Act IV, Chapter Fifty Two "Game 179" (08/11/2025)

 Whilst the drinking and post fight celebrations continue inside Lotty is patrolling with a summoned construct when Silas finds her. As they talk they realise they were both overcome with a feeling of regret during that fight, Silas opens open about his feelings and how difficult it can be to keep hope alive. Lotty sympathises but manages to stay quiet about her own feelings saying the dead should stay buried.

As Silas goes back in Cade comes out and the two old friends, Lotty & Cade, have their own version of a heart to heart. Cade, still unable to workout why the dossier on him said he is socially awkward, abruptly leaves the conversation to mix some more drinks at the bar.

Silas makes sure to check in on Berrick. Ever the soul of the group Silas makes sure that everyone is doing ok. The merriment continues and Null eventually comes round to join in.

In an escalation of the sibling rivalry-esque love-hate relationship Flynn & Null have there's fisticuffs in the bar and Flynn someone manages to turn his prosthetic hand to taffy (it may have been the result of a wild magic surge from when Flynn polymorphed he & Lotty in to Solars that had been forgotten about but we'll say it's a now thing). Lotty's pissed when she can't greater restoration it back to a solid hand again.

Eventually, having established that Shoshana will meet them at Ezra's island to support the fight, Berrick teleports the Ashen Company back to Ezra's so the Ashen Company can spend some time with with loved ones and allies before they take the fight to Calitrax (and Cade grows Flynn a new hand!).


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And that, dear reader, will be the anticlimactic place this format of the story will end. Whilst our brave heroes do not deserve such an unfitting ending; such are the whims of ones with power to upend the narrative.

A True Ashen Company ending will prevail in time...

 

Act IV, Chapter 51: "Undead Bar Brawl... then drunkenness" (2025/11/01)

Cade's log: Winterapex 13th, 29ACD

Conditions: Dark with unnatural fog, 20% chance of rain.  Waxing gibbous moon.

The rest of the party had run forward as I attempted to defend our rear flank with no party members in sight.  The undead horde attacked me so fast with blades and magic I felt as if I might fail a few days sooner than anticipated.  I knew Lotty had fallen in the next room because of hearing a goblin scream over the sound of battle, likely from the same attacks overtaking me.  While I have a deep friendship and respect for our leader, Flynn's devotion and reverence for her does not seem normal.

 As I was bracing for the next volley of attacks Silas burst into the room.  I had thought he stayed behind to deal with preparations for the future attack, but I was happy to see his fiery form enter.  From a few well-placed strikes, the battle, at least in this room, had turned.

 Null brought Lotty’s body back into the room we were in and someone with some magic got her breathing again.  I could not see Flynn, as he was still in the other room, but from the look on Null’s face he was still fighting there, and it did not look good.  Null dashed forward then quickly returned and was very bloody.  Did she take a hit defening Flynn?  Contrary to what Flynn says, I never thought Null would eat any of our souls, but her protecting Flynn was a good sign that there is some connection to her “innocence” still.

 Berrick popped out of nowhere, was he here the whole time?!?, and sent some magic Flynn’s way also.  And ultimately, we prevailed and the evil aura over this place dissipated, and we found it to be a nice tavern.

 Everyone was a little melancholy after the battle as we rested by the fireplace, even though we just had a victory against a powerful foe, everyone, myself included, felt oddly guilty.  They all claimed everything is their fault, however, we know it is mine.  I tried to help Null’s guilt by sending Innocence another message that we are her family and we love her.

 Flynn checked in with the magic ship. Her real name is Shoshana and she wanted to sail on her own for a bit but will come give us a ride if we ask.  Hopefully she will stop hurting us if we touch her now.

 We searched the tavern for treasures or clues and found a pile of papers in a private party room.  There were navigational charts, a map of Altisha, dossiers of the Ashen Company, and a rum-stained note in Abyssal.  Null tells me that the note says to "Continue to observe the tower - let me know when they move. I will prepare the harbor."  The note is signed "S.S." which Null thinks is Sarni.  We will need to watch out if we enter Sierrona through the harbor as it is likely a trap.

The dossiers:

These discussed our capabilities and also our mental strengths and weaknesses:

Flynn: A powerful caster, chaotic and unpredictable. His arrogance can be used against him, to isolate and trap him.

 Null: Can move unseen. Ghost Walk gives lots of mobility. Really powerful in single combat, but she has no AoE. Attack with force to overwhelm.

Cade: Wildshape and other druidic abilities make him a formidable opponent, but his lack of prowess with social cues and skills can be exploited. (Personal note: these clearly are not accurate as the person who wrote them obviously has never met me)

Silas: The paladin wields Flare and is dangerous up close. Keep at a distance. He lacks a keen mind, so he may be vulnerable if given a lot of saving throws.

Berrik: Prolific caster, especially skilled at spell placement. Not effective in melee. Get in close to overwhelm.

Lotty (as interpreted by Flynn): Perfect, no notes. Literally the greatest person ever to exist. (Personal note: I am not sure Flynn reads Abyssal and may have made this up)

We discussed settling down there if we survive the upcoming fight with Calitrax.  It was nice to hear us talk about it in those terms, but I could hear some fear in people’s voices knowing what we are up against.  No matter how that fight goes, with my current state of deterioration I am not sure I will be around.

To keep him in that upbeat mood, I tried my hand at making some drinks.  My first concoction was Faerie Fireball.  A delicious cinnamon whiskey made with a touch of Fey magic.  Although I am worried that if anyone hiccups, burps, or farts, as organics often do, that they will emit a small shimmering cloud.

By the time I get to the main bar, it is clear that Null and Flynn have already got into the darkest rum they could find and are very intoxicated (although once again I am not sure if Flynn is pretending or not).  Null asks him if they are friends and Flynn opens up to her that she is the only one whom he feels he can really talk to.  It was a sweet moment that I think Flynn was being genuine with.  Then they started talking about ways to scam people by making wigs of Null’s hair, and I stopped paying attention.

I noticed that Lotty had left and recalled she did not like to see people drink.  After passing off the Faerie Fireball to Flynn and Null, I made Lotty a new non-alcholic drink just for her: The Goodberry Sprits!  This bubbly concoction tastes great, heals you, and you won’t get those drunk munchies I expect Null and Flynn to have soon.

Just as I am ready to bring it out to Lotty, I see Silas sneaking out the door to go talk with her.


Act IV, Chapter Fifty "The Mourning Tide won't turn" (25/10/2025)

As Null gets around 500 ft from the ship her vision tunnels and she feels the same sensation she felt in Azher territory. Her skin freezes while her blood burns. It’s unnerving but familiar.

Berrick is busted out of the bug form he was clinging onto Null in after taking a massive smack of necrotic damage to the face. The hit leaves him vulnerable to necrotic damage, meaning he’ll take double the punishment from now on. One by one everyone else who passes through feels the same curse settle over them.

Cade rolls off the carpet and wildshapes into a Solar. Flynn takes the cue and polymorphs himself and Lotty into Solars too for their turn to take the same necromantic blast to the face as they close in on the ship.

Whenever anyone but Null touches the vessel they get the same necrotic whack to the chops. After a bit of digging Null finds the rope ladders and rigging thrown over the side; someone boarded or left in a hurry.

Cade swims down and spots a plume of sand to the east, a cloudy trail twisting through the water like smoke. The seabed is disturbed, maybe footprints, maybe drag marks there's furrows cut through the silt and sand as though something moved across it. The trail runs directly between the boat and the coastline. Whatever left it didn’t swim; it walked.

Meanwhile Flynn reaches out telepathically and learns the ship’s name: Mourning Tide. She speaks slowly and solemnly, explaining that she serves the will of her crew, who have since gone to port after realising they were being pursued.

The ship offers Flynn a place among her undead crew below deck and also indicates that Null is a potential candidate too - which explains why she’s the only one not being harmed by the ship’s necrotic wards. Flynn accepts the invitation, only to realise too late that it’s a trap. The moment he crosses the threshold necrotic energy rips through him, killing him instantly. Cade is still underwater at the time, following the trail of sand, so Berrick, Lotty and Null rush to the grate where Flynn vanished. Mordecai’s magic refuses to let him go, and as Berrick and Lotty drag him back from the brink he clings to life while downing healing potions, Lotty hanging on to him for dear life.

Later, when Null speaks with the ship, Mourning Tide explains that Null’s strange immunity is due to her connection with the undead - something the ship recognises instinctively.

Cade rejoins the Ashen Company aboard Mourning Tide before they make for port, ready to face whatever waits onshore.

Once ashore Null uses her cloak of invisibility and her Ghost Walk ability to scout ahead, slipping unseen through walls into what appears to be the crew’s hideout. It’s a ramshackle place with a kitchen, a bar and the sound of ghostly swashbucklers drifting through the walls. She listens at doors, unseen, before returning to report what she’s found.

A stealthy approach is vaguely attempted but doesn’t last long. The moment a plan is needed blades are drawn the bar erupts into chaos. Ghostly pirates swarm in from every direction, dealing double necrotic damage while the Company’s healing magic is halved. Lotty and Flynn, still under the sadistic after-effects of a wild magic surge, throw themselves into the fight, laughing through the pain. Flynn casts Maddening Darkness, engulfing part of the tavern in swirling shadows. Lotty’s Spirit Guardians flare beside Cade’s own radiant warding magic. Berrick, invisible, fires precise shots through the melee while Null weaves between enemies with her blade flashing. Cade, now in wildshape as a massive owlbear, casts a radiant sunburst in juxtaposition to Flynn's darkness.

Silas remains behind at Ezra’s tower, blissfully unaware of the chaos at sea, busy planning a party.

The battle is only beginning, but the Ashen Company are in their element.