Secrets of the Keep

In the morning, Vesh-kel gives the party their first assignment as agents of the empire: they are to infiltrate one of the shogun's most secure fortresses, called Sunbreaker Keep, and discover the military secrets that it holds. Although not necessary for success, Vesh-kel promises to shower the party in riches if they somehow manage to capture the fortress.

Given enough horses and provisions for the trip, the party is sent southward toward Sunbreaker Keep. While making camp one night, they encounter a disheveled Falconmyr, who had been surviving on his own and successfully evading enemies for the last six days. He apologies for abandoning Tingle and Taigus earlier and insists that he's not a coward. Taking pity on him, the party allows the colorful ship's captain to travel with them.

Upon reaching the keep, the party disguises themselves as locals and infiltrates it. They confront the keep's ruler, Lord Hinoga, seeking to sway him to their cause, but this only pushes him to reaffirm his loyalty to the shogun. Hachiman learns from him that he brought about his own exile, after losing to a duel against his uncle. As a gesture of respect, Hinoga challenges Hachiman to another duel: if he can best the older samurai, then he will be sent to speak with his uncle and the shogun personally. If he cannot, then he and his friends will be used as test subjects for Doctor Luthana, the mad wizard who originally experimented on Hachiman and who is currently using the keep's catacombs as one of his laboratories. Hachiman accepts the challenge and is given time to prepare. Falconmyr chooses to stay at the keep.

An hour later, Hachiman and Hinoga face off, but Hachiman is soundly defeated. The party is then taken to Luthana's underground laboratory, where they see that the scientist is collaborating with two of his clones. Unwilling to submit themselves to the trio's grotesque experiments, the party attacks the Luthanas. They are easily dealt with, but before dying, the last remaining one releases an enormous ooze monster from a containment vat in the floor. The creature slams its assailants with slimy appendages and attempts to "eat" their memories, but is no match for the party.

Once heavily wounded, it creates an ooze-version of Luthana; bearing the scientist's personality and all of its memories, the ooze monster bargains with the party, promising to make Hachiman normal again if its life is spared. After some consideration, Hachiman refuses to become normal and requests to be made stronger. The ooze obliges, but warns him that the process is dangerous, having a 20% chance to kill him outright. Not one to back down, Hachiman acknowledges the risk and steps into one of the laboratory's transmutation chambers. He safely emerges with new enchancements. With not much time to spare, the ooze allows the party to escape the keep through a secret tunnel.