Post by Dead Greyhawk on Jun 17, 2007 22:20:41 GMT -5
Dell and Oaklock are ebullient about their plan, initiated by Dell and refined by Oaklock. Dell and Oaklock have discussed in great detail many options that might allow Winthrop to teleport more than just him and a single person. Dell had suggested that everyone be linked close together and jump from a high height, with Winthrop casting his dweomer as he fell and Oaklock causing all those falling to float like a feather. "Feathers have low weight and Winthrop will be able to take us all in one fell swoop," declared Dell. "Plus we could slide the coins and stuff over the edge on cloaks and get all of that as well!"
Oaklock was dubious that such an attempt would succeed. He cited Pargyrite's third law that states "all that changes is the perception of the world, not the underlying matters," suggesting the abeyance of the physical law would not negate the fundaments of the material. The weight would still break the teleportation spell. Dell, hearing quotation of wizards not found in the texts he learned from, is somewhat surly in response, but quickly comes up with a second, sounder plan.
"Since weight is the factor, we can adjust that without changing the physical laws," crows Dell. "Reduction and polymorph will be our friend!" Indeed, through reduction and polymorph spells, it seems clear that the maximum number of people can be teleported. Rather than a dangerous and arduous series of teleports, the transportation of the entire Company can occur in merely two trips.
Winthrop listens carefully to Dell's plan, trying to find any obvious flaws or loopholes in it, but can not. He agrees to the attempt. He summons his magical chest, pulls out his spell books, and begins reading them again, allowing the others to refill the chest full of valuables. Dell beckons Winthrop to one side and mutters to him. "Are you summoning the chest from the ether every time you need access to your spell books?" he quietly asks. Winthrop nods. "You do realize you are opening up a portal through the ether that has significant duration?" questions Dell.
Winthrop frowns at Dell. "Of course I know that," he grumbles. "The chance of something coming through is miniscule. The ether is vast, and the hole is small. It would be equally as likely to have something come break into the chest as it would be to have it enter through the weakening of the ethereal fabric." Assured that Winthrop knows the risks he's taking, Dell leaves him be.
The Company debates who should go and who should stay behind. They argue about balance and expertise, the need to oversee the events in Longspear, and the safety of those left behind. Finally, it is agreed that Al, Otto, Diego, and the remaining prisoners will be the last to go, traveling in two days.
Olganni, who still recovers from her privation, eating almost constantly, agrees to stay with the shrinking Company until the last of them leave. She plans to travel to the Giantheim, to ask the elder titans to call a convocation and warn the others of the Banished One's rise. Deep in the mountains, the giants' road will lead the Company there, should they have need. Olganni marks it for them on their map. "Here the titans dwell, the last refuge of the great races," she booms. "Bother them not with petty squabbles, but know they will respect your efforts against the Banished One."
After packing the last of the valuables into Winthrop's chest, the Company is ready to put Dell and Oaklock's plan into action. Soon, shrunken humans and flapping songbirds surround Winthrop. "See you tomorrow," promises Winthrop to the others.
"No problem. Good luck," assures Otto. "The frost giants are barely reaching their faerie allies by now. Plenty of time." With a polysyllabic bellow, Winthrop and the others disappear. The Company sits down for a cold wait.
The time passes uneventfully, with Olganni packing a great sack full of provisions for her trip, and the others idly amusing themselves. After rest and a feeble, luke-warm meal, they impatiently await the return of their wizard. Then, a sound not unlike a gong is heard, and chips of ice rain down from the ceiling above. They fear the worst, that Winthrop has, through some vagary of magic, materialized within the glacial ice, but no partial body is visible against the green luminescence of the ice. Instead, another faint gong-like sound occurs, and more ice is dislodged. Al looks at the others, his face suddenly ashen. "Cloud demons!" he gasps.
The Company runs for the dragon's lair, where the great sinkhole provides some view of the sky. While they stare upwards full of trepidation, the sound of a gong being struck five more times resonates through the ice. Diego quickly fills Olgannni in on their fears, that the Dead God's servants have been sent to slay them all. Indeed, a faint red mist briefly flows over the top of the sinkhole, turning the fallen snow a sick, bloody rouge.
"I thank you for my rescue," begins Olganni. "You have been uncouth and barbaric, as expected from you smalluns, but neither cruel or spiteful. I will repay my debt to you here by holding these demons away from the glacier as long as I may. Perhaps your wizard will return anon. Fair thee well, smalluns!" With that, she ties her sack of food across her shoulders, hefts a quiver of spears and a broad axe, and rises up into the air, accelerating towards the sinkhole. As she flows up into the light, she give forth a great cry and thunder peals through the air.
While the storm giantess fights the cloud demons, the Company runs back to their rendezvous point. Winthrop is nowhere to be found. The sound of more gongs competes with peels of thunder as chips and chunks of the glacier calve around them. "Perhaps we should run for it in the secret tunnel?" asks Diego.
Al, the gimpy dwarf, shakes his head. "We'd be trapped on the glacier with no shelter and no heat. Remember how cold it was even with the scrub trees we burnt in the magical huts? Better to gamble on Winthrop."
Like a genie from a magic bottle, Winthrop blinks into existence at the mention of his name. As the ice ricochets off him, he looks confused again. "Cloud demons are here, and the giantess is fighting them," screams Al. "Let's go! Time to head out of here!"
Winthrop shrinks the rest of the Company, but does not begin casting his teleportation incantation. "The frost giants shall not retain this fortress! It shall fall to my power!" intones Winthrop, waving his arms about and summoning a roaring sheet of fire. "Burn! Burn, I say! Burn!" he cackles maniacally, summoning even more roaring flames.
Huge blocks of ice begin collapsing into the great hall, sheared free from the glacier by the tremendous strain. One block lands near the huddled Company, showering them with razor-sharp ice. "Have you gone completely mad?" squeaks Al angrily. "Get us out of here, you daft mage!" Perhaps realizing the enormity of the risk he's taking, or possibly deciding now is as good a time as any, Winthrop prepares to depart. Blocks and sheets of ice crash down on and around them, bouncing off of the warriors' upraised shields, battering Winthrop and disrupting his concentration. As huge cracks appear directly overhead and the ceiling begins to crumple. Focusing his mind, Winthrop expels his chain of glottal syllables. The Company disappears, leaving the two fiery walls burning behind them, and the ceiling crashing through where they once stood..
They reappear outside the Hall of the Blue Sun inside a large circle outlined in whitish rocks. The surrounding men give forth a great cheer, Frank leading the Colnet retainers in a chant. Much has happened in the day Al and the others have waited. Pfiffwin totters about, revived by Cedrus and Hugh via the dwarven rod. Naboth and Gitmo have been safely interred in the cemetery. The new arrivals are gathered in by the Colnet retainers and given hot food, warm clothing, and some peace and quiet. Winthrop and Otto join Frank, who leads them over to where Raven and Dell sit in deep conversation with Lieutenant Rupert.
Raven and Dell have probed for more information on the events outside of Longspear, Raven interested in the martial aspects while Dell wondering how the city could have fallen with the Silent One present. Frank and the Lieutenant have counted upwards of a hundred hill giants and several thousand orcs outside the city. At least thirty orc clan banners are present. The giants come and go, so getting a good count on them is hard, and they are supported by ogres and the occasional troll and other things. The combined horde is spread out over several square miles, with pickets and riders. They appear to be well led, in Frank's estimation, though no priests or mages have yet appeared.
The Silent One, though, is in ill repute; Frank cursing his name. When the boulders came down, the people of Longspear expected the Silent One would come out to destroy the horde of giants. Instead, his animated servants ejected all those nearby, striking down and killing those that resisted, and his gateway sealed with a visible glowing rune. The area inside the walls, before the strange-shaped house, filled with obscuring smoke and strange sounds echoed from within. Since then, the Silent One has not been seen, and all attempts at entry have failed.
Already Raven has made the next set of plans for the Company. No rest for them! Instead, the Company will ride for Longspear, their horses having successfully been sent on to the Hall from Jotenspur long ago. Dell has pointed out how the Company may enter the city: ford the Javan by magic and then reenter the city via the docks. While not feasible for many men, the Company, with three mages, can easily move themselves and a few others into the city. Frank and Lieutenant Rupert are overjoyed to regain information and access to the city and beg to accompany the Company. Raven agrees, if only to cement the debt of gratitude owed to them.
Frank seems to be actively swaying the support of the Colnet retainers to Raven, talking about Raven's great leadership and martial prowess. Several times the men spontaneously break into cheers when Raven wanders by to check on the horses or confer with others. Dell gives Frank a dark look, causing him to blanch and exhort his men with even greater fervor.
The Company rests overnight, long enough to finish storing their valuables and shake off the chill of the glacier. In the morning, cleaned and somewhat refreshed, they ride southeast in the Company of Frank and Rupert's men. Skirting Longspear, they head for the Javan, planning to cross the river downstream of the city. Signs of trouble and turmoil mar the land. Many a croft is burnt or deserted; the fields lie unattended. "I hope Gran is alright," mutters Al with concern.
The might of the Company and their attendants seems great enough to dissuade those forces besieging Longspear from challenging the Company. Small bands afoot are seen from afar, but they fly no standards and could be either the besiegers or refugees from the besieged. The Javan is equally as devoid of commerce as the fields. No boats or fishermen ply the banks. "This should be easy enough," mutters Raven, nodding to the mages.
Indeed the crossing is. The combined might of the three casters provides flight to the Company and their advisors. Frank and Rupert's men collect the Company's horses and reverse their ride to return to the Hall while the Company turns northward towards Longspear. The countryside up through Keoland is less marred but equally bleak as they cover the distance, and it is only a short time before a patrol of the Keoish Army rides down on them.
With great consternation and gnashing of teeth, the flying men of the Company are met by a flying squad of horsemen, but affairs are soon set straight. On the word of Lieutenant Rupert, the Company is escorted up towards Longspear. Across from the city, a significant logistics operation is in place, ferrying men, materiel, and supplies into the city. Frank's connections with the Colnets and the Company's with the Temples of Pelor and Trithereon gain them space on a barge, but it is limited. Rather than be separated and wait for more space on different barges, the Company makes their own path.
The enchantment of flight is renewed on the Company and added to that is an obscuring dweomer. The Company flies over the Javan, sight unseen, leaving no mark of their passage. The port of Longspear is closed, with a great chain protecting the docks and many guards on the walls surrounding it. The fear of additional invasion through the river is clearly high. As the Company passes between the towers terminating the ends of the city wall, an unearthly howl begins.
Soldiers rush to the docks, drawn up with bow and other armament, as great braziers are uncovered and barrels of oil lit aflame. Rather than set off any unpleasantry, the Company lands and addresses the city guard. As Raven shouts to the soldiery that they have nothing to fear, that the Company is here to help, Dell realizes that Oaklock is not with them. Raven and Otto try to talk the soldiers out of any rash actions, but it is only after Lieutenant Rupert and Frank arrive, by boat, that the fears of the soldiers are assuaged. Finally, the Company is permitted into Longspear, allowed to join the besieged.
Oaklock suddenly pops into view, flanking the soldiers. He haughtily strides over to the Company and joins them in entering the city. "They should not talk to their betters like that," he exclaims to Dell. "I do not know that I could restrain myself if they continued making such pathetic mewlings." It seems clear that Oaklock was ready to enter the city, permission or not.
As was reported to them, the situation in the city is grim, A vast horde of thousands of orcs and other humanoids are arrayed around the city, in what was once farmland and orchards. The Temple District is a no-man's land of guerrilla warfare, the city walls having fallen to a concentrated bombardment by boulders. Once the barge reaches the pier, Frank leads the Company to the Wheatfield Inn, where they are well-known and certain to gain secure lodging. Lieutenant Rupert thanks them for their aid and heads further into the city to report to his superiors.
Commerce within the city is limited, as most of the able-bodied men and women have been impressed into guard service. Even those with little or no aptitude for weaponry have been placed in the militia, the need for defenders is so great. Winthrop and Dell make plans to see the Silent One, while Raven, who carries all of the potions from beneath the glacier, expects to go visit Indom Falmuth. Their plans are interrupted though by the arrival of Eskan Colnet, their former employer and business partner.
Apparently little goes on in the city without word of it reaching back to the Colnets. Frank joins Eskan, having gone into the basement of the Wheatfield and donned a different set of chainmail. Dell's eyes narrow as he takes in Frank's chainmail-clad form. Frank sidles over toward Raven and Winthrop, all while fingering the hilt of his bastard sword. A moment of tautness fills the room. "Ah, Eskan!" exclaims Dell, chuckling a chuckle with ice-cold eyes. "It's good to see you and to be in a place full of friends, eh?"
Eskan bears much news that no others have, a privilege of his family's wealth and power. The story of the Silent One is true. He has not been seen for months, not even on his day of business, and the courtyard surrounding his home remains full of occluding mist and frightening sounds. Recently though, strange black deformities, like buboes, have jutted in weird shapes from the octahedral tower, barely visible up over the walls of the courtyard. Eskan confides that Sir Highrider, the Lord Governor, narrowly avoided being trapped in a mysterious black orb that appeared in his bed chamber. "Thank Zilchus he's a philanderer!" exclaims Eskan.
"He collects franks?" asks Al.
"Shhh," says Frank.
"No, that's philatelic," says Dell.
"I will never understand this human language," mutters Al into his beard.
Dell relates what he heard and saw in Istvin, confirming the rumors reaching Eskan's ears. Unlike the orb in Istvin, the one in Sir Highrider's room has remained small, possibly even shrinking somewhat, as if it knows it missed its target.
Eskan also tells the Company what he knows about the temples. While both Maximilian and High Priest Abernathy Warnack were injured in the battle for the Temple District, both have recovered from their wounds and have established a shrine to Pelor in Sir Highrider's stronghold. Arthurus, the high priest of Trithereon, fared less well. He was found among the wounded paupers, being treated by chirurgeons for the many sword wounds he suffered. The loss of the Temple and his flock has struck him down, both physically and in spirit, and he has not yet recovered. The few remaining worshippers of Trithereon, and those that have joined the city since it became besieged, wonder if Trithereon has abandoned him, since he does not burn with righteous vengeance.
In response to Al's concerns, he relates that the Keepers of the Peace, while still intact, suffered heavily as well. The Keoish Army, under the command of Richard Coldheart, a knight of the King, has taken to patrolling the streets, allowing the dwarves to retreat to their quarter of town. Eskan knows nothing of the state of the dwarven priesthood or temples. Al looks somewhat disturbed.
Having nothing more to say to the Company, Eskan receives a detailed report from Frank regarding the status of the Colnets outside of the city, thanks the Company for their support of his men, and then turns to go. Raven and Dell pipe up, asking if Eskan can arrange for a meeting between the Company and Sir Highrider. The Company has much information for Sir Highrider, but no easy access to him. Eskan promises to see what can be done.
Somewhat depressed by an almost constant set of bad news, the Company returns to their duties. Dell and Winthrop confirm that the Silent One's domicile is indeed guarded and warded, though they can not see the strange buboes that Eskan reported. Raven arranges with Indom Falmuth for the testing and identification of the potions brought back from the glacier. Otto has discovered that some of them are poisonous, but Raven hopes that Indom can restore their potency. Indom is dubious, but offers to try. Al also takes time to head down to the dwarven quarter, to renew his contacts there and see what information he can gather regarding Garvin. He returns frustrated, having learned nothing concrete besides that Garvin is not within the city.
Oaklock was dubious that such an attempt would succeed. He cited Pargyrite's third law that states "all that changes is the perception of the world, not the underlying matters," suggesting the abeyance of the physical law would not negate the fundaments of the material. The weight would still break the teleportation spell. Dell, hearing quotation of wizards not found in the texts he learned from, is somewhat surly in response, but quickly comes up with a second, sounder plan.
"Since weight is the factor, we can adjust that without changing the physical laws," crows Dell. "Reduction and polymorph will be our friend!" Indeed, through reduction and polymorph spells, it seems clear that the maximum number of people can be teleported. Rather than a dangerous and arduous series of teleports, the transportation of the entire Company can occur in merely two trips.
Winthrop listens carefully to Dell's plan, trying to find any obvious flaws or loopholes in it, but can not. He agrees to the attempt. He summons his magical chest, pulls out his spell books, and begins reading them again, allowing the others to refill the chest full of valuables. Dell beckons Winthrop to one side and mutters to him. "Are you summoning the chest from the ether every time you need access to your spell books?" he quietly asks. Winthrop nods. "You do realize you are opening up a portal through the ether that has significant duration?" questions Dell.
Winthrop frowns at Dell. "Of course I know that," he grumbles. "The chance of something coming through is miniscule. The ether is vast, and the hole is small. It would be equally as likely to have something come break into the chest as it would be to have it enter through the weakening of the ethereal fabric." Assured that Winthrop knows the risks he's taking, Dell leaves him be.
The Company debates who should go and who should stay behind. They argue about balance and expertise, the need to oversee the events in Longspear, and the safety of those left behind. Finally, it is agreed that Al, Otto, Diego, and the remaining prisoners will be the last to go, traveling in two days.
Olganni, who still recovers from her privation, eating almost constantly, agrees to stay with the shrinking Company until the last of them leave. She plans to travel to the Giantheim, to ask the elder titans to call a convocation and warn the others of the Banished One's rise. Deep in the mountains, the giants' road will lead the Company there, should they have need. Olganni marks it for them on their map. "Here the titans dwell, the last refuge of the great races," she booms. "Bother them not with petty squabbles, but know they will respect your efforts against the Banished One."
After packing the last of the valuables into Winthrop's chest, the Company is ready to put Dell and Oaklock's plan into action. Soon, shrunken humans and flapping songbirds surround Winthrop. "See you tomorrow," promises Winthrop to the others.
"No problem. Good luck," assures Otto. "The frost giants are barely reaching their faerie allies by now. Plenty of time." With a polysyllabic bellow, Winthrop and the others disappear. The Company sits down for a cold wait.
The time passes uneventfully, with Olganni packing a great sack full of provisions for her trip, and the others idly amusing themselves. After rest and a feeble, luke-warm meal, they impatiently await the return of their wizard. Then, a sound not unlike a gong is heard, and chips of ice rain down from the ceiling above. They fear the worst, that Winthrop has, through some vagary of magic, materialized within the glacial ice, but no partial body is visible against the green luminescence of the ice. Instead, another faint gong-like sound occurs, and more ice is dislodged. Al looks at the others, his face suddenly ashen. "Cloud demons!" he gasps.
The Company runs for the dragon's lair, where the great sinkhole provides some view of the sky. While they stare upwards full of trepidation, the sound of a gong being struck five more times resonates through the ice. Diego quickly fills Olgannni in on their fears, that the Dead God's servants have been sent to slay them all. Indeed, a faint red mist briefly flows over the top of the sinkhole, turning the fallen snow a sick, bloody rouge.
"I thank you for my rescue," begins Olganni. "You have been uncouth and barbaric, as expected from you smalluns, but neither cruel or spiteful. I will repay my debt to you here by holding these demons away from the glacier as long as I may. Perhaps your wizard will return anon. Fair thee well, smalluns!" With that, she ties her sack of food across her shoulders, hefts a quiver of spears and a broad axe, and rises up into the air, accelerating towards the sinkhole. As she flows up into the light, she give forth a great cry and thunder peals through the air.
While the storm giantess fights the cloud demons, the Company runs back to their rendezvous point. Winthrop is nowhere to be found. The sound of more gongs competes with peels of thunder as chips and chunks of the glacier calve around them. "Perhaps we should run for it in the secret tunnel?" asks Diego.
Al, the gimpy dwarf, shakes his head. "We'd be trapped on the glacier with no shelter and no heat. Remember how cold it was even with the scrub trees we burnt in the magical huts? Better to gamble on Winthrop."
Like a genie from a magic bottle, Winthrop blinks into existence at the mention of his name. As the ice ricochets off him, he looks confused again. "Cloud demons are here, and the giantess is fighting them," screams Al. "Let's go! Time to head out of here!"
Winthrop shrinks the rest of the Company, but does not begin casting his teleportation incantation. "The frost giants shall not retain this fortress! It shall fall to my power!" intones Winthrop, waving his arms about and summoning a roaring sheet of fire. "Burn! Burn, I say! Burn!" he cackles maniacally, summoning even more roaring flames.
Huge blocks of ice begin collapsing into the great hall, sheared free from the glacier by the tremendous strain. One block lands near the huddled Company, showering them with razor-sharp ice. "Have you gone completely mad?" squeaks Al angrily. "Get us out of here, you daft mage!" Perhaps realizing the enormity of the risk he's taking, or possibly deciding now is as good a time as any, Winthrop prepares to depart. Blocks and sheets of ice crash down on and around them, bouncing off of the warriors' upraised shields, battering Winthrop and disrupting his concentration. As huge cracks appear directly overhead and the ceiling begins to crumple. Focusing his mind, Winthrop expels his chain of glottal syllables. The Company disappears, leaving the two fiery walls burning behind them, and the ceiling crashing through where they once stood..
They reappear outside the Hall of the Blue Sun inside a large circle outlined in whitish rocks. The surrounding men give forth a great cheer, Frank leading the Colnet retainers in a chant. Much has happened in the day Al and the others have waited. Pfiffwin totters about, revived by Cedrus and Hugh via the dwarven rod. Naboth and Gitmo have been safely interred in the cemetery. The new arrivals are gathered in by the Colnet retainers and given hot food, warm clothing, and some peace and quiet. Winthrop and Otto join Frank, who leads them over to where Raven and Dell sit in deep conversation with Lieutenant Rupert.
Raven and Dell have probed for more information on the events outside of Longspear, Raven interested in the martial aspects while Dell wondering how the city could have fallen with the Silent One present. Frank and the Lieutenant have counted upwards of a hundred hill giants and several thousand orcs outside the city. At least thirty orc clan banners are present. The giants come and go, so getting a good count on them is hard, and they are supported by ogres and the occasional troll and other things. The combined horde is spread out over several square miles, with pickets and riders. They appear to be well led, in Frank's estimation, though no priests or mages have yet appeared.
The Silent One, though, is in ill repute; Frank cursing his name. When the boulders came down, the people of Longspear expected the Silent One would come out to destroy the horde of giants. Instead, his animated servants ejected all those nearby, striking down and killing those that resisted, and his gateway sealed with a visible glowing rune. The area inside the walls, before the strange-shaped house, filled with obscuring smoke and strange sounds echoed from within. Since then, the Silent One has not been seen, and all attempts at entry have failed.
Already Raven has made the next set of plans for the Company. No rest for them! Instead, the Company will ride for Longspear, their horses having successfully been sent on to the Hall from Jotenspur long ago. Dell has pointed out how the Company may enter the city: ford the Javan by magic and then reenter the city via the docks. While not feasible for many men, the Company, with three mages, can easily move themselves and a few others into the city. Frank and Lieutenant Rupert are overjoyed to regain information and access to the city and beg to accompany the Company. Raven agrees, if only to cement the debt of gratitude owed to them.
Frank seems to be actively swaying the support of the Colnet retainers to Raven, talking about Raven's great leadership and martial prowess. Several times the men spontaneously break into cheers when Raven wanders by to check on the horses or confer with others. Dell gives Frank a dark look, causing him to blanch and exhort his men with even greater fervor.
The Company rests overnight, long enough to finish storing their valuables and shake off the chill of the glacier. In the morning, cleaned and somewhat refreshed, they ride southeast in the Company of Frank and Rupert's men. Skirting Longspear, they head for the Javan, planning to cross the river downstream of the city. Signs of trouble and turmoil mar the land. Many a croft is burnt or deserted; the fields lie unattended. "I hope Gran is alright," mutters Al with concern.
The might of the Company and their attendants seems great enough to dissuade those forces besieging Longspear from challenging the Company. Small bands afoot are seen from afar, but they fly no standards and could be either the besiegers or refugees from the besieged. The Javan is equally as devoid of commerce as the fields. No boats or fishermen ply the banks. "This should be easy enough," mutters Raven, nodding to the mages.
Indeed the crossing is. The combined might of the three casters provides flight to the Company and their advisors. Frank and Rupert's men collect the Company's horses and reverse their ride to return to the Hall while the Company turns northward towards Longspear. The countryside up through Keoland is less marred but equally bleak as they cover the distance, and it is only a short time before a patrol of the Keoish Army rides down on them.
With great consternation and gnashing of teeth, the flying men of the Company are met by a flying squad of horsemen, but affairs are soon set straight. On the word of Lieutenant Rupert, the Company is escorted up towards Longspear. Across from the city, a significant logistics operation is in place, ferrying men, materiel, and supplies into the city. Frank's connections with the Colnets and the Company's with the Temples of Pelor and Trithereon gain them space on a barge, but it is limited. Rather than be separated and wait for more space on different barges, the Company makes their own path.
The enchantment of flight is renewed on the Company and added to that is an obscuring dweomer. The Company flies over the Javan, sight unseen, leaving no mark of their passage. The port of Longspear is closed, with a great chain protecting the docks and many guards on the walls surrounding it. The fear of additional invasion through the river is clearly high. As the Company passes between the towers terminating the ends of the city wall, an unearthly howl begins.
Soldiers rush to the docks, drawn up with bow and other armament, as great braziers are uncovered and barrels of oil lit aflame. Rather than set off any unpleasantry, the Company lands and addresses the city guard. As Raven shouts to the soldiery that they have nothing to fear, that the Company is here to help, Dell realizes that Oaklock is not with them. Raven and Otto try to talk the soldiers out of any rash actions, but it is only after Lieutenant Rupert and Frank arrive, by boat, that the fears of the soldiers are assuaged. Finally, the Company is permitted into Longspear, allowed to join the besieged.
Oaklock suddenly pops into view, flanking the soldiers. He haughtily strides over to the Company and joins them in entering the city. "They should not talk to their betters like that," he exclaims to Dell. "I do not know that I could restrain myself if they continued making such pathetic mewlings." It seems clear that Oaklock was ready to enter the city, permission or not.
As was reported to them, the situation in the city is grim, A vast horde of thousands of orcs and other humanoids are arrayed around the city, in what was once farmland and orchards. The Temple District is a no-man's land of guerrilla warfare, the city walls having fallen to a concentrated bombardment by boulders. Once the barge reaches the pier, Frank leads the Company to the Wheatfield Inn, where they are well-known and certain to gain secure lodging. Lieutenant Rupert thanks them for their aid and heads further into the city to report to his superiors.
Commerce within the city is limited, as most of the able-bodied men and women have been impressed into guard service. Even those with little or no aptitude for weaponry have been placed in the militia, the need for defenders is so great. Winthrop and Dell make plans to see the Silent One, while Raven, who carries all of the potions from beneath the glacier, expects to go visit Indom Falmuth. Their plans are interrupted though by the arrival of Eskan Colnet, their former employer and business partner.
Apparently little goes on in the city without word of it reaching back to the Colnets. Frank joins Eskan, having gone into the basement of the Wheatfield and donned a different set of chainmail. Dell's eyes narrow as he takes in Frank's chainmail-clad form. Frank sidles over toward Raven and Winthrop, all while fingering the hilt of his bastard sword. A moment of tautness fills the room. "Ah, Eskan!" exclaims Dell, chuckling a chuckle with ice-cold eyes. "It's good to see you and to be in a place full of friends, eh?"
Eskan bears much news that no others have, a privilege of his family's wealth and power. The story of the Silent One is true. He has not been seen for months, not even on his day of business, and the courtyard surrounding his home remains full of occluding mist and frightening sounds. Recently though, strange black deformities, like buboes, have jutted in weird shapes from the octahedral tower, barely visible up over the walls of the courtyard. Eskan confides that Sir Highrider, the Lord Governor, narrowly avoided being trapped in a mysterious black orb that appeared in his bed chamber. "Thank Zilchus he's a philanderer!" exclaims Eskan.
"He collects franks?" asks Al.
"Shhh," says Frank.
"No, that's philatelic," says Dell.
"I will never understand this human language," mutters Al into his beard.
Dell relates what he heard and saw in Istvin, confirming the rumors reaching Eskan's ears. Unlike the orb in Istvin, the one in Sir Highrider's room has remained small, possibly even shrinking somewhat, as if it knows it missed its target.
Eskan also tells the Company what he knows about the temples. While both Maximilian and High Priest Abernathy Warnack were injured in the battle for the Temple District, both have recovered from their wounds and have established a shrine to Pelor in Sir Highrider's stronghold. Arthurus, the high priest of Trithereon, fared less well. He was found among the wounded paupers, being treated by chirurgeons for the many sword wounds he suffered. The loss of the Temple and his flock has struck him down, both physically and in spirit, and he has not yet recovered. The few remaining worshippers of Trithereon, and those that have joined the city since it became besieged, wonder if Trithereon has abandoned him, since he does not burn with righteous vengeance.
In response to Al's concerns, he relates that the Keepers of the Peace, while still intact, suffered heavily as well. The Keoish Army, under the command of Richard Coldheart, a knight of the King, has taken to patrolling the streets, allowing the dwarves to retreat to their quarter of town. Eskan knows nothing of the state of the dwarven priesthood or temples. Al looks somewhat disturbed.
Having nothing more to say to the Company, Eskan receives a detailed report from Frank regarding the status of the Colnets outside of the city, thanks the Company for their support of his men, and then turns to go. Raven and Dell pipe up, asking if Eskan can arrange for a meeting between the Company and Sir Highrider. The Company has much information for Sir Highrider, but no easy access to him. Eskan promises to see what can be done.
Somewhat depressed by an almost constant set of bad news, the Company returns to their duties. Dell and Winthrop confirm that the Silent One's domicile is indeed guarded and warded, though they can not see the strange buboes that Eskan reported. Raven arranges with Indom Falmuth for the testing and identification of the potions brought back from the glacier. Otto has discovered that some of them are poisonous, but Raven hopes that Indom can restore their potency. Indom is dubious, but offers to try. Al also takes time to head down to the dwarven quarter, to renew his contacts there and see what information he can gather regarding Garvin. He returns frustrated, having learned nothing concrete besides that Garvin is not within the city.