Act 3, Chapter 2 “Shuffling Off Arcane and Mortal Coils” (2022/04/23)

 We return to a shocked Null standing over a dead Nora in the throne room of the Last Stand Inn as the rest of the party looks on in horror. Null remains frozen while Cade rushes to revivify Nora and Lotty steps in front of Null. Cade succeeds and newly alive Nora is understandably upset with the whole situation, refusing to cooperate further and suggesting that they seek answers about the Marionettist from their companion instead. She leaves. We should probably leave Nora alone for awhile (or forever). 

Feeling a new urgency about the situation Cade wants to seek the advice of Mira, Remmi’s arcane advisor, and goes to fetch her. Null gives all her weapons to Silas. When Mira arrives, Null spills the beans about being a changeling (which Mira knew already), about the presence of the tattoo, its ties to the Marionettist, and its controlling effects when threatened. Mira asks the rest of the party to back away and give them space. Null, apprehensive, makes eye contact with the rest of the party. Assured that they trust Mira here, Null agrees to the proposition and the party backs off. Mira casts Mind Blank, Magic Circle and Non-Detection and assesses the situation. She tells the party what they already know - that they need to remove this as soon as possible and that the most direct way to do it is with a 9th level spell scroll (which can be found at the Order of the Arcane Eye). Cade asks for discretion from Mira until they can solve this issue. She agrees that it’s none of her business but does confirm that she will have to inform Remmi. The party then heads directly to the Order of the Arcane Eye and buys a 9th level Dispel Magic scroll. Scroll in hand, they return to the villa. 

Once home, the party agrees to tackle the issue right away. They make sure no one else is home and settle on doing this in the great hall. Berrik, having known Null for longer than Kel, takes it upon himself to cast the spell. Using a portent to ensure success, he begins to read the scroll. However, almost immediately, time stops and Berrik feels his intellect under attack. Feeling it slip he panics, not wanting to fail his friends, and draws on something deep down to push off the effect. As he completes the spell, he sees 7 arcane glyphs appear from the tattoo and shatter in quick succession. Null is free. Kel tries to recall if he’s ever read about anything like this before. He remembers a book that detailed how Magisters of the Aeonian Dominion used arcane shackles on people to enforce their wills and that these shackles were often layered with contingencies to protect them from being dispelled. No one likes these implications. Relieved, the Ashen Company unwinds for a bit in the great hall. Null is extremely grateful to her friends for coming together to save her. Lotty says that Null is strong for living through and overcoming this, and Null responds that she only managed to live through it thanks to all of them. Everyone hugs it out. It’s very endearing and sweet. Cade offers to cut off the tattoo and heal her up right after. Null seriously considers this, not wanting anything to do with something that took away her free will but elects to leave it for now after hearing some wisdom from Lotty. Null has a drink and lays on the floor and everyone decides what to do next.  

The party decides to take on a 10k gold Reaper contract to end a necromancer problem outside of Beinya. There are reports of missing farmers and destroyed crops (not good for the region, as Beinya is the breadbasket of the Ulvari Coast). We are to bring in the necromancers alive or return with the head of the lead necromancer as proof of completion. As the party begins the trip, Null “stealthily” slips 300 gold into Cade’s pocket to account for the soul gem used on Nora. He notices but does not draw attention to the gesture. He does. However, use some of the new gold to buy a horse cart for 3-day journey to Beinya. During the trip, the party discusses tattoos again, with Cade suggesting that Lotty build a tattoo machine. We all agree to get matching tattoos of some sort. Also during the journey, Berrik checks in with Null to see how she’s feeling. She’s feeling fine. She then opens up to Berrik about how much of a relief it is to no longer have to worry about the tattoo. Deep down she had been concerned that Silas, with his paladin vows, might eventually have had to make the difficult choice to end her if the tattoo issue continued spiralling. Berrik reassures her that Silas would never do that. The journey continues. 

The party arrives at a large ranch that it covered with a layer of fog. From far away, Cade and Null manage to see 4 scared farmers surrounded by shapes in the fog. They leave the cart and approach the scene to attempt to defend the farmers. Before too long seemingly dozens of zombies, including large troll ones, descend upon them. It’s very overwhelming. The farmers don’t last long. Berrik lets off a fireball and manages to kill several zombies at once. Null is also in range and manages to escape fire damage. She does not, however, escape poison damage of the exploding zombie corpses around her. Null goes unconscious and then dies. Cade turns into an eagle and flies towards Null, stopping 25ish feet above her to stay out of range of the troll looming over her body. He is then blinded, and it becomes clear that the zombies aren’t the only enemies on the field. On his next turn he manages, still blind, to revive Null. Back on the left side of the field, Berrik, Lotty, Kel and Silas are holding on but are starting to get overwhelmed. Kel moves south and casts Sunbeam, shooting powerful radiant beams at the undead on each of his subsequent turns. Null, having only one hit point, goes unconscious again. Silas then begins moving to the east side of the ranch, stopping to bring Null back up. Lotty conjures a very cool cone of arcane weapons to attack several zombies at once. Cade casts Erupting Earth, killing a few more zombies. 2 of these are in front of Null. Null goes unconscious again after taking the poison damage from their exploding corpses. Silas continues doing kickass paladin shit on the east side of the map and begins to notice their invisible enemy nearby. Berrik casts Life Transference on Null, bringing her almost back up to full health. This brings him below half health, activating his Contingency spell - he goes invisible. He then moves closer to Silas and the buildings on the map. By now, Silas is fully aware of the necromancer in his melee range and attacks. The necromancer flees further inside the building and locks the door behind her. Null races to follow, unlocks the door and stops in front of the necromancer. Silas catches up and continues his attacks, activating her Armour of Agathys and getting wounded in the process. Berrik, still invisible, moves into the room as well. Kel, Cade and Lotty continue holding their own against the remaining zombies outside. The necromancer then attempts to cast a spell, presumably to flee, but Berrik counterspells and it fails. Out of options, the necromancer attempts to flee on foot only to be knocked unconscious by a pair of opportunity attacks from Null and Silas. The necromancer’s staff, component pouch and spellbook and taken from her and given to Berrik. Our enemy is dragged back outside to where the rest of the party is and restrained. The Ashen Company takes a well-deserved short rest and prepares to interrogate their prisoner. 

Act Three, Chapter One "back in the saddle" (16/04/2022)

As the season turns to 1st of Wintercrest in the year 21 post-divine cataclysm... As the Ashen Company find themselves together at home in the villa for the first time in a while, another year older they reflect on the previous year and share their tales and findings...

Updates from Cade:
  • In his search to find out more on his origins and hoping to find the whereabouts of an item he's heard of, a "Moon Sickle" he travels to the ruins of an old Exaltium mine. Talking with and elderly caretaker (who seems very grateful for the brief company) he discovers Moon Sickles were given to the soldiers of the temples.
  • No sighting of Nassandrial
  • No sighting of Septus and Seppia, the constructs and the armies of the cartel has disappeared. All business, outposts and resources have been abandoned or disappeared - no word of their activities or any trace of them along the Ulvari coast or from around Altisha.
  • No word of Vi but there have been some disappearances around Altisha of high ranking Advisors and Officials that have coincided with Vi's disappearance.
  • No news of Ezra, the Arcane Eye have confirmed he is missing and will pay for his safe return.
  • Cade, Kel & Lotty hear from Elric's cousin, Massinissa, and with their help the they manage to get Elric to the Devine Pansophical to remove the influence from the Demonomicon. Elric returns to the Underdark with Massinissa, to try and come to terms with the atrocities he had committed and find his peace.

Updates from Berrik:
  • Berrik discovers some kind of modify memory curse has been used on Null; but some kind of enhanced version, he speculates that perhaps a purple exaltium catalyst may have been used to cast the spell.
  • From the scouting trip to Zanidonia Berrik learns that Calitrax has cemented her leadership.
  • No sightings of Nassandrial
  • Whilst practising True Sight Berrik mentions to Cade that the glowing ball of blue fire he previous saw in Cade's chest had turned yellow. Not even knowing he had a glowing ball inside him Cade surmises it's probably his exaltium power source but Berrik deduces it burns brighter than that.  Lotty manages to find an access port to look at Cade's insides but feels like it wouldn't be wise to open him up! Lotty flippantly suggests that it's Cade's soul and he got a new one when he died which is why it changed colour.

Updates from Null:
  • Null learns from the Pacapa Exchange that she arrived there, new to the area, aged 12. She was taken in to Madame Trolley's orphanage before eventually starting to work for the Exchange. Null realises this is in conflict with her own memories whereby she recalls having lived in Pacapa her whole life.
  • The Scouting trip to Zanidonia sees the population there content under Calitrax's rule and happy with the lack of conflict.
  • In searching for potential allies Null discovers the Lord of Aramore and Lady of Lerwick may support a transition of power as they are not happy with the new taxes Calitrax has imposed.

Updates from Lotty:
  • When Lotty, Cade & Null visit Palarino to try to discover new of Geshut they are able to confirm the Geshut was going to meet Vi and hasn't been seen since but no leads or new information. Cade is able to send a message to Geshut to confirm he is still alive but doesn't know where he is.
  • Lotty has spend time reading up languages and begins to devise the "Ashen Argot", which is a combination of speech and sign language known only to the Ashen Company.

Updates from Silas:
  • Silas has spent his time retraining and taking care of the orphans of Zanidonia and getting them settled in to the Ashen Villa. 

Updates from Kel:
  • Kel installed a library in to the Ashen Villa when it was purchased and hasn't been seen since.

News from around Altisha (check with table if anyone else got more details):
  • Demon incursion (Avatar of Tariah) in the Sands of Illyria defeated
  • Large Construct defeated in Crimson Fields - ties to Allerdale (?) a former magister (?)
  • Bellevue crime family
  • Demon incursion from Avatar of Kovish, Group called the Guardians of the Grove defeated although 2,000,000 lives were lost.
Open stories:
  1. Hunt & stop Nassandrial, green dragon (no leads)
  2. Hunt & stop Vi (no leads)
  3. Find and rescue Geshut (no leads)
  4. Find Septus/Seppia/Army (no leads)
  5. Find Ezra (speak to Arcane Eye & solve puzzle)
  6. Remove Lady Calitrax from power (need to ensure the timing is correct)
  7. Travel to the Lands of Desolation to find out how Cade is made and search for a Moon Sickle
  8. Remove Null's Tattoo (level 9 Dispel Magic, Wish spell or removal by person who put it there. Scroll worth 8,000gp)
  9. Restore Null's Memory (Greater Restoration? With catalyst)
  10. Reaper's quests for gold if/when needed
_______________________________________________________________

Ashen Villa highlights:

  • 2 levels!

  • Gardens

  • Paddock for horses

  • Great hall

  • Conference room

  • 2-storey library

  • First floor wing to house the Zanidonian orphans and their caretakers (yes, we now have 5 or 7 wards)

  • Latharial kind of moved in?

  • Additional guest rooms

  • Each member of the party has their own room, some even have en-suite bathrooms

  • Balconies

  • Various sitting areas


Scene opens on the party having breakfast in the great hall, along with their wards. Silas sits down to find his chair squeaking yet again, as it has ever since they moved in. He reminisces about the past year, trying to figure out which kid could be the culprit. Where could they have learned this? Silas takes the reins on their education, but he only instructs them in virtuous, mainly athletic endeavours. Null has taught them to pickpocket, but chair sabotage really requires a craftier touch. Lotty did try to point them to more artisanal pursuits, but that never seemed to pan out. Could Cade have managed to impart some carpentry? He remembers one pupil in particular that paid attention to Cade’s carpentry lessons - Nikolai. Locking eyes with the grinning child as his chair irritatingly squeaks, he silently vows to work him extra hard later. Deep down, however, Silas is proud of his favourite pupil.


As breakfast seems to wind down, Cade beckons the kids to come out to plant tomatoes. Not a single one gets up to follow. Null tries to help by faking enthusiasm for gardening, but these kids are a tough audience. Cade laments that Null seemed to have better luck in getting their wards to take to her lessons. In response, Null takes a gold piece and very obviously places it in Cade's pocket then steps away. Soon after, Cade feels a gold piece leave his pocket and turns to catch a small red-haired girl named Lily in the act. He gently scolds her and tries to show her that stealing is harmful to others. Lily doesn’t really absorb the lesson, so Null steps in to offer an alternative approach. Pointing at the gold coin she suggests that it be used to buy seeds, which the kids then plant and care for until the produce is ready to be sold. Then come the larger profits, to be used as they see fit (hopefully for more gardening). She ends the lesson noting that some people just need a little boost to get started sometimes. This approach seems to go over slightly better, but it remains unclear whether the kids understand that they literally cannot grow money on trees.


After some discussion over how to start the day, the party decides to seek out a Reaper contract - they’re feeling a little rusty combat-wise and the extra cash would be welcome. They decide to check in with Remmi at the Last Stand Inn on the way to see if he has any news. Upon arrival to the old throne room Remmi indicates that he is glad to see them but that things have been easy and quiet, as they have been for the past year. The party sees Mira across the room, who seems to be doing well after her resurrection a year ago. Null scans the room for any new faces and sees Nora standing not far from Remmi - this is the would-be assassin that the Ashen Company pacified and turned to their side not long before the Zanidonian trio joined up. She and her employer had been contracted, presumably by the Marionettist, to murder Lotty, Cade and Kel. Seeing a potential opportunity to gain even a little bit more intel about the Marionettist and her unique dilemma, Null asks Lotty to introduce them. Nora is cold towards Lotty, perhaps due to the circumstances under which she was questioned by her previously. Null, trying to be careful not to reveal too much right away, begins by asking Nora a few broader questions. The answers, however, don’t reveal much and Nora doesn’t seem very forthcoming. Eventually, Null tries to be more specific by asking what Nora knew about how her former employer communicated with the Marionettist. Before Nora can answer, however, Null’s eyes flash purple and the party sees arcane tendrils appear around her, just as she swiftly stabs Nora through the heart. Yikes.

Interlude: year long down time activities

After the battle at Alya the Ashen Company are left with lose leads and dead ends, with Nassandrial again running from the battle, the Cartel's armies nowhere to be seen the group decides to take some time in Sierrona to regroup and gather themselves. Purchasing a Villa together they have a place to call home when in Sierrona and a tavern to bring them some combined income.



Berrick

Berrik starting with: 10,520 GP | 33 DP | 25 FP 
 
Narrative Summary:
 
With some relative stability now ensured with a place to live and a new business venture on the go, Berrik spends the year focused on several projects to, in his mind, further increase his usefulness to the group. He dedicates himself to more of the arcane, mastering several new spells, including a particularly devastating one inscribed in the spellbook recovered from a would-be assassin back in Zanidonia. The components are costly but with the impending danger of Vi and the constant threat of a certain shape-shifting dragon still on the loose, Berrik believes these spells, specifically his new ability for True Seeing will be quite handy…
 
Null’s tattoo not forgotten, Berserk does what he can to research anything related to memory-altering spells to try and get a bearing on whether Null was (or currently is) subject to memory modification regarding her tattoo. He’s determined to find a path that could be taken to cure her, remove the tattoo, and restore any memories she may have lost.
 
Throughout the year Lotty and Berrik spend time teaching one another their specialities - Berrik schools Lotty in his particular way of divining the arcane in the natural world around them, and Lotty teaches him the basics of enchanting items and tools, creating a ring for Cade as a demonstration of her craft.
 
Berrik travels with Null and Silas on a scouting mission to Zanidonia, in the hopes of identifying any logistical weaknesses in the defences of the current regime. He splinters off on their travel back to Sierrona in order to spend some time in various villages and towns around the Ulvari Coast, trying to gather any rumors or whispers of Green Dragon sightings of possible lair locations of their foe. 
 
And of course when in Sierrona, Berrik spends the evenings at their Villa pondering the cube.
Property: Tier 2 Villa (833GP as his share). Tier 2 Business (1667GP as his share)
Training: Expertise in Arcana (5000gp, 10dp). Proficiency in Enchanters Tools (250gp, 3dp), learning Disintegrate from the Assassin’s spellbook (300gp, 2dp)
Shopping: Enchanter’s Tools (25gp), an ivory statuette carved in his likeness covered in gems (1500gp), Costco-sized tub of True Seeing component paste (4 castings, 100gp)
Research: Scouting mission to Zanidonia - total roll of 11 (1dp). Research on memory-altering spells: total roll of 18 (1dp), Investigation into any sightings of a green dragon or possible lair: total roll of 21 (1dp)
Side Hustle: Berrik’s divination has proven to be a boon when it comes to playing dice in the local tavern. His Gods love to see him hustle. Gained 880gp (8dp spent)


Cade

After the battle in Alya, no news is heard about the what happened to Sextus and Sepia and their army of constructs so the Ashen Company decide to rest for a while in Sierrona.

Remy had suggested a number of times that they move out of his tavern so the Ashen Company decided to buy their own Villa and Tavern. The Tavern is known as ToMorrow's Folly being both a pun about how patron's will often feel the following day after a night of drinking but also about how the group came together with Morrow's downfall.

Cade also decides to make his own business and buys a plot of land within the city. Using his magic to grow plans he crafts an elaborate small forest with the center being a shop called Cade's Rare Mushsroom and Wild Herb Emporium that is covered by a large canopy of trees. It does not fit in with the rest of the architecture of the city but people seem to enjoy the oddity of it.

Feeling a new tie to the Divine Pansophical, Cade ventures off and performs several acts of service to them all across the Ulvari Coast. He never recalls doing them before, but at the same time they feel like he has always done them.

Knowing that there are still many threats out there for the Ashen Company, he works with Lotty to craft a Ring of Skill in Investigation and proceeds to spend most of his time doing a number of investigations to find news of Elric, the Green Dragon, Sextus and Sepia, the Army of Constructs, Vai, Ezra, as well as some research into the whereabouts of a magical item known as a Moon Sickle. Additionally, he becomes very curious about the state of the Monastery he use work at and their Exaltium mine so travels there stealthily just to find out what is going on.

Cade sends a letter to Kolemos and extending his simpathy and sorrow over the death of Khalis by Elric. He describes what happened to Elric by reading the Demononicon. At the end of the letter, Cade states that he knows he will never be welcome in Portas again but if Kolemos or Portas ever need his help he promises to always do everything he can to help them for the pain he has caused them.

Cade travels with Lotty & Null to Palarino and they work with Fallah for news on their former party member Geshut that was kidnapped.

Continuing his previous work helping local farmers, Cade takes a few side jobs helping their crops grow using his Druid Craft.




Kel

TBA


Lotty

When the Ashen Company decide to set up ToMorrow's Folly Lotty initially finds herself occupied in repairs and renovations and is happy to stay in Sierrona for a month or two enjoying being close to her family before the familiar wanderlust sets in for her again. She convinces her old friend Rhone to take a trip to the Lunar Sisters monastery with her as he's owed a little time of Remmi. Whilst Lotty expects a several month trip Rhone's military organisation and precision sees them returning Singe's mask, telling tales of his glory (and learning some new secrets about their old friend) and returning to Sierrona in no time at all.

Lotty, Cade & Null take a trip to Palarino to see if there is any news of Geshut, hoping to recover good news about their old friend.

Lotty is intrigued by Berrick's spellcasting, being so different from her own surgical and mechanical ways she wants to learn more about the visceral methods Berrick uses, in return Lotty shows Berrick some tips and tricks and tricks using enchanting tools and as Lotty enchants a ring for Cade she helps show Berrick how to use his new tools.

Towards the end of the year Lotty is getting itchy feet again and finding the Booty Taker in port she convinces Kraz to take her on for a few weeks work, she mostly spend her time carrying out odd repairs and singing with Carr in the crows nest but given Kraz seemed to tolerate her. Finding her makeshift crafting station still at the bottom of the ship Lotty takes a focus orb she purchased and carves in to it the Ashen Company Sigil and fixes it to an amulet in her spare time.




Null

The conclusion of the Battle of Alya was mysterious and left more questions than answers, but it was decisive enough for the now Free Cities of the Ulvari Coast. Amid the joyous tumult of the new geopolitical situation in the region, Null joined the rest of the Ashen Company in laying down roots in Sierrona. Together the party purchased a villa, a home base to call their own as each member looked to their own pursuits. They also purchased a tavern, called “ToMorrow’s Folly”, flagging the ties the owners had to the demise of Morrow Massani, as well as the hangover a patron might experience after a night of overindulgent fun there.
Soon after the party’s return to Sierrona, Null purchased a compact blank book, lightly embossed on the cover with the sigil of the Ashen Company. Knowing that she could no longer rely on the veracity of her memories, she decided to begin keeping a journal as a sort of contingency in case of any future doubts. She generally writes in it every night - the act of recording her daily activities seems a little silly to her at first but she soon gets used to the routine. If it makes her feel like she has even a little bit of control over her looming problems, she’ll gladly do it.
Feeling the need to have more of an upper hand when it came to seeking answers to difficult truths and playing dangerous political games, Null pursued membership with the Brokers of Secrets. The Ashen Company pointed Null in Fallah’s direction and so began the collection of secrets. After initially gaining membership with secrets such as Magga’s fey heritage and the true nature of the ruler of Zanidonia, Null continued her rise through the ranks, eventually gaining the title of “Handler” in the guild. At some point over the year, Null also accompanied Lotty and Cade to Palirano as they worked with Fallah and the Brokers of Secrets to unearth any news of Geschut and their adrift former party member Elric.
Null eventually worked up the courage to reach out to the Exchange in Pacapa. Having worked with them, for them, and around them over the years, she wanted to confirm specifics of her own life and career in Pacapa. Comparing the information with her own memories, she tried to pinpoint any discrepancies or missing details -  any clue as to where reality and her recollection might have diverged.
Not wanting to leave the issue on the backburner, Null, Berrik and Silas covertly travelled to Zanidonia to scout the situation there. Null attempted to gather intel on Calitrax’s rule and gauge how it was affecting the populace. She also tried to unearth potential allies, those opposed to Calitrax who might be of aid when the time came to retake Zanidonia. While there, Berrik also drew on his military experience to identify logistical vulnerabilities that could be exploited. On their way out of Zanidonia Null picked a flower - something beautiful and resilient in the middle of the perpetual winter climate. She tucked it into her journal to preserve it for the journey back to Sierrona. Null gifted it to Latharial upon her return -  a small part of Zanidonia to keep until she could go home again.

Mechanical Summary

Property: 

  • Contribute 833 GP to cost of Tier 2 Villa 

  • Contribute 1667 GP to Cost of Tier 2 Business (Tomorrow’s Folly) 

Gained from Property: Local Prestige, No Cost of Living 

Total spent on Properties: 2500 GP 

 

Guild Progression: 

  • Join BoS Operative tier: Use 2 known secrets, Purchase 1 local secret (3 dp), Spend 2500 gold.  

  • Join BoS Handler tier: Purchase 3 regional secrets (15 dp), Spend 5000 gold. 

Gained from BoS: Arcana Proficiency (Operative tier), Investigation Expertise (Handler tier), +4 to research rolls (Handler tier) 

Total spent on Guild: 18 DP, 7500 GP 

 

Conduct Research: 

  • Reach out to the Exchange to research Null’s life in Pacapa, trying to pinpoint anything that does not match her memory. 

Details of roll: Conduct Research on Null’s life in Pacapa – Investigation (+8 from Expertise, +4 from BoS) - 1 dp 

Total of Roll: 25 (base roll 13)

Total spent on Research: 1 DP 

 

Conduct Scouting Mission in Zanidonia with Berrik and Silas: 

  • Search for intel on Calitrax’s rule in Zanidonia, and how it affects the populace. 

  • Try to identify potential allies in Zanidonia. 

Details of rolls:  

Conduct Investigation on Calitrax’s rule and how it affects the populace – Investigation (+8 from Expertise, +4 from BoS) - 1 dp & Identify Potential Allies in Zanidonia – Insight (+11 from Expertise) - 1 dp 

Total of Roll (Investigation on Calitrax’s rule): 14 (base roll 2)

Total of Roll (Identify Allies): 30 (base roll 19)

Total spent on Scouting Mission: 2 DP 


Shopping:  

  • Now knowing she can’t really trust her own memory, Null wants to start keeping a journal. 

Details: Shopping – 0dp – Purchase 1 Book (compact, blank journal) = 25 GP 

Total spent: 25 GP 

 

Side Hustle:

  • Not wanting her skills to get rusty, Null indulged in a little bit of crime. Just a little bit of pickpocketing, some burgling. It’s fine - they probably deserved it.

Details: Side Hustle - 6dp + 660 gp

Total spent: 6 DP

Total earned: 660 GP

 

MISC: Tag along to Palirano with Lotty and Cade for their business with the BoS. Ask Lotty to switch infusion from Repeating Crossbow to Boots of Speed. Learn “Walk it Off” Exalted Maneuver from Local Prestige.

 

Null ending with: 805 GP - 10 DP - 32 FP S



Silas

During the interlude Silas pursues his membership into the Wardens of Balance and undertakes the Ritual of Balance. During this time Silas goes out to different areas where the Wardens send him to perform 3 Regional Acts of Balance. Silas also pays his dues to build a Villa and a Tavern with his friends in Sierrona. Besides all this, Silas further pursues his training as a Paladin, choosing to further his spiritual training, Silas decides to drop the blade manoeuvres he’d learned over the years to begin learning to fight in a different way. Silas Respecializes from a fighter 7/ Paladin 3 to Paladin 11.
Even with all this going on, Silas still goes out to do what he loves- Fighting. Telling Stories of the past. Performing acrobatics and wowing crowds with his blade and his new found magic. Silas also goes to find the orphans of Zanidonia and spends as much time as he can spare there, especially with his human friend Nikolai whom Silas wants to take under his wing and train at some point. Possibly adopt when this is all over.


  1. Complete Ritual of Balance - 3 DP

  2. Pay Guild Fees for Warden Tier  (-2500 GP) (Proficiency in Arcana)

  3. Pay Guild Fees for Praetorian Tier (-5000 GP) (Expertise in Athletics)

  4. Complete 3 Regional Acts of Balance - 15 dp

  5.  Pay GP towards Tier 2 Villa - (-833 Gp)

  6. Pay GP towards Tier 2 Income Property (Tomorrow’s Folly) (-1667 Gp)

  7. Learn Walk It Off Exalted Maneuver from Local Prestige

  8. Cade buys Level 5 spell Scroll from Silas (+500 gp)

  9. Side hustle 35 DP (+4025 gp)


Act 2: Chapter Thirty Four "Nassandrial Strikes Back" (2-04-2022)


Out of nowhere, Nassandrial breaths her poison breath on the Ashen Company from where she was perched position on a rooftop invisible.  It was devastating as it grievously wounded most of the party and even knocked Kel unconscious.  But like a well oiled machine the Ashen Company did not stay surprised for long as they brought Kel back, mostly healed up mostly, ingested some potions for flying, and even attacked back before Nassandrial could make another move!  They may have been together for only a short time but their coordination together was astonishing and turned the tide.

The fight went back and forth with all members of the Ashen Company playing their part.  It was a rough fight with Berrik falling unconscious to a barrage of attacks from the dragon.  Then Null racing to bring up her friend.  Silas inflicting vicious slices into the Nassandrial's side with his sword.  Nassandrial then cast a spell that just killed Cade outright and then grabbed his body and tried to fly away.  Berrick thinking fast stole Cade's body back with a giant magical hand as Lotty raced to revivify him bringing him back to life.  All the while Kel peppered the dragon with spells.  The battle went back and forth but eventually Nassandrial realized he was on the losing side so flew away from the group to gain space and teleported away.

Cursing that the dragon escaped them again, Cade reached out to Knight Commander Finias with his magic to see how the assault on the city was going only to find out that Sextus & Sepia, along with their army of constructs, had vanished as well!  The Ashen Company then raced to the city ramparts to find out what happened.

It seems the assault on the city had been rough with both sides already taking about 30% casualties, including Mira, when all of a sudden tendrils opened up from the sky above Sextus and Sepia.  Sepia then crushed a purple exaltium stone to over-power a spell and plane shifted all of the Ulvari Cartel away.  Not just the leaders and constructs on the battle field but everyone including at their stronghold in the city of Palarano no longer had a Ulvari Cartel presence.

Hearing about the tentacles it reminded Null of what happened when Lady Zaltrax died and then was controlled by the Marionettist.  

In the days that followed the battle....

With the Ulvari Cartel gone, Remmi declared the cities of the Ulvari Coast as "Free Cities" to be ruled by their own people with a mutual defense agreement.

There was no news of where Nassandrial teleported to.

Silas and Kel do some research on where the Ulvari Cartel may have gone and some tactics to use the next time.

Cade is a little off after being revivified and is prone to emotional outbursts.

Null shares her secret of the tattoo with Lady Latharial and vows to go back and help her in Zanidonia.  Lady Latharial does not believe Null is working with the Marionettist.

After the battle Silas decides to embrace his newfound Paladin abilities.  To honor him the Knight Commander has him kneel and say the Tenents of Vengence:

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
    No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
      By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
        Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

        The tenants were then seared into his back by the Knight Commander with radiant energy.  Silas is sore but honored by his new tattoo/scar, then he said his own pledge:

        "I, Silas Fei’Aeolus, swear by Aeon the Great God of the Sun that I will keep this oath: May my heart know only virtue, my blade defend the helpless, my might uphold the weak, and my wrath undo the wicked. I will be brave and upright. A noble and proud warrior like my Master before me. If I show my foes mercy, may it be tempered with wisdom. I will never fear to act in the face of my enemies, nor shall I waiver when my blade meets their backs. Darkness has descended upon this land...may I be a beacon of light against those who oppose what is right and good; a beacon of hope for the innocent. I will protect this land, and the heart of my people- a mighty storm bringing swift justice to my enemies. If I should die before freeing my friends from fear, before winning a future for my people, before severing the twisted bonds of corruption that strangle this world - I will bask in the warmth of Aeon's light knowing I gave my all to the bitter end. May it be a good death. This I swear."

        The Ashen Company bought a soul gem to replace the one used to revivify Cade from the Divine Pansophical.  Then they returned the loaned magical necklaces to the Knight Commander.

        The group is unable to get ahold of Ezra using Cade's sending spell, but per his directions decide to rejoin Kraz on his boat "The Booty Taker" and travel to Ezra's island.   Again, nothing was visible on the island but Kel, Lotty, and Cade knew that Ezra had an invisible tower there.  After searching Ezra's island they find a door with a cube shaped lock and a chest.  Inside the chest was 6,000 platinum and a small Exaltium Cube along with a letter from Ezra.  


        The letter says that if we found this, that Ezra must be dead or incapable of returning and to use the cube as a key get into the tower and track down his last location.  But the cube is a puzzle that needs to be solved.

        The Ashen Company decides to spend some time in Sierrona on separate projects a they work on solving this puzzle.....