"For the record, I think you would have made a great king."
- Kierra Starr to Ara Nailo during the initial moments of the prison break.
The team gets comfortable with their situation in Falkenwrath Keep! There, they have to pick and choose their allies carefully...
Henk Bloodrune meets some Orcs from Iritai.
Zurik Norixius gains the respect of the other Dragonborn inmates.
Red Birel is starting to really miss the Bow of Alberus right about now...
Peregrine Softstride gets choked out by a witch doctor
Ara Nailo would make a great king.
"For the record, I think you would have made a great king."
- Kierra Starr to Ara Nailo during the initial moments of the prison break.
In the week since their incarceration, the party feverishly brainstormed strategies while confined within Falkenrath Keep's oppressive walls. The keep, an imposing structure that had risen to prominence following the disappearance of Avacyn, housed a sinister history that whispered through the corridors. Once a sponsored prison under the auspices of the Righteous Synagogue, devoted followers of the Archangel Theriel, it had transformed into a stronghold under the watchful eye of the enigmatic Falkenrath.
Within the confines of their captivity, secrets began to reveal themselves. Henk, engaging in a clandestine conversation with Tog, received a cryptic warning about a certain individual named Grum, referred to as a sandstrider. Tog, having suffered a loss in a previous altercation with Grum, sought Henk's aid in retrieving the pelt of a creature named Fluffy, in exchange for his assistance in facilitating Henk's escape.
Elsewhere, Red and Peregrin approached Tucklin, the crazed old dwarf from Presh, only to witness Red succumbing to an inexplicable compulsion to dig into the earth. Ara, on the other hand, sought to unravel the intricate web of cliques that dominated the keep's different levels. In a meeting with Turok, Ara agreed to help impress the formidable Zurik, in exchange for information on the dangers that lay beneath the surface.
Turok revealed fragments of knowledge, speaking of the prison's stratified levels—Level 1, Basement 1 (B1), Basement 2 (B2), and the treacherous depths of Basement 3 (B3). The dragonborn Zurik, burdened with warnings of the Ashscale, a now-extinct and violent tribe of black dragonborns, sensed a foreboding presence in the figure of Modrath Ashscale. The notorious Dragonborn leader of B2, Modrath's arrival in the courtyard commanded fear and respect, his intentions veiled in darkness. The party soon discovered that the anti-magic cuffs, designed to neutralize magical abilities, held limited power over dragonborns.
In their journey through the prison's hierarchy, they encountered a motley crew of inmates. Tog Fang, a solitary figure in B1, possessed formidable strength and often clashed with individuals in B2. Grum, an orc known for instigating fights, found his match in Modrath's piercing gaze. Tucklin, underestimated due to his role as a janitor, held crucial access to B2 and whispered rumors of the keep's insidious plans to delve deeper into the mountains.
Among the denizens of B2, Frederick, donning an eerie crow's mask, swiftly arrived to administer aid when fights erupted. Nazimbo, plagued by an uncontrollable tremor and surrounded by whispers of voodoo, mourned the loss of his face. Zegra, shrouded in mystery beneath an eyepatch that occasionally emitted an ethereal glow, seemed to exist on the precipice of madness. And in the perilous depths of B3, where life teetered on the edge of extinction, a darkness awaited those who dared venture there.
Meanwhile, Peregrin sought a conversation with the Tucklin, hoping to forge a connection where suspicion had taken root. Tucklin, harboring a deep dislike for the party, met Peregrin's words with a clenched fist striking the bard's nose. However, a moment of reconciliation emerged as Peregrin acknowledged Tucklin's role in eradicating the blue death from the slums, expressing gratitude for the sacrifice made. Tucklin, cautiously listened to Peregrin's proposition, realizing that together they could usurp Calsitro's control and lead the way forward.
Red, her hands bloodied and nails damaged from her relentless digging, caught the attention of Ara. A conversation ensued, unraveling the truth behind Red's peculiar behavior. It became apparent that Red had been concealing her actions, feigning the need to dig a hole to hide her belongings. Curiosity led Ara to inquire about Red's encounter with Alberus, the mysterious figure who seemed to guide her in battle. Shadows that emanated from Red during fights piqued Ara's interest, their presence at odds with the nature of wood elves. Red, placing her trust in Alberus, explained that he was a benevolent force, protecting her from the encroaching darkness and granting her newfound fighting prowess.
As the conversation continued, the mention of a crystal, seemingly artificially grown, ignited Peregrin's curiosity. The possibility of the crystal possessing magical properties beyond the natural world intrigued him. In a daring move, Henk seized an opportunity, swallowing a colossal chunk of the crystal, hoping to unlock hidden abilities or insights. It was then that Henk revealed a secret of his Bloodrune Tribe—a connection to spiritual weapons that granted wielders the ability to sense their direction.
Inspired by Henk's revelation, Red attempted to tap into her connection to Alberus. Shadowy wisps appeared in her vision, leading her towards the canteen and downstairs. Determined to follow their ethereal guidance, Red tried to stealthily maneuver around the guards, though not without suffering a brutal assault. Henk, caught up in the exploration of his own spiritual connection, inadvertently ventured into memories of his mother. But a commanding, shadowy entity abruptly halted his journey, forcefully casting him out.
Peregrin, our audacious hero, finds himself in a most peculiar situation. Accosting one of Tucklin's lackeys, Gruflan, in the most undignified of moments, Peregrin's boldness knows no bounds. As the unfortunate lackey tries to compose himself, Peregrin cunningly extracts information. Gruflan, burdened with knowledge, reveals Tucklin's clandestine plan for escape.
Guided by this newfound knowledge, Peregrin embarks on a perilous journey through the labyrinthine prison. The path from B1 to B2 lies concealed within the treacherous stairs, guarded relentlessly by watchful sentinels. B2, a realm shrouded in fear and restraint, grants little freedom to its inhabitants. Confiscated equipment, coveted by Tucklin alone, remains a tantalizing mystery.
Whispers echo through the cold, damp corridors, recounting the ill-fated tales of those who dared to flee. B3, the dreadful abyss where desperate souls met their untimely demise. Yet, the secret tunnel being carved deep into the heart of B2 holds a tantalizing enigma. Reluctantly, Gruflan veils its true purpose, hinting at an underlying motive unknown to all.
In this desperate quest for freedom, Ara, a valiant companion, approaches Tucklin once more, offering their aid. However, the enigmatic Tucklin demands unwavering loyalty without divulging the specifics of their audacious plan. A stroke of fortune favors Ara's razor sharp instincts kick in, revealing Tucklin's true intentions—to set them up as mere pawns in a twisted game. But Tucklin knows, that Ara knows, and the two set up an uneasy alliance.
Amidst the shadows, alliances form and crumble, each party aware of the transitory nature of their partnership. Red, driven by curiosity, engages Tucklin in a conversation about the enigmatic Xanaphia Birel. A name that stirs Tucklin's ire and fuels his disdain. Yet, begrudgingly, he admits to her power and acknowledges the inquisition about betrayal.
Red, thirsting for answers, delves into the intricate web of Xanaphia's actions. In the days leading up to the rebellion, she seemed no different from any other, until a crucial moment when she vanished without a trace. Grandmother Birel, her aged guardian, claimed that urgent matters consumed her attention. Tucklin, shrewd as ever, discerns Red's significance, for the urgency lies not in the rebellion, but in the person standing before him.
In the depths of B1, Ara mustered his stealth and cunning to slip out of his cell using the key secretly provided by Starr. With a watchful eye, he spotted Starr and swiftly incapacitated a nearby guard. The duo seized the keys, unlocking the cells of Henk and Zurik, granting them their long-awaited freedom.
As the next round of patrols commenced, Ara and Henk took advantage of the guards' vulnerable moment, launching a surprise attack. Starr attempted to cast a silence spell to stifle any potential alarm, but unfortunately, it fell short of completely muffling the noise. One of the guard mages managed to send out a message, alerting their comrades to the disturbance.
However, at that moment, Kalash and Turok, who had managed to escape their own cells by melting the bars with their fiery breath, emerged from the shadows. Their swift and powerful attacks swiftly dispatched the patrol, thwarting their attempt to raise the alarm.
In a stroke of quick thinking, Ara and Starr concocted a convincing lie, fooling the remaining guards into believing it was a false alarm. The situation temporarily diffused, allowing them to proceed with their escape.
As the group made their way down to B2, Starr took it upon herself to divert attention above ground, creating further chaos and distractions. Before parting ways, Starr offered a sincere apology to Ara, expressing regret for stealing his ring and setting off the chain of events. She acknowledged Ara's innate qualities and believed he would have made a great king.
With their paths diverging, Ara and the other escapees ventured deeper into the depths of their confinement, while Starr took on the role of a diversionary force, ensuring their escape would not be easily traced.