The Raven's Kiss

Battle of the Keep

The adventurers, knowing the the bulk of the bandits will be returning soon, formulate a stratagem. They decide to hide in the cells and ambush the returning men. So they wait. When the bandits return, several of them bring up a few new prisoners. As they move to put the prisoners, who turn out to be several young women, into the cells, they are indeed surprised as the adventurers rush out and defeat them. They ask the women and clergymen to await their return, and move to the lower floors to defeat the rest of the returning bandits. The ensuing battle is bloody, the adventurers on the edge of defeat several times, but the bandits are taking heavy losses.

The group sticks to the second floor, using the hallways to try and take away the bandits’ advantage of numbers. Cruentus takes heavy wounds as he is charged by a fierce bandit with a greataxe. Continuing to use their environment to disrupt the tactics of the bandits, the adventurers eventually fell their enemies. In the aftermath they count only eleven bodies, as opposed to the fifteen they saw leave the tower originally. The adventurers rest up and prepare to check the fourth floor of the keep.

The Keep

After a short journey to the Northwest along the hills, the group catches their first glimpse of the keep. Its an old crumbling stone tower, and bandits are clearly visible at the entrance. The adventures watch quietly from the forest, waiting for the cloak of darkness to cover their attack. But as night falls, they witness a large group of the bandits leaving the keep. They stay hidden, watching as the group of maybe fifteen disappears into the night. They take this opportunity to strike, quickly subduing the two bandits left guarding the tower, and the two bandits in the stables. They check the rest of the tower for enemies, and finding no immediate threats they search the four floors of the tower more carefully.

The first floor is a common area, with tables and a fire, and two adjoining rooms, one a kitchen, and the other a large storeroom. The storeroom has a whole in the wall leading outside, and another hole leading into the earth. The second floor is made up of rooms, most containing beds. A quick search reveals one room containing a Chest of Documents, and a chest full of ancient coins. The third floor has a few cells where they find a prisoner, one of the missing clergy. The clergyman doesn’t know why he was taken, and can only tell the adventurers of two camps the bandits maintain, one to the West, in the forest, where messages are received and sent. The other camp is near the town, there to keep an eye on the comings and goings. The fourth floor of the keep appears to be blocked off by debris that will take time to remove.

Entering Eastwick

The adventurers’ first night on the road held some excitement as they were ambushed by a small party of bandits. After dispatching the thugs without much difficulty, a note was found on one of their corpses. Continuing their journey the next morning, the group enters the prosperous town of Eastwick, where, rumor has it, there is coin to be made. As per Hal’s instructions, they make their way to The Lucky Horse, a prosperous inn on the North side of Town. Here they meet Mal and collect their pay. Mal also informs them of a job opportunity. An exceptionally large group of bandit’s has become aggressive in recent months, and at the same time the clergymen of the local chapel have gone missing. Mal suspects the bandits are to blame, and knows of a nearby abandoned keep where they might be headquartered. He offers that if the party is willing to investigate the keep and look for the clergymen, he would be willing to negotiate a reward from the town. Mal also knows of a man named Jin who is has shown interest in the old keep and might be willing to join them. Dour Jin indeed agrees to join them, but his interest in the area remains unknown.

The Merchant's Offer

Each from his own path, Dorne, Nihk Bhern, and Cruentus find their ways to the hub city of Fallcrest. Unfortunatley, here in the big city gold spends quickly. Either through word of mouth, or more private dealings, the individual adventurers hear of a merchant who is paying a good deal of coin to anyone capable and willing to guard his caravan to the next town. The merchant turns out to be a successful halfling named Hal Jenkins, who needs three wagons full of merchandise delivered to his brother, Mal Jenkins, who can be located in a town to the North called Eastwick. Hal recommends the adventurers look for his brother in a tavern called The Lucky Horse. Payment will be issued by his brother upon delivery.


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