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Megalomagna
3RD ADVENTURE - THE SEARCH FOR THE WATERBARON

3RD ADVENTURE - THE SEARCH FOR THE WATERBARON

3RD ADVENTURE - THE SEARCH FOR THE WATERBARON

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QUEST START

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ARZAAK (Warlock/Tiefling – LV 7)

* Strength: 14 (+2)

* 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: 52

* Armor Class: 11 (Leather Armor)

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ABILITIES

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

Darkvision. Thanks to Arzaak’s infernal heritage, he has superior vision in dark and dim conditions. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. Arzaak can’t discern color in darkness, only shades of gray.

Infernal Heritage. Arzaak has 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 Arzaak until the end of his next turn. Once he uses this feature, he can’t use it again until he finishes a short or long rest.

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

Otherworldly Patron feature: Misty Escape. Arzaak can vanish in a puff of mist in response to harm. When he takes damage, he can use his reaction to turn invisible and teleport up to 60 feet to an unoccupied space he can see. Arzaak remains invisible until the start of his next turn or until he attacks or casts a spell. Once Arzaak uses this feature, he can't use it again until he finishes a short or long rest.

Eldritch Invocation: Investment of the Chain Master. Arzaak infuses Stinger with a measure of his own eldritch power, granting the creature the following benefits:

1. The familiar gains a swimming speed of 40 feet.

2. As a bonus action, Arzaak can command the familiar to take one of its available actions.

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

4. If the familiar forces a creature to make a saving throw, he can use Arzaak’s spell save DC instead.

5. When Arzaak’s familiar takes damage, he can use his reaction to grant the Pseudodragon resistance against it.

Background: Sage. Feature: Researcher. Arzaak spent years learning the lore of the multiverse. He scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest him. His efforts have made him a master in his fields of study. When he attempts to learn or recall a piece of lore, if he doesn’t know that information, he often knows where and from whom he can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. The DM might rule that the knowledge Arzaak seeks is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

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Level 7 Proficiency: +3

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

Spell attack modifier = proficiency bonus (+3) + 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

* Remove Curse (4th level slot)

* Blight (4th 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

* Sleep

* Calm Emotions

* Phantasmal Force

* Blink

* Plant Growth

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KALI (Barbarian/Drow – LV 7)

* 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: 62

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

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

PROFICIENCIES AND ABILITIES

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

Superior Darkvision. Kali‘s darkvision has a radius of 120 feet.

Sunlight Sensitivity. Kali has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when she, the target of her attack, or whatever she is trying to perceive is in direct sunlight.

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

Armor: Kali has proficiency with light armor, medium armor and shields.

Fey Ancestry. Kali has 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. Feature: Wanderer. Kali has an excellent memory for maps and geography, and she can always recall the general layout of terrain, settlements, and other features around her. In addition, Kali can find food and fresh water for herrself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

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Level 7 Proficiency: +3

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

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BARBARIAN SKILLS:

* Unarmored Defense

* Rage (Wolf - Path of the Totem). Aspect of the Beast feature: Wolf. Kali has the hunting sensibilities of a wolf. She can track other creatures while traveling at a fast pace, and she can move stealthily while traveling at a normal pace.

* Number of rages per long rest: 4

* Reckless Attack

* Danger Sense

* Extra Attack

* Extra Movement

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Feral Instinct. Kali’s instincts are so honed that she has advantage on initiative rolls. Additionally, if she is surprised at the beginning of combat and aren’t incapacitated, she can act normally on her first turn, but only if she enters her rage before doing anything else on that turn.

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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 7)

* 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: 69

* Armor Class: 16 (scale mail + shield)

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

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ABILITIES

Languages. Barur 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. Barur has advantage on saving throws against poison, and he has resistance against poison damage.

Stonecunning. Whenever Barur makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and add double his proficiency bonus to the check, instead of his normal proficiency bonus.

Dwarven Toughness. Barur’s hit point maximum increases by 1, and it increases by 1 every time he gains a level.

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

Background: Hermit. Feature: Discovery. The quiet seclusion of Barur‘s extended hermitage gave him access to a unique and powerful discovery. It might be related to some relic of the past that could rewrite history, and his silence would be damaging to many—if not all—hence the reason for his return to society.

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

Turn Undead. As an action, Barur presents his holy symbol and speak a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him 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 Barur as it can, and it can’t willingly move to a space within 30 feet of him. 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, Barur can use his Channel Divinity to heal the badly injured. As an action, he presents his holy symbol and evokes healing energy that can restore a number of hit points equal to five times his cleric level. Barur must choose any creatures within 30 feet of him, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. Barur can’t use this feature on an undead or a construct.

Disciple of Life. Barur’s healing spells are more effective. Whenever he uses 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.

Blessed Healer. Healing spells Barur casts on others heal him as well. When he casts a spell of 1st level or higher that restores hit points to a creature other than himself, he regains hit points equal to 2 + the spell’s level.

Destroy Undead. When an undead fails its saving throw against Barur’s 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 7 Proficiency: +3

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

Spell attack modifier = proficiency bonus (+3) + 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

* Mass Healing Word

4th level slots:

* Death Ward

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ALDARION (Druid/Wood Elf LV 6)

* Strength: 10 (0)

* Dexterity: 16 (+3)

* Constitution: 10 (0)

* Intelligence: 12 (+1)

* Wisdom: 19 (+4)

* Charisma: 10 (0)

* Height: 6' (1.82m)

* Weight: 128 lbs (58 kg)

* HP: 33 (2d8)

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

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ABILITIES

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

Size. Wood Elves range from under 5 to over 6 feet tall and have slender builds. Aldarion'ssize is Medium.

Speed (Fleet of Foot). Aldarion's base walking speed is 35 feet.

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

Keen Senses. Aldarion has proficiency in the Perception skill.

Fey Ancestry. Aldarion has advantage on saving throws against being charmed, and magic can’t put him to sleep.

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

Druidic. Aldarion knows Druidic, the secret language of druids. He can speak the language and use it to leave hidden messages. He 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.

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.

EQUIPMENT

* a wooden shield (AC +2)

* a longsword (1d8 or 1d10 slashing damage)

* a shortbow (1d6+3 piercing damage)

* leather armor (AC 11 + Dex modifier)

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Level 6 Proficiency: +3

Spell save DC = 8 + proficiency bonus (+3) + Wisdom modifier (+4) = 15 DC.

Spell attack modifier = proficiency bonus (+3) + Wisdom modifier (+4) = +7 to hit.

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BACKGROUND: FOLK HERO

Blessing of the Fey. A powerful fey bestowed a blessing upon Aldarion. When attacking him, all creatures that have ever caused harm to a fey creature must make a Wisdom saving throw (DC 15) or become frightened of him for 1 minute.

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WILD SHAPE

* Starting at 2nd level, Aldarion can use his action to magically assume the shape of a beast that he has seen before. He can use this feature twice. He regains expended uses when he finishes a short or long rest.

* Aldarion can stay in beast shape for a number of hours equal to half his druid level (rounded down). He then reverts to his normal form unless he expends another use of this feature. He can revert to his normal form earlier by using a bonus action on his turn. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies.

* Circle of the Moon. When Aldarion choose this circle at 2nd level, he gains the ability to use Wild Shape on his turn as a bonus action, rather than as an action.

* Additionally, while Aldarion is transformed by Wild Shape, he 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 Aldarion's circle grant him the ability to transform into more dangerous animal forms. Starting at 2nd level, he can use his Wild Shape to transform into a beast with a challenge rating as high as 1, but he still must abide by the flying and swimming rules.

Druid Circle feature: Circle Form. Aldarion can transform into a beast with a challenge rating as high as hisdruid level divided by 3, rounded down.

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

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CANTRIPS:

* Resistance

* Thorn Whip

* Druidcraft

SPELLS:

1st level slots

* Animal Friendship

* Detect Magic

* Thunderwave

* Speak with Animals

2nd level slots

* Flame Blade

* Cure Wounds

* Find Traps

3rd level slots

* Speak with Plants

* Water Breathing

* Wind Wall

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MEGALOMAGNA – LV 7

* Intelligence 18 – Genius

* Wisdom 8 – Asshole

* Charisma 16 – Very Persuasive

* Alignment: Chaotic Good

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 Nature. 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.

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.

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.

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

* Magical Weapon. +2 / +4 against magic-users (both bonuses increase by +1 at 6th, 12th, 18th level and so on).

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).

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.

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.

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.

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

SPELL LIST

* Vicious Mockery.

* Booming Blade.

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STINGER

(Pseudodragon/Familiar – LV 7)

* Strength: 6 (-2)

* Dexterity: 16 (+3)

* Constitution: 14 (+2)

* Intelligence: 10 (0)

* Wisdom: 12 (+1)

* Charisma: 10 (0)

* HP: 54

* Armor Class: 14 (natural armor)

Keen Senses.

Limited Telepathy.

Magic Resistance.

Magic Weapons.

Innate Spellcasting: Druidcraft, Fog Cloud (1/day)

Multiattack. Bite (+6 to hit, 1d6+3 piercing damage); Sting (+6 to hit, 1d6+3 piercing damage plus poison).

Bonus Action: Superior Invisibility.

***

"Just what in the bloody hell was that?", an irate female voice exclaimed, getting up from the floor.

"It seems that fellow is protected by someone", the ugly, grunting voice of a quasit responded.

"That shouldn't be possible. Immunity to scrying I can understand, but destroying my crystal ball, inside my own house? That's completely out of the ordinary".

"I still don't understand why Yartar interests you, mistress", the quasit pondered.

"I sensed that there's a warlock there borrowing my powers", the woman said very casually. "And he's been growing stronger every day at an alarming rate".

"Perhaps it would be interesting to meet him in person, mistress".

"Perhaps. What I've seen suggests that Orcus is already on the move, and I still have a few arrangements of my own to make, so I'll need to pay a visit to Baba's hoard and grab some...things. Then I'll decide what to do with this warlock".

***

“This place is effervescent. As expected of a merchant town, I guess”, Kali noted, shielding her eyes from the scorching sun with her hand as she scanned the bustling streets.

Arzaak turned abruptly to Aldarion, his brow furrowing. “Aldarion, forgive me if I’m being impolite, but what were you doing with those guys when that owlbear attacked?”.

“Oh, they were headed to Longsaddle. Humans love nothing more than gambling, heavy drinking, and harassing women”, Aldarion replied with a shrug. “I joined them because I wanted to investigate the vampire, and the wilderness around River Dessarin can be dangerous, as you have witnessed firsthand."

“They didn’t seem able to protect you at all”, Kali interjected, crossing her arms and raising an eyebrow.

“It was the best I could get at that time. Luckily, powerful strangers appeared out of nowhere and saved the day", Aldarion said with a playful smirk.

“I think you’re getting famous, Hairzaak. I’ve just blocked someone from trying to scry on you", Megalomagna interrupted them with a haughty tone.

“Scry on me? Like with a crystal ball?”, Arzaak asked, scratching his head.

“Probably".

“Can you tell who the diviner was?”.

“What the hell do you think I am?”, Megalomagna retorted, its voice dripping with irritation. “I can detect life, cast spells, tell great jokes, I’ve just blocked someone from trying to scry on you, and now you want me to scry on them? Even the most powerful artifacts have limited abilities, y’know? You should read the DMG sometime".

“Detect life? Since when?”, Arzaak asked, but was interrupted by Kali.

“How does that blocking work, Megalo…mana? Is it an aura power?”, Kali asked, her curiosity piqued.

“First of all, it’s MegaloMAGNA. And no, it’s not an area effect, if that’s what you wanna know. Only the idiot attuned to me benefits from it".

“Hey!”, Arzaak called out, offended, eliciting laughter from the Party.

Kali’s expression turned serious. “Then we can expect trouble very soon in the future. If Arzaak is not allowing a diviner to see something they want, they will pry into the lives of the people around him. It’s gonna spark their curiosity even more".

“Let ‘em come. We’ll handle whatev'r comes our way", Barur grumbled, his low voice resonating as he spoke for the first time since they escaped the hellish dungeon.

“We better be going then", Aldarion said, his tone turning brisk. “Not trying to be pushy or anything, but I think we should hurry. You guys need some new armor after that unfortunate green slime incident, right? Let’s fetch them quickly and request an audience with the ruler of this place".

***

After buying a studded leather for Arzaak and a scale mail for Barur, the adventurers sought information about the local government in a high-priced but very well-stocked food shop called “Dannath's Pickles, Nuts, & Foods”, in the outskirts of Yartar.

"Let me ask him", Arzaak said, stepping forward confidently. "Out of amazement or morbid curiosity, people usually tell me what I want to know".

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Arzaak makes a DC 15 Charisma (Persuasion) ability check with disadvantage: 16, 6. Failed.

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"Demon! There's a demon in my shop! Help!", the man screamed, his eyes wide with terror as he bolted through the door.

"I think that one was a bit too amazed", Kali said with a sad smile.

"Maybe you guys should try next time", Arzaak lamented, his shoulders slumping in discouragement.

"Humans are like that, Arzaak", Aldarion said, placing a reassuring hand on the Tiefling's shoulder. "But I can't say much myself—my people have always been very distrustful of other races, including other elves".

"It's okay. I'm used to it. I just thought that after becoming a Warlock, things would get a little easier", Arzaak confided, looking down.

"The mor' powerful ye become, the more they'll fear ye", Barur said, his voice gruff but full of wisdom. "What remains for ye is to do what's right, n’ eventually ye’ll be acknowledged fer who ye really are", he lectured, his eyes meeting Arzaak's with a steady gaze.

"I guess you're right", Arzaak sighed. "Let's keep trying. I'm sure someone will be able to tell us how to get to the governor".

Moving among the houses, the adventurers came across a large town square market and caught the smell of alcoholic beverages.

"I smell dwarv'n ale", Barur said, lifting his head to better savor the beer's aroma.

"I also smell elven spirits", Aldarion replied.

"Okay, okay, I get it, that's where you guys want to go", Arzaak said. "Aldarion, you go ahead. Out of all of us, you're the one who looks the most like a human".

"I'm not entirely sure if that was a compliment", Aldarion said, laughing. "I feel like we won't have any problems here. You can come in with me."

"Are you sure?", Kali asked, concerned.

"What an unorthodox bunch!", scoffed an elderly woman, who, judging by her posture, seemed to be the owner of the establishment, exclaimed. "Judging by your shabby gear and stench, I deduce you're adventurers. How can I be of service to you riff-raff?".

"Hey! I don't have a stench!", Kali complained.

"Surely you don't, dark elf girl. But these three...I smell more death on them than on a dead zombie!".

"I guess we'll have to give in, friends", Aldarion agreed, defeated. "This lovely lady knows what she's talking about".

"I dun't mind smellin' like a dead zombie if that's the price I pay to eliminate 'em from existence", Barur grumbled.

"Well, aren't you just a shining example of wit, Mr. Dwarf!", the old lady retorted. "My name is Halassa. Pray tell, what brings such a troupe of misfits to darken my doorstep?".

"I'm beginning to think it would be better if she had ran in panic", Aldarion told Arzaak, without taking his eyes from the acerbic woman.

"It's fine", the Tiefling shrugged, then addressed Halassa. "We need to speak to this town's governor. Any insights on how we can do that?".

"You wanna talk to the Waterbaron?", the woman said, chuckling. "She doesn't hear even her own citizens. I don't think she will have time for you".

"We need whatever information you can give us", Kali said, overcoming her uneasiness around humans. "Only a powerful person can help us with our mission".

The woman let out a long, bored sigh and went behind the counter.

"Buy a drink and maybe I'll remember something", she said.

"What a sly old fox", Kali muttered, and her disdain turned into disbelief as she watched the old woman drop four mugs of a very stout dwarven ale on the table.

"We haven't even ordered yet!", Arzaak complained.

"You want information? Drink it!", the woman shouted.

Barur didn’t hesitate and emptied the tankard with gusto, getting his beard dirty with brown foam in the process.

“Very good. Almost as good as the brew I make meself. I’ll ‘ave another”, he bellowed, letting out a monstrous burp.

“I’m not used to such strong drinks”, Arzaak complained.

“Drink up, boy! Come on! What kind of infernal blood runs in your veins if you can’t even handle a dwarven ale?”, Halassa challenged.

Offended, Arzaak emptied the tankard in one gulp, following Barur’s example. Feeling his throat burn, the Tiefling tried to hold back his cough to avoid appearing weak, but ended up coughing on Kali anyway.

“Hey! Cough over there, you idiot!” she exclaimed. To no one’s surprise, Kali had no difficulty drinking the dwarven ale. Her upbringing in a tribe of barbarians had accustomed her to strong drinks that helped combat the cold from a young age.

Aldarion, meanwhile, sipped his drink elegantly, in small doses. Although fully capable of holding his liquor, the wood elf preferred sweeter beverages like elven mead.

“You guys are the funniest bunch of idiots to visit my shop in a long time!”, Halassa declared, unable to contain her laughter as she sipped from a tankard herself. “Are you sure you want to get involved in trouble that only the Waterbaron can solve?”.

The adventurers immediately became serious, and the mood in the room changed at once.

"People will die if we don't", Arzaak stated.

"People die all the time, son", Halassa said bluntly. "Are you just trying to play hero or do you have a real reason?".

"There's a vampire in the High Woods", Aldarion interjected. "He's slaughtering the creatures of the forest. Even a unicorn has been killed".

The elderly woman’s demeanor changed completely. She started trembling, visibly nervous, and, lacking strength in her hands, had to set the mug on the table to prevent it from falling to the floor.

"A vampire, you say?", she asked, her voice quavering. "Those things don't exist".

“They do, ma’am. And they’re just as bloodthirsty as the tales humans find unreal", Aldarion asserted.

"I think you should leave. I don't wanna talk about it", the woman said, visibly shaken as she covered her face with her hands.

"But...the waterbaron...", Arzaak mumbled, fearing he would lose his only clue as to Yartar's ruler's whereabouts.

"North. Morbryn's Road", she uttered and went down the stairs to the cellar, disappearing from view.

After a few seconds of awkward silence, Kali spoke up.

"She was witty and acid until we mentioned the vampire. I understand it is a powerful monster, but should humans be that fearful?".

"We can only wonder what sorta tragedy has b'fallen 'er", Barur pondered, polishing, with his thumb, the holy symbol of Moradin pending from his neck.

“Let’s go”, Arzaak rallied. “The sooner we announce ourselves, the better our chances of meeting the Waterbaron today".

As the Party prepared to leave, Barur stayed behind. Walking towards the counter, he discreetly placed 10 gold pieces inside a tankard and hid it behind some plates and mugs, hoping Halassa would find it later.

“May ye use it to care for yerself", Barur said as softly as his guttural voice allowed, before turning to catch up with his teammates.

***

Finding Morbryn's Road wasn't difficult, as the central square where Halassa's shop was located had only one street heading north. During the walk, the adventurers passed other shops and a dozen houses, but what truly caught their attention was a huge windowed keep, with dark and dreary stone walls, located on a small hilltop to the east of the road. A sign read "fortune favors the bold".

"Is that a huge gambling house?", Arzaak asked, clueless.

Aldarion laughed. "It's actually a temple",' he answered. "But I guess you're not entirely wrong. It's dedicated to Tymora, the goddess of luck, and her followers are constantly gambling — be it with money or with their lives".

Moving forward, the adventurers finally found a building that seemed suitable for a ruler.

As they approached, they could see a palace to the west, made of marble stone, and featuring a number of columns that held up its overhanging, gable-style roof. Its exterior also featured a number of lion statues, carved from the same stone. The statues seemed to peer into the adventurers eyes as if warning them to stay clear.

In front of the main entrance, two men wearing heavy armor and wielding spears stood guard. This time, there was no doubt that they were official soldiers, both by their equipment and their posture.

Worried about the reaction they might provoke, Arzaak and Kali halted and exchanged glances.

“Leave this to me”, Barur said, stepping forward with determination.

“State your business”, one of the guards ordered as he saw the dwarf approach.

“We're a party o' adventurers on a mission. We need to speak with the Waterbarun as soon as possible”, the dwarf said in common language, his heavy accent almost turning it into another language.

The guards exchanged confused looks.

“I can understand you being a stranger visiting Yartar, but asking to speak to the Waterbaron just like that, without any formality, is like asking for teeth to grow in a roc", one of them said.

“We don’t have time for formalities”, Aldarion added. “We urgently need her help. Many lives depend on it".

“An elf? In the same party as a dwarf?”, the other guard asked, perplexed. Looking over the elf’s shoulder, the guard saw Arzaak and Kali, and his eyes narrowed with suspicion.

“That woman is a drow, isn’t she? And that horned fellow, what’s he? A half-fiend?”.

“Tiefling, Mr. Guard", Aldarion said, worried that Arzaak could hear the guard and lose his cool.

“Okay…fill out this parchment with your names and where you’re from, and we will submit your request to Mrs. Nestra’s office", the guard said, handing a sheet of paper to Barur.

“How long will this take?”, Barur asked impatiently, looking at the empty paper.

“Hard to say. Just wait, and you will be called if—when the Waterbaron can see you", the guard said, dismissively.

***

“It’s past four in the afternoon, and those stupid guards haven’t lifted a finger. I bet they threw that fuckin’ paper away", Kali complained, anxiously pacing back and forth in the middle of the road and almost getting caught by passing wagons.

"I'll go talk to them", Arzaak said, infected by Kali's lack of patience. "Maybe the power of an Archfey can serve as an incentive for them".

"Wait a second, sheepface", Megalomagna called out.

"What now?", Arzaak retorted.

“Whether your strategy works or not, they’ll know they were charmed or frightened by you. That little power Tasha gave you only lasts a minute, right?” Megalomagna asked.

“A minute is enough for me to get in there and secure an audience with the governor, even if by force,” Arzaak retorted, crossing his arms defiantly.

“And what if they have protection against charms, nitwit?” Megalomagna questioned. “Not only will you fail miserably, but you’ll also reveal you’re trying to control the guards. They’ll consider you a threat, and we’ll have to kill them all. Bad idea.”

“What do you suggest then?” Arzaak shot back, his voice tinged with irritation.

“I don’t suggest anything,” Megalomagna shrugged nonchalantly. “If you had a thief in your party, sneaking in would be an option. But the best this party can do is turn into a little birdie, so…yeah, maybe we should just kill them after all".

"That's actually not a bad idea", Aldarion said, scratching his chin.

"What? To kill the guards?", Arzaak asked, startled, his golden eyes widening.

"No, silly. To turn into a bird", Aldarion chuckled.

“Whatever we do, we shouldn’t take much longer", Kali alerted, glancing at the darkening sky. “The sun is almost set, and I doubt we can arrange a meeting with this crappy town’s baron at night".

"All right. I'm off", Aldarion said, looking around to ensure no one was watching as he transformed.

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

Aldarion has used Wild Shape to turn into a bird.

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

Flying around the palace grounds, Aldarion couldn’t determine exactly which window led to Nestra Ruthiol’s office. With no other choice, he had to pass through one of the windows of the main hall, spacious and well-lit—far from the ideal conditions for someone trying to sneak in stealthily.

Then, a mist passed by him quickly, like a ghost. Aldarion felt a chill down his spine.

Following the mist with his eyes, Aldarion saw it flying up the stairs and chased after it. It then slipped under one of the doors, and a woman’s scream could be heard before it was muffled as if someone had put a hand over her mouth.

“An attack? Someone trying to commit a political crime?”, Aldarion thought. “Damn it, I’ll have to break down the door. Where are the guards in this wretched place?”.

Aldarion then changed form again, this time into a giant goat, massive like a buffalo.

Aldarion (Giant Goat) attacks wooden door (27 HP, AC 15) with charge. Rolled 14. Hit for 2d4 + 3: 8 plus 2d4: 4 bludgeoning damage.

* Wooden Door: 15/27

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"What was that?", a human voice echoed through the corridors, followed by a loud buzz and the sound of soldiers in heavy armor, their spears clanking, as they ascended the stairs from the floor below.

"Dammit! I must break this door quickly before they find me", Aldarion thought as he prepared for another charge.

"WHERE IS THE TALISMAN?", he heard a powerful and frightening male voice coming from inside the room.

"I DON'T KNOW, I SWEAR! PLEASE DON'T KILL ME!", a female voice screamed, followed by an anguished moan that quickly became a series of choked, rasping sobs, interspersed with gasps for air, each of her breaths becoming more ragged and desperate as two sharp fangs sank deeper into her neck. The sound of her life being drained was marked by weakening whimpers that soon faded into chilling silence.

Aldarion (Giant Goat) attacks wooden door with charge. Rolled 18. Hit for 2d4 + 3: 8 plus 2d4: 5 bludgeoning damage.

* Wooden Door: 02/27

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

"Is it still holding? Dear Lord, just how seriously underpowered am I...someone is dying in there, and it’s probably the Waterbaron. Will I be unable to save her?", Aldarion thought, picturing the worst as he tried to see through the battered but still standing door.

"Hey! What are you doing there?", one of the guards shouted. "A goat? What is a such a huge goat doing here?".

Out of options—and of Wild Shape uses—Aldarion had to run, hoping that the guards could break the door on their own and save the Waterbaron.

Running in the guards' direction, Aldarion used the intimidation factor of being a huge beast with massive horns to push past them and leap toward the stairs, aiming to escape the building and revert to his original form as soon as possible.

As soon as Aldarion reached the lower floor, a pungent odor of decay assaulted his nostrils. Screams echoed as townsfolk ran in terror, while the town’s military force, known as the Shields of Yartar, gathered to fight.

The enemies were creatures the adventurers already harbored a deep hatred for: zombies, along with unknown types of undead and giant rats, assailed the town in hordes seemingly from out of nowhere.

Arzaak, Kali and Barur quickly noticed Aldarion as he returned to his original form, giving them a chance to regroup. However, a part of the horde managed to corner them against the palace wall, making a fight inevitable.

However, what caught their attention the most and caused them extreme disgust and terror was the sight of some creatures among the horde that did not resemble the common undead, like the zombies produced by the corpse flower or the flesh-eating ghouls and ghasts that haunt graveyards in search of corpses to feed on.

Two of them were canine figures, but their sleek forms seemed to have been twisted and corrupted by dark magic. Their skin, instead of being covered in fur of myriad colors, hung in patches of dried blood and filth.

Their eyes glowed with otherworldly light, casting an unsettling gleam in the darkness. Instead of joyful barks and yips, the creatures emitted low, guttural growls, and their jaws hanged slack, revealing rows of jagged teeth stained with the blood of previous victims.

"Blink dogs...", Aldarion muttered, his voice trembling with rage. "How dare they make zombies out of such lovable creatures...".

The other creature was supposed to be a blend of human and goat, with the upper body of a man and the lower body of a goat, known widely as a satyr. But that one stood as a grotesque mockery of its original form. Its fur, matted and disheveled, clung to its emaciated frame, with patches of decaying flesh peeking through.

The gleaming eyes that once sparkled with mischief were now hollow sockets, filled with a sickly green glow that betrayed the dark energy coursing through its undead form. Its movements were jerky and unnatural, and its melodious laughter has been replaced by a guttural moan that sent shivers down the adventurers' spines. Its hooves scraped against the ground with a haunting rhythm as it lurched forward, driven by an insatiable hunger for the flesh of the living.

"Even a satyr has been made victim of this demonic madness", Aldarion lamented, gripping his sword tightly.

"We'll make 'em pay, elf brother", Barur said with a serious expression, as he took an offensive stance and prepared for battle.

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

A ghast (36 HP), 2 ghouls (22 HP), a zombified satyr (44 HP), 2 zombified blink dogs (39 HP), 3 zombies (22 HP) and 6 giant rats (7 HP) have appeared.

INITIATIVE ROLL

1. Ghast (+3): 20

2. Ghoul 2 (+2): 20

3. Rat 6 (+2): 19

4. Rat 5 (+2): 17

5. Arzaak (0): 18

6. Zombified Blink Dog 2 (0): 16

7. Kali (+2): 13

8. Zombie 1 (-2): 15

9. Rat 1 (+2): 10

10. Barur (0): 11

11. Rat 4 (+2): 8

12. Aldarion (+3): 5

13. Ghoul 1 (+2): 5

14. Rat 2 (+2): 3

15. Rat 3 (+2): 1

16. Zombified Satyr (-1): 3

17. Zombie 2 (-2): 3

18. Zombified Blink Dog 1 (0): 1

19. Zombie 3 (-2): 2

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ROUND 1

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Ghast attacks Kali with claws. Rolled 19. Hit for 2d6+3: 9 slashing damage.

Kali must make a DC 10 Constitution saving throw: 17. Saved.

* Kali HP: 53/62

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Ghoul 2 attacks Kali with bite. Rolled 16. Hit for 2d6+2: 10 piercing damage.

* Kali HP: 43/62

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Rat 6 attacks Kali with advantage. Rolled 11, 19. Hit for 1d4+2: 6 piercing damage.

Rat 5 attacks Kali with advantage. Rolled 19, 9. Hit for 1d4+2: 3 piercing damage.

* Kali HP: 34/62

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

"All right, everyone, Kali is in danger! Let’s get rid of the big ugly undead first and then provide her backup!”, Arzaak rallied.

“Hey, Mega", the Tiefling whispered urgently, glancing down at the sword.

“What?”, Megalomagna's sharp voice rang out.

“If you have an ace up your sleeve, now’s the time to play it", Arzaak urged.

“Huuuh… I guess I can cast a Light spell. Or I can mock them, but since they’re undead, it will only serve as comedic effect. But I can assure you—it will be really funny", Megalomagna replied sardonically.

“I thought you could turn into a holy avenger like those other times", Arzaak said, a hint of desperation in his voice.

“I’M NOT A FUCKING HOLY AVENGER!”, Megalomagna roared, its voice reverberating through the air, causing Arzaak to wince.

“Wow, okay, calm down, buddy. I’ll just stick to my eldritch blasts, then”, he raised his hands defensively, a wry smile tugging at his lips.

Arzaak attacks Ghast with Eldritch Blast twice. Rolled 2, 8. One hit for 1d10+5: 14 force damage.

* Ghast HP: 22/36

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Zombified Blink Dog 2 teleports to Arzaak and attacks with bite. Zombified Blink Dogs attack recklessly and have advantage on all attack rolls, but attack rolls made against them have advantage. Rolled 19, 7. Hit for 1d8+2: 4 piercing damage plus 1d6: 4 necrotic damage.

* Arzaak HP: 44/52

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Kali makes a DC 10 Constitution saving throw for being within 5 feet of a ghast. Rolled 1. Failed. Kali has been poisoned for 1 minute.

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

Kali activates Rage and attacks Ghast with Reckless Attack twice (+7 to hit, AC 13). Rolled 5, 11. One hit for 1d12+6: 9 slashing damage.

* Ghast HP: 13/36

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Zombie 1 attacks Barur (+3 to hit, AC 16). Rolled 13. Hit for 1d6+1: 7 bludgeoning damage.

* Barur HP: 62/69

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Rat 1 attacks Arzaak with advantage. Rolled 10, 4. Hit for 1d4+2: 4 piercing damage.

* Arzaak HP: 40/52

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Barur uses Channel Divinity: Turn Undead. All undead must make a DC 16 Wisdom saving throw or be turned. Those of CR 1/2 or lower will be destroyed if they fail. The ghast and all ghouls within 30 feet of it have advantage.

* Ghast: 4, 7. Failed.

* Ghoul 2: 7, 12. Failed.

* Zombified Blink Dog 2: 8. Failed.

* Zombie 1: 1. Failed. Zombie 1 has been destroyed.

* Ghoul 1: 15, 8. Failed.

* Zombified Satyr: 1. Failed.

* Zombie 2: 4. Failed. Zombie 2 has been destroyed.

* Zombified Blink Dog 1: 12. Failed.

* Zombie 3: 7. Failed. Zombie 3 has been destroyed.

* The 3 zombies have been destroyed. The remaining undead are turned for one minute or until they take damage.

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

Rat 4 attacks Kali with advantage. Rolled 10, 19. Hit for 1d4+2: 6 piercing damage.

* Kali HP: 28/62

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Aldarion casts Cure Wounds on Kali (2nd level slot) for 2d8+4: 15 HP restored.

* Kali HP: 43/62

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Rat 2 attacks Barur. Rolled 2. Missed.

Rat 3 attacks Aldarion with advantage (pack tactics). Rolled 6, 1.

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ROUND 2

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Ghast is keeping distance.

Ghoul 2 is keeping distance.

Rat 6 attacks Kali with advantage (+4 to hit, AC 14). Rolled 9, 10. Hit for 1d4+2: 6 piercing damage.

Rat 5 attacks Kali with advantage. Rolled 13, 7. Hit for 1d4+2: 6 piercing damage.

* Kali HP: 23/62

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Arzaak attacks Giant Rat 6 and Giant Rat 5 with Eldritch Blast with advantage (pack tactics). Rolled 9, 12. Hit for 1d10+5: 8 force damage. Rolled 6. 13. Hit for 1d10+5: 11 force damage.

* Giant Rat 5 HP: -04/07

* Giant Rat 6 HP: -01/07

Giant Rats 5 and 6 have been killed.

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

Zombified Blink Dog 2 is keeping distance.

Kali rerolls the DC 10 Constitution saving throw. Rolled 2. Failed. Kali is still poisoned.

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

Kali uses Reckless Attack on Giant Rat 4. Rolled 3, 8. Hit for 1d12+6: 12 slashing damage.

* Giant Rat 4 HP: -05/07

Giant Rat 4 has been killed.

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Rat 1 attacks Arzaak. Rolled 3. Missed.

Barur casts Cure Wounds on Kali for 2d8+8: 13 HP restored.

* Kali HP: 36/62

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Aldarion casts Flame Blade as a bonus action and attacks Rat 3 (+6 to hit, . Rolled 15. Hit for 3d6: 9 fire damage.

* Giant Rat 3 HP: -02/07

Giant Rat 3 has been killed.

Ghoul 1 is keeping distance.

Rat 2 attacks Barur. Rolled 12. Hit for 1d4+2: 5 piercing damage.

* Barur HP: 57/69

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

Zombified Satyr is keeping distance.

Zombified Blink Dog 1 is keeping distance.

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ROUND 3

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

Ghast is keeping distance.

Ghoul 2 is keeping distance.

“Let’s regroup, eliminate the remaining rats, and focus on the stronger undead", Arzaak commanded, eldritch energy crackling around his hands as he pointed towards the enemy.

“Do what you will, but I can’t stand to see those zombified fey creatures", Aldarion retorted, his blood boiling. The wood elf’s usually calm demeanor was shattered, his hands trembling with barely contained rage. “If I could, I would turn into a monstrosity and ravage them one after the other".

“Keep yer calm, elf brother”, Barur urged, warhammer in one hand and his holy symbol of Moradin in the other, its divine power keeping the undead at bay. “We all want to purge the stain o' undeath from these creatures. Fight smart, not reckless".

Arzaak attacks Giant Rat 1 and Giant Rat 2 with Eldritch Blast with advantage (pack tactics). Rolled 2, 18. Hit for 1d10+5: 13 force damage. Rolled 19, 13. Hit for 1d10+5: 7 force damage.

* Giant Rat 1 HP: -06/07

* Giant Rat 2 HP: 00/07

Giant Rats 1 and 2 have been killed.

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

Zombified Blink Dog 2 is keeping distance.

"Kali, Aldarion, don't be reckless. Let's take them down one by one at distance while Barur keeps them turned", Arzaak recommended.

"That's not how I fight", Kali retorted, enraged. "And we don't have time to cherry-pick, there's a horde invading town", she said and dashed towards the enemy.

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

Kali rerolls the DC 10 Constitution saving throw. Rolled 1. Failed. Kali is still poisoned.

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

Kali attacks Ghast with Reckless Attack twice (+7 to hit, AC 13). Rolled 6, 17. Two hits for 1d12+6 each: 10, 12 slashing damage.

* Ghast HP: -09/36

The ghast has been hacked and slashed to pieces.

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

"Dammit, girl...why do you have to be so impulsive?", Arzaak mumbled, a little vexed.

Barur casts Resistance on Kali.

"I can't stand the sight of those zombified blink dogs anymore", Aldarion said, his flame blade, curved like a scimitar, flickered and danced in his hand like a living flame. "We must do something about them".

Aldarion attacks Zombified Blink Dog 1 with Flame Blade. Rolled 15. Hit for 3d6: 8 fire damage.

* Zombified Blink Dog 1 HP: 31/39

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Ghoul 1 is keeping distance.

Zombified Satyr is keeping distance.

Zombified Blink Dog 1 attacks Aldarion. Rolled 1. Missed. Zombified Blink Dog 1 teleports away as a reaction.

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

ROUND 4

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

Ghoul 2 is keeping distance.

"Careful, Barur! The zombie dog teleported next to you!", Arzaak alerted as he prepared to cast his signature spell.

Arzaak attacks Zombified Blink Dog 1 with Eldritch Blast twice. Rolled 18, 19. Two hits for 1d10+5 each: 11, 11 force damage.

* Zombified Blink Dog 1 HP: 09/39

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Zombified Blink Dog 2 is keeping distance.

Kali is no longer poisoned.

"Finally this horrible stench is gone", Kali growled, gripping her battleaxe with renewed vigor.

Kali attacks Ghoul 1 twice (+7 to hit, AC 12). Rolled 4, 6. One hit for 1d12+6: 7 slashing damage.

* Ghoul 1 HP: 15/22

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

Barur casts Sacred Flame on Ghoul 1.

Ghoul 1 makes a DC 16 Dexterity saving throw. Rolled 8. Failed.

Ghoul 1 suffers 2d8: 10 radiant damage.

* Ghoul 1 HP: 05/22

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Aldarion attacks Ghoul 1 with Flame Blade with advantage (pack tactics). Rolled 3, 20. Critical hit for 6d6: 23 fire damage.

* Ghoul 1 HP: -18/22

Ghoul 1 has been burned to cinders.

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

Zombified Satyr is keeping distance.

Zombified Blink Dog 1 attacks Barur. Rolled 15. Hit for 1d8+2: 4 piercing damage plus 1d6: 5 necrotic damage. Zombified Blink Dog 1 teleports away as a reaction.

* Barur HP: 46/69

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ROUND 5

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

Ghoul 2 is keeping distance.

Arzaak attacks Zombified Blink Dog 1 and Ghoul 2 with Eldritch Blast with advantage (pack tactics). Rolled 15, 20. Critical Hit for 2d10+5: 16 force damage. Rolled 3, 10. Hit for 1d10+5: 9 force damage.

* Zombified Blink Dog 1 HP: -07/39

Zombified Blink Dog 1 has been slain.

* Ghoul 2 HP: 13/22

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

Zombified Blink Dog 2 is keeping distance.

Kali attacks Ghoul 2 twice. Rolled 12, 16. Two hits for 1d12+6 each: 14, 7 slashing damage.

* Ghoul 2 HP: -08/22

Ghoul 2 has been slain.

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

Barur casts Sacred Flame on Zombified Blink Dog 2.

Zombified Blink Dog makes a DC 16 Dexterity saving throw. Rolled 11. Failed.

Zombified Blink Dog 2 suffers 2d8: 11 radiant damage.

* Zombified Blink Dog 2 HP: 28/39

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Aldarion attacks Zombified Blink Dog 2 with Flame Blade with advantage (pack tactics). Rolled 16, 20. Critical hit for 6d6: 20 fire damage.

* Zombified Blink Dog 2 HP: 08/39

Zombified Satyr is keeping distance.

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

ROUND 6

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

Arzaak attacks Zombified Blink Dog 2 with Eldritch Blast with advantage (pack tactics). Rolled 9, 4. Rolled 20, 4. One normal hit and one critical hit for 1d10+5: 6 and 2d10+5: 10 force damage.

* Zombified Blink Dog 2 HP: -08/39

Zombified Blink Dog 2 has been slain.

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

Kali attacks Zombified Satyr twice. Rolled 13, 14. Two hits for 1d12+6 each: 16, 17 slashing damage.

* Zombified Satyr HP: 11/44

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Barur casts Sacred Flame on Zombified Satyr. Zombified Satyr makes a DC 16 Dexterity saving throw. Rolled 13. Failed.

Zombified Satyr suffers 2d8: 3 radiant damage.

* Zombified Satyr HP: 08/44

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Aldarion attacks Zombified Blink Dog 2 with Flame Blade with advantage (pack tactics). Rolled 02, 09. Hit for 3d6: 14 fire damage.

Zombified Satyr makes a DC 19 Constitution saving throw. Rolled 15. Failed.

Zombified Satyr has been slain.

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

The Party has emerged victorious, defeating the undead monsters. Each member earns 400 + 400 + 300 + 400 + 900 + 300 = 2.700 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 32.590 + 2.700 = 35.290 XP in total.

* Arzaak has advanced from level 7 to level 8.

* Arzaak's HP increased by 7 (max 59).

* Arzaak has learned the 4th level spell Banishment.

* Arzaak has learned a new Feat: Infernal Constitution. Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

* Arzaak’s Constitution score has increased to 16 (+3); max HP increased by 8 (max 67).

* Arzaak gains resistance to cold and poison damage.

* Arzaak gains advantage on saving throws against being poisoned.

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

Megalomagna has accumulated 29.390 + 2.700 = 32.090 XP in total.

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

Stinger has accumulated 29.300 + 2.700 = 32.000 XP in total.

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

Kali has accumulated 31.240 + 2.700 = 33.940 XP in total.

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

Barur has accumulated 30.800 + 2.700 = 33.500 XP in total.

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

Aldarion has accumulated 22.900 + 2.700 = 25.600 XP in total.

* Aldarion has advanced from level 6 to level 7.

* Aldarion's HP increased by 5 (max 38).

* Aldarion has learned the 4th level spell Freedom of Movement (4th level slot).

***

As the Party caught their breath after the undead encounter, the distant clamor of destruction pierced the air.

"What the hell is going on? What's causing all that noise?", Kali demanded between breaths, her chest heaving as her anger waned.

"Something big, nasty, and dangerous", Megalomagna replied, its tone grave and solemn. "If you thought this fight was hard, better brace yourselves".

The adventurers scoured the chaos until their eyes locked onto an enormous figure, towering like a hill giant, wreaking havoc among the fleeing populace and soldiers. Its thunderous slams were lethal, and the touch of its hands seemed to carry a sinister, otherworldly power, animating fallen victims as zombies seconds later after being killed.

"Hey, hey, this is too much, you know? I don't want to end up like that poor sod over there!", Arzaak exclaimed, terrified.

"We're the tough'st bunch 'round these parts, 'rzaak lad", Barur grumbled, his voice low and steady amidst the chaos. "If we dun't bring it duwn, this town's as good as dead. That giant zombie'll turn everyone into one o' its own".

"Let it burn. I never liked this place anyway", Kali retorted, her tone defiant and sharp.

"You have no choice, you dolts", Megalomagna interjected sharply. "By slaying Orcus's thrall, you've declared war against him and all undead. Expect more of his minions to hound you from now on".

"You should've told us that sooner!", Arzaak chided, his voice tinged with frustration. "We could've spared Aldarion from getting caught up in this mess".

"Don't worry about me", Aldarion reassured them, his voice calm and collected. "The undead have always been my enemy. This is just another chance for me to rid the world of their blight".

"Fine words, elf brother, fine words", Barur remarked with a smirk, hoisting his warhammer onto his shoulder as he strode toward the giant.

"Well... I guess we've got no choice, huh?", Arzaak muttered to Kali, who merely grunted in response.

"Barur, you start with your Guiding Bolt. I'll follow up with my blasts", Arzaak commanded, taking charge"Kali, be ready to cast your Faerie Fire on the giant monster the moment I attack, and Aldarion, stay back and use your bow. We'll need your accuracy".

They nodded, impressed by the Tiefling's leadership skills, despite his young age.

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

ROUND 1

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

Barur casts Guiding Bolt at an 80 feet distance (+8 to hit, AC 12). Rolled 9. Hit for 4d6: 16 radiant damage.

* Barrowghast HP: 122/138

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

Arzaak casts Eldritch Blast twice. Rolled 13, 6. Rolled 14. Two hits for 1d10+5 each: 7, 6 force damage.

* Barrowghast HP: 109/138

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Kali casts Faerie Fire. Barrowghast makes a DC 10 (-1) Dexterity saving throw: 9. Failed.

Barrowghast has been affected by the faerie fire for 1 minute or until Kali's concentration is broken. Any attack rolls against the barrowghast have advantage, and the barrowghast can't benefit from being invisible.

Aldarion attacks with shortbow with advantage (Faerie Fire). Rolled 14, 2. Hit for 1d6+3: 4 piercing damage.

* Barrowghast HP: 105/138

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

The giant aberration, upon being blasted, pierced by arrows and burned by radiant energy, roared in a mix of pain and fury as wisps of smoke rose from the sizzling wound in its decaying flesh. Its hollow eyes burned with a malevolent crimson light, locking onto the party with a hatred that transcended death itself. The creature's leathery skin, stretched taut over massive, rotting muscles, quivered with mindless rage.

With a thunderous bellow, the barrowghast charged forward, each thunderous step shaking the ground. Even without weapons, the sheer power in its monstrous limbs promised devastation.

The distance between the party and the enraged undead giant closed rapidly—surprisingly fast for something so massive and devoid of life. The stench of decay and death wafted ahead of it, a nauseating prelude to the impending assault.

Barrowghast advances 40 feet in the direction of the Party.

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

ROUND 2

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

Barur casts Sacred Flame. Barrowghast makes a DC 16 Dexterity saving throw. Rolled 2. Failed.

Barrowghast suffers 2d8: 4 radiant damage.

* Barrowghast HP: 101/138

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

Arzaak casts Eldritch Blast twice with advantage (faerie fire). Rolled 8, 14. Rolled 14, 7. Two hits for 1d10+5 each: 14, 12 force damage.

This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there.

* Barrowghast HP: 75/138

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Kali activates Rage and attacks with greataxe with advantage (faerie fire). Rolled 7, 3. Rolled 7, 17. Two hits for 1d12+6 each: 13, 16 slashing damage.

* Barrowghast HP: 46/138

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

Poisonous ichor sprayed from the slashing wound.

Kali makes a DC 16 Dexterity saving throw. Rolled 5. Failed.

Kali suffers 3d6: 6 poison damage.

* Kali HP: 30/62

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

"Kali! You're hurt already! Stay back, dammit!", Arzaak screamed as he watched her reckless comrade hurt herself.

"I see. This wicked abomination has poisonous ichor instead of blood. I can't keep attacking it with my arrows", Aldarion pondered.

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

Aldarion casts Resistance on Kali.

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

Barrowghast attacks Kali with Slam and Life Drain (+8 to hit, AC 14). Rolled 15, 15. Two hits for 2d12+5: 12 bludgeoning and 1d8+5: 12 necrotic damage.

* Kali HP: 06/62

Kali's max HP is reduced to 50 until she finishes a long rest.

Kali makes a DC 12 Constitution saving throw. Rolled 16. Saved.

Kali managed to keep her concentration on the Faerie Fire spell.

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

ROUND 3

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

"She's gonna die with the next attack! Barur! You must grab Kali by the collar and remove her from the battlefield! Now!", Arzaak commanded, to what Barur acquiesced without a second thought, although not without a fight from a wounded but stubborn Kali.

"C'mon, yer stubborn broad, what 're ye, a dwarven woman in the body o' an elf? Get yer arse outta here if ye dun't wanna die!", the dwarf shouted, grabbing her by the waist, enliciting her rage even more.

"Megalomagna, I need that power that appears when I do something stupid", Arzaak said.

"Then be stupid. You can do it, I'm sure!", Megalomagna quipped, and Arzaak, trembling but with his mind made up, sighed, closed his eyes for a second, and let out a war cry from the bottom of his soul, charging toward the barrowghast with the sword in hand.

"You're definitely stupid, y'know?", Megalomagna muttered. "But I guess I must thank you for that".

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

The Mark of Torm has activated.

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 rolls 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.

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

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

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

Barrowghast makes a Wisdom saving throw (DC 15). Rolled 3. Failed.

Barrowghast is frightened of Arzaak's until the end of his next turn.

Arzaak attacks with Megalomagna with advantage. Rolled 17, 8. Hit for 1d10+4: 7 slashing plus 2d10: 5 radiant damage.

* Barrowghast HP: 34/138

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

Poisonous ichor sprayed from the slashing wound.

Arzaak makes a DC 16 Dexterity saving throw with advantage. Rolled 3, 3. Failed.

Arzaak suffers 3d6: 9 / 2 = 4 poison damage.

* Arzaak HP: 36/67

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

"What amazin' power", Barur mumbled as he tended to Kali.

"Truly splendorous", Aldarion observed. "There's something divine about that sword. I can't help but wonder how it got such power".

"Focus on the battle, will you?", Kali admonished, irritated for not being strong enough in her own opinion.

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

Kali will refrain from attacking.

Aldarion will refrain from attacking.

Barrowghast is frightened of Arzaak and will avoid him while trying to reach Barur.

"Now, Arzaak! This is your chance!", Megalomagna cried as its blade turned purple.

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

Megalomagna casts Booming Blade.

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

Arzaak makes an opportunity attack. Rolled 1, 15. Hit for 1d10+4: 9 slashing plus 2d10: 10 radiant damage plus 1d8: 4 thunder damage.

* Barrowghast HP: 11/138

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

Poisonous ichor sprayed from the slashing wound.

Arzaak makes a DC 16 Dexterity saving throw with advantage. Rolled 5, 20. Saved.

Arzaak suffers 3d6: 11 / 4 = 2 poison damage.

* Arzaak HP: 34/67

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

Barrowghast moves towards Barur.

Booming Blade deals an additional 2d8: 3 thunder damage.

* Barrowghast HP: 08/138

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

Barrowghast attacks Barur with two Slam attacks with disadvantage. Rolled 16, 14. Rolled 12, 13. Two hits for 2d12+5 each: 21, 25 bludgeoning damage.

* Barur HP: 00/69

Barur has fallen unconscious.

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

ROUND 4

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

"Barur!", Arzaak shouted as the dwarf fell unconscious due to the barrowghast's vicious attacks.

"I don't care...if I die", Kali said between gritted teeth as she gathered the remaining of her strength for a final assault. "I'm taking that freak down with me!".

Kali attacks with greataxe twice with advantage (faerie fire). Rolled 15, 8. Rolled 11, 19. Two hits for 1d12+6 each: 17, 16 slashing damage.

* Barrowghast HP: -25/138

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

Poisonous ichor sprayed from the slashing wound.

Kali makes a DC 16 Dexterity saving throw with advantage. Rolled 9, 11. Failed.

Kali suffers 3d6: 14 poison damage.

* Kali HP: 00/62

Kali has fallen unconscious.

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

Megalomagna's blade, glowing with divine wrath, cleaved into the barrowghast's decaying flesh, and radiant energy seared its necrotic tissues like holy fire. The creature screamed a guttural, bone-chilling sound as the radiant damage spread, causing blackened chunks of flesh to slough off.

At the same time, Kali's mighty greataxe swung through the air, biting deep into the undead giant's side, cutting through muscle and bone with a sickening crunch. The force of the blow staggered the monster, ichor and rot spilling from the gaping wound. In a final strike, Kali cleaved through the barrowghast’s neck with a powerful swing. The head, twisted in a grotesque expression of rage and agony, tumbled to the ground. The massive body, now a lifeless heap of smoldering flesh and shattered bones, followed, collapsing with a ground-shaking thud.

***

The Party has emerged victorious, defeating the barrowghast. Each member earns 5.800 XP for the defeated monster in this encounter.

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

Arzaak has accumulated 35.290 + 5.800 = 41.090 XP in total.

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

Megalomagna has accumulated 32.090 + 5.800 = 37.890 XP in total.

* Megalomagna has advanced from level 7 to level 8.

* Wielder's Strength increases by 7 as long as he/she is attuned to Megalomagna. Arzaak’s Strength ability score increased to 15 (modifier +2).

* New primary ability unlocked — Magic Awareness. Detects magic at will in a 30-feet radius centered on itself.

* New extraordinary ability unlocked — Troll Killer. Negates regeneration of any kind upon hit.

* Megalomagna has learned the spells Heat Metal and Dominate Person (1/day).

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

Stinger has accumulated 32.000 + 5.800 = 37.800 XP in total.

* Stinger has advanced from level 7 to level 8.

* Stinger's HP increased by 5 (max 59).

* Ability Score Improvement. Wisdom ability score increased to 14 (modifier +2).

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

Kali has accumulated 33.940 + 5.800 = 39.740 XP in total.

* Kali has advanced from level 7 to level 8.

* Kali's max HP increased by 8 (max 70).

* Ability Score Improvement. Constitution ability score increased to 14 (modifier +2) and Dexterity ability score increased to 16 (modifier +3). Max HP adjusted to 78.

* Armor Class adjusted to 15.

* Kali learned how to use the Cloak of the Bat effectively.

* 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 fail 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.

* Kali learned that the Pipes of Haunting has 3 charges. It sounds eerie and unsettling when played.

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

Barur has accumulated 33.500 + 5.800 = 39.300 XP in total.

* Barur has advanced from level 7 to level 8.

* Barur's max HP increased by 9 (max 78).

* Ability Score Improvement. Constitution ability score increased to 19 (modifier +4). Max HP adjusted to 86.

* Destroy Undead feature improved to affect CR 1 undead monsters.

* Life Domain feature unlocked: Divine Strike. You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

* Replaced Healing Word with Detect Evil and Good in 1st level slot

* Replaced Prayer of Healing with Healing Word in 2nd level slot

* Replaced Cure Wounds with Silence in 2nd level slot

* Added Cure Wounds to 4th level slot.

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

Aldarion has accumulated 25.600 + 5.800 = 31.400 XP in total.

***

"This was uglier than I thought it would be", Megalomagna vented as the Mark of Torm faded away. "But at least now I can see clearer".

"What do you mean?", Arzaak asked, glancing over while Aldarion cast Spare the Dying on Barur and Kali, using the Sanctum Amulet. The Tiefling's tail flicked slightly, betraying his curiosity.

"Detect magic", Megalomagna replied. "I finally recovered it".

"You can even do that?" Aldarion asked, his brow furrowing in bafflement. "What on earth are you?"

"I'm just a sword, Al", Megalomagna jested, a hint of pride in its tone. "Except that I'm the most powerful".

"I'm beginning to agree", Arzaak said, nodding thoughtfully. "So, can you detect magic all the time, or is it just, like, once in a day?".

"All the time. Seeing magic is part of my senses now. For example, I can detect magic in you, because of your pact with Iggwilv—or Tasha, Zybilna, whatever you wanna call that bitch. I see magic in Badoo's warhammer, in Al's amulet, or in the moody girl's cloak and pipes. Oh and that bowl you've been carrying? It's magical too!".

"This bowl's a magical item?", Arzaak questioned, raising an eyebrow in surprise. "What does it do?".

"Do I look like an Identify scroll?", Megalomagna retorted, its tone dripping with sarcasm as Arzaak remained silent. "I thought so. So go find an old man that can identify it for you or try pouring water in it and then see what happens".

"I had my share of cursed items, so I'll pass", Arzaak said, waving a hand dismissively. "If we're in a pinch and there's nothing else we can try, we'll see what it can do".

"Arzaak, this talk has been an amazing experience, but I need you to help me carry these guys to safety", Aldarion said, his voice strained but urgent. "They are stable now".

"Right", Arzaak replied, moving to assist. "Thankfully the sun is rising, so I imagine help will be on the way for the poor soldiers still engaged in battle”.

"I wish we could help more, but at the same time, I know we have done a lot already", Aldarion said, his expression weary yet resolute. "Let the Shields of Yartar deal with whatever is left of the invasion".

Arzaak nodded, a sense of fatigue washing over him as he glanced at the horizon, the first rays of sunlight breaking through the darkness.

***

“Thank you for lending your house, Mrs. Halassa”, Aldarion said, politely, as he sipped elven mead specially prepared by her.

Arzaak paced back and forth, his tail flicking with anxiety, while Kali and Barur rested, recovering their strength.

"In the end, it's a good thing you came to disturb my peace yesterday", Halassa said, her voice laced with a mix of relief and her usual acid wit. "If I hadn't gone down to the cellar, the undead might have seen me up here and attacked. There'd be no Halassa here to offer you drinks and tend to your wounds".

"That woman is very rude!", Megalomagna complained. "No one has the right to talk to my serv—ahem, my companions—like that except me!".

"Your sword talks?", Halassa asked, her eyes widening in surprise. "Talking weapons are always a problem. My husband had a talking wand. It could let out a sonic scream so loud that he ended up deaf...and because of that, he couldn't see when...".

Halassa's voice broke, and she needed a moment to compose herself. She took a deep breath before continuing.

"Anyway, I don't like talking magic stuff. I recommend getting rid of that one as soon as possible".

"First of all, I'm not a talking magic stuff. I'm an intelligent sword—far more intelligent than all of you combined, as a matter of fact", Megalomagna retorted, clearly offended. "I don't like this old woman. I'd rather continue slaying undead. Hairzaak! Do something about this!".

"Show some respect, Megalomagna", Arzaak scolded, stopping his pacing to glare at the sword tied to his waist. "We would be lying in the middle of the battlefield if she hadn't seen us wandering aimlessly and offered us a place to rest. We are grateful for your hospitality, Mrs. Halassa".

"You are polite for a Tiefling. Most Tieflings I've met were thieves or assassins, and when they weren't robbing and killing, they were hanging around real devils and...yeah, thanking people was not in their bucket lists", Halassa said.

"'rzaak boy is neither o' those things", Barur said while he tidied his disheveled beard, his voice deep and gravelly after having rested more than he deemed fit for a humble servant of Moradin. "Tieflin', dwarf, elf—those are just names made to label livin' beings. What the gods truly want's for us to forget such labels n' treat each other as equals".

"Except for drow, demons, devils, and undead", Kali interjected, her tone vigorous for someone who had been knocked unconscious by an undead giant not too long ago. "Those I will never treat as equals".

"You're such a weird bunch", Halassa pointed out. "It's a miracle that you haven't tried to kill each other yet".

"We're a Party of adventurers, ma'am", Aldarion said. "There are plenty of things trying to kill us already".

"Speaking of that, we should probably be going", Arzaak stated, his golden eyes flickering as he noticed Kali and Barur awake. "I have many questions to ask but I still don't know who has the answers".

"Fair enough", Halassa said, rising up from her chair as the adventurers geared up and prepared to leave.

"How much do we owe ye?", Barur grumbled, already reaching for his pouch.

The question bothered Halassa. "Nothing", she replied bluntly.

"We used yer house, drank yer beer. Those cost money", Barur reasoned.

"You owe me nothing, stubborn dwarf of Moradin!", the old woman snapped. "Get your arses outta here before I change my mind!".

The adventurers exchanged glances, shrugged, and went on their way.

***

The Party has taken a long rest.

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

* Arzaak has memorized the spell Blight (4th level slot).

* Kali has memorized the spell Faerie Fire.

* Barur has memorized the spells Guiding Bolt (1st level slot), Detect Evil and Good (1st level slot), Silence (2nd level slot), Healing Word (2nd level slot) and Cure Wounds (4th level slot).

* Barur has recovered 2 Channel Divinity uses.

* Aldarion has memorized the spells Flame Blade, Cure Wounds and Freedom of Movement.

* Aldarion has recovered 2 Wild Shape uses.

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

All Party HP restored.

* Arzaak HP: 67/67

* Kali HP: 78/78

* Barur HP: 86/86

* Aldarion HP: 38/38

* Stinger HP: 59/59

***

As the Sun bathed the streets of Yartar, the Party could finally see the aftermath of the undead assault, and what they witnessed left them in shock. The once bustling city of Yartar lay in ruins. Buildings stood as skeletal remnants of their former glory, windows shattered and walls scarred by the unforgiving battle.

The air was heavy with the scent of death, and silence was broken only by the occasional groan of the wounded and the weeping of the bereaved.

Trudging through the debris-strewn streets, the adventurers quickly realized how insignificant their victory felt in the grand scheme of things. The Shields of Yartar, the city’s brave defenders, had managed to defeat another barrowghast, a pack of ghasts and a dangerous wraith, but at a great cost. Many had perished, and some were turned into the very undead horrors they fought.

"We're close to the palace. I think we should investigate there before going anywhere else," Aldarion suggested, his hazel eyes filled with concern. "I fear for the Waterbaron's life."

Arzaak's eyes widened slightly as if a thought had just struck him. "About that", he said, his voice carrying a hint of urgency, “have you noticed some kind of mist creature roaming the palace?”.

"Yes! It passed by me and went up the stairs. I couldn't stop it from slipping through a door, and then I heard a man's voice shouting at a woman", Aldarion said. "I believe that woman was Nestra Ruthiol".

"A mist, followed by a discussion between a man and a woman"?, Kali pondered, scratching her chin. "Hurry, let's break into this baron's office and find out".

"I dun't think it's gonna be that easy, Kali girl", Barur said, pointing to a soldier at the palace entrance. "The guards 'ave secured the place".

Seeing the adventurers in the distance, one of the guards waved for them while he called out for the other guards.

"I hope that was a friendly gesture", Arzaak mumbled.

"Captain, those are the guys I told you about", the soldier shouted to a surprisingly young—probably in his twenties—six-feet tall man with a lean, muscular build that spoke to his rigorous training. His face, though youthful, carried a few battle scars that enhanced his rugged charisma, and his bright blue eyes sparkled with wit and determination. His sandy blond hair was kept neatly trimmed, and his voice was warm and inviting.

Clad in gleaming, well-maintained plate armor adorned with the insignia of the Shields of Yartar and a bastard sword tied to his belt, he radiated authority while maintaining an approachable and seemingly good-humored demeanor, even during the darkest times.

"Michael Carl, captain of the Shields of Yartar", he stated with a military tone. "I heard much about you", he said as he offered his right hand for Arzaak to shake.

"What...exactly did you hear?", Arzaak asked, puzzled.

“That you and your party have slain a barrowghast, and that after a long fight against other undead", the captain said.

"That doesn't seem much compared to what this town had to hold up against", Aldarion interjected.

Michael Carl bowed to the wood elf with his head and offered him his hand.

"That doesn't matter. What matters is that you had the option to run, but instead you chose to stay and fight".

"That's exactly what I like about these guys", Aldarion replied with a lighthearted smile. "They are reckless and make stupid decisions".

Helpin' those in need's not a stupid decision", Barur protested.

It's good to see that even though you're all... different... you get along well", the captain said, but quickly regretted saying it. "I'm sorry, by different, I don't mean anything pejorative".

"It's all right", Arzaak appeased. "In a world where people are divided in segregated communities, a Party as diverse as ours is bound to attract attention".

Are we looking into the baron's stuff or not?", Kali asked, tapping her foot. "Men talk too much".

The captain chuckled at the dark elf's impatience. "I can allow you to see the Waterbaron's office, but I'm afraid it will be a fruitless endeavor. She's not there. In fact, she is nowhere to be found".

"What do you mean? Was she kidnapped or something?", Kali asked, inquisitive.

"We don't know. There's no trace of her anywhere. And no one saw her leaving the city", Michael answered.

"I saw a mist going up the stairs during our fight. It slipped under one of the doors and a fight immediately broke out between a man and a woman", Aldarion declared.

"And we saw mist escaping through the window while we waited Aldarion to come out", Arzaak added.

"Wait. The giant goat trying to ram down the door—was that you?", Captain Michael asked, pointing at Aldarion.

"It was", Aldarion admitted. "I'm sorry for trespassing on your security, Captain, but we really needed to talk to Mrs. Nestra, and the bureaucracy of this town is a little…unbearable. When I saw the mist and realized she was in danger, I had to try something".

"Hmmm...mist, huh", the captain mumbled, contemplative. "It seems we are working with the possibility that someone—a man, to be more accurate—assumed gaseous form, invaded the Waterbaron's office and either kidnapped her or...", he trailed off, unwilling to voice the other possibility.

Then, realization struck him with sudden clarity. "Vampires", he muttered. “They can assume mist form and slip through the smallest cracks, and they’re strong enough to shatter these windows with little effort".

Silence reigned. A chill ran down the adventurers’ spines as they exchanged worried glances.

Barur broke the silence by clearing his throat. "What'd the Waterbaron know 'bout dwarven ruins?", he asked, his tone grave and serious.

“Mrs. Nestra is well-versed in the history of many races, including dwarves. Why do you ask?", the captain said, scratching his chin.

Judgin' from the direction the mist went, I believe it's headed to the Elven High Woods", Barur replied.

"Not the most suitable place for a vampire to be", Michael pondered. "That forest has its guardians and they will defend it with their lives".

"That I know too well", Barur grumbled, lost in thought.

"So, what you are trying to tell me is that there are dwarven ruins under the High Woods", the captain surmised. "I don’t see how the vampire fits into that".

"I can't give ye all details, but long story short, this undead bloodsucker's already an enema of ours", Barur revealed. "But we never imagined it'd be here o' all places".

"You are enemies with a vampire?", Michael exclaimed, baffled. "And how come you're still alive, mind if I ask?".

"Many things have happened", Arzaak interjected. "But we could say it's a mix of luck and perhaps fate".

"Fate, huh...", the captain mumbled. "After seeing an elf, a drow, a dwarf and a tiefling in the same Party, I am starting to believe there is fate involved".

"I am not a drow", Kali snarled.

"It wouldn't be the first time, though", Aldarion reminded them. "Elves and dwarfs were allies in the past, and even formed a pact of cooperation in that very area of the High Woods".

Barur scowled. "Ther' was never such alliance", he grumbled. "Elves and dwarves, formin' a pact? Not possible", he insisted.

"I've read about alliances of that kind as well", Captain Michael agreed. "If you have a common goal—or a common enemy—I don't see why elves and dwarves cannot be allies".

Aldarion looked at Barur, waiting for the dwarf's stubbornness to give way. "Fine, the stout cleric sighed. There was an alliance. Long ago. Dwarves fought alongside the elves against the troll menace".

"Fair enough. I will ask no more", Michael said. "From what you have told me, I presume you're going after the vampire—if our predictions are correct—before he finds those ruins".

"Ye. There's sumtin' the monster's after, n' we 'ave decided to stop it from gettin' it", Barur declared.

"Quite brave of you, I must say", the captain admitted. "There isn't much I can do to help you, though. We've got our hands full, as you can see".

"Captain Michael, forgive me if I am being too pushy, but you would help us immensely, if you could land us a caravan. Yes, I know you can't spare resources in the middle of this tragedy, but I believe we can prevent further damage if we can be faster than the enemy", Aldarion pleaded, with the right hand in his chest, in a typical elven gesture of humbleness.

"You don't have to be so humble, hero. Your deeds are well known even in these distant lands", the captain declared.

"Your deeds?", Arzaak asked, tilting his head.

"It's a long story", Aldarion replied with an embarrassed smile.

"Jared, go get Johnny and bring him over here", the captain ordered one of his soldiers. "Tell him to bring a caravan with two horses".

"But captain—".

"It's an order! Now go!", Michael Carl shouted, and the soldier quickly dashed towards the stable to fetch Johnny and his horse-pulled caravan.

Suddenly, Captain Michael Carl adopted a serious demeanor, looking the adventurers up and down as if assessing something about them.

“You know that vampires are immune to common weapons, right?”, Michael said.

The adventurers exchanged startled glances.

“Unbelievable! You’re already on a suicide mission, and you don’t even know that?”, Michael Carl exclaimed. “Duncan, bring that sword over here", he ordered one of the soldiers patrolling the area.

“That… sword? I don’t think I wanna touch it, chief", Duncan replied, hesitating.

“Are you a soldier or a sack of potatoes? Bring that sword over here, now!”, Michael Carl commanded.

Reluctantly, Duncan went to the city’s armory, located in Shield Tower. A few minutes later, he returned, panting and visibly terrified, carrying a greatsword sheathed in a leather scabbard.

“I think I heard a voice coming from the sword, chief, Duncan said, his voice trembling.

“I always knew you were a bit bonkers, but not that much, Duncan", Michael said dismissively as he took the heavy sword in his hands and offered it to the Party. “This sword is too heavy and lethal for a guard to wield, and my soldiers are all scaredy cats that can't handle a magical weapon. If you want, you can have it. Consider it as a gift for having risks your lives in the name of my town".

The weapon was a two-handed greatsword, massive and menacing. The blade itself was a deep, obsidian black, absorbing light rather than reflecting it, giving it an eerie appearance. Etched along its length were faintly glowing crimson-colored runes of unknown meaning.

The hilt of the sword was wrapped in dark, aged leather. The cross guard was designed to resemble a pair of outstretched wings. In the center of the cross guard sat a single, blood-red gemstone that pulsated from time to time, as if reacting to its surroundings.

“I don’t think it’s a good—”

“I’ll take it", Kali declared, cutting Arzaak off, her lilac eyes glinting with determination. “You have your crazy sword, don’t you? Now I have mine too".

Geared up and well-rested, the adventurers gave their farewells and climbed onto the wagon, ready to traverse the Evermoor Way as fast as the caravan could take them.

As they sped eastward, a Yartar ravaged by the undead assault receded into the distance, replaced by the sight of the River Dessarin to the south and the troll-infested Evermoors to the north.

***

Arzaak sat quietly at the back of the wagon, his annoyance growing with each clop of hooves as he fruitlessly tried to study his manuscripts. Stinger, his familiar, nestled around his neck, causing some discomfort as the pseudodragon had grown larger and bulkier. Kali clutched her fearsome greatsword tightly, remaining fully alert as if ready to strike down anyone who dared try to steal it from her. Barur adjusted the holy symbol hanging around his neck, running a hand through his carefully braided beard as he murmured a prayer to Moradin for a safe journey. Aldarion gazed at the passing landscape, secretly naming almost every tree he saw along the way as they bordered the High Woods to the south of the Evermoor Way.

Suddenly, Arzaak's eyes gleamed with sudden insight. He lifted his head and stared at his companions, not saying a word.

"What?", Kali asked, not diverting her gaze from the road.

"The entrance to the underground kingdom of the dwarves might be through one of the large hollow trees, like the one we used as a resting place with Ziggy and the dryads", Arzaak suggested.

The other adventurers stared at the Tiefling in surprise.

"That might be possible", Aldarion replied. "I'm impressed, Arzaak. You've thought of something even I, a creature of the forest, had not".

Arzaak pointed at the headband on his head, a wry smile playing on his lips. “I think it has to do with this headband. It’s making me smarter. I’m not kidding", he asserted.

Kali and Barur failed to contain their laughter. Aldarion smiled lightheartedly.

"Don’t give the magical item credit for your talents, my friend", Aldarion said.

"Don't encourage that behavior, Al", Megalomagna interjected, surprising everyone as it had been surprisingly quiet. "If you do, he's never gonna acknowledge my merits, which are many, by the way".

"You weren't as decisive during our last battle as I thought you would be, Megalomeager", Arzaak mocked. "No merits to acknowledge there".

"If you're not even gonna say my name right, don't start a conversation with me, sheepface. I'm not gonna lose my cool over your cheap provocations", Megalomagna retorted.

"Wow, what's going on? Are you jealous that Kali got a sword bigger than you?", Arzaak asked with an evil smile, amplified by the colors of dusk as the sun began to set.

"You can't compare me with that unnecessarily large lump of metal", Megalomagna replied, her tone disdainful. "I doubt it can even detect this magic source coming aft—wait...it's coming after us!".

Even though was alert and ready to act, it was already too late. The sound of hooves rapidly approached, and someone—or something—struck the caravan rider down. The horses fled in panic.

'Dammit! Arzaak!' she shouted, calling the Tiefling to arms. The others were too distracted to react immediately.

"Stinger, vanish", Arzaak commanded calmly, and his familiar promptly activated his superior invisibility.

"Megalomagna, you said you felt magic, right? No life signs?", he asked the sword.

"No life signs".

"Then we're dealing with undead. Barur! Get ready to turn them! At least one is very agile", Arzaak instructed.

"Ye can count on me, 'rzaak lad", Barur answered, warhammer in one hand and holy symbol in the other.

As the adventurers jumped off the crashed wagon, they saw the driver lying motionless on the ground with a pool of blood around him, his neck brutally ripped open by something sharp. His eyes were wide with terror, even in death.

"Who could have caused this?", Arzaak wondered aloud, not expecting an answer. Then, the sound of hooves grew louder again, and the sight that met them shocked them deeply. Before them stood a skeletal equine, its ivory-white bones gleaming with an eerie luminescence. A spiraling horn adorned its skull, and its empty eye sockets stared at the adventurers with hollow emptiness.

The graceful curvature of its original form's neck and spine remained intact, yet there was a sense of unnatural rigidity to its posture, as if frozen in eternal agony. Its ribs protruded at odd angles as if caught in a perpetual state of collapse, framing the empty void where its heart once beat with divine rhythm.

'A...unicorn? I can't believe it,' Aldarion muttered, trembling with a mix of anger and shock.

'That's the power o' the bloated demon o' undeath,' Barur said, fury in his voice. 'This has to stop.'

"Careful, everyone!", Kali shouted. "This monster was not the one who killed our rider!".

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

A vampire spawn (112 HP) and a unicorn skeleton (82 HP) have appeared.

Vampire Spawn makes a Dexterity (Stealth) check contested by the adventurers' Wisdom (Perception):

* Vampire Spawn (+6): 12.

* Arzaak (+3): 19. Saved.

* Kali (-2, advantage): 19, 8. Kali cannot be surprised (Feral Instinct feature).

* Barur (+8): 1. Barur is surprised and cannot act in the first round of battle.

* Aldarion (+7): 3. Aldarion is surprised and cannot act in the first round of battle.

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

INITIATIVE ROLL

1. Unicorn Skeleton (+3): 9.

2. Kali: (+3) 5.

3. Vampire Spawn (+3): 3.

4. Arzaak (0): 3.

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ROUND 1

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Unicorn Skeleton attacks Kali with horn (charge) and hooves (+8 to hit, AC 15). Rolled 20, 11. A critical and a normal hit for 2d8+5: 16 piercing plus 2d8: 13 piercing plus 2d6+5: 9 bludgeoning plus 4d6: 12 necrotic damage.

* Kali HP: 28/78

Kali must make a DC 15 Strength (+6) saving throw or be knocked prone. Rolled 5. Failed. Kali has been knocked prone.

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

Vampire Spawn attacks Barur with claw (+6 to hit, AC 16). Rolled 10. Barur has been grappled. Vampire Spawn attacks Barur with bite. Rolled 8. Missed.

Arzaak attacks Unicorn Skeleton with Eldritch Blast twice (+8 to hit, AC 13). Rolled 13, 6. Two hits for 1d10+5 each: 8, 12 force damage.

* Unicorn Skeleton HP: 62/82

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ROUND 2

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INITIATIVE ROLL

1. Barur (0): 20.

2. Kali (+3, advantage): 10, 15.

3. Unicorn Skeleton (+3): 9.

4. Vampire Spawn (+3): 3.

5. Aldarion (+3): 3.

6. Arzaak (0): 3.

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

The creature responsible for killing the rider finally revealed itself. Standing tall and commanding, it was clearly a woman, but her presence exuded a chilling and inhuman aura. Her skin was unnaturally pale, almost translucent, with a faint bluish tint that hinted at the undead curse that flowed through her veins. Her face had a gaunt and hollow look, accentuating her high cheekbones and defined jawline in a way that was both haunting and beautiful. Her previously blue eyes had turned into an intense red, now glowing with a calculating, predatory light that revealed her thirst for blood and her newly acquired supernatural powers.

Her hair was unkempt, with mounds of earth strangely attached to it, and her attire was finely tailored and luxurious, but also drenched in what probably was her own blood. Her fingers, long and slender, ended in sharp, claw-like nails that could rend flesh with ease. Her lips, redder than ever, often parted to reveal elongated canines, sharp and ready to pierce the skin of her victims. Overall, the monster in front of them was a figure of dark beauty and deadly grace, her every feature and movement reflecting the malevolent power of undeath.

“Is that…”, Arzaak asked, doubting his own eyes.

“It can’t be”, Aldarion said.

“IT’S NESTRA RUTHIOL, FOR THE LOVE OF THE TANAR’RI”, Megalomagna exclaimed.

“Dun’t say that name in me presence, sword”, Barur admonished as he held his holy symbol against the vampire spawn.

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

Barur uses Channel Divinity: Turn Undead.

Unicorn Skeleton and Vampire Spawn must make a DC 16 Wisdom saving throw or be turned for 1 minute.

Unicorn Skeleton (+3): 20. Saved.

Vampire Spawn (0): 11. Failed.

Vampire Spawn is turned for 1 minute (10 rounds) or until it takes damage.

Barur is no longer grappled.

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

"it seems the unicorn has been empowered by Orcus's dark shenanigans", Megalomagna noted. "It's a lot more resistant to turning than ordinary undead".

"If it cannot be turned, we will slash it down", Kali uttered between her teeth as she stood up, wounded by the powerful horn and hooves of the defiled unicorn.

Kali spent her turn solving the prone condition.

Unicorn Skeleton attacks Kali with horn and hooves. Rolled 11, 7. Two hits for 1d8+5: 12 piercing plus piercing plus 2d6+5: 12 bludgeoning plus 4d6: 14 necrotic damage.

* Kali HP: 00/78

Kali has fallen unconscious.

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

"Kali!", Arzaak screamed as she fell to the ground with a thump.

"Arzaak, remember that last resort you and the sword were talking about? Time to put that to use!", Aldarion exclaimed as he activated his amulet.

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

Aldarion uses the Sanctum Amulet - Spare the Dying function on Kali as a bonus action.

Kali is stabilized.

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

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

"Okay then...", Arzaak mumbled, reaching for the bowl inside his backpack. "Let's just hope that this thing is not gonna turn into a monster and drown us".

Arzaak filled the bowl with water as suggested by Megalomagna, but nothing happened.

"Why is nothing happening?", Arzaak exclaimed, getting desperate.

"Try 'petaQ'", Megalomagna said. The R at the end is strong like a beast's hiss.

"PetaQ? What does it mean?", Arzaak asked.

"It's a magical word I know", Megalomagna said, mysterious. "Come on, say it!".

Not long after Arzaak said the magical word "petaQ" with a strong R, the liquid began to move, as if gaining life. Then, the water turned into a maelstrom that quickly assumed the form of a cresting wave rolling across the ground.

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

A water elemental (CR 5) has appeared under Arzaak's command (114 HP, AC 14, Perception +3, Slam +7 to hit, 2d8+4 bludgeoning damage, Whelm).

"An elemental?", Arzaak exclaimed. "This is our lucky day, Megalomanny! Let's murder those undead!".

"We? I'm sorry, but I'm not getting any closer to that blob. That thing is dangerous!", Megalomagna said.

"Exactly. That's why we're gonna win".

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

ROUND 3

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

INITIATIVE ROLL

1. Water Elemental (+2): 2

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

"The elf's turned into a beast? Goo' grief. What an impulsive fella", Barur grumbled, reaching out for Kali in order to heal her.

Barur casts Cure Wounds (4th level slot) on Kali for 4d8+8: 33 HP restored.

Kali HP: 33/78

Kali has recovered.

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

"Damn that accursed fuckin' skeleton! I'm gonna break each one of its ribs and pick my teeth with them!", Kali roared furiously.

Kali activates Rage as a bonus action and attacks the unicorn skeleton with greatsword twice. Rolled 13, 19. Two hits for 2d6+8 each: 17, 15 slashing damage.

* Unicorn Skeleton HP: 30/82

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Unicorn Skeleton attacks Kali with horn and hooves. Rolled 7, 20. One normal and one critical hit for 1d8+5: 9 / 2 = 4 piercing plus 4d6+5: 17 / 2 = 8 bludgeoning plus 4d6: 15 necrotic damage. Kali is resistant against piercing, slashing and bludgeoning damage while raging.

* Kali HP: 06/78

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

"That animated pile of bones won't stop until one of us is dead, huh?", Kali snarled. "Let's see who's better at killing here".

Vampire Spawn is turned for 9 rounds or until it takes damage.

Aldarion (polar bear) attacks Unicorn Skeleton with bite and claw (+7 to hit, AC 13). Rolled 11, 7. Two hits for 1d8+5: 6 piercing and 2d6+5: 13 slashing damage.

* Unicorn Skeleton HP: 11/82

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

Arzaak commands the water elemental to attack the unicorn skeleton.

Water Elemental attacks twice with Slam. Rolled 18, 9. Two hits for 2d8+4 each: 13, 13 bludgeoning damage.

Undying Soul: Unicorn Skeleton makes a DC 10 Constitution saving throw: 4. Failed.

* Unicorn Skeleton HP: -15/82

The unicorn skeleton has been destroyed.

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

"It seemed to be trying to come back from destruction", Arzaak told Megalomagna.

"It's Orcus", Megalomagna replied. "His servants are offered boons in exchange for their souls. I particularly don't find those very attractive".

"Indeed", Arzaak agreed. "So, we must decide what to do with this vampire".

"It's already decided", Kali retorted, holding her sword up in offensive stance. "We're gonna kill it".

Arzaak sighed. "If she is really the Waterbaron, we're gonna be in big trouble for this. I don't even know if there's a spell that can bring her back".

"We can tink 'bout that later", Barur affirmed. "An undead's an undead. It must be purged".

"Fair enough. Megalie, help me out, okay?", Arzaak said, looking at the sword from the corner of his eye while giving it s smirk.

"Holy moly, please don't call me that EVER again. I'd rather be called Meggie or Megalovania than that".

"Meggie? Someone used to call you Meggie?", Arzaak asked humorously, getting ready to cast his signature cantrip.

Arzaak casts Eldritch Blast on vampire spawn twice with advantage due to Kali's rage. Rolled 4, 12. Rolled 18, 9. Two hits for 1d10+5: 9, 15 force damage.

* Vampire Spawn HP: 88/112

Vampire Spawn is no longer turned.

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

Megalomagna casts Vicious Mockery. Vampire Spawn makes a DC 15 Wisdom saving throw: 17. Saved.

"I can't believe it. She withstood my insults! This can't go on like that! Get ready, world! Things are gonna get nasty from now on!", Megalomagna exclaimed, but no one was paying attention.

"You vermin", the vampire woman hissed. "I will drink your blood and offer your dried corpses to my master!", she roared and lunged forward.

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

ROUND 4

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

Barur casts Healing Word (2nd level slot) on Kali for 2d4+5: 11 HP restored.

* Kali HP: 17/78

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

"Let's see how this leech fares against my greatsword", Kali said and uttered a fearsome battle cry that could make even the wildest beast flee.

Kali attacks vampire spawn with greatsword twice. Rolled 15, 17. Two hits for 2d6+8 each: 14, 18 slashing damage.

* Vampire Spawn HP: 56/112

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

Vampire Spawn regenerates 10 hp.

* Vampire Spawn HP: 66/112

Vampire Spawn attacks Arzaak twice with claws. Rolled 16, 4. One hit for 2d4+3: 6 slashing damage.

* Arzaak HP: 61/67

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

Arzaak attacks back as a reaction (Vengeful Reaction). Rolled 15. Hit for 1d8+4: 7 slashing damage.

* Vampire Spawn HP: 59/112

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

"She's really mad at you, Hairzaak", Megalomagna noted.

"Good. Let her come! I have a watery surprise for her!", Arzaak said, his eyes glowing with confidence.

Aldarion (polar bear) attacks vampire spawn with advantage due to Kali's rage, with bite and claw (+7 to hit, AC 15). Rolled 1, 4. Rolled 5, 12. One hit for 2d6+5: 17 slashing damage.

* Vampire Spawn HP: 42/112

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

"Elemental, engulf the vampire woman", Arzaak commanded, and the creature promptly launched itself towards the undead as if attempting to grapple it.

Water elemental uses Whelm. Vampire Spawn must make a DC 15 Strength (+3) saving throw: 9. Failed.

Vampire Spawn suffers 2d8+4: 15 bludgeoning damage.

* Vampire Spawn HP: 27/112

Vampire spawn is grappled.

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

“Meggie, your turn”, Arzaak said, not wanting to attack and cause damage to the water elemental.

“You’re not entitled to call me Meggie, sheepface”, Megalomagna said. “Stop mistaking my name, actually!".

Megalomagna casts Vicious Mockery. Vampire Spawn makes a DC 17 Wisdom saving throw: 6. Failed.

Vampire Spawn suffers 2d4: 5 psychic damage and will have disadvantage on the first attack roll it attempts to make in its next turn.

* Vampire Spawn HP: 22/112

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

ROUND 4

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

“I dun’t feel comfortable waiting for the wretched bloodsuckin’ vampire to drown”, Barur grumbled, squinting his eyes as the undead thrashed and writhed in pain inside the water elemental’s vortex.

“Arzaak, order the elemental to move”, Kali threatened. “I will take the vampire down myself”.

“Wait!”, Arzaak commanded, his charisma speaking higher than his Party members’ eagerness to destroy the enemy.

Vampire Spawn makes a DC 14 Strength ability check against the water elemental’s grapple: Rolled 11. Saved.

The vampire spawn has broken free from the water elemental’s grasp.

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

“What a stubborn little devil”, Megalomagna chuckled.

Vampire Spawn could not regenerate.

Vampire Spawn attacks Arzaak with claw (disadvantage): Rolled 7, 18. Rolled 5, 1. One hit for 2d4+3: 8 slashing damage.

* Arzaak HP: 53/67

Arzaak attacks back as a reaction (Vengeful Reaction). Rolled 19. Hit for 1d8+4: 11 slashing damage.

* Vampire Spawn HP: 11/112

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

“Surrender, spawn of the Abyss!”, Arzaak shouted, not paying any mind to the scratches the vampire caused on him.

“Even if I die, my master will never let you go”, the vampire spawn snarled. “He will chase you to the end of this miserable world”.

Aldarion (polar bear) attacks vampire spawn with advantage due to Kali's rage, with bite and claw (+7 to hit, AC 15). Rolled 17, 7. Rolled 2, 14. Two hits for 1d8+5: 7 piercing and 2d6+5: 15 slashing damage.

* Vampire Spawn HP: 00/122

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

The vampire spawn has fallen. It seems to be unconscious, but not dead.

“I know you’re not dead yet, vampire. I've studied your kind. You won't surprise us again", Arzaak announced, his voice devoid of emotion but a flicker of relief dancing in his eyes. He pointed towards the unmoving form. "Water elemental, grapple her”.

At the command, the water churned, tendrils swirling towards the fallen creature. Suddenly, the vampire spawn's eyes snapped open, fangs bared in a silent scream. Then, a high-pitched hiss, like searing metal, escaped its clenched teeth. Her inhuman strength began to falter, replaced by a desperate clawing at the water elemental’s intangible form.

The fiery embers in her eyes flickered and dimmed until, with a final, pathetic gurgle, the thrashing ceased. Nestra Ruthiol’s body, taut with undeathly vigor, went slack. Her form, then, began to dissolve not into ash, but into an oily ichor that dissipated harmlessly within the churning water and was expelled from the water elemental’s body.

Arzaak let out a slow breath and dismissed the water elemental, who was more than happy to leave the Material Plane and withdraw to its plane of origin. “We keep thinking about complicated stuff like banishing the vampire from the ground with holy magic, and we forget their very basic weaknesses, like this one—they can't stand running water”, he mused, a hint of self-deprecation in his voice.

Meeting Arzaak's gaze, the other adventurers couldn't help but be impressed by his unwavering composure and brilliant insight.

“Take that headband off”, Kali demanded, her rage beginning to fade. “You’re too irritating with it”.

“Thanks…I guess?”, Arzaak said, tilting his head.

“It wasn’t a body of running water though…”, Megalomagna complained. “It was just a splashy swooshing body of water”.

“It’s dead, isn’t it?”, Arzaak admonished. “Stop complaining”.

“Hmpf”, the sword retorted, but stood silent.

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

The Party has emerged victorious, defeating the unicorn skeleton and the vampire spawn. Each member earns 3.600 + 5.800 = 9.400 XP for the defeated monster in this encounter.

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

Arzaak has accumulated 41.090 + 9.400 = 50.490 XP in total.

* Arzaak has advanced from level 8 to level 9.

* Arzaak's HP increased by 8 (max 75).

* Arzaak’s proficiency bonus increased to +4;

* Arzaak has learned the Eldritch Invocation: Trickster's Escape. He can cast freedom of movement once on himself without expending a spell slot. He regains the ability to do so after finishing a long rest.

* Arzaak has learned the spell Mind Spike (2nd level).

* Spell slot level upgraded to 5th.

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

Megalomagna has accumulated 37.890 + 9.400 = 47.290 XP in total.

* Megalomagna’s spell DC increased to 17.

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

Stinger has accumulated 37.800 + 9.400 = 47.200 XP in total.

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Kali has accumulated 39.740 + 9.400 = 49.140 XP in total.

* Kali has advanced from level 8 to level 9.

* Kali's HP increased by 9 (max 87).

* Kali’s proficiency bonus increased to +4;

* Kali’s Rage damage increased to +3;

* Kali has unlocked the feature: Brutal Critical. Kali can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

* Kali has learned that the Pipes of Haunting can frighten those who hear its music.

* Kali heard her greatsword whispering in her head to kill the unicorn skeleton from the moment it hurt her till it was slain.

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

Barur has accumulated 39.300 + 9.400 = 48.700 XP in total.

* Barur has advanced from level 8 to level 9.

* Barur's HP increased by 10 (max 96).

* Barur’s proficiency bonus increased to +4;

* Barur has learned the spells Banishment (4th level slot) and Greater Restoration (5th level slot).

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

Aldarion has accumulated 31.400 + 9.400 = 40.800 XP in total.

* Aldarion has advanced from level 7 to level 8.

* Aldarion’s HP increased by 5 (max 43).

* Wild Shape improvement. Aldarion can now turn into flying beasts.

* Aldarion has learned a Feat: Fey Touched. Exposure to the Feywild's magic has changed Aldarion, granting him the following benefits:

* Aldarion’s Wisdom score increases to 20 (+5).

* Aldarion has learned the Misty Step and the Command spells, and he can cast each of these without expending a spell slot once per long rest. He can also cast these spells using spell slots he has of the appropriate level. The spellcasting ability for these spells is Wisdom.

* Aldarion has learned that the rune on the Sanctum Amulet can be invoked. Invoking the Rune: when a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point. Once the rune has been invoked, it can’t be invoked again until the next dawn.

* Aldarion has learned the spell Control Water (4th level slot).

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

TREASURE FOUND

* a ring with a garnet embedded into it (ring of resistance against fire)

* a pearl necklace (250 gp)

* a small gold bracelet (50 gp)

* a scroll of the Antilife Shell wizard spell

* a pouch containing:

* 800 gp

* 50 pp

***

Weary from the tense battle, the adventurers gathered the spoils of victory and mourned the loss of their caravan driver, as well as the horses that, by this time, must have been very far away—if not dead.

The caravan had been traveling along the edge of the High Woods forest, and it wasn’t long before they planned to dismount and continue on foot, but the plan was for the poor driver to return home safely and well-paid.

All they could do now was lament and hope that Captain Michael Carl would forgive them.

Not to mention Waterbaron Nestra Ruthiol, a matter the Party had agreed to keep secret until they could think of a way to bring her back—if that were still possible.

“I’m broke. I hate myself for saying this, but I think we should rest a little", Kali said, leaning against a tree at the entrance of the High Woods.

“I’m inclined to agree", Arzaak concurred, lying down on the grass without a care.

“I’ll accept only ‘cuz it’s daylight and no bloody undead will come to disturb us”, Barur grumbled as he sat down, dignified.

“A one-hour rest, then?”, Aldarion proposed, relieved to finally be in a place he felt comfortable—the woods.

They all nodded.

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

The Party has taken a short rest.

Arzaak spent 2 Hit Dice (2d8+6): 15 HP restored.

* Arzaak HP: 75/75

Kali spent 6 Hit Dice (6d12+12): 74 HP restored.

* Kali HP: 87/87

Barur spent 1 Hit Dice (1d8+5): 9 HP restored.

* Barur HP: 95/96

Aldarion spent 1 Hit Dice (1d8): 8 HP restored.

* Aldarion HP: 43/43

***

Kali scanned the horizon with a hand shielding her lilac eyes, extremely bothered by the sunlight. “So, what’s the plan now?”, she inquired.

"Well", Arzaak said, his tail flicking nervously, “I presume that the entrance to the dwarven kingdom is in a large tree in this forest, but there are no shortage of huge trees here. We have no choice but to explore until we find at least a clue", he pondered while Stinger circled overhead, alert as the steadiest sentinel.

"Are you dumb?”, Megalomagna's sharp voice interrupted. “You do realize this forest is bigger than the Evermoors, right? Exploring all of this on foot is like beating a pit fiend to death with a spoon".

Arzaak’s eyes flared as he gazed at the sword, his sharply pointed teeth visible in a snarl. “Got a better idea, smarty pants? For something that doesn’t even have a mouth or a brain, you think you’re so unfailing".

“You’re the one who suggested the ruins would be here! Now you want me to do what, detect secret passages to a concrete jungle under a jungle infested with giant rats?”, the sword retorted in its defense.

“What do you mean by giant rats?", Aldarion interjected, startled. "There haven’t been giant rats in this forest since I can remember".

“Their first mission was to fight a plague o' giant rats which we later discovered had been summon'd by the bloodsuckin' vampire", Barur explained.

Aldarion’s hazel eyes darkened with frustration. “Again that damned vampire!”.

“Dun’t curse, elf brother", Barur advised. "Justice'll be served, ye'll see".

Aldarion took a deep breath and calmed himself. “Right. Getting nervous won’t solve anything. Let’s think of a solution", the wood elf mused, surveying the treetops.

“Since we have no idea where to start, my suggestion is to ask the Grandfather Tree", he added. “But I can’t guarantee anything".

“Grandfather Tree?”, Kali asked, signs of concern visible on her face. “That tree is worshiped as a god by some barbarian tribes. Do you really think a being of such magnitude will pay us any attention?”.

“If our hearts are pure and our motives are just, even the gods will hear us", Barur lectured, stroking his beard thoughtfully.

“From what I’ve studied on the subject, this tree isn’t exactly a god but rather an Elder Treant", Arzaak commented, scratching his head, trying to recall his studies. "It has been created to protect the forest".

“Exactly. That’s why I can’t promise anything. But if you ask me, having a wood elf and a pseudodragon in the Party counts a lot in our favor", Aldarion said with a discreet but confident smirk.

“I hope so", Kali said, her voice tinged with doubt.

“Ready to enter the forest?", Aldarion asked. “We’re likely to encounter all sorts of things—from aarakocra to dragons. And giant rats now, it seems".

“A gold or silver dragon would be a great ally", Barur declared, raising a finger.

“In this region, we're more likely to find a vile green dragon than any metallic ones", Aldarion replied. “We’d better hurry. It will be nice if we can find a safe place to rest before nightfall".

Then, feeling at home in the forest that Elves have occupied since time immemorial, Aldarion took the lead of the party, walking among the trees and branches with supernatural agility.

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

Rolling a d20 to determine a random encounter. If the result is 18 or higher, a random encounter will occur. Rolled 13. No random encounters occurred.

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

“Is it still far?” Arzaak asked, clearly the least accustomed to long walks, despite his considerable physical stamina.

“Look up", Aldarion pointed, and Arzaak could see that they were covered by a foliage that seemed endless.

“Does all this belong to the Grandfather Tree?”. Arzaak asked, awestruck.

“This is nothing", Aldarion replied casually. “The tree itself is half the height of Mount Waterdeep".

"Almost as tall as Lord Moradin’s Mithral Hall", Barur theorized. "But not taller, that's fo' sure".

"To a dwarf, height and size are relative", Megalomagna mocked. "'Cause you're, you know, a dwarf. Squat. Pint-sized. Vertically challenged".

Staring at the sword with contempt, Barur let out a deep, long grunt, but ultimately said nothing.

"Strange", Aldarion thought aloud, oblivious to his companions' banter. "This place it's not as lush and vibrant as I remember".

As the adventurers approached the Grandfather Tree, the landscape seemed to have changed from a verdant green to a tenebrous, lifeless gray. Oaks and elms stood twisted and gnarled, their barks blackened and cracked as if scorched by some unholy fire. Their branches, devoid of leaves, curled like skeletal fingers towards the sky. From the cracks in the bark, a viscous, dark sap oozed, emitting a foul stench.

Patches of grass were a sickly, yellow-brown, and many flowers displayed twisted forms and corrupted hues—roses with black, razor-sharp thorns and lilies that emitted noxious gas.

Around the bases of the darkened trees, pallid fungi sprouted in clusters, glowing with an eerie, greenish phosphorescence, and their caps were covered in pustules that, upon bursting, released clouds of spore-laden mist. Those fungi seemed to thrive specially in darkness, spreading like a creeping plague.

Pools of morning dew turned dark, thick and viscous, almost like a liquid shadow. An acrid, metallic scent wafted from these pools, and the water emitted faint, ghostly wisps of greenish vapor. Slimy algae covered the surface of some of those pools, its color a sickly green mixed with black streaks.

"Now that you mention it, I do feel a foul stench", Kali said. "And it rivals the Underdark's most horrible smells".

"Something is definitely wrong with this place", Arzaak agreed. "Be calm, Stinger. We are going to find out what's causing this", he told his very agitated familiar.

"Help...".

"Did you hear that?", Kali asked, startled.

"Yes. It seemed like an elven voice. A female elf", Aldarion replied, concerned.

"Stop right there", Megalomagna interjected. "Do I really have to convince you guys that this is probably a trap?".

"It migh’ be", Barur answered. "But what if it's not? Are we gonna risk letting an innocent die?".

"Innocent...", Megalomagna muttered, and Arzaak looked at the sword with a side glance.

"Let's proceed with caution, then", Aldarion suggested. "Hold your breath if any suspicious fog comes near and don't touch the trees and vines".

"HELP!", the voice screamed, much louder now.

"It's definitely a woman's voice", Arzaak observed, not as startled as his companions.

"Are we goin' or not?", Barur inquired, losing his patience.

"IT'S A TRAP, GODDAMIT!", Megalomagna’s thunderous voice roared, and everything around them fell into absolute silence for a few seconds. Then, a faint, sinister laughter could be heard in the background.

“What a marvelous magical item”, a raspy, croaking voice uttered, seemingly from out of nowhere. “What is it doing in the hands of stupid, half-assed mortals…that I do not know”, the voice hissed, its words slithering through the air like venomous serpents, and its tone is a sickly blend of mockery and insidious delight and avarice.

"Such power...squandered on the likes of you. The gods must be blind idiots to grant such a gift to pathetic wretches like you”, the voice warbled with an unsettling, sing-song quality, its laughter echoing with an eerie resonance.

"This unpleasant voice…", Aldarion muttered, a grimace stamped in his face. "A hag. This place has been infested by a wretched, hateful hag".

"Oh, but I am wretched. And I am hateful. And I can't wait to rip your bellies open and drink your intestines", the voice retorted.

"How disgusting", Arzaak mumbled, not impressed.

"I will show you disgusting, half-blood. What a poor representation of devilkin you are. I've seen dretches that looked better than you", hag chuckled.

"Fuck you and your demons, old shit", Kali yelled before Arzaak could say anything.

"Why, now we have a domesticated drow trying to act tough? Does Lolth know what a rebel wench you are?".

"Fuck Lolth. And fuck you too", Kali snarled.

"Calm down, Kali. Hags are nothing but fiends, in the end. They take pleasure in our hate, our horror. They are cankers on this word", Arzaak stated, his cold and calculated words piercing the hag's mind like a needle".

"I WILL SLAUGHTER YOU, YOUR FAMILY AND FRIENDS, YOU FILTHY HALF-BLOOD", the creature screamed with a voice so high-pitched and ugly that the adventurers wished they were deaf.

"Congratz, Hairzaak. You've just pissed off a green hag. Prepare for some blood to be spilled. Hers or yours", Megalomagna.

"How do you know it's a green hag?", Arzaak, suspicious.

"Please. I’m the lead actor here. I know things just because I want to", Megalomagna said in a haughty tone.

"You're crazy, rude and self-absorbed, but this time I'll trust you. Tell me where the hag is so I can blast her out of existence", Arzaak said with a confident smirk.

"If you really trust me, prepare to repel an attack from behind. You can't see well because of the fog, but we're surrounded", Megalomagna.

"What?", Arzaak exclaimed.

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The Party must make a contested Wisdom (Perception) check against an unknown enemy's Dexterity (Stealth).

* Arzaak: 15+0

* Kali: 11+3

* Barur: 10+0

* Aldarion: 7+3

* Monsters: 10+0

No one has been surprised.

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In the obscured environment, the adventurers saw what looked like a few walking shrubs and an ordinary zombie.

The shrubs looked like shuffling, hunched humanoids but, as they came closer, they revealed themselves as horrid plants whose conifer-like needles grew across their bodies in quivering clumps.

Another plant-like creature appeared as a mass of slithering creepers, its vines poised to entangle any prey that ventured too near.

In fact, it was extraordinarily atrocious and revolting. Unlike common zombies, which were merely putrefying animated corpses, this creature had scores of little green worms crawling in and out of its flesh. Those worms seemed able to smell the blood of their potential prey and moved with horrifying eagerness, ready to leap onto anything alive.

A spawn of Kyuss (CR 5, 70 HP), 2 Needle Blights (CR 1/4 each, 16 HP), 1 Vine Blight (CR 1/2, HP 25) and a Green Hag (CR 3, 86 HP) have appeared.

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INITIATIVE ROLL

1. Needle Blight 1: 17+1

2. Aldarion: 15+3

3. Kali (advantage): 13+3, 6+3

4. Green Hag: 11+1

5. Vine Blight: 12-1

6. Barur: 7+0

7. Arzaak: 5+0

8. Spawn of Kyuss: 1+0

9. Needle Blight 2: 1+1

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ROUND 1

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Needle Blight 1 attacks Arzaak with claw (+3 to hit, AC 12). Rolled 10. Hit for 2d4+1: 4 piercing damage.

* Arzaak HP: 70/75

Arzaak retaliates with Megalomagna as a reaction (+8 to hit, AC 12). Rolled 3. Missed.

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Aldarion activates Wild Shape to transform into a Dire Wolf as a bonus action (37 HP, 14, Perception +3, Stealth +4, Keen Hearing and Smell, Pack Tactics, Bite (+5 to hit, 2d6+3 piercing).

Aldarion attacks Needle Blight 1 with bite (advantage). Rolled 13, 11. Hit for 2d6+3: 6 piercing damage.

* Needle Blight 1 HP: 10/16

Needle Blight 1 must make a DC 13 Strength saving throw (+1) or be knocked prone: 6. Failed. Needle Blight 1 has been knocked prone.

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Kali activates Rage and attacks Spawn of Kyuss twice (+10 to hit, AC 10). Rolled 4, 16. Two hits for 2d6+8 each: 14, 11 slashing damage.

* Spawn of Kyuss HP: 45/70

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Green Hag attacks Aldarion with claws with advantage (invisible). Rolled 2, 19. Hit for 2d8+4: 12 slashing damage.

* Aldarion HP: 31/43

Blessing of the Fey has activated. Upon hitting Aldarion, any creature that has ever caused harm to a good aligned fey creature must make a Wisdom saving throw (DC 16) or become frightened of him for 1 minute. Rolled 17. Saved.

"A protégé of the Seelie Courts, huh?", the hag asked herself and cackled. "Yet another reason for me to rip your heads off!".

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Vine Blight uses Entangling Plants. All Party members must succeed on a DC 12 Strength saving throw or become restrained.

Arzaak: 20. Saved.

Kali (advantage): 1, 14. Saved.

Barur: 16. Saved.

Aldarion: 6. Failed. Aldarion is restrained for 1 minute. His speed becomes 0; he can’t benefit from any bonus to his speed; attack rolls against him have advantage, and his attack rolls have disadvantage; he has disadvantage on Dexterity saving throws. He or a companion can end this condition with a successful DC 12 Strength saving throw.

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Barur casts Sacred Flame on Spawn of Kyuss. Spawn of Kyuss makes a DC 16 Dexterity saving throw: 3. Failed. Spawn of Kyuss suffers 2d8: 8 radiant damage.

* Spawn of Kyuss HP: 37/70

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Arzaak casts Eldritch Blast on the Spawn of Kyuss with advantage (Pack Tactics). Rolled 1, 20. Rolled 8, 1. One critical and one normal hit for 2d10+5: 19 plus 1d10+5: 15 force damage.

* Spawn of Kyuss HP: 03/70

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Spawn of Kyuss attacks Arzaak with claws and uses Burrowing Worm. Rolled 3, 2. Missed.

Arzaak must make a DC 11 Dexterity saving throw: 6. Failed. A worm latched onto Arzaak's skin.

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

"This is disgusting! Megalomagna, do something!", Arzaak screamed, trying to remove the worm that hungrily tried to bite its way into the Tiefling's flesh.

"What do you want me to do? Scream at it? You're already doing it. And you suck", Megalomagna retorted.

Needle Blight 2 attacks Aldarion with claw with advantage (+3 to hit, AC 16). Rolled 8, 18. Hit for 2d4+1: 7 piercing damage.

* Aldarion HP: 24/43

Needle Blight 2 must make a Wisdom saving throw (DC 16) or become frightened of him for 1 minute. Rolled 18. Saved.

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ROUND 2

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Needle Blight 1 must spend its turn solving the prone condition.

Aldarion makes a DC 12 Strength saving throw: 7. Failed. Aldarion is still restrained.

Kali attacks Spawn of Kyuss twice (+10 to hit, AC 10). Rolled 10, 3. Two hits for 2d6+8 each: 17, 13 slashing damage.

* Spawn of Kyuss HP: 00/70

The Spawn of Kyuss has fallen.

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Green Hag attacks with claws with advantage (invisible). Rolled 14, 4. Hit for 2d8+4: 16 slashing damage.

* Aldarion HP: 08/43

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Vine Blight attacks Aldarion with constrict with advantage. Rolled 14, 20. Critical hit for 4d6+2: 15 bludgeoning damage.

* Aldarion HP: 08/43

Aldarion has fallen unconscious.

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

"Those filthy shrubs 'n the hag are all targeting our elf brother", Barur grumbled. "I can't let this go on".

Barur uses Channel Divinity: Preserve Life. Barur restores up to 45 HP to any creatures within 30 feet of him, dividing those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.

* Aldarion HP: 22/43

Aldarion has recovered.

Arzaak spends its turn killing the burrowing worm.

Spawn of Kyuss regenerates 10 HP.

* Spawn of Kyuss HP: 10/70

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

Spawn of Kyuss attacks Arzaak with claws and uses Burrowing Worm. Rolled 3, 4. Missed.

Arzaak must make a DC 11 Dexterity saving throw: 9. Failed. Another worm latched onto Arzaak's skin.

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

"Again with this? What is going on? Wasn't this thing dead?", Arzaak shouted in disgust.

"That wormy thing is a minion of Orcus", Megalomagna replied.

"And how long will it keep coming back?", Arzaak asked, trying to crush the worm with the sword's pommel.

"Hell if I know. Make an intelligence ability check for all I care", Megalomagna mocked.

"What are you talking about, you crazy sword?", Arzaak demanded, exasperated.

"Try to understand the nature of that thing and strike where it's vulnerab—y'know what? Forget it. Just hit the big zombie with me. Even if someone else takes it down first. I'll deal with this worm", Megalomagna replied, out of patience, as its blade began to turn purple.

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

Megalomagna casts Dissonant Whispers. Burrowing Worm must make a DC 17 Wisdom saving throw (-4): 1. Failed. Burrowing Worm suffers 3d6: 13 psychic damage.

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

The worm released a hideous cry of excruciating pain and fell from Arzaak's skin, utterly dead.

"Wow. What did you do?", Arzaak asked, perplexed.

"Just told it a few truths. I feel much lighter now", Megalomagna replied.

Needle Blight 2 attacks Kali with claw (+3 to hit, AC 15). Rolled 3. Missed.

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ROUND 3

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Needle Blight 1 attacks Kali with needle (+3 to hit, AC 15). Rolled 14. Hit for 2d6+1: 12 piercing damage.

* Kali HP: 75/87

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Aldarion casts Thunderwave. Both the Needle Blights and the Vine Blight must make a DC 16 Constitution saving throw or suffer 2d8: 11 thunder damage and be pushed back 10 feet away from him.

Needle Blight 1 (+1): 3. Failed.

Needle Blight 2 (+1): 13. Failed.

Vine Blight (+2): 9. Failed.

* Needle Blight 1 HP: -01/16

* Needle Blight 2 HP: 05/16

* Vine Blight HP: -03/25

Needle Blight 1 and Vine Blight have been destroyed.

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

Aldarion is no longer restrained.

Kali attacks Spawn of Kyuss twice (+10 to hit, AC 10). Rolled 1, 2. One hit for 2d6+8: 15 slashing damage.

* Spawn of Kyuss HP: 00/70

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

The Spawn of Kyuss has fallen again.

"It seems the squat dwarf cleric is what keeps this Party going", the hag said, cackling horribly. "Maybe I should rip your beard off and strangle your friends with it!".

"Stand back, fiend. Lord Moradin 'as made me strong 'gainst your kin. Surrender now or ye'll feel the wrath of the dwarv's mighty hammer!", Barur proclaimed, his unwavering faith inspiring his Party.

"One day I'll take your Moradin pretentious god down, idiot little dwarf", the hag retorted, feeling insulted. "But I'll be happy to start by killing you!".

Green Hag attacks Barur with claws with advantage (invisible). Rolled 4, 18. Hit for 2d8+4: 15 slashing damage.

* Barur HP: 80/96

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Barur looked at the slashing wound caused by the hag and smiled from the corner of his lip.

“Is that the best ye can do, filthy hag?", the dwarf provoked, incurring in the hag's wrath. Losing her concentration, she started to become visible. What was shown to the Party, however, made them regret disrupting her invisibility. The hideous creature bore a withered face, framed by long, frayed hair, with horrid moles and warts dotting its blotchy skin. Its long, skinny fingers were tipped by wicked claws, and her clothes were tattered and filthy, festooned with bone pieces and rotten ornaments probably made from the innards of its victims. As it snarled and hissed at the Party, a set of sharp teeth became visible, increasing the sense of dread and horror.

“You’ve finally shown yourself, old hag!”, Megalomagna interjected, breaking the silence caused by the horrendous sight.

"This is your last chance, mortals. Give me the sword and all your magical items, and I will let you go. If you still have a shred of wisdom left, you'll take the deal", the hag snarled, extending a hand.

"What makes you think we'll bargain with a pest like you?", Arzaak retorted.

"Well...", the hag cackled again. "Maybe I have information on you. Or your mistress".

Arzaak's eyes blazed. Aldarion interjected before the Tiefling lost his cool.

"Even if you were Baba Yaga herself, we still wouldn't want anything from you. No matter how highly you think of yourself, green hag, you're nothing but small fry", the wood elf declared.

"Small fry, you say?", the hag hissed, angered beyond reason, her features getting even more fiendish and ugly.

"To think that someone woul' bargain with sumtin' so repugnant", Barur grumbled as he prepared to cast a spell.

Barur casts Guiding Bolt on the Green Hag (+9 to hit, AC 17). Rolled 6. Missed.

Arzaak casts Eldritch Blas—

"Hairzaak, what are you doing? You must attack the worm zombie with me, remember?", Megalomagna interjected.

"And why? You haven't provided me with any evidence that it will work", Arzaak retorted. "If I blast it from existence, I doubt it will be able to come back".

"Look, you saw Al Bundy on the verge of dying a minute ago, right? And you know your short-legged cleric has spent most of his healing power, don't you? It's on you, then. I'll say no more. But if I become hag treasure, I swear I'll haunt your soul forever!", Megalomagna exclaimed.

"Fine, fine! I'll attack the worm zombie", Arzaak finally conceded.

Arzaak attacks the Spawn of Kyuss with Megalomagna with advantage (Kali's rage, enemy incapacitated). Rolled 4, 11. Hit for 1d8+4: 9 slashing damage.

Upon being pierced in the chest by Megalomagna, the spawn of Kyuss writhed in agony. The worms that infested its decaying skin started to leap uncontrollably as if sharing the same pain. The undead aberration grasped the sword’s blade, but its hands were sliced off like butter on contact with the sharp steel. Deprived of the otherworldly energy its demonic master provided, the dying monster released a final burst of necromantic energy, scattering bones and rotting flesh and causing Kali and Arzaak—the closest to the body—to recoil in horror. The burst also unleashed a ghostly apparition, which let out an ear-piercing scream before vanishing.

"That was the soul of someone who'd been trapp'd in the undead body", Barur pointed out, aghast.

"Let's hope it can finally rest and be free of the demon's influence", Aldarion added.

"No one is ever free from Orcus's influence, pitiful mortals", the hag uttered with a disgusting laugh. "Once you've crossed his path, you can never go back. He will track you down eventually and make you want to die. Better than that—he will turn you ALL into his zombies after having tortured you!".

"If you think you can scare us with your demon lord bullshit, you're mistaken, crone", Arzaak retorted, trying to hide the nervousness in his voice as he sheathed Megalomagna.

The hag replied with nothing but an evil cackle.

Needle Blight 2 attacks Kali with claw (+3 to hit, AC 15). Rolled 9. Missed.

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

ROUND 4

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

"Let me handle this lousy plant monster", Aldarion suggested as he conjured a long, vine-like whip covered in thorns. Just focus on hag”.

Aldarion casts Thorn Whip on Needle Blight 2 (+8 to hit, AC 12). Rolled 15. Hit for 2d6: 11 piercing damage.

* Needle Blight 2 HP: -06/16

Needle Blight 2 has been destroyed.

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

"Time to bring this old bitch down!", Kali roared, lunging for the attack.

Kali attacks twice with greatsword (+10 to hit, AC 17). Rolled 3, 17. One hit for 2d6+8: 19 slashing damage.

* Green Hag HP: 67/86

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Green Hag turns invisible as a bonus action and attacks Arzaak with claws with advantage (+6 to hit, AC 12). Rolled 14, 17. Hit for 2d8+4: 18 slashing damage.

* Arzaak HP: 52/75

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Arzaak retaliates with Megalomagna as a reaction (+8 to hit, AC 17). Rolled 6. Missed.

Barur casts Guiding Bolt on the Green Hag with disadvantage (+9 to hit, AC 17). Rolled 9, 9. Hit for 4d6: 15 radiant damage, and the next attack roll against it has advantage. The hag's invisibility has been disrupted.

* Green Hag HP: 52/86

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"Megaloonie, time to give that hag a taste of her own poison", Arzaak said, giving the sword a side glance.

"Got it. Leave it to me", the sword answered, and its blade turned purple again. "But don't call me loonie".

Megalomagna casts Vicious Mockery. Green Hag must make a DC 17 Wisdom saving throw (+2): 6. Failed. Green Hag suffers 2d4: 3 psychic damage and will have disadvantage on its next attack roll.

* Green Hag HP: 49/86

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"Good job. Time to start plan "blast hag out of existence", Arzaak said humorously.

"You say that but those crones are tough nuts to crack. And I don't have many distance attacking spells", Megalomagna replied.

"Leave that to me", Arzaak said with confidence as eldritch energy swirled around his hand.

Arzaak casts Eldritch Blast on the Green Hag with advantage (Kali's Rage). Rolled 8, 16. Rolled 14, 8. Two hits for 1d10+5 each: 6, 9 force damage.

* Green Hag HP: 34/86

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ROUND 5

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Aldarion attacks Green Hag with shortbow (+6 to hit, AC 17). Rolled 1. Missed.

Kali attacks twice with greatsword (+10 to hit, AC 17). Rolled 18, 19. Two hits for 2d6+8 each: 12, 10 slashing damage.

* Green Hag HP: 12/86

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

"Damn you all!", the hag snarled as she turned invisible again.

"This is it, folks", Arzaak rallied. "We must take the hag down now before she escapes.

"I can't use my Sacred Flame on sumtin' I can't see", Barur grumbled. "Gonna 'ave to try sumtin' else.

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

Barur casts Guidance on Arzaak. For 1 minute, Arzaak can roll a d4 once and add the number rolled to an ability check.

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

"Thanks Barur, but I'm not the one making any attacks now. First, he will make his", Arzaak said as he pointed to an empty space.

"What ye talkin' 'bout, 'rzaak lad?", Barur asked, puzzled.

Arzaak commands Stinger to attack the green hag as a bonus action. Stinger has blindsight (10 feet), so he suffers no disadvantage attacking.

Stinger attacks with bite and sting with advantage (+6 to hit, AC 17). Rolled 16, 6. Rolled 2, 15. Two hits for 1d6+3 each: 9, 7 piercing damage.

* Green Hag HP: -04/86

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Battered, bleeding and full of bruises from the fierce battle with the adventurers, the hag believed she had escaped alive thanks to her superior invisibility. However, she did not account for the presence of Arzaak's familiar, who, much more powerful and experienced than a common pseudodragon, was capable of even sensing creatures with the kind of invisibility that hags commonly have. Attacked fiercely by Stinger, the hag, limping and barely able to stand, let out a hoarse scream and fell. Her skin quickly began to dissolve as if bathed by acid and vanished, forever swallowed by the earth.

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

The Party has emerged victorious, defeating the spawn of Kyuss, the green hag, the vine blight and the needle blights. Each member earns 3.600 + 200 + 200 + 1.400 = 5.400 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 50.490 + 5.400 = 55.890 XP in total.

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

Megalomagna has accumulated 47.290 + 5.400 = 52.690 XP in total.

* Megalomagna has advanced from level 8 to level 9.

* Wielder's Strength increases by 8 as long as he/she is attuned to Megalomagna. Arzaak’s Strength ability score increased to 16 (modifier +3).

* New primary ability unlocked: Even an idiot like you can understand me. Can communicate telepathically with any sentient being.

* Megalomagna has learned the spells Compelled Duel and Geas.

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

Stinger has accumulated 47.200 + 5.400 = 52.600 XP in total.

* Stinger has advanced from level 8 to level 9.

* Stinger's HP increased by 5 (max 64).

* Feature improvement: Stronger Poison. The target must succeed on a Constitution saving throw (Arzaak’s spell DC) or suffer 6d6 poison damage (half if successful) and become poisoned for 1 hour, having disadvantage on attack rolls and ability checks. If the saving throw fails by 5 or more, the target also falls unconscious for 1 hour and can only be awakened by magical means such as a Restoration spell.

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

Kali has accumulated 49.140 + 5.400 = 54.540 XP in total.

* Kali learned that a spirit resides inside her greatsword. It constantly whispers in her mind about killing those who hurt her.

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

Barur has accumulated 48.700 + 5.400 = 54.100 XP in total.

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Aldarion has accumulated 40.800 + 5.400 = 46.200 XP in total.

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The Party has found the following treasure with the green hag:

* 15 copper pieces

* 12 silver pieces

* 10 gold pieces

* a 50gp gem

* a broom (Broom of Flying)

* a pearl (Pearl of Power)

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

"Great job, Stinger", Arzaak told his familiar. "I'm very proud of you".

The pseudodragon responded with a joyful high-pitched roar and nestled his body around Arzaak's neck, purring almost like a cat as he rubbed his face against the Tiefling's cheek. The creature had managed not only to amuse his partner, but also to destroy a capital enemy of the good-aligned fey: a hag.

Arzaak's joy at receiving affection from his family was interrupted by a thought that crossed his mind.

"That damn hag said she knew something about Tasha", the Tiefling grumbled.

"Never listen to anything a hag has to say, Arzaak", Aldarion advised. "Even if she had some real information, hags always manipulate the truth so that, in the end, you suffer some disgrace. Those fiends delight in others' misfortune”.

"Right...", Arzaak murmured, thoughtful.

With the path now clear, the Party could finally approach close enough to see the base of the Grandfather Tree.

The name of the tree definitely didn't do justice to its size, making the great oaks that permeated the forest look like small newly-planted saplings. Its trunk, with a diameter of 50 feet (15m), was wider than many stone towers, and it was so absurdly tall that estimating its height seemed pointless.

Around the tree were two rings of raised earth. The innermost ring had four normal-sized oak trees, healthy and mature, growing out of it.

The closer the adventurers got, the more they felt like they were treading on sacred ground, and that they were only there because the majestic creature allowed it. Aldarion, in particular, had adopted a serious and formal demeanor, very different from his usual good humor and irreverence.

Upon entering the innermost ring, the adventurers felt as if they had crossed an invisible barrier. As soon as the entire Party passed through this barrier, the branches of the trees converged to a point just ahead of them, and a humanoid silhouette manifested.

This figure resembled a dryad, but certain characteristics typical of other humanoid species were also present, such as horns on her head, long green hair, pointed ears, and extremely fair skin. Her gestures were graceful and light, reminiscent of a princess after repeated etiquette lessons.

"A guardian spirit", Aldarion murmured, incredulous. "Grandfather Tree wants to speak with us!".

"Greetings, protectors", the spirit said in a melodious and soft feminine voice.

Aldarion's legs trembled, but a calming gesture from the spirit prevented him from kneeling.

"I don't know if we can be called that", Arzaak mused. "Protectors."

"But that is what you are, Arzaak, warlock of Zibylna", the spirit replied.

"That name sounds familiar", Arzaak said, scratching his chin.

"It's Tasha, you airhead", Megalomagna shouted.

The spirit looked at Megalomagna with a bit of contempt but did not reprimand it.

"Time is of the essence”, the spirit stated solemnly. "It is imperative that you obtain the artifact before the monster Boris Însângerat”.

"Is that the name...", Barur began but was interrupted by Aldarion.

"The vampire. So that's his name. Thank you, noble guardian spirit of the Grandfather Tree, for the precious information. And thank you for all your sacrifices for the benefit of nature”.

The spirit smiled with the purity of a child.

"Heroes like you need not thank me. And I also know of the sacrifices you have endured, Aldarion, blessed of the Fey”.

The wood elf wiped away a tear that was about to roll down his cheek and composed himself.

"Come", the spirit said, walking toward the gigantic tree. "Touch the Grandfather Tree, and you will be transported to your desired destination”.

Kali hesitated.

"I understand your reluctance", the spirit told Kali in a kind tone. "But you must not punish yourself for what the drows do. You are not a spawn of Lolth. You are a dark elf, a descendant of the Ssri-tel-quessir. As noble and worthy as any other elf".

"I prefer to think of myself as a barbarian", Kali said with her head down, avoiding the guardian spirit's gaze.

“Nothing prevents you from being both a dark elf and a barbarian", the spirit said with a knowing smile.

Lifting her head, Kali looked at the guardian spirit, her lilac eyes shining with determination.

"I'll think about it. But I promise nothing", she said.

"That's enough for me. Come, place your hand on the Grandfather Tree”.

Upon touching the bark of the gigantic tree, the adventurers felt the same sensation as when the dryads saved them from the vampire with an ability called Tree Stride. In the blink of an eye, they were teleported to a region not far away—the foliage of the Grandfather Tree could still cover them—but now two isolated mountains, lush with greenery, stood before them. A magnificent waterfall descended from one of the peaks, large enough to feed the Dessarin River.

"These are the Lost Peaks", Aldarion explained. "The entrance to the dwarven kingdom should be here."

"It looks like you were wrong, sheepface. The entrance to the Kingdom of the Dwarves wasn't inside a tree”, Megalomagna told Arzaak. "I knew that intelligence the headband gave you was fake”.

"What do you mean by that?", Arzaak asked.

"That you're dumb?", Megalomagna retorted.

"No, idiot, about the entrance to the kingdom. Did you find out anything?", Arzaak insisted.

"Whether I found out or not, I can sense a lot of magic coming from the base of that waterfall. It seems to be a protection from evil area spell", the sword said.

The adventurers exchanged glances, their eyes shining with hope.

As they approached the waterfall, Barur suddenly stopped and looked down.

"I can feel the energy o' me ancestors. The ancient fortress o' the gol' dwarv's is really 'ere!", the dwarf exclaimed with great excitement.

"It's getting close to sunset. We'd better get moving", Kali warned.

Skirting the mountain towards the base of the waterfall, the adventurers saw an entrance, like a cave. Upon entering, they found that the magic sensed by Megalomagna came from a series of ancient glyphs and runes, covered with creeping vines and moss, some resembling dwarven script and others, elvish. The air was cool and smelled faintly of moss and humid earth.

"This cave is not just a passage", Aldarion observed. "It is also a sanctuary”.

At the center of the sanctuary stood a stone altar, about the same height as Barur, overgrown with moss and delicate flowers. Suspended above the altar, floating serenely in mid-air, was a smooth, spherical stone orb partially obscured by clinging ivy.

The altar was rectangular, made of solid stone with a flat top. Moss and small flowers grew from its cracks, and along its sides, runes were barely visible under the foliage, glowing faintly when approached.

The orb, smooth and made of a material that appeared to be a mix of stone and crystal, floated mysteriously a few inches above the center of the altar. It was about the size of a large grapefruit and rotated slowly, entangled with ivy and tendrils of plants. Upon closer inspection, it was possible to see that the orb was etched with faint, barely visible symbols similar to those on the altar.

"I think I know what this is”, Arzaak said, inspecting the orb.

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

Arzaak makes a DC 15 Intelligence (Arcana) ability check (+8): 13. Succeeded.

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

"Based on the runes and glyphs, it is some sort of key to a magical door opening mechanism", Arzaak stated.

The orb could be touched and gently rotated in mid-air, but some strange force kept it from being removed from the vicinity of the altar, as Arzaak realized.

"Lemme see that ting", Barur asked, touching the orb. As soon as his hand came in contact with it, half of the runes spread around the sanctuary glowed in a purple light, while the rest remained dimmed.

“It reacted to me”, Barur thought aloud. “It seems I can ‘elp open this ting”.

“Let me test something”, Kali asked, touching the orb. Nothing happened.

“It didn’t react to Arzaak or to me”, she noted. “Aldarion, you try next”.

As Aldarion touched the orb, the other half of the runes glowed in a green light.

“There you go!”, Arzaak exclaimed. “The key is that both Barur and Aldarion must touch the orb at the same time!”.

“A good way of making clear that an alliance was put in place between elves and dwarves,” the wood elf observed. Barur showed a little discomfort with the idea, but had no qualms about touching the orb alongside Aldarion.

As soon as both Barur and Aldarion touched the orb at the same time, a stream of energy flowed across the floor, illuminating all the glyphs and runes carved in the walls of the sanctuary. The plants and vines along the path glowed and shifted slightly, as if reacting to the magic.

“Is it working?”, Kali asked, disturbed by the noises and sudden movements coming from everywhere.

“It is”, Megalomagna replied. “I can sense magic reacting strongly to what you've just did. It was so bromantic, a bearded pipsqueak and a beastman holding hands in pursuit of a common goal...”.

The Party was about to scold Megalomagna when they heard a series of mechanical clicks and the grinding of stone as the vines retracted slightly, and a trapdoor started to slide open, revealing a hidden passageway leading down.

“Tis is it, folks!”, Barur exclaimed. “The passage to the Kingdom o' the Gold Dwarves!".