Act Three, Chapter 27: "Egg-sistential threats" (2023/02/04)

The fight continues. Null, frightened and poisoned, knows she's almost useless in this state. She heads over to the group in the hopes that someone will re-up her Protection from Poison. Flynn holds his Eldritch Blast for the moment the Dragon Blessed makes an appearance, which results in her being pulled out of her hidey hole. She is left dangling from a ledge with one hand, totally defenseless. As the Ashen Company had so conveniently clumped up in front of her, Nass responded by summoning a meteor swarm. The damage is truly devastating to all in the affected area (the Dragon Chosen are pulverized). Luckily, however,  Berrik is the only party member knocked unconscious. The fight continues - Null revives Berrik. The Dragon Blessed falls to her demise in the poisoned pool below.


Despite the druid's powerful and beguiling physique, the party was shocked to find that her ass did, in fact, quit.
QUIT LIVING, that is. RIP to a real one.

No time to celebrate/mourn the departure of our gal, however. Nass casts an 8th level Banishment in an attempt to get rid of of us all. Flynn and Silas manage to save against it, but Lotty, Berrik and Null are zapped away. Silas, understanding the gravity of the situation, knows he needs to bring his friends back before Nassandrial has the chance to gain the upper hand. Silas goes BEAST MODE - He wields Flare like an artist with a brush, like a conductor with a baton, like a farmer reaping wheat. With a series of slashes and smites, he brings Nassandrial to her ashy dragon knees - doing enough damage to pop his friends back into existence in time to watch him finish her off. But alas, to everyone's annoyance, this was another fuckin' simulacrum! The draconic body melts away.

Time to explore - we delve deeper into the complex. There are pools of poisoned water scattered between a series of constructed stone chambers that are adorned with dragon iconography. There is also a room with cages - they contain long-deceased, partially transformed humanoids. Grim. Eventually we find our way into a larger chamber with small niches. In one of these niches we find a strange tableau: Two bulky mechanical suits face each other. They are unlike anything we have ever seen before. They seal the wearer against the elements (presumably water and poison), but they are clearly unsuitable for combat. Between them lie two sturdy brass rings, a few feet in diameter. We keep them in mind as we move along.

Next we encounter a niche with another thing we haven't seen before: a large scaley egg lies before us, perched on an altar. Curious, Null and Flynn approach and are immediately charmed by an effect surrounding the egg. They must protect the egg against thieves and blasphemers, against these intruders who would harm it. Egg is love. Egg is life. Null and Flynn go on the offensive and the rest of the Ashen Company scramble to knock their friends out of it. Attempts to attack the egg only infuriate Null and Flynn further. What follows is truly chaotic: Both Null and Flynn get uncharmed and recharmed by the egg. Nessie grapples Flynn and drags him away. It's very funny. Eventually everyone gets back to normal after some dispelling (of the charm effects and the enchanted area around the egg), which unfortunately uses up more spell slots from the party. 

So now that we've found Nassandrial's egg, what do we do with it when all this is over? It remains perched on its altar but after the party's initial attacks, it's clearly much more fragile than before. We recall Cade's research about green dragons - they reproduce by essentially cloning themselves, yes, but it isn't a personality transfer. When Nass dies, her essence will enter the egg, bringing it to life. We wonder: How much of Nass will live on in the egg? Can the egg move through life independent of the influence of its predecessor? Green dragons have a tendency towards evil, true, but it isn't necessarily guaranteed. Flynn tries to telepathically convey notions of peace and friendship to the egg.

Null: Wants to either destroy it or leave it alone. She thinks interfering with its upbringing is wrong and trying to mold it into something it's not will breed resentment in the dragonling and will backfire. Let it become what it will become outside of the influence of others. She may be a little biased due to her past experiences with Trolley/the orphanage/the Marionettist.

Silas: Wants to protect it and does not think it's predestined for evil. In true dad fashion, does not want to just leave it here unattended. Silas thinks he and the Ashen Company could help it thrive.

Flynn: Wants to take the egg for unclear reasons. For friendship?

Lotty: Does not want to destroy the egg, thinks it is innocent. She would be agreeable to leaving it alone, or taking it elsewhere for safekeeping.

Berrik: No strong opinions.

The Ashen Company ends the conversation without a plan for the egg. We know we want to use it to taunt Nassandrial, but what comes after is less clear. 

We decide to short rest in front of the egg, trying to prepare one last time for the fight ahead. People heal up and regain spell slots. Conversation is a little grim and the upcoming confrontation weighs heavy on everyone. We wish Cade was here. As we get up to move on, Silas casts Magic Circle around the egg to protect it from certain creature types (celestials, fey, undead, elementals, fiends). Lotty re-ups Protection from Poison for everyone. No matter what happens, we love each other very much. Off we go!

We next encounter a large chamber that features the same draconic iconography. Linked to it are a few smaller rooms that we scatter to investigate. Null finds a room that has a vial with a sickly green liquid inside. Upon realizing it's not poison, she calls for Lotty to help ascertain its use. Lotty is still reeling from her death a couple days ago and using her alchemical skills on an unknown substances seems risky. Null suggests smashing the vial if we can't use it? The rogue's suggestion is so brutish that it convinces Lotty to do her alchemical thing. Lotty cautiously tastes the substance and determines that it is a potion of poison immunity. She urges Null to take it and Null feels silly for wanting to smash it a few seconds ago. Null reluctantly takes the potion from Lotty, but makes sure to trade her back a superior healing potion in return. Flynn peeks into a room with an imposing statue in it and decides we should keep moving. At the far end of the large chamber there is a set of ascending stairs. We take them as far as the second to last landing. Null hears breathing in the next room. The party takes the time activate any features or drink any potions that last longer than a minute in order to be as ready as possible. Once more unto the breach.

The Ashen Company enters a truly massive, cavernous chamber. Nassandrial is nowhere to be seen. The space is impregnated with poison: a toxic cloud fills the space and the structures are positively gooey with green corruption. We spread out a bit. Scattered throughout the main chamber are a series of vents, made of stone and bone. Their purpose is unclear. At the far end of the space are two sets of stairs that lead to a large dais. Behind it, a set of enormous doors. Embedded in the doors is a large, glowing purple stone shaped like an eye. Null approaches and notices the eye follow her movements. Unnerved, she stabs it with Latharial's Grace and it shatters. A burst of light emits from the point of impact, blinding Null. She "Walks it Off" in time to perceive the heavy beat of monstrous wings above her.

"She's here!" Null shouts.

A hearty chuckle answers, echoing throughout the room.

"Welcome to your doom (bitches)."