Realising the tactical situation, you quickly barricade the main door and the side door that leads to the ramparts. Both have sturdy wooden doors and thick bars that could hold off a determined attack for hours if not days. The keep has arrow slits that offer a good view all around.
Looking into the bailey there are a half dozen or more reavers, bandits and other ne'er do wells quickly getting up from lazing around in the afternoon, reacting to the call to arms of the escaped reaver.
Checking the roof a single sentry, peering over the crenelations into the bailey, is quickly dispatched. The roof offers further vantage points to attack the bailey and outside the castle. A grizzly warning is tied to a post looking out over the land approach to Riverguard. A raven pecked corpse of a human who wronged the cult in some way, standing grim sentry.
The south room (Room B) is a squalid room that proves to be a servants quarters. Three woman cower behind the furniture, fearing the combat outside. After some coaxing, they tell how they have been pressed into service, after being kidnapped from Womford, as washerwomen, servants and worse things.
The smell of roasting meat gives away the function of the north room (Room A) before you even open the door. Inside are five cooks, three cower behind the furniture while two seem seem ready to fight, brandishing pokers and skewers. They too tell a story of kidnap and pressed service. A meal fit to feed a score of fighters is almost complete and there are stores here that could last you and the prisoners months.
Can I get an insight check.