Act Three, Chapter 23: "Does anyone know where the love of God goes, when the waves turn the minutes to hours? " (2022/11/12)

Well, here it goes.

Berrik defies the odds by rolling a nat 20 and coming back with 1 HP. He grabs Null and Dimension Doors them both 150 ft. up, well out of the kraken's reach. Silas Lays on Hands Cade for all he's got, bringing him up 40 points before he puts some distance between him and the kraken. Cade polymorphs himself into a giant ape, but still finds himself grappled. At least he can't be swallowed. Flynn does what he does best, Eldritch Blasting the beast. Null, too far up to do much of anything, forces a healing potion down a newly unconscious Berrik's gullet before taking one herself. Lotty cannot bring herself to leave her oldest friend behind and descends to cast Enlarge on Ape!Cade to give him a better chance of escaping the kraken's grip. This is unfortunately not enough as the kraken triples down on its grapple of Cade and wallops him, causing him to lose concentration and drop the Giant Ape form. Despite Cade shrinking instantly down to normal size, the kraken manages to hold its grip on him still. Anyone who is able scrambles to free Cade or take pot shots at the beast. It isn't enough. The kraken bites Cade and swallows him. Panic sets in among the free members of the Ashen Company. Cade feels acid sear into his body. The kraken cuts its losses and dives. The free members of the Ashen Company are no longer free, now captives of despair as they watch any hope for Cade's survival disappear beneath the waves. Cade succumbs and the darkness take him. We stare at the choppy waters left in the kraken's wake for what feels like a lifetime, begging the depths for mercy. Alas, the sea holds no pity.

We reach the nearby cliffs before our flight fades. We know we have to bring Cade back, but we're still floundering through the shock of it all as we try to cobble together a plan of action. Like clockwork, a somewhat familiar figure approaches us. Elven and green-eyed still, but female this time, Nass makes herself known. Callous bitch that she is, Nass takes the time to taunt everyone individually (except Flynn, but they still somehow each promise to be the other's end). No one takes any of this well and despite our attempts to ignore her, the Ashen Company is further rattled. After she leaves, we decide against resting. We have to get moving - She knows Cade is gone and she knows where we are. Whatever we're going to do, we have to do it quick. Berrik draws a circle and takes us back to Sierrona. We need to get to Alya ASAP.

Remmi is the only one we meet on our way out of the Last Stand Inn. We fill him in on our situation and he sympathizes, giving us 2k gold to help pay for the resurrection. We head home to grab cash and any supplies left in our home storages. Null shoves Berrik some gold for more scrolls of Non-Detection before Berrik heads to the Order of the Arcane Eye to buy what we need to get to Alya. Maybe he also bought a two-fer of Heineken to pour a few out for his pal. Who knows what these resurrection rituals are gonna call for?

Before we go, we try to figure how to approach Alya. We muse about disguises for a bit, but end up deciding that Alya won't welcome us as strangers. Flynn was polymorphed into a sheep during this conversation, because Mordecai has a great sense of humour. Berrik casts Sending to Acting Divine, Knight-Commander Phineas, and explains the party's predicament. "Cade is dead and we intend to bring him back. We can pay. Please help us." Phineas responds that he is away from Alya, but that Saint Bhraum can help. Good, that settles it. Berrik re-ups everyone's Non-Detection, and off we go to Alya.

We're met with drawn swords in Alya, but are quickly welcomed once we explain who we are. Bhraum will be here in a couple of hours, so we have some time to rest in the meantime. Our rep as heroes of the Battle of Alya comes through, as the fancy barrack has been set aside for us. We are each given red sashes to wear as identifiers. Sheep!Flynn starts to chew on his. As we settle into the penthouse barrack, Silas and Lotty start to muse on how to pray to the gods for help in bringing Cade back. Did he follow any gods? Which of the Exalted Gods would listen? The gods left, but Silas is still certain that they're listening. That Aeon hears mortal pleas. That prayers can and will help deliver Cade back to us. 

Flynn pops back into goblin form, confused by the soggy wad of fabric in his mouth. The world gets quiet as the Ashen Company waits for Bhraum and for what comes next.


Act Three, Chapter Twenty Two: "Let's get kraken! (on an escape plan 'cause oh god we're gonna die)" (2022/11/05)

 *Downtime Research recap:

Cade: Lands of Desolation are dangerous, Wyldlands Exaltari temple location north-ish between Zazuza and Mm'Voko, Simulacrum stuff.

Flynn: Human!Flynn has been spotted in Portas (home of the famous Ashen Company coup d'état).

Silas: Dad books!

Null: Learned the cipher from the orphanage. Discovered some blank pages in the orphanage records have a weird sheen to them - anything about Null and Vi is notably absent.

_______

Comforted by an extra-long casting of Oasis, the Ashen Company scatters to peruse the books while Cade tries to maneuver to keep everyone in his range. Flynn finds a book on cigar-making. Lotty throws magical books at Berrik while he searches for something that will help to make his spellbook. Silas and Null inspect the way out and notice a collapsed passage that presumably leads deeper into the complex. Berrik is hit in the back of the head by a heavy tome, courtesy of Lotty's impressive arm. Inside he finds a strange trinket - the Diviner's Archive. This object starts as a metal disc, but can be expanded and manipulated in different configurations. Berrik can store all of his spells in here! This will come in handy next time he is engulfed in flame.

As we exit the library through the ceiling, it becomes evident that the entire city is affected. Cade contacts Mira to inform her of the soggy situation we find ourselves in. She had no idea Zazuza was underwater. The Ashen Company notes that there are no bodies anywhere and that the situation appears to be new (besides the sahuagin, ocean life and debris has not settled here).

The journey to the surface is arduous and much longer than anyone anticipated. That city is sunken as hell. Even with a boost from Fervor (courtesy of Silas), Lotty and Flynn are afflicted with exhaustion. Finally breaching the surface, we take a moment to assess our surroundings. Land is 1500 ft away. Everyone feels movement below them as a colossal kraken makes its play. We roll initiative!


Our first instinct is to flee to the skies, as many of us take flying potions. The kraken, however, has other ideas. The creature quickly grapples half the party and it's all downhill from there. 
Berrik spends most of the fight inside the kraken, caught in a cycle of being revived and then knocked unconscious again by the acid in the kraken's stomach. Lotty is flung far afield. The party is pummeled and nearly everyone gets a turn inside the kraken's gullet. Every attempt to escape the kraken's range is foiled and did I mention it can also rain lightning down from the heavens? All this violent flailing just to snack on 6 adventurers? Surely we can't be that appetizing! There must be a school of tuna floating around here that won't fight back and isn't outfitted for war. Is Cade even edible? 

ANYWAY

We end the session with: Lotty and Flynn flying safely out of range, Cade grappled and unconscious, a freshly regurgitated Null, and Silas (barely alive) who is trying to shield Berrik's unconscious body a few feet away from the kraken's toothy maw. Damn, that's bleak. Sure hope we make it!



Act Three, Chapter Twenty One: "Water, water everywhere. Nor any drop to drink" (2022/10/22)

The Ashen Company find themselves underwater, trapped in the clearly broken teleportation chamber at the Order of the Arcane Eye in Zazuza. Cade thinks quickly and casts Oasis, while Lotty casts Alter Self, giving the party some time to catch their breath (literally) and assess their surroundings. Their eyes scan the walls, looking for a way out. Eventually they find a large pile of rubble - a collapsed wall with passages on the other side. The way is shut. They try to dig their way out, but the work is too much (especially underwater) and so Berrik steps in to speeds things along with a couple castings of Arcane Hand. The beefy spectral hands makes quick work of the task and soon the party is able to move through a tight but manageable escape tunnel. We exit the tunnel and find ourselves in a large stone complex full of corridors, doors, rooms of all sizes and more water. The chambers reveal evidence of scholarly pursuits.  Are we at the Order of the Arcane Eye? Are we at the University of Zazuza campus? Are we at the combination Order of the Arcane Eye/University of Zazuza campus?

We don't get to wander for long before we are accosted by hostile seafolk (sahuagin)and their sharks. Battle begins! The first few we encounter are dispatched quickly, save for one. The fish priest flees and lets out a scream, surely warning any others nearby. Null shotguns a waterbreathing potion that Lotty handed to her earlier and gives chase, followed a bit behind by the rest of the party. Rushing ahead on her own proves to be a BAD IDEA. Null chases the priest down a hallway, through a set of door and into a cavernous chamber filled with enemies. At the far end of the space Null can see a light shining down from above where the room opens up at the top - a way out? She tries to hold her own but is quickly surrounded. A baddie closes and bolts the door to the chamber, blocking the rest of the party from following. Stuck in a hallway on the other side of the barred door, the rest of the party is ambushed by more enemies that were waiting in the adjoining rooms. Berrik grabs Cade and Dimension Doors to the other side of their obstacle. Flynn grabs Lotty and does the same. Poor Silas and Nessie do their best to keep from being overwhelmed until someone can open that door.

Inside the large chamber things get chaotic. Null's waterbreathing gets dispelled. Cade gets marked as a target for his Oasis spell. Flynn gets manhandled. Some people get frightened. Null is eventually able to make her way over to the door and unbar it for Silas and Nessie (who are thankfully still alive on the other side). Flynn gets fully Flynn-napped at this point - drowning, he is grappled and dragged up and away towards the light at the top of the chamber. Cade drops Oasis and Wildshapes into a giant Octopus to give chase. Everyone else follows as quickly as they can, trying to get their friend back and finish off the baddies in the room. Eventually it comes down to one fish priest remaining, nearly out of range. Though Lotty is the furthest away, she is able to end him with an immaculately placed Firebolt. We did it! Flynn is recovered and everyone lived. Time to leave this horrible, soggy place.

The Ashen Company follows the light above them and find themselves at the bottom of an even larger room than the one previous. This tall, cylindrical space has seemingly endless shelves of books spiraling their way up the walls and all the way to the top. This is the largest library any one of them has ever seen and, like the rest of this complex, it is completely submerged in seawater. Berrik wonders if this place might hold the key to making his spellbook more durable. Nass is an immediate looming threat but this is perhaps one of the largest troves of knowledge in all of Altisha - Are there more answers to be found here? 


Act Three, Chapter Twenty "Heart and Soul" (15-10-2022)

We return to the Ashen Company in the middle of the night. They are exhausted and the enemy that attacked their house has escaped. Everyone is discouraged and Cade and Flynn are on the outs. They decide to inspect the damage to their home. Lotty quotes an estimate of 1500 gp to repair the structure. Everyone hands Lotty 250 gp in advance – surely a McFini can help them. Repairing the damage to party morale, however, is out of everyone’s price range. Replacing the dragonoid volume from the encyclopedia is never going to happen either. We’d have to buy a whole new set of books! The party (plus Niko) decide to bunk together in the great hall for the night – safety in numbers. At last, a long rest.

In the morning, it’s time for a party debrief. Lotty and Berrik explain what they discovered from the book and show off their matching body art. Nobody knows much about the procedures described in the book, the Aeonian medicine is came from or what an exalted soul is.

We decide to ask Niko if he would want to be changed back to how he was before. The party quickly realizes they are notably bad at empathetically communicating with traumatized tweens. He freezes up and gets angry, throwing Lotty across the room – he doesn’t want it. He seems to be in a bit of denial about the reasons for his super strength and wants to be able to protect himself. He probably also has some unresolved trauma about invasive magical procedures. There is some back and forth with the party, especially Silas, trying to convince the boy that we love and care for him – it’s not pity that keeps us around. Some mediocre charisma checks later leave us more or less where we started on the Niko front. He’s calm for now, but clearly upset and traumatized. Silas will stay at the villa with Niko while we prep to go after Nasssandrial.

~~~Shopping montage~~~

We end up at McFini’s to finish up our shopping list, hire some contractors and get Cade a check-up.

Lotty’s cousin Bandla (sp?) agrees to take on the job of repairing the villa. Lotty advises her to only work during the day, when there are lots of guards around. Bandla wonders if they need some hazard pay, but the price remains the same. The work will take two weeks.

Cade asks for privacy for this next part. Frug (Lotty's dad) tells the shop’s worker’s to break early for lunch and the space clears. Cade is asked to lay on a table. Frug, assisted by Lotty and Berrik, open up Cade’s chest cavity to reveal Cade’s insides. Flynn, boosted by Null, holds up a light. Cradled amongst the wood, bone and sinew of Cade’s chest is his heart: a dull, clear gemstone. It is void of illumination or colour – drained. Frug explains that when godforged are created, a part of their maker’s soul is infused into their exaltium cores. He theorizes that the powerful magic within Cade’s heart stone, his soul-infused exaltium core, was depleted when he died a year ago in Alya and has been unable to renew itself since. Cade’s recent malfunctions show that his time is running out – power is at a crisis point. He needs a replacement for his soul-infused exaltium core (perhaps found at a ruined Exaltari temple?), or else Cade will perish. Frug estimates that Cade has just a few days left but suggests a way to temporarily stave off further depletion: 1000 gp worth of diamond dust consumed each day. The party pitch in to buy a 10k gp diamond necklace from Frug and crush the diamonds right then and there. This should buy them some time until Nass is finished, then we can focus on fixing our friend.

The party meet up with Silas and Niko, then stop at Remmi’s to drop off the boy. He’ll be safe here, at the very least. Maybe we can try to talk to him again when we get back. Null stays upstairs and pulls Lotty aside, handing her two letters and asking that she deliver them to Latharial in her stead. Lotty obliges. The first contains the latest intel Null has learned about Zanidonia. The second is of a more personal nature.

L,

I miss you. I know I've been absent and I know that Silas sort of told you why. And I hope you know that we did this because I didn't want any of it to touch you. But deep down I also know how foolish it is to try to hide from Lady Latharial of Uud. You deserve to hear it all from me. So here it goes, in the only way I could think of that wouldn’t put you at risk: 

The curse is back again - worse than before. The memory of what led to it is missing but I'm sure it's my fault. The Divine Pansophical couldn't fix it. I don't think Berrik can fix it. It's bad. I thought I would find answers about my past when we went to the orphanage and I was so stupid to think it would be that simple. I should have never gone back there. Everything linked to that place and that woman has brought nothing but pain - and not just to me. They retaliated by hurting the kids and they did something to Niko like they did to me. Lotty was killed by a cursed book from a Trolley lab - We only just managed to bring her back. And now Cade’s sick and this fucking dragon has decided it’s time for a showdown. I’m trying so hard to keep it all from falling apart and I feel like I’m drowning. It gets clearer every day that you all would be safer and better off without me, even if I’m afraid of who I would be without you. For what it’s worth, I’m so sorry for any danger or sorrow I’ve brought into your life. 

I know that I’ve let you down. The last things I wanted to be are a burden to you or a liability to our cause, and now I’m afraid that I am both. My bullshit curse and all its baggage is distracting you from all the important things you’re striving for. I know that you deserve a better partner, someone who can be present and support you in all that you do. I want to be that person for you, more than anything. 

Lotty made me an amulet that we think will help buy some time. I’m grateful and hopeful about it. It’s clear to me though, after coming back from whatever happened to me in the basement of the orphanage, that this won’t truly end until the one who did this to me lies dead at my feet. The cold truth of it is that control over my own mind and my own body can’t be fully guaranteed while they still live. 

I do have one thing left that they can’t touch though - they won’t ever control my heart. My heart is my own and so I give it freely and unconditionally to you. It’s yours, no matter what happens. 

Over the past year I’ve been trying to be better about living for myself, especially now that I know I had the whims of others forced on me. I want to try to be honest about what I really want, with myself and with you: I want to liberate Zanidonia with you, for you, and see it restored. I want to make you smile every single day. I want to see you roll your eyes at my stupid jokes. I want to be at your side, in peace or in battle (especially the latter if you turn into a cool giant and save my dumb ass). I want to listen to you talk about your passions, your interests, your hopes and dreams and your worries. I want to hear you talk about your day. I want to do whatever you would ask of me. I want to watch you take on the world and push it to be better. I want to hold your hand.

And, above all things, I want you to be happy. Always - no matter what that means or looks like.

I am yours, with all I have left.

Null

Latharial gets a bit weepy and hands her own sword to Lotty, asking her to give it to Null – something to help keep her alive. Lotty wonders to herself what the hell was in that letter. Upstairs Null, knowing the significance of this gesture, is relieved. She’s unsure of whether it’s a loan or gift (surely Latharial will need a sword - she can’t just go walking around sword-less, especially when they return to Zanidonia). Either way, Null knows Latharial still cares for her and that is enough.

The party then head out of town, teleporting to the circle at the Order of the Arcane Eye in Zazuza. The welcome is not warm. It’s cold and wet, in fact. The Ashen Company find themselves in a doorless, windowless chamber full of water. This was not part of the plan!









Act Three, Chapter Nineteen: "What stupid poem could fix this home? I'd read it every day." (08/10/2022)

We return to the Ashen Company fighting off their draconic, anti-literacy invaders. Silas remains outside to safeguard Nikolai.

Berrik dispels Sickening Radiance, followed by Flynn turning the tables on a group of baddies with a very effective Synaptic Static. Cade, however, is afflicted with something strange. He involuntarily enters his sentry's rest on his turn, but is able to return to the fight in a later round. The off/on cycle continues to plague Cade throughout the rest of the encounter. The godforged is sparking - clearly malfunctioning. Alas, the battle waits for no one.

Null pursues the Dragon Blessed in the library, attempting to grapple her to no avail. Lotty holds her own while Flynn, Berrik and Cade start to move towards the library. Null lands a critical hit on the Dragon Blessed, greatly wounding her. The priest flees into an adjoining room, and Null is prevented from pursuing by a Dragonblood Ooze. It grapples her and nearly kills her in turn, with Null only barely managing to stay up (Still Standing). The Dragon Blessed attempts to cut off pursuit by summoning a Wall of Fire, enrobing the library in flame. The self-destructive changeling doesn't give a fuck and rushes through, somehow taking no damage. She swerves the Dragonblood Ooze, though, opting instead to launch herself headfirst through a glass window to get to the dragon priest. Flynn makes it to the first floor. Berrik, Cade and Lotty pick off baddies as they head towards the library. Null doesn't manage to get a good hit on the Dragon Blessed, and the priest flees again through the window Null had kindly just opened with her face. Flynn also chooses danger and rushes through the Wall of Fire, then attacking the Dragonblood Ooze. It has other ideas, however, and proceeds to throw everything at Null - she goes down. Cade inelegantly deviates Lotty to the library to join the fray. She manages to dispel the Wall of Fire and then proceeds to bring Null up. Flynn finishes off the ooze. Flynn, Null and Lotty give chase as the dragon priest flees north on the eastern side of the property. The Dragon Blessed approaches a tree and attempts to open a portal (Transport Via Plants), but Flynn Counterspells her. Null closes the gap. Surrounded, the priest Thundersteps away. Thunder ripples out from her feet as she vanishes, hitting Flynn and Null. Null drops again. Berrik and Cade finish off the remaining baddies inside. Lotty dashes to Null's side, stabilizing her but leaving her unconscious. Flynn flies straight up to try to get a vantage point, just barely managing to spot the Dragon Blessed open a portal in a tree at the west edge of the property. Too far for him. Desperate, he shouts her location in case Cade or Berrik are near enough to do anything. Cade leaps from the second floor of the villa (!), but not in time to give chase. The tree portal closes.

Lotty shouts for Cade, who rushes over to bring Null up with a Healing Word. Everyone is frustrated and deflated to have yet another enemy invade their home and escape their grasp. Silas and Niko rejoin the party at the west edge of the property, where they inspect the offending portal tree. Flynn lobs a series of Eldritch Blasts at the tree, felling it. Nikolai reveals, to everyone's dismay, that this was Roberto's favourite tree. All of the kids' initials had been carved into it. (Wow, we're bad parents). Cade is furious, rushing over to revive the tree. It wasn't the tree's fault that the dragon priest hitched a ride! Cade malfunctions again, and comes back strangely afraid of Flynn. Flynn worsens the situation by attempting to scare him. Cade takes on a defensive position and summons a tiger. They have a shouting match, with Cade accusing Flynn of being involved in their recent troubles. Flynn earnestly defends himself, but does nothing to defuse the situation. Cade shuts down again. Null takes the opportunity to lead Flynn into the villa and away from Cade. Cade, still malfunctioning, awakens this time with a strange bravado and moves to follow Flynn to continue the argument. Lotty steps in his path and talks him down, reminding him that he has other things to focus on. She died today, remember? And he wasn't there. Lotty gets through to him and explains that he is malfunctioning again - Something is wrong. He calms down a bit. Cade still suspects Flynn of misdeeds though - his Ashen Argot book went missing as soon as Flynn joined up. Lotty wonders why Cade would even need it, and Cade sheepishly admits that he never got around to learning the Ashen Company's language. As Lotty and Cade head inside, Lotty brings up something that has been bothering her since she came back to life. Dying put things in perspective, and she tells Cade that her wishes have changed when it comes to the prospect of being reincarnated.

Inside, the party inspects the charred library. It's definitely damaged and the villa itself has more holes than it used to, but it's not beyond recovery. The party's Encyclopedia of Monsters seems to have been the target. Most of it still survives, but some volumes are gone altogether - most notably the ones about dragonoids. Flynn and Cade begin to bicker again, with Cade airing his suspicious about Flynn to the whole party. Flynn provokes Cade further, which prompts Lotty to turn to him and ask (in Ashen Argot) whether he thinks he's helping. He pretends not to understand, and Lotty repeats the question in Gnomish. Cade is forced to admit to the party that he never learned their language and accuses Flynn again of misdeeds. Flynn spitefully returns the stolen book to Cade. Cade is overcome with anger and malfunctions, shutting down again. This quiets the room, as the party are reminded that their friend is in distress and they need to figure out what is plaguing him.

There is some speculation and some back-and-forth discussion about Cade's condition. Lotty and Berrik suspect that Cade's power source is depleting, forcing him into unintentional shut downs in order to conserve resources. What can we possibly do to renew the power source of a 1000 year old godforged, especially post-Cataclysm? Silas remembers that godforged worked alongside the acolytes in Exaltari temples all over Altisha during the time of the Aeonian Dominion - but they all fell to ruin after the divine cataclysm. Cade remembers something Ezra told him about how he was supposed to return to The Source in the Lands of Desolation - this is where Cade was made.

Problems continue to pile up for the Ashen Company as they decide what to do next. Nassandrial is their most pressing issue, but they need to do something for Cade. He can't continue in this state. Perhaps the McFini's could temporarily patch him up until they can put an end to Nass's provocations? Maybe Ezra has answers, if he still lives. We cannot journey to the Source casually - the Lands of Desolation are sure to live up to their name. The Ashen Company has much to consider.

Act Three, Chapter Eighteen "not the library, that's a first edition" (01-10-2022)

Downtime research discoveries:

Ashen Rider: There were multiple sightings of the Ashen Rider during the Cataclysm, there have been sporadic sightings over the last twenty years and there is always a trail of destruction left in it's wake.

Trolley: Somewhere around a year before Null arrived at the orphanage it was sold to a private holding company (under some duress from the previous owner) the company put Trolley in charge and the orphanage was very successful under her control. There have been rumours of someone matching her description seen in Blackbarrow visiting the Bellieve family.

Flynn Snr: no news

_______________________________________________________

Cade begins to stir from his sentry's rest as something pushes against him, he wakes suddenly to find it was the door he had nodded off in front of him that was pushing against him. The door was being moved by the hoard of beasties pushing through the door and Cade on to his back

As Cade is surrounded by drakes, zombies, dragon chosen and Dragon flesh grafters he manages to get out of the house and wild shape to take flight and perch above the villa to work out where his friends are.

As the rest of the Ashen Company rush towards the villa Silas provides words of support and comfort to Nikolai who manages to find a safe hiding place. Fighting their way through their own villa and seemingly unending hoards of, presumably, Nassandrial's minions the Ashen Company are able to regroup, to a degree, to at least see that they're together and all in once piece.

As the fight continues the villa starts to get a little damaged with some added skylights and a new open walk-way to the library, it seems that who ever is attacking their villa is sacking the library, maybe searching for something but nobody in the Ashen Company is able to understand the language.

Staggered around the villa the Ashen Company seek to remove these invaders and possibly think about downsizing to a property that their enemies don't all know the address for.

Act Three, Chapter Seventeen "What's the story: death-wish bones?" (10/09/2022)

Berrik starts his day by casting True Seeing before he joins that party downstairs. He wants to check on Nikolai without being obvious about it. Making his way to breakfast, he sees Nikolai in the great hall. Berrik confirms, despite the wounds to his arms and legs, there is no sign of a tattoo on the boy. Berrik greets the party, noticing that Silas and Flynn look especially tired. Nikolai was plagued by nightmares last night, but Silas and Flynn keep that to themselves.

Finishing up breakfast, the party notices that Cade hasn't come downstairs at all this morning. Silas take Nikolai outside to train, hoping to occupy him. Null goes upstairs to check on Cade. He is in a sentry's rest and won't be roused. Null suspects this is a coping mechanism to deal with the disappoint of Nassandrial eluding them again. She offers words of comfort before gathering the research material and returning downstairs.

Null dumps the stuff from Cade's room onto the breakfast table and we start talking about splitting it up. This is too much to complete in one day, so we'll hopefully get to do round two tomorrow when Cade is hopefully feeling better.(😬)

Berrik: Identifies the bronze coaster thing as an Amulet of Projected Image. They come in pairs and project a 2 ft. tall image of the users to the other device, allowing them to communicate. Everyone except Flynn agrees that we should hang onto this but be careful not to activate it. Lotty hurriedly wraps it in cloth and puts it in the bag of holding. Berrik leaves the table and cloisters himself away, intending to spend the day copying spells into his new book.

Null: Not mentally ready to tackle the orphanage records yet, Null decides to study the book from the orphanage basement. It contains a cypher she has never encountered before. She spends all day studying it and manages to learn 1/3 of the cypher - she will have to come back to this later. At least for now she can use the book to discern any future examples of the code she comes across.

Silas: Meanwhile, out in the yard, Silas pushes Niko to train harder. The boy is exhausted and wants to rest, but Silas thinks the exertion will help him. Niko gets frustrated and hits Silas mid-spar, launching him 40 feet back. Silas collides with a tree and is understandably concerned with the powerful show of force from the 11 year old. Niko apologizes and clearly wants to stop. Silas tries to convince him to continue to train to work through his trauma. He uses a shield-wall analogy to emphasize that he's not alone in this and the important lesson that no matter how many times you get knocked down in life you ahve to continue fighting. It does not go well. Niko deals significant emotional damage to Silas by countering that Silas is not Niko's friend, but just a grown-up who feels sorry for him. Oof.

Flynn: In the library, Flynn peruses the Encyclopedia of Monsters until he finds the entry on Green Dragons. He studies hard and learns the following:
- Green Dragons are schemers and have no noted weaknesses.
- Their lairs are often corrupted, even going so far as to raise the dead.
- Many seek ways to bend others to their will.
- They reproduce like all other dragons in Ios, asexually. They pass on their genetic material through their eggs, essentially cloning themselves. Eggs don't usually hatch until the parent has passed.
- Ancient green dragons like Nass are several hundred years old.
- They are extremely protective of their hoards and offspring.

Lotty: Also in the library, Lotty settles herself in to study the creepy book on arcane scrimshaw. She flips it open to peruse the table of contents. Her eyes finding a section about the "Procedures, Implements, and Implications of Arcane Scrimshaw", she starts to feel a sharp cutting sensation on the back of her hand. A letter appears, carved on her skin.

"I"

Scared, Lotty yells for Berrik. He joins her promptly and she explains what happened when she started to read. Berrik is understandably alarmed by this, and casts Detect Magic in order to understand what's going on. With this spell he discerns that the book holds evocation magic. Next, he attempts to dispel it. Despite his skilled execution, it does not work. The magic affecting this tome cannot be dispelled. Perhaps it is cursed? As Lotty and Berrik ponder what to do next, they notice the ink leaving the page of the table of contents. It's now or never! Berrik launches himself at the book and manages to see the location of the section Lotty had previously noted about "Procedures, Implements and Implications". He feels a letter cut into his hand and takes damage. With Lotty looking on, Berrik quickly flips through and starts reading about procedures: "The patient must be conscious for the procedure, and cannot be numbed." Berrik feels more pain on the back of his hand and take more damage.

"I shall"

Gritting his teeth through the pain, he continues reading. The horrific procedure is described in detail: precise drilling into the patient's bones to access the bone marrow. The marrow is then magically transmuted, which allows the arcane runes to then be etched on the surface of the bones themselves. Berrik's hand burns with pain.

"I shall not"

He continues, racing to read the text before it leaves the page. The next section describes how the etching of arcane runes into the patient's bones can grant a variety of permanent abilities and spell effects. He remembers people they have fought before with similar-sounding abilities, like those who could cast without speaking. He wonders about Null's ability to shapechange. More pain, more damage to Berrik's hand. Lotty heals him but he can barely stand.

"I shall not meddle"

And Berrik continues on. The procedure requires the patient to be viable. The text describes the need for an "exalted soul". Once complete, the procedure is effectively permanent. The only known way to undo it is by giving the patient a new body. More words, more pain. Berrik falls unconscious.

"I shall not meddle in the"

Lotty revives Berrik with a Cure Wounds, and turns to take on the morbid task herself. The next section describes the need for tattoos as wards to protect the arcane runes below the flesh. They allow the patient to be scryed on and remotely dominated at will. The tattoos are also layered with powerful contingencies against their own dispelling. Lotty takes 103 points of damage as 6 additional words are carved into her hand, all at once.

"I shall not meddle in the Marionettist's"

Berrik and Lotty can't take much more of this. They are about to tap out with the information they have when they notice an addition to the text, a loose page containing an experimental treatise that mentions healing. Lotty can't help herself - if there's anything in here that can help save the boy and Null, she must try to learn it before it vanishes. Berrik tries to convince her to abandon the task, but she continues reading. The treatise describes a procedure with roots in Aeonian medicine. It requires the combination of bone grafts and marrow transplants, something unheard of Ios. Lotty's vision goes black as a final word appears on her hand. The pain is excruciating and the damage massive. Berrik looks on in horror as Lotty dies in front of him.

"I shall not meddle in the Marionettist's affairs."



Berrik scoops up Lotty and yells for help. Everyone descends on the scene, except for Cade who still cannot be roused. A minute passes and the party knows that they cannot help her here. Null remembers her last visit with Cade and Lotty to the Divine Pansophical, and describes how to get there. They can help her there. They have to. Flynn takes Lotty's body and burns all his Dimension Doors to get to the chapel as quickly as possible. Null leads everyone else (except Cade), as they rush to follow.

Carrying Lotty's body in to the chapel of the Devine Pansophical Flynn calls out desperately for help, pleading with the healer there to do something to bring Lotty back. Flynn bluntly describes to the healer, St Vienna, Lotty's been dead more than a minute; they don't have the magic to bring her back alone. Vienna explains that she can perform a ritual to attempt to bring Lotty back but she will need the help of Lotty's friends to coax back her soul. A few moments later Berrick, Null and Silas (with Nikolai in tow but taking a seat at the back of the chapel) arrive and the ritual begins.

As St Vienna's magic takes hold the lights in the room grown dim but a mist of lights seem to swirl around Lotty's body; Vienna explains that she will enable three people to speak to Lotty's soul to try to convince it to return to her body, the more convincing they can be the more likely the ritual is to succeed. The Ashen Company look at each other for a moment, each knowing without needing to say that Cade would know what to say to coax her back.

Berrick steps up first, feeling joined in her fate he takes Lotty's hand and tries to convince her that their work is not done and that they have just started to learn new things together and that the journey is not finished. The lights around her body begin to fade and Berrick worries his words have not reached Lotty's soul.

Silas stoically steps up, grasping Lotty's hand and remembering the oath he pledged as a paladin he implores Lotty to return so that she too can continue to fight the fight, defend the helpless and undo the wicked. The mist of swirling lights begin to glow again and Silas feels his words have reached her.

Null is the last to take Lotty's lifeless hand, she tells Lotty that she is the glue that holds the Ashen Company together and the heart of their friendship as Null's emotional pleas stir not just Lotty's soul but Null's tether to the afterlife seems to resonate beyond to other spirits that may be preventing Lotty from returning and the lights go brighter still.

They group step back, feeling they have done all they can to convince Lotty's spirit to return and as St Vienna finishes her ritual the glowing mist of lights around Lotty's body fade and the lights in the room return. Seeing no signs of life the Ashen Company look to Vienna questioningly; she explains that maybe Lotty was unwilling (nobody believes that) or something prevented her from returning, these kinds of magic are never a certainty. Mixtures of grief, disappointment and anger boil inside all of the Ashen Company in various ways; Flynn brings out his jar to take Lotty inside to demand Mordicai's intervention when Lotty awakes, confused and dazed.

After some initial disbelief the Ashen Company embrace as a reunited group, tearful and emotional they briefly begin to come to terms with what has happened as Lotty pieces together what has happened and thank the group for saving her life she soon slips in to her old ways to chaste Silas from bringing Nikolai to the event. That when the group notices a familiar green eyed elven man holding a paralysed Niko.

The Ashen Company does what it always does and springs in to action to, once again, put this bitch down. A hasted Silas managed to dash to Nassandrial and land some blows before she dispels his Haste, growing wise to the Ashen Company's usual tactics.
Nassandrial opens by disintegrating St Vienna as she stands next to Lotty; sending Lotty in a spin of trauma as she's reminded of losing her cousin Arnon in the very same way. Lotty pulls it together long enough to Haste Null who frees Niko from Nassandrial's grasp before she too has the Haste dispelled. Just before Nass creates a toxic cloud covering the majority of the room Flynn manages to hide in his jar with Niko to keep him safe.
Nass holds no punches as Berrick goes down in the toxic cloud, all the while Null and Silas continue to carve in to her. Sensing she's on the losing end, Nass scatters Null and Silas to where a paralysed Lotty had previously pulled Berrick from the cloud and stabilised him and cast a spell creating a magical cage around the four members of the Ashen Company.  

For good measure she dropped a cloudkill on the cage.

Thinking fast Silas was about to misty step out of the cage and finish off the latest simulacrum whilst Berrick dispelled the cloud before it could finish off the group. Berrick didn't find himself with the same amount of charm to Dimension Door out of the cage so Null, Berrick and Lotty do the only thing they can and rest up in the cage.

Meanwhile in the jar Flynn keep Niko entertained with giant fruit punches and regales in the stories Niko has of kicking Silas' butt earlier that day.

When Nass' cage finally fades Lotty scoops up some of St Vienna's ashes, with Cade now being the current ranking member of the Devine Pansophical in Sieronna she figures he'll know what to do(Flynn seemed to be reaching from a broom rather than a jar to deal with the ashes).  The group head back to the villa thoroughly exhausted; there's light on in Cade's room - he must be up, there's flashes of magic from Cade's room - what's happening?

The villa is surrounded with a green mist; Null, Berrick and Silas recognise the green guard drakes and Lotty recognises the undead creature at the door, Nass has attacked here too, can they get to Cade on time?




Act Three, Chapter Sixteen "Imagined Dragons" (03/09/2022)

Out of the lifeless bluebird rises the giant, green form of Nassandrial. As Lotty, Cade and Flynn stare down the looming presence of our favourite person, a massive swampy forest appears behind the trio. Silas, Berrik, Null and the orphans are separated from the party by the sudden swath of jungle. Our adventurers are cut off!

Team Childcare are immediately attacked by over a dozen green guard drakes that emerge from the forest. These creatures are clearly hungry and start making their way towards the kids. Berrik bubbles the kiddos with Wall of Force and starts assaulting the drakes with a barrage of magic. Null is rapidly surrounded but holds her own, using Wails from the Grave to her advantage and grabbing soul tokens as she slices away. Silas, as usual, moves to defend the kids and cleans house as he goes - leaving a trail of drake corpses in his wake.

Team "This bitch again?" has a slightly rougher time of it. Nassandrial holds nothing back, staying grounded in order to get right up in Cade, Lotty and Flynn's business. She harries the trio with her poisonous breath, her arsenal of spells and her physical attacks. They hold their own and gradually wear her down, but not before Cade is downed more than once and Flynn nearly goes unconscious. Nass, ever petty, even goes so far as to Counterspell a Healing Word. Lotty, seeing that Nass is weakening, yells for help from Team Childcare.

Team Childcare hears the call. Seeing that only one drake remains, Silas surpasses mortal limits and races towards the scrap. Berrik follows suit and Dimension Doors over, leaving Null to watch the kids and kill the last drake.

As 2/3 of Team Childcare joins Team "This bitch again? it's clear Nassandrial's days, nay, minutes, nay, seconds are numbered. This is it! Our greatest annoyance will finally be vanquished! Lotty goes in for the killing blow, swinging her wrench at Nassandrial's head. The dragon's stupid, scaly cranium explodes - into a mist of ice and snow. Alas, the Ashen Company were bamboozled by Nassandrial's simulacrum. Everyone seethes. Cade disassociates. For better or for worse, the battle is over. Null harvests 20 lbs. of drake scales and trades them to Lotty for mystery poisons. Time to go home - Berrik draws the teleportation circle to the Last Stand Inn.

At the Remmington Syndicate headquarters, the party link up with Remmi. They inquire about the cost of hiring guards for the kids, which is a little steep because Remmi pays a living wage. Remmi eventually offers to keep the children under his guard at the Last Stand Inn. The party gratefully accepts, seeing immediately that Remmi is great with kids. We opt to keep Nikolai with us, however, given his current circumstances. The Ashen Company needs to assess him and see if we can undo the horrific legacy of his time with Trolley. We return home.

Upon arrival at the villa, Silas leads Nikolai ahead and into the great hall - he wants to distract Niko from the horrors of the past couple days with the promise of something they both love to do: train. However, waiting for them is a handsome - and very familiar - elven man perched on the big chair. Silas yells for help as Nikolai is paralyzed and levitated. The rest of the party rushes in. Berrik deviates Nikolai away from Nassandrial's illusory form (illusions casting spells?!). Everyone is VERY agitated. Cade eventually dispels Nass, surely robbing her of a chance for a great villain speech. This was too far. Time for us to take the fight to her.

The party starts to make a plan and prepare: we will take a couple days to process everything that happened since Pacapa, assess Nikolai, and make ourselves ready to rid the Ashen Company of Nassandrial - once and for all.

List of stuff we need to examine/figure out: 
- bronze coaster thing 
- book on arcane scrimshaw 
- ledger from basement of orphanage 
- Orphanage records from Trolley's office 
- Monster wiki: Nass
- Monster wiki: Ashen Rider
- Can dragon/drake scales be made in to anything useful? 
- Dragon eggs? Does Nass have any and where might they be hidden?

To Do:
- Assess Nikolai and free Nikolai from curse
- Find closest teleportation circle to Nass. Buy sigil for it. (Zazuza?)
- Shopping: 1000gp brazier, spell scrolls (protection from poison, non-detection?)
- Assemble crafting components for spell-storing staff for Flynn (emerald dust) OR just buy outright?
- Berrik copying spells

Act Three, Chapter fifteen "bluebird fly" (20/08/2022)

 As the Ashen Company gather in the aftermath of Trolley's disappearance, Silas tries his best to comfort Nikolai, he notices fresh sutures on his arms, as he tends to Nikolai he also notices some wounds on the back of his neck. As Silas theorises on the similarity to Null's tattoo he interrupts Cade whilst he is ritually casting detect magic fearing that Cade seeing the marks might set Nikolai off. Silas continues to look after Nikolai, cleaning his wounds as best he can and putting his cloak over him as he falls asleep sat at a table. Silas keeps a careful watch over the boy.

As Null & Berrick head back to the hotel to check on the remaining children Silas & Cade realise what has happen to Nikolai. Cade joins Lotty & Flynn who downstairs to continue investigating the remains of the underground laboratory. As Cade joins them, Flynn recovers the bands of bilarro and Lotty does her best to assess Roberto, whilst she isn't able to determine much she realises he's past even Cade's healing magic; Cade examines Roberto's body before Lotty cleans and wraps him. Cade goes on to cut in to the body of one of the dead watchers. With what he gleamed from the book he found, Roberto's injuries, Silas' insight and the autopsies he is able to theorise that runes are being carved on to the bones of these people and it is possible the tattoo is a ward. It looks like the Watcher's are being cloned from someone who originally had this procedure done to them (Cade and Lotty are no doubt reminded of the story Ezra told them of how Alistar Azher would scar the bodies of his slaves to use them as spell foci - is this one step further carving on to the bones of victims) .

As Lotty & Flynn look at the devices in the room Flynn finds a control panel and realises this is the same strange technology they've seen before; thankfully Lotty is able to identify a "purge" switch before Flynn pulls it! Clearing the room Lotty attempts to remove one of the power orbs, she spends some time working on it but realises it's hours of work and she's too tired to see straight enough to work safely on in the wee hours so gives up for the night and joins Cade & Flynn in the next room. Cade has found a locked drawer in the desk and asks if Lotty can open it, realising Lily still has her thieves tools Lotty takes her wrench to the drawer; smashing a vial of liquid that was in there but recovering two spell scrolls.

Looking in a sorry state the group need to bribe their way back in to the hotel to re-join the party where they join the collapsed pile of children, Null & Berrick to sleep in the room. Roberto in a separate room and Cade taking his sentry's rest in front of the door.

Silas rises early to  take care of Roberto before the children awake to see his body only to see that Nikolai is already awake with the same idea. Seeing Cade blocking the door Silas takes a moment to think about how to take Roberto out of the building but Nikolai already had a rope in his hand ready to go out the window.  Surprised but impressed Silas allows Nikolai to take the lead on this mission and they take Roberto to a hill outside of town and lay him to rest before returning to the waking group with breakfast for everyone.

As the children eat the Ashen Company recap on their theories and the events of the evening before, theories and catch up Null & Berrick on the events after they left Trolley's lab. They decide to find the Warcester branch of the Devine Pansophical and ask if they have knights capable of escorting the children back to Falonton, they give the knights some extra gold to sharpen their weapons and Cade, Silas & Flynn manage to pull together enough gold (10k) to reimburse Marv, the Paladin at the Pansophical the materials for an Amulet against detection to keep Nikolai safe.

Lotty explains Roberto's death to the children and the group go to say their goodbyes to Roberto outside of town and whilst Silas, Null & Berrick keep the children (Nikolai, Lily, Kann & Lyla) occupied with Silas' stories and form demonstrations Cade, Flynn & Lotty try to head back in to town to investigate the lab.

Flynn spots what he thinks is the Ashen rider out of the corner of his eye, Silas doesn't see anything and Flynn shakes it off only to spot rustling in the tree above him. It's just a bluebird but it seems to be following Flynn none the less; as the three of them approach the city the bird leaves a deposit on Flynn and he lets go with a few eldritch blasts in to the sky. The bluebird was just fine but the city guards were less than impressed and shoed them away from the gates.  Using Lotty's amulet the three of them alter themselves to look different (although Cade initially changed to the form of a slightly different god-forged he was convinced to look like like a more Cade-ish version of Silas) they head back in the city only to find a hole where the building was. Cade attempts to ask a few passers by if they know what happened but nobody wants any trouble and there's no information to be had.  The group can only imagine either someone came back or the lab was remotely purged.

As Cade, Flynn & Lotty head back out the city and towards the group Flynn notices the bluebird flying above him again. After all three of them get a dose of good-luck from the bird Cade summons his familiar to harry it but the bluebird doesn't seem phased. Flynn flies up to give the bird a piece of his mind and commands it to flee (at this point Lotty starts to worry and summons over Nessie and shouts to Berrick to be ready to catch Flynn but she's not sure Berrick heard her).

When the bird resists his command Flynn comes straight back down to earth and takes a brave and strategic position standing behind Cade, hiding under his cloak. Worrying for Flynn's sanity Cade summons a giant eagle to attack the bluebird, easily killing it in mid-air.

Flynn & Cade begin to feel a little guilty as a lifeless bluebird falls to their feet, until - of course - it rises back up in to their familiar adversary, Nassandrial.

Act Three, Chapter Fourteen "A Lab in the Slums" (13/08/2022)

Cade quietly informs Lotty that Madam Trolley is downstairs.  While they try to plan what to do, Madam Trolley walks out the door.  Cade notices that she is being followed by two others in dark cloaks.


Lotty ran up the stairs tells the rest of the group and asks Null to follow Madam Trolley.  Using Lotty necklace, Null goes invisible and Lotty sticks the ferret Boobre, who lotty also turned invisible, into Null's pocket.  Null goes and chases after Madam Trolley.

The rest of the party rushes the rest of the kids up to their posh room.  Cade tries to explain that they all need to stay there but starts panicking the children.  To keep them safe, Berrick puts an alarm on the door to the room and Lotty leaves Lilly, one of the children, her crossbow which is promply shot into a painting.  Cade, Lotty, Silas, Berrick, and Flynn then rush off to join Null....

Null, no longer with dark vision, chases after Madam Trolley.  Over the building to her right, hears Trolly over the building, a street over say “we are going to be late”. Null cuts through an alley to find them.   She sees Madam Trolley heading south with those same two individuals in cloaks hanging about 60 ft back.  They have leather dusters on with no visible weapons.  Suddenly, Madam Trolly puts up a hand and the two individuals following her respond to her and hide on either side of the street.

They are no Infront of a shack in the slums and Madam Trolley goes inside while the individuals in dusters are on either side guarding the door.  Null first climbs the building to scout when she receives a message sent by Berrick to find out where she is.

Null provides some pretty shaky directions and the group can not find her so she jumps off the building and heads out to find the group.  Once finding them, briefs them on the situation.

The group concocts an amazing plan where Null is going to sneak behind one guard and stab and poison them with Wyvern poison she got from Silas while Nacho is going to cast Hold Person on the other.  To help them out Berrick starts to move near Silas to cast Muffle on the area and is spotted by the guards in the dusters.  The plan foiled!

The two in dusters seem to be similar guards to what they fought in the orphanage and the group ends up fighting them but makes quick work of it.

The front door to the shack is unlocked, so Null sneaks inside.  After a quick shearch, Null finds a trap door under the rug and party goes down stairs.  In the first room, Cade finds a book with directions on how to apply etching runes onto a person to increase their power and control them.  Berrick finds a huge encyclopedia set on creatures in Altisha.  And Silas finds 3 unidentified poison vials.

Null, still just focused on Madam Trolley finds a secret passage by turning a dolls head.  Moving through the hidden door, Null hears Madam Trolley and at least one child in the next room.  Madam Trolley sounds like she is injecting things into the childred and Nicolai is next!

Null tries to open the door to that room but can not pick the lock so Berrick teleports through it with Dimension Door.  Nicolai is tied to a chair and the room is filled with similar vats and other accoutrements as what was in Madam Trolley's other lab at the orphanage.

The group engages Madam Trolley and has the fight in hand when the mystic puppet strings of the Marionettist show up and take control of Madam Trolley.  The Marionettist says through her for us to "Quit interfering!".  Madam Trolley has more power now and tries to escape with Nicolai.  After a daring chase, Silas is able to get Nicolai back from her as Madam Trolley just runs away.

· 

Act Three, Chapter Thirteen "Behold a pale horse: and his name that sat upon him was Death" (06/08/2022)

The party enters the jar, then Cade Wildshapes into a giant eagle that is an immaculate shade of grey. It will take about 3 hours to catch up to the carriage, so Team Jar settles in to come up with some semblance of a plan. Null, newly attuned to the amulet, gets her weapons back and will stay as far away from children as possible.

About 2.5 hours in, Eagle!Cade spots a column of smoke and circling carrion birds below. On approach, he sees an overturned, ruined carriage at a fork in the road with four bodies strewn nearby. This is clearly the carriage they were looking for, but this does not look good. He lands nearby and signals for Team Jar to exit. The party approaches the scene - embers swirl in the air around them. The clearly dead bodies wear the attire of the assassins that attacked Lotty, Cade and Kel in the past. Silas and Lotty rush towards the body of the carriage and find 6 children huddled inside - scared but alive. We only recognize 3 of the children, the other 3 are strangers. It's clear that Nikolai and Roberto are missing. Lotty asks a child what happened. They relay that "Ghosts" came and attacked the carriage. Then a mean old lady (clearly Trolley) came in looking for Nikolai and Roberto, and took them. She called Nikolai a special little boy. It goes without saying that this is bad news.

Berrik overhears the mention of ghosts and casts See Invisibility on himself. He sees a giant spectral rider nearby, watching them. Berrik plays it cool and tries to think of a way to covertly warn everyone. Lotty also catches the mention of ghosts and moves to summon Nessie, trying to turn it into a bit of entertainment for the children. She then turns on Nessie's Lantern of Revealing, which immediately reveals the rider to everyone. Everyone roll initiative! (except the kids, who hide in the carriage).

The fight with the Ashen Rider (who specifically states that he is here for the party, and not the children) is tough mentally and physically. Every member of the party hears the screams of all the deaths they've ever been a part of. He proves resistant to many types of damage and immune to radiant and necrotic (much to Silas and Flynn's dismay). An aura of silence emanates from him, which causes muteness and deafness on a failed save. This is not too bad for Null, but definitely not great for the casters - evident as Lotty struggles to remember a spell without a verbal element, eventually electing to just smack the damned thing with her wrench. The party struggles to keep up with its legendary actions throughout the fight, most notably when Flynn is nearly reduced to ash (!). Eventually the Ashen Company prevails over the Ashen Rider (who's the superior Ashen now?), with Null getting the final blow. As the Rider falls she tries to grab a token of the departed, which doesn't work because he isn't dead. He gloats and then disappears.

With the battle now over, the party turn to figuring out how to get the children to safety. Null loots the bodies of the assassins and find 2500 gp, as well as a dossier on Nikolai. It's clear that he was targeted. After some discussion the party decides to rebuild the carriage in order to ferry the children to Warcester, where they hope they will find the means to return the Zanidonian kids to Sierrona. Thanks to an engineering collaboration between Lotty and Flynn, as well as the combined efforts of Cade's summoned companion, Berrik's Arcane Hand and everyone's middling STR scores, the wheels and axle are refitted and the carriage body is hoisted onto them. The Ashen Company built a decent cart and they're pretty proud of it. Silas summons a camel to help pull the carriage, while Cade also Wildshapes into a camel to help.

As the party and their 6 wards set out, Lotty pulls out the sending stone so that they can update Remmi on the situation. She first offers it to Null in case Latharial answers. Null, however, feels ashamed over the return of her curse and can't bring herself to speak to Latharial right now. Lotty relays to Remmi that we found some of our kids and picked up some strays, and that we are on our way to Warcester - we may need his help. He responds, somewhat exasperated, and agrees to help if they tell him what they need from him. Lotty leaves him hanging for now. Camel!Cade and Silas's camel steed have a lovely, leisurely conversation about the Feywild.

Partway through the journey, the cart comes across a fancy fire genasi in a red and orange doublet. He's got style and swagger and introduces himself as Felix Falicus, facilitator of fate. He's a peddler of luck: FP for gold, or gold for FP. Most of the party partake in his offer. As their business concludes, he takes a few steps down the road and disappears. Walking is for chumps. After Felix leaves, the party discusses whether Felix and Mordecai might be acquainted. Flynn makes an offhand comment about capturing Felix and using him for his power, which earns him a forceful rebuke from the jar. The journey continues.

When Ashen Company arrives at the gates of Warcester, they are met with suspicion. Given the amount of children in tow, they are suspected of slavery. Null tells the guard that the kids are theirs and convinces them to let the carriage into the city for the sake of the kids, despite the party clearly being "hippie trash". The party enters the city and makes a plan: they will teleport the Zanidonian kids to Remmi and then head to Falonton to return the other three kids to their parents. After doing some late-night shopping at the Arcane Eye and enduring an extortion attempt at the local stables that inexplicably left them without their cart, the party seek lodgings for the night that will accommodate a teleportation circle and a bunch of kids. They make their way to a five storey inn called the Gilded Flower, and pay an exorbitant amount of gold for a one-night stay in the top floor suite. Lotty orders 4-cheese macaroni for the kids. This place is SO EXPENSIVE. 

The party starts to ascend a magical spiral escalator to get to their suite. Cade, ever perceptive, hears an all-too-familiar voice across the room (also complaining about the cost of this place). Trolley is here!

Act Three, Chapter Twelve "Have jar, will travel." (23/07/2022)

We return to the party back at the villa. Cade sends a message to Nikolai & learns that people in dark robes took them, that he's on a dark cart and it’s on the move. He can't see anything. Null suggests scrying, but Cade isn’t able to do it until tomorrow. Trying a different approach, Cade sends another message to Nikolai and asks about the temperature to try and determine what direction they might be going. Nikolai responds with an obvious description of a day/night cycle, which the party can’t do much with. They try to determine next steps.

Berrik says he has an idea and is going to stay at the villa whilst the rest go to speak to any town guard who may have seen a cart leave. Lotty goes off on her own to warn Kel & McFini family of recent goings on.

Cade, Silas, Flynn and Null meet Nell, a female half-orc guard at the North Gate of Sierrona who says she will ask around and investigate but isn't likely to find any quick answers. The group have a similar encounter at the West Gate.

Cade, Silas, Flynn and Null next head to the Last Stand Inn to seek and audience with Remmi.  Null, wanting to avoid an incident, stays upstairs and asks Silas to update Latharial on her tattoo reawakening. Downstairs there is already a meeting taking place with Remmi, Rhone, Mira, Latharial & Nora. Frustrated and visibly upset, Silas rushes in and interrupts the proceedings to ask of any leads or news on the missing children. Nora advises that a cart has been spotted heading North to Falonton two days ago. Falonton is a three to five day cart ride away. The closest teleportation circle to Falonton is in Glade’s Edge, which is a day’s ride away.

Getting back to the meeting, Latharial says Zanidonia is less hospitable than expected. Lady Calitrax has extended and cemented her influence. Progress on making inroads into the region has stalled.

Before making their exit, the group update Remmi on what happened at the orphanage and what they found. Someone (I think Nora or Remmi?) mentions Azher by name and say he likely has a connection to the orphanage. The group also relays that Vi was raised there and that Trolley managed to escape with 2 of the orphans.

Lotty arrives at the Last Stand Inn and sees Null sulking and nursing a drink. She gives Null Boobrie, who is now a weasel, to be an emotional support animal and sits at a different table, giving Null some space, until the group return.

Back downstairs, Silas says he needs to Latharial in private about something important. She will find him upstairs after they finish the meeting.

The Ashen Company, minus Berrik, reconvenes upstairs. Cade wants to take Null to the Divine Pansophical and have them examine the tattoo. Silas stays behind to talk to Latharial.

At the Divine Pansophical, Cade asks for the help of Justicar Shiallah to analyse what’s going on with ull and the tattoo. Null is tied to a chair and Lotty stays close by to comfort her. Shiallah casts Detect Magic, then Identify. As soon as she does this, the words “KILL, KILL, KILL” fill the room and Shiallah drops dead. Everyone is shocked. Cade rushes to Shiallah and brings her back with a Revivify. This is bad! We can’t even inspect the tattoo. The Justicar suggests a rite of annulment in Alya may help. Cade buys another soul gem and they head back home.

Back at the Last Stand Inn, Latharial joins Silas and he breaks the news to her about the return of Null’s curse, also mentioning that they discovered Null was a victim of the orphanage. Things are bad! Latharial is sad. Silas takes his leave.

Everyone gathers back the villa. Berrik joins them and relays that he has solved Ezra's puzzle cube and believes the group can gain access to his tower. But first, we’ve gotta save those orphans.

The group goes to the Order of the Arcane Eye to purchase a scroll and sigil to teleport to Glades Edge.  Glade’s Edge is beautiful and exotic, but they have no time to sightsee. To try to make up some time, all but Cade hop in Flynn's jar and wild-shaped Cade carries the jar flying for eight hours straight to get to Falonton.

Shenanigans in the jar include Mordecai kicking Null out on a whim (with Flynn thankfully persuading Mordecai to bring her back before she hits the ground), random children being summoned, personal trauma, etc. Mordecai also looks at the tattoo (not dying even though he sets off the kill word) and suggests an amulet of proof against detection and location will help interfere with the divination magic of the tattoo.

In Falonton they find Lily’s Pad, an inn held 550 ft aloft a giant fountain of water. A large sign directs guests to jump up the streaming water to land at the entrance. This place is run by Lily, a tortle with an affinity for body art. Assuming they have arrived before the baddies, the group gets the suite on the top floor which gives them a 360 degree view of anything approaching. Null is made invisible and hangs out downstairs. A hooded figure enters, hands Lily some money and leaves to wait outside. Null’s peers at the ledger behind the counter and sees that Jeremiah Jenkins rented 3 rooms. She goes outside to watch the figure pace until just before her invisibility ends, then joins the party upstairs. Null sees that Lotty is still awake and mentions the amulet that Mordecai suggested. Lotty will try to have one for Null by morning. Half exhausted, the party takes turns keeping watch on the figure below. During Silas’s watch, he sees another hooded figure approach the first. Unfortunately, they notice him watching them. They turn invisible and aren’t seen again.

In the morning, Cade sends out his Wild Companion to search the surrounding area for any signs of the cart. It’s finally located travelling southwest of Falonton (towards Grimbsy?). The groups decides to try the flying jar trick again to catch up to the cart, but Cade isn’t able to wildshape again without a rest. Berrik volunteers his scroll of Catnap so that Cade can speedrun his rest. Null also tags along so she can attune to the amulet Lotty made for her.

The Ashen Company prepares to enter Flynn’s jar and give chase. We’re gonna get those kids back.


Act Three, Chapter Eleven "Who's your Daddy?" (16/07/2022)

 



As Lotty, Cade, Silas and Flynn attempt to dig through the rubble of the ruined orphanage, they notice 5 Peacekeepers on the approach. Upon their arrival they instruct the party to stand down, which no one readily does.

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In the bowels of the orphanage, Berrik starts shooting off messages in random directions in the hopes of rousing any of the party. He ends up contacting Trolley, who gleefully informs him his friend is dead. Null, lying unconscious in the room with the weird perpetually spinning orrery, fails a death save.

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"In the name of the Exchange, stand down."

Lotty and Flynn try to reason with the Peacekeepers, while Cade and Silas continue to dig. They reach deep enough to encounter the still-raging fire. Things are getting tense with the Peacekeepers as the Ashen Company insists on trying to find their 2 friends in the rubble.

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Berrik continues his messaging. He makes contact with a Watcher. Null crits a death save and comes back with one HP. She shotguns her last Health Potion and surveys the room - a large painting is askew on the wall.
 
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Lotty, Flynn and Cade are desperate as they try to convince the Peacekeepers to allow them to keep digging. The Peacekeepers are attempting to detain the Ashen Company. Silas is defiant, and gets himself paralyzed and handcuffed.

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Null attempts to stop the orrery from spinning, and takes significant psychic damage for her trouble. As she hears the locked door rattling, she sees only one way forward. Behind the painting is a portal - She steps through it. Berrik sees his friends through some cleared rubble at the top of the stairs. Relieved, he Dimension Doors to the surface.

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Berrik, crispy and confused, rejoins his 4 friends on the surface. Lotty is allowed to do some healing and the party has a quick debrief - no one knows where Null is. The Peacekeepers confiscate their magic items and weapons then take the rest of the Ashen Company into custody. Cade manages to get a Sending off to contact Null, who is in darkness on the other side of the portal. She recounts that there is a sublevel with more rooms in the basement, that everything is so much worse than they imagined, that she chased Trolley and two kids to a room with spinning planets and that Null "went through" (her message is cut off here).

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Null finds herself in darkness. Making a perception check she hears footsteps approach. She attempts to back away but hits a wall. As the footsteps grow closer the darkness fades and she sees a figure emerge. A 6'2 elven man approaches. He has shoulder length black hair, golden skin and is dressed fancy as hell.

"Welcome back, my child."

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Lotty, Flynn, Cade, Berrik and Silas find themselves in a courtroom in Pacapa, presided over by Peacekeeper Captain Serena Saz. The Ashen Company stand accused of burning down an orphanage and Cade tries to plead their case with the truth. Saz is skeptical, saying no evidence was found - just ashes. She accuses the Ashen Company of being intentional destabilizers, adding that Berrik and Silas are responsible for the death of their king (FALSE). Cade brings up Null, who is still missing, and hands over the records he got from Trolley's desk. Flynn pretends to be small child and is dismissed, but hangs back back in the lobby to listen in.

Saz goes through the records and Cade and Lotty try to explain the context. She leaves to peruse them. Flynn bonds with a Peacekeeper in the lobby. The Peacekeeper talks about how him and his girlfriend have been thinking of settling down and starting a family. Flynn is still pretending to be small child. The Peacekeeper tells Flynn about a special symbol used to signify Peacekeeper supply shops.

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Null is subjected to Power Word Pain by the man, who introduces himself as Alistair Azher and her father of sorts. Despite Null being shocked and wracked with pain, he seems open to answering questions.

Null: "Where did I come from?"
Alistair: "I'd imagine from the loins of your father and the innards of your mother but what you have become is from ingenuity and perseverance. You were made from a child to something more." 

He touches her neck and restores the tattoo, enhancing it at the same time. "What clever friends you have" he says as he releases Power Word Pain.

Null: "why don't I remember?"
Alistair: "It was intentional. We don't want people asking too many questions. You went through a lot as a child and it was important to protect you from the trauma. I'm benevolent."

Null: "How many others are there like me?"
Alistair conjures images of other people, some Null recognises as people they've fought and then thousands of images of babies saying "Those are the potentials."

Null: "I saw things at Trolley's, half grown versions of me, what was that?"
Alistair: "After you were perfected it was theorised you could be replicated through a cloning chamber, but none of the current experiments were viable." 

Null: "What's the orphanage's connection to Vi?"
Alistair: "She was at the orphanage and found to be viable so was brought in to the programme, number IV. He conjures an image of a IV spinning around to form VI "Have you seen your sister?"
Null: "I don't think so. My friends have tangled with her."

Alistair: "Well, if there's nothing else, then it's time to wipe your memory and send you back. But before you go I want to show you one more thing."

He brings her to a window and shows her the orphanage in Pacapa. Null sees an earthquake rumble beneath the ruins, followed by four meteors making direct impact with the site. 
"That should be enough to keep everyone off our trail."

He pushes her through the window and Null falls, landing in the middle of the courtroom in Pacapa.

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The Ashen Company are relieved to be reunited, but Null is confused. What's going on? How did she get here? All she remembers is going through the portal, darkness and then appearing in the courtroom. Her friends say she's been missing for 2 hours.

Lotty receives a message from Latharial via the Sending Stone: the children are gone from the villa and caretakers have been killed. Lotty responds that Madam Trolley's orphanage in Pacapa was under the Marionettist, that they are being help by the Exchange, that Null is in danger, that we don't know what's happening and to spread the word.

Flynn leaves with the Peacekeeper and finds himself almost adopted. He slips away and goes back to the party.

Captain Saz returns and explains that they understand that that the Ashen Company is in conflict with someone else and that this conflict is what caused the orphanage to be destroyed. The Ashen Company will be charged half of the Peacekeeper's stated (overinflated damages) before they are allowed to leave the city. 

Everyone pays up, with Mira showing up with the shares from the party's home storages. The records are returned to Cade and the party has 6 hours to leave town. Mira offers to teleport them back, but Lotty insists on taking the 3 day journey back via cart.

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A couple hours out of town, they pull over for a water break. Berrik wants to check on Null's tattoo situation. Before he can, however, Cade mentions the Marionettist and Null attacks. No need to use the spell slot - Null is back under the Marionettist's arcane leash.

Everyone is very upset. Lotty goes into "mum" mode and tries to fix things. Flynn is confused.

Null asks to see the records Cade got, but Cade rightly denies her. Cade asks to restrain Null and the tattoo is triggered again. He and Flynn are hit. Null disarms. Silas takes Flynn aside to explain their unique predicament, out of earshot of Null. 

Lotty hits her breaking point and spills the beans to the party about the missing orphans and the murdered caretakers. Everyone is shocked and upset. 

Next they hear a familiar voice: "Is this a bad time?"
Nassandrial's illusory male elf form appears to them and seems hung up on the party tracking her to the Wyldlands. It is definitely a bad time for the Ashen Company and they are exasperated, trying in vain to get her to fuck off. She monologues a little bit and then disappears of her own accord.

The party then decides to rush to Sierrona. Upon reaching the villa they find signs of violence and the bodies of the caretakers (RIP Boris and Bonnie). Cade attempts a Speak With Dead on Boris, but no useful information is gathered. They suspect this is retaliation by the Marionettist for the events of the orphanage. The party needs to convene with their contacts and figure out what to do next.

Berrik takes advantage of Nessie's Lantern of Revealing to inspect the back of Null's neck. Familiar purple and black light shines from it, more intensely than before.