, Detect Secret Doors <d>, Magic Missile X2

2: Locate Object <d>, Melf's Acid Arrow X2, Invisibility (cast on Krug)

3:Dispel Magic, Fireball, Clairvoyance/Clairaudience <d>
 
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Krug heads towards the north door, then catches himself before stepping on a certain floorplate. Taking a closer look, he sees the makings of a poison dart trap. Krug also notices an identical trap beyond the first, and suspects there may be as many as five between the party and the door. Having seen them, Krug doubts they will be difficult to disarm.

Malikar opens the door across from the stairs. Inside is a medium-sized square chamber with a sand-covered floor. Weapons and shields hang on the walls, all of them well used. Faint bloodstains are visible in one or two places.

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Gather Information will take some time.

While introducing you to the other servants, Pomia lists the names of the house nobility. Only two of them are living in the house at the current time, Navanna Vladaam and her brother Aliaster. Aliaster is a wizard and spends a great deal of time relaxing around the house. You sense that Navanna is more active and ambitious by far. Iristul Vladaam, the pair's father, is abroad at the current time, as are several cousins.

Aliaster's room is off limits to servants, for obvious reasons. Pomia herself takes care of Navanna and Iristul's quarters. The servants are likewise forbidden to visit the outbuilding behind the house.

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Sletha approaches the large, wooden kennel and finds an accessible crack in the side. The inside of the building is unremarkable, although plainly inhabited by the previously seen pack. There's furniture for a single person.
 

Is this a prison? Or merely the gateway to one? With that thought, Malikar starts kicking up the sand, hoping to find some hidden trapdoor or guardian monster. If searching the floor proves unsuccessful, he begins examining the walls and ceiling for signs of a secret door. If all search attempts fail, he concentrates, calling upon the power of his noble ancestors, to search for signs of corruption and taint.
 


Hammerhead said:
"Wait. You say you were imprisoned by these fiends at House Vladaam; perhaps they have other prisoners that need to be liberated. I shall go investigate that possibility while others find the key in the vault."

Morden can't help but sigh deeply at Malikar's comment. Of course, he's right. So, he opts to follow Malikar in his rescue attempt, in case something goes wrong.
 
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Nicalon and Dyrnas listen as the invisible dwarf deactivates the dart traps along the floor. All five are of similar construction and easily yield to a skilled rogue.

Krug takes a look at the door to the Vladaam vault and discovers that it is protected by a greater firetrap. This one will be more difficult to disarm, but still within the realm of possibility.

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Malikar checks the floor of the square room, but he finds nothing of interest. On the wall opposite the entrance he locates a poorly-concealed secret door. It appears it can be opened by pressing one of the hanging shields.
 

Malikar pauses for a moment, noticing the trailing Morden. Good to have you with me, friend. Now no one's going to stop Krug from looting the whole treasury though. Malikar bends down and fills a belt pouch with some of the sand, then presses the shield, moving into whatever room was concealed behind it.
 

Verakka awaits a time when no other servants are about before he says anything to his companion.

Sletha slithers inside the Kennel, sending Verakka Empathic thoughts 'No dogs, no dog-man...several mice, though, I smell rats as well...'
Verakka sends back 'Concentrate, Sletha, we are on a Mission here. See you any egress to chambers below, look for cellar doors,stairs, ladders down. And mind those dogs. i would hate for you to kill one out of hand, thus causing alarm.' The little Viper snorts her derision at her Master's inference that she might be discovered 'I will see, but after, I will hunt a mouse as well. I tire of the caught ones that you carry, freshly hunted taste much better...'

Dyrnas keeps his eyes wary, looking for any sign of threat, as before.
 

"There's a firetrap here," says Krug. "I'll try my best to disarm it."

He will try to disarm, being very, very careful. If he weren't invisible, you'll see a river of sweat on his brow.
 

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