The party uses their sidekicks to silently hash out a plan. No one wants to fight the 60 ft manifestation of Azrael's will today, so we opt to try to sneak around. Knowing from the Conclave chat that those green streetlamps are bad news for our chances of remaining stealthy, we loop around the north side of the nearest streetlamp to reach the west side of the tower. Once we're hugging the side of the turbine tower, we slowly shuffle along the wall towards the entrance behind the Aspect. We are all nearly in position when the worst possible thing happens, we're spotted! Something about Flynn, perhaps his snazzy new bowtie, has caught the attention of the Aspect. We roll initiative as the Aspect lays into Flynn.
Berrik rushes forward and posts up near the entrance so that his friends can pass through - as the choker-bearer, he's gotta be the bridge. The Aspect sees what's going on and tries to grapple our well-accessorized wizard. Lotty refuses to allow this and somehow goads the Aspect into grappling her instead. Null grabs Flynn and rushes through the now-accessible doorway, hoping that Berrik will be able to rescue Lotty. Meanwhile, Lotty has been carried off a ways from the tower. The Aspect starts walloping her, hoping to coax the party back outside. Lotty is somehow charmed by the Aspect during this exchange. Inside, Flynn searches for a way back outside. Outside, Berrik casts Time Stop with the aim of rescuing his friend, gaining three turns. He Dimension Doors to the wrist of the gargantuan Aspect, grabs Lotty, and Dimension Doors back to the tower entrance. He uses his movement to drag her through the entrance, which now closes behind them. With his last turn, he gives Lotty a potion (which she doesn't actually need, because she has Temp HP for days). As the party catches their breath, Null hears a roar and pounding footfalls fast approaching. She shouts something along the lines of "Oh lawd, he comin!'" and drags a very confused Lotty across the room, away from the wall where they were standing. Berrik and Flynn are hit with rubble as the wall caves in. The Aspect doesn't have a penchant for late-90's fashion and so will opt to create his own tower access with sheer force instead. Flynn starts blasting, Lotty continues to be confused - this Aspect guy can't be all that bad, can he? The Aspect keeps reaching in and eventually manages to grapple Berrik, pulling him outside. Berrik gets the shit kicked out of him before the the Aspect drops him to the ground. As he hits the cobblestone, our pal Berrik appears to fall unconscious.
Null is frozen and starts to panic. She wants to go rescue her friend but knows she doesn't have enough movement to get back to the safety of the tower. Going outside would leave them both exposed, but staying inside might ensure certain death for Berrik. She starts to dissociate, imagining a combat situation where things are free and easy. Rats in a basement. We win! Everyone lives! Roll credits.
Null is too preoccupied with her anxieties to remember that Berrik's name is in Flynn's book - he gained one HP when he hit the ground instead of falling unconscious. Berrik uses his next turn to Dimension Door back into the tower. Null snaps out of it and lobs a pathetic Chill Touch at the Aspect, missing entirely. The Aspect is super pissed to have lost his quarry, so he decides to widen the hole in the side of the tower, Kool-Aid man style. Poor Berrik is hit by flying rubble, and actually goes unconscious this time. The gang realizes they need to get out of reach of the Aspect ASAP. Null drags Berrik's body upstairs and feeds him a potion to bring him back up. Lotty and Flynn soon follow. Before long, the charm effect wears off and Lotty realizes the Aspect of Azrael wasn't actually that chill after all.
Upstairs, the Ashen Company finds themselves in kitchen of sorts. Fresh produce spills out of every container in sight. We explore a bit more and find a central chamber equipped with several growing chambers. The baddies have been cultivating their own produce, but this stuff feels off. Necrotic energy radiates from the growing contraptions, tainting the produce. On this floor, we are also able to ambush and put down two wandering cultists without making too much of a ruckus. Not much else to see here, up we go to the next level.
This next floor is curious and maze-like. The grated flooring illuminates the inner clockwork mechanisms of the tower, catching Lotty's interest. Shelves and shelves of books on the arcane line the walls, but it's really just the basics. The rare and forbidden texts on stuff like soul magic and phylacteries are more closely guarded. The gang splits up and goes exploring. Null spots the Aspect having a temper tantrum outside, through a window that shouldn't exist. Flynn and Null eventually meet in front of a closet. They yank it open to reveal a lich in the middle of a study sesh. The lich casts Cloudkill. The spell doesn't wreak too much havoc, because Null breaks the lich's concentration on her next attack. She shuts the door in its face, and the lich takes the opportunity to Dimension Door elsewhere. Berrik and Lotty meet back up with their friends at the lich study closet. Berrik peruses the scrolls left behind and pockets scrolls of Chain Lightning, Power Word Kill and Circle of Power. The gang starts to wander again, looking for that lich.
We find him! Plus a bunch of Death Knights. Battle ensues. Null kills the lich pretty quickly, but the Death Knights are annoyingly resilient. They've got hellfire orbs, smites and a penchant for banishing people, especially Lotty. But we battle on, whittling them down. Lotty has smites of her own and Berrik whips out the big guns of Curse of Doom and Draconic Transformation. However, fate has other plans for Flynn's approach. It isn't his Eldritch Blasting or Walls of Stone that finally win the day, it's his smart new bowtie! The remaining Death Knights know they don't stand a chance in the face of such a bold approach to fashion. A man walks down the street wearing a bowtie like that, you know he's not afraid of anything. There is weeping and gnashing of teeth, rending of garments, and then the Death Knights are no more. Combat is over and it appears we have cleared this floor.

