A volley of arrows thwacks into the walkers surrounding the dome. Lotty, Berrik and Karrell look up to see a squad of hobgoblins appear over a nearby ridge. The hobgoblins continue their attack and the remaining coldlight walkers turn their attention that way. Despite the newcomers being his kin, Berrik is initially hesitant to get involved. They're usually a capable sort and he cannot leave the safety of the dome without dispelling it and leaving the trio exposed. Lotty wants to help anyway and begins taking pot shots. Shouts ring out from the hobgoblins - more walkers have come up behind them, causing a small avalanche. Things are beginning to look dire. Berrik sighs and casts Resilient Sphere on Karrell, who seems oddly at home in a hamster ball situation. Our wizard steps out of the dome and Fireballs the group of walkers, downing a couple and injuring several. The battle continues on the face of the snowy mountain, and soon even more walkers appear. Several hobgoblins are torn apart by the horde. Lotty shouts for the remaining warriors to run, but soon realizes that their route is blocked. She places a Crushing Singularity on the field to try to stop the advance of more walkers. Berrik sees that the remaining hobgoblins wont survive another round and so decides to whip out the top-shelf wizardry. He casts Misty Step to get himself in range on the ridge and implores his kin in goblin "Don't resist" before casting Scatter to move the remaining 5 warriors out of danger and back towards Lotty. The hobgoblins think this confident move is sexy as hell and so accept whatever spell Berrik throws their way. Now with some distance between the walkers and themselves, the hobgoblins loose one more volley of arrows at the walkers and move to retreat. The walkers pursue, somewhat slowed by the Crushing Singularity. Some still manage to get into melee with Lotty and get their licks in, bringing the sturdy gnome to half health. As the coldlight walkers converge, we check in on the rest of the party.
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Null and Flynn are still in the slum hideout, sitting in awkward silence after Null's weird communion with the dead. Flynn remains behind his makeshift barricade of broken furniture. Ever suspicious, he messages Null to make sure she is indeed the one in the room with him right now.
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Meanwhile, the horde of walkers threatens to overwhelm the living. Berrik decides not to die today and casts Wall of Force, placing in such a way that all but three walkers are trapped behind it. The hobgoblins finish them off and initiative ends. Lotty and Berrik properly greet the hobgoblins, who relay that they may find safety at their camp if they can leave the area. They thank Berrik for his quick spell-slinging, calling him a "mighty boo-yahg". Berrik and Lotty discuss next steps, but ultimately decide on using Scatter to get the hobgoblins up and out of danger onto a nearby ridge. Berrik, Lotty and Karrell will fly to follow them for as long as they can, and then walk the rest of the way to the camp. Lotty makes sure that Karrell uses the buddy system to stay out of trouble, as he's already wasted a fly potion today. Eventually the group arrives at a frozen river, where the hobgoblins recommend a widened stance to spread one's weight, lest the ice break. Before too long they arrive at the gates, which are flanked by imposing palisades and arcane sigils.
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Meanwhile, back in the slums, Null asks Flynn if he's awake. Would he check in with Lotty and Berrik? Flynn peers suspiciously at Null through the broken furniture, but obliges. He messages Lotty, telling her where they are and that they are in for the night. Should they sleep? He also adds that he's worried about Null (understandable, what with all the creepy shit he just saw her do). Lotty replies that they are safe at the hobgoblin camp and that yes, we should all get some rest and touch base in the morning. She doesn't seem to believe Flynn's concerns about Null, and tells him not to get her into trouble. Flynn and Null re-up their potions of Non-Detection before they go to sleep.
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One of their new hobgoblin friends turns to Berrik and Lotty at the entrance to the camp. He tells them that they are free to stay or go, but that if they stay they must leave all weapons and magical implements with the quartermaster. Berrik and Lotty agree, while Karrell has nothing to threaten anyone with so his opinion doesn't matter. The pair are directed to two footlockers and they oblige the hobgoblins by storing all their dangerous gear within before being directed to meet with the clan chief. Berrik and Lotty (and Karrell) make their way past rows upon rows of tents, several trebuchets and an enticing (to Berrik) cauldron of perpetual stew. The nomadic nature of the hobgoblins is evident in the organization of the camp, which is home to the entire clan. Curiously, Berrik notices that despite the life brimming throughout the camp, there are no children running around. In minutes, they enter the tent of clan chief Zubbe. He is known to Berrik, as he was chief when Berrik left his people years ago. Zubbe is an intimidating fellow, clad in armor of steel and bone. The half-orc/half-hobgoblin is a veteran of the Divine Cataclysm, wearing scars from that and many other conflicts. Zubbe stands before them scanning each of them before breaking into a huge smile and warmly greeting his old friend Berrik. Berrik grins and does the same, while Lotty exhales in relief. They are safe here.
Berrik and Zubbe catch up. Berrik explains how he wanted to check in after seeing their camp from the city, but wasn't able to make contact until they ran into the squad in the mountains. Berrik apologizes for not being able to save everyone from the coldlight walkers, but Zubbe still thanks him for saving who they could. Berrik asks what the clan is doing here. Zubbe explains that they took a couple of jobs that gradually moved them north. The chief hesitates before continuing, and asks if Berrik's boo-yahg skills include seeing beyond normal sight. Zubbe knows that "invisible eyes" sometimes watch him. Lotty offers the lantern of revealing, which reveals nothing within 30 feet. Berrik also casts Trueseeing on himself for good measure. This satisfies Zubbe, who continues his tale. A few months ago a woman claiming to be a healer came to their camp. She offered to treat a fever that had been plaguing some of their members. In the night, she stole every child in the camp and left a note for the clan, telling them to come to High Rock if they wanted to see their kids again. The hobgoblins went after their children straightaway, and soon found themselves strong-armed into an arrangement that ensured they'd be fodder for Sally's upcoming war. Zubbe says that the kids are being held inside the city and only a couple of elders are allowed to visit from time to time. This "healer" sounds familiar to Lotty and Berrik, and it's quickly clear that the culprit is that familiar child-stealing specialist, Madam Trolley. Lotty and Berrik tell Zubbe that they also have family to rescue in the city, and that they will be sure to seek out the hobgoblin children when they do. Zubbe regrets that he can't overtly aid them - any move against Sally will see their children killed. He can try to slow things down, but that's about it. They may stay here tonight, but must leave discreetly in the morning and keep any further communication covert. Once the children are free, however, Zubbe and the clan will help in any way they can.
Lotty asks to speak to the elders who are able to visit the kidnapped children. It's late, but Zubbe promises to send one to them in the morning. Berrik asks Zubbe about the arcane sigils at the front of the camp, which the chief explains are to alert them to people in disguise. One last thing - Lotty asks if Karrell can stay in the camp until their work is done. Zubbe looks over the puny innkeeper with slight disdain, and sighs before reluctantly agreeing to "find a place for it". Lotty and Berrik are led to a tent where they can stay the night. Both re-up Non-Detection, but Berrik notices that he's running out of potions. Lotty offers to craft him an amulet of Protection of Proof Against Detection and Location for the morning. They go to sleep.
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Null and Flynn wake up the following morning and re-up their Non-Detection potions once more. Flynn is eager to get going and save the city, but Null asks him to check in with Lotty first. He obliges, but Lotty asks him to check back in half an hour. Impatient to do something, Flynn asks Null what they should ask the next dead guy.
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Lotty and Berrik awake the next morning. Lotty hands Berrik his new amulet, which he immediately attunes to. She takes a Non-Detection potion for herself. As the pair gather themselves, they hear a visitor at the tent door. An ancient hobgoblin woman waddles in, and immediately clocks the lack of chairs. Her joints are sore and she needs to sit, so she plops down on a cot. Why did they need to speak to her? Lotty isn't deterred by the crone's ornery tone and goes right into asking about where the kids are being held. The old woman tells them that she visits them at the longhouse, but becomes confused when she's pressed for more details, as if she's forgotten what she was talking about in the first place. Suspecting that the woman's memory has been manipulated, Lotty tries to ask again. She uses Compelled Query to conjure a vision of the information the woman wasn't able to convey: a long hallway lined with murder holes and arcane wards. It leads to an open courtyard that is overlooked by a shadowy figure in a balcony - the warden perhaps? The old woman is also able to tell them that Sally's forces don't let people skilled in combat or magic into the prison. She then takes her leave, tired of this conversation and eager to rest her weary bones elsewhere. After their guest takes off, Lotty fills Berrik in on what she saw.
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Null and Flynn continue to pass the time until they check in with Lotty again. Null tries to ask one of the Viking soul tokens a question, turning herself into Sally once more and asking the spirit "Two of my stones have been destroyed - where are the others?" The spirit strangely responds like an impudent little shit, telling his queen "In the city" before ceasing to exist. Null is discouraged and now even more disillusioned with this spooky ability. As the 30 minutes nears its end, Null and Flynn notice their window frost over. A little freaked out, they need to wait until the frost dissipates before they can see what caused the effect. When it does, Null peers out the window and see a large mounted figure wreathed in ash moving down the street towards the longhouse. It's the Ashen Rider, because of course it is - all their enemies are friends! Flynn wants to follow it, but Null isn't sure. We need to tell the others about this before we do anything. Flynn messages Lotty several times, hurriedly explaining that the Ashen Rider is here, trotting through the slums towards the longhouse, and that we're going to follow him. Lotty, far away and unable to deter this course of action, can only tell them to be careful and that they'll hopefully regroup soon. Flynn hops into the urn, which Null picks up. It will be easier to sneak around this way. Null remembers that the Ashen Rider has truesight, but opts to use her invisibility cloak anyway to avoid any additional eyes on the street. She exits the hideout and follows the Rider at a distance, trying her best to avoid its sightline. There is one moment on the street where she thinks she might have been spotted, but the Rider doesn't react. The Rider continues its journey up to the longhouse, prancing up the hill as gracefully as a ghost horse can go up stairs.
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Back at the hobgoblin camp, Lotty and Berrik barely have time to be appalled at the choices of their friends before they are distracted by a commotion at the camp gates. Quickly, Berrik casts Seeming to make himself look like a older elven man and Lotty like a dwarf lady. They try to catch a glimpse of what's going on as they sneakily make their way to the quartermaster to retrieve their gear. They see vikings and huscarls marching through the gates, weapons and all, followed by the all-too-familiar figures of Trolley and Calitrax. The villains are heading for the clan chief's tent - Lotty and Berrik silently hope Zubbe can keep his cool about their presence. They finish grabbing their gear and quietly slip out of the camp. It will take them some time to get back to the city.
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Meanwhile, in the Queen's District, invisible Null watches the Rider walk un-accosted through the gate before the longhouse. She opts to fly over it, just in case there are any magical security sensors she can't see. The Ashen Rider doesn't seem to spot her here, no one does, and so she continues her stealthy pursuit. Indra is standing outside the main doors to the longhouse, waiting for the Rider. As it approaches, Indra goes inside and closes the door behind her. The Rider walks up to the door and continues right through the solid wood, following Hector's formerly fallen, former lieutenant into the main hall. Null hesitates for a second, but then decides to Ghost Walk through the door herself, mimicking what the Ashen Rider had just done. Once inside she sees the Rider dismount and walk with Indra towards the back of the throne room. Waiting for them there is another familiar face - Hector. The fallen king is "alive" in the same way Indra is, still sporting suture marks where his head was reattached. Null watches the trio walk together down the tunnel entrance behind the throne. The last time she came through those tunnels Berrik, Silas, Latharial and herself were fleeing the Deep Roads after the coup. Indra and Hector were headless then, freshly murdered by Calitrax.
Null knows that there won't be anywhere for her to hide from the truesight of the Ashen Rider, now Ashen Pedestrian, once she enters the tunnels. If it turns around at any point down there, she'll be spotted. Instead, Null decides to snoop and see what she can find in the queen's chambers. She's hoping for a lead or a clue or anything that will help them destroy her phylactery and free the prisoners. The rogue slowly skulks towards the royal suite, but is quickly weirded out by an unexpected tagalong. The Ashen Rider's mount, which had been parked in the hall, is following her. Its stare is unblinking. Null continues up the stairs and the giant ashy horse follows her still. She stops, turning around to look at it. There is no aggression, no suspicion in its eyes. It simply continues to watch and accompany her. Now up close, Null spots a familiar mark on the horse's neck through its wispy mane. In the same way Null was VIII, the giant ghost horse is XIX. The rogue is taken aback by the implication that any creature can be a tool for the Marionettist's machinations, it seems. Well shit, now what?

