Act 3, Chapter 56: "Don't you wanna know how we keep startin' fires?" (2023/12/23)

 Berrik looks pensively out the window of the Bloodied Axe. He can't imagine why his people would be this far north, let alone camped outside the city of a tyrant. He wonders if it would be prudent to do some recon there. The rest of the party look slightly concerned - Berrik's face is right up to the glass of the window, his breath fogging it up as he narrates his thought process. They know Berrik's tribe is a good lead, but something hella weird is going on in Suite 2. How do we just ignore that? What if it also contains a lead? Lotty's unsure, everyone's unsure. The Ashen Company really doesn't want to make a decision here that would lead to the demise of their families or the mission.

We re-up our Non-Detection and take a break from fretting about our next steps. Flynn reaches out to Derrik, who says he's arrived but has yet to meet up with Vi. He sends Latharial an update too, and she responds that she is on the move. Null is concerned that Vi hasn't linked up with Derrik yet. Berrik picks up on this and kindly contacts Vi, who says that she is doing something for Remmi first. Weird, isn't Remmi unconscious right now? And wasn't the whole "Go to the Lands of Desolation to find Ezra" thing his last request to Vi? Everyone would love to follow up on this, but we need to conserve spell slots and focus on the mission at hand. Finally, everyone agrees to go check out Berrik's tribe. We pat ourselves on the back for finally coming to a decision and start thinking about logistics. However, our priorities quickly change as we hear thudding in the hallway outside Suite 2.

A quick check of the hallway reveals no culprit, but it's evident that more boards have been added to the blocked entrance of Suite 2. Nevermind! The tribe will have to wait. We move from our room on the second floor up to Suite 3 on the third floor. Since Suite 3 is right next door to Suite 2, Berrik uses Passwall to make us an entrance and Flynn dispels the magical darkness inside. We find a room glowing with an eerie green light that has been reinforced with several feet of stone on all sides. Humanoid bones and cobwebs adorn this small chamber. In the centre is what we presume all the fuss is about: a floor-to-ceiling carved stone totem around 4 feet in diameter. Arcane runes and generally spooky design elements cover the thing. Null, astute as ever, believes the totem to be necromantic. Duh. Berrik and Flynn ruminate on the best way to figure out what the totem is without triggering it. Dispel Magic? Identify? Lotty thinks we're moving too fast and wants to talk to the barkeep before we do anything to the totem. Null volunteers to go with her, and the two head downstairs to the main floor. Meanwhile, Berrik and Flynn Detect Magic on the totem and realize that it contains: necromancy, transmutation, adjuration and conjuration magics.

Downstairs, Lotty and Null find neither hide nor hair of the barkeep. They go to the basement kitchen and the larder, finding a bedroll and muddy footprints inside the larder. The footprints lead to a ladder under a locked hatch. Lotty sends Boobrie through a small opening and confirm that it leads outside. Guess we're alone here. The pair return to the main floor and receive a message from Flynn, who is getting very impatient. Lotty tells him that the bartender is gone and we're going to spend ten minutes or so seeing what we can dig up. Lotty and Null eventually find a locked cabinet under the bar that even Null (who rolled a 20, +2 from Lotty) cannot open, despite her belief that she was reliably talented in such things. Surely a very high value item must be inside to warrant such an intricate lock! After some back and forth, Null produces a crowbar and elects to force the cabinet door open. As the wood splinters slightly and the door slides back, Lotty and Null see a magical white thread break, Lotty clocks this as an Alarm spell and knows very well now that they have to skedaddle. Closed shutters have suddenly appeared over every window. They grab the contents of the cabinet: a paperback socio-economic manifesto and a leather-bound volume which turns out to be the guest ledger for the inn. They rush back upstairs.

With Lotty and Null's return, Flynn is relieved to finally be able to do something! We do a quick skim of the ledger and realize that Suite 2 has been "Out of Order" for over a year and the Ashen Company are the first guests to stay in over 2 months. Berrik and Flynn still don't know what exactly the totem is for, but we all agree that it's bad and should be destroyed. Lotty and Null confess that we'll have to hurry, as an alarm spell was somehow tripped downstairs through absolutely no fault of their own! We agree on a plan: Berrik will cast Antimagic Field to suppress the totem (this will also affect Passwall due to the small space) and Flynn will enter a Dao form and smash the thing to bits. Null volunteers to be a lookout and warn them of any incoming danger.

Null posts up at the top of the stairs, while the other three get to work. Berrik casts Antimagic Field and Flynn takes on his Dao form, complete with giant hammer. Null hears movement downstairs. Listening, she discerns that the panicked barkeep and many guards are downstairs looking for them. Null activates Ghost Walk and tries to walk through the boarded up doorway, but it doesn't work. Frustrated, she tries to quietly scratch at the board to get the attention of her friends and goes on to tell them they need to hurry - we have company downstairs and they're on the way. The trio inside gets the message and Dao Flynn proceeds to smash deactivated totem to rubble. Null floats up to a small crawlspace and hides, just out of view of the troop ascending the stairs. Long silent seconds pass and Null soon finds her crawlspace filled with smoke. She drops back down to the third floor and finds the hallway aflame. She moves to the boarded up door and bangs on it, yelling that there's a fire and we need to go NOW. Null (now on fire) floats up again, this time all the way to the roof (which is also on fire). She quickly pats the fire out and moves to a nearby rooftop to hide, waiting to make sure her friends exit the inferno.

Inside, the trio sees the spooky totem crumbled at their feet. They heard Null's warning, so Berrik drops Antimagic Field. The Passwall hole appears again and they rush through in to Suite 3. Smoke is starting to swirl in under the door.  Dao Flynn starts smashing at the newly shuttered window, trying to make an exit. As the shutter falls away, they look out the window and see scores of vikings and huscarls gathered below, waiting to stop them as they flee the fire. Lotty hears cries for help coming from downstairs - the barkeep must have been left for dead. She's a good person who likes to rescue people, but this guy might also actually tell us something worthwhile if we rescue him. Lotty casts Fire Shield on herself and goes downstairs to retrieve him, while Dao Flynn continues to break through the window. Lotty quickly finds the guy, unconscious and with his hands tied behind his back. She casts Enlarge on herself and cradles the barkeep, shielding him from the flames and casting Cure Wounds to keep him alive as she makes her way back upstairs.


Emily's been rewatching Grey's Anatomy, so this is the only cheesy, cool-guy fire rescue image she could think of at 12:30 am. 

Berrik and Flynn are relieved when they see a big Lotty bust through the door to Suite 3 just as the flames are starting to lick through. Flynn has managed to make a large enough exit at the window. Lotty and Berrik down Fly potions and Flynn elects to try to distract their pursuers. No one has time to be indecisive, so this is our plan. Dao Flynn jumps from the 3rd floor window to the alley below, using Earthglide to make his landing entrance more impressive. He pops up out of the ground in front of Calitrax's forces and barely has time to make his pitch about how he's the super powerful and intimidating being that has just escaped from the destroyed totem before every soldier in front of him attacks. As Dao Flynn is set upon, Berrik and Lotty (still carrying the barkeep) attempt a stealthy aerial escape. Unfortunately this doesn't go their way - shouts and alarms ring out as Lotty, Berrik and barkeep take flight. Back on the ground, Dao Flynn hears more voices shout - panicked this time. Crashing the party outside the burning Bloodied Axe are swaths of undead suddenly found to be out of the soldiers' control. Dao Flynn, seeing Lotty and Berrik take off, uses this opportunity to make his exit. He makes a couple quips that add to his lore about even more beings imprisoned in necromantic totems and then Earthglides to the safety of Urt the tanner's basement.

Null also sees Lotty and Berrik take flight. Before she gets a chance to follow, her friends are hit with a barrage from arcane ballistae. Berrik and Lotty to their best to outmaneuver them, but still take some hits. Lotty tries to shield the barkeep with her body. Null follows her friends towards the north(w)e(a)st wall of High Rock, but stays hidden and keeps her distance, not wanting to reveal herself to Calitrax's forces. As Berrik and Lotty fly across the city limits and move into the frozen wilderness, Null remains within the walls of High Rock and watches her friends for as long as she can. If she follows into the snow, she will be spotted and shot. Best to lie low and seek them later. 

After some time, Berrik and Lotty find themselves outside of the range of the ballistae. They are relieved, but Lotty notices the barkeep has been killed in the onslaught. They quickly look for a place to land and find one, in a small sheltered outcropping on the side of a mountain. Berrik gets to work ritual casting Tiny Hut to get them some shelter, while Lotty uses a potion to revive the battered barkeep. He sputters, taking in air again before promptly passing out from shock. He's unconscious, but stable. Lotty intends to question him as soon as Berrik finishes the hut. Before long a flutter of Sending spells and Far Scribe messages go back forth between Flynn in Urt's basement, Lotty and Berrik on a frozen mountain, and Null on a roof somewhere. They all confirm their whereabouts and status. Null elects to go to Flynn since he is also alone in the city. Lotty and Berrik are filled with dread at the prospect of a Flynn and Null team up, but this situation has left them with few options. 

Null downs a Fly potion, getting to Urt's quickly and stealthily. On arrival she checks her surroundings, noticing a broken window next to the exterior basement hatch. Null peers inside and her heart sinks - kindly Urt is lying dead across his shop counter with an axe embedded in his face. We did this. By talking to him, we condemned him to death. Null rushes downstairs and tells Flynn what she saw - Urt has been murdered and it's no longer safe to stay here. Where could we possibly go to be safe? The Grove? Flynn wonders aloud if Null managed to grab a soul token from Urt, but she explains that it's only something she can do if she's present when someone dies. She's doesn't like to talk about her spooky abilities - it makes her self-conscious. She anxiously fibs that she's a little like a priest, helping the souls of the dead move on. It's unclear to Null if Flynn believes her or believes some other Flynn version of her story entirely. All this talk about souls makes Null and Flynn wonder they could bring Urt back. Even if they can't, Null wants to search his pockets. They tiptoe upstairs and sneakily climb through the broken window. As they approach the corpse, the pair spots an arcane white thread strung across the front door of the empty shop - another Alarm spell. Flynn thinks the axe in Urt's face might interfere with a Raise Dead potion working, so he gets in position to hold Urt's caved head and asks Null to pull out the axe. As she approaches, the body twitches and a guttural growl emits from its throat. Surprised, both Flynn and Null take a hurried step back. They look on in horror as Urt's previously lifeless body sits up. Its eyes are shining with a familiar blue light.

Act III, Chapter fifty five "I'm coming for you" (10/12/23)

 Dear Da,

We're in suspiciously empty Inn at the moment, not sure quite what's going on here but we're in Highrock we're so close to you now I won't let you down.

It's been a day, we found this dear ol tanner in the market, Urt he goes by, an older Orc. He says he ken ya back in the day. We dinnea wanna bring a fankle to his door but he said we could sneak in to his basement and hide out there if we needed to. He dinnea elude to much of a resistance in the city but was happy to help in any way he could (we got some good quality furs from him too).


We went through the dreich streets on the homesteaders district and passed the House of Healing where they're keeping Null's Ma. There was a moment when we say that Trolley witch leave and we took a keek of Null's ma in the window. It was so hard, we all ken we have to save her too but we dinnea wanna cause a brawl that will endanger you all.

As we came up to the Queen's District (queen my arse, she's just a jobby of a tyrant) it's well fortified, everyone with a sword is guarding the place and there's these two giant frost zombie things between the ballista. We talked our way in but had to give up our weapons and armour so Flynn & I went alone whilst Null & Berrick held our gear. 




We met that Indra woman, she were a midden undead with her head sown back on, Null & Berrick described her as a great warrior but there's nothing behind her eyes now. Flynn havered on as he does, I honestly donnae ken how he doesnae get us in more trouble but I were to scared to say much and she gave us this coin thingy that will let us "work for the cause" so hopefully we can talk to Ballah the blacksmith. While Flynn was talking mince I tried to take a keek at Indra and ken what her feelings were but I couldnae see a thing behind those dead eyes.



We saw the bawbag who calls herself Queen too, not much to look at but at least we've seen how she appears most of the time.

After that ordeal we headed to what is apparently the only Inn in town, the Bloodied Axe. The bar tender looked shocked to see customers, we booked every room in the place and ordered some food and drinks. Null's just getting them now whilst I scribble down ma thoughts.

When we checked in the fella behind the bar made a big ol deal about suite two not being available so of course the gallus bairns started having glaikit thoughts about sneaking off to see what was going on. they wasnea subtle about it and Berrick caught them trying to sneak off. Flynn sent an arcane eye in to the room instead and saw nothing but darkness. 

At the moment Berrick's staring out the window at some military encampment he's spotted to the North East of the city, the bairns are occupying themselves with this mysterious suite two so I might go talk with this inkeeper see what I can ken about what's going on. Flynn has given me an idea with the Arcane Eye too.

I'm coming for you Da, and I'm coming for Ella, Garrick, Alynn and Argil; I'm coming for Alistar and Aileen; for Tavon; for Thacker, Umser, Banal and wee Kendrick. We won't let you down I promise.

Act 3, Chapter 54: "Huscarls? More like Sus-carls" (2023/12/02)

Inside the Magnificent Mansion, Berrik takes out his highest-quality sacrificial organs and settles in for a bit of Divination before bed. Concentrating, he asks "Will we find Lotty's family alive?" In response, he is swiftly taken on a mental journey. Seemingly flying, he looks down at the dark frozen terrain of Zanidonia. Hundreds of Coldlight walkers clutter the landscape, but appear to steer relatively clear of main roads. In a flash, he sees the familiar throne room in High Rock. His vision shifts again. This time two scenarios appear to him at once, with neither quite yet finding purchase in the future. He sees gnomes, imprisoned and bound in chains, while also seeing a vision of those same gnomes, now corpses, piled in a dark, cavernous chamber. Berrik understands that the fate of the McFinis will rely on the actions of the Ashen Company over the next few days. With much on his mind, Berrik goes to sleep. 

After a couple of hours of waiting near the door, Flynn goes to check on Lotty. Making up a flimsy story about the mansion needing more chairs, he comes out just as a sleepy Lotty is finishing up with Null's music box. Lotty puts her head down over now-repaired trinket and begins to nod off, telling Flynn to go to bed. Flynn, true to form, does not listen and instead settles in to the chair he was pretending to seek. The night passes without issue.

In the morning it's Flynn who gets up first, eager to get going. Lotty groggily lifts her head, an imprint of the music box on one of her cheeks. Flynn heads inside the mansion and starts Eldritch Blasting to cause a ruckus that will get Berrik and Null out of bed. It’s clear that the unseen servants of the mansion are not fans of this ill-mannered approach. Flynn feels himself surrounded and lifted off the ground. The unseen hands holding him start to slowly rotate him in place, spinning the goblin like a luxury cart featured in Sierrona's annual transportation convention. Berrik hears the commotion and comes out of his room. Flynn pleads innocence, but Berrik knows better. The wizard scolds Flynn and then releases him. Flynn notices that Null has yet to leave her room, so he shouts that he will call Latharial if she doesn't get up. Null is out the door in seconds, disheveled and annoyed. And hungry! The party partakes in Berrik's chosen fare (piles of assorted meat) and gets ready for next steps. Lotty reintegrates Nessie into her armour and gifts Berrik with the spell-refueling ring she's been working on for him. Lotty also returns the music box to Null, thanking her for being able to work on it. Null is pleased and awkward and assures Lotty that she'll probably bring her something else broken before too long. Null winds up the box and listens for a few seconds. It's a nice melody, but she's a little disappointed to find that she feels no connection to the tune. Oh well, we've got bigger problems right now.

Time for a plan! The Ashen Company, knowing the stakes and trying their very best not fuck things up this time, spend a little too much time deciding on the details of their plan. Lotty, Null and Flynn will enter the urn, which Berrik will pick up. Berrik will then Polymorph into a Zanidonian Snowy Owl, doubling his duration by using red exaltium. Depending on weather, he expects to have to do this a couple of times. In High Rock, Berrik will then find a safe place to land, change back and let his friends out of the jar. Suddenly, all four are struck by the same intrusive thought. If we must exit the urn while Berrik is a bird, how would we be evacuated? Out of Berrik's chest? Regurgitated? No. Their faces grow pale. They know where. This uncomfortable moment spurs the party to move things along. We should get going. Before we leave the cabin's Private Sanctum, Berrik re-ups Non-Detection on everyone. Okay, now we can go! Everybody but Berrik hops in the urn. The wizard transforms and sets off, leaving the cabin behind. Owl!Berrik sticks near-ish the main roads, but makes sure not to fly too low. Despite it being day time, the sky is dark and grey. There is weather to contend with.

Meanwhile, inside the urn, Mordecai offers his guests some drinks. Null and Flynn will have whatever Mord is having, while Lotty asks for some tea. Null and Flynn are given cups of something called "Starlight Special" -  a dark blue liquid that shimmers with specks of gold. The drink is delicious, like a very smooth rum with berry flavouring. Null gets through half of it before realizing that this concoction is super potent and she is super hammered. Mordecai instructs Flynn to go make Lotty some tea. Flynn doesn't like this dynamic, but would do anything for Lotty. He finishes his drink and heads towards the kitchen (the kitchen that he never cleans, adds Mordecai). As soon as Flynn is out of sight, Mord magicks a steaming hot cup of tea for Lotty. We hear the clanging sound of every pot and kitchen tool being used by Flynn. Null realizes how much she doesn't want to be drunk right now. This is the most important mission we've ever embarked on and she's shitfaced! Families are at stake! She can't be drunk now... Lotty looks on, exasperated, as Null bursts into tears. The rogue starts to apologize between sobs. Flynn, also drunk, staggers back with some kind of swampy concoction, seemingly having steeped every bit of greenery in the kitchen. With Null's weeping head in her lap, Lotty scolds Mordecai for not warning them about the strength of the drink. Mord is defensive, but does eventually boop Null on the nose to cure her ailment. Flynn gets no such boon. Null, now sober and wanting to fix things, goes to the kitchen to get Flynn some bread and water so that he can sober up too. He's a bit of a dick about the gesture. Null decides to also be a bit of a dick and change her form into tall and muscular Flynn before heading to clean the destroyed kitchen. Lotty notices that Mord has disappeared, so she apologizes to the room, wanting to make peace with the genie. He gleefully accepts! Mord and Lotty hang out while Flynn continues to be drunk.

Outside, Berrik has landed under a patch of trees, having reached the end of this Polymorph. He checks in, whispering an update into the jar. We are still a ways off. It will take two more castings of Polymorph for us to reach High Rock. Berrik has no idea how lucky he is to not be witnessing the goings on inside the jar. Anyway, Owl!Berrik continues his journey and eventually find himself approaching the city. Looking down, he sees the walled capital and the districts therein: the slums, the market, the wealthy villas and the imposing fortified longhouse currently occupied by a hot and mean usurper. The slums look less scrutinized - there are fewer guards within and several abandoned or destroyed houses where the Ashen Company could hide. Owl!Berrik swoops down to one and hops inside through an attic window. The coast seems clear, so he drops Polymorph and asks the jar's occupants to join him.

Null, Flynn and Lotty bid farewell to Mordecai and pop out of the jar. Null is no longer cosplaying Flynn and is now her usual self. She eats a cookie from a bag that has just appeared in her hand, quietly reading the thank you note inside. She feels a bit healthier and will save the other cookie for later. The group decides we better make sure there is no one downstairs before we settle in. Everyone quiets down while Null opens the hatch stairs to the level below to check things out. Suddenly, with a loud crash, the entire thing swings open and collapses, going through the floors of the house until it reaches the ground. Everyone freezes and Null listens closely to see if the disturbance attracted any attention. After a minute, there is still no sound so Null pretends to be confident in declaring that we're safe here. Time to plan!

We have 3 goals:

- Rescue the McFinis without drawing attention and get them to safety

- Rescue Null's mom without drawing attention and get her to safety

- Find and destroy Calitrax's phylactery, then kill her real good.

The stakes are high and we're not sure how to pull this off without fucking up something. Berrik tries to remember everything he's every read about phylacteries, which is a lot. Luckily, his gods seem to think this is important and so he flawlessly recalls everything! Turns out Calitrax will probably know right away if we destroy her phylactery, and she can make another one in an hour if she's got enough people around her to murder. Well, that's certainly not ideal. We power through our anxiety and decide we should at least get a lay of the land and gather what info we can. Surely the Market will reveal something to us. Before we leave our attic sanctuary, we take on new personas and decide that Flynn will do the talking (for better or for worse). Everyone except Null uses Alter Self to appear differently: Flynn is an older distinguished dwarf, Lotty is a hot badass halfling covered in tattoos and Berrik is basically just a human version of himself without all the facial scarring. Null lacks imagination, deciding to just age herself by 15 years and shorten her hair. We leave the ruined house and set towards the Market. The trip through the slums showcases several burnt out houses. The fires seem to have been purposeful, as only one house at a time is affected - whatever engulfed these homes was something targeted that did not spread. Could Calitrax be using the poorest residents of High Rock to fuel her lichdom?

We eventually reach the Market, or at least the entrance to it. Turns out martial law is in full swing here - wooden palisades surround the district and all movement in or out must pass through a checkpoint. And thus, the Ashen Company must endure a cruelty worse than death: an orderly queue. We use the time to take in our surroundings. Patrols are more concentrated now that we're out of the slums. Calitrax's huscarls seem to be in charge, but its the presence of roving necromancers and their undead chattel that alarms the party the most. Null grabs Berrik's hand and holds it tight - being back here again is not proving to be a chill time. The Ashen Company reaches the front of the line and Flynn as "Fargo" introduces them, explaining that we are merchants here to sell assorted magical wares. In true Flynn fashion, his spiel is less than concise but the huscarl at the checkpoint is eventually persuaded to let us through. He hands us papers that allow us passage, but says we have to leave the market by sundown. Before we are released, a nearby mage casts a spell at us. The casters in the party recognize it as Detect Magic. The mage beckons the huscarl over and Null hears him say " Illusion? Not sure.... Watch them". As we leave the checkpoint, the Ashen Company indeed find themselves tailed by two huscarls. 

Huscarls are highly trained warriors who excel in being a fucking nuisance.

With Alter Self fading imminently on 3 of the party, this is less than ideal. We have to shake them. We have a quick huddle in the street. Null offers to try to distract them. Keeping with the ruse of being a business boss guy, "Fargo" hands them each a bag of gold. Null takes off, walking quickly back towards the checkpoint. One huscarl follows her. She tries to get the other one's attention by spilling her bag of gold in the middle of the street. This ploy doesn't work - in fact, no passersby even look at the small fortune at their feet. Damn, Calitrax's rule must be pretty brutal for people to ignore this life-changing amount of money. Null sighs and starts picking up the gold, piece by piece. Her huscarl tail sticks around and pretends to be very interested in a nearby doorway.

Meanwhile, Flynn, Berrik and Lotty are having a terrible time shaking off their huscarl. As Alter Self prepares to dissipate, they realize there's no way they'll be able to get out of sight in time to manage three castings. They turn sharply around a corner and Berrik lets off Seeming instead, hoping it's enough to keep their cover. Luckily, their huscarl seems annoyed at their spontaneity but is ultimately none the wiser.

As Null finishes picking up her gold, she notices huscarls clearing the street for something. Curious but wanting to lay low, she moves out of the way. In seconds an elaborate palanquin passes her, heading towards the checkpoint to the slums. She can't quite make out the passenger, but the skin of a familiar polar bear draped over the litter tells Null exactly who is inside. She clenches her fists and stares intently at Calitrax's palanquin, but keeps her distances. Once it passes through the checkpoint and exits the Market, she watches it from afar. It stops around 200 ft away, and Null sees Calitrax, wearing a white dress, step onto the muddied streets. Azher's VII scans her surroundings intently, as if looking for something. As her gaze passes over Null, Azher's former VIII feels a chill deep in her bones. Yikes! A few seconds pass and Null watches Calitrax re-enter the palanquin. The litter takes a sharp right turn out of the slums and back towards the Longhouse. Null rushes back to find her friends.

The Ashen Company reunites and Null tells them what she saw. We struggle (again!) with deciding on next steps, but eventually land on trying to find a smithy. Berrik and Nul remember the Bloodforge, run by Ballah Bloodforge, from the last time they were here. On the way to the Bloodforge, the party notices that the Order of the Arcane Eye no longer has a chapter in High Rock. Too bad, because Vivianna could have likely been some help here. 

Once we reach the smithy, it's clear that Ballah is no longer running things. The previously formidable dwarf woman now appears pale and gaunt. She works at a steady pace, never lifting her eyes. She has no choice, as her ankle is chained to her forge. Ballah is guarded by a few huscarls, a couple of whom are playing cards. They stand as we approach. Book in hand, "Fargo" tries to speak to Ballah and get close to her, but he is swiftly denied. Now we unfortunately have the attention of even more huscarls. Pivoting to save face, Flynn as Fargo explains that he was simply interested in helping the regime with weapons production. Ballah's keepers seem to accept this story and a huscarl named Arsant directs the group to the Longhouse if they're truly seeking to help out. They should speak to Captain Indra. Berrik and Null's faces grow pale as "Fargo" bids adieu to the Bloodforge - Indra was Hector's loyal bodyguard. The last time they saw her, her head was on a pike next to Hector's in an ancient throne room in the Deep Roads below High Rock.

With this information, The party wrestles with what to do next. Should we keep gathering info or head straight for the Longhouse. Surely it can't be so simple as walking right through Calitrax's front door? Until next session, when we'll hopefully be less paralyzed with indecision!

Act III, Chapter Fifty Three "Mansion for one please" (18-11-2023)

As Berrick, Flynn and Null return to the Last Stand Inn to say their goodbyes Lotty is still kicking stones outside waiting to get moving. She notes that Flynn is preserving his modesty with his bear hat and questions where his trousers are. Flynn quickly darts inside the Inn and spots a wounded soldier covered in burns and decides a healing potion is a fair trade for the soldier's blanket.

As Flynn comes back out he explains he's been helping to treat wounded soldiers and this blanket got infected; a local tailor passes by the Inn dragging a cart brimming over with clothes of all shapes and sizes doing their best to help those who have lost everything in the recent attack. Flynn drops the blanket to the ground and finds himself a new pair of trousers, giving the merchant 5 platinum to help the efforts in his own way.

Null notices Lotty is in no mood for anything and sensing the sadness, anger and frustration coming from the gnome leaves Lotty be whilst her and Berrick go in to the Last Stand Inn to say goodbye to their allies. Flynn stays with Lotty to keep an eye on her and the pair sit in silence.

Null & Berrick notice a shivering solider in the corner missing a blanket. Null tried to convince an older dwarven in the next bed to give up her blanket. The woman seems more interested in the book she's reading (BDSM A Masters Guide: There are no safe words) and giving Null some sass. Berrick saves the awkwardness by digging out a blanket from his pack and covering the shivering soldier. Null strangely admires the old woman and they go to find Rhone.

After he finishes giving some syndicate guards orders, Null & Berrick check in with with Rhone. He explains that the teleportation circle under the Last Stand Inn will be deactivated, it's too much of a risk to have an easy way in to the heart of Sieronna in such troubling times. He wishes he could go to Zanadonia and join in the fight and thanks the Ashen Company for their efforts to save his people; as he returns to the bar he asks Berrick to look after Lotty. Null checks there's nobody that Rhone wants either punching in the face or taking care of and goes to say her goodbyes to Latharial. Berrick wants no part of that soppy departure and joins Flynn & Lotty outside.

Null finds Latharial scouring over maps, tokens and battle plans but even the impending war manoeuvres can't dampen Latharial's one-track mind as she beckons Null to sit on her lap. Taking the seat next to her instead Null goes over the plans one last time. Latharial goes over the march route from Sieronna, to Zanadonia and estimates it will take around five days before their arrival. Neither of the betrothed feel ready for the adventure ahead and both admit to feeling terrified of what's to come. Latharial reminds Null that "what we are fighting for is bigger than our fears".  As Latharial gently holds Null's hand tracing over the map Null thinks on brighter thoughts and asks again what is involved in a Zanadonian wedding. After teasing Null about fending off dozens of suiters Latharial says that they can have any kind of ceremony that makes them happy. Null mentions she's invited Vi to the wedding and Latharial seems annoyed that Null didn't consult her first but wants to see her bride to be happy and the two make themselves scarce to a side room for a more steamy farewell. 

Before leaving Null lets Latharial know that regardless of what ceremony they have she wants Latharial to know that she chooses her, she's free to choose now, nobody is in her head any more and she wants to make sure her beloved knows how important it is to Null that the commitment is real. Null tears of a small strip of cloth from her shirt and ties it around Latharial's finger telling her it's a placeholder to remind her. Latharial reciprocates in kind picking up her dress from the floor and tearing off a strip to give to Null. Null tucks the strip in to her shirt, next to her heart, taking comfort in the familiar smell of her perfume.


Emerging with hella bed hair Null joins the group and Berrick teleports the Ashen Company to the cabin he and Null once visited outside of Highrock and casts non-detection scrolls on the group. Finding a headless body they previously left in the cabin Null & Berrick begin to dispose of the frozen body. As they drag it outside Berrick spots something moving in the snow and warns the group of an incoming danger.

The Ashen Company find themselves surrounded by Coldlight Walkers. A group of undead looking creatures beaming blinding light from where their eyes should be. Flynn manages to misty step from the grasp of one of these to the roof and rains down powerful blows. Berrick manages some effective crowd control and deals massive damage as he does his best to group the walkers in to an easy to hit group. Lotty manages a little crowd control as well but is too occupied in taking hits to the face to help Berrick out of the crowd of Coldlight Walkers before he falls. Null manages to dodge a weave like the rogue she is dealing some deadly blows whilst managing to, mostly, keep herself out of harms way.

After their victory over the ghoulish entities Flynn is quick to revive Berrick and notices many more sets of eyes in the treelines around the cabin. Knowing Null & Berrick have faced these before Flynn messages Latharial for advice, she confirms they seem to be more active in darkness and retreat in sunlight.

It makes sense to wait it out in the cabin overnight, it's a two and a half hour ride on horseback in good weather, probably eight hours on foot but in this weather the best part of a day on foot even without the Coldlight Walkers to content with. Lotty is insistent on leaving anyway, everyone else can go in the jar and she'll make a run for it, she's small and fast and certain she can make it. Despite Lotty's insistence the group makes her see sense that it will be quicker to use magic means in the morning than try and make a run for it now. Berrick summons a magnificent Mansion with an interior that resembles the Ashen Company villa and provides all the comfort of their shared home. 

Unable to take the bag of holding and Flynn's jar inside the tower Lotty insists on waiting outside. She summons a faithful hound to help her keep watch. Null is worried Lotty is going to run in the night and offers to stay outside, Flynn does the same leaving Berrick alone in the mansion he loving crafted to take care of the group. Eventually Null and Flynn are convinced to go inside the manner and Null asks Lotty if she'll have a look at the broken music box she found at her childhood home knowing that Lotty will find comfort and distraction in focusing her attention on fixing something.

As Lotty pecks at her rations and enjoys the company of the wolfhound only she can see she tinkers and mends the music box. It begins to play a tune, it's a familiar lullaby that Lotty remembers hearing being sung to her by her father and Aunt Ella when she was a child. She takes some comfort in the song but also is also reminded that her family is still in danger.


Act Three, Chapter 52: "The Testament of Remidon Remington" (2023/11/04)

The Ashen Company stands in the doorway of Remmi's room. He is awake and propped up with pillows. His signature hat lays on the table next to him, singed on the right side. It corresponds with the burns covering the right side of his face, now covered in a thick poultice. Much of his body is covered in this way, mapping out the sheer amount of damage his body suffered and reminding everyone that mundane medicine is the only thing keep his demise at bay. Lotty steps inside before her friends and shuts the door behind her, saying she needs a minute alone with Remmi.

L: How you doing?

R: Been better, kid.

L: You're looking rough.

R: Better than you.

L: If we hadn't have pulled you out of the fire, you'd be rougher... You wanted to talk to me yesterday?

R: I'm not being creepy, but I need you to reach into my pocket. *He gestures weakly towards his nearby coat*

Lotty reaches in and grabs a roll of parchment, closed with a Remington Syndicate seal. She scoffs, asking if she's a messenger now. Remmi retorts that he knows her bad track record with missions like that.

R: Open it, read it. Take care of what's inside.

Lotty tucks it into her pocket - she will open it later. First, they're going to have a conversation. 

They talk about who attacked Remmi and the Inn: Dolosius, that little douche, and perhaps Singe's mysterious brother, Cinder. Lotty describes how they met Cinder in the streets, how she sent him towards the Last Stand Inn to network. Remmi tells Lotty that Cinder arrived at the Inn, purporting to have info on what happened to Singe. When Remmi turned his back, that's when the ambush happened and the Syndicate headquarters burst into flame. Remmi regrets not catching it in time - he's not as young as he used to be. Lotty is bothered that Dolosius seemingly returned from the dead and mentions to Remmi that they discovered Singe's grave to be empty too. Could Cinder have been Singe? Remmi doesn't know, but he's sure that Lotty will get to the bottom of it.

Lotty assures Remmi, somewhat curtly, that they're going to save him. She tells Remmi about about Berrik's Sequester idea, but he's not too optimistic. Lotty agrees that it's hard to be optimistic with all that's been going on, with people impersonating other people. No longer possessing the patience to dance around this topic, Lotty tells Remmi that "Mira" had a heart-to-heart with Null, who in turn spilled the beans to the Ashen Company. She waits for him to tell her the truth. Remmi seems to grow pale (despite his already deathly pallor) and appears to cast a Sending spell. After communicating with someone, presumably Vi, he sighs - Sorry.

Lotty lays into him. Remmi feels justified in his actions - he's loyal to his friends and it wasn't his secret to tell. Sorry simply isn't good enough for Lotty, however. Remmi calls her his friend, but she clearly isn't someone he trusted enough to keep in the loop. She understands the bonds of loyalty, but has never felt that from Remmi. He's lied for as long as she's known him. She thinks of all the times she's witnessed Remmi's ruthless machinations, even going back to the first time they met - The nascent Ashen Company, tasked by Remmi with the recovery of Galvin, rescued their quarry as instructed only to see Remmi murder him in front of their eyes. How long before she meets the same fate?



Remmi shifts uncomfortably. He waves his hand towards a chair across the room and an illusion of Galvin appears in it. Galvin was many things: another test, a ruse, a show of force. But Galvin, the person, did not exist. This news doesn't reassure Lotty, in fact it infuriates her more. Another lie?!

Remmi argues that he has a reputation to live up to. Predictability, mercy, and kindness don't have a place in the strategy of a cartel leader who wants to keep his job. Lotty might have understood this angle years ago, had he let her in. But not now - she's had enough of the lies and the manipulations. She doesn't trust Remmi anymore. She can't. 

Remmi seems sad and resigned. He doesn't regret what he did, but he does regret how this has affected Lotty. It is what it is. He made his choices. All he can do is apologize now. But Lotty doesn't want a deathbed apology - It isn't enough. They'll save him. She curtly tells Remmi that Berrik wants to speak to him and turns towards the door. Before she lets her friends back inside she tells Remmi to take care of himself. She needs him to be fit and well so that Lotty can slap him after all this is over.

Lotty opens the door and Flynn, Berrik and Null tumble through the threshold. She leaves, continuing down the stairs towards the bar. Flynn and Null linger awkwardly as Berrik begins his pitch to Remmi. Sequester is a way to put Remmi's situation on pause, to put him in a state of suspended animation until such a time a remedy can be found. He won't age and his affliction won't progress, giving us time to figure out a cure. As long as he isn't attacked in this state, he'll be fine. Remmi considers this, but expresses concern about letting this go on indefinitely. He doesn't want to linger forever, simply delaying the inevitable. He needs time to think about it. As Berrik, Null and Flynn take their leave, Remmi reminds them of the old adage: "If you don't like the hand you're dealt, flip the table."

Downstairs, Lotty finds a quiet-ish spot in the bar to go through the parchment Remmi had given her. There are two items inside: a personal note and legal-looking document. The note reads:

Lotty, I'm not sure how much time I have left. I haven't always done right by you, but I'm grateful to have known you. I trust that you'll do the right thing, that you'll do right by these people. -Remmi

The document, titled "The Last Will and Testament of Remidon Remington", is longer. It grants Lotty and all members of the McFini family citizenship to Sierrona in perpetuity. In the event of Remmi's death, it leaves all of his assets (the Syndicate, the Last Stand Inn, Remmi's vault with all its contents, and several small holdings) to Lotty, under the condition that she remain in Sierrona after her adventuring days are over and protect the city from any threats that may arise. Lotty reads and re-reads the documents a few times, processing it. As she spots her friends re-enter the bar, she gathers it all up and wordlessly tucks it into her pocket. 

Around this time, Null receives a message from Vi. Null tells her sister that Remmi is deathly ill and things are still a little testy, but that she is safe to return to Sierrona. And in case Vi is feeling skittish, Null asks her again not to walk out of her life. There is no immediate reply.

The Ashen Company joins Lotty and Berrik goes over what he presented to Remmi. If Remmi needs more time, what do we do now? Lotty suddenly remembers that the Emporium was due to receive a delivery from an exclusive traveling merchant today - it might be their only chance to stock up on supplies for awhile. The Ashen Company rushes to meet the merchant at the ruin of the McFini shop and we have a wee shopping interlude, stocking up on spell components, scrolls and potions. Flynn shoves 10k towards the faceless merchant and instructs them to go to the Last Stand Inn to provide Latharial with anything she requires up to that amount in gold. As the merchant trundles away towards the Inn, Berrik hands Null the Ring of Heartiness, which she takes ten minutes to attune to. While she does this, Lotty asks Berrik to use one of his new Sending scrolls to send a message to Frug. Berrik obliges, carefully counting his words to ask Frug where he is and who has him, while also adding a message of love and reassurance from Lotty. There is no reply. We linger for awhile organizing ourselves, our minds and our new purchases before we return to the Inn. On the way, Vi sends Null another message telling her that she doesn't think she will be able to make it to High Rock, as Remmi has asked her to do something.

Upon arrival, the Ashen Company heads up to Remmi's room. Remmi still looks terrible, but now looks terrible sitting up at a table instead of in bed. Latharial, Grug and Rhone are also there. The group is sipping ales and eating a hearty-looking stew. Rhone grunts and gestures vaguely at 4 additional portions of stew and ale, inviting them to partake. The party sits and obliges, while Latharial and Remmi begin to speak. Our patrons have a new plan:

1) Remmi has agreed to be Sequestered, but will do it at Ezra's tower and under Grug's watchful eye. The remote island is the safest option, both for Remmi and for the public at large, and will offer some protection from outsiders. If Berrik gives Remmi the scroll and components, the bard can teleport there and cast the spell himself, saving everyone else a trip. He will condition Sequester to end in one year. Grug will miss friends, but is happiest when protecting someone.

2) Rhone will stay here to protect Sierrona alone. Kel is still around in case of a magic emergency.

3) The Zanidonia plan is largely unchanged. Latharial will start her march north tomorrow, lest Calitrax believe we aren't responding to the attack on Sierrona. The Ashen Company know their role: sneak in, destroy the phylactery and kill Calitrax. Latharial knows that Lotty and Null have family in need of rescue at High Rock, but she urges them to be careful not to forget their end goal.

4) Remmi has asked Vi to journey to the Lands of Desolation and rescue Ezra, as she has the magical prowess needed for this dangerous task. He knows that Ezra and Vi have a complicated history, but he's hoping that sending a message along with her will be enough to convince Ezra to trust Vi. Null quietly worries for her sister's safety. Berrik volunteers to ask Derrik to accompany Vi on this quest, hoping that two mages is better than one and that the presence of his simulacrum will be reassuring to Ezra. Everyone thinks this is a great idea. Remmi tells Berrik the details of where Derrik should meet Vi - in a village at the base of the mountains that border the Lands of Desolation, located at the western edge of Clan Aktar's hold in the Sands of Illyria.

Well, time to get to work. Since we'll be teleporting, Lotty heads outside to dismantle Nessie. Flynn, Berrik and Null head to the villa to talk to Derrik. 

Derrik is super chill about heading to the Lands of Desolation and readily agrees. Berrik hands him some scrolls and tells him exactly where to Teleport to meet Vi. Null cycles through Vi's known forms, so that he knows who to look for. Flynn (who had recently spooked Syndicate member Jenkins before erasing his name) gets Derrik to sign his name in Flynn's book, so that the party can be in contact with him easily. Null is relieved that she can at least get small updates on her sister's well-being via Flynn and Derrik.

Derrik is good to go whenever, so he might as well go now. Right as Derrik Teleports away, a strange clumsy force overtakes Flynn. The warlock falls on his ass and splits his pants wide open at the crotch. Anyone else would be mortified in such a situation, but not our Flynn! He simply removes the bear hide cowl from his head and ties it around his waist, placing the bear's head right over his recently exposed crotch. He actually seems to like this array better? Flynn next uses the book to check on Derrik. Derrik replies that he encountered a slight mishap and took some damage, but he made it to his destination. 

We end the session with Berrik, Null and Flynn on the way back to rejoin Lotty at the Inn, where they will update Remmi about Derrik's departure and everyone will say their (hopefully not too final) goodbyes.

Act Three, Chapter 51: "Soul Rot - by MCR" (2023/10/28)

Lotty continues to stare at Null's portrait, willing it to update. Flynn continues to doubt Null's loyalty, then wanders off to resummon his genie jar. Berrik continues to awkwardly hover. After a while, Flynn decides to send a message to Latharial and let her know that Null is alive and should be back soon. He mostly gets the message across. Latharial thanks him and asks for an update if anything changes. Flynn next sends a message to Remmi, but it goes unanswered. Curious, Flynn messages Latharial again to ask about Remmi, opening his message with a comment about Remmi's mobility. Latharial is not happy about that and says so in her response, also adding that Remmi is gravely ill and is unlikely to make it through the next couple of days. Flynn takes this in and replies that he thinks he can help. The warlock turns to his friends and tells them about Remmi. Would they go with him to the Last Stand Inn? Lotty declines, too engrossed in watching the portrait and in processing the horrible events of the day. Berrik will go, however. Flynn turns to Derrik and warns him not to lay a hand on Lotty while they're gone. Derrik scoffs in return and condescendingly pats the goblin on the head, smushing down Flynn's hair. Flynn is incensed and casts Command on Derrik - "Kneel". Derrik, by definition as good of a wizard as Berrik is, immediately recognizes what's going on and casts Counterspell. Flynn, determined to make a point, Counterspells Derrik's Counterspell. Flynn wins the Counterspell battle but the simulacrum resists the Command none the less. Flynn comes out of this one kinda victorious and most certainly on Derrik's shit list.

The goblin and the hobgoblin then set off through the ruined streets of Sierrona, the smoke from Flynn's cigar blending in with smoking piles of rubble around them. Lotty, Grug and Derrik remain at the villa. Derrik tries make small talk with Lotty, but she largely ignores him. He slinks away to the library, defeated. Grug hangs out, quietly keeping Lotty company.

Before too long, Flynn and Berrik arrive at the Last Stand Inn. The place is fuller than usual, but not in a merry way. The bar area seems more akin to a field hospital - the wounded and downtrodden fill the booths and tables. The entrance to Syndicate HQ below is boarded up and closed. Flynn and Berrik walk over to a table near the unmanned bar. Latharial is there, still bearing the wounds she received earlier in the day. The Lady of Uud looks troubled as she studies the papers spread out in front of her, but she looks up to greet them. Flynn and Berrik sit down, and Flynn asks about Remmi. Latharial lets them know that Remidon "Remmi" Remington, the storied leader of the Remington Syndicate, is currently isolated in one of the inn's rooms and he is dying. Latharial explains that Remmi is afflicted with a curse called Soul Rot. It's as devastating as it sounds - the condition slowly deteriorates his health and healing magic won't work. And when he does die his body will explode, spreading Soul Rot to anyone caught in the surrounding area. Berrik's wizard brain starts flipping through his rolodex of spells, searching for anything that might help. Flynn turns to his jar and opens it, asking Mordecai what he knows. The genie is in a bathrobe, clearly caught in a private moment, but before he retreats out of sight he does take a moment to confirm to Flynn that Soul Rot destroys both body and soul. There is no known way to cure it.
 
Symptoms of Soul Rot may present in myriad ways, but the end result is always the same.

Flynn turns back to Latharial, a bit more contrite than usual. He pulls several healing potions out of his pocket and slides them across the table to her, assigning a different sender to each one. This is probably the closest Flynn will ever get extending an olive branch, and everyone else at the table recognizes it. Berrik's wizard brain rolodex stops spinning for a moment, landing on the spell Sequester. He brings it up as a potential option to buy Remmi some time, but he needs more time to mull it over. Berrik and Flynn take their leave and return to the villa. Evening has fallen and Lotty has not moved from her post in front of the portrait. Flynn and Berrik relay the news about Remmi, but Lotty barely seems to hear them. She says she will sleep here tonight. Flynn and Grug drag over some kitchen furniture and stay with her, while Berrik retreats to his room to ponder the Sequester spell further.
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Null awakes in her childhood room, looking across it to an empty bed. Vi is an early riser, it seems. Null gets up and starts snooping (can you snoop your own stuff)? She looks at the shared nightstand and dresser, going through both. A small, handmade music box catches her eye. As she picks it up, a faint memory resurfaces - The man who died when she and Vi were taken, the man she believes to be her father, made this for his children. She opens it, hoping to hear it play, but the trinket is broken. Null pockets it, hoping she can manage to explain all of this to Lotty. Maybe she can find a way to fix it. 

Null wanders out to the warm kitchen, following the scent of fresh baking. Vi has been busy. A loaf of bread with fruit in it rests on the table and a kettle is heating on the stove. Vi is keeping an eye on it. She doesn't turn to face Null, but says that coffee will be ready soon. Null grabs a piece of blueberry bread and joins her sister, trying to meet her gaze. Vi's demeanor is still warm, but she seems distant this morning. Vi asks how the bread is and Null, already stuffing her face, says it's delicious. This is the first time in a long time she hasn't felt the urge to check something for poison. The sisters catch up a bit further - Null has more questions:

Shards of Divinity: Shards of Divinity are relics of the Divine Cataclysm, they were awarded to champions of the gods (I think -Emily). Vi used the one she got from Morrow's vault to free herself. The one she used on Null she stole from the vaults of demon twins Sextus and Seppia, the former cartel leaders of Palirano (and likely current allies of Calitrax). Null is relieved to hear that shards are "used up" during the process to remove the tattoo, and that she doesn't have some weird divine artifact embedded in her neck. Vi mentions that she used to be a student of Ezra's and that they disagreed on the use of the shards, with Ezra leaning towards caution and Vi entertaining risky endeavours.

Ezra: Yes, Vi knows Ezra. She believes he knows some part of her story, but not the complete one. He likely does not know her connection to Null. So will Vi be joining Remmi to go rescue Ezra as planned? Vi isn't sure - She doesn't know the current status of things back in Sierrona or if she'd even be welcome back. Plus with the news of their mother, her priorities may have changed. Vi trusts Null to determine where her skills are best placed.

Family: Thinking of her mother, Null is reminded of something that's been bothering her. Why would their family be targeted by Azher in the first place? Vi isn't certain - perhaps something that runs in the family that makes them more viable for experimentation [exalted soul?]. Maybe that's why their mother was kept alive. Null wonders why their father and brother were killed then? Vi shrugs - perhaps we will discover more when we free our mother.

Orphanage: Null asks Vi why she didn't stop her from going to the orphanage after Berrik dispelled the tattoo the first time. Vi explains that dispelling the mark would have only been temporary - she wasn't truly free then. Vi also had no idea what she would even find at the orphanage and didn't want to blow her cover just yet. Vi knows that Null has built a life for herself and didn't want to be overbearing and interfere.

Misc: Null, reminded of what she went through upon her return to the orphanage, tries to segue into something happier. She has built a life for herself, yes, with the Ashen Company and with Latharial. Did Vi know that Latharial proposed earlier the previous day? Vi is taken aback but puts on a smile for her sister. She doesn't seem to be the marrying type and Null picks up on this, immediately processing that into self-doubt about her own impending nuptials. Overall, Vi seems happy to see her sister happy and will attend the wedding if Null wants her there, but she seems almost skeptical of the future Latharial (and also the Ashen Company) can provide for Null. 

Null and Vi finish breakfast. Null knows she has to go soon. Vi suggests teleporting Null back to "Mira's" study so that Null can check on things and judge if Vi might even be welcome back in Sierrona. Vi seems doubtful, but Null is clearly desperate to reconcile her two families. Null agrees to follow the plan, but stresses that Vi can't just walk out of her life again - she's worried Vi will send her back and disappear on a lone wolf mission. Vi jokes that she could just modify Null's memory again if she wanted, but that comment cuts through Null like a knife. That's the thing she's sensitive about!

Vi conjures up a map to show Null exactly where their family home is - 3 hours walk north of Pacapa. If they ever lose track of each other, they can always find each other back here. Null and Vi hug each other goodbye, and Null stretches it into an uncomfortably long embrace. After a few minutes, Vi breaks the hug and comments on it. Null has always desperately clung to her loved ones, but Vi doesn't seem to know that. Maybe it's co-dependency? Maybe it's abandonment issues? Maybe she hangs on too long because she understands that memory is malleable and the people she loves are what she uses to anchor her to reality. An outside observer might wonder if Vi's past actions are part of the reason why Null's psyche is so damaged, but Null's logic doesn't get that far. She just feels embarrassed. She steps back, tries to casually hide a stray tear, and softly apologizes to her sister for being so awkward. Vi draws the chalk sigil for the circle under the Last Stand Inn. Before walking through, Null looks to her sister, nods, and says she will see her soon.
______________________________________

Lotty rouses at the ass crack of dawn and knows the grave task that awaits her. She checks the portrait and sees that Null is healthy now. Good, because this cannot wait. She sneaks past her sleeping companions and out of the villa, making her way down to the Sierrona docks. As she reaches the end of the longest pier, she takes a moment to cast Fly on herself. She rises and flies out to sea - one, two, three minutes out. Her stomach drops, and she feels the weight of what she must do. Her heart is filled with regret and ... wait no, that's heartburn. It's time. Lotty quickly drops trou and shotguns the laxative potion Aunt Ella had made her. The effect is immediate and violent. A barrage of fireball beads and feces hit the water below her and seconds later she sees the ecological consequences of her actions. Lotty gazes upon the fishkill and sighs, acknowledging the latest victims of the terrorist attacks on Sierrona before turning around to return to shore. On her way back, she passes a vessel full of bewildered fishermen who saw everything. Their mouths are agape. Are they horrified? Impressed? Disgusted? Yes. Does Lotty care in the least about the display she has just provided? No. Lotty has one less thing weighing on her after this truly shitty day.

As she gets back to the Villa and settles back in to the chair she had fallen asleep in she see Null's portrait has changed location - she's at the Last Stand Inn, she unceremoniously rouses the group, barks some orders and they all rush to the Inn.
______________________________________

Meanwhile Null appears in "Mira's" study. The place is in shambles. Ascending the stairs, she sees that the rest of the Syndicate HQ is in similar disarray. She asks a nearby guard where everyone is - Upstairs. Don't worry, the boarded up facade of the door is an illusion. She walks up as the rest of the Ashen Company are entering the Inn. They rush to greet each other and Lotty makes sure to inspect Null for damage right away. Lotty apologizes, saying that she broke the infusion on the amulet the night before so that Null would be easier to track down. Not to worry, she can whip one up very soon. Null replies that she actually doesn't need the amulet anymore and pulls aside her hair to show off the wicked scar at the back of her neck. We need to talk - Can we sit down? Flynn plays bartender and serves them breakfast beers whilst Null explains best she can the events of the previous evening - her disappearance in the sewers, the homestead, the shard, the memories, Vi's deception, Remmi's deception, Calitrax as the "bad" Vi... everything. As she explains she realizes how farfetched this all sounds, no matter how much she knows it to be true. Flynn seems to understand although he somehow gets it in his head that Vi and Calitrax are twins rather than Calitrax has been impersonating Vi to do evil deeds. Berrick takes his time to mull it over and Grug is happy there is ale.
.
Lotty takes the news less well, firing off questions and not seeming to take in to account how harrowing this has been for Null. Why would Calitrax have any reason to target the Ashen Company long before they met the Zanidonia crew? Who was it that stood idly by while Lotty killed a friend in the belief that it was Vi? If Vi & Remmi were such good friends why did she cast spells and steal from the vault instead of explaining then? Why did Remmi send the group after Vi? Why did Vi down both Lotty & Rhone in a fight? Which "Vi" was it that was an old student of Ezra and betrayed him? What proof did Vi offer of her story? All valid questions. Null doesn't have all the answers, but she explains that if everyone can hold their temper she can let Vi know it's safe to return and maybe she'll have answers Lotty needs. Null feels deep inside that Vi is a good person. She set her free. This is all pretty outlandish, but Vi's actions over the past 24 hours are anything but malicious.

Null then asks for an update on the attacks of the previous night. She heard a red tiefling attacked the Inn. Is Remmi okay? Did Lotty's family make out of the destroyed McFini shop okay? The table fills Null in on Remmi's prognosis and the kidnapping of Lotty's family. She feels guilty for taking everyone's time and attention away from those pressing matters. Berrik brings up the Sequester spell as an option for Remmi, having mulled it over the previous night. Flynn thinks to message Latharial that Null is back and the reply comes in loud and clear from two tables over. Oh shit. Getting up, Null sheepishly apologizes to Latharial. She asks her to join them  - L should really hear this. Latharial is cold at first and refuses to sit in the chair Null offers her. As Null goes over everything again, Latharial's demeanor softens and she moves across the table to be near her. Latharial is equally supportive and protective of Null. She acknowledges that this story is wild but trusts Null's instincts and understands her desire to connect with Vi. The Lady of Uud affirms her love for Null, but makes sure to clarify that if Vi hurts Null, she will kill her herself. Null tries to allay her worries, explaining the ways that Vi has been looking after Null all this time. That's the last straw for Lotty who scoffs at the idea Vi has been looking after Null and asks: Where was Vi when Null was in a fight? Who's been protecting her in battle? Who's saved Null's life? Who's been there for Null for the last year or so? Picked the pieces when she was at her worst? Comforted her at her darkest moments? The Ashen Company, not Vi. Lotty storms off to sit at the bar and grabs a drink.

The group at the table discusses ways of knowing for sure if Null's recovered memories are true. A greater restoration targeted on Null's memories would clear things up. Flynn calls out for a cleric and after getting fleeced for a couple of bottles of whiskey (that Flynn stole from the bar anyway - Lotty slips 20 gp behind the bar), Latharial says that she can cast that spell, she just needs 100gp worth of diamond dust. Null realises Lotty probably has that in her bag of holding... awkward! The rogue slinks towards the bar to make amends.

Null stands behind the bar to look Lotty in the eye and pours herself a drink, slamming it back before she works up the courage to speak. She tells Lotty of the plan to cast Greater Resoration on Null and the need for components. Lotty replies sarcastically that of course, good old dependable Lotty is always there when you need her! Ouch. Null admits to Lotty that she understands everything she's telling them sounds untrue and explains that she doesn't expect Lotty to believe her after all she's gone through. All she asks is that Lotty to trust her on one thing - that Null will do everything she can to get Lotty's family back. Lotty clarifies that it's not Null she doesn't trust, it's Vi. Lotty explains that she agrees with Latharial - she wants to believe Null's/Vi's story but her experience has taught her that woman is poison. And, like Latharial, she promises to kill Vi with her bare hands if she ever hurts Null. It's hard for Lotty to believe the story, having suffered so much and lost friends and family at Vi's hand. Null will have to limit her expectations of how much Lotty can forgive and forget. Lotty goes on to say she looks at Null as the daughter she never had and she loves her so much she can't correlate the thought of Null being related to someone so evil but apparently not evil. 

Null takes it all in. She tells her that she knows what it's like to doubt. Every day she grapples with the doubt that her memories are what they were yesterday, that reality is exactly how it's presented to her. Doubt is her constant companion, or it was until yesterday. Vi's story should have alarmed her, made her suspect ulterior motives. But it didn't. The doubt was gone. She's never felt so at home with the truth of anything before. She knows that Vi is her family, just like the Ashen Company are her family. She loves Lotty too. Null's appeal seems to get through to Lotty. The two hug it out, like they always do. Lotty still has doubts, valid ones, but Null feels that she's at least gotten to a place that she won't attack Vi on sight. Lotty asks Null for a glass - no, a clean one. Null wipes the dregs of whisky out of her glass and slides it over to Lotty, who fills it with 100 gp of diamond dust.

Together, Lotty and Null return to the table, where Flynn (who apparently can't discern platonic affection from romantic affection) has just implied to Latharial that Lotty might be her competition. Classic Flynn. Null sits down next to Latharial and  gives her the almost clean glass of diamond dust. Latharial gets to work, reciting the incantation and holding her hands to the side of Null's head. The spell completes and Null feels no different, giving them even more reason to trust what Vi told Null is true. There still things she can't remember, but those things seem to be beyond the scope of Modify Memory. The table quietly processes their... relief? Until a guard walks over and whispers to Latharial that Remmi is awake. Not wasting a second Lotty, followed by the rest of the group, rushes to his room.

Remmi's got some 'splainin' and survivin' to do.


Act III, Chapter Fifty: "Home" (21-10-2023)

 Null research:

  • Merchants are massing supplies going in to Highrock, weapons, armour, fortifications. They have specially been looking for exaltium stone and magic gems - Null recognises this is likely to be akin to the magical necklaces that the assassins have been using to have extra magical abilities.
  • House of healing - been established for around 15 years, well regarded. One of the registered doctors there is Dr Trolley.
  • There have been countless others with abilities like Null but most with necromancy powers seek it out rather than have it naturally or born with them 
Session:

Berrik tries to keep his composure as he looks upon the changeling pretending to be Mira. His attempt comes up short and he quickly sees the figure return to looking like Mira, despite his True Sight. He suspects that they have subtly cast Non-Detection, but he knows what he saw. He casts a Sending spell to Flynn under the guise of letting everyone know "Mira" is all right, but instead opts to let Flynn know that the Mira they found is actually a changeling who casts magic like a sorcerer. Berrik suspects it might be Lotty's old enemy Vi. Flynn relays the message to Lotty with the typical Flynn translation. Lotty, already distraught with the kidnapping of her family, refocuses with a frightening intensity. She tells Flynn to tell Berrik and Null not to let her out of their sight - we're coming. Lotty takes off towards the docks like a speedy, compact terminator, while Grug and Flynn do their best to keep up. On the way, Flynn lets Remmi and Latharial know what's going on.

Back the docks, Null and Berrik are still with "Mira". Null asks if "Mira" is taking the machine to deal with the fireball bead situation in the sewers. "Mira" agrees that this should be a priority, and starts to walk towards to the machine in the middle of the harbour. Berrik takes this opportunity to whisper to Null that "Mira" is a changeling and they need to shadow her and play it cool until their friends arrive. They catch up to "Mira" and find her using Telekinesis to maneuver the ice machine out of the harbour. The ice cracks beneath them and Null voices her concern over the throngs of people still on it - maybe we should stay awhile and let it refreeze? No, "Mira" says we don't have time for that and instead uses Thaumaturgy to usher the public off of the ice. She slowly makes her way back to land, heading for the sewers, while Berrik and Null awkwardly follow. Berrik uses Sending again to update the rest of the party about where they're headed. As "Mira" slowly progresses through the streets to the nearest sewer entrance, Null and Berrik find their delaying tactics to be fruitless. Null tries to ask some pointed questions that only Mira would know but Mira's responses are fine, leaving Null frustrated. As they approach the sewer entrance, Null is bothered by their interactions with "Mira" - Null is pretty good at reading people and this "Mira" has seemed nothing but genuine and helpful. What the hell is going on? On the sewer entrance, "Mira" stands with the ice machine and takes out her Syndicate coin. Both disappear below ground. Berrik and Null have no choice but to follow and hope their friends catch up in time to figure this out. Somewhere out there, Lotty, Flynn and Grug are still rushing to catch up.

In the sewers, Mira asks where to go. Null and Berrik tell her it's right below the Omnimarket and she seems to know exactly where that is, much to their chagrin. Before too long, they arrive at their destination - the chamber, guarded by 6 Syndicate members, is exactly how the Ashen Company left it. Fireball beads embed every surface, barely held in place by the slowly melting ice and Berrik's earlier Sleet Storm. "Mira" gets to work - She places the ice machine and methodically starts making adjustments to the range and intensity of the device. Null and Berrik uncomfortably wait, trying come up some kind of delay or redirect, while elsewhere Lotty, Flynn and Grug hurriedly enter the sewers. "Mira" finishes her work and the machine hums to life, covering the area in an even thicker layer of protective ice. She starts to draw a teleportation circle to her study at the Last Stand Inn - it will be quicker for the three of them to travel this way. Null panics and asks "Mira" to wait, as she thinks their friends are close by. It will be easier to reconvene and assess the situation if we're all together. Surprisingly, "Mira" agrees.

A minute passes and the group sees Lotty, Flynn and Grug approach. Lotty is running, her face full of fury. Null rushes up to meet her and tries to catch her in a hug, whispering her doubts that this actually Vi. Words won't suffice for Lotty - she barrels towards "Mira" and spitting venom orders her to reveal herself. "Mira" backs up, and acts confused. Null repositions to try to intercept Lotty. Grug grapples "Mira", but she manages to Misty Step away. This only fuels Lotty's fury more. Null shouts that Lotty thinks "Mira" is Vi, and begs her to prove her wrong. "Mira" proceeds to not do that, as Berrik dispels her Non-Detection and vocally confirms to the room that she is indeed a changeling. "Mira" tries to flee, but the Ashen Company converges. Flynn pulls her back with Eldritch Blast. Null apologizes before swinging her blade - We have to know. Berrik casts Arcane Hand behind “Mira” to block her escape.

"Mira" then whips out the big guns and changes the game by casting Time Stop, gaining 4 extra turns before her own. She casts Maze on Lotty, banishing her to a labyrinthine demiplane to calm down. She casts Scatter to send Null and Grug over 100 ft away, to opposite ends of the map. Targeting herself as well, she appears next to Null. She then activates Clockwork Cavalcade to end Flynn's Hex on her and regain 100 HP, turning around to cast Bones of the Earth behind her. Stone Pillars rise up from the ground and block the Ashen Company's path of pursuit. Finally, the changeling who took the guise of Mira turns to a stunned Null and gently holds out her hand. "Come with me". She offers to tell Null everything: what happened to her, where she came from, how to break free... but she has to come with her now. Null takes a moment to process, to try to gauge the stranger's intentions. She silently apologizes to her friends and reaches for the outstretched hand.

Initiative ends for the rest of the Ashen Company. Lotty comes back from the maze, still furious. They search for "Mira" but cannot locate her, and it isn't long before they also realize that Null is gone too. Messages to Null go unanswered. Berrik casts Locate Creature to ping her, but then remembers that she's wearing the amulet. The party grows more frantic, especially Lotty - She's already had her family taken away today and now she finds her friend missing too. "They can't have them" she vows, nearly growling. Flynn messages Latharial to update her on what happened. Lotty, Flynn, Berrik and Grug put their heads together. Scrying? No, not with that amulet in play. Lotty can break the infusion, but only on a long rest. That's too long. What about the portraits at the villa? Maybe! They rush off towards home. 

Lotty is the first one inside. She quickly scrolls through to find Null's portrait - beneath it reads "Injured. Home." What? She's here? Lotty scrolls to the other portraits, they say the same "Injured. Home". Flynn muses aloud that Null probably two-timed them - maybe we should forget her. Lotty won't hear any of that and starts a frantic search of the premises. The rest join in and tear the villa apart, searching for their missing friend.

*DISCOURSE BREAK*


*DISCOURSE BREAK*

Null - takes hand of changeling and is teleported to a place that is tranquil, a gentle wind sends leaves dancing through the air. and there is a general peaceful feeling. Her companion walks towards a old, derelict looking cabin, brambles over grown, broken fence and generally unlived in. It feels familiar to Null but she's not sure why. The changeling walks in to the building, the door has fallen off and Null hurriedly follows through the door frame. The changeling starts a fire in the fireplace and tells Null that she doesn't need her weapons, she's of no threat but Null remains cautious and keeps her weapons to hand.

The individual mage hands a sheet of a chair, pulls up a floor board and grabs a bottle of clear liquid and pours two glasses. Null makes note of the back of her companion's neck and sees a large scar where perhaps a tattoo might have been.
Null stands awkwardly at the table and sniffs the liquid, realises it's gin and takes a sip waiting for the seated individual to start explaining herself. 

"What do you 'want to know?" Null is asked
"Are you Vi?" Null replies
The individual nods and says "it's one of my names"
"What's changed, have you broken away of Azher?"
"to break away I would have had to been with him, but sure"
"so, the things you did before, that was all you of your own accord?"
"you'll have to be more specific, I've done a lot of things"
"Lotty's under the impression you disintegrated her cousin"
"I've not seen Lotty outside of my guise as Mira, who you are looking for is..." the individual conjures a picture of Calitrax "this woman I believe has been operating as me for some time, the last time I acted against your friend was when I stopped time to steal from Morrow's vault. At that time the person you know as Mira was killed so I took the opportunity to take her place and observe"
"Mira was ashes after the battle of Alya and they brought her back, does Remmi know who you are?"
"He does"
"Why would Calitrax frame you and take your place?"
"Because she knows who I am and knows I have different opinions than her master"
"Why did you steal the shard?"
The changeling pulls her hair aside and shows the scar on the back of her neck "To be free"
"So that's how you did it"
"Yes, like you, I was one of the projects and wished to no longer be bound. The tattoos can be removed but with this scar it cannot be reapplied"
"I don't know what to say, you're the first person I've had a conversation with who knows what it's like - you did it, you broke free. Will you help me?"
"I've always looked out for you, I always will" she reaches in bag, pulls out a small green gem to show Null
"What do you mean you've always looked out for me, I've never met you before"
To which the individual changes shape to Dara, Null backs away and exclaims "You died! you left me"
"You want to know what really happened?" Dara asks
"Yes, I'm tired of not knowing, of being a passenger in my own life"
"Your memory has been changed to protect you, if you think you're ready I can restore you. Be warned it's an all or nothing thing" Dara offers
Null explains "last time I tried to do anything with memory it didn't work"
"I know, I didn't expect you to ever find out until I could free you. This is a shard of divinity, I can use this to free you from your tattoo. you'll keep your powers but be permanently disfigured, the scar carries over in to other forms" Dara shifts to her changeling form to show she still has the scar.
Null urges "Every instinct tell me this is a dangerous mistake but do it, please"
"Why don’t you take a seat, look at the fire and you might need to bite down on something, it might hurt"
Null lies down, weapons off to the side. Surprisingly the person who has been so terrifying is gentle with her and asks "Are you ready?"
"Yeah, I'm ready." Null replies as she readies herself.

Dara gently combs Null's hair aside, takes the shard and thrusts it in to Null's neck like a knife. Null feels the worst pain she's ever felt in her life, every nerve feels like it's on fire and frozen all at once, she vomits and then a wave of peace comes over her. Dara mage hands over two looking glasses for Null to see. Null shakenly takes the glass and sees burnt and scarred flesh where the tattoo used to be. 

Null takes off the amulet of non-detection "I need to test it, tell me who is our enemy"
"The Marionettist, Alistair Azher, anathema to peace and justice"
Hearing the words that woudl previously have triggered Null in to a murderous rage Null feels nothing but tranquillity, the sound of leaves outside and the crackling of the fire. 

Null suddenly but awkwardly hugs Dara "thank you"
"You're welcome" Dara seems shocked by the affection and has a tear running down her cheeks
"Are you alright?"
"Yes, sorry, I've waited for this moment for a long time and I'm just glad you're free of the yoke"
"What happened to you, why did you leave?" Null asks
"It's easier to show you" Dara says and presses her forehead against Null, transferring years of memories back to Null.

Null sees herself as a young child in this very cabin, playing with with two siblings (like Lotty described) 
- cut - 
Null is being violently taken away, her brother is killed, her father already dead. Her mother is unconscious being dragged away. Null and Dara are being pulled away from the family 
- cut - 
a little older playing in orphanage, when Null is bullied Dara stands up for her 
- cut -
The sisters are adolescents now, together they are escaping wild chaotic magic, running through the streets and they talk about needing to be different people. They decide on the Null & Dara personas; Dara says they're being followed because of something done to Null and Dara needs to grow in power and knowledge to free them both. Null says they can do anything together and begs her sister not to leave. 

Null now realises when Dara died her memory was modified to think this happened and the memories of her life goes on as Null remembers. 

From Dara's perspective, after leaving Null to think she was dead she finds life as a sorcerer - Vi. As Head of Arcane Operations for the Morrow cartel she finds a way to get close to the shard of divinity. Later, Vi works with Remmi to convince a group of would-be adventurers to defeat Morrow in the name of ending slavery but really to help his friend. Vi has been watching over Null ever since in the guise of Mira. Dara shares memories from the perspective of of random merchants and passers by that Null has had meaningless interactions with that she now realises was her sister waiting for the right time and resources.

As the vision fades Null is back in the cabin and realises this person is her sister who has been protecting Null since they were taken away from her parents. Even though Null doesn't really know this person she has given Null her freedom. 

Null is overwhelmed with her feelings, going through shock, anger at feeling so alone for so long when she didn't have to be, before finding joy with the connection and shared experiences with her sister. Finally knowing the truth of her past.

Null asks "I have so many questions, how much time do you have?"
"I have done what I set out to do, however much time you want" Vi answers.
"I was mean to you as Mira, I'm sorry"
"It's ok, how would you know, I didn't want you to know. It was a risk and only Remmi knew. He was attacked by Calitrax I believe, I convinced him to use my name - better for people to hate me than suspect me. I did not intend to tell you yet but your friend Berrick noticed that I'd let a spell slip in my encounter with the assassins."
"When were you going to tell me?"
"I don't know, I've been afraid to. What if I told you everything and you hated me for it. I was building up the courage, put it on the back burner so I didn't have to face it"
"what are our names? Are they Null & Dara, Null & Vi? something else?"
"I can't remember what our mum called us but whatever you want to be called I will call you"
"Null feels good - what do you want me to call you?"
"I've been living as Vi for 11 years, I think that's who I am for now - but you might have to tell your small friend some things, she definitely wants to kill me. You can tell them I took you away and you took me out and I'll just stay here and you can visit when you want"
"What do you want?" Nulls asks
Vi replies simply "Just to get to know you, to be free"
"We're taking the fight to Azher, will you join us?"
"If you want me there?"
"I just got you, I want to keep you safe, do you just want to stay here?"
"Whatever is easiest"
"Sounds like you've been living most of your life for me, for someone else. In setting me free you set yourself free. What do you want, do you know our mother is still alive?"
"What?" Vi seems shocked "How do you know?"
Null explains "In Ezra's towers a scrying orb allowed scrying through time and protection, Lotty saw her in a hospital there with Trolley, convinced she never had kids. I'm going to save her."
"I think, of course, maybe I can infiltrate there and get some information, help."
"Be careful, you don't have to be alone anymore"
"I know, I think I might rest here tonight and head there tomorrow, start scouting it out. Are you able to reach out? Do you have anyone that can send communication spells?"
"Berrick, Flynn, I can't"
"I'll check in with you tomorrow, you can tell me your plans but I think I'm going to scout things out early - give you time to smooth things over with your friends."
"You don't want one night to catch up, spend some time together?"
"You can stay, our old beds are still here."

Vi sends a sending spell to Flynn to let him know Null is ok and to send her a message.

Flynn does and Null lets him know a lot has happened but it's good and she'll see him soon and she loves everyone. Flynn tells Lotty that Null is ok, and she loves him. Lotty interrogates him and starts to calm down just a little. Berrick asks Derrick to send a message to Null, Derrick seems to have taken on a new outlook in the last day or so and Null hears Berrick's voice say "hey Null baby, how you doing? We're all worried about you hear, holler back" Trying to match the unusual tone Null replies "hey, yo, all good here see you on the flip side" 

Null & Vi spend the evening catching up talking late in to the night, sleeping in their childhood beds.