It's hard to remember at this point if the party dispatched the trapped tanarukk that evening, or if they waited until the morning after they reprepared spells. Either way, the party dispatched most of the tanaruk through the small arrow-slit-sized windows with a few scintillating spheres (an electrical version of fireball, from the SpC), and then merely had to deal with the one tanarukk adult captain who had the Troll-Blooded feat (Regen 1, fire and acid).
In the morning they left and headed back to Eyrrinberg. Along the way the Wizard cast several comprehend languages spells. With his 7 ranks in decipher script he was able to figure out what the notes (coded and written in abyssal) contained, and he translated the notations on the map. Similar info as the PC's find in Red Hand of Doom:
This group was scouting out the region for a large horde of "trolls" composed of thousands.
There are four commander "Fiendlords" as well as a High Fiendlord who is off doing something else and will join the horde later (FYI, his other business is leading a similar army on the other side of the "Baltic Sea.")
The stonehenge circles scattered around the world seem of interest to the horde, as do some caves, and a bridge between Eyrrinberg and Niðarós.
The party (incorrectly) assumes the Tanarukk army is ~1,000 individuals.
An interesting note: On the map* there are days marked on it, indicating days since the horde leaves its marshaling point. I had placed the day count for the simultaneous attacks of Eyrrinberg and Niðarós in the sea at a point halfway between them. The Druid//Sorcerer made the assumption that this was the day of the attack of Niðarós, and that the whole army was heading to Niðarós, then would cross the bridge north to Eyrrinberg. I never dissuaded him of this notion, as there was nothing in-game to tell him otherwise.
*
Given this information, while the party continued its three-and-a-half day trek back to Eyrrinberg, the Druid//Sorcerer wildshaped into an eagle, and went to scout out the army at its marshaling point. He found the location, but found it empty, scarred by the black smudges left by dozens of fires. He actually had to fly quite a ways south before he "caught up" to the army; perhaps a day and half? He caught up to them before they reached the road, and although he stayed pretty far back (about two dozen half-fiend trolls flying above the army, as well as a Nycaloth) he was able to estimate their numbers. I had him roll an intelligence check. He got something around a 12, which didn't hit the DC I had set, but was good enough he didn't doubt the number I quoted him, which is how it should be... I told him there were about 2,000 total, between tanarukk, trolls of various kinds, winter wolves, and the fliers (and assorted odds and ends). In truth, there were just shy of 3,000.
Along the way, I have the Rashemi Barbarian//Warlock start making one Will Save a day. Long ago, when the Rashemi slaves were first captured, he had been stalked by a Wendigo, which had inflicted some Wisdom damage, and made him hear voices. He assumed that this set of Will saves was the same, and persistently resisted for the entire trip back to Eyrrinberg. Just before he heads to Rapolla, he finally failed his save, and the Hathran's scry attempt was able to work, and she was able to speak to him through it. Thus, Thordinskald was able to warn the Hathran of what they had seen (and this character had the map, so the Hathran was able to see that as well.)
The PC's return to Eyrrinberg in the evening on Day 9 and relay this information to King Northri. He does not take the news well, and becomes quiet and sullen, unsure what to do. Also, the news that his son was found dead didn't help matters much. The PC's enlist the local "Angel of Death" (a venerable half-elf spirit shaman) to continue to make talismans for them (Craft Talisman feat, OA; basically potions in another form; she had made some while they were gone at the tower) while they spread out to accomplish some tasks. The Wizard player was missing, so the character spent a few days putting spells into his spell book, the Beguiler took a ship down the coast one day to Niðarós, to warn them that an army is coming, and that any half-elves will be targets, the Druid finally returns from his scout of the army, and the Barbarian//Warlock does something completely unexpected.
Thordin has the idea to go to the Fey King Briarthorn, whose forest he and the former party had travelled through while assisting Thorstien in his quest to become king. The Barb//Warlock and the NPC Druid enlist the help of the local druid, Bram, who is a Master of the Yuirwood, to use the menhir circle ~1day north of town to transport them west to the standing stones Northwest of Rapolla. There, the NPC Druid//Scout spends 24 hours "advancing" his wolf companion to a dire wolf, and the Barb//Warlock sets out to find Briarthorn. He comes across some other creatures that are subservient to Briarthorn, and they head off to tell the King about the PC's. After a total of about a day and a half, Briarthorn finds the PC, and Thordin tells Briarthorn of the troll army plot, emphasizing the danger to everyone.
When I played through Red Hand of Doom my DM added one aspect that worked very well in our game, and I was surprised to find it wasn't actually part of the adventure when I read it in preparation for this campaign. In the city of Brindol, in the cathedral of Pelor, there was a secret, extra-dimensional storage room that was accessed by turn attempts (ala the rules in Defenders of the Faith), and in that store room was an "artifact" that the church had never used, and no longer had enough priests powerful enough to activate. I forget exactly how my party-mates played into it, but our cleric probably played into opening the sealed storage space, and there was a ceremony involving two of the cathedral's priests, our cleric, and our druid. The "artifact" was a magic item of planar ally, and it called an Avoral for the purposes of defending the city. In the grand scheme of things, it was a minor boost, and didn't have a large effect on the Battle of Brindol, though it did help wear down the Red Dragon.
I had wanted to introduce a
Wild Hunter, but couldn't find a realistic and justifiable means to do so. It isn't an angel, so a divine "artifact" wouldn't really work. Well, in steps my PC, who contacts the Fey King who happens to have such a hunter in his service...
So, the PC explains the threat, and Briarthorn (a Verdant Prince) makes a deal with him: He will send his Wild Hunter as aid, but the PC must pay Briarthorn with a Hathran's mask before the winter solstice. The player was quite conflicted on this deal, as he knows he cannot speak for the Hathran, and he doesn't know how many hathran masks there are to spare. In the end, he agrees, shakes Briarthorn's hand, and feels the weigh of the agreement upon his bones (verdant princes have an ability to inflict penalties on a deal-breaker). Briarthorn will have to send word to his hunter, but will send him to the stones, so the PC had to ensure someone was there the ferry the Hunter through the menhirs.
Sometimes it just amazes me how players can inadvertently make the game a lot more fun. I had given up on the idea of using a Wild Hunter, but as soon as the PC said he was going to Briarthorn for help, everything clicked into place. I had a way to enforce a deal upon the PC's, for a long while they will feel the weight of their deal (as the Hathran do not have masks to spare, but are looking), they could get some assistance from Briarthorn, I got to introduce the creature I wanted in a realistic fashion, and unknown to the PC's even now, the means to fulfill their end of the deal will come into their hands, assuming they don't botch things (one of the BBEG's they will fight before the end actually has a Hathran mask; here's hoping they don't let him escape).
I was smiling and nearly giggling to myself at how this had worked out, and that made my PC's dread the deal that had been made even more.
The Beguiler's player was tired from a long week at work, so his role-play of trying to convince the "mayor" of Niðarós was a bit weak, but that happens to the best of us. The mayor said he would send scouts to verify what the PC told him, and would act once the information had been confirmed. The PC Druid and the Beguiler both return to Eyrrinberg the night before the Barbarian makes his deal with Briarthorn.
There was also some housekeeping of what things Asdis the Angel of Death was going to craft for the PC's, but that was it for the session. Lots of role-play and story advancement, but almost no combat.