Act 3, Chapter 72: "Good intentions - Bad plans." (2024/05/11)

 So we're still fighting Calitrax and are still fighting Calitrax at the end of the session. A lot of the same stuff happened as last week. The cycle of lair actions continues. I'm kinda just gonna reflect on highlights and fun stuff in a loose order because overall combat is combat and how exactly it all goes down will have a limited bearing on the narrative result. We will either win or we won't - But I hope we do!

Flynn decides to give smashing a necrostone one last try in dao form, just as wights surround him. Berrik tears out multiple pages from Ezra's spell book to cast Storm Sphere and then later Chain Lightning to keep them at bay. Lotty keeps lobbing her trident/wrench of certain death to keep Sally from healing. Flynn drops dao form and goes back to his perfect goblin physique, flying up to get a good vantage point. As he targets a stone with a few well-placed Eldritch Blasts, Sally looks a little panicked. Null, having noticed by this time that Sally's crown was an illusion, asks her point blank if the stones are her phylactery. The lich covers her mouth to prevent her inner thoughts from spilling out, but it's clear from her reaction that they are. 

*shocked Pikachu face*

Wait, why did we barely pay any attention to the stones last week? Wasn't it obvious that their presence was intentional and not just for aesthetic? 

Reader, would you believe me if I told you that we knew the stones were important even if we didn't realize that they were a phylactery? Would you think me mad for suggesting to you that we had discussed a plan weeks ago to focus on destroying these macabre totems? You oughtn't, if you had ever met the Ashen Company.


Reader, I cannot emphasize enough just how bad we are at this.



Anyway, back to the action. Flynn and Null attack the stones with renewed focus. Null remembers how much stabbing a necrostone hurts and also remembers (too late and one superior health potion later) that being too close to one prevents healing. Sally gets annoyed with Berrik and Lotty's antics and puts them in a Forcecage, but they aren't there long thanks to Berrik Disintegrating the magical prison. This gives Sally ideas, because the lich then proceeds to attempt to Disintegrate Null. The rogue evades the beam's worst, but still ends up with a burn and an alternative hairstyle. She's still standing! But only for a sec, because the necrotic damage from the next lair action knocks her out. Calitrax sees an opportunity for murder, and quickly brings Null down to two failed death saves. Flynn sees this and aggros the lich by shouting distracting threats her way. Berrik casts Life Transference to bring his friend back from the brink. Null's back in the game.

Flynn, clearly the greatest warlock in the room, destroys the first necrostone as a now furious Calitrax descends upon him, We keep scrapping. Sally summons a bunch of skellies to surround Flynn and then casts Feeblemind on Berrik, sick of the wizard ruining her plans. It lands, but Lotty is able to get to him quickly with a Greater Restoration. Null tries to inflict emotional damage (while also trying to gauge where her mother is) by asking Calitrax where Trolley went. The lich can't hide her despair at being abandoned by the hag (and presumably her master), but doesn't elaborate further. Sally refocuses and keeping fighting.

BUT, the fates have aligned enough that the Ashen Company feels renewed? So weird! We all gain a short rest. Flynn gets all his spells back. We can heal a bit. Berrik recovers an extra spell slot. Calitrax gets nothing and seethes. Homegirl only has 3.5 necrostones left and is getting low on hight level spell slots, but tbh that's on her.

Sally's next trick is casting Forcecage to get Lotty, our sturdiest party member, out of the fight. Flynn tries to Counterspell, but it falls short. And that's the last thing for this week! Hope we wrap this up next time! Hope she has cool loot! Okay bye.

Act 3, Chapter 71: "Happy birthday, Calitrax!" (2024/05/04)

Hey we won! As the Ashen Company tries to catch their breath and strategize for the fight ahead. Null tries to think about what Sally's casting style was - She was equal parts intelligent and charismatic, displaying traits of both a wizard and a warlock. They all agree that Sally's charisma is clearly not reflected in her demeanor and Lotty notes that the person who killed her cousin was clearly a sorcerer with metamagic abilities. HMMM. We contemplate the possibility of a short rest, but are interrupted by an illusory Calitrax. She tries intimidate us into leaving, but to be honest the Ashen Company is at the end of their rope and have little patience for these theatrics. We ignore her, but Sally needs to be acknowledged and so causes several meteors to crash down from the sky. The ship carrying the liberated crew, Captain Bob and Derrik is obliterated. The party flees further inside the complex as the docks they're standing on are also destroyed. Okay fine, she's got our attention. A chill sets in around them as the magic keeping the Frigid Deep at bay disappears. Berrik casts Oasis to buy them some time but he knows they only have a few minutes. Flynn spots a large grate in the floor and get to work blasting it off its hinges. Below the grate is a swirling mass of lights and Flynn is sure they've gotta jump. We double check the area for alternate routes but it seems that Flynn is right. We chug some potions (health and necrotic resistance) and then leap into the unknown.

Sally's digs definitely don't match the arctic wasteland above. The party appears amidst some unique architecture: 4 portals surround a ringed dais and several stone arches interweave above it. Matching Berrik's vision there are 5 necrostones, each with a person crucified to it. Glowing arcane runes cover everything. Oh and a gooey necrotic forest lies right outside. Whatever this place is for, we're pretty sure we don't like it. Null appears at the northern (red) gate and Flynn appears at the southern (white) gate. Lotty and Berrik appear together at the western (yellow) gate. The party are pummeled with a necrotic lair action right off the bat, but luckily they all took some resistance potions. The fates can sense Flynn's eagerness to prove that he is the better warlock, and so allow him to go first and hassle the lich.

It's a pretty large field, so it takes some time for everyone to converge. Sally summons a bunch of skellies to waste our time. Lotty and Null start pruning the mob. Strangely, the lich seems to be saying her inner thoughts out loud. Mostly she's just projecting her next move and lamenting when things don't go her way, but hopefully the Ashen Company can coax something more dramatic from her as the battle wears on. Berrik casts Circle of Power. Spooky grabby hands pop out of the ground to slap everyone around (except Null, who is flying just out of reach). Calitrax has had enough of Flynn's antics and so decides to send a Power Word Kill his way. She can't revel in the blessed quiet for too long, however, as Berrik will revivify Flynn with a potion on his turn. Sally is audibly upset that she can't counterspell this. She targets Berrik next with an attempted Feeblemind, but he shrugs it off. He tries to respond with a Forcecage, which she promptly counterspells. Suddenly, the fates smile upon us and 7 hobgoblin warriors appears through the portals. Zubbe sent us some help! Sally then decides the fates are wrong, actually, and opts to let out a Psychic Scream. Everyone takes 50 psychic damage and 6 out of 7 hobgoblin heads explode, leaving just one alive to help us. Also we're all stunned for a hot sec.


With most of the skellies gone, Null and Lotty start to focus on Sally. Null has access to Chill Touch and Lotty's trident/wrench stops healing for a round, so the lich is starting to get whittled down. Suddenly, ethereal chains whip out from the ground and try to grapple our heroes. Null has adv. on the save for some reason, but the dice don't help her in the end. Everyone gets these ghostly chains wrapped around them, taking damage. All are able to escape on their turn in one way or another, except for avid Fleetwood Mac fan Berrik. Fighting continues!

Sally needs a breather and wants to victimize Berrik uninterrupted, so magical darkness falls on the field. Null manages to find her target thanks to Blindsense, but Lotty can't see anything and so takes the dodge action. Flynn, however, CAN see. He takes this opportunity to launch 3 Eldritch Blasts at 3 of the unconscious people on the necrostones, deducing that they must be important to Sally's strategy. The 3 victims promptly die, each providing the lich with 50 hp, but she doesn't actually need that much healing in the moment and so the boon is wasted. The rest of the party has no idea Flynn just committed some light murder, but Flynn is comfortable in the knowledge that those dudes were probably dead anyway and the act helped their odds. Sally moves on, frustrated that Berrik isn't going down in a timely manner. Dude's resilient!

The darkness dissipates and Lotty, noticing that 3 of the necrostone decorations are dead, urges the remaining hobgoblin to free last two. The hobgoblin does his best, but it's a gruesome affair. He starts dragging the barely alive victim through the nearest portal. Sally's lair's next trick is to pull the party back through the portals. Hoping to shake up the battlefield, I guess? Null and Flynn fail their saves and come back at inconvenient spots on the field. Null is farther away and starts motoring back to the fray, launching another Chill Touch Sally's way. Flynn has had enough of being tossed around and assumes his Dao form. He's out of spells, so some targeted elemental pugilism will do nicely. 

Next, Sally decides to target Lotty with a Power Word Kill. This is not a possibility that the rest of the Ashen Company is willing to entertain. Berrik squares up to counterspell this, which Sally promptly counterspells back. But this bitch is dealing with a divination wizard, and Berrik makes sure to place a low portent on her counterspell. Power Word Kill fails! Lotty is saved! And Berrik is now on Sally's shit list.

Now that he's in full view of witnesses, Flynn opts to use his Dao strength to attempt to pry the last necrostone victim free. This doesn't work out the way he thought, though. The victim's still alive, but definitely worse for wear and still affixed to the necrostone. Okay, better to wait for the hobgoblin to come back, I guess. He turns around and readies to go after Sally. Lotty and Null keep swiping at the lich, but Sally's now made it her mission to end Berrik's shenanigans. She summons 8 more skellies to surround him, hoping to finish him here. Berrik has other ideas, however, and tosses a Fireball at his feet. This obliterates the skellies and grazes Sally. The lich seethes.

The battle continues! Calitrax is wounded, but not out by any means. We're looking rough and she's sure to have more up her sleeve next week.

Act 3, Chapter 70: "Cult Dock Tango" (2024/04/27)

So we're still fighting a bunch of cultists on the docks of their frozen headquarters at the edge of world. There are around a dozen of them, but we never see all of them at once. Why, you ask? These guys have installed a series of doors all along one wall. Sure, this baffling architectural choice may seem like it would only work in a choreographed musical theatre number, but we soon come to realize that it also kinda works for guerilla tactics too? On each of of their turns they run out to cause havoc and then promptly retreat backstage.

We were so close to Lichcago.

All right, this was pretty damn chaotic and personally I don't see any value in an exact play-by-play. We're gonna freewheel the narrative structure a little here, okay? Here's what happened:

The Cultists:

These dudes were SO ANNOYING. Not only did they use those strength-draining swords whenever they could, they would try to knock you over with a Charge attack before doing it! They tried to control our casters with multiple bouts of Silence and a bunch of Counterspells. We hope their silly little masks freeze to their dumb faces.

Null:

This chick actually used some semblance of strategy for once? She activated the turbo version of Ghost Walk and spent most of her turns popping through through the wall, stabbing baddies, and then retreating back to the other side, making sure to end her turn out of melee range of those dang swords. She does get pushed down with a Charge attack after a highly inconvenient Devouring Darkness brings her into range, but hey nobody's perfect. Getting knocked on one's ass ain't so bad if your new ghost armour gives you a cool teleport to pop back up, right?

Lotty:

Our steadfast tank gets fucking walloped during this battle and barely breaks a sweat. The cultists keep going back to a combo of Charge and STR-draining sword attacks, but this queen's strength can't be below 19 and she ALWAYS gets back up. They've got no solution for her! She also summons a clay construct to cause a ruckus with the cultists behind the wall. And when poor Berrik nearly succumbs to his circumstances, she saves him from certain death with a Greater Restoration. What can't she do?

Any member of the Ashen Company at any given time.

Berrik:

Berrik got his licks in, sure. After navigating some areas of Silence, he managed to launch a few AoE attacks (like Vitriolic Sphere) through opening doors as the cultists entered the space. But then the baddies took notice of how inconvenient dealing with enemy casters was and started targeting him and Flynn. Berrik got the shit kicked out of him after a couple of rounds, leaving him prone and with a strength score of 1. Our boy was turtled and didn't have the strength to stand or even roll over. After Lotty managed to get a Greater Restoration to him, he climbed to his feet and cast Greater Invisibility on himself, definitely not wanting to go through that again. As the battle continues, he realizes being invisible is actually a super great tactic and wonders why hasn't he been doing this more often? He can't be Counterspelled! He's hard to target! No one can see his massive blood loss!

Flynn:

Flynn is a gamer. He's the first to come up with the idea of sending a spell through to the cultists on the other side of the wall and it's his Lightning Ball that first finds purchase there. This earns him the attention of the cultists, who first try to control him with Silence. But our dude can fly and outmaneuver this, and soon the cultists start Counterspelling him instead. This is super effective. It seems he can't get any spell to go off. They even Counterspell his Eldritch Blasts! Which on paper seems fine because they're wasting spell slots to counter a cantrip but Flynn is SEETHING. He hates to be foiled. He manages to get the last laugh in the end though, with a pretty cool move that triggers Null's Mage Slayer reaction as the final cultist tries to Counterspell Flynn's EB. Like I said, dude's a gamer.

Michelle is very funny and clever.

When the final cultist falls, the Ashen Company gathers for a quick breather and some gravely needed Greater Restorations. We won! We used SO MANY resources, sure, but we won! This surely won't have any bearing on the coming battle against Sally, right?

...Right?