After cleaning out the trolls camped out in the 1st floor of the keep, the party heads
up the main stairs to the 2nd floor. They go from room to room along the hallway,
flushing out the trolls and destroying their remains. One thing the party notes as
they go through, is the fact that the trolls have left almost everything intact. They
act more like sentries than invaders, making the party all the more suspicious as they
move through the rooms.
Upon entering the small library, they discover part of the truth. It is here they
encounter the captain of the guard, accompanied by several trolls and a Yan-ti mage.
He has turned traitor, siding with the invaders. During the course of the battle, the
party gains the advantage, and badgers him to the point of frustration. In his anger,
he lets slip that the trolls were hired to lay siege to the castle by the same person
he now answers to. He refuses to surrender to the party, taking his own life rather
than allow any of them to interrogate him. In his dying breath, he whispers, "Forgive
me, my lord. I had no choice"
With his death, the party is only marginally closer to figuring out what is really
going on. They now know the siege was no accident. Someone had carefully planned it,
using trolls as a cover, and either bribing or blackmailing key members of the castle
guard. That is how the trolls were able to gain entry into the castle so easily in the
first place, catching the rest of the residents by surprise. And tucked away in a small
bag on the captain's belt, the party discovers the key to the basement door, and a
second flail head with more Rakshasan runes similar to those on the first one they had
found.
The party presses on, now desperately trying to find any of Nalia's family members who
were captured in the siege, if any still lived. At last they come to the final unopened
door. When they try to open it, an agitated human voice calls out from the other side,
ordering them to identify themselves. They party does so, but the voice on the other
side is not convinced. As the party tries to assure the person, Nalia suddenly walks up
and talks to the person on the other side of the door. It seems she had been secretly
following behind the party, despite instructions for her to stay outside.
The person recognizes her voice, and opens the door. Inside the room are two guards
trying to fend off a troll attempting to capture Nalia's aunt. The party
instantly jumps into the fray, laying waste to the troll and tending to the injured
guards. When things settle down a bit, Nalia's aunt informs her that when the trolls
invaded the castle, her father was taken captive by the trolls and dragged off. What
they wanted from him, she did not know, but the largest of them mentioned something
about a secret the father was supposed to show them down in the old dungeon, sealed off
years ago by Nalia's father. She did not even know where the entrance to the old
dungeon was, until just a few minutes ago when the troll entered the room from a secret
panel in the wall.
Nalia and her aunt are escorted out of the room (and out of the castle) by her two
bodyguards, now that the main floors of the castle had been cleared of danger. The
party, meanwhile, investigates the secret passage. They find a door at the end of the
short hall, with an open archway leading to a marbled room to their left. At the far
end of the room are three alcoves with statues, each one holding a different item - a
glowing flail head, a battle axe, and an elven bow.
Along the adjacent wall are five larger statues, two made of fired clay, two of polished
granite, and one of iron. Theranion guesses those larger statues may actually be golems,
meant to guard the treasure pieces on display in the room. Despite the danger,
Ironhorse eyes the treasures, and begins examining how to "retrieve" them without
waking the golems. However, taking the treasures would not look good to the family the
party is supposed to be helping, so Ironhorse decides he may negotiate for one of the
items in place of his share of the reward.
The party next unlocks the door using the key they retrieved from the captain, and
proceed down the winding staircase to the old dungeon area under the castle. They are
greeted at the bottom by more trolls guarding the stairs, which prove to be larger and
tougher than those encountered on the floors above. The party must fight their way
through each room, barricading the doors against possible intrusion from the other
rooms until they have a chance to rest after each battle.
The next several areas contain old prison cells, and the whole area is overrun with
several Umber Hulks that have been set loose by the trolls to deal with the party. The
onslaught is a bit too much for the party to handle, and they are forced to retreat
back to one of the secured rooms to regroup.
With the help of their stash of potions, the party heals up its wounds and enhances
their abilities to help them overcome the tougher foes currently trying to break down
the barricaded door. The door finally give way, and the trolls and umber hulks begin
pushing their way in. The doorway serves as a useful bottleneck, and the party is able
to hold the enemies in the door until they can dispatch them one by one. Once the last
enemy falls, the party has just one last door left to open, and prepares for whatever
may be lying in wait for them behind it...
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