Ninth Session (Nov 2002)
With this news, the party decides to press on, to take Brug by surprise, and take him to town for justice. With the aid of the reluctant informers, they continued up the riverbed, further into the forests surrounding Merikest. However, their plan to surprise Brug’s band is foiled by alert perimeter guards, and the party again finds itself under fire from the trees.
Brynn, Grimnyr, and Tombit charge forward, braving the missles, to draw closer to the foes. Athena circles around, to stay near the fighters in case her healing arts were needed, and with weapons at the ready, to be drawn if an opponent revealed himself nearby. Genoa moved the other direction, to avoid the bolts and to try to get a better vantage point to cast upon the crossbowmen. Her wolf and owl staying close, ready to aid if needed. Skylar moved beside a tree, to give less of a target, while she searched, arrow nocked in bow, for a target. Her patience pays off as an orcish bowman leans out from the trees to look for targets himself. His eyes dim in death as Skylar’s arrow pierces his neck. The thump of a body falling to the ground below is heard by all, as is the loud “Yes!” from the elf.
Heartened by this early, quick success, the rest of the party moves in, trying (albeit not very hard) to subdue, rather than kill their opponents. They spread out, watchful for ground opponents, confident in their friend’s abilities with the bow to keep them covered. The find resistance to their movements in the form of a large half-orc in banded armor, accompanied by several disheveled leather clad figures, all wielding weapons of some sort. A few looked more proficient with the armaments they carried, than the others that had modified farming implements.
Brynn strides forward, demanding the immediate surrender of the bandit mob. His response is a quick attack by the group. Concealing a grin, Brynn pulls his sword and wades into battle, his honor satisfied by the offer to the bandits. His companions also leap into the fray. Tombit tries to circle around to sneak attack, Grimnyr grips his dwarven battleaxe and charges, Athena pulls her weapons out, waiting, Genoa sends in her wolf as she prepares a spell, and Skylar lays into the tree-ensconced bandits with her bow and deadly arrows.
The half-orc leader commands his men to charge, then pulls out a finely crafted greatsword and rushes in as well. Hampered by the need to bring back at least a few alive, the party takes more blows than they normally would, and as they find more of their blood being spilled (and Athena hard pressed to keep them healed), the tenor of the battle changes. No longer holding back the deadliness of the blows, their combined might slays several bandits in a row. Several thugs become disheartened, and attempt to flee, but are knocked down and out by the large wolf, Timber and the spells by Genoa.
Tombit contributes to the unconscious by stunning and cold-cocking the leader Brug, with assistance by Grimnyr and Brynn. (Grimnyr just barely holding back a killing blow – he does not like orcs, half or no). At last, the body count (dead or knocked out) reaches the same number of once-standing foes. The band of adventurers-turned-bounty-hunters relax, and begin tending to wounds. The druid assists, using a new power granted to her to close wounds over the course of just moments. Tombit, ever curious, paws through the bodies of the thugs, looking for interesting baubles, and perhaps, pie. The former is found in plenty, the latter…well, even a hungry Halfling would turn his nose up at that. With the unconscious bandits well trussed, the party sits to take a rest. Soon, the men start waking up, and with muffled shouts, try to free themselves from their bondage. In vain, as they find out, as Tombit had paid special care to the knots. Discouraged, the thugs wait somewhat quietly to see what their capturers will do with them.
Athena grabs the other captives, conveniently stowed a ways from the battle, and puts the two groups together. The addition of the previous captives earns them looks of hatred, for the fresh band knew then who had betrayed them. The party pays this no mind, as the ultimate fate of these men would now rest in the hands of the authorities in Merikest. Having rested long enough, the party pulls their prisoners to their feet, and forces them back towards town. It takes the better part of the day to reach the outskirts of town, especially with the occasional frenzied attempts by the bandits to free themselves and get away. To no avail, and soon Reg’s guards take the men away. Reg is ecstatic, because the leader of the band is recognized as a wanted fugitive. He congratulates the party, and gives them their much deserved reward. He chooses to look aside the fact that less than a fifth of the known bandits had been delivered alive. This side comment echoes in their head hours later when they pass by the Sheriff’s office and see a gallows, all nooses filled by the corpses of all the men they had brought back. The softer-hearted of the group cringes at the evidence of torture upon the bodies of the dead. Only Grimnyr mutters “They gots what was comin’ to em”, looking pointedly at the halforc leader.
After the furious activity of the past few days, the crew decides to take a break and relax in town. The mood of the town has changed; less of a pall weighs upon it, after the threat of the bandits had been removed. Townsfolk often stop to say hello, and to thank the party for the work they did in removing the menace. Even with Tombit’s tale telling, the people of Merikest seem much less cool towards the party, rarely ever crossing the street to avoid the Halfling…
Brynn takes this opportunity to look for a companion – and finds an adolescent cougar, ribs visible and coat in sad shape. For whatever reason, the dwarven ranger takes a liking to the scrawny animal, and sets about befriending it, with spell and with kindness. Within a week of hunting with Brynn, Karazak begins to fill out, his belly full and coat regaining its luster. The two find they compliment each other, both in the hunt, and the times between. At the end of the week, Brynn heads back to town, instructing Karazak to remain nearby, as he will visit when he can. The cougar reluctantly agrees, not wanting to part from his new found friend who had helped him feed. Brynn reassures the great cat that it will not be long before they rejoin each other, and tells him that his presence in town would cause too much fear. Beaming with pride, the cat slinks off into the woods again, leaving Brynn alone to return to Merikest.
Shortly, the Sheriff sends a runner to the Dancing Pony, looking for the group. When they are gathered in his office, he asks them if they are interested in another job. The party agrees, and the half-elven Sheriff proceeds to fill them in on another difficulty. It seems that there is a fort, Brightstone Keep, about a day’s ride to the north. Previously occupied by an army from Everlund, it now stands abandoned, ready to be tenanted again. Reg fears that the orcs, previously driven away by the Everlundian forces, may be returning to take over the Keep. And if that happened, it would effectively cut off Merikest from the north. He requests that the party make all speed to check on the fort, and clear it of any interlopers if necessary. He still lacks men to send with the party, but does offer to dip into the town coffers to offset any costs in preparation. Having racked up some expenses, the party agrees, and leaves to get ready.
Humphrey, having been visited several times already by the party seeking to identify items, is not surprised to see them again. He pulls out the items he has already identified, mostly armor, weapons, and beneficial items, and discusses his fee. The party agrees on paying him in gems, and in a minor fire resistance ring, which will allow the mage to better enjoy his pet, er familiar, er whatever that fire-newt thing is in the back room. The party gathers up their gear, and prepares to head north to Brightstone Keep. Having previously purchased horses, they make quick time along the road that passes north through the forest. Along the way, they encounter some of the orcs warned about, but the pig-snouted humanoids prove to be no match against these seasoned adventurers. However, they are delayed by the encounters, so camp that night near the cliff that the Keep rests on.
Having decided to take a back-door approach to the keep, the party scales the cliff wall, leaving the wolf and cat behind. They promise the animals to return soon, and instruct them to stay nearby, hunting as needed. The animal companions agree, and disappear into the woods – a strange sight, a large wolf (4’ at the shoulder by now) walking beside a great cat, without strife. Reassured of the animals’ safety (and lack of hostility to each other), the party climbs the cliffside. Making their way towards the Keep, they are startled by the remains of several humanoids rising up to confront them. The battle is brief, as the cleric in the party calls down holy wrath and Turns them, right into dust! This disgruntles Grimnyr, who was itching for a fight, but even he sees the benefit in the quick dispatch of the undead. They continue onward, reaching the Keep shortly. They spot several figures walking the walls, or peering out from on top the towers. There is much debate on when to enter, and where. The party decides to wait until night, and climb up a back wall. They settle in for a long wait, occasionally peering over the covering brush and rock to watch the Keep.
When at last the sun has set, and the partial moon is shedding its wan light, they move across the no-mans-land around the Keep, towards the back. In hushed whispers, they discuss the plan again. The Halfling is sent to climb the wall, being the most limber of the bunch. He is followed by Brynn and Athena, being the next stealthy of the group. Genoa, Grimnyr, and Skylar stay back, to provide backup if needed.
Tombit manages to get a rope, attached to a grapnel, up onto the crenulations of the wall after several tries, with pauses between attempts, looking for any response the gentle clink of metal against stone may have caused. Assured by the lack of activity above, he clambers up the rope and onto the walkway. He motions for the next group to come up the rope. The ranger and cleric gain the wall quickly, and call out for the rest of the party. Grimnyr learns to his dismay that the armor he wears is not made for stealth, but a thoughtful Silence spell muffles any noises made during his ascent. Seeing two doors, one on either side of the wall, leading into towers, the party randomly chooses and enters the eastern door. They find themselves on the second of three floors, with staircases leading up and down. Thinking the main force of the defenders will be on the ground level, they make their way to the staircase and quietly move down the steps.
The party is surprised to see rows of beds, with a variety of races chained to them. Humans, Gnomes, Dwarves, Halflings, even Kobolds rest here! And guarding the group of listless or sleeping prisoners are several goblins, and some large creature, with mottled green skin and long arms that reach the ground. The party declares this beast a knuckle-dragger, and from the look of it, decides it will be a tough fight. They send Tombit to quietly try to release the captives, and hope that in the distraction, they will be able to take the goblins and their knuckle-dragging companion. The distraction works, as the freed prisoners makes it hard for the guards to know what is going on. The party takes this moment of opportunity, and strikes!
The goblins are rapidly cut down, but the green giant seems to shrug off the blows of the party. They retreat up the stairs, followed by the creature, while the erstwhile prisoners hang back, or continue to pummel the corpses of the goblins that had held them captive. The party is hard pressed to permanently damage this foe, as every blow seems to heal up as quickly as it is dealt. Only when they resort to fire does the beast finally lay still. Athena is busy casting healing spells on the sorely wounded party, herself included, and exhausts her repertoire, resorting to using the caduceus stick laboriously filled with charges (rechargeable by 1st level cure spells cast into it).
Feeling better for the rest, the party works their way out the building and onto the walkway. Against their requests, the freed prisoners jump the wall and head into the forests surrounding the Keep. Most of them are away before orc guards spot them. The party is able to silence the guards without raising the general alarm. They open the other door on the wall, leading into the second rear tower. The set up is similar, although the stairway to the roof is badly rotted and unusable. Again, Tombit creeps down the stairway to the ground floor. And again, there are beds with a variety of occupants, goblin guards, and another of the green knuckle draggers. Tombit works on freeing the prisoners, even the kobolds, but is spotted by a goblin guard. Tombit races for the stairway, followed closely by the guards. The rest of the party heads downstairs to engage the guards, while the former slaves cheer them on, quietly. The second troll (knuckle dragger) proves to be a tougher foe, and even after the goblins are laid out, continues to batter at the party, inflicting grievous wounds. The battle rages up the stairs and onto the wall, where the party digs in their heels and focuses on the troll.
Genoa summons a Flame Blade, but finds it ineffectual against the creature – the flames seem to dim when they near the troll. Brynn’s lightning-imbued sword seems to only infuriate the creature, doing no additional harm even though electricity is seen to dance upon the blade. Someone comes up with the idea to douse the troll with lamp oil and toss an alchemical fire onto him. The flames die aborning. It is then that the party spies the ring seemingly out of place upon the finger of the troll. Magic! The battle concludes in comic fashion, as the troll, being pummeled into unconsciousness is grappled by several people in an attempt to pry the ring off its hand. Forgetting the oil generously slathered upon him, several people slip and slide, all the while coating themselves, in the struggle. Once the ring is pried free, and promptly flies from oil soaked hands over the wall, the druid’s dwindling Flame Blade ignites the creature. Its screams of agony are quickly drowned out by the roar of the fire. The party narrowly avoids being burnt themselves as they head over the wall. They decide that another assault later would be advisable, rather than remaining in the Keep.
They head away from the Keep, hiding themselves again in the brush and rocks nearby. Wounds are tended while they regroup, planning the next course of action. They spot activity on the walls, but all seems to be in confusion, with no order to the running around. Once they are feeling healthy again, they return to the scene of the “crime”, the oily, burnt flesh smell hanging in the air. They climb the rope left behind, and make their way through the tower and onto the next wall walkway, where they confront the orcish guards. With Skylar’s arrows clearing the way, the party makes it to the cover of the next tower, where they fight a protracted battle against the defenders. Tombit attempts to sneak attack several, only to discover he’s been cut off from the rest of the party. Wounded by orc javelins and swords, he tumbles past the orcs and falls unconscious at the feet of the cleric. One healing later, he’s back into the thick of things, his Halfling hands propelled to deadly force by his monkish training.
The group continues from that tower, up onto the roof, where a pair of snipers awaits. Several arrows from Brynn and Skylar pin the orc corpses to the roof before they barely have a chance to react to the death being dealt. From their vantage point, the bow-weilders do not see any further opponents, although now the creature in the courtyard, dimly seen from the other walls, is revealed. Frost covers the ground around the large wolf-like creature, and lines the chain links that keep it connected to a winch. Curious, the party descends into the courtyard, and approaches the beast. They are surprised to hear it speak!
“Free me”, it states, glaring at the band of adventurers surrounding him. “I have no quarrel with you.”
“By what shall we trust you?” asks the band’s leader, Brynn. “We know not what manner of creature you are. For all we know, you would seek to attack us for this favor.”
“I have no quarrel with you. I seek only my own freedom.” Comes the growled response. “If I am freed, all that I have gathered is yours as well.”
“What do you mean?”
“Beneath this which keeps me captive is my treasure. I cannot carry it; I have no need of it. It will stand as my bond to do you no harm, should you free me.”
“Agreed.”
Having said so, the ranger sunders the chain, granting the wolf-like creature its freedom. With a gleeful howling, the creature leaps away, out through the open gates and into the night. Tombit pulls away the stones around the winch, revealing a depression in the ground. Artfully hidden are several gemstones, a potion, and loose coins. Pocketing the bonus goods, the band of adventurers makes their way out of the Keep and into the surrounding woods.
With this news, the party decides to press on, to take Brug by surprise, and take him to town for justice. With the aid of the reluctant informers, they continued up the riverbed, further into the forests surrounding Merikest. However, their plan to surprise Brug’s band is foiled by alert perimeter guards, and the party again finds itself under fire from the trees.
Brynn, Grimnyr, and Tombit charge forward, braving the missles, to draw closer to the foes. Athena circles around, to stay near the fighters in case her healing arts were needed, and with weapons at the ready, to be drawn if an opponent revealed himself nearby. Genoa moved the other direction, to avoid the bolts and to try to get a better vantage point to cast upon the crossbowmen. Her wolf and owl staying close, ready to aid if needed. Skylar moved beside a tree, to give less of a target, while she searched, arrow nocked in bow, for a target. Her patience pays off as an orcish bowman leans out from the trees to look for targets himself. His eyes dim in death as Skylar’s arrow pierces his neck. The thump of a body falling to the ground below is heard by all, as is the loud “Yes!” from the elf.
Heartened by this early, quick success, the rest of the party moves in, trying (albeit not very hard) to subdue, rather than kill their opponents. They spread out, watchful for ground opponents, confident in their friend’s abilities with the bow to keep them covered. The find resistance to their movements in the form of a large half-orc in banded armor, accompanied by several disheveled leather clad figures, all wielding weapons of some sort. A few looked more proficient with the armaments they carried, than the others that had modified farming implements.
Brynn strides forward, demanding the immediate surrender of the bandit mob. His response is a quick attack by the group. Concealing a grin, Brynn pulls his sword and wades into battle, his honor satisfied by the offer to the bandits. His companions also leap into the fray. Tombit tries to circle around to sneak attack, Grimnyr grips his dwarven battleaxe and charges, Athena pulls her weapons out, waiting, Genoa sends in her wolf as she prepares a spell, and Skylar lays into the tree-ensconced bandits with her bow and deadly arrows.
The half-orc leader commands his men to charge, then pulls out a finely crafted greatsword and rushes in as well. Hampered by the need to bring back at least a few alive, the party takes more blows than they normally would, and as they find more of their blood being spilled (and Athena hard pressed to keep them healed), the tenor of the battle changes. No longer holding back the deadliness of the blows, their combined might slays several bandits in a row. Several thugs become disheartened, and attempt to flee, but are knocked down and out by the large wolf, Timber and the spells by Genoa.
Tombit contributes to the unconscious by stunning and cold-cocking the leader Brug, with assistance by Grimnyr and Brynn. (Grimnyr just barely holding back a killing blow – he does not like orcs, half or no). At last, the body count (dead or knocked out) reaches the same number of once-standing foes. The band of adventurers-turned-bounty-hunters relax, and begin tending to wounds. The druid assists, using a new power granted to her to close wounds over the course of just moments. Tombit, ever curious, paws through the bodies of the thugs, looking for interesting baubles, and perhaps, pie. The former is found in plenty, the latter…well, even a hungry Halfling would turn his nose up at that. With the unconscious bandits well trussed, the party sits to take a rest. Soon, the men start waking up, and with muffled shouts, try to free themselves from their bondage. In vain, as they find out, as Tombit had paid special care to the knots. Discouraged, the thugs wait somewhat quietly to see what their capturers will do with them.
Athena grabs the other captives, conveniently stowed a ways from the battle, and puts the two groups together. The addition of the previous captives earns them looks of hatred, for the fresh band knew then who had betrayed them. The party pays this no mind, as the ultimate fate of these men would now rest in the hands of the authorities in Merikest. Having rested long enough, the party pulls their prisoners to their feet, and forces them back towards town. It takes the better part of the day to reach the outskirts of town, especially with the occasional frenzied attempts by the bandits to free themselves and get away. To no avail, and soon Reg’s guards take the men away. Reg is ecstatic, because the leader of the band is recognized as a wanted fugitive. He congratulates the party, and gives them their much deserved reward. He chooses to look aside the fact that less than a fifth of the known bandits had been delivered alive. This side comment echoes in their head hours later when they pass by the Sheriff’s office and see a gallows, all nooses filled by the corpses of all the men they had brought back. The softer-hearted of the group cringes at the evidence of torture upon the bodies of the dead. Only Grimnyr mutters “They gots what was comin’ to em”, looking pointedly at the halforc leader.
After the furious activity of the past few days, the crew decides to take a break and relax in town. The mood of the town has changed; less of a pall weighs upon it, after the threat of the bandits had been removed. Townsfolk often stop to say hello, and to thank the party for the work they did in removing the menace. Even with Tombit’s tale telling, the people of Merikest seem much less cool towards the party, rarely ever crossing the street to avoid the Halfling…
Brynn takes this opportunity to look for a companion – and finds an adolescent cougar, ribs visible and coat in sad shape. For whatever reason, the dwarven ranger takes a liking to the scrawny animal, and sets about befriending it, with spell and with kindness. Within a week of hunting with Brynn, Karazak begins to fill out, his belly full and coat regaining its luster. The two find they compliment each other, both in the hunt, and the times between. At the end of the week, Brynn heads back to town, instructing Karazak to remain nearby, as he will visit when he can. The cougar reluctantly agrees, not wanting to part from his new found friend who had helped him feed. Brynn reassures the great cat that it will not be long before they rejoin each other, and tells him that his presence in town would cause too much fear. Beaming with pride, the cat slinks off into the woods again, leaving Brynn alone to return to Merikest.
Shortly, the Sheriff sends a runner to the Dancing Pony, looking for the group. When they are gathered in his office, he asks them if they are interested in another job. The party agrees, and the half-elven Sheriff proceeds to fill them in on another difficulty. It seems that there is a fort, Brightstone Keep, about a day’s ride to the north. Previously occupied by an army from Everlund, it now stands abandoned, ready to be tenanted again. Reg fears that the orcs, previously driven away by the Everlundian forces, may be returning to take over the Keep. And if that happened, it would effectively cut off Merikest from the north. He requests that the party make all speed to check on the fort, and clear it of any interlopers if necessary. He still lacks men to send with the party, but does offer to dip into the town coffers to offset any costs in preparation. Having racked up some expenses, the party agrees, and leaves to get ready.
Humphrey, having been visited several times already by the party seeking to identify items, is not surprised to see them again. He pulls out the items he has already identified, mostly armor, weapons, and beneficial items, and discusses his fee. The party agrees on paying him in gems, and in a minor fire resistance ring, which will allow the mage to better enjoy his pet, er familiar, er whatever that fire-newt thing is in the back room. The party gathers up their gear, and prepares to head north to Brightstone Keep. Having previously purchased horses, they make quick time along the road that passes north through the forest. Along the way, they encounter some of the orcs warned about, but the pig-snouted humanoids prove to be no match against these seasoned adventurers. However, they are delayed by the encounters, so camp that night near the cliff that the Keep rests on.
Having decided to take a back-door approach to the keep, the party scales the cliff wall, leaving the wolf and cat behind. They promise the animals to return soon, and instruct them to stay nearby, hunting as needed. The animal companions agree, and disappear into the woods – a strange sight, a large wolf (4’ at the shoulder by now) walking beside a great cat, without strife. Reassured of the animals’ safety (and lack of hostility to each other), the party climbs the cliffside. Making their way towards the Keep, they are startled by the remains of several humanoids rising up to confront them. The battle is brief, as the cleric in the party calls down holy wrath and Turns them, right into dust! This disgruntles Grimnyr, who was itching for a fight, but even he sees the benefit in the quick dispatch of the undead. They continue onward, reaching the Keep shortly. They spot several figures walking the walls, or peering out from on top the towers. There is much debate on when to enter, and where. The party decides to wait until night, and climb up a back wall. They settle in for a long wait, occasionally peering over the covering brush and rock to watch the Keep.
When at last the sun has set, and the partial moon is shedding its wan light, they move across the no-mans-land around the Keep, towards the back. In hushed whispers, they discuss the plan again. The Halfling is sent to climb the wall, being the most limber of the bunch. He is followed by Brynn and Athena, being the next stealthy of the group. Genoa, Grimnyr, and Skylar stay back, to provide backup if needed.
Tombit manages to get a rope, attached to a grapnel, up onto the crenulations of the wall after several tries, with pauses between attempts, looking for any response the gentle clink of metal against stone may have caused. Assured by the lack of activity above, he clambers up the rope and onto the walkway. He motions for the next group to come up the rope. The ranger and cleric gain the wall quickly, and call out for the rest of the party. Grimnyr learns to his dismay that the armor he wears is not made for stealth, but a thoughtful Silence spell muffles any noises made during his ascent. Seeing two doors, one on either side of the wall, leading into towers, the party randomly chooses and enters the eastern door. They find themselves on the second of three floors, with staircases leading up and down. Thinking the main force of the defenders will be on the ground level, they make their way to the staircase and quietly move down the steps.
The party is surprised to see rows of beds, with a variety of races chained to them. Humans, Gnomes, Dwarves, Halflings, even Kobolds rest here! And guarding the group of listless or sleeping prisoners are several goblins, and some large creature, with mottled green skin and long arms that reach the ground. The party declares this beast a knuckle-dragger, and from the look of it, decides it will be a tough fight. They send Tombit to quietly try to release the captives, and hope that in the distraction, they will be able to take the goblins and their knuckle-dragging companion. The distraction works, as the freed prisoners makes it hard for the guards to know what is going on. The party takes this moment of opportunity, and strikes!
The goblins are rapidly cut down, but the green giant seems to shrug off the blows of the party. They retreat up the stairs, followed by the creature, while the erstwhile prisoners hang back, or continue to pummel the corpses of the goblins that had held them captive. The party is hard pressed to permanently damage this foe, as every blow seems to heal up as quickly as it is dealt. Only when they resort to fire does the beast finally lay still. Athena is busy casting healing spells on the sorely wounded party, herself included, and exhausts her repertoire, resorting to using the caduceus stick laboriously filled with charges (rechargeable by 1st level cure spells cast into it).
Feeling better for the rest, the party works their way out the building and onto the walkway. Against their requests, the freed prisoners jump the wall and head into the forests surrounding the Keep. Most of them are away before orc guards spot them. The party is able to silence the guards without raising the general alarm. They open the other door on the wall, leading into the second rear tower. The set up is similar, although the stairway to the roof is badly rotted and unusable. Again, Tombit creeps down the stairway to the ground floor. And again, there are beds with a variety of occupants, goblin guards, and another of the green knuckle draggers. Tombit works on freeing the prisoners, even the kobolds, but is spotted by a goblin guard. Tombit races for the stairway, followed closely by the guards. The rest of the party heads downstairs to engage the guards, while the former slaves cheer them on, quietly. The second troll (knuckle dragger) proves to be a tougher foe, and even after the goblins are laid out, continues to batter at the party, inflicting grievous wounds. The battle rages up the stairs and onto the wall, where the party digs in their heels and focuses on the troll.
Genoa summons a Flame Blade, but finds it ineffectual against the creature – the flames seem to dim when they near the troll. Brynn’s lightning-imbued sword seems to only infuriate the creature, doing no additional harm even though electricity is seen to dance upon the blade. Someone comes up with the idea to douse the troll with lamp oil and toss an alchemical fire onto him. The flames die aborning. It is then that the party spies the ring seemingly out of place upon the finger of the troll. Magic! The battle concludes in comic fashion, as the troll, being pummeled into unconsciousness is grappled by several people in an attempt to pry the ring off its hand. Forgetting the oil generously slathered upon him, several people slip and slide, all the while coating themselves, in the struggle. Once the ring is pried free, and promptly flies from oil soaked hands over the wall, the druid’s dwindling Flame Blade ignites the creature. Its screams of agony are quickly drowned out by the roar of the fire. The party narrowly avoids being burnt themselves as they head over the wall. They decide that another assault later would be advisable, rather than remaining in the Keep.
They head away from the Keep, hiding themselves again in the brush and rocks nearby. Wounds are tended while they regroup, planning the next course of action. They spot activity on the walls, but all seems to be in confusion, with no order to the running around. Once they are feeling healthy again, they return to the scene of the “crime”, the oily, burnt flesh smell hanging in the air. They climb the rope left behind, and make their way through the tower and onto the next wall walkway, where they confront the orcish guards. With Skylar’s arrows clearing the way, the party makes it to the cover of the next tower, where they fight a protracted battle against the defenders. Tombit attempts to sneak attack several, only to discover he’s been cut off from the rest of the party. Wounded by orc javelins and swords, he tumbles past the orcs and falls unconscious at the feet of the cleric. One healing later, he’s back into the thick of things, his Halfling hands propelled to deadly force by his monkish training.
The group continues from that tower, up onto the roof, where a pair of snipers awaits. Several arrows from Brynn and Skylar pin the orc corpses to the roof before they barely have a chance to react to the death being dealt. From their vantage point, the bow-weilders do not see any further opponents, although now the creature in the courtyard, dimly seen from the other walls, is revealed. Frost covers the ground around the large wolf-like creature, and lines the chain links that keep it connected to a winch. Curious, the party descends into the courtyard, and approaches the beast. They are surprised to hear it speak!
“Free me”, it states, glaring at the band of adventurers surrounding him. “I have no quarrel with you.”
“By what shall we trust you?” asks the band’s leader, Brynn. “We know not what manner of creature you are. For all we know, you would seek to attack us for this favor.”
“I have no quarrel with you. I seek only my own freedom.” Comes the growled response. “If I am freed, all that I have gathered is yours as well.”
“What do you mean?”
“Beneath this which keeps me captive is my treasure. I cannot carry it; I have no need of it. It will stand as my bond to do you no harm, should you free me.”
“Agreed.”
Having said so, the ranger sunders the chain, granting the wolf-like creature its freedom. With a gleeful howling, the creature leaps away, out through the open gates and into the night. Tombit pulls away the stones around the winch, revealing a depression in the ground. Artfully hidden are several gemstones, a potion, and loose coins. Pocketing the bonus goods, the band of adventurers makes their way out of the Keep and into the surrounding woods.
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