Act IV, Chapter 18: "Revenant and Martyr" (2024/11/16)

It's been a long week, so these notes are gonna be ~brisk~ 

Anyway!

The Ashen Company have just finished changing their loadouts following Ezra's warning about crafted enchantments being imminently destroyed. Like clockwork, an incorporeal Azher appears before them to gloat about said enchantments being imminently destroyed. He's barely started his little villain monologue before he notices the unfazed stares of the Ashen Company. Crestfallen, he zips away to plot more evil stuff and work on better bullying material. Flynn probably insults him on his way out.

Suddenly, a pillar of fire descends from above. The Ashen Company look on, shocked Pikachu-style, at the column of flame blocking their path. Some long moments pass. The party is on the verge of brainstorming their way around the obstacle when they see a familiar figure walk out of the fire. Silas is alive (still? again?), and wreathed in radiant flame. This is a trip!

You see, in the past few weeks the Ashen Company has experienced several iterations of Silas and Niko's fate. Most of them mourned the deaths after the Palirano Ploy, while another had to hide that the boys were alive and in hiding. Then we all found them captured and unresponsive (but alive) in the streets of Myridia, sharing a heart meant for one. And finally, maybe an hour ago, we found our friend Silas alive (ish) in the thrall of Azher. He fought us against his will, and Flynn had to strike the killing blow. An hour ago Silas died in front of us, ripping open an all-too-familiar wound for Flynn, Berrik and Lotty. An hour ago Null watched her friend die for the first time, after weeks of keeping the secret of his fake demise. What the hell is going on? The emotional whiplash stuns us all for a moment.

We're all understandably a little sus of this development, but it only take a few words from Silas to quell our worries. This is our friend and he's back! A nagging feeling lingers though - Is this for good? Are we going to have to lose him again when all this is over? Silas can't really put their minds at ease on that front. 

Silas knows he has something important to do. He beckons Flynn over and gently places a warm palm on the goblin's forehead. Flynn is overcome as he sees a vision of how Silas came to rejoin them. In the jar, his patron Mordecai is smaller than he's ever seen him. The genie is trapped in the damaged urn and getting weaker by the moment in the oppressive atmosphere of their surroundings. Sitting next to Silas's lifeless body, the genie laments not being able to keep Flynn safe and resolves to do something drastic. The last thing Flynn sees is his beloved patron, his friend, lay an elemental hand on Silas and suddenly self-immolate. With this final act, Mordecai uses every ounce of power and life he has left to resurrect Silas and send him to Flynn. To keep Flynn safe.

Silas lets his hand fall to his side. Flynn lets his mask slip long enough to show his shock and sorrow. Never one to show vulnerability, the warlock gently touches the urn and steels his gaze. His friend is back and his friend is gone and there is no justice in an exchange like this. The party moves on, up the stairs and into the next chamber.

We enter a long room bathed in green light, a pathway framed in ornate black and gold arches. An enormous spherical device, much larger than the one they encountered in Ezra's tower, can be seen at the far end of the chamber. Two arcane barriers shimmer around it. This is what they're here for: the Soul Turbine. Berrik's hand twitches towards the bomb. They know the other teams still need to bring down the shields. Lucky for us, a whole bunch of death knights appear and seem willing to occupy our time. We roll initiative.

Flynn gets all the aggro and barely manages to remain in the realm of the living. Null fails to grab soul trinkets like 4 times before she successfully beats the pull of the turbine. Lotty and Berrik eventually turn the tide enough that outcomes are looking better for Flynn's immediate survival. I'm like 95% sure we're still in combat with a couple of death knights though?

(Welcome back, Nacho! 😊)

Act IV, Chapter Seventeen "out with the old, in with the new" (09/11/2024)

 As the Ashen Company approach the bugs Null senses that maybe they're not supposed to be there, as she glances at them they sheepishly run back through the portal.

Sensing that maybe the bug creatures were supposed to be guarding the other side of the portal the Ashen Company realise there's an ambush on the other side of the portal. They prepare themselves for the ambush by walking in to it.

Through the portal they see a long bridge ahead of them with purple gems lining the edges and a similar purple glow in the form of runes along the pillars lining the walls. Berrick drops a fireball on them and a fight ensures.

They probably could have finished the fight quicker if they didn't do as much damage to each other as they did to the bugs. Flynn's eldritch blasts went haywire, stretching out to a wide beam in random directions. Berrick found himself possessed and attacking his friends (again), Lotty lost vision a couple of times but thankfully Null was able to dodge and stab around the battlefield - although she struggled to take the souls of any of her fallen foes; the soul turbine must be close.

Better late than neve Flynn works out that touching the gems allows magic to be cast normally, Berrick is unpossessed and the fight is won.


As they take a moment to recuperate after the fight; Flynn confides in Lotty that he hasn't been able to speak with Mordecai since a few portals back and that a crack has appeared in the urn. Lotty takes some time to have a look at the damage, mending has no effect and she discerns that it's the effect of the current environment. The longer they stay in this place the worse the damage may get until the urn is destroyed. Lotty does her best to sugar-coat the news and assures Flynn it will be ok once they're out of there. Lotty confides in return that she saw strings coming from Null when they were resting in the skull tower, she's sure it's not anything with Null to worry about but a sign of how evil this place is.

Once they have their shit together, the Ashen Company prepare to move on - expecting to find Azher very soon. Before they can continue Ezra appears, rushing he says they have discovered that the litches have the power to remove enchantments from items but they have managed to find a few unique items that can't be unempowered.

Each grabbing an item from the bag Lotty tells Ezra they encountered his mother, she's still fighting Azher, she loves him and she's proud of him just as Ezra is sucked back through the portal.

  • Flynn takes a ring that grand him advantage on some saving throws with a chance to deflect the attack. 
  • Berrick has a staff that boosts his AC, attacks and saving throws as well as containing a number handy-dandy spells
  • Lotty finds a stone that swirls around her raising her proficiency
  • Null gets a kick-ass murder sword.

Time to re-check their equipment and start swapping things out.

Act IV, Chapter Sixteen "slow death" (26-10-24)

As the Ashen Company descend the stair case to the next head in the wall they see the face of a beautiful young woman; adorned in exotic jewellery her voice echoes as she speaks her request for a demonstration of illusion magic. Berrick casts seeming on the group and they all appear to look like Flynn - albeit Null & Berrick slightly larger versions.

Satisfied with the demonstration; her demand to break to seal is to craft an illusion she can not see or provide an item infused with illusion. Null graciously pushes the (6" diameter) nightfall pearl in to her mouth and somehow she still breaks the seal.


Next is the inevitable head of death, a cold and dark skull emanating the smell of rotten flesh. The skull introduces themself as Sarnec, the holder of all you need to pass on. The demand is for a soul or to watch someone die.

A weird and sadistic request that, sadly, doesn't surprise the Ashen Company at this stage. Straight down to business Flynn takes off his jacket and whispers to Null to do the deed. Before Null has a chance to slit her friend's throat the skull calls out that it has to be someone else, Null is tainted. Berrick doesn't put it quite like that but stops the kill. The Ashen company awkwardly look at each other working out the practical logistics of who is most difficult to kill, who can do the most damage quickly and who's desire to sacrifice themselves for the group is the the strongest.

Berrick, ever the practical guy, casts disintegrate on himself - knowing it won't do enough damage to kill him but it makes the decision for the group. If she wasn't already messed up enough something in Lotty snaps, with the reasoning of not wanting to waste Berrick's sacrifice she holds the thought of the loss of the majority of people she's ever known and bears her loathing of death straight in to the eyes of the skull as she grasps Berrick's throat and finishes the task. 

Revivify potions administered and the final seal on the door broken the Ashen Company need a moment to deal. As Flynn takes a catnap and Berrick takes a long night potion Lotty & Null act as cushions (and hairdressers) for them. As the ladies de-brief Null tries to comfort Lotty's guilt but ends up telling her what a slow painful death she must have given Berrick. Null confesses that she sees everyone shivering and uncomfortable here but for her she's toasty, comfortable and never felt like she's more at home. Null's worried Azher is having some kind of influence on her when she's so close to his domain. Lotty does her best to reassure Null she's her own person and incredibly strong with it. 


Rested and slightly more scarred for, what's left of, their lives they go through the next portal and find themselves in an M. C. Esher-esque cube. On each of the six sides of the cube have tiles of constellations and a window to the outside with another, different, constellation in the sky.

After a lot of confusion and puzzling they eventually work out that the tiles need to be willed in to place to match the constellation outside the window. If an attempt is made and failed to move the tiles it takes it's toll and moving from one wall to another takes a lot of strength and hursts if you fail. Even when they are successfully moved they will hurt and blind all your friends.

Eventually the group work it out, they're exhausted and hurt but when they leave the cube they find themselves standing next to a tiny cube on the floor. Taking in the landscape they find themselves on a floating platform of stone hands looking as though they were both holding up and a part of the landscape.

At the head of the platform is a giant head with wings of hands, the mouth seems to be the opening to get out of here. As they approach the Ashen Company see four bug-like creatures coming from the mouth looking for a fight.

[Honestly - a bit hazy towards the end, that might not be a great description!]



Soul Turbine Tower levels:

  • Entry - Aspect of Azrael
  • Necro fruit- Rune scarred cultists
  • Clockwork - Lich & death knights
  • Graveyard - Rune scarred banshees (Hi Eleanor!)
  • Lava - Rune scarred balor
  • Ice tundra - frigid cold
  • Swamp - Rune scarred basilisks
  • Snow farm - Rune scarred zombie giants
  • Classroom - Alistair's riddles (+book on Soul Transference)
  • Underwater - Kraken
  • Wall - Spikes of agony
  • Ashen Company Villa - duplicates
  • Sands - Silas
  • Azher's tower entrance (Astral Plane?)
  • Inverted Tower ft. Magister Peanut Gallery
  • Puzzle cube 
  • Handsy platform - bug creatures?