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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

L: How you doing?

R: Been better, kid.

L: You're looking rough.

R: Better than you.

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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