With the witches secured to their wardens at the front of the column, you head for the command tent where the captains are ready for a last briefing. The massive ornate tent is not hard to find, and upon entering you are faced with a group of captains hunched around a table with a large leather map. All are huddled at one end of the table with the other end being manned by a single figure, a Watcher. Clad in a deep black cloak, its face hidden within the shadow of its cowl, the Watcher's visage is off-putting at best. You can understand why the captains chose to give the creature a wide berth.
With a salute from the assembled captains you approach the table and study the map. You have never seen such a complete map before. There is Verum, Cistercia, Thrace… Bastone now lies in ruins… as well as several other cities you have never visited, including Anvar and a massive city marked only with an X.
For the next half a bell you discuss the plan. Your destination is Raven's Reach, an ancient fortress that is within striking distance of the Heart of Darkness. It is your best hope for performing The Keening while mounting a resistance against the Deepwood. Should all go to plan, the innumerable creatures that you witnessed circling the Heart of Darkness will be drawn to Raven's Reach, allowing the survivors to gain entry, and find the cure for the plague. The A'Dendri had not said what form the cure would take, but they were certain the solution lies within the cave.
Raven's Reach is many days' march from Verum but taking the Wire Road will get you at least some of the way. After that you will be relying on a compass and known landmarks. It appears halfway between the end of the Wire and Raven's Reach lies an old Free Company waystation known as the Salt Tower. It is defensible and has stood the test of time, it will be a good place to end the first leg of your journey. From there, it is on to Raven's Reach.
As you trace the path with your finger, you come to the massive city marked with an X on the map. It had a name once, but it has since been burnt out. "We could travel through the city, to cut down our travel time," one captain suggests.
"Do not enter the city," a rasping voice utters, emanating from within the Watcher's cowl. All eyes turn to the black figure. "It is… forbidden."
You know better than to question a Watcher. Whatever its reasons, its tone demands submission, a command which all assembled are only too ready to acquiesce to. It seems you will be going the long way around the city.
The briefing continues for a short time, then as the briefing ends, you can feel the Watcher's eyes linger on you and the black spots on your arms. "Your affliction grows," it rasps. With these words, it produces a bottle of a greenish liquid, similar to the one that healed you earlier. "Paracea. To give you more time." The last time you had been given the concoction you had been told it was the only one, it seems that had not been entirely true. You say as much to the Watcher and its reply sends a shiver down your spine. "Had you failed to retrieve the witch, it would have been true." Apparently you are still useful enough to keep alive.
As you leave the tent, one of your captains approaches you. "My lord, I couldn't avoid overhearing. You got an antidote for the plague. I would not ask, but it's my daughters, you see. They have been afflicted. They are hidden and do not have much time. What you hold could save them. I know it is much to ask, but would you allow me to give it to them?