"Relax, for I am not here to harm you. I may release you if you answer my questions."
Cast Detect Misleading on the undead creature, causing it to glow red whenever it tries to mislead something.
"Who are you, and why are you here? What is this place? What are the spells on your chain, the scrolls, and the slab?"
You [4+1] cast detect misleading and ask your questions.
"Wretched am I. I do not even remember my true name, the waking horror of this imprisonment has taken it from my memory long ago. I know only that once, I was a great justicar of Adamea, goddess of diplomacy and peace. But I failed her." His voice gets even hoarser from here on in.
"In a blind rage I attacked a man, starting a fight that would kill numerous civilians. And so I fell from grace. Even without my goddess, I am a formidable opponent, so my enemies captured me when I was weak after the fight and chained me here. For my sins, it seems I am destined to live on in agony forever.
I do not know the spells on my prison, only that they make it so that I am weakened greatly. I do not know these scrolls you speak of."Detect misleading didn't go off once, seems like he's telling the truth.
"Stay alert. Keep your shields up, and lock them with each other. I'll take the rear, and we'll go to the mansion. Let's see what that has to do with any of this."
Demonstrate by raising my shield (or, if I don't have one right now, motion for the others to stay while I go 'investigate' and summon a shield (and sword/spear/axe, actually... spear) while I'm out of sight) and walking slowly to the mansion. Taking the rear, of course.
You tell them to lock shields, and they do so immediately. In a moment where none of them are looking, you summon a similar shield and spear. The five of you then head into the bush, towards the mansion.
The journey towards the mansion is uneventful, but everyone is still pretty tense. The mansion as seen from the outside is a large two floor one, with the entire right half of the roof caved in. The doors are also broken open and hang limply from their hinges. From inside you hear a piercing shriek not unlike the cry of an eagle, and the screaming that is definately human. The guards tense up as they hear their comrade scream, but they await your command for now.
((damit, How am I gonna rent a mule!?))
With that knowledge in mind, he'd start searching around for a mule that he could afford. He would also take this moment to check how much money he has. Meanwhile, he would try to strike up a conversation with his would-be captive.
"Hey, I never got your name, Knight. Mind giving me one, or at least something to call you other than that?"
You've got 5 silver coins that the villagers gave you for your aid in the defence of their town. You look around the stables. Seems like a healthy mule goes for about 3 silver, while an older mule goes for 1.5 silver.
You ask the knight for his name. He looks at you, saying nothing. Seems like he's thinking about what to say. Finally, he does answer.
"My name is Isash. You may call me that, Char'gel."Fill the bowl with water, using e.g. my hat. Drink some of the water. Try to decipher the script. If this actions permit, speak to the bear thing.
"Hello? What is this place? Who are you?"
((No bear thing here boss. I'm going to assume you meant the moss rhino))
You use your hat to collect some water from the creek and you fill the bowl with it. You then take the bowl and drink from it. The water taste fresh and is pleasantly cool, but there are no other effects than that. You then take a closer look at the script. It's squiggly and flows rather nicely, but you can't make heads nor tails of it.
You then go to the moss rhino and try to communicate. It goes somewhat difficult at first, but you soon begin to understand eachother. The rhino answers telepatically, as is usual when you are using your powers to determine what animals are saying.
"Hello! This is my home. What a strange question, I am me!"
The rhino seems exited that you're talking to it, the flowers on its bark like horn open their petals in response.