"If they have an itch to be helpful, there'll be plenty of time for that as we force march them back to their mommy," Mittens says,
"And I agree that dragging a fortress worth of prisoners all the way back to Overlook only to be executed would be a colossal waste of our valuable, people's-lives-depend-upon-it time."
"You all are too honest," the shifter says, "If I help you without being forced, the queen will find out and have my head."
"Suppose you join us and we kill all the others?" Mittens offers,
"I can't see any good reason to keep them alive when after we defeat them they refuse to repent of their evil ways."
"Repentance is what you want? I doubt you'll believe any of us if we say we've turned a new leaf. Or maybe you would? I dunno. I'm just a band of cowardly thugs without any remorse for being evil but more than willing to pretend to be if that's what'll spare our hides. Surely you'd notice if what you say is true about all the stuff you've experienced."
Mits sweatdrops. The others when wakened refuse to be helpful. Though they at least don't ask why the shifters and kobold aren't evil.
PART 2:
FORTRESS IRONFELL
Deep in the desert three days south of Dunesend,
an isolated outcropping of basalt marks the location
of the famous Karak Lode. When the members
of Clan Ironfell began their excavations here, they
constructed a defensible fortress to protect the mines
below. Within the rock of the basalt bluff, they carved
a multilevel complex whose gatehouse was the only
sign of what lay below. From this bastion, the Ironfells
controlled the desert for 50 miles in all directions.
As part of the complex’s unparalleled security,
access from the fortress to the mines was carefully
hidden. Only by using special signet rings could
the dwarves of the clan access the mines once their
secret gate was sealed. In case the fortress ever fell to
invaders, the clan created false trails leading off into
the desert, creating the appearance that the fortress
was simply a stop-over point for shipping ore back to
the supply depot.
Approaching the Fortress
The PCs reach Karak the day after the “Desert Patrol”
encounter.
Earlier that morning, the course you have been following
became a rocky track leading toward another basalt bluff
in the distance. However, as the track curves around to its
south side, you see two guard towers of hewn stone set into
the face of the bluff. Narrow gouges that might be arrow
slits flank a narrow track leading directly into the rock.
Though worn by long years of sand and wind, the towers
are clearly of dwarven construction, standing as strong as
the day they were built.
http://i136.photobucket.com/al...onfellFortress01.jpg