Post by Dead Greyhawk on Oct 6, 2007 16:28:43 GMT -5
The kerfuffle in the streets causes much strife within the Company. Blame is slung about and all are wrought and vexed with one another. They decide that spending more time in the city than necessary is unwise and that, somehow, someone should gain the beggar's password from Varkin Jelas. Diego and Oaklock go, as the others continue to blame each other for the debacle in the streets. Eig opens his mouth to object, but can barely get a word out before he is spoken over.
Hours pass and Diego and Oaklock do not return. As the sun sets, the Company begins to become concerned. The others finally quiet, Eig finally speaks up. "We sent out the man who started the mess in the agora, who is well known to our enemy," chastises Eig. "Either the city guard has him, our enemies have him, or he is merely food for worms." The Company sees their unfortunate error and begins to prepare themselves to head into the Labyrinth.
After leaving the Drinking Gnome, Winthrop cloaks the Company with a sight-avoiding enchantment before they head off into the night. This precaution saves them from unwanted attention from the scores of city guard that now stand guard in the streets. Apparently an attack of the type seen in the marketplace is rare enough that the city guard has deployed in force, hoping to squelch any further hostilities. Or possibly the news of conflict along the borders of the country has the officials of the city on edge. The Company has to hide in several alleyways to avoid patrols of city guards. A pitched battle with the city forces seems exceptionally unwise.
The Company arrives at the Nicked Senator, but finds it closed and even boarded up. The window frames and doors are blocked by thick boards. It is a surprising sight. Dell looks at the door frame and sees the telltale marks on the frame that signify a safehouse for those fleeing from the law. The tavern and the Black Lotus have an arrangement at the least. Sitting on the front door, prominently displayed, is a handwritten sign. In a flowing script, it reads, "Closed for Renovations!"
Raven looks at the sign, picks it up, and angles it in the moonlight. "This looks like Oaklock's handwriting, doesn't it?" he asks. Winthrop and Dell pass the sign between them and both agree. "Some renovation," mutters Raven.
Dell peers through the spaces between the boards but sees nothing moving, or warm, inside. "I'm going around," says Otto, and a rapid patter of feet marks his departure. Jasper looks up at the roof of the building and then points up at the sky. The Company looks up, prepared for some horrible beast to leap off the roof at them, but nothing is there. When Jasper scurries up the side of the building towards the building's chimney, it becomes more clear what the monk was trying to communicate.
A strange sound, like the pitter-patter of small, flying deer, presages Jasper's disappearance onto the roof. Raven and Dell wait a moment, until Dell sees the sudden appearance of heat inside the tavern. They then lever open the boards over the door. A charnel stench greets them.
The tavern is occupied only by the dead. Two of Diego's arrows are embedded in one wall and scorch marks mar the far corner. Raven, Otto, and Al set up a watch and a perimeter as the others search through the tavern for a living soul. Dell heads upstairs, hoping that someone might be alive upstairs. The two small rooms on the second level are empty, but have not been boarded over. Dell finds a small collection of copper and silver coin hidden behind a loose board, but no other signs of life. The Company is not quiet in their search below, and Dell winces each time that the sound of a breaking glass or a loud raised voice reaches him.
Jasper prowls the corridor outside, and he and Dell search for the stairs or trapdoor that must lead to the roof. While Jasper probably would be equally content climbing back up the chimney, Dell values his clothing and appearance far too much for that. With some effort, a trapdoor is found in the closet of what must be the inkeep's room. A boost and some scrambling gets them both up on the roof. Dell peers down the street, realizing that he can see the Roost from here.
The Roost is well lit from the inside, with numerous windows glowing a constant, likely magical, light from within. Thin lines, likely mesh or bars, cross the windows that he can see, and spikes, pointed out and downward, dot the roof line. As he assesses the building, a mist rises up from the base of the Roost and begins pouring towards the tavern. The mist is sickly in color, having an unnatural greenish tint, the color of gangrenous flesh, to it. "That's not good," thinks Dell. Motioning for Jasper to follow, he hurtles down the stairs to where the others still poke through the tavern. A meaty thump from the front of the tavern announces Jasper's arrival. "We should go," exhorts Dell. "A strange fog of magical hue bears down on us. It may slay us itself or hide something fearsome within."
"Antonus says the barkeep is missing. Diego and Oaklock may have been taken by the Black Lotus," replies Raven. "They could be in the Roost right now."
"We need to pick our ground, not have it dictated to us," says Otto. "If the fog is dangerous, we can avoid it now and return before the mage has recovered." Swayed, Raven agrees to leave. The Company, in striking distance of the Roost again, retreats back to the Drinking Gnome.
Unlike when they arrived, they depart not as a single force, but instead in a disorganized mass of small groups. Jasper and Dell take to the sky and fly back to the Drinking Gnome, a strange sight indeed. Otto, Raven, Adrienne, and Pfiffwin go by foot, relying on Otto's keen senses and Pfiffwin's stealthiness to get past any foot patrols. Only Winthrop and Hugh attempt to return to the Drinking Gnome under a cloaking of invisibility.
Of course, it is only Winthrop and Hugh that run into any trouble. Taking a wrong turn in the Labyrinth, they find themselves stuck in a dead end alleyway while a sizable patrol of guardsmen approach. While Winthrop tries to determine the best way to avoid contact, Hugh takes matters into his own hands. With a sudden lunge, he stabs the nearest guardsman, running him through!
The sudden appearance of this golden-clad foe startles the city guard and only the fleetest and most imperturbable of them reach for weapon or whistle. "What are you doing!" cries Winthrop at Hugh, as he appears from nothingness, casting a binding enchantment over half the group of guardsmen.
"Trithereon respects no law! We are not to be hunted down like dogs by lackeys!" rants Hugh. He also calls down Trithereon's grasp on the remaining guardsmen. The seven guardsmen stare mutely at the wizard and priest who engage in a screaming match before them. Apparently Winthrop gets the better of the argument, as it ends with Hugh separating the wounded guardsman from his weapons and whistle. With a murmured prayer, he heals the guardsman's wounds, which Hugh had so recently inflicted, and restores him to consciousness. "Very sorry about the mix-up," apologizes Hugh, "You all do a wonderful job of keeping the peace here. Lovely town. " Winthrop and Hugh scamper off, hoping to escape the city guard before they come more fully to their faculties.
The Company arrives at the Drinking Gnome to find Diego and Oaklock, somewhat injured, in the common room, waiting for them. Diego and Oaklock tell a hair-raising story of being attacked by creatures that came through the walls like undead. The creatures were both murderous and immune to Diego's arrows and Oaklock's lightning. The things tarried for a moment in slaying those derelicts in the bar before closing with the two of them, so Oaklock was able to escape by drawing Diego through a dimensional fold. They then had to spend hours avoiding the city guard who were nearby. Oaklock is angered that the guard thought they might be allowed to place their hands on an elf such as he. It was only through great self-control that he did not incinerate them on the spot, but instead sent many of them to sleep or paralysis. Oaklock thinks that the quick response of the city guard in so rundown a part of time is not normal for human, and that this was more an ambush for those who returned to the tavern.
The Company smarts at having been outmaneuvered by their opponents. They retire to their rooms to recover and plan again, and in this moment, Dell takes the opportunity to don the circlet. Wearing the circlet is exciting and Dell finds it difficult to refrain from wearing it and seeing through the undead creature's eyes. Indeed, this time he sees darkness and the occasional fish that swims by. The creature must be walking under a river, surrounded by his minions.
Dell gathers Raven and tells him about the vision. They dither about whether to tell Otto and the others, and Dell humiliatingly admits that Eig may have ferreted out some information from overhearing Dell talking in his sleep. Raven frowns. "You don't talk in your sleep," says Raven. "We should tell Otto. He'll probably make us tell the others, so let's get it out of the way." Dell frowns as he follows behind Raven, his brain working.
Dell and Raven explain about the circlet and the tests they have done. Otto thinks this circlet connects to the Kay-Tarn described in the letter. The area where Otto slew the Nerullite and took the circlet from its guardian would be near the edge of Sterich, the same general area of Kay-Tarn. Raven disagrees, as he thinks the fact that the circlet is mithril is a sign of power, and represents a lich. Eig, surprisingly well versed in lichdom, doesn't think its a lich. He points out that a lich is usually a powerful priest or mage when they were alive, and they would be unlikely to have a large sword at hand.
Regardless, the Company becomes deeply concerned that the undead army has crossed the Javan River. An undead horde invading Keoland is more important than dealing with Stalman Klim. Dell sits and memorizes a spell newly acquired and not yet used that will allow him to read the mind of those nearby. Prepared, he goes down to speak with the innkeep about Winthrop and Hugh. "How much would you need to be paid to not mention that we were once here and now have left town?" asks Dell.
"Two hundred and fifty eagles," thinks the innkeep. "Five hundred eagles," says the innkeep, a shrewd look on his face.
Dell frowns and looks like he's thinking heavily. "I'll give you two hundred and fifty, and you'll clean up our rooms behind us as well," he says.
"That's great!" thinks the innkeep. "I don't know," says the innkeep, "that's a lot of work for so little gold."
"Little gold!" exclaims Dell. "It's more than enough for your services."
"Sucker!" thinks the innkeep. "You are so wise," says the innkeep.
"Maybe this spell isn't good for my ego," thinks Dell as he pays the innkeep the gold. "I might have felt better giving him five hundred and not hearing his abuse."
The Company pays their bill and prepares to depart the city. Dell uses his magics at the gate, where a hefty bribe allows them to leave the city, with the understanding that the city gates stay closed until sunrise. The Company strikes north to the Kingsway and then ride westward as quickly as their warhorses can travel. As they ride, Adrienne augurs about whether leaving the city to see to the undead horde is a good or bad idea. The rune tiles carved from the white dragon's corpse are unequivocal. Adrienne looks over at Dell and Raven and says "Lydia has spoken. This is a worse idea than any other bad idea you've ever had. All hear the words of Lydia." The ride becomes significantly more tense from that point onwards.
Otto raises his hand towards the sky before them. "Does anyone else see that, or rather, see what's not there?" he asks. The others stare at the sky trying to understand what Otto is pointing out. After a moment, it becomes clear. The starscape ahead of them is blotted out by a great irregular blackness. None of Celestian's children shine through the mass, and those nearby are visibly dimmed. The Company quakes at the sight, but continues onwards. Otto estimates in his head that the cloud is much closer than the Javan is, an additionally distressing factor.
Indeed, only a few hours outside of the city of Flen is a vast, writhing horde of undead marching, or more accurately tottering, gliding, and loping beneath a cloud of darkness. Packs of ghouls and ghasts range before squadrons of skeletons led by humanoids wrapped in black funerary shrouds. The sky is filled with insubstantial beasts whose black flames chill the air. The foul stench of rotting dead is carried before them, and the Company's riding horses whinny and neigh in distress. The ghouls and ghasts point at the Company, well lit by the glowing stones used to light their way. They charge up at the Company, a great flowing line of ravenous undeath, and the Company wheels and flees before them.
The Company is on horses of different speed and size. Guiseppe, able to slay a half dozen men himself, is not built for speed and limits the rate the Company can flee. "Go!" shouts Raven. "Warn the city! We can keep ahead of them. We'll regroup either in Flen or on its far side." The four sentences are enough. Those on faster horses loosen their reins, and the horses need no additional urging. They ride off at their best speed.
Dell, who fled earlier and on the fastest horse available, reaches the walls of Flen first. As he rides towards the city, he calls out for an alarm to be raised. His shouted pleas are met with the derision of the city guards. "Half the Keoish Army is on the Javan River," they yell at him. "What alarms you need not alarm us!"
Dell is infuriated, to say the least. Swinging his horse around, he pulls forth his staff and waves it about his head in a quick circle. Thunder and lightning crash out of the sky, arcing to the ground around him. "Fools!" he cries. "Roust yourselves for battle or meet your doom." The frightened city guards launch some poorly aimed arrows at this mad mage, and those few that imperil him he swats out of the air with one hand. "I have warned you, and you will attend! Wake those that sleep for the undeath comes upon you!" he yells. Rising up on his stirrups, he points his staff at the gates and utters nine fluid syllables. The gates of the city quake and shiver and then burst open, revealing a disorganized milling behind them. Dell takes advantage of their surprise to ride around the city walls to the south, summoning thunder and lightning behind him as he circles Flen.
Many minutes later those of the Company on riding horses begin to approach the city walls. Torches irregularly dot the tops of the city wall, and men can be seen scurrying about. Most of the Company breaks around the city, like water around a rock, but Antonus rides forth, determined to warn the city. His glowing staff raised up over his head, he yells as loudly as he can, trying to gain the guards' attention. Attention is the least of what he gets, as the sound of a releasing spring and the thud of wood on wood presages the huge stone that flies up in an arc towards him. The range is extreme, and the guards are poor shots, but it is unnerving to say the least. "I'm trying to warn you!" he yells, as next flies flaming pitch. This too misses, but is more frightful, as large swaths of the grasses near him burst into flame. "I guess you are warned," mutters Antonus as he rides after the rest of the Company, around Flen on the Kingsway.
Otto, Winthrop, and Jasper have kept pace with Raven on Guiseppe. The ride has been somewhat nerve wracking. The faster parts of the horde, the ghasts and some of the flying unlife, are as fast as Guiseppe, and each misstep that he makes is enough to narrow the gap between the Company and the horde. By the time the flames of Flen become visible, barely five hundred feet separate the two groups. The Company opts to not even try to enter Flen. If the city guards hold the gates shut, the Company could be pinned between soul draining unlife and hard wall. Rather than even speak, the Company circles the town of Flen.
The undead horde does not. As the Company retreats, packs of ghasts clamber up the face of the city walls and flying unlife sails over the top of them. The Company hopes their warning has been heard, because those still in their beds are likely to be soon worse than dead: undead.
Hours pass and Diego and Oaklock do not return. As the sun sets, the Company begins to become concerned. The others finally quiet, Eig finally speaks up. "We sent out the man who started the mess in the agora, who is well known to our enemy," chastises Eig. "Either the city guard has him, our enemies have him, or he is merely food for worms." The Company sees their unfortunate error and begins to prepare themselves to head into the Labyrinth.
After leaving the Drinking Gnome, Winthrop cloaks the Company with a sight-avoiding enchantment before they head off into the night. This precaution saves them from unwanted attention from the scores of city guard that now stand guard in the streets. Apparently an attack of the type seen in the marketplace is rare enough that the city guard has deployed in force, hoping to squelch any further hostilities. Or possibly the news of conflict along the borders of the country has the officials of the city on edge. The Company has to hide in several alleyways to avoid patrols of city guards. A pitched battle with the city forces seems exceptionally unwise.
The Company arrives at the Nicked Senator, but finds it closed and even boarded up. The window frames and doors are blocked by thick boards. It is a surprising sight. Dell looks at the door frame and sees the telltale marks on the frame that signify a safehouse for those fleeing from the law. The tavern and the Black Lotus have an arrangement at the least. Sitting on the front door, prominently displayed, is a handwritten sign. In a flowing script, it reads, "Closed for Renovations!"
Raven looks at the sign, picks it up, and angles it in the moonlight. "This looks like Oaklock's handwriting, doesn't it?" he asks. Winthrop and Dell pass the sign between them and both agree. "Some renovation," mutters Raven.
Dell peers through the spaces between the boards but sees nothing moving, or warm, inside. "I'm going around," says Otto, and a rapid patter of feet marks his departure. Jasper looks up at the roof of the building and then points up at the sky. The Company looks up, prepared for some horrible beast to leap off the roof at them, but nothing is there. When Jasper scurries up the side of the building towards the building's chimney, it becomes more clear what the monk was trying to communicate.
A strange sound, like the pitter-patter of small, flying deer, presages Jasper's disappearance onto the roof. Raven and Dell wait a moment, until Dell sees the sudden appearance of heat inside the tavern. They then lever open the boards over the door. A charnel stench greets them.
The tavern is occupied only by the dead. Two of Diego's arrows are embedded in one wall and scorch marks mar the far corner. Raven, Otto, and Al set up a watch and a perimeter as the others search through the tavern for a living soul. Dell heads upstairs, hoping that someone might be alive upstairs. The two small rooms on the second level are empty, but have not been boarded over. Dell finds a small collection of copper and silver coin hidden behind a loose board, but no other signs of life. The Company is not quiet in their search below, and Dell winces each time that the sound of a breaking glass or a loud raised voice reaches him.
Jasper prowls the corridor outside, and he and Dell search for the stairs or trapdoor that must lead to the roof. While Jasper probably would be equally content climbing back up the chimney, Dell values his clothing and appearance far too much for that. With some effort, a trapdoor is found in the closet of what must be the inkeep's room. A boost and some scrambling gets them both up on the roof. Dell peers down the street, realizing that he can see the Roost from here.
The Roost is well lit from the inside, with numerous windows glowing a constant, likely magical, light from within. Thin lines, likely mesh or bars, cross the windows that he can see, and spikes, pointed out and downward, dot the roof line. As he assesses the building, a mist rises up from the base of the Roost and begins pouring towards the tavern. The mist is sickly in color, having an unnatural greenish tint, the color of gangrenous flesh, to it. "That's not good," thinks Dell. Motioning for Jasper to follow, he hurtles down the stairs to where the others still poke through the tavern. A meaty thump from the front of the tavern announces Jasper's arrival. "We should go," exhorts Dell. "A strange fog of magical hue bears down on us. It may slay us itself or hide something fearsome within."
"Antonus says the barkeep is missing. Diego and Oaklock may have been taken by the Black Lotus," replies Raven. "They could be in the Roost right now."
"We need to pick our ground, not have it dictated to us," says Otto. "If the fog is dangerous, we can avoid it now and return before the mage has recovered." Swayed, Raven agrees to leave. The Company, in striking distance of the Roost again, retreats back to the Drinking Gnome.
Unlike when they arrived, they depart not as a single force, but instead in a disorganized mass of small groups. Jasper and Dell take to the sky and fly back to the Drinking Gnome, a strange sight indeed. Otto, Raven, Adrienne, and Pfiffwin go by foot, relying on Otto's keen senses and Pfiffwin's stealthiness to get past any foot patrols. Only Winthrop and Hugh attempt to return to the Drinking Gnome under a cloaking of invisibility.
Of course, it is only Winthrop and Hugh that run into any trouble. Taking a wrong turn in the Labyrinth, they find themselves stuck in a dead end alleyway while a sizable patrol of guardsmen approach. While Winthrop tries to determine the best way to avoid contact, Hugh takes matters into his own hands. With a sudden lunge, he stabs the nearest guardsman, running him through!
The sudden appearance of this golden-clad foe startles the city guard and only the fleetest and most imperturbable of them reach for weapon or whistle. "What are you doing!" cries Winthrop at Hugh, as he appears from nothingness, casting a binding enchantment over half the group of guardsmen.
"Trithereon respects no law! We are not to be hunted down like dogs by lackeys!" rants Hugh. He also calls down Trithereon's grasp on the remaining guardsmen. The seven guardsmen stare mutely at the wizard and priest who engage in a screaming match before them. Apparently Winthrop gets the better of the argument, as it ends with Hugh separating the wounded guardsman from his weapons and whistle. With a murmured prayer, he heals the guardsman's wounds, which Hugh had so recently inflicted, and restores him to consciousness. "Very sorry about the mix-up," apologizes Hugh, "You all do a wonderful job of keeping the peace here. Lovely town. " Winthrop and Hugh scamper off, hoping to escape the city guard before they come more fully to their faculties.
The Company arrives at the Drinking Gnome to find Diego and Oaklock, somewhat injured, in the common room, waiting for them. Diego and Oaklock tell a hair-raising story of being attacked by creatures that came through the walls like undead. The creatures were both murderous and immune to Diego's arrows and Oaklock's lightning. The things tarried for a moment in slaying those derelicts in the bar before closing with the two of them, so Oaklock was able to escape by drawing Diego through a dimensional fold. They then had to spend hours avoiding the city guard who were nearby. Oaklock is angered that the guard thought they might be allowed to place their hands on an elf such as he. It was only through great self-control that he did not incinerate them on the spot, but instead sent many of them to sleep or paralysis. Oaklock thinks that the quick response of the city guard in so rundown a part of time is not normal for human, and that this was more an ambush for those who returned to the tavern.
The Company smarts at having been outmaneuvered by their opponents. They retire to their rooms to recover and plan again, and in this moment, Dell takes the opportunity to don the circlet. Wearing the circlet is exciting and Dell finds it difficult to refrain from wearing it and seeing through the undead creature's eyes. Indeed, this time he sees darkness and the occasional fish that swims by. The creature must be walking under a river, surrounded by his minions.
Dell gathers Raven and tells him about the vision. They dither about whether to tell Otto and the others, and Dell humiliatingly admits that Eig may have ferreted out some information from overhearing Dell talking in his sleep. Raven frowns. "You don't talk in your sleep," says Raven. "We should tell Otto. He'll probably make us tell the others, so let's get it out of the way." Dell frowns as he follows behind Raven, his brain working.
Dell and Raven explain about the circlet and the tests they have done. Otto thinks this circlet connects to the Kay-Tarn described in the letter. The area where Otto slew the Nerullite and took the circlet from its guardian would be near the edge of Sterich, the same general area of Kay-Tarn. Raven disagrees, as he thinks the fact that the circlet is mithril is a sign of power, and represents a lich. Eig, surprisingly well versed in lichdom, doesn't think its a lich. He points out that a lich is usually a powerful priest or mage when they were alive, and they would be unlikely to have a large sword at hand.
Regardless, the Company becomes deeply concerned that the undead army has crossed the Javan River. An undead horde invading Keoland is more important than dealing with Stalman Klim. Dell sits and memorizes a spell newly acquired and not yet used that will allow him to read the mind of those nearby. Prepared, he goes down to speak with the innkeep about Winthrop and Hugh. "How much would you need to be paid to not mention that we were once here and now have left town?" asks Dell.
"Two hundred and fifty eagles," thinks the innkeep. "Five hundred eagles," says the innkeep, a shrewd look on his face.
Dell frowns and looks like he's thinking heavily. "I'll give you two hundred and fifty, and you'll clean up our rooms behind us as well," he says.
"That's great!" thinks the innkeep. "I don't know," says the innkeep, "that's a lot of work for so little gold."
"Little gold!" exclaims Dell. "It's more than enough for your services."
"Sucker!" thinks the innkeep. "You are so wise," says the innkeep.
"Maybe this spell isn't good for my ego," thinks Dell as he pays the innkeep the gold. "I might have felt better giving him five hundred and not hearing his abuse."
The Company pays their bill and prepares to depart the city. Dell uses his magics at the gate, where a hefty bribe allows them to leave the city, with the understanding that the city gates stay closed until sunrise. The Company strikes north to the Kingsway and then ride westward as quickly as their warhorses can travel. As they ride, Adrienne augurs about whether leaving the city to see to the undead horde is a good or bad idea. The rune tiles carved from the white dragon's corpse are unequivocal. Adrienne looks over at Dell and Raven and says "Lydia has spoken. This is a worse idea than any other bad idea you've ever had. All hear the words of Lydia." The ride becomes significantly more tense from that point onwards.
Otto raises his hand towards the sky before them. "Does anyone else see that, or rather, see what's not there?" he asks. The others stare at the sky trying to understand what Otto is pointing out. After a moment, it becomes clear. The starscape ahead of them is blotted out by a great irregular blackness. None of Celestian's children shine through the mass, and those nearby are visibly dimmed. The Company quakes at the sight, but continues onwards. Otto estimates in his head that the cloud is much closer than the Javan is, an additionally distressing factor.
Indeed, only a few hours outside of the city of Flen is a vast, writhing horde of undead marching, or more accurately tottering, gliding, and loping beneath a cloud of darkness. Packs of ghouls and ghasts range before squadrons of skeletons led by humanoids wrapped in black funerary shrouds. The sky is filled with insubstantial beasts whose black flames chill the air. The foul stench of rotting dead is carried before them, and the Company's riding horses whinny and neigh in distress. The ghouls and ghasts point at the Company, well lit by the glowing stones used to light their way. They charge up at the Company, a great flowing line of ravenous undeath, and the Company wheels and flees before them.
The Company is on horses of different speed and size. Guiseppe, able to slay a half dozen men himself, is not built for speed and limits the rate the Company can flee. "Go!" shouts Raven. "Warn the city! We can keep ahead of them. We'll regroup either in Flen or on its far side." The four sentences are enough. Those on faster horses loosen their reins, and the horses need no additional urging. They ride off at their best speed.
Dell, who fled earlier and on the fastest horse available, reaches the walls of Flen first. As he rides towards the city, he calls out for an alarm to be raised. His shouted pleas are met with the derision of the city guards. "Half the Keoish Army is on the Javan River," they yell at him. "What alarms you need not alarm us!"
Dell is infuriated, to say the least. Swinging his horse around, he pulls forth his staff and waves it about his head in a quick circle. Thunder and lightning crash out of the sky, arcing to the ground around him. "Fools!" he cries. "Roust yourselves for battle or meet your doom." The frightened city guards launch some poorly aimed arrows at this mad mage, and those few that imperil him he swats out of the air with one hand. "I have warned you, and you will attend! Wake those that sleep for the undeath comes upon you!" he yells. Rising up on his stirrups, he points his staff at the gates and utters nine fluid syllables. The gates of the city quake and shiver and then burst open, revealing a disorganized milling behind them. Dell takes advantage of their surprise to ride around the city walls to the south, summoning thunder and lightning behind him as he circles Flen.
Many minutes later those of the Company on riding horses begin to approach the city walls. Torches irregularly dot the tops of the city wall, and men can be seen scurrying about. Most of the Company breaks around the city, like water around a rock, but Antonus rides forth, determined to warn the city. His glowing staff raised up over his head, he yells as loudly as he can, trying to gain the guards' attention. Attention is the least of what he gets, as the sound of a releasing spring and the thud of wood on wood presages the huge stone that flies up in an arc towards him. The range is extreme, and the guards are poor shots, but it is unnerving to say the least. "I'm trying to warn you!" he yells, as next flies flaming pitch. This too misses, but is more frightful, as large swaths of the grasses near him burst into flame. "I guess you are warned," mutters Antonus as he rides after the rest of the Company, around Flen on the Kingsway.
Otto, Winthrop, and Jasper have kept pace with Raven on Guiseppe. The ride has been somewhat nerve wracking. The faster parts of the horde, the ghasts and some of the flying unlife, are as fast as Guiseppe, and each misstep that he makes is enough to narrow the gap between the Company and the horde. By the time the flames of Flen become visible, barely five hundred feet separate the two groups. The Company opts to not even try to enter Flen. If the city guards hold the gates shut, the Company could be pinned between soul draining unlife and hard wall. Rather than even speak, the Company circles the town of Flen.
The undead horde does not. As the Company retreats, packs of ghasts clamber up the face of the city walls and flying unlife sails over the top of them. The Company hopes their warning has been heard, because those still in their beds are likely to be soon worse than dead: undead.