OOC:
The party can consider the ride back to town as a short rest, so feel free to roll hit dice to recover HP and also recover whatever abilities recharge on a short rest. Pageflap can consider it plenty of time to finish his writing tasks, and everyone can declare actions / spells etc that they conduct in this time. I'm going to assume Ryvid and Kit will join the party for the ride back and split ways when you are close to town. I'll move the story forward now, but if you want to still do something before you left the Lonely Tower, we can still retcon it.
The party heads back to Whitesparrow on the wagon, cargo still in tow. The gargoyle sighs a heavy sigh and resumes its lonely watch over the valley.
After nearly four hours, you find yourself cresting a hill just outside of town. The path you are on slopes down the hill and fords a small river, and then leads to the center of town. You can see many of the buildings are burned; still standing is the Summerspring Inn, the Evershady Tavern, and the Raishe's temple. From within the Summerspring Inn, the sounds of revelry and debauchery flow. Three Night Blades can be seen at the entrance. In the distance, the massive cyclopean ebony hand reaches from beneath the bowels of the earth, reflecting starlight in the dark.
In the center of town is a ring of heads on spears, belonging to the fallen Heroes of Whitesparrow: Aegar, Barendd, Iman, and Raishe.
The Keep is further north and isolated from the town upon a steep hill. You can see torches lit on the battlements and shapes moving along them. There are five cages suspended from the battlements, but it is impossible to make out who is in them from this distance. Most the rest of the details are obscured in darkness or behind the surrounding fence and foliage of Keep's garden. A path runs up the south face of the hill into the Keep's dark garden, through a gate which is swinging in the wind.