• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Banewarrens


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Brother Fabitor thanks you for your help. He reminds you to come to the chapel of St. Gustov when you have more information (location 2 on the map).

The manor house described by Jevicca Norr is location 8 on the map.

Where are you going and what are you doing?
 




It's a long walk, but you make your way to the manor house in about an hour. Stopping one of the street children, you learn that the house is empty, and has been for a long time (the child thinks it is haunted).

The two-story house is encircled by a courtyard filled with overgrown vegetation and surrounded by a low stone wall. The house appears to have a high foundation and high windows, making it difficult to look in.
 

"Well, we been given the okay by Father Fabilor. I suggest that we try the front gate," Titus suggests.


OCC: Today's Spells are:

0th: Create Water, Detect Magic x2, Light, Read Magic
1st: Blur (Domain), Command-x, Detect Evil, Divine Favor, Protection from Evil.
2nd: Cat's Grace (Domain)-x, Bulls Strength-x, Endurance, Spiritual Weapon-x.
3rd: Magical Vestment (Domain)-x, Dispel Magic-x, Spikes-x

x-used so far.

[Edit] for spells used - was getting confused
 
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Krug checks for traps, making his way gradually. "So what have you seen at night, kid?" He asks the child, if he's still around.
 

Verakka casts Mage Armor on himself and moves around to the back to find a sutible place to Scale the wall and do a bit of 'Recon'.
 

Into the Woods

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