The two of you wake up in a dark and damp dungeon cell face-to-face with the golden-masked Night Lord, Gardren, leader of the Night Blades. You suffer through Gardren's interrogation, who removes his mask to reveal his horribly burned face. He demands answers about who sent you, convinced you were sent to take Deepfathom Well (the old Voidwater Mine outside of town) away from him. Gardren's pyschopathy and paranoia are laid bare as he rants about how he will kill anyone who gets in the way of what is rightfully his. Because he thinks you know something about Deepfathom, he keeps you alive.
After the interrogation you realize you share a cell with the man you came to stop, Ralavaz, brother of Gardren and the original Night Lord. Ralavaz - now old and broken from years of prison - tells you that when they released him, he sought out his brother to make amends and a fresh start, but he was unprepared for how much his brother had changed. Some shred of humanity prevents Gardren from killing his brother, and so he languishes in prison.
Three others share the prison with you, all human miners from Deepfathom Well - Jarlen, Winstock, and Renko. They tell you how they came to Whitesparrow seeking to reopen Deepfathom well. However, after a promising start it abruptly shut down about a month ago after the old Arkasian pumps failed without warning. Shortly after, the Night Blades arrived and took over the well and put them in prison. They inform you that Voidwater is a rare substance that negates and dispels magic.
Over the next two weeks you gradually regain your strength. Kit charms everyone, make friends with the inmates and even the guards can't help but tap their feet along with his songs and listen closely at his tales. In the coming days, Gardren visits only once more to brag that he has now conquered Whitesparrow and is taking up residence in Whitesparrow Keep.
Rumours You've Overheard
Through careful listening and Kit's charm, you overhear various rumours as two weeks unfold:
* Word has travelled fast about the success of the Night Blades, and thugs and hoodlums from around the region have come to join their ranks.
* Gardren has declared himself the lord of the town. He has ambitions to rule the entire region.
* The sheriff and other townsfolk who were responsible for burning Gardren in the past hang in gibbets hanging off the keep's walls, slowly starving to death.
* Any insubordination from the townsfolk has been is met with fire. Publicly burning people alive seems to be Gardren's favourite execution.
* The Night Blades have taken up residence in the Summerspring Inn, but are becoming increasingly creeped out by the place. At night, strange sounds can be heard coming from beneath it, and at least one bandit mysteriously died.
The Dungeon
The room is a natural cave, dug into the hillside below the Lonely Tower. On your side of the bars, black manacles on iron rings line the rough stone walls. The entire floor is covered in putrid water that drips in through the ceiling and pours out through an arm-thick drain in the floor.
On the outside, the room is illuminated by a couple of oil lamps. Guards stand or sit at a shallow patch of dry land that is at the foot of a natural tunnel that winds it way upward out of the cave and back into the Lonely Tower.
The Plan
During this time, you have not been idle. Kit convinced the guards to release the five of you from the manacles, giving you some freedom of movement behind bars. You have returned to full strength, although a little leaner from your prison diet. You have carefully organized an escape attempt and are about to pull the trigger. Ralavaz and the three miners are on board and although not warriors, they will fight for their freedom. You have chosen night time to strike as new recruits have the night shift. Two of them now stand at the mouth of the tunnel exit, half asleep. Experience tells you there will be more up above.
Answer these questions!
1. You have managed to procure or create weapons from your surroundings. What are they and how did you do it?
2. You have managed to figure a way to get passed the locked gate. Describe how.
Once those questions are in place, the prison escape can begin.