Act IV, Chapter 3: "My Empire of Dirt" (2024/06/22)

The Ashen Company take a few moments to search the library for any useful information. Null picks up the book the vampire was reading when they arrived and finds vapid fluff called "Nighttime". She redirects and tries to find anything on soul magic, but no dice. That's probably Vatican Archives shit, and not Myridia Public Library shit. 



Flynn checks for anything that might help the Guardians and Dawnbringers with the shield barriers, but soon realizes that's not in the cards. Berrik and Lotty study the green gas around them. It is magical and isn't bound by the physics one would expect. The duo finds a crack in one of the library walls but notices that the gas doesn't dissipate through the gap. The wizard and artificer determine that the "culling fog" is meant to last until dispelled or dismissed by its caster. Dispel Magic would only suppress it temporarily.

The party reconvenes and discusses how to proceed. They are presumably much closer to their goal than the other teams. Would it be better to hunker down and wait here for awhile, or move towards the turbine and risk getting discovered before shit pops off at the shield barriers? Flynn decides to use his Arcane Eye to peep outside and get the lay of the land before we make a decision.

The warlock remotely pilots the Arcane Eye through a crack in the wall to the outside. The eye sees that this library is in a ritzy part of town. Cobblestone, fine architecture, water features and artfully landscaped greenery decorate this neighbourhood. The eye also sees creatures abound, including 2 cultists on a park bench, and a ghost dragon chillin' on a nearby roof. Small motes of light float around the area - Flynn thinks they might be souls but he's not sure. He is sure, however, that we are now less than a mile from the turbine tower, but blocks and blocks of patrolled metropolis lie between it and us.

As Flynn dismisses the Arcane Eye and we turn to strategy. We land on trying to get closer to the turbine - Once we see what we're dealing with we can decide whether or not it's a good time to engage or if we need to continue to lie low. With Erithax overhead and countless creatures with possible Trusight or Blindsight on the streets, we don't think relying on Seeming to avoid detection is a good idea. Null suggests that she carry the rest of them in the urn - It will be easier for her to maintain a stealthy approach alone. We all feel a little apprehensive about using the urn this early in our mission, but we don't come up with another plan. Flynn hands the jar to Null and the trio hop inside.

Null pockets the urn and activates her invisibility cloak before heading outside. She will need to cross a sprawling courtyard in order to proceed towards the turbine tower. She sticks to the sides of buildings (avoiding windows) and uses the pockets of trees and bushes to advance northeast unnoticed, hovering to that her footfalls don't make any noise. As she moves, she notices that the courtyard is populated by more monsters. As she narrowly avoids being spotted by a lich in a nearby building doing magic with some of those motes, she sees even more monsters in her way: 

- one of the big minotaur-esque demons they saw upon arrival
- another bull-like demon wielding a lightning sword and a flaming whip
- a giant floating skull surrounded by spectral eyes
- a 40 ft. tall creature that looks like it's made of shadow - Seen lazily eating those motes of light.

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Inside the urn, Lotty and Berrik are anxious. Flynn is ultra-relaxed and not at all worried about their chances of success. 

A low and resonant hum suddenly pulses out. Null sees the eyes of all the monsters outside flash green, while Lotty and Berrik see the same happen to Flynn inside the urn. Null, Berrik and Lotty seem unaffected thanks to Mind Blank. Flynn just makes his saving throw against whatever this effect is - He hears a booming voice in his head say "Bow before my dominion" before he pushes the influence from his mind. Well that's certainly another thing to worry about.

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Null is planning her route in the next leg of this courtyard level when she hears footsteps behind her. The lich from earlier is on the move and will definitely see through her invisibility when it rounds the corner. Panicking, she activates Ghost Walk and dives underground. Since she's already here, she decides to proceed through the rest of the courtyard this way, taking force damage every turn. Null doesn't realize it at the time, but this strategy forces earth into the urn. Mord and her friends are soon assailed with dirt and begin to suffocate.

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Null surfaces near a makeshift fort in a neighbourhood a little less than a half mile from the turbine. She ducks out of view of a cultist on the battlements and sees a panicked text from her friends about their dirt situation. She quickly starts scooping out dirt with her hands, which makes for a welcome but alarming sight inside the urn. They're okay now.

She peers around a corner to get a good read of the area and relays it to her friends. Encircling the fort are several 20 ft. radius spheres of culling fog. As she's texting the Ashen Company about whether to enter the fort or swerve it in favour of the tower, she hears a familiar voice just east of her. A chill runs down her spine. Kill Bill sirens, the whole thing. She moves further around a nearby building and out of sight of the north/south street running to the east. Trolley's voice echoes past Null, stating that her master has requested more children for experimentation. As the voice trails off, Null whips out her sidekick to update her friends about what has transpired. She will follow Trolley towards the tower. No one protests.

She follows the decrepit old bitch through the streets of Myridia, keeping a low profile and a generous distance to avoid detection. On the way, she has to avoid the Truesight of two more liches by going underground again. As soon as she's clear of them she empties the urn of dirt again and texts her apologies to her friends. She continues to follow Trolley all the way to the base of the turbine tower. 

This place is hoppin'. There are so many monsters around that it's hard for Null catch up to the old bitch. All she can do is watch as Trolley dismisses her monstrous escorts, and disappears from sight as she steps through the the wall at the base of the tower with two children in hand. Null examines the tower: There are no doors or windows. There is a small opening about halfway up emitting an eerie green light, while a larger green light shines from the top of the tower. Is that the turbine? 

Null knows she has to get off the streets and so finds the attic of a dilapidated shop to hole up in. Texting the rest of the Ashen Company about what she sees, they go over their options. She wonders about whether she might be able to Ghost Walk through the walls, but thinks that a place like this could have wards against such things (like in Ezra's tower). Do we risk an all-out assault on the turbine right now by flying up to it? She sees a cultist brush up against the tower base where Trolley went inside and the wall remains solid - Okay, so this is an access thing. Maybe Trolley has something on her person that will let them enter in a more low-key way. The party goes back and forth via their sidekicks about what their next steps might mean for the overall plan - the other teams have yet to reach their goals. A few minutes go by.

Null spots Trolley exit the tower the same way she went in, but this time there are no children in sight. The old bitch reunites with her escort and starts travelling through the streets, back towards the fort. Null does some mental flailing before landing on what she's going to do. She types an update about Trolley being on the move and that we're following. Null rushes to overtake Trolley unseen, taking side streets to reach an alley ahead of the the old bitch's route. She pulls out the urn and texts her friends that Trolley is coming - We're going to ambush her before she reaches the fort, so get ready. No one protests, as I'm sure everyone's a little bored of having to sit in a jar all session. 

The gang hops out of the jar! As we see Trolley's escort start to come into view, we set a few things in motion. We play enough cards to get a bunch of temp hit points: including ones that mean goon enemies can't act in the first round, Flynn gets advantage for this round and Null gets to make a free attack after killing an enemy in this encounter. Berrik crushes blue exaltium so that Trolley fails the saving throw on the Cone of Cold he unleashes upon the cluster of baddies. Trolley recognizes Berrik and sneers at him before using Dimension Door to flee towards the fort. Berrik's use of exaltium sparks some Wild Magic and compelling him make a disparaging remark about a friend before casting spells going forward. Lotty places a Gravity Sinkhole in the middle of the remaining crowd, while Flynn starts blasting. Null kills a cultist right off the bat and immediately whales on the guy next to him. She tries to grab a soul token from the newly dead guy but finds herself contesting the pull of the nearby soul turbine. She fails the roll, and the soul slips away.

Sure hope we can catch up with Trolley! We'll find out next week.


Act IV, Chapter Two: "Hell is empty and all the rune-scarred cultists, ghost dragons, demonic minotaurs, vampires and death knights are here." (2024/06/05)

As the Conclave of Defiance winds down its planning and our heroes outfit themselves with their new magic items, the Ashen Company are presented with the explosive device the Dawnbringers contributed to the effort. It's an intricate thing and while all four of the party are intrigued by it, Lotty and Berrik are the only ones who understand its mechanics enough to be able to use it. It comes with a detonator that can't be tested for obvious reasons, but the artificer and wizard are sure they could figure out the correct sequence of buttons and gears to activate it manually too. We decide to put it in the lead Box of Shielding and into the Bag of Holding, which Null is currently carrying.

Null seeks out Ezra. She's sure Azher is in the city and is wary of an encounter with the Marionettist - We couldn't defeat Calitrax and Azher is even more powerful than her. Ezra tells the Ashen Company to stay focused and to not repeat the same mistakes of the Calitrax encounter. He also adds that Azher's greatest weakness is his ego - we should manipulate that if we can. Null, still rattled from her episode three days ago, also asks the wizard if Azher ever speaks to him. Ezra confirms that he used to, with illusions and dreams after he first escaped. Null reveals that Azher found her recently and tried to convince her that while this world was doomed, that he could guarantee the survival of herself and everyone she loves. "That was a lie, right?", she asks. Ezra confirms that it was a manipulation, that as soon as Azher got his hooks back in her he would have no reason to keep any promises. Ezra is thoughtful for a moment and reaches out his hand to Null's forehead, which she accepts. "You need this more than me" he says as he casts Mind Blank on her. He usually casts this on himself once a day to keep Azher at bay, so this is a meaningful gift from one victim of Azher to another. 

Berrik is inspired - He decides to cast Mind Blank on Lotty and himself, able to double up with a piece of white exaltium. A strange smell emanates from them both. Nearby deli trays start to glisten and decay. Everyone is too polite to say anything.

Null asks Ezra to take care of Vi. The wizard replies by asking Null to take care of Vi instead. The rogue is confused, what is he not telling her? Ezra eventually admits that he is not only Calitrax's current phylactery, but Azher's as well. When the Marionettist is brought low, the Ashen Company must contact him immediately. He does not need to elaborate any more. Null is saddened, she knows he is important to Vi and others, but it's really the injustice of it all that gets her. Even with his own downfall, Azher won't stop victimizing. She promises to keep an eye out for a way around this when they get to the city. They shake hands and say farewell.

The Ashen Company are given nifty little communication devices so that they can relay information and news of their progress to the other teams and the Conclave luminaries. Any other modes of communication won't work in the city, so the party tries to quickly get themselves familiar with the orientation of letters on this little board of keys. Time to go! Goodbyes are exchanged. Faces and asses are smooched.

With Etherealness cast upon them the Ashen Company approaches the city in silence, just behind the Guardians and the Dawnbringers. They get a little pensieve.

Flynn: Curious about the city, but less focused. He's thinking about all kinds of things - Mordecai's party, Null and Latharial's future wedding, Derrik's downfall. Flynn is invincible after all, and he has no reason to be afraid.

Berrik: The wizard is ruminating on the dire portents of last night's dream. The swarm of dragons is self-explanatory, but what was that strange golden eye in the middle of it all? A larger threat?

Null: The rogue understands what's at stake -  The conduit must be destroyed, Erithax and Azher must be eliminated at all costs. All possible costs run through her mind: the death of her friends, the death of the world, the death of Ezra, the death of the Dawnbringers and the Guardians, her mother, her sister... Latharial. What can she do to tip the scales? What will it cost to tip those scales, to find a loophole? There must be a way through this without more misery.

Lotty: The artificer is focused. Since Frug's death she has channeled her pain into action, into work, into efforts that make the world better in some way. Getting the bomb in place and blowing up the Conduit will make the world better. That's something that she can control, something she can do. Maybe saving the world will soften the hurt she's feeling, or maybe setting off that bomb will make it so she won't feel anything at all ever again. No matter to Lotty. She will save the world and save her friends. That is something she can do.

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The party arrives after an hour of travel, just in time to see the Guardians disappear beneath a sewer grate and the Dawnbringers take a door to the north in a small alley. This is the rally point. We text the Conclave to tell them of our arrival. Etherealness is dropped moments later and with it - well, lots of things. It turns out extra-dimensional spaces and resurrection magics are verboten here, so the cobblestone streets beneath our feet are now adorned with diamond dust and all the contents of the Bag of Holding. Dang, the others teams could have warned us! We quickly divvy up the items we think we will need and leave the rest. Berrik takes the bomb and some spell components, Lotty takes her tools and some more spell components. Null quietly (quietly because I forgot to narrate when I took it in session) pockets the bronze disc from Trolley's office at the orphanage. Cade had seen Trolley use this to speak to the Marionettist, kinda similarly those little holograms in Star Wars.

As we are splitting up our supplies we notice several patrols in the area. We notice the same scarified cultists we encountered on our way to Sally's lair, but these ones are glowing with green runic marks too. Also seen are: Ghost dragons, vampires, demonic minotaurs, and 8 ft. tall warriors with fiery eyes and full plate.





 At one point we hear one such patrol get a little too close - we overhear them talk about a "coolant chamber". Panicking about what route to take to evade them, we eventually remember the teleportation map. We shuffle our unwanted junk out of sight and Berrik picks the closest waypoint to the turbine. As we all link hands, he presses his finger to the spot on the map and speaks the command word. 


We end up in the stacks of a creepy library that's full of the nasty green fog the Guardians texted us about. A vampire is doing some light reading at one of the nearby desks. Glowing cultists and one of the big guys in plate patrol the mezzanine that surrounds the space. The vampire looks up and locks eyes with Flynn, who declares that this isn't the bathroom. The vampire agrees - We roll initiative.

The encounter is pretty quick, thanks to Berrik's casting of Sunbeam and Acid Rain. The vampire goes down first, followed by the big guy in plate. Things get a little dicey towards the end as we realize that the cultists with glowing runes still carry those horrible STR-draining swords AND they can fly now?! Flynn almost dies, but the cultist misses his last attack. Null kills the offending cultist soon after and Berrik Fireballs the final cultist into oblivion.

With the battle over we take a moment to assess and regroup. Null moves to bar the only door and move the body of the guy in plate out of sight. Lotty rushes over to Flynn and gets his strength back to normal with a Greater Restoration. Berrik loots a couple of potions from the baddies. No one is certain how safe we are here or how long we have before someone discovers us, so Berrik quickly casts Seeming on the party to make us look like the enemies we just defeated.

Next steps? We'll figure it out next week.

Act IV, Chapter One: "Three Days in High Rock" (2024/ 06/08)

 Safely back in Zanidonia the Ashen Company take some time to regroup and prepare for whatever doom and gloom is on the horizon from Ezra's news and to focus on the continuing hunt for Calitrax.

Lotty locates the remainder of her family safe and well. She sets up the clan in Urt's shop (after giving him a decent burial). Flynn has mysteriously left the urn with Lotty for the day and after setting down Mordecai on a workbench she gets to work ordering about the family.

"We might be here for a week or two before we can get back to the safety of the Mountain. We'll do what we do best and we'll work hard and we'll get help this place on its feet whilst we're here.

Banla - Get this place fixed up, we'll be the hub in the market for anyone that needs anything and we need to look like we've got our shit together. 

Tavon - Go back and forth to the Longhouse, there will be materials and survivors as the rubble is cleared. Bring back what you can and news of any rescues, or bodies for burying. 

Ella - Can you and the boys handle a potion chain? We're going to need plenty of supplies.

Thack & Umser - I'm going to need your help. I've a lot of work that needs doing, start seeing what tools we have and beg, trade or borrow what we don't.

Kendrick - I know you've been training under Ella in potions but your heart's not in it. There's plenty of good leather here. Try your hand at making three more potion bandoliers like mine, one normal sized and two big people sized.

Lastly, Alistar & Aileen - You need to be up front finding out what people need, prioritizing and taking in what people can trade."

Lotty proceeds to demonstrate by subjecting Null to her terrible customer service skills as she arranges to make some alterations to Null's armour in exchange for her labour at what has suddenly become the new McFini's Fine Emporium. In the corner of the shop, unseen to anyone else, Aunt Ella has a tear in her eye. The elder gnome is proud of the woman she raised taking charge and stepping in to her father's shoes - albeit in a less gentle style than Frug.

Lotty spends the next few days crafting, almost non-stop, working out her grief in the best way she knows how. At one point Lotty & Berrik pool their resources to use the mat of welcoming and pillage the villa for supplies (seems like that's the only reason they ever "go home" these days). Berrik takes the opportunity to slip in some flowers he'd pressed from Cade's garden some time ago in to Lotty's backpack - thinking she'd appreciate the comfort. Berrik probably never finds out but when Lotty find the flowers the next day she folds them in a paper and tucks them in her breastplate, very much grateful for the reminder that their old friend is out there doing good - free from the burdens the Ashen Company currently endure.

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Null is feeling even more bitter and twisted than usual. She is angry at herself for not being able to defeat Calitrax when it mattered and is still reeling from how the fight ended. The ansgty rogue spends some time near the make-shift courts where those thought to be loyal to Calitrax face street justice. Null tries to wrench some feeling of control out of this grim exercise, plucking a soul token from each to deny the traitors passage to Valoria. 

As her last soul token manifests in her hand, sudden darkness overcomes Null. She feels cold as the streets around her disappear to be replaced by a sea of screaming, swirling, green-tinged tormented souls. Null is reminded of the soul turbine from Ezra's tower as the souls reach out towards her, writhing in agony. Looking down at herself, Null sees she is in her changeling form. 

"I didn't do this!", she shouts, "I didn't do this to you". 

A voice sounds in her head: "No. Look."

Alastair Azher appears before. He bears the same face as the statue they met in Ezra's tower and the same face who tormented her after her narrow escape below the burning orphanage. She doesn't remember the latter. Null wildly swings her swords at him but they go straight through the spectral image.


Azher speaks to Null: "I'm only here in your heart. You may have loosened your grip on my control, but the deeper you delve into soul magic the closer we become." He leans forward and strokes Null's cheek and even knowing there is nothing there she can still feel the creepy, icy touch.

Null defiantly tells the spectre of the man who stole her life "All of this is to defeat you."

AA: "Sure, whatever motivates you. Clearly we have similar taste.He gestures to the souls around them: "You think your soul trinkets are powerful? Imagine what you could do if you shed your mortal bond."

N: "You don't get to speak to me - not any more. I am what I am, I am what you made me but I am also what they made me even more. We're nothing alike."

AA: "Yes. Bitter and angry, obsessed with violence - you have been moulded by your friends... Ashen like the rest of them." 

Null is stunned. She wonders if this a threat or an observation.

AA: "Well, I have one final offer for you."

N: "Say it."

AA: "I have been tasked with the choosing of the next pantheon, presenting my options to Erithax - You have how great potential. I will allow you to join us and spare your friends. You all will live on for 10,000 years until the next cycle. Lose nobody else you care about, protect them, keep them safe and never have to hurt like that again."

Null hesitates. Only for a moment - a selfish moment - does she consider this. Images of her friends, alive and dead, flash through her mind.

N: "But then there's the hurt that comes after."

AA: "10,000 years is a long time to develop a new plan."

N: "You misunderstand me. We would live, they would live, but they couldn't abide it. It would hurt them more to live and see the rest of the world die. so no. Fuck you - get out of my face. Next time we meet it will be at the end of my sword."

AA: "Freewill is a pesky thing, I look forward to your attempt."

As Berrik is walking through the market he hears a commotion and goes to investigate. When he arrives he sees guards surrounding Null at a distance with two dead civilians on the ground. Null still has her swords out but seems defensive rather than aggressive. Berrik throws a Wall of Force around Null and tells the guards to back off. They're mostly all the way off anyway, Null just murdered two people in the street!

Null comes to and realises she's back in the street again, she hadn't left. There's two dead bodies at her feet. This is an all-too-familiar feeling. A Keeper runs towards the two dead bodies and so Berrik drops the Wall of Force to allow them to work. He leads a distressed Null away from the scene and asks "What happened, did they threaten you?" Null shakes her head no.

B: "Was it him again?"

N: "Yeah. I thought I was free of him."

B: "With a man of that power he's like the worst kind of insect. He wont be dead until we've completely crushed him."

N: "Berrik, do you think I'm a monster?"

B: "Well, were you under your own free will and conscious?"
N: "I didn't do it on purpose."

B: "Then you're not a monster: no harm, no foul. They may have had a tough afternoon but the keeper got them up again."

N: "What if the things we do to survive, to win, to live at the end of all this - What if that changes us in ways beyond redemption?"

B: "Then I suppose we deal with that when it comes. I don't think it will be. I don't think we'll escape this unchanged but it's not for nothing."

N: "I don't wanna die Berrik"

B: "We're not going to let you die Null."

Null looks almost childlike as she hugs Berrik silently.

B: "The magic we have means death isn't always permanent but that doesn't make it any less scary. We'll do everything we can to get through this."

A quiet moment as the two friends embrace. A beat passes and Null's voice breaks.

N: "Berrik, I think I left my swords on the street."

Berrik goes back to check in on the newly resurrected and asks where the sword have gone. A nearby guard is obviously trying to hide them. Berrik firmly asks for them back and the guard doesn't budge. Berrik starts trying to bribe the guards but can't quite seem to pitch the right amount when Zubbe appears and forces the guards to give them back.

Wanting to keep an eye on Null, Berrick convinces her to help him build a snowman and the two of them spend twelve hours creating a new Simulacrum. As they debate what to name the new copy - Derrik, good as new, returns to them.

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Flynn has been spending his days helping the efforts around the city to clear the rubble and rebuild with wall of stone, concentrating on building a specific design. In return for his efforts in rebuilding the city Flynn calls in favours from the locals and he dishes out 3000 gold asking them to source flowers, furniture, food, musicians, dancers and decorations for a celebration he is preparing.

As he's finishing up for the day he hears Berrick's voice in his head: "I'm back bitch". No, not Berrik's voice - Derrik's voice!

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Day two is Berrik's turn to carry the urn. Null takes some time to try to find her sister. She spots Vi enjoying a coffee and joins her for a chat.

Vi: "Hi"
N: "Hi"
V: "Are you ok?"
N: "No, but that's besides the point. First of all, I'm glad you're alive & thanks for coming back to save me."
V: "I'm glad to be alive."
N: "Tell me about our mother."
V: "What do you want to know?"
N: "Everything that you know, no more lies. You don't get to lie to me any more."
V: "I remember when we were kids, the home felt warm and safe. I remember playing in the fields. You were probably too young but you were helping her bake. Our dad did most of the cooking but she liked to bake. She said baking was good for the soul. I remember her singing, she would always be singing something..."
N: "I don't remember any of this. How did you get your memories back?"
V: "Modified memories can be undone but it's all or nothing."
N: "I need to kill AA to get them back right?"
V: "No, a high enough level of greater restoration would do it but it's all or nothing, all the experiments and torture. Plus you were a child even your restored memories would be limited."
N: "You got yours back and you don't even know your name."

Null pauses, discouraged.

V: "We know she's alive and when this is all over we can go see her, try to heal some of the damage done."
N: What's she like? Is she still kind?"
V: "We didn't have time to talk, she was scared - I think they may have been manipulating her mind. Ezra thinks he might be able to help me fix what damage was done and give her whatever life she wants."
N: "I guess we shouldn't assume she wants anything to do with us right?"
V: "I think we can - if she had powerful mages manipulating her mind to make her think she was alone and she still resisted. There must be something there looking for us."
N: "What if she sees what we've become and doesn't want anything to do with us?"
V: "Then we will have given her the gift of free will and we're all free to live our lives as we choose."
N: "How long have you known about all this - this new apocalypse?"
V: "Only when I found Ezra and went to the lands of desolation did I know the final details. I always knew AA was building towards something but didn't go in to the finer details."

Null senses a level of apprehension from Vi but unsure if it's because she's trying to deceive or because she's unsure if Null will believe her.

N: "I will always love you. You're my sister, my blood, but I don't trust you - not yet. After everything you've had to do for me, to me. I mean it, you don't get to lie to me anymore."
V: "I understand, I do not regret doing what I had to do. We're all alive but it did come at some cost, I know it's hard to trust. I guess time will tell. If Calitrax lives then our friend [Remmi} doesn't have much time."
N: "So we kill her and the soul rot goes away?"
V: "Her soul can be used to cure him."
N: "Berrick sequestered him and gave us a year. If Calitrax lives at the end of all this I don't think anyone has long left right? One last thing - what's the deal with Ezra?"
V: "What do you mean?"
N: "Who is he to you?"
V: "A lot. A lot of things, teacher, friend, colleague, rival, upon a time - lover. He has, throughout the years that I've known him, helped me heal and grow and do what I needed to do. He was broken in his own ways, we both are. When broken pieces lean together they form something new."
N: "So it's a situationship."
V "It's nothing now but it was at a time. He's.. preoccupied, I think he has placed our survival on his shoulders, disseminates information on a need-to-know basis. The harder things get, the further he drifts away. Largely I think he feels responsible for allowing AA to exist. But, that's his story to share and you should ask him."
N: "I don't need to know his pain but as he's so important to you; I'll make the effort to get to know him better."
V: "He is a complicated person but he is a much better person than I so I appreciate that."
N: "I want you to make an effort with my people too."
V: "I've been avoiding Lotty at all costs for the last two days."
N: "She'll need a bit longer."
V: "Probably forever."
N: "Listen, you are my family and so are they."
V: "Of course, I'm not trying to disparage the idea. I will protect them as they are important to you."

~~~~~~~~~~

Latharial's army arrives in Zanidonia on the third day, Null's day with the urn. Lady L immediately gets a situation report from Zubbe and sends her forces around the city. Null can only watch from a distance as the Lady, in her fully-armoured battle splendour, is busy non-stop on her arrival. Null makes sure that Latharial sees her. They both take comfort in seeing the other alive and well, and wait for an opportunity to catch up later in the evening.

~~~~~~~~~~

As the sun starts to set Flynn's plan comes in to full effect, he gathers everyone at the party and when Null holds out the urn the music starts to play and everyone sings happy birthday to Mordecai.

Appearing from the urn the djinn can barely believe what's happening, "Is this all for me?" he exclaims, where upon he dives back in the urn and reappears in a dazzling suit and top hat - a suitable belle of the ball.


Flynn presents his patron with a cake picturing magical illusions of the Ashen Company cake topper, and Flynn’s old staff now ornate with gold and silver, attached with web like material in its palm is a mini aquarium with a candle that doesn’t go out. At the top of the tank is a light structure that Lotty made to emit a glowing picture of Flynn and the Ashen Company. He tells Mordecai that he wants him to know he's never alone in the urn even when they don't pop in for a while.




Flynn sends dancers in to action with instructions of which people to pull on to the floor and then pair off, matching Ezra & Vi, Null & Latharial. Null doesn't have a clue how to dance but Latharial is only to happy to show her how. Berrick heads to the buffet table and finds Zubbe tucking in, they happily catch up over one of their favourite pastimes of eating.

Lotty is caught off guard and feels it's proper etiquette to give Mordecai a gift, she rummages in the bag of holding and presents him with a copper swan she purchased long ago. Mordecai is touched and having heard of Frug's passing gives Lotty a gift in return - a necklace with a heart shaped diamond. Whilst she's never been one for diamonds (they're for crafting or spell casting, not wearing) she's very grateful for the gift, even if she's confused on the etiquette. Mordecai asks Lotty to open the locket and there is a picture of her father Frug and in his voice the pendant speaks "I love you Rose" followed by "A hard days work is good for the soul" and other phrases her dad would often say. It's all too much for Lotty, she says thanks and makes for the door in fear of appearing as anything other than stoic in public.

She runs in to Flynn before she can reach the exit who somehow convinces her to dance. Flynn makes her laugh and he has a whale of a time before she shuffles to a table to work on her notes.

Derrick approaches Lotty and start talking. Lotty's not really paying much attention to what he's saying, so she doesn't really notice when he vanishes.

Null sees Flynn cast a Banishment spell on Derrick. Lotty looks up to her limit of being in a social setting, so she gather's everyone together to meet up with Latharial. Berrick brings cheese.

~~~~~~~~~~~

Latharial addresses the Ashen Company "It's nice to see you all, I know it's been difficult but it's good to see you.Null laments not having defeated Calitrax and Latharial points out "It's ok. Look at all these people, they're free. She's still a threat but not oppressive; celebrate victories where you can. I'm not sure what these next days hold but I'd like to share some of my gifts with you to help you be better prepared out there."

"Null, I know that you have not always felt in control of the runes that are etched in to you, but I have found a way to help you and grant you the gift of rune warrior.

Berrick, I know that these battles of late have not been easy for any of you and you have missed the capacity of Cade. I wanted to pass on my knowledge of healing and warding magic and grant you Nature's Ward.

Flynn, I know you've had a complicated relationship with nature, some antagonism against trees, but you've always been a good friend to these people and I wanted to share a good friend with you. He's passed but his spirit remains. I will give you Nature's Friend; I give you the capacity to summon my ally Orun.

Lotty, I am so sorry for your loss and I'm sure you don't want anybody reminding you of that but I know you do good work, and work makes time pass. I grant you the abilities of Rune Smithing."

It takes the group a moment to grasp the gifts bestowed upon them but after Latharial writes it all down and lets them read through it for a few minutes they return to normality.

Lotty gives her thanks, makes her excuses and returns to the makeshift workshop to finish the last of her work.

Berrick returns to the buffet table to indulge in an around Ios experience in cheese and Flynn drinks the night away.

Null & Latharial find some time to "reunite" (they be fucking!) and Flynn returns to the party to drink the night away. 

Null pokes her head out a couple hours later and notices that Vi and Ezra are nowhere to be seen. Perhaps they be fucking too.

Mordecai is drinking barrels of wine whilst Flynn collects bets on how drunk it will make him. The two share a drunken moment of bro-love and hug out their appreciation of one another.


That night Berrik 
has a prophetic dream of the worst kind after all that dairy. Diarrhea Portents, if you will. He is floating over a city when he sees, appearing from nowhere, hundreds of dragons rippling through time and space. In the middle of them, all Berrik sees a solitary golden iris which seems to make direct eye contact with him.


He hears "Your defiance is almost at an end. WE. COME. "





~~~~~~~~~~

Cut back to the ending of last week's session and the start of the Conclave of Defiance.




Act III, Chapter Seventy Four "War Eternal" (01-06-2024)

Berrik casts Time Stop, as he's had enough of this shit. He subsequently casts Arcane Hand to slap the stone, then Meteor Swarms finish off both the walkers and the remaining necrostone. Sally screams as her last phylactery is obliterated. She responds with an Ethereal Chain lair action, which causes Berrik to lose consciousness. The next lair action pulls his body through the portal out of reach. While Flynn moves towards a downed Lotty, Null rushes through the portals after him, hoping to bring him up on her next turn. However, it isn't long before Calitrax ends Flynn. Just as Null is about to bring up Berrik, the portals pull them back again. All her friends are dead or down - it's just Null vs. Sally now. The rogue gives the lich bitch everything she's got, fate surge and all, but it's not enough to bring her down. Null won't survive another round and the clock is ticking to bring Lotty back before the 1 minute limit. Out of options, Null calls for a parley. Not really thinking critically here, she says she'll do anything as long as her friends get to live. Sally thinks this is a great deal for some reason - She tells Null to come with her to the city and to also take a creepy rock and press it into her hand, so that Null can be her newest phylactery. Null hesitates, thinking of how disappointed Lotty would be with her, but then ultimately agrees as the seconds wind down on Lotty's revivify window. The creepy rock gets absorbed into Null's hand and her heart sinks just before the panic sets in. Sally brings back Lotty and Flynn, who are very confused to see Null and Sally on speaking terms. Lotty quickly sets off a Mass Cure Wounds and brings up Berrik. As everyone wheels around to attack Sally, Null calls them off. She stammers out what she agreed to - They were all dead. Lotty angrily calls her daft and tells Sally that Null's not going anywhere. So what happens now?

No, not that unfortunately.

Actually, Ezra & Vi suddenly teleport into the lair. Vi casts Disintegrate at Sally, who disappears. The Ashen Company is shocked to see this pair together. Null is dumbfounded, still reeling from possible fate she just swerved. She explains the green gem Calitrax had her stick in her hand, bonding their fates together. After inspecting it Ezra sucks the gem and absorbs it in to himself. Null is angry at Ezra's audacity to put himself in danger over her when he is so much more valuable to the fight. Ezra explains that if anything happens to him he has a contingency clone in place and his soul will just transfer to that body.

Ezra explains that they found an unexpected ally in the Lands of Desolation; He asks the group if they saw through his telescope to the sea of sleeping dragons. Ezra goes on to explain that is the Worm/Wyrm(?) Eternal, the untold number of dragons who are currently hibernating in the sea. Exhausted, confused and just returned from the dead the Ashen Company aren't ready for the lore drop Ezra delivers.

Every 10,000 years the dragons come to Ios and take the souls of magic users, they have done it 216 time before on a regular cycle. The souls of innocent denizens of Ios are the dragon's fuel and sustenance. The current cycle was up 20 years ago; the gods of our current time were able to buy more time with the creation of the Divine gate.

There is a single dragon who is appointed as a Vanguard to observe the cycle and awaken the horde at the right time. The current Vanguard is Eryathax(?) the Undying Shadow - Each harvest people who are deemed worthy are chosen to be the gods of the next cycle. Alistair Azher (AKA The Marionnetist) is part of the Cabal of Ascension that reports to Eryathax along with two other leaders.

Soon the Divine Gate will be opened allowing for the hidden/flying/missing(?) city of Myridia to return and awaken the horde with something called the Conduit. There is a device(?) that they will use to suck the souls from people so the device needs to be destroyed.

Null tells Vi that Trolley has already taken their mother to Myridia. Vi explains that before she went to help Ezra she found their mother in High Rock, managed to stash her at Ezra's tower and replace her with one of Trolley's lackies with the help of true polymorph and modify memory. Vi hasn't told mum who she is yet and just that she's been rescued by a friend. Null understands the secrecy, but it stings to know her sister lied to her. Again.

Null asks how Vi & Ezra met, they share an awkward glance and Ezra explains Vi sought him out a long time ago for magic tutoring; they had a difference of opinion on how to use magic and they went their separate ways until recently. Flynn looks out from the fetal position he's adopted to say "that's a weird way of saying you're dating" which earns him a smirk from Ezra and a scowl from Vi. Null, not in the least bit discreetly, looks at the back of Ezra's neck and see's the same scar she & Vi have.

After letting Ezra & Vi know the current state of High Rock Null asks about the dragon they were fighting. Ezra explains he was banished by the Wyrm Eternal and being held by the Cabal. He was the Vanguard in the cycle before Eryathax and disappointed the horde. After back and forth fighting for ages they came to an understanding and agreed to give Ezra the insight and knowledge he gained in exchange for being left alone. Ezra is in communication with some other leaders and sages about a plan to stop this current cycle.

Lotty has spent most of this time working out her rage on the remains of a necrostone and confronts Vi, asking why she uses a name associated with evil deeds and why didn't she stop Lotty from killing Raz'iel when she know it wasn't the "Vi" they were hunting. Vi explains it wasn't worth the risk and takes Lotty's rant on the chin, she chooses to be the bigger person in this moment. Lotty tells the sorceress she has a "black heart". Whether Lotty is right is of little matter now, as the group are called away to these new dire, darker matters.

Ezra teleports the group back to Highrock where they manage to find rest for a few days.

[Insert downtime activities here]

In the morning the group wake up to a shining sun in the sky and there's even children playing in the street until the sun is blotted out by a sudden eclipse. In the far distance a city is floating about Altisha, somewhere over the Crimson Fields most likely. Everyone in the land hears the same booming voice accompanied by a vision of a terrifying three headed dragon.


"Citizens of Ios, I am Eryathax the Undying Shadow, harvester of souls and doom incarnate, hear me and tremble." Beams of light shoot out of the city in all directions before the voice continues "Today the cities of Alya, Pacapa, Mordin Rundar, Blackbarrow and Ahktar were destroyed. For millennia we have harvested your kind and time comes again. I am not without mercy; if you bend the knee to the service of the Wyrm Eternal you will live on in servitude and you may even find a place in society. Resist and you will know true despair. You have twenty fours hours to decide, tick tock...."

Ezra appears "it's time" he says, "we must meet with the others and form a counter attack". Following Ezra through a portal the Ashen Company see lots of people, other adventurers and a big ol' pile of magic items.
 

Act III, Chapter Seventy three "The end is nigh?" (25-05-2024)



All but one of the necrostones have been destroyed, our heroes gain the benefits of a long rest (expect Flynn who heroically played the fate card to help his allies),  Calitrax seems to finally be running low-ish on her most powerful resources but does summon five cold light walkers which really turns the tide on our heroes who are all near death, constantly going doing and being brought back up again. 



Things are looking dire for the Ashen Company, can they dig deep and find some way to kill the litch bitch or have they finally met their match...