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

The Banewarrens

A quick search of the house reveals a dozen rooms, including a library, a dining room, a sitting room, and the kitchen (with an ample pantry). Most of the rooms are completely bare.

Stone stairs in the kitchen's pantry lead down to a wine cellar. Wooden racks for bottles, and a few larger ones for casks, fill the room. All the racks are empty. A number of them have toplled over and some have been piled atop one another to clear space. A hole in the western wall is clearly visible. Stone debris lies scattered around the breach.
 

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Krug looks at the ring. "Ah I wonder what magic that ring would possess..." Krug confiscates the potions and removes the armor from the orc. He then binds her hands together tightly.

He is glad to see Verakka back. "We thought we lost you. Who'd get rid of the flies around us?"
 

Morden casts detect magic and observes the bone ring. He thens looks for any distinguishing marks on the platemail or the shield. He suspects that the ring is cursed and has turned the paladin into the orc, although it's too fantastic for even Morden to make such a claim. His search is guided along this train of thought, and hopefully it will make it easier for him to find the answer given my statements. Nonetheless, if nothing turns up, he suggests that they take the orc to the temple for questioning, as they seem to have few other clues and spells of truthspeaking are known to be in the domain of the divine spellcasters.
 


Malikar bends down to wipe his blades on the orc's body, then sheathes them. Standing up, he presses his hands against his wound and concentrates, closing the wound. He whirls around at Fallon's suggestion, angry.

She fought honorably, and she is helpless and no threat to us. Acts of mercy are rewarded by fate, and she may have information for us. I will allow no such thing, and you should be ashamed for suggesting it.

Could anyone spare a healing spell, please? I am still rather hurt.
 

"That shouldn't be a problem, hold still." Titus says as he casts Cure Serious Wounds on Malikar, converting the Spikes spell. He will use a Cure Light Wounds on anyone else that needs help (or Malikar some more).
 

The ring, the plate armor, and the greatsword detect as magical. There are no identifying marks on the armor that would link it to the Church of Lothian.

Titus heals Malikar (now 31/44 hp) and Verakka (now 20/45 hp).

You expect that the chapel of St. Gustav would be unprepared to deal with the interrogation of captives. The Church of Lothian has larger establishments, but they may not be aware of your quest, and may charge for the use of divination spells.

Meanwhile, the hole in the basement wall stands open, portending more danger for the city above.
 
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Titus, upon inspecting the injury teammates will pull out his wand of CLW and apply sufficient charges to heal both near or to full. "Maybe we can sell her armor to pay for another one of these things," Titus says as he nods to the wand.
 


Morden is methodical in his musings and states them clearly for all to hear. "This one seems to well-organized for an orc. The labeling of potions in common is a strange practice indeed, especially for one like him. Even his equipment--both sword and armor--radiate the hint of magic upon examination. I suspect that more is amiss than the simple omen of a powerful orc. We should take him captive, he may yet prove to be of use."
 

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