Act 3, Chapter 43: "Follow your dreams?" (29-07-2023)

So it’s nearly midnight and the Ashen Company are exhausted. We decide it’s worth the risk to try to rest here tonight, as we need to be at our best to coordinate getting 64,300 GP out of the tower. Berrik goes to bed first - if he gets yeeted to the Astral Sea, at least he’s able to get back via Plane Shift. Berrik PTFO’s almost immediately. Null is still a little restless and wants to snoop a bit before bed. She doesn’t know Ezra and wants to try to figure out what kind of person he is outside of the crafted experience of the tower. Grug pulls the ice machine closer and promises to keep an eye on Berrik for a while before passing out. Null makes her way down the hall to the southern office and Lotty follows, seeing a chance to privately tell Null what she learned from the scrying orb. Flynn tags along, and so Lotty veers off to prep tomorrow’s breakfast instead.

Flynn and Null enter the office and see the door shut behind them, handle disappearing. More puzzles then. In the office is a fireplace, 2 locked display cases, 4 busts and a large desk. Neither Null nor Flynn recognize the busts. They turn to the desk and an illusory Ezra appears, somewhat irritated, asking “Really?”. Yes really, Null thinks. Why wouldn’t we snoop in a situation like this? On the desk they find:

  • Two small chests that allow transport of small items between them. They are very cool but in the end are too bulky to justify carrying out with all their loot.

  • Two leather-bound books: One by Maximus Manimarco discusses the planes of existence and travel between them, the other is a cookbook of hearty casserole recipes. Null takes the first for Berrik and the second for the villa.

  • A very old Aeonian coin. Null does not recognize the face, but believes it to be one of the first emperors of the Dominion. She pockets it to keep for herself.

Next, the pair turn to the locked display cases. The eastern one contains a tea set, while the one to the west holds an elegant shield and suit of armour. The armour looks most useful, so they start looking for ways to open the case. The lock is arcane as it turns out, so Flynn proceeds to dispel it. He does and they open the lid. Flynn goes to grab the helmet and it flies into his hands.

Oh, you wish to serve me? Are you worthy?” Flynn hears in his head as his hands unwillingly move to put on the helmet. The helmet also says some racist stuff about goblins throughout this whole situation. 

Curious creature. What is your name, servant?” says a deep booming voice inside Flynn’s head. Our guy responds: “I’m not a servant. My name is Flynn and I don’t agree to this”. The voice insists that Flynn’s agreement is not needed - everyone bends to its will. Even so, the helmet proceeds to try to convince Flynn to give in.

Meanwhile, Null sees her friend put on the helmet and start to float 5 feet above the ground. His arms are straight out and he’s not responding. This ain’t right! She yells for help and tries to pull Flynn back to earth, but dislocates her shoulder in the process. She tries to pop it back in, but fails and makes it worse. The yelling turns to screaming.

Back in Flynn's head, the power of the helmet grows back his missing hand. He sees himself having untold fame and fortune. He is the hero of every story, being paraded around on a float in front of his countless adoring fans. Folks are baring their bits and tits to him and throwing the finest cigars in his direction. This feels really great, but Flynn looks around and doesn't see Mordecai or his friends. Why would he be here without his friends? He isn't sold. The helmet grows angry, and rips off his new hand - flesh, sinew and bone tear before his eyes and he feels every inch of pain. Next Flynn sees himself dead in combat, his friends laughing over his demise. The helmet suggests that Flynn doesn’t need friends - they don’t care about him. Still not persuaded, Flynn says that if his friends can laugh after he's gone then he's happy to have done that service for them. In the weeks that he's known them they have been nothing but miserable and constantly mourning someone so if, even in death, he brings them happiness he'd still rather be part of the team than be without them. The helmet tries once more, this time opting to show Flynn the demise of his friends instead. He continues to refuse the helmet’s offerings and the helmet lashes out.


Null is met with a barrage of Eldritch Blasts from her stricken friend. She realizes that she’ll have to take him down in order to get the cursed thing off. After some back and forth, Null knocks Flynn out. As he loses consciousness, he hears the voice say “Maybe she will be more useful”. Null goes to remove the helmet from Flynn’s head and it flies towards hers, latching on.


As Flynn lies unconscious on the floor, the helmet starts with flattery to try to bring Null onside. It doesn’t work, cause this bitch has 0 self-esteem. Next come a series of promises. “Kneel and I’ll give you all you’ve ever wanted - never lose a loved one again” she hears in her head as visions of her friends appear in quick succession. Latharial’s face lingers a little longer. “I can help you keep your secret from your friends”. “No”, she stammers. Null next sees herself standing before a mirror, but the person in the reflection is a different young woman. Not Dara’s face - this is someone else entirely. “I can fix what was done to you”, says the voice. She feels a pang in her chest - this isn’t real. It can’t be. The voice continues “... The puppeteer that plagues you - I know Alistair intimately. I can tell you his weaknesses”. This angle strikes a nerve and the rage rises up again. The prospect of a real way to defeat the Marionettist and finally break his hold over her life is difficult to ignore. The temptation to give in nearly overcomes her, but a moment of clarity gets through. Azher already has control, why would she invite another powerful being to take over? This is a grift.


She remembers that Flynn is still down. He needs her help. Wait, Alistair already has control… Null attempts to move her arms to her neck, but finds them too heavy. She hears a gasp of air and her hands are suddenly wet. Weird! Null has no idea she just stabbed Flynn through the chest, so she tries again to remove the amulet that keeps the Marionettist at bay. This time she succeeds, ripping it off her neck. There is a flash and the helmet is nowhere to be seen. She does see Flynn, however, with Latharial’s Grace sticking out of his sternum. She rips the sword away and pours her last healing potion into his mouth, reviving him from the brink of death. Both Null and Flynn are rattled by what just transpired and immediately exit the room, whose door has suddenly opened. In the hallway, Flynn uses Prestidigitation to clean the blood off himself and Null. They speak briefly about what the helmet said to them, but it’s soon apparent that neither wants to elaborate. They agree to not tell anyone about what they did, especially Lotty.  After they shake on their secret, Null realizes she needs to put her amulet back on. She can’t find it on her person and retreats a couple of steps to peer back into the office. She spots back in the display case, tangled in the helmet. There’s no way she’s going back in there, so she admits to Flynn that she has to go to Lotty. 

They sheepishly return to the group. Flynn tries to avoid Lotty as Null owns up to losing the necklace. Lotty is unusually speechless for a moment before finding cutting words for Null "I wanted to apologise to you Null. You said earlier that you didn't want to disappoint me and I felt like I owed you an apology for ever making you feel like you could and now this... I just don't have the words". Null feels awful. Lotty is angry that she has to rest in order to create a new amulet - she wanted to risk the exhaustion to stay up and watch over Berrik, worried about how unrested he's been. Lotty reminds Null that she still loves her but asks her to go and sleep in a different room, away from the group, until she can make a new amulet. Lotty confronts poor Flynn, assuming it's all his fault and that he's led her innocent Null astray. He doesn't like being scapegoated and indignantly maintains his innocence in whatever has just happened. Lotty sleeps with her back against the door just in case Null is taken over in the night.

The evening goes by without incident. Null returns from her exile in the morning and Lotty hands over the new amulet. Null is banished to the loot room until she can attune to it, with Nessie keeping an eye on her the whole time. Afterwards, everyone sits down to breakfast except Berrik, who is still sleeping. Null asks Grug to reset her shoulder, but somehow Grug manages to dislocate her wrist instead. Lotty sees Null and Grug struggling. She wanders over and gives Null a hug, using all the charges of her necklace to heal her. 

Berrik is still sleeping! Here’s how his night went:

As soon as he falls asleep, Berrik finds himself in his familiar nightmare. He floats above an arctic landscape, a swath of shipwrecks and bodies in the icy water below. He sees his friends dead. Grug is there this time. He looks up to the stars and realizes that they are made up of the thousands of dragons he saw through the telescope earlier. He tries to fly up to get a closer look and sees that he has strings attached to his limbs that feel like they go through to his bone. He cannot move.


If I had to guess, someone doesn’t want you to sleep.”


A vision of Ezra appears next to him. It seems more animated than the recordings they've encountered throughout the tower. This is Ezra -  an incorporeal piece of him lives in through his tower. The wizard thinks some variation of the dream spell is being used on Berrik - It's a good tactic to use on powerful spell casters to limit their abilities. Berrik hadn’t thought of that. Who could be doing this? Ezra moves his gaze to the devastation below.


Ezra: "What does this dream mean to you?"

Berrik:"I've not always been able to save everyone that I've tried to and maybe this dream is feeding off that feeling." 

Ezra: "Is it your responsibility to save everyone?

Berrik: "Yes, I take responsibility along with the rest of my friends to save as many people as I can".

Ezra: "What do they mean to you?"

Berrik: "We've been through a lot together. I care about them and they're important to me". 

Ezra, gesturing to the scene below: "You're intelligent enough to know that if we're not victorious this will be inevitable, millions of people will end up dead". 

Berrik:"Yes some of it may be inevitable but we'll find ways to rebuild, to bring back what was lost". 

Ezra, starkly: "Sacrifices will need to be made. If you had to choose between the survival of millions or the survival of your friends could you make that choice?

Berrik: "I'm not pretending to be a saint… I'd burn down the world for the people closest to me. But they want to save people and I'll help them do it".

Ezra: "Maybe that's what haunts you - the sacrifice of the few for the many isn't something you can do. Intellect is a gift but sometimes knowing what will work is a burden because it feels wrong. I hope you are able to figure it out.”






Ezra seems unhappy with Berrik’s position on the ruthless calculus of cosmic war. As he floats away from Berrik's vision he leaves him with a thought:


"Is it better to live in chains or die free?... I can grant you rest tonight in the protection of my tower but you'll be under the effects of the dreams again until you stop whoever is doing this. I hope you find me”.


As Berrik wakes, he feels rejuvenated. This is the first long rest he’s had in days. As his worried friends gather around him, he explains that he believes someone has been targeting him with the Dream spell. This is worrisome to all, but the Ashen Company are truly relieved to see their friend healthy and rested. Berrik does not tell his friends what he saw or what he and Ezra spoke about. Null brings him over some breakfast and hugs him. We should get going soon.


After breakfast, the Ashen Company, Nessie and Berrik’s Arcane Hand load up on 64,300 gp, all the exalted spell scrolls, all the exaltium, the potion vial, the giant popsicle stick, and whatever negligible objects they grabbed. Lotty casts Enhance Ability on some people and off we go through the door to the roof. Flynn lingers behind a step so he is the last to leave. He casts Wall of Stone to block off access to the office where he and Null nearly lost it all. Once we’re all on the roof, we teleport back to the villa in Sierrona. Grug is devastated to find the self-filling tankard no longer works :(

But we hit Level 15, baby!


Act 3, Chapter 42: "Here be [1000's of hibernating mega] dragons." (2023/07/22)

We return to the party battling fire elementals and salamanders. Lotty shouts a suggestion to run but we collectively proceed to not do that, instead content to be aflame and nearly get constricted to death. But hey, it works out in the end! Grug does an astonishing amount of damage and refuses to give up. Mordecai channels Kathy Bates in Misery on important limbs. Lotty tries to keep everyone in the game and Null does some effective slashing. Berrik nearly gets fatally hugged, but Lotty brings him back in time for the wizard to devastate the remaining baddies with a Cone of Cold. With the death of the last salamander, the room ceases to be punishingly hot. It's still a little stuffy though.

Mordecai rummages through Flynn's belongings and finds a curious vial in with the warlock's stash of cigars. Why would Flynn be carrying around an Elixir of Raise Dead? Doesn't matter - It's time to bring back our friend. We gather in the study to the south, where Mordecai unceremoniously slams the vial down Flynn's throat. Now we rest, and wait. Just before Flynn begins to stir, Mordecai seeks out the only other member of the Ashen Company he respects: Lotty. The genie, satisfied that his protégé will recover, asks Lotty not to tell Flynn that Mordecai came in after him. Lotty replies with "Maybe" and suggests that Mordecai make it clear to Flynn how important he is to him. The genie grows more imposing and asks Lotty again to keep his secret, but she gives him the same non-committal answer as before. Giving up, Mordecai called Lotty a tough cookie, and takes his leave. 

Before too long Flynn rouses, sputtering as he removes the vial from his mouth. He is confused about what has transpired and has no idea where they are. Lotty tells Flynn he died just outside the soul turbine chamber and scolds him for being so thoughtless. The goblin is taken aback - Sure, he feels like shit but dying? Null makes eye contact with Flynn and nods emphatically. We explain to him that he died and we couldn't save him there, so we carried him with us. We fought fire monsters in the swamp-ass of Ezra's Tower and then found this elixir to bring him back. Flynn is still in disbelief, though we can't tell whether it's real or feigned. He Prestidigitations the grime off of us while Lotty heals up Flynn, Grug and Berrik. As Lotty heals up Flynn, she cuffs him around the ear and it's clear that this isn't the end of her wrath - just wait til we get home. Flynn minor illusions the canvas to show scenes of the Ashen Company's adventures, but with himself as the much taller main hero. Our newly revived friend doesn't seem up to dealing with the concept of his fragile mortality right now. As we finish up our rest, Null points out the candelabra to Berrik and he proceeds to summon an Unseen Servant to pull it when the time comes. But wait, we should do another onceover of the study before we go? Absolutely yes because we are sluts for lore. 

In the bookshelf, Null finds books about elemental magic and the elemental plane of chaos. A piece of paper being used as a bookmark falls out, but she can't read it. She hands everything over to Berrik, who can read basically anything with this setting on his Third Eye. It turns out the note just has philosophical questions like: "Who created the Elemental Plane of Chaos?". Null thinks this is silly, because the concept of purposeful creation is antithetical to the existence of chaos. We turn to the mantel, which holds 2 busts and a gargoyle. The gargoyle is a gargoyle, and the busts are humanoids: an older man and a middle aged woman. Lotty recognizes the older man as Gorgonzola GoneGirl Gilgamesh Gilgonzo Gilton, a scholar of the elements and scion of evocation magic from the Aeonian Dominion. No one recognizes the lady. Neat, lets move on. Berrik's Unseen Servant holds the door open for us and we trudge up the steps to the next floor.

Gilgonzo Gilton, unknown year BDC.

Null stands before the door on the landing and looks to Lotty for permission to proceed before she opens the door. Lotty thinks this is kinda weird, but gives the go ahead. Inside, the party finds an enormous, perpetually moving, articulated orrery in the centre of the room. A walkway with four evenly spaced balconies lines the circumference of the room and an exit door lies to the southeast. Along the outer ring of the orrery is an enormous telescope with a seat attached to it. Berrik makes a beeline for this, chugging a Fly potion so he doesn't have to clamber over. Looking through the eyepiece, he sees the inky vastness of the Astral Sea. Grug posts up at the western balcony, looking longingly through a window as the sun begins to set outside. We find a book on the southern balcony full of star charts and coordinates to specific anomalies. The northern balcony holds a smaller telescope and complex lever with several dials. Perhaps we can use these in tandem to manipulate the larger telescope? Lotty flips through the book and notices that Ezra's writing gets sloppier and more frantic towards the end. Did he find something that led to his demise? Lotty turns to the last page to discern the coordinates and calls them out to Flynn so he can align the appropriate dials on the lever. Despite being recently dead and one-handed, he thinks he's got it. He pulls the lever and Berrik goes for a quick ride as the giant telescope aligns itself. Eagerly looking through the eyepiece, he sees... more of the same. Maybe we didn't quite get the coordinates right? Null and a card of Fate help Flynn steady his hand on the dials as he enters the coordinates once more. This time, pulling the lever gets Berrik to where he wants to go. After the telescope shifts once more, he peers through the eyepiece. As his eye adjusts, his curiosity turns to horror. Before him lie thousands of impossibly large, slumbering dragons, floating within a vortex of energy. Several times larger than Nassandrial, they all seems to sorrespond with different elements. They sleep now, but for how long? Berrik relays what he sees to the group. We are struck dumb - what the fuck can we do? This is the last thing Ezra saw and the cosmic megafauna spooked him so badly that he ended up trapped in the Lands of Desolation. We need to save him and speak to him. There's nothing else for us here, up the stairs and onto the next floor.

Hic sunt dracones, motherfuckers.

Null once again stops before the door and seeks Lotty's approval before proceeding. Lotty says she doesn't have to do that. but Null insists that she's trying to be better about rushing ahead and doesn't want to disappoint Lotty again. Lotty says that the rogue has never disappointed her, which means more to Null than she lets on. We turn to the right as we go through the door and find ourselves in a well-stocked kitchen. Everything looks super appetizing and we are so hungry. Grug finds a self-filling tankard and digs in, sitting down on a nearby crate. It's cold to the touch. Flynn already stuffing his face, offers Null an apple. Ever suspicious, she checks it for poison but it's clearly a perfect, non-poisoned apple. Grug, seeking relief from the scorching events of the day, drops trou and rests their cheeks on the frigid crate. Okay, it's a little too cold. What the hell is in there? Lifting the lid, we find a frosty pillar... the fateful ice machine! The Winter Apex bacchanal is saved! Poor Grug is the only one strong enough to drag it around. At least they brought the self-filling tankard with them. We move on to the rest of the floor, Flynn and Null leading the way. They soon find a junction of corridors and doorways, but are immediately met with a recorded message from Ezra. Standing before them, the wizard congratulates them on making it through his tower. He says to take what they need from this floor, leave through the roof and come find him. The image then disappears. The rest of the group catches up, and Null and Flynn fill them in. I guess we better start exploring? Grug continues to drink heavily.

The first room we find is to the northeast - it's full of dozens crates of loot:

  • 10k gp worth of each of the types of crafting materials (Divine, Arcane, Primal)
  • 100k gp
  • 1 copy of each School of Exaltation spell
  • 5 units of each type exaltium
  • 1 potion vial

Lotty begins brainstorming how we might get the most loot out of here. Maybe she can rig something up. After some chatter, we eventually scatter to explore the rest of the floor. We are by no means finished exploring, but here's what I got:

  • Northeast chamber is full of loot and beyond it lies a small chamber with dried foodstuffs.
  • Southeast chamber is a dining hall that reminds the party of Zanidonian-style feasting. Beyond it lies a bedroom.
  • Southwest chamber is full of magic-related decor and might be good for planning. Purple accents.
  • Northwest chamber is kind of like a den/barrack. Cozy + full of spots to sleep and relax.
  • Northward corridor ends in a little conference room.
  • Southward corridor ends in a fancy-looking office.

Meanwhile, Grug continues to drink. Eventually the half-orc passes out in the corridor, still pantsless. Null takes a break from her aimless wandering to bring Grug some bread and water. She tries to roll them over on their side, but she's too weak. Grug will probably be fine? While this is happening, the rest of the party is elsewhere. In the Southwest chamber, Berrik is searching through some bookshelves when he find a plain, well-worn leather-bound book. Inside he finds a note for Berrik (or for whoever killed Berrik) from Ezra. It ID's the tome as Ezra's first spellbook and gifts it to Berrik, hoping that it will serve him well. Berrik is STOKED, as the book contains every wizard spell in existence. We all continue to wander around the various rooms and passages on this floor and wonder if we'll rest here tonight.

We end the session there.

Act 3, Chapter 41: "Death of a Failed Merchant" (2023/07/15)

As Null stands in the threshold of the chamber with the giant glass globe of swirling tormented souls, she feels a tug - her tokens of the departed are being drawn towards the device. Remembering how she promised Lotty just a few minutes ago not to go rushing ahead, she decides to wait and beckon her party over. The Ashen Company gathers before the soulglobe, unsure of what to do or what to make of it. It's clearly bad news: we can all see the souls of our loved ones within, even those who we know to be currently alive. Curiously, no one sees Lotty inside. We are unsure of whether to enter - Is this another twisted lesson from Ezra? We start fretting. Flynn gets bored and decides to wander off to see what else this massive chamber has to offer. Grug follows.

Berrik casts Arcane Hand within the eerie chamber and it seems unaffected. Berrik steps just inside the threshold, and starts to feel a slight pull of his body towards the device. Curious, he beckons Lotty over and asks her to step inside next to him - She feels nothing, no pull towards the spooky soul sphere. Interesting, perhaps this has something to do with the fractured state of her soul after the ritual to bring back Cade.

Meanwhile, Flynn and Grug have wander down a set sprawling steps in the south west part of the room. On the landing, they find large arcane sigils etched into the floor. Flynn cannot resist the urge to stand on the spooky glowing magic stuff. He confidently steps onto a sigil, which crackles with energy. The goblin is frozen in pain as the arcane energy surges into his body and, in seconds, he collapses to the floor - dead. Grug rushes over to (medicine) check their friend and confirms the worst. Grug shouts for the rest of the party and Lotty leads the charge back to Flynn. She immediately casts Revivify on our fallen friend, but the magic seems to be sucked out of the air and the spell fails. We are baffled and distraught, Lotty especially. It should have worked - what can we do? Over a minute passes, severely limiting our options. We get the sense the soulglobe might be the culprit - perhaps his soul went there? Berrik scoops up Flynn's lifeless body with the Arcane Hand and we return to the glowing green chamber.

Lotty continues to be especially distraught, feeling like she somehow failed Flynn while at the same time being angry at his utter thoughtlessness. Berrik casts Detect Magic which reveals, unsurprisingly, the presence of necromancy and evocation magic in the soulglobe. He will need to cast Identify to truly find out if we can use the device to get Flynn back, which means getting within touching distance. The wizard ties a rope around his waist and hands the end to Grug, hoping they will be enough to anchor him and they stand outside the room. Berrik walks in carefully, feeling the pull of the device grow strong as he approaches. The Arcane Hand follows, still cradling Flynn. As Berrik and the Hand reach the soulglobe, Flynn does not revive. Berrik begins ritually casting Identify. Meanwhile, Null has been feeling useless and foolishly decides to step inside the chamber to see what she can do. Her tokens of the departed are pulled off her person and absorbed into device. Well that fucking sucks.

Berrik successfully identifies the spooky, spherical soul thing as a soul turbine, specifically a minor one. He has heard of these in the context of the Aeonian Dominion as a device that caused strife between the ambitious mages of the the Dominion and the Exalted Gods. Soul turbines capture and collect souls as fuel for large-scale arcane power. They prevent resurrection within a certain radius, depending on size. This minor one may affect the entire floor or the whole tower, which would explain why Flynn could not come back. Souls cannot be retrieved from the turbine unless it is destroyed and any soul trapped within for over 24 hours is consumed. We have no idea how to destroy the device and no magic to bring back Flynn anyway. All we can do is trudge on and hope we finish the tower in time to bring our friend back. We will all have some choice words for Ezra when we see him.

Berrik and Null have some trouble leaving the chamber. Both fail Athletics checks to escape the pull of the turbine and gains levels of exhaustion, further lessening their chances of leaving this way. Berrik casts Resilient Sphere on Null and the Hand rolls her out of the room, hamster ball-style. (Get orbed, nerd). Berrik manages to escape the room with the help of a well-placed Thorn Whip from Lotty. The Arcane Hand carries Flynn's body out just before it fades. Nothing to do but keep going, as low as our spirits might be. Grug carries Flynn and we leave that horrible room behind. As we move away Mordecai appears, angry and sad over Flynn's demise. The towering genie is barely holding it together, but vows to accompany the party through the rest of the tower and support them as they try to bring back his protégé, his friend.

We first wander down a short corridor to the east and come to a door. We can hear wind on the other side, but Null inspects it and finds it magically trapped. We are so over magical bullshit at this point that we opt to turn around and try the other door to the south. Through it lies a set of ascending stairs, so up we go. On the way, Lotty mentions to Berrik that she's noticed him looking weary lately and only casting through a seemingly endless stash of scrolls - Is everything all right? He looks awful. Berrik responds, unconvincingly and through gritted teeth, that he's FINE and just a little tapped at the moment. SURE.


The next level is hot in an extremely unsexy way. We enter a big room with fiery arcane stuff written all over the floor. There is a bay of windows to the west, a door to the east and a door to the south. An altar adorned with candles is in the centre of the chamber and the space is decorated with several angelic-looking statues - angelic except for the horns coming out of their heads. We take care to avoid stepping on anything magical on the floor. Looking out the windows makes it seem that we're only 20 ft off the ground, despite all the levels we've ascended, Ugh, wizards. Null then inspects the door to the east. It's definitely a door, but has no obvious external mechanisms so it must open by some other means. Next, at the door to the south, Null opens it to find a small study of sorts. Inside she finds a bookshelf with a candelabra, a chair and painting easel in front of a fireplace, and another horny angel on the mantel. She notices the candelabra seems moveable, so she gives it a pull without alerting her party first. It swings forward and she hears the east door open and then shut as she lets go, She has no time to consider what that means in the context of them leaving through the east door, because all of a sudden several baddies appear on the fiery sigils near the altar. There are fire elementals and snakey dudes and they're all pissed. Initiative time!

Lotty, Berrik and Mordecai are all in the main space, while Grug and Null start combat still in the study. Lotty summons a construct that promptly get walloped. Berrik ends up grappled and severely injured. Mordecai is grappled/prone (?). Grug takes a few whacks at the elemental blocking the door and Null spends her turn escaping the room with Grug, shoving the elemental out of the way. Everyone is on fire. What do we do now?