Act Three, Chapter 26: "Verdant Doom" (2023/01/28)

After fleeing the ruined village, now certain that the Dragon Blessed isn't following them, the Ashen Company stops running. Robbed of their flight, they are resigned to a gloomy trudge through the dark and murky swamp. Before too long they come across a large swath of water flanked by diseased-looking trees. The trees are gnarly and adorned with putrid pustules. Not wanting to approach the trees, the party wades into the chest-high muck and slowly makes their way across. Lotty rides Nessie and Null carries Flynn on her shoulders. The trek is arduous but everyone manages to avoid exhaustion. 

The Ashen Company eventually reaches the far edge of the water. Now back on solid(ish) land, they look for somewhere to rest. We spot some ruins that fit the bill. After checking them over for bad stuff, we decide this is the spot. Berrik casts Private Sanctum and a 4th level Oasis before the party settles in to recuperate and prepare for the trials ahead. They are not disturbed during their rest. Before resuming their trek, Berrik casts Telepathic Bond. It's important to keep a low a profile for this last leg, and communication without speech will certainly help. As we leave, Lotty re-ups everyone's Protection from Poison (except Berrik's).

Back on the (figurative) road, the party chooses to go without light so as not to draw attention. Null scouts ahead of the party. She follows a stream that leads to a cliff face. Up or around? Sensing creatures in the vicinity, she chooses to climb instead of risking an encounter by going around. She telepathically warns her friends and urges them to stealthily climb the cliff. Berrik and Silas attempt the climb, but Lotty and Flynn opt to risk going around due to Nessie not being able to climb. Stealth fails the Ashen Company and soon around a dozen green guard drakes descend upon them, Roll initiative! The fight is long but not too difficult once the party huddles up. Flynn drops a particularly impressive Synaptic Static to turn the tide and the Ashen Company wins the battle.

Time to keep moving! There is a set of ruined stairs up the hill to our right and waterfall on our left. Null quickly checks behind the waterfall (no treasure - nothing!) before taking point and carefully ascending the stairs. The rest of the party follows. The stairs lead to a large, murky pool with gnarled tree branches sticking out. We talk about how to proceed - there's nowhere to go but through. Nessie going first is discussed, but Null is the one to take the plunge. The water is as miserable as the rest of this place, but no worse. Null spots a cave entrance and investigates - it seems to lead downward. Sure that this is the right place, she telepathically bids her friends to follow. They do, and down we go. Mordecai, utterly unwilling to read the room, starts to sing inside the jar. "Zip-A-Dee-Doo-Dah" echoes through the passage. Null urges Flynn to quiet him down, but Flynn knows Mordecai is ungovernable and shrugs. Null widens the gap between herself and the party, and so is the first to arrive at a massive chamber that is giving off huge "boss battle" vibes.

Most of the subterranean chamber is taken up by a lake, lurid and poisonous, with occasional bubbles breaching the surface. In the centre of the lake is an island, which sports a 30 foot high butte ("byoot" not "butt" 😉). At the far side of the lake, up on the wall, are a few worked stone slabs laying proud against the rock. Along the east side of the lake is a narrow shore with a few passages splitting off from it. Null decides to trigger Ghost Walk for the first time ever, in order to investigate the stone slabs without disturbing the water. The rest of the party arrives just time to see her start to cross the lake, but elect to follow the shoreline instead of going towards the lake. Null arrives at the stone slabs and sees that they are hinged. Weird. Back on shore, Flynn rounds a corner and encounters a cluster of familiar enemies - the Dragon Chosen. Flynn immediately tries to fake a surrender, but they see through it. Time to roll Initiative!

Property damage connoisseurs

The lake starts to move. Claws like knives and a pair of emerald wings burst forth from the water as Nassandrial enters the fray. She lands at the top of the island and unleashes a breath weapon at the shore party, which luckily only hits Berrik (thanks to everyone else's Protection from Poison). Null shotguns a potion of flying and makes her way behind Nass. Lotty summons a construct spirit that looks a lot like Cade (hearts pangs for all) to keep Nass busy, before turning to focus on the Dragon Chosen around her. Berrik casts Arcane Hand and keeps Nass's spellcasting at bay with some clutch Counterspells. Silas is initially stuck at the rear of the pack, but starts off by casting Divine Favour before heading in to kick some Dragon Chosen ass. Flynn casts Hex on Nassandrial, nerfing her Dex and lobs Eldritch Blasts her way.  And, of course, our old nemesis shows up: built like a fridge, a thicc queen, that duchess of dispelling - the Dragon Blessed. On each of her turns, she swings open one of the hinged slabs to dispel Protection from Poison (first on Null, then on Lotty) then retreats back behind the slab, out of sight and range. 

100% that bitch.

We end the session at the top of the round. Nass continues to be a douchebag. Things aren't looking ideal, but we're trying our best to hang in there. The Ashen Company has gotta get creative if we're gonna outlast this. 

Act Three, Chapter 25: "Welcome to the jungle. It gets worse here every day." (2022/01/14)

 The Ashen Company are gathered in their villa, discussing next steps to take down Nassandrial. Null suddenly notices a fly in the room, appearing seemingly out of nowhere. It hovers near the party and Null is immediately suspicious. Switching over to Ashen Argot, Null relays the presence of the fly to the party and urges our swift exit. The fly seems to notice the the switch in language, which panics Null further. "WE NEED TO GO", she says, handing the over the rock from the cliffs outside of Zazuza. Berrik obliges, and the party teleports away.

The desolate cliff edge overlooking the sunken city of Zazuza has changed little since they were there the previous day. The Ashen Company, however, won't ever be the same after all that they lost. Still, like the cliffs, they are resolute against the hostile forces that threaten to pull them asunder. They have to finish this - For Cade.

We decide to proceed first on foot. Berrik casts seeming on the party to make us look like shipwrecked pirates (real tough ones though, who shouldn't be accosted). Nessie appears as a regular horse. Null rubs dirt all over her clothing for good measure. The party treks forward cautiously, with Null scouting ahead.

Before too long, we reach the edge of the jungle. A cacophony of animal sounds surrounds the party. The foliage is so dense, it would be easy to get turned around in here. We decide to check with the locals. Flynn casts Speak with Animals (thanks to group patron Latharial) and tries to coax someone over with the promise of rations, made a little more appetizing with the help of Prestidigitation. After failing with an unfriendly jaguar, Flynn finds some success with a monkey. The rest of the party witnesses Flynn and the monkey shriek at each other (small talk to establish trust). Eventually, Flynn brings up their draconic quarry when he enquires about other threats in the jungle. The monkey points northward and says that we'll know we're in the right place when the animals have gone silent. He then wishes Flynn good luck, implying that this endeavour is a fatal fool's errand. Flynn tosses a ration to the monkey and we press on.

After some time on foot, we reach the edge of the swamp. We're heading in the right direction - the wildlife has gone eerily quiet and a noxious fog hangs over the terrain ahead of us. Knowing we are limited on Protection from Poison scrolls, we want to avoid trekking through the swamp as much as possible. A new plan is hashed out. Silas summons Reno, his camel Pegasus, and takes the party's haversack and bag of holding. Flynn ushers everyone else into the jar, which Silas will also carry. Silas casts Protection from Poison on himself. As quickly and quietly as possible, Silas and Reno fly through the fog and into the unknown.


After some time, Silas spots some Dragonflesh abominations below. They are akin to the dragonflesh grafters we have seen before, but more "complete". Silas lands Reno and is spotted. Time to scrap, I suppose. Initative! Lotty only has time to cast Protection from Poison on Null before Flynn evicts everyone from the jar. As the air outside the jar is toxic, she unfortunately spends most of the fight casting it on everyone else, so as to avoid the party succumbing to the poisonous atmosphere. In addition to the poison in the air, the abominations themselves are poisonous and attack the Ashen Company with a combination of physical attacks and acid belches. It's truly putrid! After fireballs from Berrik, an astonishing crit from Null, and some fantastic EB and Hex combos from Flynn, these monsters are soon bested. We feel pretty good about ourselves, but time is ticking and we have to keep moving. With the jar now no longer an option, Berrik uses white exaltium to twin a polymorph spell. Flynn and Null are turned into Giant Owls, and will carry Lotty and Berrik respectively. Silas will ride Reno, as before. Off we go!

Built like brick shithouse, you can't knock this gal over with a pail of water.

We fly for 10-15 minutes before encountering a ruined village - several simple building with thatched roofs, decrepit and succumbing to the surrounding swamp. We slow slightly, enough for Berrik to notice an old foe peeking out from a doorway. It's the Dragon Blessed, the super sturdy druid who RUINED our library and caused immense structural damage to our home. Before Berrik can shout a warning, Flynn's polymorph is dispelled and both he and Lotty tumble to the ground. Before we can decide what to do, Silas loses his Protection from Poison and the Dragon Blessed dispels his mount. Berrik and Null land, then Berrik drops Polymorph on Null. Flynn watches as the Dragon Blessed flees into a tree, using Transport via Plants to get to the far side of the village. The rest of the Ashen Company begin to lose their Protection from Poison. In frustration, Flynn starts lobbing firebolts at trees. It makes everyone feel a little better, but it's not enough to stop her antics. We can't get a lock on her and now the air is killing us. We can't stay here. The Ashen Company flees the ruined village, running as fast as they can. Eventually they make it to a safe place to stop and hunker down. Lotty quickly finishes upping everyone's Protection from Poison. As we end the session the druid doesn't appear to be following, but our element of surprise is gone. Nass surely knows we're here.

Act Three, Chapter 24: " Someone, I tell you, will remember us. Even in another time." (2022/11/19)

In Alya, the Ashen Company is beckoned from the barracks to the chapel to wait for Saint Bhraum. The party is distressed by the recent loss of their Cade, and as they wait they find temporary outlets for their anxious energy. Flynn lights up a cigar, but is scolded by the resident caretaker into putting it out. Lotty notices damage to a nearby statue and offers to fix it - the elderly caretaker shuffles off to fetch a ladder. The old woman hovers as the hours go on, offering tea and scones to the party. Null suspects poison, wondering if the caretaker might be Madam Trolley, or perhaps Nassandrial in disguise yet again. Alas, the old woman means well and Null only just manages to get through the interaction without offending her.

______________

Bhraum eventually arrives and the Ashen Company explains what they need: Their dear friend is lost to the depths. There is no body. He was godforged and had been malfunctioning, suffering the effects of a previous death. Bhraum sighs. This will complicate things and alter the requirements of the ritual. Bhraum asks for a volunteer from the party, someone who is willing to permanently give up part of their soul in order to bring Cade back. Whoever does this will sacrifice their ability to be brought back from death outside of a Revivify spell. Lotty and Flynn both volunteer. Silas asks if we could all participate to up our chances. After some difficult conversations, eventually it is decided that Lotty, newly resurrected Lotty, Cade’s oldest and closest friend, his companion through thick and thin, will be the one to do it. This decision weighs heavily on everyone.

Bhraum hands Lotty a scroll of Soul Burn and the ritual begins. Bhraum locates Cade's soul. Spiritual energies whirl around the chapel. Silas feverishly prays to Aeon. 

First to speak is Flynn: he reflects on their friendship and their recent difficulties. He vows to make amends and stresses how much their party needs Cade. 

Next is Null: Frantic and a little hysterical. Null declares that Cade, miraculous and long-lived Cade, approaches each day with the vigor of someone a fraction of a fraction of his age. He is the best of us and there is no one who deserves another chance at life more than him.

Finally, Lotty: Lotty’s pleas to Cade’s soul are solemn, apologetic. She softly asks Cade to come back to them, to come back for them. She knows he is at peace and knows this is a selfish request, but she needs him to come back. 

Suddenly, Lotty is wracked with pain as the spell takes hold and parts of her soul are sundered. The energies dissipate and the ritual is over. Cade is nowhere to be found. The Ashen Company is devastated all over again, convinced the ritual did not work. Lotty is in shock and in incredible pain. She needs air, needs to be anywhere but this place. She leaves.

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A bird in the rafters observes the palpable grief below. He is unsure of the source of their pain. But they need him, somehow, and he will help however he can. The bird lands and wildshapes into a form the Ashen Company knows well. Cade stands before them, looking different than before, but this is still clearly their dear fallen friend. Nulls shouts for Lotty to come back.


Cade, their beloved Cade, is alive. The Ashen Company’s joy is tempered by a curious expression on Cade’s face - confusion. It becomes clear that he does not remember them. He doesn’t remember anything about their adventures together. He feels drawn to help people. He came to help the Ashen Company because they called out to him. What do they need?

The party is distraught and unsure of what to do. Their friend is alive, but he doesn’t know them. He has no ties to them, their lives and their previous adventures together. Nassandrial’s threat looms. It wouldn’t be right to ask him to join a fight he doesn’t remember having a stake in. He doesn’t know us anymore. He must be free to follow his own path, as painful as it is to the Ashen Company to let him go.

Cade can help us, after all. He can help us say goodbye.

The party moves outside. Cade Plant Growths the nearby park. Null asks Cade if he would rest with us one last time - He agrees. He feels safe with these people. Cade enters his sentry’s rest and everyone settles down for the evening. Lotty leans against Cade. Silas plays his flute as everyone drifts off, comforted by the presence of their friend.

In the night, Cade awakes to faraway voices calling out for help. He must go to them. Lotty catches up to him as he moves to leave. Lotty and Cade have a tender goodbye as Lotty hands him a small mechanical toy to remember her by. It plays music - Lotty’s mother's favourite song accompanied with Silas’s flute. Cade then turns into an owl and takes off towards Palirano, towards the voices who need help.

________________

Silas, Berrik, Null and Flynn awake the next morning to find Lotty in the midst of busywork. Cade is gone - we have to go. We have to move on this dragon problem before she finds Cade. Berrik grabs some of the flowers from Cade’s Plant Growth and tucks them into his book before teleporting us back to Sierrona. There is no one at Remmi’s, so the party heads straight home. Back at the villa, Lotty excuses herself to Cade’s room. She has a small breakdown and a good cry, grieving the second loss of her closest friend. Downstairs, the rest of the Ashen Company work through their feelings by tending to Cade’s garden, weeding and making space for life to grow anew.

The Ashen Company would never forget Cade and the impact he had on their lives. Even years later, they would still hear the rumours from all over Altisha of the strange robot man who lived to help others. These stories comforted them through the darkest of times -  Cade was still out there, doing good. As much as his absence pained them, he was alive and that was enough.