Act 3, Chapter 59: "The Mighty Mighty Boo-yahg" (2024/01/27)

 A volley of arrows thwacks into the walkers surrounding the dome. Lotty, Berrik and Karrell look up to see a squad of hobgoblins appear over a nearby ridge. The hobgoblins continue their attack and the remaining coldlight walkers turn their attention that way. Despite the newcomers being his kin, Berrik is initially hesitant to get involved. They're usually a capable sort and he cannot leave the safety of the dome without dispelling it and leaving the trio exposed. Lotty wants to help anyway and begins taking pot shots. Shouts ring out from the hobgoblins - more walkers have come up behind them, causing a small avalanche. Things are beginning to look dire. Berrik sighs and casts Resilient Sphere on Karrell, who seems oddly at home in a hamster ball situation. Our wizard steps out of the dome and Fireballs the group of walkers, downing a couple and injuring several. The battle continues on the face of the snowy mountain, and soon even more walkers appear. Several hobgoblins are torn apart by the horde. Lotty shouts for the remaining warriors to run, but soon realizes that their route is blocked. She places a Crushing Singularity on the field to try to stop the advance of more walkers. Berrik sees that the remaining hobgoblins wont survive another round and so decides to whip out the top-shelf wizardry. He casts Misty Step to get himself in range on the ridge and implores his kin in goblin "Don't resist" before casting Scatter to move the remaining 5 warriors out of danger and back towards Lotty. The hobgoblins think this confident move is sexy as hell and so accept whatever spell Berrik throws their way. Now with some distance between the walkers and themselves, the hobgoblins loose one more volley of arrows at the walkers and move to retreat. The walkers pursue, somewhat slowed by the Crushing Singularity. Some still manage to get into melee with Lotty and get their licks in, bringing the sturdy gnome to half health. As the coldlight walkers converge, we check in on the rest of the party.

_______________

Null and Flynn are still in the slum hideout, sitting in awkward silence after Null's weird communion with the dead. Flynn remains behind his makeshift barricade of broken furniture. Ever suspicious, he messages Null to make sure she is indeed the one in the room with him right now.

_______________

Meanwhile, the horde of walkers threatens to overwhelm the living. Berrik decides not to die today and casts Wall of Force, placing in such a way that all but three walkers are trapped behind it. The hobgoblins finish them off and initiative ends. Lotty and Berrik properly greet the hobgoblins, who relay that they may find safety at their camp if they can leave the area. They thank Berrik for his quick spell-slinging, calling him a "mighty boo-yahg". Berrik and Lotty discuss next steps, but ultimately decide on using Scatter to get the hobgoblins up and out of danger onto a nearby ridge. Berrik, Lotty and Karrell will fly to follow them for as long as they can, and then walk the rest of the way to the camp. Lotty makes sure that Karrell uses the buddy system to stay out of trouble, as he's already wasted a fly potion today. Eventually the group arrives at a frozen river, where the hobgoblins recommend a widened stance to spread one's weight, lest the ice break. Before too long they arrive at the gates, which are flanked by imposing palisades and arcane sigils.

_______________

Meanwhile, back in the slums, Null asks Flynn if he's awake. Would he check in with Lotty and Berrik? Flynn peers suspiciously at Null through the broken furniture, but obliges. He messages Lotty, telling her where they are and that they are in for the night. Should they sleep? He also adds that he's worried about Null (understandable, what with all the creepy shit he just saw her do). Lotty replies that they are safe at the hobgoblin camp and that yes, we should all get some rest and touch base in the morning. She doesn't seem to believe Flynn's concerns about Null, and tells him not to get her into trouble. Flynn and Null re-up their potions of Non-Detection before they go to sleep.

_______________

One of their new hobgoblin friends turns to Berrik and Lotty at the entrance to the camp. He tells them that they are free to stay or go, but that if they stay they must leave all weapons and magical implements with the quartermaster. Berrik and Lotty agree, while Karrell has nothing to threaten anyone with so his opinion doesn't matter. The pair are directed to two footlockers and they oblige the hobgoblins by storing all their dangerous gear within before being directed to meet with the clan chief. Berrik and Lotty (and Karrell) make their way past rows upon rows of tents, several trebuchets and an enticing (to Berrik) cauldron of perpetual stew. The nomadic nature of the hobgoblins is evident in the organization of the camp, which is home to the entire clan. Curiously, Berrik notices that despite the life brimming throughout the camp, there are no children running around. In minutes, they enter the tent of clan chief Zubbe. He is known to Berrik, as he was chief when Berrik left his people years ago. Zubbe is an intimidating fellow, clad in armor of steel and bone. The half-orc/half-hobgoblin is a veteran of the Divine Cataclysm, wearing scars from that and many other conflicts. Zubbe stands before them scanning each of them before breaking into a huge smile and warmly greeting his old friend Berrik. Berrik grins and does the same, while Lotty exhales in relief. They are safe here.


Berrik and Zubbe catch up. Berrik explains how he wanted to check in after seeing their camp from the city, but wasn't able to make contact until they ran into the squad in the mountains. Berrik apologizes for not being able to save everyone from the coldlight walkers, but Zubbe still thanks him for saving who they could. Berrik asks what the clan is doing here. Zubbe explains that they took a couple of jobs that gradually moved them north. The chief hesitates before continuing, and asks if Berrik's boo-yahg skills include seeing beyond normal sight. Zubbe knows that "invisible eyes" sometimes watch him. Lotty offers the lantern of revealing, which reveals nothing within 30 feet. Berrik also casts Trueseeing on himself for good measure. This satisfies Zubbe, who continues his tale. A few months ago a woman claiming to be a healer came to their camp. She offered to treat a fever that had been plaguing some of their members. In the night, she stole every child in the camp and left a note for the clan, telling them to come to High Rock if they wanted to see their kids again. The hobgoblins went after their children straightaway, and soon found themselves strong-armed into an arrangement that ensured they'd be fodder for Sally's upcoming war. Zubbe says that the kids are being held inside the city and only a couple of elders are allowed to visit from time to time. This "healer" sounds familiar to Lotty and Berrik, and it's quickly clear that the culprit is that familiar child-stealing specialist, Madam Trolley. Lotty and Berrik tell Zubbe that they also have family to rescue in the city, and that they will be sure to seek out the hobgoblin children when they do. Zubbe regrets that he can't overtly aid them - any move against Sally will see their children killed. He can try to slow things down, but that's about it. They may stay here tonight, but must leave discreetly in the morning and keep any further communication covert. Once the children are free, however, Zubbe and the clan will help in any way they can.

Lotty asks to speak to the elders who are able to visit the kidnapped children. It's late, but Zubbe promises to send one to them in the morning. Berrik asks Zubbe about the arcane sigils at the front of the camp, which the chief explains are to alert them to people in disguise. One last thing - Lotty asks if Karrell can stay in the camp until their work is done. Zubbe looks over the puny innkeeper with slight disdain, and sighs before reluctantly agreeing to "find a place for it". Lotty and Berrik are led to a tent where they can stay the night. Both re-up Non-Detection, but Berrik notices that he's running out of potions. Lotty offers to craft him an amulet of Protection of Proof Against Detection and Location for the morning. They go to sleep.

_______________

Null and Flynn wake up the following morning and re-up their Non-Detection potions once more. Flynn is eager to get going and save the city, but Null asks him to check in with Lotty first. He obliges, but Lotty asks him to check back in half an hour. Impatient to do something, Flynn asks Null what they should ask the next dead guy.

_______________

Lotty and Berrik awake the next morning. Lotty hands Berrik his new amulet, which he immediately attunes to. She takes a Non-Detection potion for herself. As the pair gather themselves, they hear a visitor at the tent door. An ancient hobgoblin woman waddles in, and immediately clocks the lack of chairs. Her joints are sore and she needs to sit, so she plops down on a cot. Why did they need to speak to her? Lotty isn't deterred by the crone's ornery tone and goes right into asking about where the kids are being held. The old woman tells them that she visits them at the longhouse, but becomes confused when she's pressed for more details, as if she's forgotten what she was talking about in the first place. Suspecting that the woman's memory has been manipulated, Lotty tries to ask again. She uses Compelled Query to conjure a vision of the information the woman wasn't able to convey: a long hallway lined with murder holes and arcane wards. It leads to an open courtyard that is overlooked by a shadowy figure in a balcony - the warden perhaps? The old woman is also able to tell them that Sally's forces don't let people skilled in combat or magic into the prison. She then takes her leave, tired of this conversation and eager to rest her weary bones elsewhere. After their guest takes off, Lotty fills Berrik in on what she saw.

_______________

Null and Flynn continue to pass the time until they check in with Lotty again. Null tries to ask one of the Viking soul tokens a question, turning herself into Sally once more and asking the spirit "Two of my stones have been destroyed -  where are the others?" The spirit strangely responds like an impudent little shit, telling his queen "In the city" before ceasing to exist. Null is discouraged and now even more disillusioned with this spooky ability. As the 30 minutes nears its end, Null and Flynn notice their window frost over. A little freaked out, they need to wait until the frost dissipates before they can see what caused the effect. When it does, Null peers out the window and see a large mounted figure wreathed in ash moving down the street towards the longhouse. It's the Ashen Rider, because of course it is - all their enemies are friends! Flynn wants to follow it, but Null isn't sure. We need to tell the others about this before we do anything. Flynn messages Lotty several times, hurriedly explaining that the Ashen Rider is here, trotting through the slums towards the longhouse, and that we're going to follow him. Lotty, far away and unable to deter this course of action, can only tell them to be careful and that they'll hopefully regroup soon. Flynn hops into the urn, which Null picks up. It will be easier to sneak around this way. Null remembers that the Ashen Rider has truesight, but opts to use her invisibility cloak anyway to avoid any additional eyes on the street. She exits the hideout and follows the Rider at a distance, trying her best to avoid its sightline. There is one moment on the street where she thinks she might have been spotted, but the Rider doesn't react. The Rider continues its journey up to the longhouse, prancing up the hill as gracefully as a ghost horse can go up stairs.


_______________

Back at the hobgoblin camp, Lotty and Berrik barely have time to be appalled at the choices of their friends before they are distracted by a commotion at the camp gates. Quickly, Berrik casts Seeming to make himself look like a older elven man and Lotty like a dwarf lady. They try to catch a glimpse of what's going on as they sneakily make their way to the quartermaster to retrieve their gear. They see vikings and huscarls marching through the gates, weapons and all, followed by the all-too-familiar figures of Trolley and Calitrax. The villains are heading for the clan chief's tent - Lotty and Berrik silently hope Zubbe can keep his cool about their presence. They finish grabbing their gear and quietly slip out of the camp. It will take them some time to get back to the city.

________________

Meanwhile, in the Queen's District, invisible Null watches the Rider walk un-accosted through the gate before the longhouse. She opts to fly over it, just in case there are any magical security sensors she can't see. The Ashen Rider doesn't seem to spot her here, no one does, and so she continues her stealthy pursuit. Indra is standing outside the main doors to the longhouse, waiting for the Rider. As it approaches, Indra goes inside and closes the door behind her. The Rider walks up to the door and continues right through the solid wood, following Hector's formerly fallen, former lieutenant into the main hall. Null hesitates for a second, but then decides to Ghost Walk through the door herself, mimicking what the Ashen Rider had just done. Once inside she sees the Rider dismount and walk with Indra towards the back of the throne room. Waiting for them there is another familiar face - Hector. The fallen king is "alive" in the same way Indra is, still sporting suture marks where his head was reattached. Null watches the trio walk together down the tunnel entrance behind the throne. The last time she came through those tunnels Berrik, Silas, Latharial and herself were fleeing the Deep Roads after the coup. Indra and Hector were headless then, freshly murdered by Calitrax.

Null knows that there won't be anywhere for her to hide from the truesight of the Ashen Rider, now Ashen Pedestrian, once she enters the tunnels. If it turns around at any point down there, she'll be spotted. Instead, Null decides to snoop and see what she can find in the queen's chambers. She's hoping for a lead or a clue or anything that will help them destroy her phylactery and free the prisoners. The rogue slowly skulks towards the royal suite, but is quickly weirded out by an unexpected tagalong. The Ashen Rider's mount, which had been parked in the hall, is following her. Its stare is unblinking. Null continues up the stairs and the giant ashy horse follows her still. She stops, turning around to look at it. There is no aggression, no suspicion in its eyes. It simply continues to watch and accompany her. Now up close, Null spots a familiar mark on the horse's neck through its wispy mane. In the same way Null was VIII, the giant ghost horse is XIX. The rogue is taken aback by the implication that any creature can be a tool for the Marionettist's machinations, it seems. Well shit, now what?



Act III, Chapter Fifty Eight "smarter than the average bear cub" (20-01-2024)

Two Vikings and a Huscarl are all that separates Flynn & Null from the necrostone they've made their next target; shouldn't be too difficult to overcome. The three guards form a tight shield wall fighting shoulder to shoulder and making themselves hard to hit as well as supporting each other in gaining the tactical advantage over our heroes. Nonetheless they charge in, Null laying in hit after hit with Latharial's Wrath and Latharial's Grace and Flynn pulling apart the shield wall with Eldritch Blasts.

Recognising the might of their foes the Viking trio resort to knocking down Flynn, dragging him closer to the necrostone and locking the door after them to take out Flynn and Null one at a time. At the same time more Cold Light Walkers seem to be approaching the necrostone to corner Null on the other side of the door. With doors and walls being no obstacle to Null she deftly ghost walks through to join Flynn and starts laying in to the Huscarl once more. Coupled with a mental Prison from Flynn one of the Vikings is down, the Huscarl on the ropes when Null hears a message in her mind "Everything ok? It's been a while since you checked in where are you guys?"

Berrick and Lotty are still held up in the middle of a mountainside with Karroll the bartender discussing the best steps, despite being two individuals of impressive intelligence a capable plan seems like a huge stretch. They've been surrounded by Cold Light Walkers who are now just idlily pressed up against the hut, they're safe whilst the magic holds but will need to move quick when the hut goes down. They contemplate flying out and Lotty hands Karroll a flying potion, as she explains they might need this at some point and to keep hold of it Karroll downs the potion in a panic and starts floating around the hut. Not being a person of magic there was at least a little moment of respite for the poor innkeeper as he experiences the sensation of flying around inside a tiny hut for a short while. Lotty and Berrick continue to debate the merits of making a break for it at dawn by flying out of the hut, maybe polymorph one of them, perhaps they put Karroll in a resilient sphere and use him as bowling ball to knock out the walkers and follow behind. As they start using the walls of the cave as a makeshift chalkboard for more and more elaborate plans they realise it's been a while since they heard from the other half of their party; Berrick checks in with Null and relays to Lotty that they're fighting, they're doing ok and if they don't hear from them in 5 minutes their probably dead. Back to the cave wall to work out travel times and trajectories to get to Null & Flynn in time.

Due to a wild magic surge when Flynn cast Mental Prison he finds himself stuck inside a divers suit barely able to move and hampered in the fight, as he starts to make his way out of the suit the Cold Light Walkers break through the door. Whilst the light blasts from the Walker's eyes are easy enough to avoid for the most part they deal heavy slam attacks; Null and Flynn are downing one health potion after the next as Null takes on the Walkers and remaining Viking warriors and Flynn sets about laying in to the stone. Every time Flynn hits the stone he feels the same amount of damage hit in straight back with necrotic energy, the two swap jobs as Flynn eventually gets out of the suit. With Null's resistance to necrotic damage she take out the Huscarl sets about the stone whilst Flynn attempts to finish off three guys at once tackling the Cold Light Walkers.

The Necrostone stone lets off a terrible scream as it becomes damaged and almost kills Null when she finally destroys it but she's made of sterner stuff than that. Enemies defeated they need to find somewhere to lay low before their seeming spell wears off and Flynn looks like his goblin self again. Null pulls up the hood of her invisibility cloak and disappears in to the night, Flynn's spell of invisibility doesn't last as long so he decides to pull up his bearskin cloak and... make like a bear? Against all odds Flynn does kind of look like a bear cub wandering the streets and the two head for Grove, a place Null previously knew as sanctuary.

Arriving at the Grove, Flynn & Null find nothing but snow and ash. Ghost walking down in to the earth and back out Null realises this previously sacred place was turned in to a mass grave some months ago. The site has been desecrated, burnt to the ground and the earth salted for good measure. Chilled to the bone the pair find an abandoned House in the slums to hide out in for the night.

Lotty gets a message from Flynn to say he has destroyed the stone and single-handedly taken out the guards and walkers. Lotty relays to Berrick that Null probably took out the stone and they defeated any enemies pursuing them and they're as safe as can be for the night. Via Flynn's book the two halves of the Ashen Company update each other on current positions and plans then try to get some rest until morning.

Berrick and Lotty know the tiny hut will fall before they can get a good night's rest and agree to take catnaps in shifts for a few hours to gain what rest they can and encourage Karroll to get some sleep.

In the abandoned house Null is trying to work out when Flynn is going to go to sleep, she wants to tap in to a part of her skills she's never used before but is unsure how her friend will view her unique talent. In the end she explains to Flynn she can ask a question of someone she has recently killed by releasing their soul from her token but she's never done it before and needs to make sure Flynn can be chill about it. Flynn has sent some update messages to Latharial and had no response from Remmi or Derrick so settles in to watch what happens. He's a little disturbed and backs away just slightly when Null changes her form to look like Calitrax and begins to float gently in the air, when she releases the soul of the Huscarl a green, gaseous, smoke rolls from Nulls mouth as she asks "There have been interlopers in the city - which of my stones are still secure?" The reply from the Huscarl seems to also come from Null as two voices are heard in the smoke, Null and the Huscarl both say "my queen, we have lost another one, I don't know about the others". Flynn is a little freaked out but tries his best to remember how much he trusts Null as she tries again with the Necromancer, asking "There are interlopers in my city, where did you last see that which is most precious to me". The necromancer seems to realise that although the the questioner looks just like Calitrax it isn't her and replies "you are not my queen". Null thinks on it and realises that Calitrax would have spoken in abyssal to her most trusted advisors not the common that Null used.

In the mountain side Berrick and Lotty can see through the tiny hut a volley of flame arrows heading their way in the darkness.

Act 3, Chapter 57: " Leave No Necrostone Unturned" (2024/01/13)

 There were lots of gameplay updates!


It went really well! We got super powerful and spent a lot of time kitting ourselves out. Emily, however, had some additional thoughts.



Okay, now for gameplay:

Berrik and Lotty, freshly escaped from High Rock, settle in to the tiny hut Berrik has conjured on the snowy, mountainous outcropping. They look at the unconscious innkeeper they schlepped all the way from the city, dodging arcane ballista blasts the whole way. In spite of all they went through, the guy's alive and the duo are hoping he will have some answers for them when he wakes up. Berrik grumpily mutters something about things never going according to plan, but Lotty has faith that Flynn and Null will be fine. They wonder if there's anything they could do in the meantime to help further their cause - maybe they could look in on Berrik's tribe? Lotty suggests sending an Arcane Eye to the camp, but Berrik does some quick math and figures that it'll never make it within an hour - they're 5 miles away! Accomplished divination professional Berrik realizes that he should really look into adding the Scry spell to his arsenal.

Out of options, Lotty and Berrik turn to the sleeping innkeeper. They plan a good cop/bad cop approach, but will soon see their interrogation go in more of a good cop/silent cop direction. They rouse the innkeeper and the conversation proceeds:
  • His name is Karrell and he REALLY wants to return to the city, despite the guards burning his inn and leaving him to die inside. 
  • Calitrax's people took over one of his suites a year ago and put some spooky shit within. He overheard them call it a "Necrostone" and believes it is connected to the dead and their souls. These stones are hidden throughout the city, meaning his neighbours have likely suffered the same arrangement he has.
  • His husband, Tavin, and father, Karrell Sr., are being held hostage in the dungeons beneath the Longhouse to ensure his cooperation. He is only allowed supervised visits once a week and has no control over the schedule.
  • Karrell REALLY REALLY needs to get back, so that they don't execute his family. Lotty reminds him that the inn is gone and the stone is destroyed. He does not take this well.
  • Lotty reels him back in with some empathy. Her family has also been taken by Calitrax's forces and we mean to rescue them. When we do, she promises to look for Karrell's family. Is there anything he can do to help our efforts? How do we get into the prison?
  • Karrell describes a prison built into the mountain beneath the Long House. When he visits he enters a tunnel with an outdoor entrance near the keep. The tunnel is long and leads deep into the mountain. Karrell never sees any other prisoners, but adds that Tavin has told him there are hundreds. The warden supervises every single visit.
  • There may be other ways inside, but Karrell doesn't know them. Perhaps the Ashen Company could pretend to visit a prisoner, or take the guise of guards to get in. Karrell describes his husband and father so that we know what to look for.
  • Prisoners are fitted with explosive collars, filled with black powder that Calitrax's forces have sourced from Morndin Runedar. Karrell doesn't know how they are controlled, so we will need to figure out how to deactivate them before we make big moves. Lotty expresses concern and dismay that the guilds of the mountain hub would ever work with Calitrax.
  • Lotty asks if Karrell knows anything about the forces camped outside the city. They arrived a couple months ago and tend to keep to themselves. Karrell believes them to be mercenaries in the employ of Calitrax.
  • Lotty asks once more if there's anything else he could tell them that would help in their efforts. Karrell suggests that help may come if Calitrax's leverage is removed from the citizens of High Rock. A good way to do this would be freeing hostages. He tells them of his old family hunting lodge nearby, pointing out its location through the walls of the tiny hut. It's not supplied, but it could accommodate a decent amount of people in a pinch. Tavin and Karrell Sr. know how to get there too.
Lotty and Berrik take it all in. It's getting late. Perhaps they should stay here tonight and try to hash out next steps tomorrow. They wonder how Null and Flynn are faring, hunkered down in the safety of Urt's basement hideout.
_______________________________________

Null and Flynn face down the Coldlight Walker that used to be Urt, withstanding its initial attacks. Getting ready for round two, Null hears the approach of several guards on the street outside. It would seem this scrap has not gone unnoticed, so she tells Flynn that they're about to have some company. We gotta go! Flynn's next attack downs the Coldlight Walker, so he then heads for the broken window they came in through. Null take a few moments to search Urt's corpse for anything noteworthy, coming away with a beautifully-made silver locket in the shape of a shield. She doesn't have time to examine it, so she shoves it in her pocket and heads out the window too. She assumes they're running and proceeds to scamper down an alleyway, hoping Flynn will follow. 

Flynn hears and sees several figures enter the shop, including a necromancer, some skellies and some average alive guys. The necromancer says in Primordial: "Interlopers again. Find them. Secure the stone". Flynn understands all of this and quickly decides that they need to go after the stone instead of running. As 3 alive guys split off, presumably heading towards the necrostone, Flynn turns to Null and tries to convey what he's learned in a series of whisper-yells and gestures. As the goblin turns back to cast Maddening Darkness at the inside of the shop, it's clear to Null that she has to turn back. The changeling returns, but opts to lie low on the roof of the shop until shit starts to go down. 

Shit does indeed go down. The baddies don't super appreciate the Maddening Darkness and try to converge on Flynn, who they still see as a dwarf thanks to Seeming. Flynn retaliates with some robust spellcasting, including a custom Lightning Ball. Null flies down from the roof and starts stabbing. The duo come out on top pretty quickly and Null comes away with soul tokens from the necromancer and a viking. She's a little bothered, as she felt like she was competing with some other force when she grabbed those little soul bits. Out of initiative, Flynn insists that we go after the stone upstairs. Null isn't sure this is the best course of action, but there's no swaying Flynn. The duo use an outdoor staircase to go to the second level of the shop. They enter a long hallway and start throwing open doors. A door on the left at the end of the hallway reveals an all-too-familar sight - another spooky death totem, exactly like the one at the inn. The chamber is reinforced with stone and emitting an eerie green light, just like before. Not like before though, this totem is being guarded by 2 vikings and a huscarl. As Null and Flynn square up to the baddies, Null hears 3 horn blasts in the distance. The alarm has been raised! Can we wrap this up quickly and escape in time? We'll find out next week!