4TH ADVENTURE – THE FORGOTTEN FORTRESS (PART 1)
ARZAAK (Warlock/Tiefling – LV 9)
* Strength: 16 (+3) (Megalomagna)
* Dexterity: 10 (0)
* Constitution: 16 (+3)
* Intelligence: 10 (19) (+4) (Headband of Intellect)
* Wisdom: 17 (+3)
* Charisma: 20 (+5)
* Height: 5'7-feet (1.73 meters) tall
* Weight: 130 pounds (58 kg)
* HP: 75
* AC: 12 (Studded Leather)
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EQUIPMENT
* Studded Leather Armor
* Megalomagna
* Headband of Intellect
* Bowl of Commanding Water Elementals — command word PetaQ
* A potion of clairvoyance
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ABILITIES AND PROFICIENCIES
Languages. Arzaak can speak, read, and write Common and Infernal. He can also read any writing.
Infernal Heritage. Arzaak has resistance against fire damage.
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.
Fey Presence. Projects the beguiling and fearsome presence of the fey. As an action, causes each creature in a 10-foot cube originating from Arzak to make a Wisdom saving throw (DC 17). Affected enemies are charmed or frightened by him (his choice) until the end of his next turn. Can only be used once per short/long rest.
Skill Proficiencies: Arcana (+8), History (+8).
Saving Throw Proficiencies: Wisdom (+7), Charisma (+9).
Eyes of the Rune Keeper (5th level Eldritch Invocation). Arzaak can read all writing.
Pact of the Chain. Arzaak's patron has bestowed upon him the ability to cast Find Familiar, which he has used to form a magic, telepathic bond with a Pseudodragon he called Stinger. As long as the two are bonded, Arzaak can sense what Stinger senses as long as they are within 1 mile of each other. Also, as long as Stinger is within 10 feet of its companion, Arzaak shares the pseudodragon's Magic Resistance trait.
Investment of the Chain Master (7th level Eldritch Invocation). As Arzaak infuses Stinger with a measure of his own eldritch power, his pact with the familiar grows stronger. The pseudodragon gains the following benefits:
* Stinger gains a swimming speed of 40 feet. As a bonus action, Arzaak can command Stinger to take one of his available actions.
* Stinger's attacks are considered magical weapons.
* If Stinger forces a creature to make a saving throw, he can use Arzaak's spell save DC instead.
* When Stinger takes damage, Arzaak can use his reaction to grant his familiar resistance against it.
Trickster's Escape (9th level Eldritch Invocation). Arzaak cast freedom of movement once without using a warlock spell slot. He can't do so again until he finishes a long rest.
Misty Escape. When Arzaak takes damage, he can use his reaction to turn invisible and teleport up to 60 feet to an unoccupied space he can see. He remains invisible until the start of his next turn or until he attacks or casts a spell. Can only be used once per short/long rest.
Feat: Infernal Constitution. Fiendish blood runs strong in Arzaak, unlocking a resilience akin to that possessed by powerful fiends. He gains the following benefits:
* Constitution score increased to 16 (+3);
* Gains resistance to cold and poison damage;
* Gains advantage on saving throws against being poisoned.
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 9 Proficiency: +4
Spell save DC = 8 + proficiency (+4) + Charisma (+5) = 17 DC.
Spell attack modifier = proficiency (+4) + Charisma (+5) = +9 to hit.
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CANTRIPS
* Eldritch Blast (1d10+5 force damage, push back 10 feet — Agonizing Blast and Repelling Blast Eldritch Invocations);
* Chill Touch (2d8 necrotic damage, negates healing);
* Poison Spray (2d12 poison damage);
* Thaumaturgy (Tiefling Racial Trait).
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SPELLS
* Remove Curse (5th level slot);
* Mind Spike (5th level slot);
* Hellish Rebuke (as a 2nd level spell, 1/Day – Tiefling Racial Trait);
* Darkness (1/Day – Tiefling Racial Trait).
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KALI (Barbarian/Dark Elf – LV 9)
* Strength: 18 (+4)
* Dexterity: 16 (+3)
* Constitution: 14 (+2)
* Intelligence: 12 (+1)
* Wisdom: 7 (-2)
* Charisma: 8 (-1)
* Height: 5'5-feet (1.67 meters) tall
* Weight: 134 pounds (60 kg)
* HP: 87
* Armor Class: 15 (12 + 3 Dex modifier)
* Attacks: +10 to hit, 1d12+6 slashing damage (Greatsword of Vengeance +2)
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EQUIPMENT
* Hide
* Greataxe
* Two handaxes
* A hunting trap
* Pipes of Haunting
* Cloak of the Bat
* Greatsword of Vengeance +2 (2d6+2 slashing damage)
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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 she can’t be put magically to sleep.
Tools: Flute.
Skill Proficiencies: Athletics (+8), Survival (+2).
Saving Throw Proficiencies: Strength (+8), Constitution (+6).
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 herself 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 9 Proficiency: +4
Spell save DC = 8 + proficiency (+4) + Charisma (-1) = 11 DC.
Spell attack modifier = proficiency (+4) + Charisma (-1) = +3 to hit.
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BARBARIAN SKILLS:
RAGE (4/long rest): Kali gains the following benefits while raging without wearing heavy armor:
* Advantage on Strength checks and saving throws;
* Rage damage bonus (increases with level);
* Resistance against piercing, slashing and bludgeoning damage.
PATH OF THE TOTEM. Aspect of the Beast:
* Kali can cast the Beast Sense and Speak with Animals spells as rituals.
* Kali's canines have grown longer and sharper, resembling wolf fangs, and her sense of smell has improved considerably. When tracking other creatures, her Wisdom (Survival) proficiency bonus is doubled.
* Party members have advantage on melee attack rolls against any creatures within 5 feet of Kali that are hostile to her.
* Kali can track other creatures while traveling at a fast pace, and can move stealthily while traveling at a normal pace.
Unarmored Defense: While unarmored, Kali’s AC equals 10 + her Dexterity modifier + her Constitution modifier (plus shield).
Reckless Attack. Kali gains advantage on all melee attacks during the turn, but attack rolls against her have advantage.
Danger Sense. Kali gains Advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, Kali can’t be blinded, deafened, or incapacitated.
Extra Attack. Kali can make two melee attacks per turn.
Fast Movement. Kali’s speed is increased by 10 feet while not wearing heavy armor.
Feral Instinct. Kali has advantage on all initiative rolls. If surprised at the beginning of combat and isn't incapacitated, Kali can act normally, but only if she enters rage before doing anything else on that turn.
Brutal Critical. Kali rolls one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
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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 9)
* Strength: 10 (0)
* Dexterity: 10 (0)
* Constitution: 19 (+4)
* Intelligence: 10 (0)
* Wisdom: 20 (+5)
* Charisma: 14 (+2)
* Height: 4'1 (1.24m)
* Weight: 133 lbs (60kg)
* HP: 96
* AC: 16 (scale mail + common shield)
* Attacks: 1d8+1 (war hammer +1) or 1d6 (light crossbow)
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EQUIPMENT
* Warhammer +1
* Scale Mail
* Common Shield
* Light Crossbow
* Holy Symbol
* Pearl (of Power) — command word unknown
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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;
Skill Proficiencies: Insight (+9) and Medicine (+9);
Saving Throws Proficiencies: Wisdom (+9), Charisma (+6);
Tools: Herbalism Kit and Brewer’s Supplies.
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CLERIC SKILLS:
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.
Divine Strike. Upon reaching the 8th level, Barur gains the ability to infuse his weapon strikes with divine energy. Once on each of his turns when he hits a creature with a weapon attack, Barur can cause the attack to deal an extra 1d8 radiant damage to the target. When he reaches 14th level, the extra damage increases to 2d8.
CHANNEL DIVINITY FEATURE (2/short or long rest)
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 DC 17 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.
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.
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.
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Level 9 Proficiency: +4
Spell save DC = 8 + proficiency (+4) + Wisdom (+5) = 17 DC.
Spell attack = proficiency (+4) + Wisdom (+5) = +9 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
* Detect Evil and Good
* Guiding Bolt
2nd level slots:
* Silence
* Lesser Restoration
* Healing Word
3rd level slots:
* Revivify
* Remove Curse
* Mass Healing Word
4th level slots:
* Death Ward
* Cure Wounds
* Banishment
5th level slots:
* Greater Restoration
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Other prepared spells:
* Protection from Poison (2nd level)
* Spiritual Weapon (2nd level — Life Domain)
* Beacon of Hope (3rd level — Life Domain)
* Magic Circle (3rd level)
* Guardian of Faith (4th level — Life Domain)
* Banishment (4th level)
* Freedom of Movement (4th level)
* Divination (4th level)
* Mass Cure Wounds (5th level — Life Domain)
* Raise Dead (5th level — Life Domain)
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ALDARION (Druid/Wood Elf LV 8)
* Strength: 10 (0)
* Dexterity: 16 (+3)
* Constitution: 10 (0)
* Intelligence: 12 (+1)
* Wisdom: 20 (+5)
* Charisma: 10 (0)
* Height: 6' (1.82m)
* Weight: 128 lbs (58 kg)
* HP: 43
* AC: 16 (leather armor/shield/Dex modifier)
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EQUIPMENT
* Longsword (1d8/1d10 slashing damage)
* Shortbow (1d6 piercing damage)
* Leather Armor (AC 11)
* Wooden Shield (AC +2)
* Sanctum Amulet. The attuned bearer of this amulet gains resistance to necrotic damage. He can also cast the Spare the Dying cantrip as an action or bonus action. Invoking the Rune. When a creature the bearer can see within 60 feet of him is reduced to 0 hit points as a result of taking damage, he can use his 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.
* Quaal's Feather Token (Tree).
* Broom of Flying — command word unknown.
* Ring of Resistance against Fire (unknown).
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ABILITIES
Languages. Aldarion can speak, read, and write Common, Elvish and Druidic.
Druidic. The secret language of druids. Aldarion can speak the language and use it to leave hidden messages. He and others who know this language automatically spot such a message. Others can spot a message with a successful DC 15 Wisdom (Perception) check, but can’t decipher it without magic.
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.
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.
Background: Folk Hero. Feature: Rustic Hospitality. Since Aldarion comes from the ranks of the common folk, he fits in among them with ease. He can find a place to hide, rest, or recuperate among other commoners, unless he has shown himself to be a danger to them. They will shield him from the law or anyone else searching for him, though they will not risk their lives for him.
Blessing of the Fey. A powerful fey bestowed a blessing upon Aldarion. When hitting him with an attack, any creatures that have ever caused harm to a good aligned fey creature must make a Wisdom saving throw against his spell DC 16 or become frightened of him for 1 minute.
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PROFICIENCIES
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal).
Weapons: longsword, shortsword, shortbow, and longbow (elven training); clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings and spears (druid weapons).
Skill Proficiencies: Perception (+8), Survival (+8), Animal Handling (+8).
Saving Throws Proficiencies: Intelligence (+4), Wisdom (+8).
Tools: leatherworker’s tools, land vehicles, herbalism kit.
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Level 8 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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ABILITIES
Feat: Fey Touched. Exposure to the Feywild's magic has changed Aldarion, granting him the following benefits:
* Aldarion’s Wisdom score increases by 1, to a maximum of 20.
* Aldarion has learned the misty step and the command spells, and he can cast each of these without expending a spell slot 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.
WILD SHAPE (2/short or long rest)
* Aldarion can use his action to magically assume the shape of a beast that he has seen before. He can use this feature twice per 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 expend another use of this feature. Aldarion 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. Aldarion gains the ability to use Wild Shape on his turn as a bonus action, rather than as an action. Additionally, while he 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. 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.
Circle Forms improvement. Aldarion can transform into a flying, swimming or terrestrial beast with a challenge rating as high as his druid 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
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SPELLS
* Misty Step (Fey Touched — 1/long rest)
* Command (Fey Touched — 1/long rest)
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
4th level slot
* Freedom of Movement
* Control Water
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MEGALOMAGNA (LV 9)
* Intelligence 18 – Genius
* Wisdom 8 – Asshole
* Charisma 16 – Very Persuasive
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+2/+4 (one hand) or 1d10+2/+4 (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.
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SPEECH AND TELEPATHY SKILLS
Eternal Blabbering. Can use verbal communication at will;
Polyglot. Can speak any tongues and read texts and maps in any language.
Even an idiot like you can understand me. Can communicate telepathically with any sentient being.
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PRIMARY ABILITIES
Roided Out. The attuned wielder gains +1 to his 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 the light cantrip on itself at will.
Magical weapon. +2 / +4 against magic-users (both bonuses increase by +1 at 11th, 17th level and so on).
Bioradar. Senses the location of any creature that isn’t a construct or an undead in a 30-feet radius centered on itself (always active).
Magic Awareness. Detects magic in a 30-feet radius centered on itself (always active).
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EXTRAORDINARY ABILITIES
Vengeful Reaction. Every time a creature hits Megalomagna's wielder with a melee attack, it's adaptive nature and cunning perception allow the wielder to return the attack as a reaction.
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.
Troll Killer. On a successful hit, negates regeneration of any kind to the damaged creature.
Mark of Torm. Every time Megalomagna's attuned wielder performs a heroic act, a rune inscribed by Torm himself on its blade will activate—based on the deity's own definition of 'heroic'. Until the battle is over, the wielder will benefit from the following effects:
* Advantage on attack rolls and saving throws:
* Aura of protection from evil 10-feet centered on Megalomagna’s wielder;
* 2d10 extra radiant damage to evil or summoned creatures upon hit;
* All evil or summoned creatures present when the Mark of Torm activates must make a Wisdom saving throw (DC 17) or be frightened of Megalomagna's wielder until the end of his 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 for the duration.
Compulsion. While Mark of Torm is active, Megalomagna's wielder is compelled to engage in melee (two-handed) combat over any other means.
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SPELLS
* Vicious Mockery
* Booming Blade
* Dissonant Whispers (1/day)
* Heat Metal (1/day)
* Dominate Person (1/day)
* Compelled Duel (1/day)
* Geas (1/day)
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DETRIMENTAL PROPERTIES:
Chatterbox. Megalomagna sings or talks out loud at inappropriate times. Its wielder will always fail on Dexterity (Stealth) ability checks.
Defiance. Megalomagna has a strong sense of self and, when antagonized by its wielder, can use a variety of powerful charm spells to force him/her to do its bidding.
Pride. Megalomagna will refuse to cast a spell that would help its wielder if it deems the opponent unworthy.
Mission from God. Megalomagna will attempt to persuade its wielder to perform good deeds, even if it puts its wielder in danger, so it can keep evolving as defined by Torm, the Faerûnian god of duty, loyalty, righteousness, obedience and law. Whenever Megalomagna's wielder is deliberately cruel or acts in an evil way despite being warned by the sword, it will not receive any experience points originating from that particular encounter.
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STINGER
(Pseudodragon/Familiar – LV 9)
* Strength: 6 (-2)
* Dexterity: 16 (+3)
* Constitution: 14 (+2)
* Intelligence: 10 (0)
* Wisdom: 14 (+2)
* Charisma: 10 (0)
* HP: 64
* Armor Class: 14 (natural armor)
Keen Senses. Stinger has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy. Stinger can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Magic Resistance. Stinger has advantage on saving throws against spells and other magical effects.
Magic Weapons. Stinger attacks are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Innate Spellcasting: Stinger’s spellcasting ability is Wisdom (Arzaak’s spell save DC). Stinger can innately cast the following spells, requiring no material components:
* Druidcraft (at will)
* Fog Cloud (1/day)
Multiattack. Stinger makes two attacks: one with a bite and one with the sting in his tail. Bite (+7 to hit, 1d6+3 piercing damage); Sting (+7 to hit, 1d6+3 piercing damage plus poison).
Potent Poison. The target hit by the sting in the tip of Stinger’s tail 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 until it succeeds on the save. If the saving throw fails by 5 or more, the target falls unconscious for 1 hour and can only be awakened by magical means such as a Restoration spell.
Superior Invisibility. As a bonus action, Stinger can magically turn invisible until he attacks or casts a spell, or until his concentration ends (as if concentrating on a spell). Any equipment Stinger wears or carries is invisible with him.
Investment of the Chain Master (Arzaak Feat).
* Stinger gains a swimming speed of 40 feet.
* Stinger's attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
* If Stinger forces a creature to make a saving throw, he can use Arzaak's spell save DC instead.
* When Stinger takes damage, Arzaak can use his reaction to grant Stinger resistance against it.
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PARTY TREASURE
* 1653 copper
* 698 silver
* 1015 gold
* 50 platinum pieces
* 9 gems worth 10gp each
* 9 gems worth 50 gp each
* 10 gems worth 100gp each
* 2 rubies worth 100gp each
* a small gold bracelet (50 gp)
* a pearl necklace (250 gp)
* A potion (of clairvoyance)
* Bowl of Commanding Water Elementals
* A feather token (Quaal's Feather Token - Tree)
* Headband of Intellect (Arzaak)
* Pipes of Haunting (Kali)
* Cloak of the Bat (Kali)
* Greatsword of Vengeance +2 (Kali)
* Sanctum Amulet (Aldarion)
* Warhammer +1 (Barur)
* a ring with a garnet embedded into it (ring of resistance against fire)
* a scroll of the Antilife Shell wizard spell
* a broom (Broom of Flying)
* a pearl (Pearl of Power)
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QUEST START
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1 - Entrance
As the Party descended the long staircase, their footsteps echoed through the silence of a forgotten era. The grand chamber they arrived to had the unmistakable appearance of an entrance hall to what once was a bustling dwarven stronghold.
On either side of the entrance stood imposing statues of resolute dwarven warriors, their stone eyes gazing eternally forward. The statues, though chipped and weathered by time, still exuded an air of vigilant guardianship.
Ancient runes, intricately carved along the walls by gold dwarves, told tales of prosperity and craftsmanship. Barur, Arzaak and Megalomagna could understand what the runes were speaking about: an age when that place was alive with the sounds of hammers, the glow of forges and the glittering of pure gold. The torches that once blazed with warming light now hanged cold and dark, their fuel long since consumed by the passage of decades.
At the far end of the room stood an altar, dedicated to Moradin, the All-Father and creator of the dwarven race. The altar was a masterpiece of stonework, depicting the god in his forge, his mighty hammer raised high. The reverence of the place, however, was tinged with sorrow, as dust and cobwebs claimed dominion where prayers once resonated.
"So tis is what's left of me proud ancestors' fortress", Barur grumbled, breaking the silence. A hint of melancholy lingered in his voice as he read the runes in Riftspeak, the language of the gold dwarves.
"What happened to them?", Arzaak asked, reading the runes with scholar interest.
"...I dun't know", Barur replied. "Whatever happ'nd 'ere, happ'nd decades 'go. All I know is that the relic is here".
"We better be careful", Aldarion suggested. "Subterranean environments are always rich in stealthy predators and hungry scavengers".
The chamber was dimly illuminated by patches of bioluminescent fungi that clung to the damp stone walls and floor, casting a faint, eerie glow. The light flickered softly, creating shifting shadows that danced across the ancient carvings and the faces of the silent statues.
To their right, a dark corridor stretched into the unknown, its stale air occasionally stirred by occasional gusts of wind. The strong breeze whispered through the passage, carrying with it a damp, musty odor, probably reminiscent of decaying vegetation, mingled with the faint, metallic tang of iron and other minerals.
"Why is there wind down here?", Kali asked, puzzled. "This fortress is made of solid stone, isn't it?".
----------------------------------------
Kali makes a DC 15 Wisdom (Survival) ability check (+2): 17. Successful.
----------------------------------------
"I know that smell", Kali asserted. "I've felt it before when I was a child in the Underdark. It's the smell a purple worm leaves when it burrows through stone and earth".
"A purple worm?", Arzaak asked. "You mean that gigantic worm thing that can eat a horse whole?".
"Ye dun't 'ave to be so startled", Barur appeased. "Purple wurms rarely come back to the tunnels they've made".
"What is this?", Arzaak asked as he saw strange and tiny runes on the floor, glowing a translucent white. As he approached, the runes read "turn back or die" in a language that wasn't dwarven, common, or any other language Arzaak had seen. Then, the runed turned a crimson red, and the phantasmagorical image of a banshee wailed loudly, causing the stone walls to vibrate.
The scream lasted little more than a couple of seconds, and albeit as loud as a real banshee's, it didn't come with the lethal effect associated with the fearsome undead's wail.
The walls, however, did not stop vibrating.
"This is bad", Kali groaned, assuming a defensive stance. "Brace yourselves".
"For what?", Arzaak asked, troubled.
Before anyone could respond, the wall to their left exploded in a shower of earth and rock, and two massive creatures appeared.
They looked somewhat like a cross between a gorilla and a beetle. Their most prominent feature was the huge pair of mandibles, each roughly 8 inches long, and their mouths were filled with many rows of sharp triangular teeth. They had two sets of evenly spaced eyes: compound eyes that lay on the sides of its head, and forehead eyes that were small and apelike.
Both were extremely bulky and fearsome creatures, standing 4.5 to 5 feet (1.4 to 1.5 meters) tall, stout and with a highly muscular physique. Their bulk was covered in chitinous armored plates laid over their hair-like feelers, and their hide was mostly black—hence the name—although their front was yellowish gray. In addition, their powerful arms and legs both ended in terrifyingly strong claws.
Seemingly aware of the presence of the Party, the two monstrosities immediately lunged for the attack, even before the dust settled.
----------------------------------------
Two Umber Hulks appeared (CR 5, 88 HP each).
INITIATIVE ROLL
1. Kali (+3, advantage): 2, 16+3 = 20
2. Aldarion (+3): 14+3 = 17
3. Barur (0): 15
4. Arzaak (0): 14
5. Umber Hulk 1 (+1): 9+1 = 10
6. Umber Hulk 2 (+1): 9+1 = 10
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ROUND 1
----------------------------------------
Kali makes a DC 15 Charisma (-1) saving throw [advantage - Fey Ancestry]: 16, 1. Saved.
Kali is raging (1/4). Kali attacks Umber Hulk 1 with greatsword (AC 18, +10 to hit). Rolled 8, 18. Two hits for 2d6+9 each: 13, 15 = 28 slashing damage.
* Umber Hulk 1 HP: 60/88
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Aldarion makes a DC 15 Charisma (0) saving throw [advantage - Fey Ancestry]: 17, 18. Saved.
Aldarion uses Wild Shape (1/2) as a bonus action to turn into a Cave Bear (CR 2, 42 HP, AC 12, Keen Smell, Multiattack, Bite +7 to hit, 1d8+5 piercing, Claws +7 to hit, 2d6+5 slashing).
Aldarion attacks Umber Hulk 2 with bite and claws [advantage - Kali's rage]. Rolled 6, 16. Rolled 9, 6. One hit for 1d8+5: 9 piercing damage.
* Umber Hulk 2 HP: 79/88
----------------------------------------
Barur makes a DC 15 Charisma (+6) saving throw: 3. Failed. Barur is confused.
Barur rolls a d8: 5.
Barur moved 30 feet towards the eastern wall and stopped there, ending his turn.
----------------------------------------
Arzaak makes a DC 15 Charisma (+9) saving throw: 13. Saved.
----------------------------------------
Arzaak attacks Umber Hulk 1 with Eldritch Blast (AC 18, +9 to hit). Rolled 2, 20. Critical hit for 2d10+5: 10 force damage.
* Umber Hulk 1 HP: 50/88
----------------------------------------
Umber Hulk 1 attacks Kali with claws and bite (+8 to hit, AC 15). Rolled 6, 3, 11. One hit for 2d8+5: 13 / 2: 6 piercing damage.
* Kali HP: 81/87
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Umber Hulk 2 attacks Aldarion (+8 to hit, AC 12). Rolled 13, 2, 4. One hit for 1d8+5: 8 slashing damage.
* Aldarion HP: 35/42 (Cave Bear HP)
----------------------------------------
ROUND 2
----------------------------------------
"You should avoid looking those things in the eye", Megalomagna alerted. "Look at poor old dwarf there. He's gone bananas".
"What about their eyes?", Arzaak asked, failing to understand Megalomagna's point.
"You didn't feel anything while looking those brutes in the eye? Wow, you're such a freak, Hairzaak", Megalomagna replied.
"That's rich, coming from a sword that casts Vicious Mockery on people", Arzaak retorted. "Tell me, what happened to Barur?".
"He's confused. Dazed and confused", Megalomagna answered.
"That's bad. I can't dispel it, and I doubt Aldarion can do anything while in bear shape".
"Your squat friend spent too much time hermiting. He shouldn't have forgotten you don't look Umber Hulks in the eye", Megalomagna admonished.
"Instead of complaining, you could do something to help, you know?", Arzaak retorted.
"I must wait for your turn. Those are the rules. At least those I follow. Most of the time", Megalomagna said with a playful tone.
"You're insufferable", Arzaak vented. "Kali, don't look those things in the eye, okay?".
Kali was so enraged she didn't even hear Arzaak shouting.
----------------------------------------
Kali makes a DC 15 Charisma (-1) saving throw [advantage - Fey Ancestry]: 4, 17. Saved.
Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere.
----------------------------------------
Kali attacks Umber Hulk 1 with greatsword (AC 18, +10 to hit). Rolled 1, 12. One hit for 2d6+9: 11 slashing damage.
* Umber Hulk 1 HP: 39/88
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Aldarion makes a DC 15 Charisma (0) saving throw [advantage - Fey Ancestry]: 13, 2. Failed. Aldarion is confused.
Aldarion rolls a d8: 8. If Aldarion rolls 1 or 2 on a d4, he will attack Kali. If he rolls 3 or 4, he will attack the Umber Hulk. Rolled 1.
Aldarion attacks Kali with bite and claws (AC 15, +7 to hit). Rolled 1, 4. Missed
"What the hell are you doing, you stupid bear?", Kali raged.
"He is confused! I told you it's the hulks' eyes!", Arzaak shouted again, even louder.
----------------------------------------
Barur rerolls a DC 15 Charisma (+6) saving throw: 20. Saved. Barur is no longer confused.
----------------------------------------
"Those freakin' hulks got me head all fuzzy", Barur grumbled.
Barur casts Guiding Bolt (1st level slot) on Umber Hulk 1. Rolled 15. Hit for 4d6: 12 radiant damage and the next attack against this creature will have advantage.
* Umber Hulk 1 HP: 27/88
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Arzaak makes a DC 15 Charisma (+9) saving throw: 4. Failed. Arzaak is confused.
Arzaak rolls a d8: 6.
Arzaak moved 30 feet towards the northern wall and stopped there, ending his—
----------------------------------------
"WAIT, YOU DAMN FOOL!", Megalomagna roared. "I TOLD YOU LOOKING THAT THING IN THE EYE WAS DANGEROUS!".
Arzaak was helplessly bewildered.
"And what do I do now? Man...if I had all my powers, I could just weird those things down and they wouldn't even see me coming", Megalomagna grumbled to itself as its blade glowed purple. "I guess this will have to do for now".
----------------------------------------
Megalomagna casts Dissonant Whispers on Umber Hulk 1.
Umber Hulk 1 makes a DC 17 Wisdom (0) saving throw: 4. Failed.
Umber Hulk 1 suffers 3d6: 12 psychic damage.
* Umber Hulk 1 HP: 15/88
----------------------------------------
"It was good damage, right? I mean, it's a first level spell, for Torm's sake. Oh, it's their turn now. Crap", Megalomagna mumbled, but no one was listening.
Umber Hulk 1 attacks Kali with claws and bite (+8 to hit, AC 15). Rolled 4, 18, 5. One hit for 1d8+5: 9 / 2: 4 slashing damage.
* Kali HP: 77/87
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Umber Hulk 2 attacks Aldarion (+8 to hit, AC 12). Rolled 12, 5, 6. Three hits for 1d8+5, 1d8+5, and 2d8+5: 11, 12 slashing damage and 11 piercing damage = 34 total damage.
* Aldarion HP: 01/42 (Cave Bear HP)
----------------------------------------
ROUND 3
----------------------------------------
Kali makes a DC 15 Charisma (-1) saving throw [advantage - Fey Ancestry]: 4, 14. Failed. Kali is confused.
Kali rolls a d8: 5.
Kali moved 30 feet towards the southern wall and stopped there, ending her turn.
----------------------------------------
Aldarion rerolls a DC 15 Charisma (0) saving throw [advantage - Fey Ancestry]: 6, 6. Failed. Aldarion is confused.
Aldarion rolls a d8: 4.
Aldarion does nothing.
----------------------------------------
Barur makes a DC 15 Charisma (+6) saving throw: 17. Saved.
----------------------------------------
"Elf brother needs 'ealin' quick! "Wake up now, ye rooted oafs!", Barur shouted, his gruff voice booming across the room.
Barur casts Cure Wounds (4th level slot) on Aldarion for 4d8+8: 28 HP.
* Aldarion HP: 29/42 (Cave Bear HP)
----------------------------------------
Arzaak makes a DC 15 Charisma (+9) saving throw: 14. Saved.
----------------------------------------
"Huh? What am I doing here?", Arzaak asked, puzzled, as he found himself staring at a wall.
"Doing what you do best: being stupid! Now you better take that ripped insect down cuz I'm gonna make the other come one for you!", Megalomagna declared, causing Arzaak's golden eyes to open wide.
"Come for me? What do you mean?", he asked, troubled, but Megalomagna didn't answer—instead, its blade glowed purple again.
Arzaak attacks Umber Hulk 1 with Eldritch Blast (AC 18, +9 to hit) [advantage - Kali's rage]. Rolled 15, 4. Rolled 5, 11. Two hits for 1d10+5 each: 14, 9 force damage.
* Umber Hulk 1 HP: -08/88
----------------------------------------
Umber Hulk 1 has been killed.
----------------------------------------
Megalomagna casts Compelled Duel on Umber Hulk 2. Umber Hulk makes a DC 17 Wisdom (0) saving throw: 15. Failed. For 1 minute, the Umber Hulk will have disadvantage on attacks against any targets other than Arzaak.
----------------------------------------
"Okay, now you and that bug are gonna duel", Megalomagna told Arzaak.
"Duel? What do you think I am, a fencer? And how can someone duel with a huge monster like that?", Arzaak asked, flustered.
"Not my problem. You wanted me to do something instead of complaining, and I did. You do your part now", Megalomagna replied with a dry tone.
Umber Hulk 2 attacks Arzaak (+8 to hit, AC 12). Rolled 1, 7, 20. One normal hit and one critical hit for 1d8+5: 12 slashing and 4d8+5: 24 piercing = 36 total damage.
* Arzaak HP: 39/75
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Arzaak attacks back with Megalomagna as a reaction (AC 18, +9 to hit). Rolled 13. Hit for 1d8+5: 11 slashing damage.
* Umber Hulk 2 HP: 68/88
----------------------------------------
"Bad idea, Megalomagna!", Arzaak shouted after being violently mauled and bitten by the Umber Hulk's vicious claws and mandibles.
"Look on the bright side. Your cave bear friend is still alive", Megalomagna retorted sarcastically.
----------------------------------------
ROUND 4
----------------------------------------
Kali makes a DC 15 Charisma (-1) saving throw [advantage - Fey Ancestry]: 20, 6. Saved.
Kali attacks Umber Hulk 2 with greatsword (AC 18, +10 to hit). Rolled 14, 11. Two hits for 2d6+9 each: 13, 14 = 27 slashing damage.
* Umber Hulk 2 HP: 41/88
----------------------------------------
The effects of Compelled Duel have worn off.
----------------------------------------
Aldarion rerolls a DC 15 Charisma (0) saving throw [advantage - Fey Ancestry]: 4, 7. Failed. Aldarion is confused.
Aldarion rolls a d8: 3.
Aldarion does nothing.
----------------------------------------
Barur will avoid staring the umber hulk in the eyes. Barur attacks with warhammer (divine strike). Advantage and disadvantage cancel each other (AC 18, +5 to hit). Rolled 11. Missed.
Arzaak will avoid staring the umber hulk in the eyes. Arzaak attacks Umber Hulk 2 with Eldritch Blast. Advantage and disadvantage cancel each other (AC 18, +9 to hit). Rolled 14, 7. One hit for 1d10+5: 12 force damage.
* Umber Hulk 2 HP: 29/88
----------------------------------------
"You guys should have pulverized that thing before its next turn, y'know?", Megalomagna complained. "Now the only thing I can do is call it names".
----------------------------------------
Megalomagna casts Vicious Mockery on Umber Hulk 2. Umber Hulk 2 makes a DC 17 Wisdom (0) saving throw: 16. Failed.
Umber Hulk 2 suffers 2d4: 7 psychic damage and its next attack roll will be made with disadvantage.
* Umber Hulk 2 HP: 22/88
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Umber Hulk 2 attacks Arzaak. Rolled 19, 10. Rolled 20, 7. One critical hit and two normal hits for 1d8+5, 2d8+5 and 2d8+5: 12, 11 slashing and 19 piercing = 42 total damage.
Arzaak HP: 00/75
Arzaak has fallen unconscious.
----------------------------------------
"Oops...I think I overestimated Mr. sheepface's survivability", Megalomagna mumbled.
----------------------------------------
ROUND 5
----------------------------------------
Kali makes a DC 15 Charisma (-1) saving throw [advantage - Fey Ancestry]: 6, 11. Failed. Kali is confused.
Kali rolls a d8: 8.
Kali attacks the Umber Hulk. Rolled 20, 19. One critical and one normal hit for 4d6+9 and 2d6+9: 25, 17 = 42 slashing damage.
* Umber Hulk 2 HP: -20/88
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Umber Hulk 2 has been slain.
Confusion has worn off for all Party members.
----------------------------------------
Barur casts Spare the Dying on Arzaak. Arzaak has been stabilized.
----------------------------------------
Barur casts Healing Word (2nd level slot) on Arzaak for 2d4+8: 11 HP restored.
* Arzaak HP: 12/75
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The party has emerged victorious, defeating the umber hulks. Each member earns 3.600 + 3.600 = 7.200 XP for the defeated monsters in this. encounter.
----------------------------------------
Arzaak has accumulated 55.890 + 7.200 = 63.090 XP in total.
----------------------------------------
Megalomagna has accumulated 52.690 + 7.200 = 59.890 XP in total.
----------------------------------------
Stinger has accumulated 52.600 + 7.200 = 59.800 XP in total.
----------------------------------------
Kali has accumulated 54.540 + 7.200 = 61.740 XP in total.
----------------------------------------
Barur has accumulated 54.100 + 7.200 = 61.300 XP in total.
----------------------------------------
Aldarion has accumulated 46.200 + 7.200 = 53.400 XP in total.
* Aldarion has advanced from level 8 to level 9.
* Aldarion's HP increased by 5 (max 48).
* Aldarion's proficiency bonus has increased to +4; spell save DC increased to 17;
* 5th level spell slot unlocked;
* Spell Mass Cure Wounds learned.
* Aldarion learned that the broom he looted from the green hag can fly. He still doesn't know its command word.
***
"Wow, this battle was harder than I expected", Megalomagna vented.
"You say that, but you weren't the one who almost got mauled to death", Arzaak retorted. "Now, I know this place isn't safe, but I still need to rest".
"Go 'head n' take a rest, 'rzaak lad", Barur said with stout determination. "I'll stand guard, so ye dun' need to worry 'bout a ting".
"I'll take up on the offer, Barur", Arzaak replied, thankful, and laid down on the cold stone floor.
----------------------------------------
The Party has taken a short rest.
Arzaak spent 8 Hit Die (0 left)
Rolls 8d8+24: 63 HP restored.
* Arzaak HP: 75/75
Kali spent 1 Hit Die (8 left)
Rolls 1d12+2: 8 HP restored.
* Kali HP: 85/87
Aldarion spent 1 Hit Die (8 left)
Rolls 1d8: 3 HP restored.
* Aldarion HP: 46/48
----------------------------------------
SPELL SLOTS USED:
* Barur: a 1st level, a 2nd level and a 4th level slot;
* Megalomagna: Dissonant Whispers and Compelled Duel.
***
"All right, I think I'm good to go", Arzaak said, refreshed, despite having rested in such an uncomfortable place.
"We'd better be more careful about rifling through things in this place", Kali observed. "That fake banshee scream was obviously a trap".
"A trap gold dwarves woul' never resort to", Barur noted. "Lurin' umber hulks into the fortress is a stupid idea that only someone with the brain o' a goblin woul' do".
"I've understood the message, Kali", Arzaak admitted, with a defeated tone. "I won't let my curiosity get the better of me again".
"You're wise for your age, Arzaak", Aldarion said, affably. "It's good that you're always trying to learn something new. Just don't let it become a weakness for our enemies to exploit".
Barur nodded vigorously while letting out a grunt.
"Right. I'll be more careful from now on", Arzaak promised.
"You have great friends, sheepface", Megalomagna interjected. "I would have cast at least a dozen entangle spells on you at this point just to make sure you won't do something stupid".
"Shut up, sword", Arzaak retorted, annoyed. "Let's move, we've lost precious time because of me already".
----------------------------------------
2 - Purple Worm's Passage
Traversing the corridor, the Party felt the air currents increase subtly, and not only scent of decaying vegetation became stronger, but a foul scent of death assaulted their nostrils.
On the other hand, the lack of a source of light in that area did not bother the adventurers, whose darkvision allowed each one of them to see at least shades of gray even in complete darkness.
Before the adventurers could theorize about the putrid smell, they saw something, by the end of the corridor, that left them in shock. A 10-foot diameter tunnel cut through the room, leaving a mix of debris, humid earth and decaying organic matter behind.
"Is that...the size of a purple worm?", Arzaak asked, dumbfounded.
"A normal-sized one, yes", Kali answered.
"It's a living horror", Aldarion muttered.
"That brings back memories", Megalomagna said. "One of my previous wielders—just call him Bono—once got swallowed by one of those yucky worms".
"Swallowed? Did he die?", Arzaak asked, perplexed.
"Of course not! I was there with him. And he was so used to being constantly swallowed by huge things, he was cool about it. Slimy and sticky, but cool", Megalomagna replied.
"I don't plan on following that path", Arzaak said, a shiver running down his spine. "Don't you ever try to set up a duel between one of those things and me!".
"Folks, I know ye love yer banterin', but there's sumtin' suspicious 'ere", Barur alerted.
"What is it?", Kali asked, catching many different scents at once but being unable to reach to a conclusion.
"Purple wurms leave behind all unorganic material they chew thru", Barur lectured. "Including minerals n' gemstones. There's none to be found here".
"Meaning someone's been here before us", Kali concluded.
"Had this tunnel been made when me brothers were still 'ere, it wouln't be a problem", Barur said, staring at the ground. "But those humid remains tell me a different story—one where the wurm navigated thru the fortress not long ago, found nuthin' n' moved on, leavin' a tunnel that could have connected it to other tunnels".
"Like those of the Underdark", Kali snarled.
"So there's a good chance that someone came here and took those gemstones away, or worse—they're still here", Aldarion suggested.
Kali was about to say something, but was interrupted by a sudden and unexpected movement.
----------------------------------------
Kali makes a Wisdom (Perception) check contested by a Dexterity (Stealth) check:
Kali (-2): 18–2 = 16.
??? (+1): 3+1 = 4.
Barur makes a Wisdom (Perception) check contested by a Dexterity (Stealth) check:
Barur (+5): 9+5 = 14.
??? (+1): 13+1 = 14.
No one has been surprised.
----------------------------------------
"What the hell?", Kali shouted as she barely escaped from the sticky tentacle of a horrible creature she knew well from her time in the Underdark, but whose unspeakable nature rested in the Far Realm, where logic and reason gave way to chaos and insanity.
Two large, pale yellow aberrations, similar to giant, toothed 4-feet long centipedes in appearance, stood before them, eight long tentacles protruding from the sides of their heads, while two eye stalks allowed them to perceive their surroundings even in darkness.
----------------------------------------
Two carrion crawlers (CR 2, 57 HP, 62 HP) have appeared.
INITIATIVE ROLL
1. Aldarion (+3): 20+3 = 23
2. Kali (+3, advantage): 4+3, 17+3: 20
3. Carrion Crawler 2 (+1): 15+1: 16
4. Arzaak (0): 12
5. Barur (0): 8
6. Carrion Crawler 1 (+1): 3+1: 4
----------------------------------------
ROUND 1
----------------------------------------
Aldarion attacks Carrion Crawler 2 with shortbow (AC 13, +7 to hit). Rolled 2. Missed.
Kali attacks Carrion Crawler 2 twice with greatsword (AC 13, +10 to hit). Rolled 11, 11. Two hits for 2d6+6: 12, 12 = 24 slashing damage.
* Carrion Crawler 2 HP: 38/62
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Carrion Crawler 2 attacks Kali with tentacles and bite (AC 15, +8/+4 to hit). Rolled 12, 9. One hit for 1d4+2: 3 poison damage and Kali must make a DC 13 Constitution saving throw (+6): 13. Saved.
* Kali HP: 82/87
----------------------------------------
Arzaak casts Eldritch Blast on Carrion Crawler 2 (AC 13, +9 to hit). Rolled 6, 12. Two hits for 1d10+5: 13, 7 = 20 force damage.
* Carrion Crawler 2 HP: 18/62
----------------------------------------
Barur attacks Carrion Crawler 1 with Sacred Flame. Carrion Crawler 1 makes a DC 17 Dexterity saving throw (+1): 13. Failed.
Carrion Crawler 1 suffers 2d8: 12 radiant damage.
* Carrion Crawler 1 HP: 45/57
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Carrion Crawler 1 attacks Barur with tentacles and bite (AC 16, +8/+4 to hit). Rolled 2, 19. One hit for 2d4+2: 7 piercing damage.
* Barur HP: 89/96
----------------------------------------
ROUND 2
----------------------------------------
Aldarion attacks Carrion Crawler 2 with shortbow (AC 13, +7 to hit). Rolled 20. Critical hit for 2d6+3: 11 piercing damage.
* Carrion Crawler 2 HP: 07/62
----------------------------------------
Kali attacks Carrion Crawler 2 twice with greatsword (AC 13, +10 to hit). Rolled 05, 06. Two hits for 2d6+6: 16, 15 = 31 slashing damage.
* Carrion Crawler 2 HP: -24/62
Carrion Crawler 2 has been killed.
----------------------------------------
Arzaak casts Eldritch Blast on Carrion Crawler 1 (AC 13, +9 to hit). Rolled 17, 15. Two hits for 1d10+5: 12, 14 = 26 force damage.
* Carrion Crawler 1 HP: 19/57
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Barur attacks Carrion Crawler 1 with Sacred Flame (AC 13, +9 to hit). Carrion Crawler 1 make a DC 17 Dexterity saving throw (+1): 10. Failed.
Carrion Crawler 1 suffers 2d8: 9 radiant damage.
* Carrion Crawler 1 HP: 10/57
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Carrion Crawler 1 attacks Barur with tentacles and bite (AC 16, +8/+4 to hit). Rolled 18, 4. One hit for 1d4+2: 3 / 2 = 1 poison damage and Barur must make a DC 13 Constitution saving throw (+9): 19. Saved.
* Barur HP: 88/96
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ROUND 3
----------------------------------------
Aldarion casts Thorn Whip on Carrion Crawler 1 (AC 13, +9 to hit). Rolled 15. Hit for 2d6: 9 piercing damage.
* Carrion Crawler 1 HP: 00/57
Carrion Crawler 1 has been killed.
----------------------------------------
The party has emerged victorious, defeating the carrion crawlers. Each member earns 900 + 900 = 1.800 XP for the defeated monsters in this encounter.
----------------------------------------
Arzaak has accumulated 63.090 + 1.800 = 64.890 XP in total.
* Arzaak has advanced from level 9 to level 10.
* Arzaak's HP increased by 8 (max 83).
* Arzaak has learned the Infestation cantrip.
* Otherworldly patron feature unlocked: Beguiling Defenses. Arzaak’s patron taught him how to turn the mind-affecting magic of his enemies against him. He becomes immune to being charmed, and when another creature attempts to charm him, he can use his reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against his spell save DC or be charmed for 1 minute or until it takes any damage.
----------------------------------------
Megalomagna has accumulated 59.890 + 1.800 = 61.690 XP in total.
----------------------------------------
Stinger has accumulated 59.800 + 1.800 = 61.600 XP in total.
----------------------------------------
Kali has accumulated 61.740 + 1.800 = 63.540 XP in total.
----------------------------------------
Barur has accumulated 61.300 + 1.800 = 63.100 XP in total.
----------------------------------------
Aldarion has accumulated 53.400 + 1.800 = 55.200 XP in total.
***
"Megalomagna", Arzaak called, not looking at the sword, visibly upset.
"What?".
"You can sense life, can't you?".
"Yeah. Why?".
"You could have sensed those aberrations from, like, 30 feet away, right?", Arzaak asked, his annoyance growing.
"Yep".
"Then why didn't you warn us about that? Are you trying to get us killed?", Arzaak protested.
"Not really, although sometimes I do think you deserve a serious beating, like the one those hulks gave you earlier", Megalomagna said, its voice filled with snobbish sarcasm. "But this time I just didn't feel like it. Not for a pair of giant scavenging centipedes. Bring me a balrog and I might give it some thought".
"You're worthless, Megalomagna", Arzaak vented.
"Say that next time you need my help, you damn sheepfaced mongrel", the sword retorted.
"Quit the blabbering, you two!", Kali raged, out of patience. "We're on a mission, remember?".
"I know. Sorry", Arzaak replied, embarrassed.
"To think that someone could develop such a relationship with a weapon...", Aldarion mumbled. Barur smirked discreetly.
"Those two like playin' cat n' mouse most o' the time, but when it counts, they make a difference", the dwarf observed.
"Whatever. I suggest we search carefully through the area in search of clues as to what kind of creature has infiltrated this place. And stay clear of the tunnel!", Kali vociferated, as Arzaak was already peeking into it.
"The best course o' action woul' be to seal it completely", Barur observed. "But I dun't 'ave a spell that can do that".
"If I had it prepared, I could cast a wall of stone. I'm ashamed of being so careless", Aldarion said, frustrated.
"Don't worry. Whatever comes our way, we'll handle. Right, Barur?", Arzaak told the dwarf, who gave an almost invisible smile under his thick beard and nodded.
Kicking the carrion crawlers' corpses far enough so they wouldn't be in the way, the adventurers realized how large the room they were in was, and how much damage the purple worm dealt to it.
The stone floor was littered with chunks of stone, dust, and rubble, making it uneven and hazardous to traverse. Several shattered remains of old furniture – stone benches, tables, and statues – lay around, destroyed by the gargantuan worm's passage.
The edges of the tunnel created by the monstrosity were jagged and uneven, with bits of stone and debris scattered around the opening. The tunnel's walls were rough and raw, showing the immense power and indiscriminate force with which it moved through the rock.
A closer inspection revealed acid burns on some of the stone, evidence of the purple worm’s incredibly corrosive digestive juices.
"Arzaak, can you provide us with a source of light? There's a scent that's been disturbing me for a while now", Kali asked, her lilac eyes shining brightly in the dark.
"Megalomagna can. Right? RIGHT?", Arzaak asked the sword, which was deliberately ignoring the Tiefling.
"Hmpf. And I'm worthless...", Megalomagna said, its blade glowing purple before shining a strong yellow light.
“As I suspected…these light footprints, made by soft-soled boots, this perfume, and this acrid, bitter scent of poison…”, Kali mumbled, staring at the ground intently.
"Look! Those lizards. They are dead but have not been butchered or eaten by anything. They have...tiny puncture marks. They have been paralyzed! And those dead giant beetles, flipped onto their backs with legs curled! How could they be dead without being crushed or sliced open?", Kali exclaimed.
"What's your point?", Arzaak asked, impatient.
"Drows. There are drows here", Kali concluded.
"It's me duty to send 'em 'way", Barur stated, warhammer in hand. "I mean no offense, Kali girl, but drows are enemies o' all dwarves n' their presence in tis sacred place is unforgiv'ble".
"I'm not a drow", Kali retorted, resolute. "I'm a dark elf and a barbarian".
Aldarion’s eyes widened at Kali’s first acknowledgment of her elven ancestry. His lineage as a wood elf made him less accepting of other elven races, but deep inside, he wished for all elven races to unite and live peacefully. That included the dark elves who denied Lolth and her corrupt web of betrayal, hate, and madness. One of those brave dark elves was standing right in front of him.
"All right. I'll go ahead and try to surprise those fuckers. At last this cloak will show its worth", Kali told the Party, covering herself with her cape of the bat. "I still find this behavior cowardly and unworthy of a barbarian, just to be clear".
***
3 - Barracks
Fully aware of how Megalomagna couldn't keep its ''mouth" shut and always ruined every ambush the Party tried to set, Arzaak decided to stand back and wait for Kali's signal. With her, he sent his pseudodragon familiar, Stinger, who was not only adept at being stealthy but could also become invisible.
Although Kali hated these tasks, the fact that she was a natural hunter and was using a magical cloak that enhanced her hiding abilities made her a terrifying ambusher.
As she walked in absolute silence, practically invisible even to her own Party, Kali began to hear the sound of metals clashing.
"Monsters. Fighting", Stinger transmitted to the whole party telepathically.
Kali saw, then, a creature she had seen not too long ago, standing around 9 feet (2.7 m) tall on long, ungainly legs. Its thin body had a thick, rubbery hide colored in shades of putrid greys, and it possessed long hanging arms that ended in massive claws. Its skull had a messy, hair-like growth colored black. Despite its grotesquely severe hunch and uneven appearance, it attacked with surprising agility. Its eyes, gleamed with primal rage in the dark chamber, adding an almost demonic glow to its fearsome visage.
Opposing the enormous monster were five drows, their elven forms moving with lethal grace. Four of them were probably common soldiers—two male and two female—their shortswords and hand crossbows a stark contrast to the monster's raw, untamed might.
They darted in and out, trying to flank the beast, but their strikes seemed to barely faze it, glancing off its tough hide or being swatted away with brutal force.
The fifth drow stood apart, clearly an elite warrior, as evidenced by her elegant swordsmanship, precise movements and impeccable elven chainmail.
Demonstrating fine leadership, she directed the other drows, coordinating their attacks with a cold efficiency that spoke of years of combat experience.
But the monster, unfazed by the drows' coordinated attacks, swiped a massive clawed hand through the air. One of the male drows was caught in its path, lifted off the ground and slammed against the wall with a sickening crunch.
Indifferent to the fact that one of her soldiers had just been brutally murdered, the elite warrior seized the moment and lunged forward with great speed, her blade fiercely slashing off one of the monster's arms. A spurt of dark blood followed, but the monster simply reattached it, untroubled by its momentary disability.
Just when the drows fought the monster would roar and fall into a frenzy, it stopped in its tracks and began to sniff its surroundings frantically.
"Don't move, Kali, don't move", she thought to herself, holding her breath.
----------------------------------------
Kali makes a contested Dexterity (Stealth) check against a troll's Wisdom (Perception) check relying on smell.
* Kali (+3): 17, 12.
* Troll (+1): 9, 12.
Kali remained undetected.
----------------------------------------
"I can't give them the detailed instructions I wanted, and I can't transmit my thoughts to Arzaak's familiar...damn, I wish I was a telepath now", Kali vented to herself. "My only choice is to rage as loudly as possible and hope they will get the message".
Kali positioned herself behind the elite warrior, greatsword in hand.
Kali is raging (2/4) as a bonus action. Kali attacks Drow Elite Warrior twice [advantage - hidden] (AC 19, +10 to hit). Rolled 6, 13. Rolled 12, 17. Two hits for 2d6+9 each: 20, 17 = 37 slashing damage.
"I think that is our signal!", Aldarion exclaimed, startled.
"Damn this girl!", Arzaak complained, running towards her. "Can't she be a little more subtle?".
Startled and bleeding, the elite drow warrior put herself together quicker than expected, turning around to look at Kali with bright-red eyes that blazed with hatred as soon as they met Kali's.
"You!", the drow exclaimed. "The betrayer!".
"Call me what you want, I don't care", Kali snarled.
"You will pay for all the shame you have put us through with Lady Lolth! Soldiers! Knock her out, we're taking her in alive!", the elite warrior commanded, and all the drows quickly retargeted to Kali, practically forgetting that a mighty troll was still there.
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A troll (CR 5, 84 HP), a drow elite warrior (CR 5, 40/77 HP) and 4 drow soldiers (CR 1/4, 13 HP) have appeared.
INITIATIVE ROLL
1. Drow Elite Warrior (+4): 17+4 = 21
2. Drow 1 (+2): 19+2 = 21
3. Drow 3 (+2): 15+2 = 17
4. Barur (0): 18
5. Kali (+3, advantage): 1, 12+3 = 15
6. Aldarion (+3): 11+3 = 14
7. Drow 2 (+2): 10+2 = 12
8. Troll (+1): 11+1 = 12
9. Arzaak (0): 2
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ROUND 1
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Drow Elite Warrior attacks Kali twice with shortsword (AC 15, +7 to hit). Rolled 5, 15. One hit for 1d6+4: 10 / 2 = 5 slashing plus 3d6: 9 poison = 14 total damage.
* Kali HP: 68/87
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Drow 1 attacks Kali with hand crossbow (AC 15, +4 to hit). Rolled 5. Missed.
Drow 3 attacks Kali with shortsword (AC 15, +4 to hit). Rolled 1. Missed.
Barur attacks Drow 2 with warhammer +1 empowered by Divine Strike (AC 15, +5 to hit). Rolled 13. Hit for 1d8+1: 5 bludgeoning plus 1d8: 6 radiant = 11 total damage.
* Drow 2 HP: 02/13
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Kali attacks Drow Elite Warrior twice (AC 19, +10 to hit). Rolled 10, 9. Two hits for 2d6+9 each: 16, 16 = 32 slashing damage.
* Drow Elite Warrior HP: 08/77
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Aldarion attacks Drow 2 with Thorn Whip (AC 15, +7 to hit). Rolled 20. Critical hit for 4d6: 14 piercing damage.
* Drow 2 HP: -12/13
Drow 2 has been killed.
----------------------------------------
Troll attacks Arzaak with bite and claws (AC 12, +7 to hit). Rolled 1, 12, 2. One hit for 2d6+4: 8 slashing damage.
* Arzaak HP: 67/83
Arzaak retaliates with Megalomagna as a reaction (AC 15, +9 to hit). Rolled 5. Missed.
----------------------------------------
"Damn this troll! Wasn't it fighting the drows?", Arzaak complained as he fought through the pain caused by the troll's wicked claw attack.
"Kill it, Hairzaak! I hate trolls!", Megalomagna exclaimed. "But I also don't like being called 'Troll Killer'...dammit, I don't know what to do!".
"Think strategically, Megalomagna. This troll is not our biggest threat here", Arzaak replied, with the composure of a master tactician. His extended left hand exuded eldritch energy as he directed it towards the drow elite warrior.
Arzaak casts Eldritch Blast on Drow Elite Warrior twice (AC 19, +9 to hit). Rolled 18, 20. One normal and one critical hit for 1d10+5: 6, 2d10+5: 11 = 17 force damage.
* Drow Elite Warrior HP: -09/77
The Drow Elite Warrior has been killed.
----------------------------------------
The remaining drows started to scream with each other in a strange language.
"What the hell are they screaming about?", Arzaak asked, clueless.
"I don't know", she replied. "It's probably Undercommon. I can't speak it; I left the Underdark before learning that accursed language".
"I know what they're saying, and I'm sure you'll love it", Megalomagna said, surprisingly cheerful.
"Spit it out already!", Arzaak demanded.
"Two words: Dri-der", Megalomagna mocked.
Kali's eyes narrowed at Megalomagna's words.
"Let's kill these drows quickly", she said. "If we play smart, we can outwit the troll and this supposed drider".
"What is a drider?", Arzaak asked, clueless.
"It's a monster", Aldarion interjected. "You don't wanna see it, trust me".
----------------------------------------
ROUND 2
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Drow 1 attacks Kali with hand crossbow (AC 15, +4 to hit). Rolled 1. Missed.
Drow 3 attacks Kali with hand crossbow (AC 15, +4 to hit). Rolled 12. Hit for 1d6+2: 4 / 2 = 2 piercing damage. Kali must make a DC 13 Constitution saving throw or be poisoned for 1 hour. If Kali fails by 5 or more, she will fall unconscious while poisoned in this way. Rolled 5. Failed. Kali fell unconscious due to the poisoning.
* Kali HP: 66/87
Barur spends an action to wake her up.
----------------------------------------
"Damn poisoned bolts", Kali raged, getting up.
----------------------------------------
Kali spent her turn solving the prone condition.
Aldarion approaches the enemies and spends a 3rd level slot to cast Thunderwave. They must succeed on a DC 17 Constitution saving throw or suffer 4d8: 21 thunder damage and be pushed back 10-feet.
Drow 1 (0): 11. Failed. Drow 1 suffered 21 thunder damage.
* Drow 1 HP: -08/13
Drow 1 has been killed.
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Drow 3 (0): 19. Saved. Drow 2 suffered 11 thunder damage.
* Drow 3 HP: 02/13
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Troll (+5): 12+5 = 17. Saved. Troll suffered 11 thunder damage.
* Troll HP: 73/84
Troll regenerates 10 HP.
* Troll HP: 83/84
----------------------------------------
Troll attacks Arzaak with bite and claws (AC 12, +7 to hit). Rolled 6, 16, 19. Two hits for 2d6+4 each: 11, 13 = 24 slashing damage.
* Arzaak HP: 43/83
Arzaak retaliates with Megalomagna as a reaction (AC 15, +9 to hit). Rolled 2. Missed.
----------------------------------------
"Arzaak, forget about the troll and the drow underling!", Kali shouted. "Cast a darkness spell, quickly! You can do it, right?".
"I can, I guess", Arzaak replied, tilting his head.
"DO IT!", Kali shouted.
Arzaak casts Darkness. Magical darkness spread, enveloping the Party in a 15-foot-radius sphere. Darkvision will not work inside that sphere.
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ROUND 3
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Drow 3 cannot see a thing in magical darkness. It will try to attack Kali with hand crossbow (disadvantage). Rolled 11, 3. Missed.
Barur spends a 2nd level slot to cast Cure Wounds on Arzaak for 2d8+8: 21 HP restored.
* Arzaak HP: 64/83
Barur recovers 3 HP [Blessed Healer].
* Barur HP: 91/96
----------------------------------------
Kali casts Dancing Lights and directs it towards the corridor ahead of them. She combined the four lights into one glowing vaguely humanoid form of Medium size.
----------------------------------------
"Aldarion, use your spells to create the smell of fresh blood and make it come from the opposite direction as we are. Quickly!", Kali instructed.
"On it", Aldarion replied, promptly casting the Druidcraft cantrip.
The troll has been attracted by the lights and the smell of fresh blood.
"Now we must remain in absolute silence. You'll see", Kali muttered as she ducked, followed by the rest of the Party.
Seconds later, a faint, rhythmic thud was heard as large spider-like legs cautiously navigated the stone floor in the direction they were in. Its chitinous exoskeleton scraped softly against the rough surfaces, accompanied by occasional clicks and skitters that echoed faintly in the void.
Suddenly, the silence was shattered by a savage roar and a startled hiss of pain as the troll's claws found purchase on the drider's armor.
Troll attacks drider with disadvantage (AC 19, +7 to hit). Rolled 11, 7. Rolled 19, 2. Rolled 12, 18. One claw hit for 2d6+4: 12 slashing damage.
* Drider HP: 117/129
----------------------------------------
The sounds of battle intensified in the blackness as the troll's jaws snapped shut with brutal force in the attempt to bite into the drider's resilient form, its high-pitched cries mingling with the deep growls and grunts of the troll. The clash of their combat reverberated through the stone chamber, creating a cacophony of violence amidst the impenetrable darkness.
In the midst of the chaotic struggle, the drow soldier tried to warn the drider to retreat from the magical darkness, which was a trap designed by the adventurers, but to no avail. It seems the madness into which a drider is plunged at the Demonweb Pits of Lolth causes them to listen to no one except their own desire to murder and destroy.
Drider attacks troll with disadvantage three times with longsword (AC 15, +6 to hit). Rolled 12, 16. Rolled 7, 10. Rolled 9, 3. One hit for 1d10+3: 6 slashing damage.
* Troll HP: 77/84
----------------------------------------
Unable to land a decisive strike, the drider’s movements grew increasingly frantic and desperate. Its legs scrabbled for traction on the slick stone floor, their skittering echoing ominously through the darkness. The troll’s relentless assault showed no signs of stopping, its overwhelming regeneration wearing down the drow monstrosity to the point it was utterly exhausted, unable to muster any resistance.
* Troll HP: 65/84
* Drider HP: 32/129
----------------------------------------
"Our darkness is about to dissipate", Arzaak said. "We should be ready to attack as soon as the effects wear off for better effect".
"Focus all firepower on the drider", Kali instructed. "The troll is easier to deal with on its own".
As the darkness dissipated, the view revealed to the Party was shocking: the body of the remaining drow underling lay smashed on the ground, likely used as a club by the troll, with pools of blood spreading across the floor.
The drider had been severely mauled, missing a spider leg and nearly too weak to hold its sword.
"Just how strong can a troll be?", Arzaak asked, stupefied.
"Strong enough to kill us all if we can't stop its regeneration ability", Aldarion answered.
"You can leave that to me", Megalomagna interjected. "As your barbie girl friend demanded, focus on the spiderwoman there and I'll take care of the troll. But don't call me troll-killer afterwards, okay? Cuz it's stupid".
"It wasn't a demand, it was a suggestion", Kali admonished.
"Tis alright to take charge, Kali girl", Barur said with a gruff but friendly voice. "Especially when yer the strongest of the bunch".
Nodding positively, Kali roared and lunged towards the drider.
----------------------------------------
INITIATIVE ROLL
1. Kali (+3, advantage): 12, 18+3 = 21
2. Troll (+1): 18+1 = 19
3. Barur (0): 17
4. Drider (+2): 13+2 = 15
5. Arzaak (0): 6
6. Aldarion (+3): 1+3 = 4
----------------------------------------
ROUND 1
----------------------------------------
Kali is raging (3/4) as a bonus action. Kali attacks drider with greatsword. Rolled 17, 13. Two hits for 2d6+9 each: 19, 11 = 30 slashing damage.
* Drider HP: 02/129
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Troll attacks Kali with bite and claws (AC 15, +7 to hit). Rolled 5, 19, 5. One claw hit for 2d6+4: 12 / 2 = 6 slashing damage.
* Kali HP: 60/87
----------------------------------------
"Motherfucker! I'm gonna kill you!", Kali roared at the troll, seemingly forgetting about the drider.
Barur casts Sacred Flame. Drider must make a DC 17 Dexterity saving throw (+3): 1. Failed.
Drider suffers 2d8: 8 radiant damage.
* Drider HP: -06/129
The Drider has been killed.
----------------------------------------
"Okay Megaloonie, time to work your magic", Arzaak told the sword.
"Hmpf. I'm gonna show you my power. You better be ready. And by the way, you should ask your familiar to attack from time to time. It's still a little pint-sized, but its sting packs a punch".
"Good idea. Stinger, are you ready for some action?".
"Ready", Stinger's voice resonated inside the Tiefling's head.
----------------------------------------
Megalomagna casts Heat Metal on itself.
----------------------------------------
Arzaak commands Stinger to attack as a bonus action.
Stinger attacks with bite and sting [advantage - invisible] (AC 15, +7 to hit). Rolled 15, 3. Rolled 8, 16. Two hits for 1d6+3 each: 8, 5 = 13 piercing damage.
The troll must succeed on a DC 17 Constitution (+5) saving throw or suffer 6d6: 19 poison damage (half if successful) and become poisoned for 1 hour, having disadvantage on attack rolls and ability checks. Rolled 16. Saved.
Troll suffered 10 poison damage.
* Troll HP: 55/84
----------------------------------------
"Good job, Stinger. Now leave it to me", Arzaak told his familiar with a genuine smile.
Arzaak attacks with Megalomagna [advantage - Kali's rage]. Rolled 13, 20. Critical hit for 2d8+4: 13 slashing plus 2d8: 4 fire = 17 total damage.
* Troll HP: 38/84
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Aldarion spends a 2nd level slot to cast Flame Blade as a bonus action. Aldarion attacks troll ( AC 15, +7 to hit) with the flame blade [advantage - Kali's rage]. Rolled 3, 13. Hit for 3d6: 8 fire damage.
* Troll HP: 30/84
----------------------------------------
The troll roared in pain due to the fire damage inflicted. However, there was a distinct difference between the wound caused by Aldarion's flame blade and Megalomagna's heated blade. Instead of scorching the troll's skin and causing grotesque blisters to arise, the wound caused by Megalomagna caused purple ramifications of strange magic to arise and spread from the wound like a spiderweb, apparently digging into the monster's flesh, now exposed by its sharp edge.
"Keep it up, Hairzaak. A couple more slashes and we're good", Megalomagna said.
----------------------------------------
ROUND 2
----------------------------------------
Kali attacks troll with greatsword. Rolled 3, 18. One hit for 2d6+9: 19 slashing damage.
* Troll HP: 11/84
----------------------------------------
"Kali, you don't have to do that", Arzaak told her. "Let us kill it with our weapons so it won't regenerate".
"Must kill...must exact revenge!", Kali growled, out of her mind.
"What's wrong with her!", Aldarion asked. Barur squinted his eyes.
Troll attacks Kali with bite and claws (AC 15, +7 to hit). Rolled 12, 16, 7. A bite and a claw hit for 1d6+4: 5 piercing 2d6+4: 16 slashing = 21 / 2: 11 total damage.
* Kali HP: 49/87
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Barur casts Guidance on Arzaak.
Arzaak attacks with Megalomagna [advantage - Kali's rage]. Rolled 18, 10. Hit for 1d8+4: 11 slashing plus 2d8: 7 fire = 18 total damage.
* Troll HP: -07/84
----------------------------------------
The troll has fallen.
"This is it!", Aldarion shouted as he fiercely plunged its flame blade right into the troll's chest, causing it to roar and shriek in pain until it stopped moving completely.
----------------------------------------
The party has emerged victorious, defeating a drider, a troll, a drow elite warrior and four drow warriors. Each member earns 4.600, 3.600, 3.600 and (100*4) = 12.200 XP for the defeated monsters in this encounter.
----------------------------------------
Arzaak has accumulated 64.890 + 12.200 = 77.090 XP in total.
----------------------------------------
Megalomagna has accumulated 61.690 + 12.200 = 73.890 XP in total.
* Megalomagna has advanced from level 9 to level 10.
* Wielder's Strength increases by 9 as long as he/she is attuned to Megalomagna. Arzaak’s Strength ability score increased to 17 (modifier +3).
* Megalomagna has learned the spells Confusion and Suggestion.
* Potent spellcasting. Megalomagna's innate spellcasting has evolved. All 1st level spells can be cast as if using a 2nd level slot.
----------------------------------------
Stinger has accumulated 61.600 + 12.200 = 73.800 XP in total (level up)
* Stinger has advanced from level 9 to level 10.
* Stinger's HP increased by 5 (max 69).
* Action unlocked: Breath Weapon (1/short or long rest). Stinger exhales fire in a 20-foot cone. Each creature in that area takes 3d8 fire damage, or half damage with a successful Dexterity saving throw (Arzaak’s spell DC).
----------------------------------------
Kali has accumulated 63.540 + 12.200 = 75.740 XP in total.
* Kali has advanced from level 9 to level 10.
* Kali's HP increased by 9 (max 96).
* Spirit Walker feature unlocked. Kali can cast the commune with nature spell as a ritual. When she does so, a spiritual version of a wolf will appear to her to convey the information she seeks.
----------------------------------------
Barur has accumulated 63.100 + 12.200 = 75.300 XP in total.
* Barur has advanced from level 9 to level 10.
* Barur's HP increased by 10 (max 106).
* Divine Intervention feature unlocked. Barur can call on Moradin to intervene on his behalf when his need is great. Imploring his deity’s aid requires him to use an action. Barur must describe the assistance he seeks, and roll a percentile dice. If he rolls a number equal to or lower than his cleric level, Moradin intervenes. The nature of the intervention varies; the effect of any cleric spell or cleric domain spell would be appropriate. If Moradin intervenes, Barur can’t use this feature again for 7 days. Otherwise, he can use it again after he finishes a long rest.
* Barur has learned the cantrip Word of Radiance;
* 5th level spell slot unlocked;
* 5th level spell Dispel Evil learned.
* Barur has learned that the pearl he carries with him is magical. He still doesn't know what it does.
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Aldarion has accumulated 55.200 + 12.200 = 67.400 XP in total.
* Aldarion has advanced from level 9 to level 10.
* Aldarion's HP increased by 5 (max 53).
* Aldarion has learned the cantrip Shillelagh.
* Druid Circle feature unlocked: Elemental Wild Shape. Aldarion can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
* 5th level spell slot unlocked.
* 5th level spell Maelstrom learned.
* Aldarion has learned that the ring with a garnet embedded into it is magical. He still doesn't know what it does.
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TREASURE FOUND
* an elven chain shirt
* a common longsword
* two common hand crossbows
* two common shortswords
* a vial containing a red liquid
The Party has taken the elven chainmail and the vial of red liquid and left the rest.
***
"What an excelent piece of armor", Arzaak exclaimed, examining the elven chain shirt worn by the drow elite warrior.
"You can have it", Kali said. "I'm not wearing anything a drow has worn".
Arzaak turned to Aldarion and Barur.
"I don't feel comfortable wearing metal armor", Aldarion said. "The leather I make fits my style better".
"Speakin' of fittin', that piece doesn't even fits me", Barur joked. "I guess it's really yours, 'rzaak lad".
----------------------------------------
Arzaak is now wearing an elven chain shirt +1. Arzaak's AC has improved to 16.
----------------------------------------
"This is very light and flexible, too", Arzaak exclaimed, unable to hide his joy. "Now I understand why that drow leader was so agile".
"Not agile enough", Kali said with a smirk that many would consider a little sadistic.
"Kali, I need to ask you a question", Aldarion interjected. "What did you feel when the troll attacked you?".
"What did I feel? Well...hate. I hate trolls. But I also hate drows, so my mindset was kinda set from the start", Kali replied, puzzled by the question.
"But you were fighting the drider and suddenly got attacked by the troll. Then you became extremely angry, in a way we had never seen before", Aldarion insisted. "Can't you recall?".
"I...don't know. I just feel like those who hurt me deserve punishment. It's not that absurd, is it?", Kali responded.
"I guess not...", Aldarion said, preferring not to extend the discussion.
***
As the battle ended and the adrenaline subsided, the party looked around and realized that the hall they were in was actually part of the Barracks, once used by the Gold Dwarves of yore for military training and storage. The low ceiling, supported by sturdy wooden beams, showed strong signs of decay. The carvings had been weathered and were obscured by cobwebs. The stone walls were darkened with age, their surfaces covered in lichen. Weapon racks and shields, that once displayed powerful warhammers and iron shields capable of withstand an ogre's bash, were rusted and fell into disrepair.
Rotting wooden bunk beds lined the walls, their mattresses almost disintegrated and their woolen blankets chewed by vermin. Powdery residue in the shape of humanoid silhouettes clung to some. Though the entire stronghold was carved from stone, a distinct smell of clay hung in the air. Kali, in particular, zeroed in on this scent with uncanny precision.
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Kali makes a DC 10 Wisdom (Perception) ability check (-2): 13. Successful.
----------------------------------------
She knelt beside the ashen outline on the bunk. With a finger, she traced the faint impression of a body. "Mortal remains", she announced casually, oblivious to the weight of her words.
Barur's grip tightened on the handle of his warhammer. "Mortal remains, ye say?", he asked, the words rumbling from his chest with a dread he couldn't explain. "Are these piles o' dust really all that's left o' me ancestors?".
Kali rose and brushed away a layer of dust, revealing sparse strands of a beard, already partially consumed by time. Her lilac eyes, usually gleaming with feral intensity, now held a spark of investigative curiosity. "Hard to say for sure", she muttered, "but based on the silhouette and the fact that this is a dwarven stronghold, I can't think of anything other than a dwarf".
"Come to think of it, this fortress is centuries old, right? Isn't it natural for us to find nothing but ancient remains?", Arzaak asked.
"I wasn't expectin' to find this place bustlin' with people, red-hot forges and kegs filled with fresh ale", Barur confessed, his voice tinged with sorrow. "But this isn't normal. It's like...sumtin' came and swept 'em all 'way".
"Maybe we should look for more clues", Aldarion interjected after listening to the conversation attentively. "If we can't find any other remains similar to these, then we can presume the dwarves didn't die, but simply left".
"I dun't know what coul' be worse", Barur said, anxiously polishing his holy symbol. "For a proud gold dwarf, leaving home would probably be worse than death".
"We should investigate anyway", Arzaak said. "Knowing the fate of these dwarfs may be important to our mission later down the road".
"Wise words, Hairzaak", Megalomagna said.
"I don't need your compliments", Arzaak retorted. "Go back to sleep".
"You can't put me to sleep, sheepface. I have fey ancestry", Megalomagna quipped.
"You really don't have anything useful to say?", Arzaak asked, increasingly annoyed.
"l actually do, but you won't like it".
"What is it?".
"You guys shouldn't have cast Thunderwave here", Megalomagna stated.
"What are you talking about?", Arzaak asked, puzzled.
Then, a low rumble echoed through the hall, and a shower of dust cascaded from cracks the adventurers hadn't noticed before. The ceiling groaned ominously, with large fissures snaking across the walls.
A deafening crack split the air as a section of the ceiling gave way. Dust exploded outwards, momentarily blinding everyone. The ground shuddered violently, and chunks of rock plummeted from above. The adventurers scrambled for cover, narrowly avoiding a falling beam. The chamber groaned in protest, and the air was thick with the smell of crushed stone.
The adventurers must succeed on a DC 15 Dexterity saving throw or be struck by the collapsing ceiling, taking 4d10: 21 bludgeoning damage and falling prone.
Arzaak (0): 14. Failed. Arzaak suffered 21 bludgeoning damage and has fallen prone.
* Arzaak HP: 43/83
Kali (+3, Danger Sense advantage): 20, 5. Saved.
Barur (0): 4. Failed. Barur suffered 21 bludgeoning damage and has fallen prone.
* Barur HP: 70/106
Aldarion (+3): 18. Saved.
Stinger (+3): 11. Failed. Stinger suffered 21 bludgeoning damage and has fallen prone.
* Stinger HP: 43/69
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Smaller chunks of rock and debris continue to fall. All who are prone or unable to move for any other reason must make a second Dexterity saving throw (DC 10) or take an additional 1d10 bludgeoning damage.
* Arzaak (0): 17. Saved.
* Barur (0): 10. Saved.
* Stinger (+3): 20. Saved.
----------------------------------------
"Was that...our only way out?", Kali asked, a screaming nervousness in her voice.
"Dun't lose your cool over this, Kali girl", Barur said with a gruff but reassuring tone, cleaning the dust from his beard and hair. "Collapses like this happ'n quite often. I'm sure there's 'nother way out".
"I hope so", Arzaak mumbled, giving Megalomagna a side glance just to realize it was already snoring.
***
Continues in Part 2 due to Royal Road's word count restriction.