Act III, Chapter Thirty Two: "No Rest for the Wizard" (2023/03/18)
Act Three, Chapter 31: "Yugoloth, I go high ('cause this foxy fugitive is fleeing by rooftop)." (2023/03/11)
Flynn comes to. He's prone and can just barely discern the figure with the outstretched hands 15 feet from him. He Counterspells whatever it was they were conjuring up. The figure protests and tries again. Flynn lets it happen this time - the figure casts a Mass Cure Wounds to heal up some of the wounded bystanders. Flynn gets up and approaches the figure, calling for Lotty at the same time. The figure is a non-descript human guy with a kind of vagrant vibe who introduces himself as Sarni. Sarni continues healing people up. Flynn spots a hand on the ground and returns it to its owner via Mage Hand. Lotty gets up and yells for someone to call the rest of the Ashen Company. "No need", says Rhone who arrives on the scene with a gaggle of Syndicate guards. He sends Jenkins to the Ashen Company villa, but the youth runs in the wrong direction. Wholly unconvinced of Jenkins's competence, Flynn decides to (somewhat rudely) tell Remmi directly what's happened by writing to him in his Book of Shadows. Remmi, remaining classy, agrees to teleport to the villa to fetch the remaining three party members. Only a few moments go by before he appears on the street with them in tow. Lotty and Flynn fill everyone in on the explosive situation. They describe Sarni, the strange healer, and then quickly realize that he is nowhere to be seen. Berrik, still with his True Sight, notices a figure go invisible and disappear into the smoke. We need to talk to this guy, so the Ashen Company searches the area for any clues as to where he might have gone. Null spots a broken branch near a house that indicates someone headed north in a hurry. The chase is on!
The party follows the street north until we reach a diverging path: there are alleys to the east and west, two ladders that lead up to roofs and a sewer grate. We soon spot some sooty debris on a ladder, and Silas leads the way up. The footprints on the ladder are curious, appearing more like paws. Flynn and Berrik follow Silas to the rooftops, while Lotty, Null and Nessie (with her lantern of revealing active) remain at ground level. Null gets restless, so she activates her Ghost Walk and starts searching nearby buildings. Silas, on the rooftops, spots a hatch that looks as if it had recently been opened. He leads Berrik and Flynn towards it and they head inside. Null interrupts a couple having a very sexy time in the first building she checks. Team Rooftop finds what appears to be a hideout in the attic - there are supplies and a bedroll on the floor. In the next building she checks, Null finds a passed out merchant in front of a pile of drugs. Inside the hideout, Silas hears footsteps outside the door. He wrenches the door open and gives chase. The footsteps move faster and hurry down the stairs. Silas gets to the landing before he notices the front door is ajar and the main floor is filled with funky little guys wielding tridents. He shouts for help. Time to roll initiative!
Flynn uses his action to quickly inform Lotty via his Book of Shadows that shit is going down, before he and Berrik start to converge on the stairs. Silas is alone, and the creatures use both Cloudkill and Darkness to control the already cramped main floor. Lotty relays Flynn's message to Null (whose gums are still a little numb from sampling the merchant's narcotics) and the two head towards the building. On the way, Null spots a figure running in the opposite direction.
Inside, Flynn dispels Cloudkill, but Berrik still struggles to find purchase in the magical darkness. Silas takes the brunt of the fiends' attacks. He casts Daylight and the magical darkness dissipates.
Outside, Null tells Lotty what she saw and chases after the figure. She catches up to him and sees that Sarni is, in fact, of the fox folk. She implores him to stop and help. We mean no harm and just need to talk to him about what he witnessed.
Lotty sends Nessie to follow Null and grapple Sarni (which does nothing to improve diplomatic relations), before heading towards the front door. It's locked, so she has to pick it to get inside.
Meanwhile, newly accosted Sarni Teleports to a nearby rooftop, gives Null his regrets and walks away. Null flies up to see where he's going, and then follows. This time she grapples him as she tries to convince him to stay put - she can be really annoying about this.
The melee inside the house continues, as irritating as ever. Daylight gets dispelled. The funky fiendish guys keep trying to cast Cloudkill and Darkness, while Berrik and Flynn keep trying to wrench back control of the field with Counterspells and Dispel Magic. Lotty shouts for the party to hurry up so they can get back to Null and Sarni. Silas wields Flare with surgical precision.
On the rooftop, Sarni won't be convinced. He Teleports again, and Null chases him AGAIN. She chooses not to grapple him this time, hoping it will help her case. She tries to convince him again, saying that you can't witness a terrorist attack and just walk away. We need to talk to him!
Inside the house, Flynn casts Slow on the four remaining enemies and the gang fights on. Victory is in sight now, but Darkness fills the room AGAIN. Hello, old friend.
On the roof, Sarni (now curiously back to appearing as a human vagrant) puts up his hands and takes a step back. Null suppresses the urge to attack him, wanting to gain his trust. This proves to be a mistake on her part, as Sarni promptly turns invisible and flees. She heads back towards the street, trying to see if she can pick up his trail. The effort is fruitless, however. Frustrated, she shouts that he didn't have to make this so hard and that we'll find him eventually to figure out what he knows.
By now the fight has died down back inside the building, and the Ashen Company are victorious. Null hangs her head in disappointment and joins her friends. Right before the session ends, the party notices a thick layer of dust over all the furniture. While someone may have been hiding out in this attic, the rest of the house hasn't been lived in by people for quite some time.
Next week, we'll debrief and try to get on top of things. The fox guy got away - what's his deal? A bunch of fiends were playing house in the middle of Sierrona - what the fuck is up with that? And who the hell blew up a street?!
Act Three, Chapter 30: "Spooky Puppet People" (2023/03/04)
Turns out what's bugging Remmi and Latharial is nothing too dire - they are planning a party! A large-scale festival, in fact, to be held in two weeks at the beginning of Winter Apex. It's been about a year since the Free Cities of the Ulvari Coast overthrew the cartels and they want to give the people a reason to celebrate. The Ashen Company are taken aback, as it's felt like forever since they thought to celebrate anything. Null says this out loud, and Latharial seems miffed (one year passed since the liberation of the Ulvari Coast means it's around their anniversary). The past couple weeks have certainly been traumatic, but that's no excuse to forgo romance! Null, get your head in the game.
The party finally relay their good tidings - Nassandrial is dead! Silas brings up the egg they left behind and that the party don't want it to fall into the wrong hands. He wonders if Latharial or Remmi know of anyone who could help protect it, or perhaps take it. Maybe they could take it? The pair seem to sense the party's uneasiness with the situation, and Remmi abruptly tells Silas and the gang to figure it out amongst themselves and get back to him when they know what they want to ask.
Back to party business! Lotty asks if there will be bobbing for apples. Remmi pretends not to know what it is in the hopes that Lotty will demonstrate. Classic Remmi. In addition to bobbing for apples there will also be dancing, entertainment, food, fireworks and a main stage in the Omnimarket. Rhone will handle security. The only thing they're missing is an arcane contraption that Ezra Espinoza had thought up ages ago. The device would able to freeze Sierrona's harbour enough to make a temporary ice rink and would be the perfect addition to the winter festivities. Would the Ashen Company try to retrieve the ice machine from Ezra? He's been missing for awhile, but maybe we could find it on his island. (Conveniently, the Ashen Company also has the solved puzzle cube he left over a year ago that will give us access to his tower). It's settled - we'll get some rest and then go to Ezra's island to retrieve the device. Hopefully we'll be able to figure out the cause of Ezra's disappearance at the same time.
Time for breakfast! Lotty leads the way to the main level of the Last Stand Inn. Null momentarily lingers behind to ask Latharial if they can talk later. They make plans to meet up back at the villa in the evening. Null goes for a kiss on the cheek, but Latharial counters with a real smooch. Okay, maybe Null isn't in the doghouse after all. The changeling makes her way upstairs to join her friends for breakfast and some well-deserved ales. As they tuck in, Lotty is asked about Ezra. She drops some lore about his background: his tragic origins, his treatment by Alistair Azher, his mother's sacrifice to help him escape. She continues by explaining their dealings with Ezra, which were complicated by the eventual involvement of Vi and her machinations on behalf of Azher, who they know to be the Marionettist.
This is wholly new information to Null - We knew his name this entire time? Both Vi and Ezra are connected to this monster, too? Just how entangled are we all in the Marionettist's web of influence? She stares into her beer.
Silas, as an Aeonian elf with a decent grasp of history, tries to remember anything about Azher. He recalls that: Alistair Azher was the leader of one 12 Houses of the Aeonian Dominion's Magisterium, his first wife Deirdre was killed by mountain traitors and Azher developed separatist leanings in response, and Azher (despite leading one of the main factions during the conflict) disappeared during the Cataclysm and has not been heard from since. (New info will be added to Azher's NPC entry on the blog).
After the conversation lightens up a little, we decide to go check on the kids. Remmi, being both a good guy and a pragmatist who wants to keep his tools (us) sharp and happy, has taken excellent care of our orphans and has even built them their own wing on top of the Last Stand Inn. Silas leads the way and enters one of the rooms to find the kids at play. Super strong Nikolai is holding one the beds aloft and balancing the rest of the kids on top of it. He's showing off by doing squats amidst the whole thing. Silas hands each kid a dragon scale and begins to regale the room the tale of Nassandrial's demise at the hands of the Ashen Company. The kids are entranced and seemingly impressed! Null jumps in near the end of the tale, wanting to make sure Silas's epic final blows are highlighted in the story. As she mentions that she prayed to whatever was out there in order to spur Silas along, Niko makes a weirdly abrupt comment about her apparent lack of faith in the All-father (hope we're not raising a zealot). Silas and Null finish the story and the party settles in to catch up with the kids.
Null notices Lyla drawing a picture that features a bunch of people held up with puppet strings that disappear into a dark cloud. She sits across from the kid and asks her about her drawing. Apparently this is from a dream - all of Lyla's dreams feature people on puppet strings. The rest of the party has picked up on this interaction by now and to our horror, we learn that all the kids dream only in spooky puppet people. The adults in the room are extremely uncomfy with this development, but the kids don't really seem bothered at all. Lilly is especially unbothered, because she has no issue in stealthily relieving Null of her coin purse. The stubborn little hellion won't return the bag without a 10% cut of the contents, even after Null intimidates her with an impressive demonstration of Ghost Walk. Extremely annoyed but deeply proud, Null acquiesces and the kid walks away with just a little under 100 gp. This is probably a good time to leave.
We head back to the villa. Immediately upon returning home, Null fetches a scroll of True Seeing and the necessary eye goop out of her home storage. She hands it all to Berrik, along with the original records from the orphanage. She's looked at them before, but got the sense there was hidden information there she couldn't see. Now that we know we're going after Ezra, it might be good to check if there's anything about Vi in there that could help us. Ezra was last seen going after Vi, so there's a good chance she'll pop up in our search for him. Null tells Berrik that there might be information in there about her too, but that she doesn't want to know unless it's truly important. Berrik agrees and gets to work. Lotty lingers to keep an eye on him, with a Cure Wounds at the ready. Berrik flips through the not-so-blank pages and sees 13 numbered entries, each about a different experiment subject.
Of note:
I : describes the use of the subject as a spell focus, and a conduit for arcane energies. (definitely Ezra).
II : describes efforts to transfer animal parts and abilities to a humanoid. (Lotty confirms this is clearly Experiment Two, a former member of the Ashen Company).
III : the original subject died, but was cloned. The abilities described in the entry match the those of the guards at Trolley's orphanage.
VI : subject is described as a talented conduit for arcane energies, a sorceress with the ability to affect time and fate. She excels at manipulation. The orphanage benefactor took a special interest in her. She is marked as missing. (This is Vi, she's a clockwork sorceress).
VII : subject has potential for leadership, and excels at manipulation, control and domination. Benefactor also took a special interest in her and bestowed her with arcane power. (This is Calitrax and the Marionettist is her Warlock patron).
VIII : This entry is less detailed than the others. "Changeling?" it reads. (This is Null).
Berrik and Lotty's hand scars are throbbing as Berrik puts down the records. "I shall not meddle in the Marionettist's affairs" feels as raw as ever. The duo gather the rest of the party in the main hall. Berrik describes what they discovered, but leaves out what little there was in Null's entry, as promised. The continued Marionettist connections are troubling, but there were few surprises. Any additional context for Calitrax and Vi is good to have, even if it doesn't seem immediately significant. Flynn is jazzed to have a Warlock rival.
They next discuss the logistics of getting to Ezra's island. Berrik is less confident in his abilities to teleport there, having only seen it once over a year ago. Perhaps it will be safer to sail there. Lotty will check later to see if Kraz and The Booty Taker are in port and available for hire. For now, the Ashen Company have the rest of the day to themselves. What shall we do? Lotty wants to go see the McFinis, and Flynn is happy to tag along. Silas and Null will spar in the garden, like they used to. Berrik will take some time to himself to divine some stuff. Before Lotty and Flynn take off, Lotty takes a moment in Cade's room. "We got her", she whispers. She spots a few birds through the window, flying over the city. Perhaps Cade heard her, somehow.
Out in the garden, Null and Silas spar. They used to do this all the time in Zanidonia and are happy to have found time to do it again. Between blows, they find themselves brainstorming ideas for entertainment at the Winter Apex festival. The kids seemed to like it when they told the story of their dragon fight. What if there was a way to make it bigger and more realistic? Or recreate it somehow? Maybe Berrik could make a giant, illusory Nassandrial? The crowds would surely love it.
Berrik sits alone beneath a tree, watching his friends joyfully slap each other around. He takes out his Diviner's Archive and concentrates, before taking out his bag of guts. He carefully considers them and relaxes his mind, becoming one with everything around him. He pushes a question out to the universe: "Is there any hope of finding Ezra alive?" He feels the sun warm his face, comfortingly. That answer will do.
Meanwhile, Lotty and Flynn are on their way to the Mcfini shop. They are doing a classic Sorkin walk-and-talk through the streets of Sierrona, as they talk shop about flying contraptions and discuss the merits of fall-arrest implements for situations where they fail. Around twenty minutes go by before they are suddenly interrupted by a flash of red light igniting between them. They both take 37 points of damage as a Delayed Blast Fireball explodes in the middle of the street. Lotty lifts her head. They are surrounded by the bodies of bystanders. Through the smoke she spots a humanoid figure with their arms outstretched, as if they were casting a spell. Oh no.



