Act Three, Chapter 38: "For Sale: Treatise on the Implications and Practices of Cloning. Never read." (2023/05/27)

As Null and Lotty remain stuck behind a new stone wall, the rest of the group scatters to try to find them a way out. Berrik and Grug enter a room nearby, while Flynn wanders off to see if there's a way around.

Berrik and Grug enter what appears to be a bedroom. Grug immediately fails a WIS save - that bed looks awfully comfortable! They lay down and fall asleep, compelled by some magical influence. Berrik searches around the rest of the room, trying to locate any secret levers or buttons that could release his friends. He finds neither of those things as he shuffles through the empty books and papers that clutter the desk. A spell effect fires off here but he manages to shrug it off, overcoming the urge to pick up the quill on the desk. Berrik tries to wake Grug with a Shocking Grasp, but is unsuccessful.

Meanwhile, Flynn wanders a corridor and spots an ominous door - it opens creepily, inviting him to enter. The goblin does so without hesitation, and the door shuts behind him. Flynn finds himself inside an octagonal chamber with a raised marble dais in the centre. The arcane vibes in this place are off the charts. Flynn feels pulled to stand on the dais, which surges with power beneath him. Can it be controlled? Hell yeah, it can! The warlock harnesses whatever the fuck is going here and gains the benefits of a long rest. He feels AMPED. Now to find his way out of here. The door behind him is closed, but he continues to search until he finds another door leading further into the tower. He escapes this chamber only to quickly find himself trapped again - this time behind stone (much like Lotty and Null).

Speaking of, Lotty is getting impatient with their friends' rescue efforts and decides to use her scroll of Stone Shape to get the hell outta here. Null and Lotty are relieved to finally be free, and reach out telepathically to find their friends. Flynn is trapped somewhere alone, while Berrik and Grug are closer. They find an exasperated Berrik and a sleeping Grug first. Berrik explains that he hasn't been able rouse them. Null suggests trying to get Grug up with Berrik's Arcane Hand. Wondering why he hadn't thought of that, Berrik uses the Hand to scoop up the half-orc. As soon as Grug is no longer touching the bed, they wake up. Grug is pleased to see their friends again, but is sad to longer be dreaming about being surrounded by beavers :( 

Okay, now time to find Flynn! Telepathically, we reach out to him. Where did he go? South? We try to find our way to him, but are met with dead ends. Flynn starts tapping his staff against the wall. We double back to the bedroom and Null tries to listen at the eastern wall - She can hear him. We start looking for secret ways out of the room. Null notices the smoke from the fireplace is dissipating in two directions - there is some kind of gap back there. The reckless rogue volunteers to army crawl through the roaring fire (don't worry - she can probably dodge it!), but Lotty reminds her that their bond is still active, Not wanting to hurt Lotty, Null concedes that they should probably try other things first. Berrik tries to swat at the fire with the Arcane Hand. The clearly magical flame does not go out, but the force of the Hand's blows in the fireplace do cause the gap behind it to open further. There is definitely a passage back there. Lotty decides to dispel the fire, which is exactly what we needed. The fire disappears and the party is free to walk through. Grug, who had been perusing the empty books while everyone else fretted about the fireplace, reluctantly puts down a beautifully embossed one with a polar bear on the cover. Off we go.

Once through the passage, we find ourselves in a corridor. The tapping has gotten louder. We wander around until we are as close as possible, but it's clear there is no entrance. A wall separates them and Lotty is out of Stone Shape scrolls. What now? Flynn attempt to Dimension Door to the other side, but the spell fails and he is propelled into a wall, taking damage. Luckily, the rest of the Ashen Company don't see any of this. Frustrated, he just decides to spam Eldritch Blast at the wall until it crumbles. About 15 minutes later it does just that in a spectacular fashion, crumbling and creating a massive pile of rubble. Well, I guess we dig now? An hour or two goes by. The Arcane Hand fades. The Ashen Company are sweaty and tired from heaving rocks, but they finally free Flynn. Berrik takes his second level of exhaustion and is seething with jealousy at how well-rested Flynn looks. We muse about taking a short rest, but ultimately decide not to (despite how ragged a couple party members are looking). Null feels bad, given how much additional damage Lotty has taken from their Warding Bond. She hands Lotty a healing potion to help bring her up. We keep going, finding our way to a room with three dragon head statuettes. Opposite them is a door with stairs leading up. Another level? Fine.

The next level of Ezra's tower bring a whole new round of yikes. The party enter a massive experimentation chamber filled with nightmare fuel: stone slabs wrapped with chains, a puddle of fresh blood, Tesla coils, large enclosed metal vats, and a way-too-big cistern that feeds to 3 more vats (these ones made of glass and filled with glowing purple liquid). The aesthetic is eerily similar to what the Ashen Company had recently found in the basement of Madam Trolley's orphanage. Null is very bothered by this. A door in the southeastern corner of the room leads to a small chamber with a curious orb/statue situation, while a hallway to the south leads to two more doors and further into the guts of the tower. Everyone is curious about the orb room, but Berrik is the first to enter and the door closes behind him. He examines the orb, which is held in the lap of the statue (a seated, hooded figure). The orb gives off a Divination aura, which is entirely Berrik's jam. Berrik engages the orb, the statue lurches forward and puts their hands on his shoulders. He quickly figures out that it's a super-powered scrying orb: it will let the user see into present or the past of a person, and it won't be hindered by any wards against Divination magic. Despite the creeping feeling that there will be a cost to this, Berrik decides to find Ezra in the present. He does without issue, his vision zooming through time and space until it stops on Ezra. Berrik sees the wizard underground in a desolate place (The Lands of Desolation, maybe?), locked in battle against an unknown person. Blue lightning shoots from Ezra's fingers, keeping his opponent’s beams of red lightning at bay. There is no way to tell how long this battle has been going on, but it's a small relief to know that Ezra is still alive (at least for now). Having seen enough Berrik exits the vision, and is suddenly struck with a draining force that seems to weaken him. Ah, there is that cost. He leaves the chamber and relays what he saw to the party - Ezra lives and is fighting something, probably in the Lands of Desolation. His friends are pleased to hear the news, but are shocked to see Berrik's current state. The hobgoblin appears to have aged a full 15 years. Berrik has had enough of that chamber and the party agrees to move on to explore the hallway to the south. Lotty is still curious however, and hangs back to ask Berrik more about the orb. Can only wizards ponder the orb or can any caster do so? And it can see into the past? Something is percolating in Lotty's head.



Down the southern hallway are two opposing doors. The one to the west sports only a large stone slab and not much else that grabs the attention of the party. The one to the east appears to be a study or workshop of sorts, and the contents are as creepy as the rest of this place. Flynn picks up a book called "A Treatise on the Implications and Practices of Cloning". The party notices another door in this room, but it's locked. There is a message written on it, but no one can read the language. Flynn then casts Comprehend Languages and we soon learn that the message reads "In order to proceed, copies needed three". Oh dang, we gotta clone ourselves?! What the hell kind of test is this? We wander back to the experimentation chamber and as we see the vats are reminded of the gooey naked lightning guys from the orphanage - I guess we know what to do. We conveniently find 3 diamonds and 3 Clone scrolls in a pile of junk in the corner of the room. Each casting also a requires a cubic inch of flesh from the person to be cloned. So which of us will be cloned? Flynn has already given his pound of flesh to this place. Null has emotional baggage with this whole set-up (and cloning Null probably wouldn't work anyway, as she had found several failed clones of herself in the orphanage basement). That leaves Berrik, Lotty and Grug. Berrik volunteers a portion of his already ruined ear and Grug chops off their non-dominant pinky finger. Lotty muses about taking part of her ear, but instead opts to try to flay the scars on her arm from her tangle with the bone book. She wants those words - I shall not meddle in the Marionettist's affairs - off her forever. Null hugs her as the cut is made. The searing pain makes Lotty think it worked and a Cure Wounds from Berrik makes the area look like new. However, Lotty soon feels even worse pain on her upper arm and blood pools through her shirt. She lifts it to see that the words have simply moved. Anger fills her and the rest of the party. They won't be rid of him that easily.

Flynn is the one to cast the spells, reciting the scrolls and throwing the diamonds and bits of flesh into the large cistern. Copies of Berrik, Lotty and Grug soon appear in the vats of purple liquid. Curiously, they all appear conscious and fully equipped. Lotty tries to make the best of the situation and smiles and waves at her clone. It slowly waves back, but does not smile. The party can't seem to shake the feeling that something isn't right with these copies. No one thought to actually read the chapter on the "Implications of Cloning" and now it all just feels ethically gross. We should leave. The clones continue to stare. The party returns to the workshop room and finds the door open - it leads upstairs to the next level. Flynn and Null try to make light of things by racing to the top, with Grug lingering below to make sure Berrik and Lotty follow. They don't and Lotty sends a telepathic message to the party that she just wants a few minutes in the orb room before they move on - she won't be long. Null lets Flynn win the race and the three of them return to the experimentation room in time to see the door close behind Lotty. We're all very worried, as Berrik did not leave his experience there unscathed.

Inside the orb room, Lotty huddles with the statue and decides to peer into the past - Null's past to be specific. She tries to find her friend at 10 years old, presumably before she ended up at the orphanage. A pastoral scene of a farm in springtime fills her vision. Greenery is everywhere and she can hear cattle in the background. A young brown-haired, green-eyed girl in a cotton dress is playing in a field with other children, a similarly-aged boy and girl. The kids run and chase each other for awhile before returning to a cottage that is filled with the smell of freshly baked blueberry pie. A young woman in her thirties greets them warmly and asks if they had fun playing. The green-eyed girl runs up and hugs her mother's legs - "Yes mum, it was so much fun!" Mum tells the kids to eat their pie before their father gets back and says that they have a surprise for the children... tickets to a play in Pacapa tonight! All are excited. Lotty's heart sinks, the vision fades and the orb takes its payment - she ages 13 years, but doesn't seem any worse for wear (perks of being a long-lived gnome). Lotty exits and returns to her friends, who seems puzzled at why she would have gone in there. Flynn tries to shepherd everyone back to now open stairs - there's more tower to get through. 

As we start to move Lotty catches Null and calls her back, explaining to her what the orb is capable of and telling her what she went back for. "Why would you do that?" Null stammers as shock and dread fill her chest. The gnome apologizes for not asking first, but goes on to explain that she wanted to find answers for Null regarding her mysterious past. Lotty recounts everything she saw in the vision to a stunned Null. The changeling is having trouble processing these revelations: She feels deep down that Lotty is telling the truth, but cannot recall any of it. She struggles with the foreboding feeling that delving into her past will spell doom for herself and her friends, as it did when she last tried to do so at the orphanage. She had given up on the past and doesn't know what to do with this. Lotty magics an animated image of the woman onto a scrap piece of paper, showing it to Null. Again, Null senses the truth of it when Lotty says the woman is her mother, but can't find a connection within herself to grasp onto. She feels like a broken toy and it hurts. Lotty offers to go back in, as she thinks she may be able to find the woman in the present day. In spite of the cost, she would do this to help her friend find closure. (Damn Lotty, that's some ride or die shit.) Null has tied herself in knots - She can't ask her friend to do this. Does she truly want answers, even if they're ugly and frightening? Does she even deserve to get her past back? What will it cost her, cost her friends? What if she's not the same person anymore? What if the woman doesn't like who she is now? What if Trolley and the Marionettist fucked her up too much to salvage these connections? What if it's too late? What if it hurts

Lotty tries to reassure her friend but sees that the turmoil in Null isn't subsiding. She backs off, not wanting to force things. We won't get another chance like this, but it has to be Null's call. The gnome goes to rejoin the rest of the party - we should move on. Null lingers back, wrestling with her thoughts once more. After what feels like an eternity, she finally comes to a decision - "Lotty, wait." The gnome had nearly made it back to the end of the hall, but she turns around to rejoin her friend. Null knows its selfish and ill-advised, but she can't just move on with her life and forget about this now that she knows there's something there. If Lotty is absolutely sure she is willing to do this, would she go back in? Surprising no one who knows Lotty and the Ashen Company, she is sure and she will.

Flynn's frustration at a further delay is palpable when Lotty telepathically announces that she needs a few more minutes. Null begins to pace anxiously as the door closes behind Lotty - she's already regretting what she asked her friend to do. Inside, Lotty huddles with the statue once more and seeks the woman from the farm, but this time in the present. Her vision moves through infinities until it settles on a rectangular building with a courtyard against a snowy landscape. Focusing, the scene enhances to show a room on the inside. Lotty sees a woman reclined on a chaise longue, the same woman from the farm - she's older now, her hair showing streaks of grey. She's speaking to a seated figure in the same room:

"...I know we've been over it before but something is not right! That's why I'm here. I know I have children. I can't remember their names or their faces but I know they're out there. I feel it in my heart."

The now-familiar figure replies, her saccharine tone making overtures of reassurance: "Well that is why we have brought you here - for your care... Maybe we need to increase the dosage to keep the bad dreams at bay. Don't worry, we'll help you get through this."

The woman, now seeming defeated and crestfallen, answers: "You're right, I wouldn't have been a good mother anyway. Thank-you Dr. Trolley, I'm going to see to the garden now."

Lotty found what she needed and the scene ends. The orb won't let her go without payment, however. She feels the draining sensation again, harsher this time. This one cost her 20 years. 33 years of her life gone for the sake of a friend in need. Lotty, forever a real one, takes a moment and gathers herself before exiting the orb room and facing whatever comes next.

Act Three, Chapter 37: "Out of Hand" (2023/05/20)


The party heals up in the chamber where they just defeated the Balor. No short resting - just a combo of Lotty's necklace and some potions. Feeling ready to move on to the next horror show the tower has in store for them, the Ashen Company moves to leave the chamber. Curiously, they find themselves trapped within an arcane barrier. The more magically-inclined of the bunch quickly figure out that they are trapped within a modified Magic Circle. Flynn dispels the obstacle with ease, and the party is back on their way. 

They pass through a door and into a corridor, seeing an impenetrable stone slab to the north and a normal looking door frame to the south. They head through the southern door, which is unlocked, and down through a corridor until they hit another door. This one is definitely locked. Null, finally feeling useful, manages to unlock it with her Thieves Tools. She senses something is off about the door, but can't seem to figure it out so she walks right through it. She shakes off an effect with a successful WIS save, so I guess we'll never know what that was about.

On the other side of this door lies a chamber, glowing with purple light. In the centre is a suspended arcane orb, spinning rapidly between two large stone hands emerging from the floor. The Ashen Company ponders the orb. What does it do? Flynn casts Mage Hand and moves to touch it. The spectral hand is violently sucked into the orb. Null shoots a crossbow bolt into the sphere, with the projectile meeting the same fate. Grug tries pushing one of the hands over, but only manages to break off a finger. Berrik, taking the piece of stone from Grug, then tries poking the sphere with it. Same result. Flynn then proceeds to do something incredibly short-sighted: The goblin reaches out with his right hand to touch the sphere, and subsequently gets his dominant cigar-smoking hand vaporized. Flynn pulls back in pain. His hand is gone! He's in shock but coping remarkably well for having just lost a limb. Lotty frets over him, and promises to make him a fancy prosthetic if his hand can't be regenerated. Lotty, perhaps because Flynn's trauma drew her focus to the sphere, suddenly remembers hearing about such a legendary artifact. She believes this to be a Sphere of Annihilation, and knows that it can indeed be controlled (with some difficulty - High DC Arcana checks). Perhaps this is what's meant to get them through the stone door? Berrik is too exhausted to take the lead on this, but knows Lotty is as talented as any wizard in the magical arts. He trusts her intellect with this task, but he will do what he can to help her along the way. Lotty urges Flynn, Grug and Null to give the sphere a wide berth, and the three retreat into the chamber where they fought the Balor. Null is stressed and bums a cigar off of Flynn. Once, twice, thrice Lotty and Berrik manage to maneuver the sphere through the long corridor until it vaporizes the stone door. We're through! 

Flynn and Null rejoin the Team Sphere to find Berrik and Lotty at the threshold of the formerly stone door. Berrik tries stepping through the doorway, but triggers an array of shooting green beams and so quickly jumps back. He knows what those are. Lotty and Berrik attempt to move the sphere through the hallway, but soon realize that after a certain point they have no way of following it to stay within visual range. What do we do now? Collectively we don't have the spell slots to dispel every single disintegration ray in that corridor and there's no other way through the tower. Null volunteers to attempt a run to whatever lies on the other side. No one likes it, but no one has any other ideas. A worried Lotty activates Warding Bond with Null. She will try to keep her in sight as long as she can, then follow her on the other side of the wall. Berrik takes the opportunity to cast Telepathic Bond on the party before they split up again. Null takes off! The first leg of the corridor is the toughest, as she tries to maneuver around the deadly sphere, as well as dodge the disintegration beams. It's close and Null seems to falter at this part, but Lotty pushes her through with a Flash of Genius and the changeling avoids being vaporized. Null's cloak suffers a nasty burn though. Adrenaline pumping from her near brush with disaster, the rogue somehow manages to slide and tumble through the rest of the corridor without too much issue. Now at the end of the laser hallway she sees a doorway and ducks inside, pulling a nearby lever. Conveniently, the rays of green death cease and Null telepathically bids her friends to join her as she tries not to throw up. They quickly do and the party heads up the stairs.

On the second floor, through the first door they see, the Ashen Company find an oddly realistic statue of a young elven man. As they approach, it animates. Null succeeds on a WIS saving throw and shakes off something. Berrik and Lotty feel the scars on the backs of their hands burn - I shall not meddle in the Marionettist's affairs. Oh shit, it's this fucking guy. Well a version of him anyway. He's nasty piece of work and talks a lot of twisted shit, but it's soon clear that he's ultimately powerless as a statue. Still, the presence rattles the party, especially Null. She eventually gets the impression that this might be a sort of training dummy of Ezra's. We soon walk away, as the Azher statue cannot follow and we have to move on.

Hey, fuck this fucking guy. Motherfuckin' Captain Atrocity over here.

To the south of the statue we find two doors and to the west of that a large curving corridor that Flynn follows until he sees purple light. Unsure of what lies ahead, we decide to check the two doors first before proceeding. One door is made of stone, no getting through that. The other is easily opened and inside we find an office. We try to search through the items within, but find them intangible. The decor, however, reflects a clear interest in the necromantic arts. This is Azher's office, or a version of it from Ezra's recollection. We get the impression that Ezra might come here to refocus, to remind him of who his enemy is. Flynn and Null try breaking into a desk drawer, but fail. An apparition of Azher suddenly appears, shouting at them not to meddle and choking Null for few seconds. Flynn wants to try the other drawer, but Lotty cautions Null against doing that again. "It's not real", she says stubbornly. 'Lo and behold, the same thing happens again as the duo fails to open the second drawer. Time to go, there's nothing more for us here. Null follows Flynn out into the hallway, towards the purple light. Grug is not far behind. Berrik is nearly out the door when he sees Lotty do something reckless. Wanting to try to understand Ezra better, she sits in the chair behind the desk. She fails a CHA save. Berrik see her start to convulse and rushes over to rouse her. Lotty, eyes rolling into the back of her head, has a vision of Azher recounting the following:

Deidra - killed by rebels

[unknown name] - no heir

[unknown name] - no heir

Eleanor Espinoza - fertile - viable conduit

Lotty finally comes to thanks to Berrik's vigorous shaking, just as a Boneclaw monster shuffles out of the formerly stone doorway, and just as Flynn and Null aggro some enemies near the glowing purple light. It turns out that light was coming from a gem embedded in a giant skull statue, and that statue spawned three purple ghosty guys with a life drain ability. Guess we're in initiative!

Flynn and Null make quick-ish work of the ghosty guys, but soon realize that they respawn from the statue every round. Berrik summons an Arcane Hand to slap around the Boneclaw. Raging Grug temporarily opts for a longbow, dropping their axe. Flynn and Null get attacked again by the ghosty guys, taking some damage (which also somewhat hurts wrench-wielding Lotty, who still has Warding Bond up). Null dashes over to the statue and stabs the gem, shattering it. The ghosties do not spawn again. Grug picks up their axe, having missed it terribly. Berrik continues slapping baddies around with the Arcane Hand. Meanwhile, Flynn has drawn the attention of the Boneclaw, who subsequently cleans his clock and drags him off down a nearby corridor. This goblin is not having great day. Flynn takes a potion and Eldritch B's the monster. Lotty gives chase, worried for her friend and aiming to end this Boneclaw's whole career. The Boneclaw, seeing the ghosty guys dwindle in numbers, decides to shadowjump with his quarry, taking Lotty with them. The Boneclaw aims to finish off Flynn, but the warlock manages to end him with a Hellish Rebuke. We win! Where is everyone?

We manage to reconvene and decide to explore a bit, unsure of where to go next. There are corridors to the north, including one with pipes in it near where the Boneclaw took Flynn and Lotty. To the south there a door with valves next to it and a dead end hallway. Null and Lotty step down the dead-end hallway, wanting to double check it. Null unfortunately steps on something, triggering a trap. A slab of stone forms in the threshold behind them, blocking them in as the space fills with poisonous gas! We panic telepathically. The pair take damage every few seconds, with Lotty unfortunately taking more thanks to Warding Bond (bet she's regretting that now, huh). Flynn struggles at first to find a solution, but eventually finds his way to the nearby door and twists the valves in such a way that the gas stops. Null and Lotty telepathically and physically breathe a sigh of relief. But now what? How do we get out of here?

Act III, Chapter Thirty Six "Good-bye dear friend" 13-05-2023

After Silas and Nikolai are safely out of sight Null steels herself and whispers in to the jar that she's alone - what should she do, stay there in the hovel of a house they've purchased or move on? Not getting great directions from team jar via Flynn's book Null's mind is made up when she sees Salazar coming towards the house, she ghost walks out the back, takes the form of a teenage boy and heads out of town. Null manages to find a quiet hill with a large solitary tree surrounded by grave markers, this seems to be an unofficial graveyard for the city and a serene place to put their friends to rest.

Berrick and Flynn set about polymorphing the dead drow into Nikolai and Silas. Before they all leave the jar Mordecai gives Berrick and Flynn some cookies for the road and a mug of hot chocolate for Lotty to give to Null, which Null accepts along with a hug. The hurt is starting to set in for them all now.

Lotty finds a shovel in the bag of holding and digs until her hands are sore and blistered and manages to make acceptable graves for the newly transformed bodies. Realising the two bodies are still clothed as the drow assassins they set about the ugly task of re-dressing them in more suitable attire. With Berrick's help Null dresses Silas in some fine travelling clothes she has and Lotty drudges up further sadness by dressing Nikolai in the clothes of her departed friend Singe.

Null makes an entry in her journal in an attempt to help the modify memory potion work its magic in the future but even she isn't convinced it will work.

After the bodies have been buried Flynn attempts to stone shape a fitting stone to mark their grave but Mordecai's magical gifts are nowhere to be found, the jinn is still drained from saving Flynn's life. Flynn does manage to gather enough stones for Lotty to fabricate an elegant headstone befitting their dearly loved companions.

 


The remainder of the Ashen Company leave their respective tributes for the pair, Lotty says some words over the grave "From earth we all are born, to earth we all return. Father and son, this rest you've earned. May Aeon’s steel continue to fight with you in your next journey, I vow to protect what you have left behind." Berrick steps up next and takes a flower that Cade had druid crafted and Berrick has pressed, he crumbles the dried flowers over the fresh graves.
Flynn cracks the glow stick Silas had once given each member of the group and leaves it atop the grave. Null leaves a stone that Nikolai once gave to her as a gift, a sentimental token she has been carrying with her for years and her fiddle - now Silas has gone she has nobody to play music with anymore (Lotty thinks to herself that she also plays the lute but maybe now isn't the time to mention it).

After an uneasy time standing around looking at each other they eventually send messages to Remmi and Latharial to let them know to take their potions and they toast to Silas as they down the modify memory potions, each choosing to fail the save.

Null crushes the empty potion bottle, not really caring about the blood running from her hand she sees the immediate effect on her friends: Flynn unable to look at anyone, Berrick crushed and Lotty on her knees as they truly grieve their dead friends. The realisation comes over Null that the modify memory potion hasn't worked on her. The anger of losing her friend intensifies as she realises she is the only person who knows the truth and that she can't share this with anyone without further endangering them. It seems The Marrionettist is the only one able to mess with her mind and memories.

In an act of kindness to her friend, Null lets Lotty heal her bleeding hand. Null is too angry to care about the pain in her body when the pain in her heart is so great but she recognises the comfort it will bring Lotty to be useful.

After Flynn sends word ahead, Berrick safety teleports the group to Mira's study under the Last Stand Inn and the Ashen Company make their way up to find Remmi, Latharial and a hulking stranger in the corner.

After hugs, condolences and whiskey all around Latharial explains the stranger is a friend of hers, she'd previously mentioned to Silas the potential of bringing in an ally from the shield wall to help the Ashen Company. She acknowledges the timing now may seem like she's offering a replacement for Silas but that is not her intention and the group need all the help they can get. Calling him over, Latharial introduces Grug.

Grug is a strapping middle-aged half-orc, standing at 7" 3' they tower over them all - a full foot over the already towering stature of Berrick. Heavier-set with a barrel chest covering thick layers of muscle, Grug is impressively brawny and clearly capable of great feats of strength. The Zanidonian half-orc is an imposing figure covered in runic tattoos, and the large, deadly axe at their back does nothing to convince onlookers otherwise. Grug, however, sports dark purplish eyes with a kind look behind them. The Ashen Company is surprised fur-clad Grug hasn't passed out from heat exhaustion in the warm climate of the Ulvari Coast.
Whilst the Ashen Company are in no mood for making new friends and are their usual suspicious selves, Grug's endearing nature and kind heart is difficult not to like. Obviously a good friend and trusted ally of Lady Latharial and Grug somehow instantly identifies Flynn's weakness of being held aloft and offers to carry Flynn around. (Flynn resists for now but it isn't easy).

Tired and exhausted The Ashen Company offer Grug a place to stay in their villa and take the walk back there. They started the day intending to explore Ezra's Tower and ended up returning to carnage and slaughter at Nikolai's hand, fled to Palirano, were fleeced in a property purchase, fought off a bunch of drow assassins, lost a dear friend and (another) orphan in their care in the fight, buried them and now found a new companion - the tower can wait one more day.

Back at the villa Lotty gives Grug a confusing and over-detailed tour of the place only for him to curl up on the bearskin rug in front of the fire, having been warned by Flynn that the throne like chair is only fit for Flynn's backside. Flynn, who previously ducked out on the walk home, rushes uncharacteristically off to bed for the night.

Berrick and Null catch up and check in on each other. The loss of Silas has hit them both hard - he came with them from Zanidonia. Now their original party of four friends is two, they know they have the love of Lotty and Flynn but it has been an especially difficult day for them. The pair bond over their loss and come to the realization that they are now each other's oldest friends. Berrick implores Null not to blame herself for all of this happening. The rogue makes no promises but replies harshly that she knows who to blame. Null turns her focus to Berrick, who looks utterly exhausted. The wizard hasn't come clean about his sleepless nights, but it's become too obvious to ignore. Null offers him a vial containing poison of sleep - she doesn't know if it will work properly but it's all she can think of. After Null leaves, Berrick studies the vial and determines that it could potentially work, but that this particular poison would only put him to sleep if he was near death. Something to consider.

After bedding down Latharial returns to the villa and her and Null take comfort in each other's arms... until strange, jaunty music starts up outside the window. Null investigates to see a trio of players outside the window serenading them, Latharial looks just as confused as Null. Eventually after "tipping" the player with a flurry of gold coins to the face the drummer says some goblin hired them to provide a background of passionate romance. Null is furious, but eventually calms down - She considers that Silas would have found this hilarious and that Flynn probably meant well. At least Grug enjoyed the music and Flynn giggled himself to sleep.

In the morning Lotty dishes out potions to the group over breakfast, Berrick is looking rough after another sleepless night. He doesn't share so with the group but he's had another night of enduring the same nightmare, seeing his friends dead and floating across a sea. Even Grug made an appearance in this one.

After giving an unreasonably brief explanation to Grug of the plan to explore Ezra's tower (he's an MIA ally, we need to find out more about him as well as get an ice machine from his tower for an upcoming party so everyone gets happy and makes babies before going to war) Grug seems to accept this and they travel again to Ezra's island.

After placing the puzzle cube in a lock an image of Ezra appears addressing the Ashen Company - or whoever may have killed the Ashen Company - and explains his tower is designed to be a test and there are some rules:
  • No planar travel, ethereal travel or teleportation magic of any kind can be used. All are blocked
  • Taking any items inside that have their own dimension or plane (Flynn's jar & bag of holding) will instantly cause the party to be yeeted to the Astral Sea.
  • You can rest in the tower but if you attempt to sleep you will be yeeted to the Astral Sea.
  • Once you enter the tower you can not leave until you complete it.
  • The creatures inside the tower have been created as part of the test. You should take no moral objection to defeating them but death is still very real if one of you should fall.
  • All of the created creatures are immune to being stunned, frightened, paralyzed, charmed or incapacitated.
Flynn sends a message to Latharial to ask her to retrieve the jar should he die and buries it in the sand with Lotty's bag of holding after she retrieves a few key items.

They enter the tower, cautiously checking for potential traps and pitfalls. The first room they enter is dark with arcane runes carved all over the floor, with the second being octagonal in shape and empty, save for a looming chandelier. The third holds a ferocious beast emanating flames and wielding an intimidating whip and sword.




Whilst they take a severe amount of fire damage the Ashen Company do survive Ezra's first test and defeat the beast. An enlarged Grug, a few swipes of Latharial's grace, an Eldrich blast or two and a couple of magic missiles for good measure turn the beast to ash.