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Megalomagna
2ND ADVENTURE – BREAKING FROM HELL’S LOVELY EMBRACE

2ND ADVENTURE – BREAKING FROM HELL’S LOVELY EMBRACE

2ND ADVENTURE – BREAKING FROM HELL’S LOVELY EMBRACE

ARZAAK (Warlock/Tiefling – LV 5)

* Strength: 12 (+1)

* Dexterity: 10 (0)

* Constitution: 15 (+2)

* Intelligence: 10 (0)

* Wisdom: 17 (+3)

* Charisma: 20 (+5)

* Height: 5'7-feet (1.73 meters) tall

* Weight: 130 pounds (58 kg)

* HP: 38

* Armor Class: 11 (Leather Armor)

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ABILITIES

Languages. You can speak, read, and write Common and Infernal.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Infernal Heritage. You have resistance against fire damage.

Proficiencies: Arcana (+3), History (+3).

Saving Throw Proficiencies. Wisdom (+6), Charisma (+8).

Fey Presence. Projects the beguiling and fearsome presence of the Fey. Enemies must make a Wisdom saving throw (DC 16). Those who fail are charmed or frightened by you until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Eyes of the Rune Keeper. You can read all writing (Eldritch Invocation).

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Level 5 Proficiency: +3

Spell save DC = 8 + your proficiency bonus (+3) + your Charisma modifier (+5) = 16 DC.

Spell attack modifier = your proficiency bonus (+3) + your Charisma modifier (+5) = +8 to hit.

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CANTRIPS:

* Eldritch Blast (Agonizing Blast and Repelling Blast Invocations)

* Chill Touch

* Poison Spray

* Thaumaturgy (Tiefling Racial Trait)

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SPELLS

* Sleep (3rd level slot)

* Hold Person (3rd level slot)

* Hellish Rebuke (as a 2nd level spell, 1/Day – Tiefling Racial Trait)

* Darkness (1/Day – Tiefling Racial Trait)

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OTHER KNOWN SPELLS

* Arms of Hadar

* Witch Bolt

* Hex

* Cloud of Daggers

* Hold Person

* Faerie Fire (Archfey Expanded List)

* Sleep (Archfey Expanded List)

* Calm Emotions (Archfey Expanded List)

* Phantasmal Force (Archfey Expanded List)

* Blink (Archfey Expanded List)

* Plant Growth (Archfey Expanded List)

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KALI (Barbarian/Drow – LV 5)

* Strength: 18 (+4)

* Dexterity: 15 (+2)

* Constitution: 13 (+1)

* Intelligence: 12 (+1)

* Wisdom: 7 (-2)

* Charisma: 8 (-1)

* Height: 5'5-feet (1.67 meters) tall

* Weight: 134 pounds (60 kg)

* HP: 46

* Armor Class: 14 (12 + 2 Dex modifier)

* Attacks: +7 to hit, 1d12+4 slashing damage (great axe)

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PROFICIENCIES AND ABILITIES

Languages: You can speak, read, and write Common and Elvish.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Weapons. You have proficiency with rapiers, short swords, and hand crossbows (drow weapon training), simple weapons and martial weapons (barbarian).

Armor: You have proficiency with light armor, medium armor and shields.

Fey Ancestry. Drows have advantage on saving throws against being charmed, and can’t be put magically to sleep.

Tools: Flute

Saving Throw Proficiencies: Strength (+6), Constitution (+4).

Background: Hunter

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Level 5 Proficiency: +3

Skill Proficiencies: Athletics (+7), Survival (+1).

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BARBARIAN SKILLS:

* Unarmored Defense

* Rage (Wolf - Path of the Totem)

* Reckless Attack

* Danger Sense

* Extra Attack

* Extra Movement

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CANTRIPS/SPELLS

* Dancing Lights Cantrip

* Faerie Fire spell (1/Day – Drow Racial Trait)

* Darkness spell (1/Day – Drow Racial Trait)

* Beast Sense (ritual)

* Speak With Animals (ritual)

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BARUR GOLDHEART (Cleric/Hill Dwarf – LV 5)

* Strength: 10 (0)

* Dexterity: 10 (0)

* Constitution: 17 (+3)

* Intelligence: 10 (0)

* Wisdom: 20 (+5)

* Charisma: 14 (+2)

* Height: 4'1 (1.24m)

* Weight: 133 lbs (60kg)

* HP: 51

* Armor Class: 16 (scale mail + shield)

* Attacks: 1d8 (war hammer) or 1d6 (light crossbow)

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ABILITIES

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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PROFICIENCIES

Armor: Light armor, medium armor, heavy armor, shields;

Weapons: all simple weapons, battleaxe, handaxe, throwing hammer and warhammer;

Saving Throws: Wisdom (+8), Charisma (+5);

Skills: Insight (+8) and Medicine (+8);

Tools: Herbalism Kit and Brewer’s Supplies.

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CHANNEL DIVINITY FEATURE

Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Preserve Life. starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Disciple of Life. Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Destroy Undead. When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

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Level 5 Proficiency: +3

Spell save DC = 8 + your proficiency bonus (+3) + your Wisdom modifier (+5) = 16 DC.

Spell attack modifier = your proficiency bonus (+3) + your Wisdom modifier (+5) = +8 to hit.

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CANTRIPS

* Resistance

* Sacred Flame

* Spare the Dying

* Guidance

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SPELL LIST

1st level slots:

* Protection from Evil and Good

* Bless

* Healing Word

* Guiding Bolt

2nd level slots:

* Cure Wounds

* Lesser Restoration

* Prayer of Healing

3rd level slots:

* Revivify

* Remove Curse

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MEGALOMAGNA

* Intelligence 18 – Genius

* Wisdom 8 – Asshole

* Charisma 16 – Very Persuasive

* Alignment: Chaotic Good

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TRAITS

* Overwhelming Ego. Megalomagna has an impossibly high opinion of itself. It will always talk about past deeds as if it was the sole responsible for its wielders success, and it will always blame its wielders in case of failure;

* Type: Longsword – Damage 1d8 (one hand) or 1d10 (two hands);

* Adaptive. Any class or race can wield it as a "simple weapon" for proficiency purposes and weight – except wizards, who will have disadvantage and a -4 penalty in all rolls (including saving throws) while attuned to it;

* Old Grudge. Hates all arcane magic-users. Deals 3d10 necrotic damage to any wizards who try to attune to it. It will always show animosity even towards party members if they are wizards, and will not waste a chance to insult a wizard whenever it spots one.

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SPEECH AND TELEPATHY SKILLS

* Eternal Blabbering. Can use verbal communication at will;

* Polyglot. Can speak any tongues and read texts and maps in any language.

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PRIMARY ABILITIES

* Roided Out. Attuned wielder gains +1 to its Strength ability score for each of Megalomagna’s levels after 1.

* Fourth Wall Break. Can read characters and monsters stat blocks;

* Beacon of Light. Can cast Light at will.

* Magical weapon. +1 / + 3 against magic-users (both bonuses increase by +1 at 6th, 12th, 18th level and so on).

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EXTRAORDINARY ABILITIES

Vengeful Reaction. Every time a creature hits Megalomagna's wielder with a melee attack, it's adaptive nature and cunning perception allow the wielder to attack back (as a normal attack roll).

Mark of Torm. Every time Megalomagna's attuned wielder performs a heroic act, a rune inscribed by Torm himself on its blade will activate. Until the battle is over, the user will benefit from the following effects:

* Advantage on attack and saving throws:

* Aura of protection from evil 10-feet around the user;

* Deals 2d10 extra radiant damage to evil or summoned creatures upon contact;

* All evil or summoned creatures present when the Mark of Torm activates must make a Wisdom saving throw (DC 15) or be frightened until the end of Megalomagna's wielder's next turn. A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

Compulsion. While Mark of Torm is active, Megalomagna's wielder feels compelled to engage in melee (two-handed) over any other means.

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SPELLS

* Vicious Mockery Cantrip.

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QUEST START

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"We must find a way to get out of here", Kali said, examining the cold, empty cell they had been thrown into. "I'm not guilty of anything and that bastard has no right to pass any judgment".

Kali makes an Intelligence (Investigation) ability check. Rolled 2. Failed.

Kali observes that the cell has sturdy stone walls, minimal furnishings, and a heavy, iron-barred door. The cell is dimly lit, with no windows. Other than that, she sees nothing unusual.

"We're underground", Barur remarked. "I suppose ye dark elf's noticed too".

"What? Yeah...yeah I did", Kali lied, embarrassed.

"Something's fishy" Arzaak said. "That captain of the guards must have an agenda that goes beyond protecting the city gates. They even took Megalomagna".

They took all of our weapons", Kali retorted. "Just because your sword is a talking pile of gold it doesn't mean you're the only one who has suffered losses".

"We're wastin’ time here while the vampire gets closer and closer to the relic", Barur complained. "If I knew this Yartar town woul' be this much trouble, I wouldn't have come".

"And why do you seek this relic so much anyway, Barur?", Arzaak asked.

"Cuz me deity Lord Moradin has demanded", Barur answered, dignified, stroking his beard.

"Is it that important?".

"It’s an ol’ artifact that represents us dwarves in all our glory. It’s also a mighty powerful magic item that, in the wrong hands, could cause a heap o’ trouble like ye’ve never seen", Barur answered, to which the Tiefling reacted with nothing but a surprised expression.

"We must get out of here", Kali said, angry for not being able to find a way out. "I hate being locked up like this".

Then, they heard a bird-like chirping sound. Upon hearing it, Barur immediately stood up.

"I ken that bird call. It’s like 'em canaries we haul into the mines whilst we toil", the dwarf said.

"A canary, here?", Arzaak asked, troubled, unable to find the bird even with his superior darkvision.

Stinger appeared from his pocket dimension on top of Arzaak's shoulder, and the word "shapeshifter" echoed in his mind. Then, Arzaak instinctively looked towards the corner of the room and saw, through the Pseudodragon's eyes, a small yellow bird with a green throat staring at him with intelligent eyes.

"Who are you?", Arzaak asked, apprehensive. "I hope you're here to help, 'cause we are running out of options and an enemy is everything we don't want right now".

As the canary fluttered gracefully to the ground, its body started morphing and increasing in mass exponentially. As its feathers receded, it started to take a humanoid form, revealing smooth, copper-toned skin beneath. The slender figure stood tall, his long brown hair cascading down his back like a waterfall of earthy hues. His hazel eyes sparkled with wild intelligence, framed by elegantly pointed ears that betrayed his elven ancestry. He was dressed in simple leather clothes, and a sheathed longsword hung from his hip.

Though his appearance had changed, there remained an air of wildness about him, as if he were always on the verge of taking flight once more.

"You!", Kali exclaimed in a blend of surprise and suspicion. Even though she considered herself a barbarian through and through and even loathed her drow heritage, she would nevertheless instinctively become wary of other elven races. The scars of countless wars that Lolth, the corrupted Spider Goddess, waged against her former consort, Corellon Larethian, ran deep, wounds that time could never fully mend.

"I guess someone is not happy to see me", the shapeshifting elf noted with typical elven sarcasm.

While Arzaak stood dumbfounded at how a tiny yellow bird could turn into an elf, Barur spared nothing more than a glance. Stinger, on the other hand, gave out a friendly roar, to which the elf responded with a nod.

"Your familiar is a magnificent specimen", the elf told Arzaak. "Probably the bulkiest pseudodragon I've ever seen".

"He's a good friend", Arzaak replied. "Look, I know we're in no position to ask anything, but are you by any chance here to free us?".

"You guys are really skittish, huh? And people call me wild", the elf said, chuckling. "You surely remember me, as your drow friend has made clear".

"Don't call me a drow. I'm a barbarian. You better remember that", Kali threatened.

"...yeah, whatever. The thing is: I'm just as wary of you as you are of me. Our races have fought each other for as long as they exist. Yet, when you were faced with the choice between protecting yourselves and helping weak travelers from impending doom, you chose to help. You knew how dangerous a hungry owlbear is, and you still helped us even without a reward".

"I'm still not sure why we did that", Arzaak said. "I'm beginning to realize there's more things influencing our decisions and guiding us towards a certain path than meets the eye".

"I believe you are correct", the elf said. "It all depends on how you take those influences. I'm a wood elf and a druid of the Circle of the Moon. I could choose to embrace a wilder aspect of Rillifane Rallathil, practically merging with nature, or I could delve into civilization and protect nature by touching the minds of the people who should also be doing it, while eliminating the threats that couldn't be dealt with peacefully".

"A druid", Kali muttered. "What other creatures can you turn into?".

"Nothing too dangerous", the druid replied. "But I can bite hard", he said, chuckling.

"I don't remember your name. I'm Arzaak, by the way. The moody, menacing girl is Kali. The uncaring dwarf there is Barur. My familiar is called Stinger".

"Aldarion. I already knew your names. You named your familiar? That's cute. Just don't get too attached to him, okay? Pseudodragons are very free-spirited".

"We've made a pact", Arzaak said. "He's not going anywhere unless he wants to nullify it".

"And if he does, will you let him?", Aldarion asked from under raised eyebrows.

"Of course I will! He's not my slave!", Arzaak exclaimed, visibly shaken by the idea of being abusive to his familiar.

"Good. You pass the test...for now", the wood elf said, humorously.

Getting up with a grunt from the cold stone floor he was sitting on, Barur tidied his beard, cleaned his holy symbol of Moradin and stared at Aldarion. "Chat’s been good and we’re glad to help a brother elf in need. But at this moment, it’d be better if ye thank us by figurin' out a way to get us out o’ here".

"A fine display of dwarven impatience", Aldarion said, smiling from the corner of his lips. "Right. I am here to help you get out. But we must do it with great caution and as silently as possible, okay? This is not what you think it is”.

“What do you mean?”, Kali asked, suspicious.

“You will see”, Aldarion said, taking a stone key from his pocket. “Now imagine you’re the best rogue you’ve ever seen. We must be even stealthier than that if we don’t want to get into trouble”.

The stone cell door was made of solid stone, rough-hewn and weathered by time. Its surface was pitted and worn, with cracks running through it from years of use and neglect. Despite its age, the door still seemed sturdy, its weight suggesting thickness and strength. Very carefully, Aldarion inserted the key into the keyhole and turned it, activating the primitive but functional mechanism within the door, releasing the latch and allowing it to swing open.

“Wait”, Arzaak halted. “Are you coming with us? I thought you would just release us, turn into a bird again and fly away”.

“That would be the wisest choice, yes. But you’re an interesting bunch, you know? Somehow I feel like hanging around a bit longer. Just don’t cry if I ever decide to leave”, Aldarion remarked, playfully mimicking a bird with his hand.

"Well...like humans are used to saying: the more the merrier, right?", Arzaak said, waiting on the Party's approval.

"As long as he doesn't try anything funny", Kali remarked, still wary.

Barur laughed at the barbarian's lack of manners, being himself a man of poor etiquette.

"I guess no one objects, then. Right, Stinger?", the Tiefling asked his familiar, who was more interested in ransacking his backpack for a piece of meat than welcoming the new Party member.

"Great! Thanks for having me!", Aldarion said, visibly happy.

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Aldarion has joined the Party.

ALDARION (Druid/Wood Elf LV 2)

* Strength: 10 (0)

* Dexterity: 13+2 (+2)

* Constitution: 10 (0)

* Intelligence: 12 (+1)

* Wisdom: 17+1 (+4)

* Charisma: 10 (0)

* Height: 6' (1.82m)

* Weight: 128 lbs (58 kg)

* Alignment: Chaotic Good

* HP: 13 (2d8)

* Armor Class: 15 (leather armor/shield/Dex modifier)

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APPEARANCE

A tall, slender male elf man with copper skin, brown, long hair, pointy ears and hazel eyes. He typically dresses in simple leather clothes and carries a longsword tied to his waist.

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Languages. You can speak, read, and write Common, Elvish and Druidic.

Alignment. Chaotic Good.

Size. Wood Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed (Fleet of Foot). Your base walking speed is 35 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

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PROFICIENCIES

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal).

Weapons: longsword, shortsword, shortbow, and longbow (elven training); clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings and spears (druid weapons).

Saving Throws: Intelligence (+3), Wisdom (+6).

Skills: Perception (+6), Survival (+6), Animal Handling (+6).

Tools: leatherworker’s tools, land vehicles, herbalism kit.

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EQUIPMENT

* a wooden shield (AC +2)

* a longsword (1d8 slashing damage)

* a longbow

* leather armor (AC 11 + Dex modifier)

* an explorer’s pack

* a druidic focus

* a set of leatherworker’s tools

* a shovel

* an iron pot

* a set of common clothes

* a belt pouch containing 10 gp

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Level 2 Proficiency: +2

Spell save DC = 8 + your proficiency bonus (+2) + your Wisdom modifier (+4) = 14 DC.

Spell attack modifier = your proficiency bonus (+2) + your Wisdom modifier (+4) = +6 to hit.

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BACKGROUND: FOLK HERO

Feature: Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Defining Event. You previously pursued a simple profession among the peasantry as a humble leatherworker, but something happened that set you on a different path and marked you for greater things.

Blessing. A powerful fey bestowed a blessing upon you, revealing your secret origin. When attacking you, all creatures that have ever caused harm to a fey creature must make a Wisdom saving throw (DC 13) or become frightened for 1 minute.

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WILD SHAPE

* Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

* You can stay in beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

* Circle of the Moon. When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

* Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but you still must abide by the flying and swimming rules.

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CANTRIPS:

* Resistance

* Thorn Whip

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SPELLS:

* Cure Wounds

* Thunderwave

* Speak with Animals

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TRAITS:

* I have a great sense of humor, even when danger is imminent.

* I have a strong sense of fair play and always try to find the most equitable solution to arguments.

* I place no stock in wealth. Money won’t save you from a hungry owlbear.

* I have a lesson for every situation, drawn from observing nature.

* I feel far more comfortable around plants and animals than people.

BOND:

* My tools are symbols of my past life, and I carry them so that I will never forget my roots.

* Everything I do is for the preservation of nature.

* An injury to the unspoiled wilderness of my home is an injury to me.

IDEALS:

* Tyrants must not be allowed to oppress the people.

* The natural world is more important than all the constructs of civilization.

* When people follow orders blindly, they embrace a kind of tyranny.

FLAWS:

* I am slow to trust members of other races, tribes, and societies.

* My love of animals can put me in danger.

* I feel uncomfortable in enclosed spaces.

***

As they walked through the door, they felt the atmosphere of the place ominous and claustrophobic. Their nostrils were invaded by a pungent smell, a mix of rot and neglect. The corridor they walked through was dirty and poorly lit, and the still air made it difficult to breathe. Old bloodstains were visible to the adventurers, accustomed to seeing in the dark. Cells similar to the one the Party was locked in were located on the left and right, some empty while others containing creatures seemingly unconscious or dead. One of the chambers was actually an armory, containing a pile of rusty weapons and armors. Luckily enough, both Kali's greataxe and Barur's warhammer were there for the taking.

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Kali and Barur have recovered their weapons.

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“What place is this? This can't be Yartar’s prison. It looks more like a military facility complete with torture chambers”, Barur murmured, perplexed.

"Sssshhh! Remember what I said about being stealthy!", Aldarion admonished in a low voice.

As they continued to walk, a source of light became visible to their right. Trying as hard as they could to remain silent, they heard what seemed like a prayer of some kind, with a sinister peculiarity: it was being said in Infernal language.

Arzaak immediately frowned. "There's someone with some sort of connection to the Abyss here", he whispered.

"Good. Let's kill him. I hate everything related to the Abyss", Kali said with a smirk.

Arzaak looked at Kali with his eyebrows raised, pretending to be offended.

"Right. Sometimes I forget you have a pair of horns", Kali told him, in a clumsy attempt to apologize.

"Are you deaf? I said quiet!", Aldarion complained, his patience running thin.

"Who's there?", the same human voice who was intoning a demonic chant called.

"Yeah, who's there? Hairzaak, is that you?".

"Megalomagna?", Arzaak asked on impulse and without thinking.

"Dammit guys!", Aldarion exclaimed. "The idea was for us to avoid encounters and leave this pigsty as quickly as possible!".

"I wasn't planning on leaving without Megalomagna anyway", Arzaak said, visibly relieved after knowing his sword was within his reach.

Getting closer to the chamber from where the demonic chants originated from, the adventurers came across a truly macabre scene: a grim stone altar stained with blood stood in the center, and the tapestry depicted scenes of nightmarish horrors and rivers flowing with blood.

What appeared to be a person stood in front of that altar, carrying a black, skull-topped scepter in one hand and Megalomagna in the other, wearing a skull mask, a black robe, and a goat-horned headdress.

"What's the meaning of this?", a human voice came from under the mask. "What are the offerings doing here?".

"Offerings?", Arzaak asked, baffled.

"This must be a place of worship for some demon", Aldarion noted. "The stench of death and the dreadful tapestry leave little room for doubt".

"So this bastard was planning on offering us as sacrifices to his demon owner", Kali concluded.

"Was?”, the man retorted, chuckling. “I still am. The original plan was to offer you alive for him to delight on torturing you. But by escaping confinement, you leave me no choice. My Lord will have to do with your corpses!".

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A Thrall of Orcus has appeared.

THRALL OF ORCUS (Human – Fighter LV 5 / Wizard LV 3)

* Strength: 19 (+4)

* Dexterity: 11 (0)

* Constitution: 16 (+3)

* Intelligence: 14 (+2)

* Wisdom: 8 (-1)

* Charisma: 13 (+1)

* HP: 84 (5d10/3d6 + 40)

* Armor Class: 16 (chain mail)

* Attacks: +7 to hit (melee); +7 to hit (ranged), +5 to hit (cantrip/spell)

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EQUIPMENT

* Chain Shirt.

* Staff of Skulls. This staff allows the wielder to animate the remains of the dead into skeletal undead creatures and command them as per the Animate Dead The staff can't be used this way again until the next dawn.

* Cloak of the Bat. While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fa il to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

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RACIAL TRAIT: You gain one feat of your choice.

Tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

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FIGHTER SKILLS:

Fighting Style — Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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Martial Archetype. At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques.

CHAMPION ARCHETYPE

Improved Critical. Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

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WIZARD SKILLS – School of Necromancy

Necromancy Savant. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest. At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

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Level 8 Proficiency: +3

Save DC 11

Skill Proficiencies: Athletics (+7), Survival (+2), Religion (+5), Arcana (+5)

Saving Throw Proficiencies: Strength (+6), Intelligence (+4), Constitution (+4)

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ABILITIES

Dark Devotion. As a Thrall of Orcus, you have advantage on saving throws against being charmed or frightened.

Languages: Common, Infernal.

Lichloved. Mindless undead see you as an undead creature. Becoming more and more like an actual undead creature, you gain a +2 bonus on saving throws against mind-affecting, poison, sleep, paralysis, stunning and disease effects.

Thrall to a Demon Lord. You formally supplicate yourself to the Demon Lord Orcus. In return for his obedience, you gain a tiny measure of his power. While performing an evil act, you may call upon your lord to roll again a saving throw or attack roll that would have failed. Once you use this feature, you can’t use it again until you finish a short or long rest.

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CANTRIPS:

* Toll the Dead

* Chill Touch

* Ray of Frost

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SPELL LIST

1st Level (4 Available Slots):

* Cause Fear

* Protection from Evil and Good

* Ray of Sickness

* Tasha’s Hideous Laughter

2nd level (2 Available Slots):

* Invisibility

* Ray of Enfeeblement

Other known spells:

* Crown of Madness

* Detect Thoughts

* Levitate

* See Invisibility

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ROUND 1

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INITIATIVE ROLL

* Arzaak: 20

* Barur: 19

* Aldarion: 17+2

* Kali: 13+2

* Thrall: 11

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I'll only ask once, hell servant", Arzaak threatened. "Let go of the sword".

"A meek and frail descendant of wretched devils cannot demand anything from me", the Thrall retorted. "I claimed this sword for myself. My Lord and only he could take it away from me".

"Don't waste your time on this lunatic, Hairzaak", Megalomagna said. "Servants of Orcus are idiots of the worst kind".

"Orcus?", Barur asked, furrowing his eyebrows in a scowling grimace.

"Shut up, sword!", the thrall exclaimed. "Do as your master commands and help me kill my enemies".

"Yeah yeah sure. Your wish is my command", the sword replied sarcastically.

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Arzaak casts Eldritch Blast on Thrall (AC 16). Rolled 11, 15. Two hits for 1d10+5 each: 15, 9 force damage.

* Thrall of Orcus HP: 60/84

Barur casts Sacred Flame. Rolled 9. Thrall must make a Dexterity save (DC 16): 8. Failed. Thrall suffers 2d8: 10 radiant damage.

* Thrall of Orcus HP: 50/84

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Aldarion casts Resistance on Kali.

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Kali attacks Thrall twice. Rolled 8, 8. Missed.

"You seem a little clumsy, drow wench", the Thrall mocked.

“What did you say to me, you piece of shit?”, Kali roared, infuriated.

"Hmpf. Worthless. I will let my skeletons deal with you. You will make a good sacrifice for My Lord as soon as your body is cold and your tongue is inert".

Thrall uses Second Wind as a bonus action. Recovered 1d10+5: 13 HP.

* Thrall of Orcus HP: 63/84

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Thrall uses the Staff of Skulls.

As the staff of skulls was activated, its bony adornments seemed to twist and writhe with unseen necromantic energy. Suddenly, four skeletal figures began to stir, their bones rattling as they rose from the dusty floor, drawn to the dark aura emanating from the staff. With a silent gesture from the Thrall, the skeletons turned their sinister gaze to the Party and attacked.

Four skeletons appeared (14, 14, 12, 10 HP)

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ROUND 2

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SKELETONS INITIATIVE ROLL

* Skeleton 1: 15+2

* Skeleton 2: 7+2

* Skeleton 3: 18+2

* Skeleton 4: 10+2

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Arzaak casts Eldritch Blast on Thrall (AC 16). Rolled 12, 6. One hit for 1d10+5: 12 force damage.

* Thrall of Orcus HP: 51/84

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Skeleton 3 attacks Kali (AC 14) with shortsword. Rolled 10. Hit for 1d6+2: 8 slashing damage.

* Kali HP: 38/46

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Barur uses Channel Divinity - Turn Undead. All skeletons must make a Wisdom saving throw (DC 16) or be destroyed.

* Skeleton 1: 8. Failed.

* Skeleton 2: 20. Succeeded.

* Skeleton 3: 16. Failed.

* Skeleton 4: 17. Succeeded.

Skeletons 1 and 3 have been destroyed.

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Aldarion casts Thorn Whip on Skeleton 4 (AC 13). Rolled 13. Hit for 1d6: 1 piercing damage. Skeleton 4 has been pulled 10 feet towards Aldarion.

* Skeleton 4 HP: 09/10

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Kali activates Rage and attacks Thrall. Rolled 13, 16. Two hits for 1d12+6 each: 14, 7 slashing damage.

* Thrall of Orcus HP: 30/84

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"You stupid drow woman! How dare you wound me?", the Thrall uttered.

"I'm gonna tear off every limb in your damned body, impale your head on a stake and burn you along with this wretched temple", Kali said between gritted teeth, her lilac eyes brimming with fury.

Skeleton 4 attacks Aldarion. Rolled 18. Hit for 1d6+2: 7 slashing damage.

* Aldarion HP: 06/13

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Thrall attacks Kali with Megalomagna twice. Rolled 16, 1. One hit for 1d8+7: 9 / 2: 4 slashing damage.

* Kali HP: 34/46

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Upon witnessing how well the barbarian drow reacted to even Megalomagna's sharp blade, the Thrall realized fighting that Party head-on was a mistake on his part, product of his arrogance and the influence of his infamous demon lord.

Skeleton 2 attacks Arzaak with shortbow. Rolled 1. Missed.

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ROUND 3

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Megalomagna casts Vicious Mockery on the Thrall of Orcus. Thrall of Orcus must make a Wisdom saving throw (DC 15): 12. Failed. Thrall suffers 2d4: 3 psychic damage and will have disadvantage on his next attack roll.

* Thrall of Orcus HP: 27/84

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"You should let me go as the ram-head guy said, demon slave", Megalomagna said. "You're embarrassing us both here".

"I know what you are. My Lord has shared knowledge of you about me”, the Thrall said. “You're not a simple magic sword, right? I will take you with me to the Abyss, and Lord Orcus will turn you into an adequate weapon, suitable for his goals!".

"You're not taking the sword anywhere!", Arzaak exclaimed and his hands glowed with eldritch energy.

Arzaak casts Eldritch Blast on Thrall (AC 16) with advantage for being next to Kali while she is raging. Rolled 18, 6. Rolled 16, 5. Two hits for 1d10+5 each: 10, 15 force damage.

* Thrall of Orcus HP: 02/84

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Barur attacks Skeleton 4 with warhammer (advantage). Rolled 12, 19. Hit for 1d8: 6 * 2: 12 bludgeoning damage (skeletons are vulnerable to bludgeoning damage).

* Skeleton 4 HP: -03/10

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Skeleton 4 has been destroyed.

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Aldarion casts Cure Wounds on himself for 1d8+4: 11 HP.

* Aldarion HP: 13/13

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Kali attacks Thrall. Rolled 15, 14. Two hits for 1d12+6 each: 7, 9.

* Thrall of Orcus HP: -14/84

The Thrall of Orcus has died. Its remaining summoned skeleton has collapsed into a pile of bones, devoid of the necromantic energy that propels it forward.

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The Party has emerged victorious, defeating the Thrall of Orcus and his summoned skeletons. Each member has earned 3.600 + 400 = 4.000 XP for the defeated enemies in this encounter.

* Arzaak has accumulated 7.990 + 4.000 = 13.990 XP in total.

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* Kali has accumulated 8.640 + 4.000 = 12.640 XP in total.

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* Barur has accumulated 7.200 + 4.000 = 11.200 XP in total.

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* Stinger has accumulated 6.300 + 4.000 = 10.700 XP in total.

* Stinger has advanced from level 4 to level 5.

* Stinger’s HP increased by 9 (max 36).

* Stinger has learned the Superior Invisibility ability. As a bonus action, Stinger can magically turn invisible until he attacks or casts a spell, or until his concentration ends (as if concentrating on a spell). Any equipment Stinger wears or carries is invisible with him.

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* Megalomagna has accumulated 5.790 + 4.000 = 9.790 XP in total.

* Megalomagna has advanced from level 4 to level 5.

* Wielder's Strength increases by 5 as long as he/she is attuned to Megalomagna. Arzaak’s Strength ability score increased to 13 (modifier +1).

* Bonuses increased to +2, +4 against magic-users.

* New extraordinary ability unlocked – Mirror, Mirror: Fuck Off! The attuned wielder is entirely immune to divination or scrying effects. Anyone who tries will learn nothing and will be stunned by Megalomagna’s laughter for 1 minute.

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* Aldarion has accumulated 300 + 4.000 = 4.300 XP in total.

* Aldarion has advanced from level 2 to level 4.

* Aldarion's HP increased by 10 (max 23).

* Aldarion has learned the Druidcraft cantrip.

* Aldarion has four spells – Animal Friendship, Detect Magic, Thunderwave and Speak with Animals in 1st level slots and three spells – Flame Blade, Cure Wounds and Find Traps in 2nd level slots.

* Aldarion's Dexterity ability score increased to 16 (+3 modifier) – Armor Class improved to 16; and Wisdom ability score has increased to 19 (+4).

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The party has found the following treasure:

* Chain Shirt

* Megalomagna

* Staff of Skulls

* Cloak of the Bat

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“Hey! I'm not treasure! What the hell, man!”, Megalomagna exclaimed.

“What are you talking about, you crazy sword?”, Arzaak asked, puzzled.

“Never mind. Look, here's the deal: that guy was a total nutjob, the kind who drinks blood and all that jazz. And his boss, Orcus? Not exactly the sanest dude I've ever seen. If you thought a vampire was the major problem, think again. You might have stumbled into a full-blown demon lord drama that's so bad it'll make you cry”, Megalomagna said.

As the sword spoke, the Party members surveyed the chamber where the Thrall of Orcus lay dead. Their eyes swept over the grim stone altar, the macabre tapestry, and an array of sinister artifacts: a blackened staff adorned with bones and skulls; an ominous amulet pulsing with dark energy; a tome bound in human flesh and written in blood, containing dark rituals and spells dedicated to what seems to be a demonic creature; a skull carved from obsidian, with glowing red eyes that seem to follow them; a tattered cloak that seems to whisper malevolent words if you get too close; a wickedly sharp dagger forged from blackened steel, etched with unholy symbols; a swirling orb of darkness that seems to draw in all surrounding light; a chalice crafted from the bones of sacrificial victims, filled with a foul-smelling liquid that seems to shift and churn on its own; and a crown adorned with black jewels that pulse with necrotic energy.

“I ain’t takin’ any of those bloody items”, Barur grimaced, his voice thick with unease. “I can feel the aura o’ malice from a mile ’way”.

“We earned it, Barur”, Arzaak retorted. “I also don’t care for the ominous-looking stuff, but amidst them there is real treasure”.

“I agree. They stole from us. It’s only fair that we take back what we lost and more as compensation”, Kali said.

“I’ll accept nothin’ beyond what I had befor’ we got lock’d up”, Barur retorted, stubborn.

“Come on, Barur”, Aldarion said, lightheartedly. “There’s a beautiful warhammer here that suits you really, really well. It’s not cursed, I’m sure”.

Hmpf", Barur grunted, picking up the warhammer and scrutinizing it with a critical eye. "Seems decent enough. I'll take it, just to ensur' we're not leavin' quality weaponry for those demon-worshippin' cultists”.

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Items taken from the Temple of Orcus:

* 394 silver

* 85 gold

* 8 gems (50 gp each)

* 2 rubies worth 100gp each

* 1 large dark ruby worth over 500gp

* Sanctum Amulet

* Bowl of Commanding Water Elementals

* Cloak of the Bat

* Warhammer +1

* A potion (of clairvoyance).

* A feather token (Quaal's Feather Token - Tree).

----------------------------------------

“So, Megalomagna. Do you still think we should have spared that guy’s life?”, Arzaak mocked.

“It's easy to say that after finding the guy worshiping Orcus in a room full of demonic images and rivers of blood”, Megalomagna retorted. “The only thing I can say for sure, based on my centuries of experience, is that the more you kill, the more enemies you make”.

"That is...surprisingly wise", Arzaak admitted. "Specially coming from a cursed object".

"If I am cursed, it's with an intelligence higher than yours", Megalomagna retorted. "Actually, I stand corrected—my intelligence is higher than all yours combined".

"Your sword is funny", Aldarion said, holding his laughter.

Then, they heard a chuckle coming from the supposedly dead man.

"Idiots...you are such idiots. Did you really think I was on my own, and that you could come, plunder a temple of Orcus and just leave?", the thrall said, coughing blood in between laughs.

"Are you still alive, demon puppet?", Kali said with scorn. “Let’s see who’s behind that hideous mask”.

Upon taking the mask from the thrall’s face, surprise took hold of the adventurers. The servant of Orcus was none other than the “captain” of the guards, the man who incapacitated the whole Party and put them in prison.

“So it was you all along?”, Arzaak asked, baffled.

"She already knows where you are...she can feel it from miles away. She is coming for you, and then...".

"Who’s she, corrupted man? What’re ye talkin’ ‘bout?", Barur asked, weapon in hand.

"You will know as soon as you...hear her...wa...il", the man said, his voice losing strength as he uttered his last words. Appallingly enough, his lifeless expression was not of fear but of a seemingly psychotic happiness, as if he were waiting for the moment to meet his maker for a long time.

"We must go", Aldarion alerted. "Unless he is bluffing, our lives are in serious danger".

As the party attempted to make their escape, the sound of heavy footsteps echoing down the corridor soon brought them to a halt. A chill raced down their spines as they listened to the eerie echoes in the dimly lit passages, shadows flickering from torchlight adding to the sinister atmosphere. Groans and moans filled the air, leaving the adventurers uncertain of what lurked ahead—whether it was the restless dead or some other unseen menace. Negative energy pulsed with each new footstep, heightening the party's unease with every passing moment.

Two distinct voices could be heard drawing near: one, a deep and hoarse male voice, grumbling and growling unintelligibly; the other, feminine but lacking the usual pleasantness and smoothness, uttered nothing but bizarre, distorted wails and incomprehensible laments.

“We must find a way to avoid confrontation”, Aldarion whispered. “Everyone, search for secret doors. If we are lucky, we’ll find one here”.

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Aldarion makes a Wisdom (Perception) ability check (DC 15): 15. Succeeded. Aldarion has found a secret door.

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Groping the walls to his left, Aldarion seemed to have pressed a push stone that caused the wall to rotate, throwing all the adventurers to the other side of the wall.

Caught off-guard, the party was thrown off balance. The stone wall, being actually a secret door, apparently saved the adventurers from a gruesome fight. As they stood silent, they heard two creatures passing them by, moaning and growling loudly as if complaining about their prey having escaped from under their noses.

As the adventurers picked themselves up, their noses were assaulted by a stench so foul it was almost tangible—a thick, putrid miasma that choked the air.

They were in a small, dimly lit chamber, the walls close and the air stale. Each breath was a struggle against the overwhelming smell of dampness and decay. The floor was slick beneath their boots, and the grimy stone slabs and tattered curtains did little to mask the filth that pervaded every corner.

The realization that they had escaped from a deadly encounter only to end up in a latrine room was both ironic and bitterly amusing. Despite the direness of their situation, a grim chuckle echoed among them—they had indeed found a sanctuary, though not the kind any of them had ever wished for.

The cramped space of the latrine chamber barely accommodated three stalls, each enclosed by crumbling stone walls and moth-eaten curtains that offered scant privacy. Inside, simple wooden benches and rough-hewn stone slabs, coated with layers of grime and filth, served as the only furnishings, barely wide enough for a single person to lie down—if they dare.

"Are the gods playing tricks on us?", Arzaak vented as soon as the ominous voices faded in the distance. "We escape being sacrificed to a demon lord only to end up in a latrine room?".

"We shouln't question the Gods' will", Barur admonished. "If we're alive, it's by their mercy".

"You heard that, Hairzaak?", Megalomagna said. "The gods are so merciful they decided you could take a rest on top of poop. A whole lot of poop".

"Shut up, sword", Arzaak said, annoyed. "Well...at least we can reattune and recover a little. Aldarion, what about that warhammer you gave Barur? It seems quite the weapon".

"It's magical", Aldarion responded. "I can detect traces of magic in it. Be at ease, it's not cursed. But it's not super powerful, okay? I don't think the rarer stuff would be found with an insignificant underling like that thrall we defeated just now".

"Insignificant?", Kali questioned. "I found him to be quite skilled with a sword. Not as good a fighter as me, but still".

"Are you afraid of finding better warriors than you out there, Kali? You seemed a little jealous...", Arzaak mocked.

"I just admitted the guy was good. How's that being jealous?", Kali retorted.

"Whatever. Let's get some rest. Is an hour enough? Cause I don't think I can take much more than that in this place", Arzaak said.

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The Party has taken a short rest.

* Kali has recovered 10 HP (2/5 Hit Dice spent).

* Kali has attuned to a magic cloak. She still doesn't know what it does.

* Arzaak has reattuned to Megalomagna.

* Arzaak has attuned to a magical ruby. He still doesn't know what it does.

* Barur has attuned to a magical warhammer. It has a +1 bonus to attack and damage rolls.

* Aldarion has recovered 10 HP (2/4 Hit Dice spent).

* Aldarion has attuned to a magical amulet. He still doesn't know what it does.

* Stinger has recovered 7 HP (2/5 Hit Dice spent).

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* Kali HP: 44/46

* Arzaak HP: 38/38

* Barur HP: 51/51

* Aldarion HP: 23/23

* Stinger HP: 34/36

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Despite the grim surroundings, an odd sense of relief washed over the Party for having found the latrine chamber—a bizarre sanctuary amidst the dangers of the accursed dungeon they were unwillingly thrown into.

Reinvigorated by the short rest, the adventurers were ready to leave, but something unexpected had happened: there was no push stone on the inside wall.

"I guess we can't go back to where we were", Kali said. "Let's just hope this isn't a dead end or soon enough our bodies will smell of rot just like anything else here".

"I reckon I spy a corridor from 'ere", Barur grumbled. "It's a wee narrow, but what ain't in this blasted pit?".

"Good. Let's move. I'd rather fight an undead version of myself than stay here for one more minute", Arzaak said, annoyed.

"Careful what you wish, ram-head", Megalomagna retorted.

"Not in the mood, Megalomagna", Arzaak retorted. "Give me a break".

"Wow. Someone is mad for having slept in the poop", Megalomagna teased.

"Enough! Stop talking!", Arzaak snapped, attracting startled looks from the rest of the Party.

"Are you okay, buddy?", Aldarion asked.

"I'm fine. Barur, you saw the passage, you go ahead", Arzaak said, dismissive.

Barur let out a long, deep grunt and took the lead. His darkvision allowed him to see that the corridor was too narrow for two people to pass through simultaneously—just around 3 feet. In height, it was low enough so that Aldarion, the tallest of the bunch, would have to lower his head to be able to pass.

This story has been taken without authorization. Report any sightings.

"Aight, let's be movin'. There's a tad o' mold 'ere, but it ain't that uncommon underground. I reckon ye won't be bothered, havin' bunked down in a latrine room just an hour ago", Barur said with a typically dwarven chuckle.

Confident, Barur led the way through the narrow corridor, followed by Kali, Aldarion and Arzaak. The Tiefling kept his distance, opting to wait for the other Party members before making a move.

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Barur has stepped on a patch of yellow mold.

The mold has ejected a cloud of poisonous spores. Barur, Kali and Aldarion must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. While poisoned in this way, the characters take 1d10 poison damage at the start of each of their turns, and they can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a successful save.

Barur (advantage, +6): 16, 19. Succeeded.

Kali (+4): 8. Failed. Kali has suffered 13 poison damage. Kali is poisoned for 1 minute.

* Kali HP: 31/46

Aldarion: 11. Failed. Aldarion has suffered 8 poison damage. Aldarion is poisoned for 1 minute.

* Aldarion HP: 15/23

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"Ye all right, folks?", Barur asked. "Seems them spores were a mite toxic fer yer mild constitution. Best I sort this mold quick 'fore ye get ill. Arzaak lad, lend me a hand, would ye?".

"Your problem, not mine", Arzaak defied. "You could be the ones who put that there as a trap, for all I care".

"What the hell is wrong with you? Did you actually eat some of the poop you slept in?", Megalomagna asked, irritated.

"I told you to shu—".

"YOU SHUT UP!", the sword roared so resoundingly that even the stone walls vibrated. "You have no right to say no, sheepface. Help the dwarf or I'll make you regret it!".

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Arzaak makes a DC 12 Wisdom saving throw: 18. Saved.

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Reluctant and resentful, Arzaak agreed to help Barur destroy the yellow mold. First Barur tossed a torch on top of the mold patch. Then. Arzaak cast Thaumaturgy to increase the size of the flames, and the yellow mold was quickly dissolved by the fire, leaving only a rancid smell behind.

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Kali suffers 5 poison damage. Kali rerolls a DC 15 Constitution saving throw (+4): 20. Saved. The poison has been purged from her body.

* Kali HP: 26/46

Aldarion suffers 5 poison damage. Aldarion rerolls a DC 15 Constitution saving throw: 19. Saved. The poison has been purged from his body.

* Aldarion HP: 10/23

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"Damn...", this dungeon is not for amateurs, huh", Aldarion vented.

"Ye gotta be strong, elven friend", Barur said with a smirk. "The sun don't shine inside the mountain".

"That's the least of the problems", Kali interjected. "The horrible hygiene is what gets on my nerves".

"You all talk too much", Arzaak complained, tired of listening to their voices. "Come on, let's move. I wanna find some undead".

Suspicious, the Party agreed to move forward.

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The Party earns 500 XP for eliminating the yellow mold.

* Arzaak has accumulated 13.990 + 500 = 14.490 XP in total. Arzaak is unable to level up.

* Megalomagna has accumulated 9.790 + 500 = 10.290 XP in total.

* Stinger has accumulated 10.700 + 500 = 11.200 XP in total.

* Kali has accumulated 12.640 + 500 = 13.140 XP in total.

* Barur has accumulated 11.200 + 500 = 11.700 XP in total.

* Aldarion has accumulated 4.300 + 500 = 4.800 XP in total.

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"Hmmm? Something weird has happened", Megalomagna said.

"What is it?", Aldarion asked, since Arzaak refused to talk to the sword.

"It's kinda hard to explain, y'know? But let's put it this way: something's up ram-head's ass, and it's halting his progress".

"Halting his progress? Like a low quality bow that keeps you from improving?", Aldarion reasoned.

"Yes. Now imagine the bow is up your ass. That's what's happening with Mr. Infernal here".

"I can't stand you any longer, Megalomagna. If you speak another word, I'm gonna drop you in a corner and leave", Arzaak threatened.

The sword remained silent, but it's immeasurable intellect wasn't far from finding out the truth.

As the Party moved through the corridor, they entered a significantly larger, circular room adorned with numerous shelves and several desks. The shelves, laden with countless books, bore the scars of time, many devoured by bookworms or crumbling into disrepair.

Sitting behind a table, an unusual figure sat hunched over a dusty tome, its form obscured by the shadows cast by flickering torchlight. A sinister mix of the arcane and the macabre, it had pallid, mottled flesh clinging to its skeletal limbs, and upon its brow, a crown of jagged horns protruded from decaying flesh. Covering its shriveled body, tattered robes, adorned with occult symbols and sinister sigils, hanged in shreds, stained with the residue of dark rituals. It didn’t seem to pay any mind to the adventurers as it attentively flipped page after page of the old book, its eyes burning with unholy light as if searching for some hidden secret.

Beside the enigmatic creature, a towering skeleton stood sentinel, its bones bleached white with age. It was really huge, well over 7 feet tall, with a horned skull akin to that of a bull but a humanoid skeletal body. It carried an enormous great axe with both hands, seemingly with no effort.

“Could that be a lich?”, Kali asked, frowning as she pointed to the creature sitting on the table.

“It’s not. You would be long dead by now if it were”, Megalomagna said.

“Enough is enough”, Arzaak said, dropping Megalomagna on the ground. “I have better things to do”.

"What are you doing, Arzaak?", Kali asked, unhappy about his colleague's current behavior.

"Not of your business. I finally found something worth my attention, and I will not miss this chance. This is where I belong—with them", Arzaak said while gently pointing at the undead creatures with his hand.

"You're out of your mind!", Kali raged. "Are you betraying us?".

"Betray? I never even wanted to be with you. I am happy now. Leave and I will not stop you".

"And what if we stay?", Aldarion asked, curious about the answer but already prepared to do battle.

"Then we are going to kill you", a deep, guttural voice came from the creature sitting at the table.

"A sentient undead...", Barur grumbled, stern.

"My Lord and Patron finds use in those who accept undeath", the creature said. "He will be glad to have someone of infernal heritage as his newfound slave".

"I won't let that happen!", Megalomagna shouted. "Arzaak, snap out of it! Are you gonna let Orcus dominate you like that failure of a warlock?".

"Undeath is what I seek. Immortality, silence, desolation. No living forms to interrupt my studies, to speak to me when I don't want to listen. No pain, no hunger, no sleep. That's my only desire!", Arzaak stated, borderline maniacal.

"I think he's got a curse on 'im", Barur noted. "The question is what is causing it".

"We might not have time for that", Aldarion noted. "The big-horned skeleton is coming at us!".

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A deathlock and a minotaur skeleton have appeared.

INITIATIVE ROLL

* Minotaur Skeleton: 17

* Aldarion: 13+3

* Kali: 12+2

* Barur: 10

* Arzaak: 9

* Deathlock: 2+2

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ROUND 1

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Minotaur Skeleton attacks Kali with gore (charge). Rolled 11. Hit for 4d8+4: 15 piercing damage.

* Kali HP: 11/46

Kali must make a Strength saving throw (+7, DC 14): 9. Saved.

Aldarion casts Cure Wounds on Kali for 2d8+4: 7 HP.

* Kali HP: 18/46

Barur uses Channel Divinity: Turn Undead.

Deathlock makes a DC 16 Wisdom saving throw (advantage): 13, 19. Saved.

Minotaur Skeleton makes a DC 16 Wisdom saving throw: 1. Failed.

----------------------------------------

Minotaur Skeleton is turned for 1 minute or until it takes any damage.

"Nice one, Badoo! Now let's focus on the warlock wannabe!", Megalomagna exclaimed.

Arzaak has felt a strange discomfort from Barur's Channel Divinity ability and is unable to act this round.

"A drow woman who refuses to listen to the voice of the Abyss", the Deathlock said staring at Kali, dark energy swirling around his hand. "Unforgiveable".

Deathlock attacks Kali twice with Grave Bolt. Rolled 10, 1. One hit for 2d10+3: 19 necrotic damage.

* Kali HP: 00/46

----------------------------------------

Kali has fallen unconscious.

----------------------------------------

"Can you see it now, stupid Hairzaak? The best fighter in your Party is almost dead!", Megalomagna shouted, hoping it would help Arzaak snap out of whatever charm was afflicting him.

"Great. She will make a fine undead", the Tiefling retorted.

"Holy shit, how dumb can this guy be?", Megalomagna vented. "I guess I have no choice. Elven guy, lend me a hand".

"How can I help you, buddy?", Aldarion said, picking Megalomagna up.

"Well... I don't know. I can't activate this specific power by myself. It has to be him", the sword explained.

"What does that power do?", the wood elf inquired, curious.

"It sorts his problems out. But I can't force it on him. He must be willing to jump in front of the bus for someone".

"In front ot what?", Aldarion asked, puzzled.

"Of the arrow!".

"Oh I get it. Well, if he won't sacrifice himself for the dark elf, what else can we do?", Aldarion asked.

"Throw me at the warlock zombie", Megalomagna said.

"What?".

"Just do it!".

"Oh boy. This is gonna be ugly", the wood elf vented, getting ready to launch Megalomagna.

----------------------------------------

ROUND 2

----------------------------------------

Minotaur Skeleton is turned and cannot take any actions other than to move as far away from Barur as possible.

Aldarion makes a DC 13 Dexterity ability check: 19. Succeeded.

"I hope this counts as a heroic act. It counts, right Torm? IT BETTER COOOOUUUNT!", Megalomagna screamed as it flew through the air and its tip pierced the Deathlock's shoulder.

----------------------------------------

The Mark of Torm has activated. The following effects will take place for the rest of the encounter:

* Advantage on attack and saving throwsThe attuned wielder generates an aura of protection from evil 10-feet around himself;

* Deals 2d10 extra radiant damage to evil or summoned creatures upon contact;

* All evil or summoned creatures present when the Mark of Torm activates must make a Wisdom saving throw (DC 15) or be frightened until the end of Megalomagna's wielder's next turn. A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

* While Mark of Torm is active, Megalomagna's wielder feels compelled to engage in melee (two-handed) over any other means.

* New ability unlocked:

* Occlumency. As long as the Mark of Torm is active, Megalomagna’s wielder is immune to fear, charm, curses and frightening effects and any of those effects, if active on the wielder, are halted until the end of the encounter.

----------------------------------------

Deathlock makes a DC 16 Wisdom saving throw: 6. Failed.

Minotaur Skeleton makes a DC 16 Wisdom saving throw: 9. Failed.

Both enemies are frightened.

----------------------------------------

"Wow...you really pulled it off, huh?", Aldarion mumbled, astonished by the sword's prowess.

"I'm Megalomagna! Forgotten Realms, Greyhawk, Shadowfell, Feywild, Underdark, all shall acknowledge this name!".

The druid showed genuine surprise at the intelligent sword's bold statement.

----------------------------------------

Kali is unconscious. Kali makes a death saving throw (DC 10): 9. Failed (1/3).

----------------------------------------

Barur casts Cure Wounds on Kali for 2d8+8: 14 HP.

* Kali HP: 14/46

The Turn Undead effects have ceased due to Barur’s concentration breaking.

“What happened? Ouch…my head!”, Kali complained, getting up with a terrible headache but quickly assuming offensive stance as soon as she saw the menacing undead still hanging around.

Arzaak, on the other hand, was experiencing something different. As the Mark of Torm activated, his attunement to Megalomagna provided him with a insight the curse was blocking—he could finally see how much he had wronged his companions. Calm and confidently, he walked towards the deathlock, his golden eyes blazing with silent rage, and took the sword with his right hand, slashing through the undead in the process.

Arzaak attacks Deathlock (advantage). Rolled 12, 18. Hit for 1d10+6: 13 slashing damage plus 2d10: 13 radiant damage.

* Deathlock HP: 10/36

----------------------------------------

“This is what I was talking about, ram-head!”, Megalomagna celebrated. “Took you long enough, you big-horned donkey”.

“We will have a long conversation when this is over, Megalomagna”, Arzaak said, his resolve stronger than ever.

“Fine, fine, we’ll talk. Now kill that undead warlock before he makes you look like him!”.

“That’s exactly what I’m gonna do. Now you do your part and cut them good”, Arzaak replied.

Fighting through a pain the Deathlock hasn’t felt in a long time, it looked at Arzaak with palpable disdain and hatred. “You have decided to make Orcus your enemy, mortal. I was about to give you a golden opportunity and you have just thrown it away”.

“All demons, devils and undead are my enemy, wretched zombie”, Arzaak retorted. “I don’t care what or who Orcus is. I’m gonna burn this hellhole to the ground and send every one of your kind back to the Abyss you should never have left”.

“Audacious words for someone who fell victim to the simplest curse my Patron could create”, the Deathlock mocked, getting ready to cast a spell.

Deathlock casts Grave Bolt twice on Arzaak (resistant). Rolled 17, 3. One hit for 2d10+3: 17 / 2: 9 necrotic damage.

* Arzaak HP: 29/38

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ROUND 3

----------------------------------------

“Kali”, Arzaak called.

“What?”, the barbarian replied, not taking her eyes from the enemy.

“Sorry”, the Tiefling said.

“Fuck you”, Kali replied with a smirk.

Snorting a little laugh, Arzaak got ready to attack again.

Minotaur Skeleton attacks Barur with gore (charge). Rolled 1. Missed.

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Aldarion uses Wild Shape as a bonus action to transform into a Lion (CR 1). Aldarion expends the Speak with Animals spell slot to regain 1d8: 7 HP.

* Aldarion HP: 17/23

Aldarion has turned into a Lion (26 HP, AC 12, Perception +3, Stealth +6, Keen Smell, Pack Tactics, Pounce, Running Leap, Bite (+5 to hit, 1d8+3 piercing), Claw (+5 to hit, 1d6+3 slashing). He can stay in this form for 4 hours maximum.

Aldarion attacks Minotaur Skeleton with Pounce (advantage). Rolled 14, 20. Critical hit for 2d6+3: 9 slashing damage.

* Minotaur Skeleton HP 69/78

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Minotaur Skeleton must make a Strength saving throw (+4, DC 13): 15. Saved.

Kali activates Rage and attacks Minotaur Skeleton (advantage): 13, 4. 15, 20. One normal hit and one critical hit for 1d12+6 and 2d12+6: 15, 18 slashing damage.

* Minotaur Skeleton HP 36/78

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Barur attacks Deathlock with warhammer +1. Rolled 19. Hit for 1d8+1: 2 bludgeoning damage.

* Deathlock HP: 08/36

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"This is the end, warlock", Arzaak said as Megalomagna's Mark of Torm glowed a bright golden light.

"Even if you kill me, my Lord will bring me back. You can never really defeat undeath, half-blood. We will torment you and haunt you like a wave of nightmares, forever!", the deathlock hissed, to what Arzaak responded with a war cry.

Arzaak attacks Deathlock (advantage). Rolled 9, 10. Hit for 1d10+5: 12 slashing damage plus 2d10: 3 radiant damage.

* Deathlock HP: -07/36

The Deathlock has been destroyed.

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ROUND 4

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Minotaur Skeleton attacks Barur with greataxe. Rolled 6. Missed.

Aldarion (Lion) attacks Minotaur Skeleton with Bite (advantage). Rolled 11, 8. Hit for 1d8+3: 5 piercing damage.

* Minotaur Skeleton HP 31/78

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Kali attacks Minotaur Skeleton (advantage): 14, 18. 1, 4. One hit for 1d12+6: 10 slashing damage.

* Minotaur Skeleton HP 21/78

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Barur attacks Minotaur Skeleton (advantage) with warhammer +1. Rolled 2, 16. Hit for 1d8+1: 4 bludgeoning damage.

* Minotaur Skeleton HP 17/78

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Arzaak attacks Minotaur Skeleton (advantage). Rolled 15, 6. Hit for 1d10+3: 11 slashing damage plus 2d10: 15 radiant damage.

* Minotaur Skeleton HP -09/78

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As Megalomagna, empowered by the Mark of Torm, sliced through the ancient bones of the Minotaur Skeleton, its sharp edge glowed with radiant energy that crackled and seared through the marrow. The formidable undead shattered into a cascade of splintered bones, clattering to the ground in a heap of dust and fragments. The deathlock had no better luck, as the sword cleaved through the necrotic flesh of the fiendish creature. Its undead form wavered, the dark magic that kept it together unable to withstand the sheer damage. As the final blow landed, a burst of radiant energy erupted from the sword, engulfing the deathlock in a blinding flash before its twisted form dissolves into nothingness, banished from the realm of living.

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The Party has emerged victorious, defeating the Deathlock and the Minotaur Skeleton. Each member has earned 2.200 + 900 = 3.100 XP for the defeated monsters in this encounter. Megalomagna has earned 1.000 plus XP as a gift from Torm.

Arzaak has accumulated 14.490 + 3.100 = 17.590 XP in total.

* Arzaak has advanced from level 5 to level 6.

* Arzaak’s HP increased by 7 (max 45).

* Otherworldly Patron feature unlocked: Misty Escape. You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

* Arzaak has learned the third level spell Remove Curse.

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Megalomagna has accumulated 10.290 + 3.100 + 1.000 = 14.390 XP in total.

* Megalomagna has advanced from level 5 to level 6.

* Wielder's Strength increases by 5 as long as he/she is attuned to Megalomagna. Arzaak’s Strength ability score increased to 13 (modifier +1).

* Megalomagna has learned the Booming Blade cantrip.

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Stinger has accumulated 11.200 + 3.100 = 14.300 XP in total.

* Stinger has advanced from level 5 to level 6.

* Stinger's HP increased by 9 (max 45).

* Stinger's size has increased from "tiny" to "small".

* Bite/Sting damage increased to 1d6+3 piercing damage.

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Kali has accumulated 13.140 + 3.100 = 16.240 XP in total.

* Kali has advanced from level 5 to level 6.

* Kali's HP increased by 8 (max 54).

* Aspect of the Beast feature unlocked: Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

* Number of rages per long rest increased to 4.

* Kali has learned that the cloak she is attuned to is a Cloak of the Bat. She still doesn’t know how to use it or what functions it has.

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Barur has accumulated 11.700 + 3.100 = 14.800 XP in total.

* Barur has advanced from level 5 to level 6.

* Barur's HP increased by 9 (max 60).

* Feature unlocked: Blessed Healer. Healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

* Barur can now use his Channel Divinity power twice between long or short rests.

* Barur has learned the third level spell Mass Healing Word.

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Aldarion has accumulated 4.800 + 3.100 = 7.900 XP in total.

* Aldarion has advanced from level 4 to level 5.

* Aldarion's HP increased by 5 (max 28).

* Aldarion's proficiency bonus increased to +3.

* Aldarion has learned the third level spells Speak with Plants and Water Breathing.

* Aldarion has learned that the amulet he is attuned to is a Sanctum Amulet. He still doesn’t know how to use it or what functions it has.

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The following treasure has been found:

* 10 gems worth 100gp each

* 150 silver pieces

* Pipes of Haunting

* Headband of Intellect

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Relieved by the fantastic victory guaranteed to the Party by Megalomagna, the adventurers sat down on the floor, hoping that the ancient library would be peaceful enough for them to rest.

Kali, Barur, and Aldarion scanned the chamber in search of a minimally acceptable place to sit, and having found one, they sat down, exhausted. However, they soon noticed that Arzaak hadn't done the same. The furious and determined expression he had worn when he magnificently faced the undead had now been replaced by a grim, taciturn, and visibly uncomfortable expression in the presence of the adventurers.

"What have I done? Have I actually destroyed my undead brothers?", Arzaak asked, nervous.

"Brothers?", Barur asked, frowning. "Those were undead. They're brothers to no one, son".

"I know you put me through some sort of charm so I would destroy them. I won't forgive you for what you've done!", Arzaak threatened, unconsciously going for Megalomagna. The sword seized the opportunity to flick and cut the leather strap holding a large dark ruby in Arzaak's possession, causing it to fall onto the ground.

"That ruby...", Barur mumbled. "It reeks of demonic magic. That's the source o' the curse, I'm sure".

Still transformed into a lion, Aldarion did not think twice, pouncing over Arzaak as swiftly as he could, pinning him to the floor.

"What are you doing, stupid creature? Let me go!", Arzaak thrashed around, to no avail.

"Well done, elf friend", Barur said, taking the ruby with one hand while holding his holy symbol with the other.

"Careful with that, Barur", Kali warned.

"No need to worry 'bout me. I ain't attuned to this piece o' crap n' I dun't plan on givin' it time to ingrain its curses on me", Barur replied, ready to chant a divine spell.

----------------------------------------

Barur casts Remove Curse.

----------------------------------------

With a solemn prayer to Moradin, Barur channeled divine power through his holy symbol, imbuing his hand with the radiant energy of his deity. The air crackled with suppressed tension, the very essence of the gem resisting the cleric’s efforts to break its hold. Despite the evil magic’s resistance, Barur's resolve remained unshaken. With a final, determined gesture, Barur commanded the curse to be broken in the name of Moradin and, for a moment, there was nothing but silence, as if the very fabric of reality held its breath in anticipation. Then, with a sudden release of pent-up energy, the cursed ruby cracked, the proud dwarf seizing the chance to crush it into pieces in a burst of radiant light.

----------------------------------------

Barur has earned 1.000 XP for having removed the curse afflicting Arzaak.

* Barur has accumulated 14.800 + 1.000 = 15.800 XP in total.

----------------------------------------

“The simplest curse, huh…”, Barur grumbled, lost in thought as he witnessed the shards fall and slowly dissolve as if bathed in acid.

Transforming back into his original form, Aldarion stood up and offered Arzaak a hand. "Are you okay, buddy? Feeling like a burden has been taken from your shoulders?".

"I feel...strange", Arzaak said, a little disoriented. "A mix of shame and rage. Silent but unquenchable rage".

"Focus that rage on your enemies", Kali said, convinced that Arzaak has been healed from the curse. "They tried to control you, as the drow tried to control me. But they will never succeed as long as your spirit is free".

Arzaak remained thoughtful for a few seconds, then looked at Megalomagna.

"Megalomagna", he called.

"What?".

"Thank you", he said, embarrassed and visibly not used to showing gratitude.

"I told you to be careful what you wish for, didn’t I? That was an undead version of yourself indeed. And you could have become one of those! You would stink so bad I wouldn’t want to hang around even though I don’t have a sense of smell!", Megalomagna lectured.

"I know. I’m gonna be more careful from now on. I have received inspiration for the Remove Curse spell, and I’ll be sure to keep it prepared at all times. Even if I’m not the strongest—or the smartest—of the bunch, I can’t give myself the right to cause you guys this much trouble".

"Dun't think 'bout it, yun' lad", Barur said with a friendly laugh, his expression quickly turning serious again. "Now what I’m worried about is the relic and the bloodsuckin' vampire. Are we strong enough to fight him already? I fear for all civilized races if that damn undead puts his hands on the talisman".

"I don't know. Probably not", Arzaak reasoned. "A vampire is not small fry like skeletons and zombies. It's an intelligent and cunning monster. It would probably be wiser to ask help from Yartar's government than to try and take on the undead monster without backup".

"Then I guess we are set", Aldarion declared, resolute. More than to survive, our main goal is to escape this accursed dungeon and fetch a meeting with the city's governor. And if he or she is not willing to help, I'll turn into a giant crocodile and take you up the River Dessarin".

"That...sounds easier said than done", Kali pondered.

"Probably", Aldarion replied with a lighthearted smile. "Anyway, let's get out of here".

"Aren't you guys being too loud? If I remember correctly, you ended up in a latrine room because you were running from something", Megalomagna admonished.

"Yer right", Barur answered. "But we're not runnin' anymore. We'll take 'em down if we cross paths 'again".

Kali, Arzaak and Aldarion exchanged confused glances.

"Stinger", Arzaak called, and his familiar suddenly became visible, to the Party's—except Arzaak's—astonishment.

"Have you been there all this time?", Aldarion asked the pseudodragon, who replied with a positive roar.

"He has grown!", Kali noted.

"He is becoming quite strong. If he continues to grow like this, we might need to plunder a dragon's hoard in order to buy his meat", Arzaak said, offering him a generous chunk of jerked beef that disappeared from the Tiefling's hand in less than a second.

"I can't wait", Kali said.

"Now, Stinger, please turn invisible again and scan the surroundings. If you find any enemies or visible traps, let me know immediately, okay?", Arzaak commanded, and the loyal familiar swiftly flew through the corridor, disappearing from view.

----------------------------------------

A minute had passed.

Two minutes.

Three.

Five minutes and nothing of the Pseudodragon.

----------------------------------------

"Something's off", Arzaak said, worried. "Stinger is fast and agile. There's no way he would take this long just to scout the surroundings".

Then, a high-pitched scream— that Arzaak immediately recognized as belonging to Stinger, echoed in the distance.

"What? Stinger! Why didn't he contact me telepathically? Come on, let's go after him, quickly", Arzaak exclaimed as he darted in the voice's direction.

"Wait, Arzaak!" Aldarion shouted, hoping that the Tiefling would cool his head and proceed with caution. In a dungeon like that, traps and cruel monsters capable of mimicking the voice of a loved one were abundant.

As expected, Arzaak ignored Aldarion's plea. As a result, everyone had to run after him, like adults chasing after a mischievous child. However, in this case, the child wasn't running out of mischief but out of desperation to reach their endangered kin, and nothing seemed capable of stopping him.

Then, as Arzaak turned the corner, he let out a scream that startled the Party. Apparently, he had been injured.

Rolling an attack roll: 20. Critical hit for 2d8+5 plus 5d6: 23 piercing damage.

* Arzaak HP: 06/45

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As the adventurers rounded the corner, they came face to face with a diminutive figure, smaller than a hobbit, clad in leather clothes and a hood, wielding a rapier. Arzaak lay prone, indicating he had been attacked from behind.

"Arzaak!", Kali yelled. "You imbecile!".

"This won't go unpunished, you cowardly little goblin", Arzaak said, pointing a finger at the elusive enemy.

----------------------------------------

Arzaak casts Hellish Rebuke. Arcane Trickster makes a Dexterity save: 15. Saved. Suffered no damage.

----------------------------------------

"Hmph. A stupid, naive Tiefling calling me a coward. I merely fight with intelligence, unlike you, who’s nothing but a horned animal", the goblin retorted, dignified.

"A goblin wit’ thief skills? Who could ‘ave thought what these little bugs are capable", Barur pondered, ready to crush the creature's head with his hammer.

"Where's the pseudodragon, wretched goblin?", Aldarion questioned.

"The little dragon is my hostage", the goblin laughed. "My watch hound is taking care of it while I deal with you. An offering like this to Lord Orcus will greatly help me climb the hierarchy".

"For a rogue, you talk too much", Kali said, growing furious. "I'll rip your tongue off so you won't bother me anymore".

----------------------------------------

An Arcane Trickster has appeared.

ARCANE TRICKSTER

(Goblin – Rogue LV 10)

* Strength: 10 (0)

* Dexterity: 20 (+5)

* Constitution: 16 (+3)

* Intelligence: 19 (+4)

* Wisdom: 8 (-1)

* Charisma: 12 (+1)

* HP: 76 (10d8 + 30)

* Armor Class: 17 (studded leather armor)

* Attacks: +9 to hit (melee); +9 to hit (ranged), +8 to hit (cantrip/spell)

EQUIPMENT

* Rapier 1d8+5

* Hand Crossbow 1d6+5

* Cape of the Mountebank. This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

----------------------------------------

Languages. You can speak, read, and write Common, Infernal and Goblin.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage equals your level to the creature. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

----------------------------------------

Level 10 Proficiency: +4

Save DC 16

Skill Proficiencies: Perception (+3), Sleight of Hand (+9), Stealth (+9), Arcana (+8), Deception (+5)

Saving Throw Proficiencies: Dexterity (+9), Intelligence (+8)

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ABILITIES

Sneak Attack. You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves' Cant. You learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages.

Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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ARCANE TRICKSTER ARCHETYPE

Cantrips. You know four cantrips: mage hand and three other cantrips of your choice from the wizard spell list.

Spells. You have four 1st level and three 2nd level spell slots.

Mage Hand Legerdemain. When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

* You can stow one object the hand is holding in a container worn or carried by another creature.

* You can retrieve an object in a container worn or carried by another creature.

* You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush. If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Dark Devotion. You have advantage on saving throws against being charmed or frightened.

Languages: Common, Goblinoid, Infernal.

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CANTRIPS

* Mage Hand

* Prestidigitation

* Dancing Lights

* Minor Illusion

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SPELLS

1st Level (4 Slots):

* Disguise Self

* Grease

* Detect Magic

* Tasha's Hideous Laughter

2nd level (3 Slots):

* Invisibility

* Detect Thoughts

* Misty Step

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ROUND 1

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INITIATIVE ROLL

* Kali: 19+2

* Barur: 20

* Aldarion: 18

* Arcane Trickster: 12+5

* Arzaak: 1

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Kali activates Rage. Kali attacks Arcane Trickster twice. Rolled 7, 16. One hit for 1d12+4: 16 slashing damage. Arcane Trickster uses Uncanny Dodge reaction to halve the damage.

* Arcane Trickster HP: 68/76

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Barur casts Prayer of Healing. All Party members recover 2d8+5: 18 HP.

* Arzaak HP: 24/45

* Kali HP: 32/54

* Barur HP: 60/60

* Aldarion HP: 28/28

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Aldarion uses Wild Shape (2/2) as a bonus action to turn into a Dire Wolf (37 HP, AC 14, Perception +3, Stealth +4, Keen Hearing and Smell, Pack Tactics, Bite (+5 to hit, 2d6+3 piercing. The target must succeed on a DC 13 Strength saving throw or be knocked prone).

Aldarion attacks Arcane Trickster with advantage. Rolled 10, 16. Hit for 2d6+3: 14 piercing damage. Arcane Trickster uses Uncanny Dodge reaction to halve the damage.

* Arcane Trickster HP: 61/76

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Arcane Trickster makes a DC 13 Strength saving throw: 20. Saved.

Arcane Trickster casts Invisibility.

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"He really is a coward", Kali said between gritted teeth. "Goblins are trash, after all".

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Arcane Trickster casts Tasha's Hideous Laughter on Kali.

Kali makes a DC 16 Wisdom saving throw: 14. Failed.

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Suddenly, Kali started to find everything around her funny, to the point of falling into fits of laughter. The effect was so strong she feel prone, utterly incapacitated and unable to stand.

"Tasha...", Arzaak mumbled, then he turned his gaze to the goblin. "Don't expect to get away in one piece, worm".

"You expect to kill me when you can't even save your pet?", the trickster mocked, full of malice.

"Give him back! Do it before I smash your skull with a blast!", Arzaak threatened, eldritch energy swirling around his whole body as his golden eyes blazed with fury.

"Hairzaak, leave the threatening to me", Megalomagna interjected. "I'll show this pile of green crap the meaning of pain. Just attack with me and I'll handle the rest".

"Fine", he said, unsheathing Megalomagna.

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Megalomagna casts Booming Blade.

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Arzaak attacks Arcane Trickster with advantage (pack tactics). Rolled 17, 15. Hit for 1d8+5: 8 slashing damage plus 1d8: 7 thunder damage.

* Arcane Trickster HP: 46/76

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"This sword...why can't I avoid its slashes?", the Arcane Trickster mumbled, perplexed.

"You can't avoid me, goblin. Maybe you should have learned to withstand damage instead of running away from it", Megalomagna mocked.

"Damn you! I won't forget this!", he said.

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Arcane Trickster casts Dimension Door.

The Party has earned 1.000 XP for surviving the encounter.

* Arzaak has accumulated 17.590 + 1.000 = 18.590 XP in total.

* Megalomagna has accumulated 14.390 + 1.000 = 15.390 XP in total.

* Stinger has accumulated 14.300 + 1.000 = 15.300 XP in total.

* Kali has accumulated 16.240 + 1.000 = 17.240 XP in total.

* Barur has accumulated 15.800 + 1.000 = 16.800 XP in total.

* Aldarion has accumulated 7.900 + 1.000 = 8.900 XP in total.

----------------------------------------

"He disappeared 'gain", Barur grumbled.

"I think he teleported away this time", Arzaak pondered.

Aldarion, still in dire wolf form, nodded positively. His enhanced senses of hearing and smell while in beast shape provided reliable certainty that the enemy was no longer around.

Kali makes a DC 16 Wisdom saving throw with advantage: 18. Saved. The effects of Tasha's Hideous Laughter on her have ceased.

"Damn that goblin!", Kali roared, her jaws aching from laughing too much for too long.

"Stinger...what's gonna happen to him?", Arzaak thought aloud, ignoring Kali's nagging.

"Safe", the Tiefling heard inside his head. "Worry. Not".

"Stinger!".

With a puff, the pseudodragon appeared, the way he does when he returns from his pocket dimension.

* Stinger HP: 12/45

----------------------------------------

"You look hurt!", Arzaak exclaimed, worried like a father seeing his child in pain.

"Fight. Big. Ugly. Fey. Will. Heal".

"A big ugly fey? You got into a fight with a fey creature?", Kali interjected, massaging her lower jaw to ease the pain.

The familiar nodded.

They exchanged glances with Aldarion, the expert in fey creatures and wild beasts in general. Sighing, he transformed back into his original form.

"I was planning on staying in wolf form so I could smell any dangers, but it seems we have a bigger priority right now. Listen: not all fey are playful, benign creatures like sprites and pseudodragons. Some fey, like hags, redcaps and yeth hounds, are evil, cruel and vicious. They delight in causing terror, and most of them live off humanoid flesh".

"That's horrible", Arzaak mumbled, ashamed for allowing his familiar to go through such mortal danger.

"Hairzaak, your friends are trying to tell you something but since they're just too soft, I'll say it: you're an idiot", Megalomagna asserted.

"Why are you insulting me? For caring about my familiar?", Arzaak retorted.

"Nothing wrong with that. But you went running like a duck straight to the crocodile's mouth just because you heard a voice that sounded exactly like little draggy's, without even caring about the dangers you were putting yourself in. This is a dungeon, y'know? There are traps everywhere. And there are enemies much, MUCH smarter than you. You're not a novice anymore, sheepface. Time to grow up and face things with a cool head. Or you can just die and I'll find something better to do".

"Wow. Now that's a compelling speech", Aldarion said and laughed.

"You're such an asshole", Arzaak told Megalomagna. "If you were a person, I would punch you in the face right now. But I guess you're right. I acted like a child and put everyone in danger. The pain I’m feeling from that goblin’s backstabbing will serve as a reminder. I'm sorry, everyone", the Tiefling said, bowing.

"Yer dun't have to be sorry, yun' lad", Barur said with a smirk. "Ye saved us back there 'gainst the undead. We're glad to have ye with us".

"Thanks, Barur”, Arzaak said, with an embarrassed but genuine smile.

"We need to find a safe place to rest", Aldarion said, pulling a tuft of wolf fur from behind his ear. "I don't know about you, but I'm exhausted".

"We all are", Kali said. "Yet, I don't feel comfortable—or safe—enough to rest for more than an hour here".

"Stinger here is extremely perceptive and will let us know of any threats. Megalomagna, on the other hand, has no need to sleep and won't waste a chance to scare us to death with its thunderous scream.

"You seem rather carefree for someone who was desperate about losing his familiar just a couple minutes ago", Megalomagna pointed out.

"Maybe I am", Arzaak replied. "But if we don't take our time and recover, we might end up dead anyway. So I suggest we find a safe spot in this accursed dungeon and take a nap".

"The library seemed secure enough now that the undead 'ave been vanquish'd. Maybe we coul' fortify the passage and the other ingress with crates and that should keep any potential threats 'way", Barur pondered.

"Seems acceptable", Kali said, tilting her head. The other Party members nodded in agreement, and they proceeded as planned.

----------------------------------------

The Party has taken a long rest.

All HP restored.

* Arzaak HP: 45/45

* Kali HP: 54/54

* Barur HP: 60/60

* Aldarion HP: 28/28

* Stinger HP: 45/45

----------------------------------------

Arzaak has memorized the following spells:

* 3rd level (2 slots): Remove Curse and Hold Person

* Hellish Rebuke (as a 2nd level spell, 1/Day – Tiefling Racial Trait)

* Darkness (1/Day – Tiefling Racial Trait)

Arzaak has attuned to a magical headband. He still doesn't know what it does.

----------------------------------------

Kali has recovered her Rage uses.

Kali has attuned to a magical flute. She still doesn't know what it does.

----------------------------------------

Barur has recovered his Channel Divinity uses.

Barur Goldheart has memorized the following spells:

* 1st level (4 slots): Protection from Evil and Good, Bless, Healing Word and Guiding Bolt

* 2nd level (3 slots): Cure Wounds, Lesser Restoration and Prayer of Healing

* 3rd level (3 slots): Revivify, Remove Curse and Mass Healing Word.

----------------------------------------

Aldarion has recovered his Wild Shape uses.

Aldarion has memorized the following spells:

* 1st level (4 slots): Animal Friendship, Detect Magic, Thunderwave, Speak with Animals

* 2nd level (3 slots): Flame Blade, Cure Wounds, Find Traps

* 3rd level (2 slots): Speak with Plants, Water Breathing

----------------------------------------

Kali was the first to wake up, her honed senses sharpened from sleeping in the wilderness, making her a light sleeper.

However, what caught her attention was not the presence of a wild beast or a natural disaster. Instead, it was a smell—a horrible stench of death and decay.

What gave her a nagging feeling was that the smell hadn't been there before. It either belonged to something that had started to rot away as they slept, or it was something that was moving towards them. In the latter case, the best course of action was to wake everyone up.

It wasn't even necessary. Suddenly, the crates and shelves the Party had used to barricade the library began to be tossed around, as if a giant were making its way through them.

"What the hell is going on?", Arzaak exclaimed, jolting awake.

"What pungent smell", Aldarion said with a grimace.

"Smells like a month-old ale sloshed 'round in a boot, mixed with the scent of unwashed socks and the whiff of grandma's cookin' gone wrong", Barur grumbled, managing to remove the grimace from Aldarion's face with such a hilarious description.

"It's coming, folks", Kali alerted. "Get your weapons ready".

Then, to the adventurers' astonishment and horror, the perpetrator of such chaos was neither a giant nor a zombie. Instead, an enormous plant, or rather a husk of matted vegetation, walking on root-like tendrils, some of which were sometimes raised and flailed like tentacles, came into view. Its upper surface bore multiple flowers, conical and tipped in red, each of them emitting a hideous stench. Bones and more intact pieces of humanoid corpses, including skulls, protruded from its midsection as it lunged forward.

----------------------------------------

A Corpse Flower (127 HP) has appeared.

----------------------------------------

INITIATIVE ROLL

* Aldarion: 19+3

* Barur: 16

* Kali: 14+2

* Corpse Flower: 3+2

* Arzaak: 4

----------------------------------------

ROUND 1

----------------------------------------

All Party members must make a DC 14 Constitution saving throw or be incapacitated until their next turn due to the corpse flower's stench of death.

Aldarion: 12. Failed. Aldarion is incapacitated.

Barur: 15. Saved.

Kali: 11. Failed. Kali is incapacitated.

Arzaak: 20. Saved.

----------------------------------------

Barur casts Guiding Bolt. Rolled 12. Hit for 4d6: 18 radiant damage, and the next attack against this creature has advantage.

* Corpse Flower HP: 109/127

----------------------------------------

Arzaak casts Eldritch Blast. Rolled 1, 5. Rolled 4. One hit for 1d10+5: 13 force damage.

* Corpse Flower HP: 96/127

----------------------------------------

Megalomagna casts Vicious Mockery.

Corpse Flower must make a DC 16 Wisdom saving throw: 6. Failed. Corpse Flower suffered 2d4: 2 psychic damage and will have disadvantage on the next attack roll.

* Corpse Flower HP: 94/127

----------------------------------------

Corpse Flower uses a corpse (1/5) to animate it as a zombie (22 HP) as a bonus action.

Corpse Flower attacks Barur with two tentacles. Rolled 4, 11. Rolled 3. Missed.

That zombie's wearin' the same cloth's as those guys we fought under the river", Barur noted.

"Has this aberration...eaten their corpses?", Arzaak questioned, horrified.

"One mor' reason for us not to lose", Barur said with a chuckle. "I ain't turnin' into a plant zombie, ye can count on that".

----------------------------------------

Corpse Flower attacks Kali with one tentacle. Rolled 7. Missed.

----------------------------------------

ROUND 2

----------------------------------------

Aldarion makes another DC 14 Constitution saving throw. Rolled 17. Saved. Aldarion is no longer incapacitated.

Aldarion uses Wild Shape (1/2) as a bonus action to turn into a Dire Wolf.

Aldarion attacks Corpse Flower with bite (advantage). Rolled 11, 10. Hit for 2d6+3: 12 piercing damage. Corpse Flower must make a DC 13 Strength saving throw: 1. Corpse Flower has been knocked prone.

* Corpse Flower HP: 82/127

----------------------------------------

"Well done, elf brother", Barur said, grasping his holy symbol.

Barur uses Channel Divinity: Destroy Undead. Zombie must make a DC 16 Wisdom saving throw: 7. Failed. The zombie has been destroyed.

Kali makes another DC 14 Constitution saving throw. Rolled 9. Failed. Kali is still incapacitated.

Corpse Flower must spend its turn solving the prone condition.

Arzaak casts Eldritch Blast. Rolled 11, 20. One normal and one critical hit for 1d10+5 plus 2d10+5: 12, 9 force damage.

* Corpse Flower HP: 61/127

----------------------------------------

Megalomagna casts Vicious Mockery.

Corpse Flower must make a DC 16 Wisdom saving throw: 3. Failed. Corpse Flower suffered 2d4: 3 psychic damage and will have disadvantage on the next attack roll.

* Corpse Flower HP: 58/127

----------------------------------------

ROUND 3

----------------------------------------

Aldarion attacks Corpse Flower with bite (advantage). Rolled 12, 19. Hit for 2d6+3: 9 piercing damage. Corpse Flower must make a DC 13 Strength saving throw: 16. Saved.

* Corpse Flower HP: 49/127

Barur casts Sacred Flame. Corpse Flower must make a DC 16 Dexterity saving throw: 13. Failed. Corpse Flower suffers 2d8: 9 radiant damage

* Corpse Flower HP: 40/127

----------------------------------------

Kali makes another DC 14 Constitution saving throw. Rolled 16. Saved. Kali is no longer incapacitated.

Kali attacks twice with greataxe. Rolled 8, 7 (AC 12, +7 to hit). Two hits for 1d12+4 each: 6, 11 slashing damage.

* Corpse Flower HP: 23/127

Corpse Flower digested a corpse as a bonus action to regain 2d10: 13 HP. A bunch of coins and items have fallen to the ground.

* Corpse Flower HP: 36/127

Corpse Flower attacks Kali (disadvantage), Barur and Aldarion with one tentacle each (+5 to hit). Rolled 12, 18. Rolled 3, 8.

Kali has been hit for 2d6+2: 8 bludgeoning damage. Kali must make a DC 14 Constitution saving throw. Rolled 5. Failed. Kali suffered 4d6: 14 poison damage.

* Kali HP: 32/54

----------------------------------------

Arzaak casts Eldritch Blast (AC 12, +8 to hit). Rolled 9, 1. Rolled 5. Two hits for 1d10+5 each: 10, 11 force damage.

* Corpse Flower HP: 15/127

----------------------------------------

"I'm tired of cursing a plant", Megalomagna said. "Wake me up when this is over".

"Take this seriously, dammit", Arzaak complained. "This monster makes zombies out of corpses".

Arzaak could hear Megalomagna snore.

"You're hopeless", Arzaak said.

----------------------------------------

ROUND 4

----------------------------------------

Aldarion attacks Corpse Flower with bite (advantage). Rolled 18, 19. Hit for 2d6+3: 7 piercing damage. Corpse Flower must make a DC 13 Strength saving throw: 4. Failed. Corpse Flower has been knocked prone.

* Corpse Flower HP: 08/127

----------------------------------------

"Time to put this aberration down fer good", Barur said.

Barur casts Sacred Flame. Corpse Flower must make a DC 16 Dexterity saving throw: 7. Failed. Corpse Flower suffers 2d8: 10 radiant damage.

* Corpse Flower HP: -02/127

----------------------------------------

As radiant damage struck the Corpse Flower, its decaying petals wilted and blackened, emitting an even more horrible stench. Holy energy seared through the plant's body, causing it to thrash, shrivel and decay, its colors turning sickly and dark as the light purged the plant's unnatural vitality until nothing but a pile of lifeless, charred and dismantled vines and tendrils remains. In the same fashion, the animated zombie, already in a state of decay, was further consumed by the radiant energy., emitting a noxious smoke as the holy light burned away the dark magic that binds it.

----------------------------------------

The Party has emerged victorious, defeating the corpse flower and a zombie. Each Party member earns 7.800 + 100 = 7.900 XP for the defeated monsters in this encounter.

Arzaak has accumulated 18.590 + 7.900 = 26.490 XP in total.

* Arzaak has advanced from level 6 to level 7.

* Arzaak’s HP increased by 7 (max 52).

* New Eldritch Invocation learned: Investment of the Chain Master. You infuse your familiar with a measure of your own eldritch power, granting the creature the following benefits:

* The familiar gains a swimming speed of 40 feet.

* As a bonus action, you can command the familiar to take one of his available actions.

* The familiar's attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

* If the familiar forces a creature to make a saving throw, he can use your spell save DC instead.

* When your familiar takes damage, you can use your reaction to grant him resistance against it.

* Arzaak's spell slot level increased to 4.

* Arzaak has learned the fourth level spell Blight.

* Arzaak has learned that the headband he is attuned to is a Headband of Intellect. He surmises that it raises his Intelligence.

----------------------------------------

Megalomagna has accumulated 15.390 + 7.900 = 23.290 XP in total.

* Megalomagna has advanced from level 6 to level 7.

* Wielder's Strength increases by 6 as long as he/she is attuned to Megalomagna. Arzaak’s Strength ability score increased to 14 (+2).

* New primary ability unlocked: Bioradar. Can sense the location of any creature that isn’t a construct or an undead in a 30-feet radius centered on itself.

* Megalomagna has learned the spell Dissonant Whispers.

----------------------------------------

Stinger has accumulated 15.300 + 7.900 = 23.200 XP in total.

* Stinger has advanced from level 6 to level 7.

* Stinger's HP increased by 9 (max 54).

* Multiattack feature unlocked. Stinger makes two attacks: one with bite and one with the sting in his tail.

----------------------------------------

Kali has accumulated 17.240 + 7.900 = 25.140 XP in total.

* Kali has advanced from level 6 to level 7.

* Kali's HP increased by 8 (max 62).

* Feral Instinct feature unlocked. Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

* Kali has learned that the Cloak of the Bat favors stealthy behavior (Dexterity (Stealth) skill checks have advantage).

* Kali has learned that the flute she is attuned to is a Pipes of Haunting.

----------------------------------------

Barur has accumulated 16.800 + 7.900 = 24.700 XP in total.

* Barur has advanced from level 6 to level 7.

* Barur's HP increased by 9 (max 69).

* Barur has learned the fourth level spell Death Ward.

----------------------------------------

Aldarion has accumulated 8.900 + 7.900 = 16.800 XP in total.

* Aldarion has advanced from level 5 to level 6.

* Aldarion's HP increased by 5 (max 33).

* Druid Circle features unlocked:

* Circle Form. You can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

* Primal Strike. Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

* Aldarion has learned the third level spell Wind Wall.

* Aldarion has learned that the Sanctum Amulet can cast the Spare the Dying cantrip as a bonus action.

----------------------------------------

The following treasure has been found with the slain monsters:

* a couple of rusty swords

* a rusty mace

* a short bow

* a cracked shield

* a broken staff

* a crude helmet

* 120 gp

* 1638 cp

* 142 sp

* 9 gems worth 10gp each

----------------------------------------

"I guess now we know what happened to the poachers we've left for dead", Kali said, not hiding her satisfaction for the criminals' horrendous fate.

"Maybe we shoul' 'ave killed them after all", Barur mused. "That's too cruel an end, even for criminals".

"There's a good chance that all of them are servants of Orcus", Aldarion observed.

"Then they should be happy, right? Isn't becoming a mindless undead their dream?", Arzaak asked, not feeling any remorse.

"Whatever they want, it's clear as day that you're part of it", Megalomagna interjected.

"What do you mean?", Arzaak asked.

"Ever since you got tossed into this prison, or dungeon, or labyrinth, or underground temple, or—"

"Please state your point", Arzaak begged, his head starting to ache.

"...them big shots want you guys as their slaves", Megalomagna spat out, raising everyone's eyebrows with its bold statement.

"Them? Are you talking about someone other than Orcus?", Aldarion asked, ever curious.

"Maybe. I'm not sure. I need to level up a little more before I can say".

"Speaking nonsense, as always", Kali said, dismissive. "If you can't tell who's coming for us, then you're not helping at all".

"Having Orcus on your tails is a big enough problem already, isn't it? Focus on leaving this place as soon as you can instead of arguing with me!".

"We were about to do that when you interrupted us with your jabbering", Arzaak complained.

"Fine. I'll give you five minutes. If you're still stuck in this damn dungeon by then, you'll be begging for me to be a banshee so you can just kick the bucket with my scream", Megalomagna cracked.

"Hmpf. Let's go", Arzaak urged, and they swiftly advanced toward the corridor where they had previously confronted the goblin arcane trickster.

As the Party walked down the hallway, they stumbled upon the nightmare of all dungeon delvers: a three-way passage.

"Bad news, folks. Just when we were in a hurry", Arzaak vented. "What do we do now?".

"Wait", Kali alerted, as she carefully probed into the left entrance.

Kali makes a DC 10 Intelligence (Investigation) ability check: 15. Succeeded.

Fine sticky strands of silk, meticulously spun and strategically placed, adorned the entrance. The faint vibrations that coursed through the walls, whispering secrets of unseen activity, indicated that something ominously dangerous lurked within. A faint musty odor, reminiscent of earth and decay, hung heavy in the air, a scent that Kali unmistakably recognized.

"A giant spider's lair", she said, squinting her eyes.

"Glad to have you with us, lady", Aldarion bowed. "Tumbling down a giant spider hole is not in my bucket list".

"Let's move on to the next, then", Arzaak said.

"I hear sumtin", Barur spoke. "Clankin' noises...like hammer on anvil. Wait. I know that hammerin' pattern. It's dwarven technique".

"Barur...", Arzaak tried to say, but the dwarf was just to stubborn.

As the adventurers traversed down the corridor, they heard the sound of something sticky falling from the ceiling.

----------------------------------------

All Party members (except Stinger) must make a DC 10 Dexterity Saving Throw.

* Arzaak: 10. Saved.

* Kali (Danger Sense advantage): 19, 11. Saved.

* Barur: 12. Saved.

* Aldarion: 12. Saved.

----------------------------------------

"What the hell was that?", Arzaak exclaimed, startled.

"Green slime", Kali said, calmly. Her honed senses and knowledge of underground hazards helped her keep her cool in situations like those. "Don't touch it and keep your equipment away from it. It's very corrosive".

"Aight, are we good? Let's move on", Barur said taking charge, his curiosity darting through the roof.

The clanking noises echoing through the stone corridors, grew louder with each step the adventurers took, reverberating off the walls and filling the air with a sense of unease.

As they cautiously approached the source of the noise, they came upon a large chamber illuminated by flickering torchlight. At the center of the room stood a solitary figure, a duergar clad in dark, menacing armor, hunched over an anvil as he tirelessly hammered away at a massive iron weapon. His form was shrouded in shadows, his features twisted into a cruel sneer.

"Dammit! A freakin' duergar! This is a trap!", Barur shouted.

Sensing the Party's presence, the duergar stopped his work and looked up, his eyes glowing with malice. With a chilling laugh that sent shivers down their spines, he revealed himself to be nothing but an illusion, dissipating as the chamber was engulfed in a noxious cloud of poisonous gas.

----------------------------------------

All Party members suffer 2d12: 14 poison damage. Barur suffers only half damage.

* Arzaak HP: 31/52

* Kali HP: 18/62

* Barur HP: 53/69

* Aldarion HP: 14/33

* Stinger HP: 31/54

----------------------------------------

"We need to get out of here!", Arzaak rallied.

The Party will have to run in order to escape the gas and will have to make a DC 13 Dexterity Saving Throw with disadvantage to avoid the green slime that collapsed to the ground.

* Arzaak: 18, 1. Failed.

* Kali (Danger Sense advantage): 14. Saved.

* Barur: 18, 3. Failed.

* Aldarion: 20, 15. Saved.

----------------------------------------

Arzaak and Barur have suffered 5 acid damage. Their armors have been corroded by the slime, becoming useless (AC adjusted to 10 and 12, respectively).

* Arzaak HP: 26/52

* Barur HP: 48/69

* Aldarion HP: 14/33

----------------------------------------

“Me armor's seen better days”, Barur grumbled with a gruff voice and a scowl etched deeply into his weathered face. “That stupid green slime’s eaten through ‘em scales like a rust monster through a barrel of iron biscuits”.

“That’s why I don’t care about fancy equipment”, Aldarion said, trying hard not to laugh from Barur’s mannerisms. “They go as easy as they come”.

“One more reason for us to get out of here”, Arzaak said, disgusted at the sight of his leather armor being dissolved by the rancid green slime. “And we would eventually need better armor anyway, if we still plan on killing the vampire”.

“We do, right? I mean, we have to”, Aldarion halted. “I’m sorry if I failed to mention this, but I set you guys free on the condition that we kill him”.

“We will”, Barur said, attempting to smooth things over. “I also have me reasons, elf friend. Let’s talk to Yartar’s governor first and then we’ll go after the bloodsuckin’ monster”.

Following the corridor, the Party could see something capable of filling their hearts with hope: a staircase going up. It was the exit from the dungeon, finally. However, two creatures stood there, guarding the exit with the clear intention of not allowing the adventurers to escape. One was a grotesque mix of the hulking frame of an ogre and the decayed, putrid features of the undead. Its flesh hanged in ragged strips from its bones, revealing patches of mottled, rotting skin beneath. A horrible stench of death emanated from its decaying form, assaulting the senses with a nauseating blend of decay and filth.

The other appeared as a floating, luminous phantasm, a spectral figure that glowed brighter the darker the surroundings. It looked like an old and withered female, her hair wild and unkempt. She was dressed in tattered rags that one day may have been elegant robes made with flawless elven sewing, and her face was a mask of pain and anguish, her mouth frozen in a silent scream of agony. An endless hatred for everything that lived burned brightly in her eyes as she moved with unnerving swiftness the moment she noticed her prey.

“Uuuuhh, guys…I was joking about the banshee before, but I think this one is the real deal! Better cover your ears!”, Megalomagna exclaimed.

A Banshee (58 HP) and an Ogre Zombie (85 HP) have appeared.

----------------------------------------

INITIATIVE ROLL

* Aldarion: 19+3

* Kali: 16+2

* Banshee: 15+2

* Arzaak: 7

* Barur: 5

* Ogre Zombie: 5-2

----------------------------------------

ROUND 1

----------------------------------------

"I'll take the ugly ghost, you take the ugly zombie", Aldarion said as he started assuming the shape of a fearsome bear.

Aldarion uses Wild Shape as a bonus action to turn into a Cave Bear (42 HP, AC 12, Perception +3, Keen Smell, Multiattack, Bite (+7 to hit, 1d8+5 piercing), Claw (+7 to hit, 2d6+5 slashing).

Aldarion attacks Banshee with bite and claw. Rolled 3, 4. Missed.

Kali activates Rage (1/4) and attacks Ogre Zombie. Rolled 19, 17. Two hits for 1d12+4 each: 9, 16 slashing damage.

* Ogre Zombie HP: 60/85

----------------------------------------

Banshee uses Wail.

All Party members must make a DC 13 Constitution Saving Throw or drop to 0 hit points.

* Aldarion: 15. Saved. Suffered 10 psychic damage.

* Kali: 8. Failed.

* Arzaak (advantage): 1, 14. Saved. Suffered 10 psychic damage.

* Stinger (advantage): 18, 7. Saved. Suffered 10 psychic damage.

* Barur: 14. Saved. Suffered 10 psychic damage.

----------------------------------------

* Arzaak HP: 16/52

* Barur HP: 38/69

* Aldarion HP: 04/33

* Stinger HP: 02/54

----------------------------------------

Kali has dropped to 0 hit points and has lost consciousness.

----------------------------------------

"Kali!", Arzaak shouted, utterly horrified by the undead's nightmarish scream and even more by the effects it caused on her comrade.

"Leave 'er to me, yun' lad", Barur said, grasping his holy symbol. "Focus on eliminating that ghastly personification o' evil instead".

"Got it!", Arzaak yelled as he turned his gaze towards the banshee and eldritch energy started to swirl around his hand.

Arzaak casts Eldritch Blast on Banshee twice (+8 to hit, AC 12). Rolled 6, 8. Two hits for 1d10+5 each: 9, 10 force damage.

* Banshee HP: 39/58

----------------------------------------

Barur casts Cure Wounds on Kali for 2d8+8: 18 HP.

* Kali HP: 18/62

----------------------------------------

Barur recovers 3 HP.

* Barur HP: 41/69

----------------------------------------

Ogre Zombie attacks Aldarion with morningstar (+6 to hit). Rolled 15. Hit for 2d8+4: 13 bludgeoning damage.

* Aldarion HP: 00/33

Aldarion has fallen unconscious.

----------------------------------------

ROUND 2

----------------------------------------

Aldarion roared as the ogre zombie hit him with a powerful strike, and the enormous cave bear crashed to the floor, slowly reverting back to the druid's original form.

"We're in trouble! Barur, help him!", Arzaak commanded, and Barur, although not very happy about following orders, proceeded to help the helpless druid.

"I'll destroy that stupid hag!", Kali said, consumed by rage.

Kali activates Rage (2/4) and attacks Banshee. The attacks have no effect.

"Why isn't it working?", Kali asked herself, even more furious. "Damn these undead!".

----------------------------------------

Banshee activates Horrifying Visage.

All Party members must make a DC 13 Wisdom saving throw or become frightened for 1 minute.

* Kali: 5. Failed. Kali is frightened.

* Arzaak: 15. Saved.

* Stinger: 6. Failed. Stinger is frightened.

* Barur: 16. Saved.

----------------------------------------

"Some of these disgusting spawns of the Abyss are probably immune against common weapons", Arzaak said, his golden eyes blazing with unbreakable resolve as he calmed his familiar, allowing the pseudodragon to nestle in his shoulders. "I didn't know I hated undead so much until now".

Arzaak casts Eldritch Blast on Banshee twice (+8 to hit, AC 12). Rolled 4, 6. Two hits for 1d10+5 each: 9, 12 force damage.

* Banshee HP: 18/58

----------------------------------------

Barur uses Channel Divinity: Preserve Life – restores up to 35 HP.

Aldarion's HP restored by 16. Aldarion has recovered.

Kali's HP restored by 15.

Stinger's HP restored by 4.

* Kali HP: 31/62

* Aldarion HP: 16/33

* Stinger HP: 06/54

Ogre Zombie attacks Kali. Rolled 9. Hit for 2d8+4: 10 / 2 = 5 bludgeoning damage.

* Kali HP: 26/62

----------------------------------------

ROUND 3

----------------------------------------

For the first time since they met, the adventurers witnessed Aldarion become truly angry. The air around him crackled with electricity, and the scent of ozone filled the ambient. The ground beneath their feet trembled slightly, and a deafening boom echoed out, accompanied by a brilliant flash of light.

Aldarion casts Thunderwave. The Banshee and the Ogre Zombie must make a DC 15 Constitution saving throw.

Banshee: 14. Failed. Banshee suffered 2d8: 14 thunder damage and has been pushed back 10 feet.

Ogre Zombie: 17. Saved. Ogre Zombie suffered 2d8: 14 / 2 = 7 thunder damage.

* Banshee HP: 04/58

* Ogre Zombie HP: 53/85

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Kali makes a DC 13 Wisdom saving throw against the frightening effect: 19. Saved. Kali is no longer frightened.

Kali attacks Ogre Zombie twice (+7 to hit, AC 12). Rolled 9, 5. Two hits for 1d12+6 each: 18, 7 slashing damage.

* Ogre Zombie HP: 28/85

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Banshee attacks Aldarion with Corrupting Touch. Rolled 14. Hit for 3d6+2: 10 / 2 = 5 necrotic damage.

* Aldarion HP: 11/33

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Aldarion has learned that the Sanctum Amulet gives him resistance against necrotic damage.

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Arzaak casts Eldritch Blast on Banshee twice with advantage (pack tactics). Rolled 9, 6; 15, 10. Two hits for 1d10+5: 9, 13 force damage.

* Banshee HP: -18/58

The Banshee has been destroyed.

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Barur casts Sacred Flame. Ogre Zombie must make a DC 16 Dexterity saving throw (-2): 16. Failed. Suffered 2d8: 10 radiant damage.

* Ogre Zombie HP: 18/85

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Ogre Zombie attacks Kali. Rolled 15. Hit for 2d8+4: 11 / 2 = 6 bludgeoning damage.

* Kali HP: 20/62

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ROUND 4

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"Time to finish this!", Aldarion exclaimed, intoning another enchantment.

Aldarion casts Flame Blade as a bonus action. A flaming scimitar has appeared in his hand.

Aldarion attacks Ogre Zombie with advantage (pack tactics) with the flame blade. Rolled 9, 3. Hit for 3d6: 17 fire damage.

* Ogre Zombie HP: 01/85

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Kali attacks Ogre Zombie twice. Rolled 6, 6. Two hits for 1d12+6 each: 15, 17 slashing damage.

Ogre Zombie must make a DC 22 Constitution saving throw (+4): 8. Failed.

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Eldritch energy streaked from Arzaak’s hand towards the banshee, searing through its ethereal form as it shrieked in fury, its ghostly body twisting in pain. At the same time, holy light coalesced from Barur’s hands into a blazing sphere as it launched towards the ogre zombie, flames erupting around it, burning away at its unholy essence. The zombie growled, its deep roar distorted with agony. The damage caused by Aldarion’s Thunderwave took the undead by surprise, and Kali seized the opportunity to cleave through the ogre zombie’s rotten flesh and bone in a brutal crescent of steel, tearing through its hulking figure with a gash after another, until her greataxe finally found its mark, splitting the abominable monster’s skull with a sickening crunch. The ogre crumpled, its lifeless form a grotesque heap on the dungeon floor. Arzaak, in a final assault on the ugly banshee, unleashed a powerful blast that seemed to tear a hole in the very fabric of reality. Taking the blast head-on, the banshee let out a hideous but harmless cry of pain, and its flickering and ghastly form quickly faded into nothingness, banished forever from the Material Plane.

Exhausted, the adventurers surged up the stairs, bursting into the sunlight. Relief washed over them as the warmth of Yartar’s sun kissed their skin and the clean air filled their lungs.

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The Party has emerged victorious, defeating the banshee and the ogre zombie. Each Party member earns 2.200 + 900 = 3.100 XP for the defeated monsters in this encounter plus 3.000 XP for escaping Yartar's dungeon.

* Arzaak has accumulated 26.490 + 3.100 + 3.000 = 32.590 XP in total.

* Megalomagna has accumulated 23.290 + 3.100 + 3.000 = 29.390 XP in total.

* Stinger has accumulated 23.200 + 3.100 + 3.000 = 29.300 XP in total.

* Kali has accumulated 25.140 + 3.100 + 3.000 = 31.240 XP in total.

* Barur has accumulated 24.700 + 3.100 + 3.000 = 30.800 XP in total.

* Aldarion has accumulated 16.800 + 3.100 + 3.000 = 22.900 XP in total.

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QUEST END

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Meanwhile, someone uttered enchantments while looking at a crystal ball. Images from Toril, Faerûn, then Yartar appeared on the scrying device, and its owner smirked with satisfaction. Then, a dungeon appeared, immediately recognized both as a place of worship to Orcus and a base of clandestine operations in the demon lord's name. With eyes squinting with curiosity, the nosy diviner pushed, eager to find out more. Then, as the image of a horned humanoid creature armed with a longsword started to become apparent, the crystal ball cracked and shattered violently, the impact pushing the diviner to the ground. “HAHAHAHAHA! YOU THOUGHT YOU COULD JUST PRY ON MY SERV—AHEM, PARTNER AND LEAVE? WELL, TRY AGAIN! I'LL BE WAITING YOU RIGHT HERE WITH AN EVEN LONGER LAUGHTER! HAHAHAHAHAHAHAHA!”.

Tasha is stunned for 1 minute.

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LOOT FOR THE ADVENTURE

* 1638 copper

* 686 silver

* 205 gold

* 8 gems worth 50 gp each (a Citrine, a Chrysoprase, a Carnelian, a Bloodstone, 3 Sardonyxes, an Onyx and a Star rose quartz)

* 10 gems worth 100gp each (two Amethysts, two Spinels, three Pearls, 2 Corals and a Jet)

* 2 rubies worth 100gp each

* 9 gems worth 10gp each (a Blue Quartz, two Rhodochrosites, a Tiger Eye, a Moss Agate, an Eye Agate, a Hematite, an Obsidian and a Turquoise)

* A potion (of clairvoyance)

* Bowl of Commanding Water Elementals

* A feather token (Quaal's Feather Token - Tree)

* Headband of Intellect (Arzaak)

* Pipes of Haunting (Kali)

* Cloak of the Bat (Kali)

* Sanctum Amulet (Aldarion)

* Warhammer +1 (Barur)