Novels2Search
Megalomagna
4TH ADVENTURE – THE FORGOTTEN FORTRESS (PART 2)

4TH ADVENTURE – THE FORGOTTEN FORTRESS (PART 2)

4TH ADVENTURE – THE FORGOTTEN FORTRESS (PART 2)

4 - The Golden Hall of True Reasoning

Still recovering from the damage caused by the previous chamber’s collapsing ceiling, the Party stumbled upon a place of unexpected grandeur.

Massive arches, supported by pillars adorned with intricate dwarven runes, reached towards a ceiling inlaid with obsidian that reflected the light cast by enchanted glowstones encrusting the walls and floor. The once-vibrant glowstones now flickered, their magic waning with the ages.

Moss crept across the arches, its damp, green tendrils a testament to the passage of time. The air was heavy with a thick silence, broken only by the occasional drip of water echoing through the cavernous hall. The scent of decay hung in the air, mingling with the stale, earthy odor of long undisturbed space.

Elven influence could be seen in the elegant furnishings. Long, polished oaken tables ran down the hall, flanked by sturdy dwarven benches. At the far end, a raised dais adorned with intricate filigree served as a place for prominent speakers. The wood had split and cracked, its former grandeur lost to the relentless march of time.

Standing side-by-side at the dais were two magnificent thrones. The one to the right, a sturdy, blocky monolith of polished black obsidian, was engraved with runes in Riftspeak, now worn smooth by the passage of so many centuries. Dust coated its surface, obscuring the proud dwarven symbols.

To the left, a magnificent throne crafted from a single, gnarled whitewood bough that seemed to inexplicably grow from the adamantine floor. Its sinuous curves and delicate branches were adorned with shimmering moonstone jewels, now opaque and having lost most of their warming glow. The throne’s intricate carvings were choked with cobwebs, their silken strands glistening faintly in the dim light.

Runes carved into the walls and special gemstones, once imbued with powerful antimagic properties, now emanated a faint, vestigial pressure that spellcasters could sense on their fingertips.

Marveled at the majestic, intricate and refined architecture of the Great Hall, the adventures failed to realize someone was sitting on the wooden throne, staring at them intently. It wasn't, however, an elven king—or anything close, for that matter.

The creature sitting on the throne wore a tarnished orcish breastplate, marked with rust and covered in patches of mold. The armor, while still sturdy, showed signs of neglect and decay. His body was gaunt and skeletal, with skin stretched tightly over bone and sinew. The grayish-green tone of his skin only added to his already spectral appearance.

Stringy black hair hung over his broad, flat nose and hollow cheeks, with a jagged scar running through the left side of his head. His pointed ears were ragged at the edges, and yellowed tusks protruded from its mouth, still sharp but now chipped and worn.

His eyes gave off a faint, ghostly glow, barely visible in the light. In his gauntleted hand, he clutched a rusted sword longsword. The weapon, like his armor, carried a scent of mold and decay.

"I'd say it's a half-orc, but that ting is half-dead mor' than anythin' else", Barur grumbled, pointing at the creature.

"Who're tha idiots tha dare enter ma battlefield without permission? Identify yurselfs immediately or I kill y'all and feed yur bodies to tha worgs", the half-orc growled.

“And on top of that, he’s as rude as an orc", Aldarion added.

“Y’ave any idea who y’re talkin ta? Think good manner got me where I am? Ma worth was proven on tha battlefield, by tha sweat and blood I shed. Elfs fell on one side, dwarves on the other, n' I stay standin", the half-orc snarled.

Barur was enraged. Aldarion extended one hand in front of the dwarf, signaling for him not to make any rash decisions.

“You say you remained standing, but what we see tells us otherwise. You are nothing but an empty shell of what was once a half-orc", Aldarion retorted.

“A wraith”, Arzaak added. “One who died here but did not accept the aftermath of his final battle".

“Neva! I’ll neva accept bein’ beaten ba elves n' dwarves! An’ they allied against me and ma soldiers! Those damn fools know nothin of war! They stole tha glory that was mine, mine alone!", the half-orc shouted, his voice rough and filled with resentment.

“This guy really thinks he’s a war hero", Megalomagna commented, amused.

"If ya think ya strong enuff, fight me and prove yur worth. One-on-one, with honor! Or accept I'm yur superior, and sing ma feats of powa and strength!".

“A bit of humility wouldn’t hurt that piece of rotten meat", Kali said, sword in hand.

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

The Party must decide whether to challenge the monster to a one-on-one duel or to fight with full force.

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

"Wait, Kali", Arzaak exclaimed. "You're not in your best shape right now, and you don't know what kind of thing that monster can do. I say we fight together".

Kali stood down. "You're no fun, Arzaak. And also an idiot for thinking I'm not strong enough".

"I'm just caring about your safety. This can be more dangerous than it looks", Arzaak retorted, more serious than usual.

"Y're incapable ov givin me praise for ma deeds of war, and y'won't accept duellin with me, showin y'have no valor within yurselfs", the half-orc uttered, feeling insulted. "Get ready ta die, vermin!".

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

A sword wraith commander has appeared (CR 8, 113 HP).

INITIATIVE ROLL

1. Kali (+3, advantage): 11, 17+3 = 20

2. Aldarion (+3): 8+3 = 11

3. Arzaak (0): 10

4. Barur (0): 4

5. Sword Wraith Commander (+2): 2+2 = 4

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

ROUND 1

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

Kali is raging (4/4) as a bonus action. Kali attacks Sword Wraith Commander with greatsword twice (AC 18, +10 to hit). Rolled 9, 15. Two hits for 2d6+9 each: 18, 16 = 34 slashing damage.

* Sword Wraith Commander HP: 79/113

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

Aldarion attacks Sword Wraith Commander with Shillelagh (AC 18, +9 to hit) [advantage: Kali's rage]. Rolled 11. Hit for 1d8+5: 12 bludgeoning damage.

* Sword Wraith Commander HP: 67/113

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

Arzaak casts Eldritch Blast twice on Sword Wraith Commander [advantage: Kali's rage]. Rolled 16, 4. Rolled 19, 11. Two hits for 1d10+5 each: 11, 8 = 19 force damage.

* Sword Wraith Commander HP: 48/113

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

Barur casts Sacred Flame. Sword Wraith Commander makes a DC 17 Dexterity saving throw (+2). Rolled 3. Sword Wraith Commander suffered 11 radiant damage.

* Sword Wraith Commander HP: 37/113

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

Sword Wraith Commander attacks Kali with Martial Fury as a bonus action. Rolled 20. Critical hit for 2d10+4: 8 /2 = 4 slashing plus 4d8: 19 necrotic = 23 total damage.

* Kali HP: 26/96

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

Sword Wraith Commander uses Call to Honor (1/Day). The Sword Wraith Commander has given itself advantage on attack rolls until the end of its next turn, and ld4+1: 5 sword wraith warriors (CR 3, 45 HP) have appeared in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and take their turns immediately after the commander's turn on the same initiative count.

"What did I tell you, Kali?", Arzaak shouted, his heart pounding in a mix of anger for her recklessness and concern for her safety.

"That damn undead is strong indeed", Kali finally realized, pressing her hand against the wound. A chilling numbness spread from the site of the injury, accompanied by such intense pain that it would cause any common person to lose consciousness.

"Dun't lose focus, lads! We are surrounded 'ere!", Barur grumbled aloud, his deep voice resonating through the hall as if it recognized his dwarven origin.

Only after hearing Barur's call did Arzaak and the others realize that five other wraiths had appeared. They bore a resemblance to the commander—emaciated and gaunt—but with a slightly less imposing and more orcish appearance.

"I'm going to assume a form better suited for dealing with multiple foes", Aldarion stated, preparing to transform into a fierce beast again.

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

ROUND 2

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

Kali attacks Sword Wraith Commander with greatsword twice (AC 18, +10 to hit). Rolled 13, 7. One hit for 2d6+9: 16 slashing damage.

* Sword Wraith Commander HP: 21/113

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

Aldarion uses Wild Shape (2/2) 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 Sword Wraith Commander with bite and claws (AC 18, +7 to hit) [advantage: Kali's rage]. Rolled 3, 6. Rolled 4, 2. Missed.

Arzaak casts Eldritch Blast twice on Sword Wraith Commander (AC 18, +9 to hit [advantage: Kali's rage]. Rolled 10, 11. Rolled 14, 16. Two hits for 1d10+5 each: 13, 15 = 28 force damage.

* Sword Wraith Commander HP: -07/113

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

The Sword Wraith Commander has been blown to pieces. The sword wraiths he had summoned appear unfazed by the sudden elimination of their leader.

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

"Those are undeniably undead", Arzaak observed. "Even the gruesome death of their leader means nothing to them".

"That's why we're 'ere to send 'em 'way", Barur said with a smirk. "Those creatures dun't belong in this world".

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

Barur uses Channel Divinity: Turn Undead. All sword wraith warriors must make a DC 17 Wisdom saving throw or be turned for 1 minute, or until they take damage.

* Sword Wraith Warrior 1 (-1): 19. Saved.

* Sword Wraith Warrior 2 (-1): 11. Failed.

* Sword Wraith Warrior 3 (-1): 10. Failed.

* Sword Wraith Warrior 4 (-1): 12. Failed.

* Sword Wraith Warrior 5 (-1): 17. Failed.

Sword Wraith Warriors 2 to 5 have been turned.

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

Sword Wraith Warrior 1 attacks Barur with longsword (AC 14, +6 to hit) as a bonus action [Martial Fury]. Rolled 6. Missed.

Sword Wraith Warrior 1 attacks Barur with longsword. Rolled 13. Hit for 1d10+4: 6 slashing damage.

* Barur HP: 64/106

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

Sword Wraith Warriors 2 to 5 are keeping distance (9 turns left).

Rolling a d20 for a special encounter: 14. Nothing happened.

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

ROUND 3

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

Kali attacks Sword Wraith Warrior 1 with greatsword twice (AC 16, +10 to hit). Rolled 2, 12. One hit for 2d6+9: 14 slashing damage.

* Sword Wraith Warrior 1 HP: 31/45

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

Aldarion attacks Sword Wraith Warrior 1 with bite and claws (AC 16, +7 to hit) [advantage: Kali's rage]. Rolled 12, 5. Rolled 14, 19. Two hits for 1d8+5: 7 piercing plus 2d6+5: 10 slashing = 17 total damage.

* Sword Wraith Warrior 1 HP: 14/45

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

Arzaak casts Eldritch Blast twice on Sword Wraith Warrior 1 (AC 16, +9 to hit [advantage: Kali's rage]. Rolled 17, 3. Rolled 6, 14. Two hits for 1d10+5 each: 8, 15 = 23 force damage.

* Sword Wraith Warrior 1 HP: -09/45

Sword Wraith Warrior 1 has been destroyed.

Sword Wraith Warriors 2 to 5 are keeping distance (8 turns left).

Rolling a d20 for a special encounter: 12. Nothing happened.

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

ROUND 4

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

Kali attacks Sword Wraith Warrior 2 with greatsword twice (AC 16, +10 to hit). Rolled 5, 10. One hit for 2d6+9: 16 slashing damage.

* Sword Wraith Warrior 2 HP: 29/45

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

Aldarion attacks Sword Wraith Warrior 2 with bite and claws (AC 16, +7 to hit) [advantage: Kali's rage]. Rolled 6, 19. Rolled 6, 14. Two hits for 1d8+5: 6 piercing plus 2d6+5: 11 slashing = 17 total damage.

* Sword Wraith Warrior 2 HP: 12/45

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

Arzaak casts Eldritch Blast twice on Sword Wraith Warrior 2 (AC 16, +9 to hit [advantage: Kali's rage]. Rolled 6, 13. Rolled 7, 14. Two hits for 1d10+5 each: 9, 14 = 23 force damage.

* Sword Wraith Warrior 2 HP: -11/45

Sword Wraith Warrior 2 has been destroyed.

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

Barur spends a 1st level slot to cast Cure Wounds on Arzaak. Rolled 1d8+8: 12 HP restored.

* Arzaak HP: 55/83

Barur recovers 3 HP [Blessed Healer].

* Barur HP: 67/106

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

Sword Wraith Warriors 3 to 5 are keeping distance (7 turns left).

Rolling a d20 for a special encounter: 17. Nothing happened.

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

ROUND 5

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

Kali attacks Sword Wraith Warrior 3 with greatsword twice (AC 16, +10 to hit). Rolled 4, 15. One hit for 2d6+9: 19 slashing damage.

* Sword Wraith Warrior 3 HP: 26/45

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

Aldarion attacks Sword Wraith Warrior 3 with bite and claws (AC 16, +7 to hit) [advantage: Kali's rage]. Rolled 11, 16. Rolled 1, 2. One hit for 1d8+5: 10 piercing damage.

* Sword Wraith Warrior 3 HP: 16/45

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

Arzaak casts Eldritch Blast twice on Sword Wraith Warrior 3 (AC 16, +9 to hit [advantage: Kali's rage]. Rolled 19, 6. Rolled 17, 10. Two hits for 1d10+5 each: 9, 9 = 18 force damage.

* Sword Wraith Warrior 3 HP: -02/45

Sword Wraith Warrior 3 has been destroyed.

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

Barur casts Resistance on Arzaak. Arzaak can add a d4 to his next saving throw.

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

Sword Wraith Warriors 4 and 5 are keeping distance (6 turns left).

Rolling a d20 for a special encounter: 3. Nothing happened.

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

ROUND 6

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

Kali attacks Sword Wraith Warrior 4 with greatsword twice (AC 16, +10 to hit). Rolled 14, 15. Two hits for 2d6+9: 16, 14 = 30 slashing damage.

* Sword Wraith Warrior 4 HP: 15/45

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

Aldarion attacks Sword Wraith Warrior 4 with bite and claws (AC 16, +7 to hit) [advantage: Kali's rage]. Rolled 18, 19. Rolled 2, 13. Two hits for 1d8+5: 7 piercing plus 2d6+5: 11 slashing = 18 total damage.

* Sword Wraith Warrior 4 HP: -02/45

Sword Wraith Warrior 4 has been destroyed.

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

Arzaak casts Eldritch Blast twice on Sword Wraith Warrior 5 (AC 16, +9 to hit [advantage: Kali's rage]. Rolled 14, 12. Rolled 10, 18. Two hits for 1d10+5 each: 13, 13 = 26 force damage.

* Sword Wraith Warrior 5 HP: 19/45

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

Barur attacks Sword Wraith Warrior 5 with Sacred Flame. Sword Wraith Warrior 5 makes a DC 17 Dexterity saving throw (+1): 18. Saved.

Sword Wraith Warrior 5 attacks Kali with longsword (AC 14, +6 to hit) as a bonus action [Martial Fury]. Rolled 2. Missed.

Sword Wraith Warrior 1 attacks Kali with longsword. Rolled 17. Hit for 1d10+4: 5 / 2 = 2 slashing damage.

* Kali HP: 24/96

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

Rolling a d20 for a special encounter: 20.

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

"Something nasty is coming", Megalomagna alerted.

"What is it? A life sign?", Arzaak asked.

"No, it's dead. But nasty. Orcus minion level nasty", Megalomagna replied.

The Party, then, heard steps that echoed throughout the hall. Slowly, the figure of a muscular but sexless humanoid started to become visible. It wore no clothing at all, showing its deathly pale gray skin, devoid of any hair at all, and its chest bore a wound where its heart should be.

More eerie than its body still was its face, twisted into an inhuman visage of sheer madness and horror with empty, milky-white eyes outstretched to the shape of vertical ovals.

The mere presence of the creature was enough to send a shiver down the adventurers' spines. However, that feeling would quickly turn into horror as he creature started to speak, and a frightening voice that clearly belonged to someone else could be heard.

"I can see you. I know what you've been doing. You think you're strong just because you've killed a few of my minions. They are disposable. And so are you. I won't rest until I find you, half-devil. You and your companions...will become my toys!".

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

A bodak has appeared.

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

All Party members must make a DC 13 Constitution saving throw.

Arzaak (+3): 11+3 = 14. Saved.

Kali (+6): 3+6 = 9. Failed. Kali has suffered 3d10: 13 psychic damage.

* Kali HP: 11/96

Barur (+4): 9+4 = 13. Saved.

Aldarion [cave bear] (+3): 5+3 = 8. Failed. Aldarion has suffered 3d10: 16 psychic damage.

* Aldarion HP: 30/53

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

"What in the fucking hell was that?", Kali exclaimed as her mind was suddenly and violently assaulted by a torrent of chaotic, malevolent energy. The psychic intrusion felt like jagged shards of glass being driven into her brain, spreading like a spiderweb of cracks through her skull. "It feels like staring into the abyss itself!", she snarled as one of her hands flew up, instinctively pressing against her throbbing temples.

"It's a mental pressure that wants to burst ye from the inside", Barur noted, steadfast. The dwarf cleric was more serious than ever in the presence of the horrifying undead creature. "That's the influence of the demon Orcus".

"Was that the voice of Orcus, Megalomagna?", Arzaak asked the sword.

"Yes. He can speak through these ugly things. He seems angry at you in particular, Hairzaak", Megalomagna observed.

"Call me an idiot, but I'm not afraid of him anymore. If he could do all he claims he can, I'd be already dead", Arzaak said.

"Well, you're an idiot", Megalomagna retorted. "So you better stay alive, cuz I don't wanna become demon lord treasure".

"I'm not planning on dying anytime soon", the Tiefling replied, as he got ready to strike at the monster with his full might. "Everyone, avert your eyes from that monster! Kali, listen to me this time, okay?".

Kali growled at Arzaak's words, but seemed to smile from the corner of her lips as she lunged towards the monster.

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

INITIATIVE ROLL:

1. Kali (+3, advantage): 11, 17+3 = 20

2. Aldarion (+3): 8+3 = 11

3. Arzaak (0): 10

4. Bodak (+3): 7+3 = 10

5. Barur (0): 4

6. Sword Wraith Warrior 5 (+2): 2+2 = 4

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

ROUND 7

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

Kali attacks Bodak (AC 15, +10 to hit) with greatsword twice while averting her eyes [disadvantage]. Rolled 7, 14. Rolled 5, 10. Two hits for 2d6+9 each: 14, 21 = 35 slashing damage.

"I don't need to see that freak to take it down!", Kali exclaimed, her wolf-like fangs showing as she grinned with satisfaction at the damage she dealt.

* Bodak HP: 23/58

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

Kali suffers 5 necrotic damage [aura of annihilation].

* Kali HP: 06/96

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

Aldarion spends a 4th level spell slot as a bonus action to recover 4d8: 16 HP.

* Aldarion HP: 46/53

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

Aldarion attacks Bodak (AC 15, 7+ to hit) with bite and claws while averting his eyes [disadvantage x Kali's rage cancel each other]. Rolled 15, 2. One hit for 1d8+5: 13 piercing damage.

* Bodak HP: 10/58

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

Aldarion suffers 5 / 2 = 2 necrotic damage [aura of annihilation].

* Aldarion HP: 43/53

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

Arzaak casts Eldritch Blast twice on Bodak while averting his eyes (AC 15, +9 to hit [disadvantage x Kali's rage cancel each other]. Rolled 15, 14. Two hits for 1d10+5 each: 15, 6 = 21 force damage.

* Bodak HP: -11/58

The bodak has been slain.

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

"The fight isn't over, folks", Barur exclaimed. "Dun't forget this orc apparition 'ere".

Barur attacks Sword Wraith Warrior 5 with Sacred Flame. Sword Wraith Warrior 5 makes a DC 17 Dexterity saving throw (+1): 15. Failed. Sword Wraith Warrior 5 suffers 2d8: 8 radiant damage.

* Sword Wraith Warrior 5 HP: 11/45

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

Sword Wraith Warrior 5 attacks Barur with longsword (AC 16, +6 to hit) as a bonus action [Martial Fury]. Rolled 10. Hit for 1d10+4: 14 slashing damage.

* Barur HP: 53/106

Sword Wraith Warrior 1 attacks Barur with longsword. Rolled 6. Missed.

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

ROUND 8

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

"Time to end this!", Kali shouted.

Kali attacks Sword Wraith Warrior 5 with greatsword twice (AC 16, +10 to hit). Rolled 14, 19. two hits for 2d6+9: 17, 20 = 37 slashing damage.

* Sword Wraith Warrior 5 HP: -26/45

Sword Wraith Warrior 5 has been destroyed.

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

As the last sword wraith warrior fell motionless and crumbled into dust, the adventurers turned their gazes at the horrendous bodak, agonizing on the ground as the power of undeath slowly left its body.

"I'm afraid...to...die", the creature said with a distorted, inhuman voice.

"It seems this monster used to be a livin' bein'", Barur observed.

"It sold its soul to Orcus", Megalomagna interjected. "Trying to save it is not only futile, but also a bad joke. And I don't like bad jokes".

The bodak suddenly stopped writhing and turned its gaze towards the adventurers, who promptly covered their eyes.

"At last your pathetic artifact said something intelligent", the cold, ominous and guttural voice of the Prince of Undeath spoke again. "Trying to save my minions from my grasp is indeed futile".

"YOU ARE PATHETIC, ORCUS!", Megalomagna roared, its voice booming across the Great Hall.

"Quiet, Megalomagna! Are you trying to make this whole place collapse like the other hall?", Arzaak admonished.

"Hmpf. That stupid Orcus thinks he can say whatever he wants", Megalomagna complained.

"I will come for you, sword. And I will use you to kill your half-devil wielder and his party of wriggling worms. Once every one of your companions is dead and raised as my minions, I will find a good use for you. Enjoy the rest of your worthless existence", Orcus uttered, its voice filled with unnatural malevolence and aggression.

Then, the bodak stopped moving, and its deathly gaze became void. The head, held aloft by Orcus's dark influence, lost its strength and fell to the side, the eyes glazing over and turning opaque. Its skin began to melt into a sickening ichor, and a sharp, acrid scent of sulfur and bile assaulted the adventurers' nostrils, causing a visceral reaction that left them retching and gagging, desperate for fresh air.

***

The Party has emerged victorious, defeating a sword wraith commander, five sword wraith warriors and a bodak. Each member earns 4.600 + 7.800 + (1.400 * 5) = 19.400 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 77.090 + 19.400 = 96.490 XP in total.

* Arzaak has advanced from level 10 to level 11.

* Arzaak's HP increased by 8 (max 91).

* Mystic Arcanum feature unlocked. Arzaak has learned the 6th level warlock spell True Seeing. He can cast the arcanum spell once without expending spell slots. He must finish a long rest before using the arcanum again.

* Cantrip power increased.

* Spell slot unlocked (max 3).

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

Megalomagna has accumulated 73.890 + 19.400 = 93.290 XP in total.

* Megalomagna has advanced from level 10 to level 11.

* Megalomagna's bonus to attack and damage rolls has increased to +3, +5 against spellcasting creatures.

* Wielder's Strength increases by 10 as long as he/she is attuned to Megalomagna. Arzaak’s Strength ability score increased to 18 (modifier +4).

* Cantrip power increased.

* Megalomagna has learned the spell Counterspell.

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

Stinger has accumulated 73.800 + 19.400 = 93.200 XP in total.

* Stinger has advanced from level 10 to level 11.

* Stinger's HP increased by 5 (max 74).

* Ability unlocked: Freedom of Movement. Stinger ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

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

Kali has accumulated 75.740 + 19.400 = 95.140 XP in total.

* Kali has advanced from level 10 to level 11.

* Kali's HP increased by 9 (max 105).

* Feature unlocked: Relentless Rage. Kali's rage can keep her fighting despite grievous wounds. If she drops to 0 hit points while raging and she doesn’t die outright, she can make a DC 10 Constitution saving throw. If she succeeds, she drops to 1 hit point instead. Each time she uses this feature after the first, the DC increases by 5. When she finish a short or long rest, the DC resets to 10.

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

Barur has accumulated 75.300 + 19.400 = 94.700 XP in total.

* Barur has advanced from level 10 to level 11.

* Barur's HP increased by 10 (max 116).

* Destroy Undead feature improved to CR 2.

* Cantrip power increased.

* 6th level spell slot unlocked.

* 6th level spell Heal learned.

* Barur has learned that the pearl he carries with him is a Pearl of Power. He still doesn't know its command word.

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

Aldarion has accumulated 67.400 + 19.400 = 86.800 XP in total.

* Aldarion has advanced from level 10 to level 11.

* Aldarion's HP increased by 5 (max 58).

* Cantrip power increased.

* 6th level spell slot unlocked.

* 6th level spell Sunbeam learned.

* Aldarion has learned the command word for the broom of flying. The word is "vilin".

* Aldarion has learned that the ring with a garnet embedded into it is a ring of resistance. He is still not sure what element it grants resistance against.

***

"This is getting extremely exhausting", Aldarion said, reverting to his original form and collapsing to the ground, utterly spent.

"Where in a dwarven stronghold do dwarves usually rest, Barur?", Arzaak asked.

"Well... that woul' be the barracks", Barur said. "But I dun't think we can rest there now", he added with a gruff laugh.

"I guess we have no choice but to look around", Kali interjected, and immediately something caught her perceptive eye.

"The tapestry behind the dwarven throne seems strangely well-preserved. Everything else is decayed, rotten or falling apart", she noted.

"Yer right", Barur said, nodding in agreement. "There're runic patterns on that tapestry's border. I'd say it 'as magic embedded into it".

"It does have", Megalomagna said. "I can sense magic coming from that area. But that shouldn't be a surprise, as everything around here is magical. Even the glowstones that keep this place alight are magical".

"If the tapestry is a focal point, then we can forget about the glowstones", Arzaak interjected. "There's something magical about the tapestry and we should definitely investigate before we move on".

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

* Arzaak makes a DC 10 Intelligence (Arcana) ability check: 3+8 = 11. Successful.

* Kali makes a DC 10 Intelligence (Investigation) ability check: 17+1 = 18. Successful.

* Barur makes a DC 10 Wisdom (Perception) ability check: 11+9 = 20. Successful.

* Aldarion makes a DC 10 Wisdom (Perception) ability check: 19+9 = 28. Successful.

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

"These are dwarven runic patterns. They are related to military secrets", Arzaak stated, examining the dwarven inscriptions on the magnificently woven tapestry.

Touching the wall behind the tapestry, Kali realized it was considerably smoother to the touch than the other rough-hewn rock walls. Reaching for the sides, she noticed barely visible gaps where the door meets the rest of the wall, suggesting it can be moved or opened.

Barur circled the throne, his weathered face etched with concentration. Every wrinkle seemed to deepen as he traced his hand along the smooth, cold stone.

His amber eyes narrowed, his gaze sweeping over the intricate dwarven filigree adorning the throne. Each line, each curve, seemed to hold a hidden meaning, a whisper of dwarven engineering.

"There!", he grumbled, his voice rough but filled with a hint of satisfaction. He pointed a thick finger at a lever surreptitiously hidden behind the throne's right arm.

He pulled it down with a decisive yank, but the only response was a faint grinding noise that died away as abruptly as it began. Disappointment flickered in his eyes as silence reigned. No hidden door creaked open, and no secret passage revealed itself.

"It seems there's a puzzle to be solved here", Aldarion said, scratching his chin.

"I have an idea", Arzaak declared. "Aldarion, touch the wall".

"Hmm? Why is that?", Aldarion asked, tilting his head.

"I have a hunch. Just do it and we'll see", Arzaak insisted.

As Aldarion touched the wall, a low hum filled the chamber. The runes etched into the stone partially flared to life, glowing the same eerie green as the markings at the stronghold's entrance. A mix of surprise and realization crossed Aldarion's face. "I see! This is another mechanism that ensures only elves and dwarves simultaneously can access the area!", Aldarion exclaimed.

"It means when Barur touch the wall, the other half of the runes will activate", Arzaak pondered.

Barur couldn't hide his uneasiness. Admitting to an alliance of such magnitude between elves and dwarves was a hard pill he was being forced to swallow. Letting out a disgruntled snort, he acquiesced. "All right, let's get on wit' that before I change me mind. 'rzaak lad, I think yer gonna 'ave to pull the lever fer us".

"On it", Arzaak replied, reaching for the lever much more easily than the dwarf due to his slender build and the strength that Megalomagna gave him.

In response to their combined efforts, a spectacle unfolded before the Party's eyes. The runes, not just those marking the suspected door, but the entire intricate design etched across the Golden Hall's wall, pulsed with emerald and purple glow. A wave of energy rippled outwards, tangible as a warm breeze that caressed their skin. An invisible barrier, shimmering faintly, solidified around the chamber, gently enveloping the adventurers like a warm breeze.

"A protection from evil area spell", Megalomagna easily identified.

With a soft sigh of displaced air, the stone wall ground open, inch by inch. A shaft of golden light speared into the chamber, illuminating a passage shrouded in shadow for who know how many years. The adventurers held their breath, anticipation thrumming in the air, as the gateway to a secret and very special place yawned open before them.

***

5 - The Secret Chamber

As the wall slid open, the Party was greeted by a narrow, stone corridor that led into a secret chamber. The air inside was cooler, suggesting an ancient preservation enchantment was still in effect.

The room itself was a relatively small, rectangular vault, meticulously crafted with the same dwarven precision evident in the hall outside. The walls were lined with sturdy dwarven-crafted shelves made of dark wood, each crammed with leather-bound tomes, scrolls tied with scarlet ribbons, and clay tablets etched with dwarven runes. The air had a faint scent of aged paper and parchment.

A large, sturdy table occupied the center of the room, its surface covered with ancient maps, charts, and a few more scrolls. The table's edges were engraved with runes of preservation, ensuring the documents remained readable even with the passing of the years.

At the far end of the chamber, a modest but comfortable resting area had been set up. A thick, dwarven-woven rug covered the floor, and a stone hearth, enchanted to emit warmth without smoke, provided a cozy ambiance.

For a more comfortable rest, levers beside the shelves revealed collapsible cots perfect for dwarven-sized individuals. Larger people would certainly find them cramped, but they still offer a reprieve from the cold stone floor.

Subtle, glowing runes on the ceiling and walls provided a soft, ambient light, illuminating the chamber without the need for torches or lanterns. The entire space exuded an aura of security and secrecy, a true sanctuary hidden within the grand hall.

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

The Party has taken a long rest.

* Kali's rage uses restored (4/4).

* Barur's Channel Divinity uses restored (2/2).

* Aldarion's Wild Shape uses restored (2/2).

* Megalomagna's spells restored.

* All spells slots restored.

* All Party members' Hit Dice restored.

* All Party members' HP restored.

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

* Arzaak HP: 91/91

* Kali HP: 105/105

* Barur HP: 116/116

* Aldarion HP: 58/58

* Stinger HP: 74/74

***

"This place is perfect!", Arzaak exclaimed, marveling at being surrounded by what he loved most: scrolls, ancient books and dusty artifacts. "'From gold and stone, as stout as a mountain and as warm as a forge', reads this one".

"I don't understand why you like this heap of old junk so much", Kali grumbled, lying on the floor without any discomfort, like a true barbarian.

"Dun't say that 'bout me ancestors' manuscripts", Barur chided, without losing his good humor. "On this table alone there're a' least 300 years o' Gold Dwarven history".

"I'm impressed by the dwarves' ability to preserve their writings", Aldarion observed, unable to understand what was written but still amazed to handle the texts without them crumbling into dust.

"From what I can interpret of these texts, the hall we were in was called 'The Golden Hall of True Reasoning'. The tingling in our fingertips, which I believe you also felt, is due to an antimagic field emanated by the enchanted gemstones scattered across the walls and ceiling. After so long, that sensation is all that remains of the enchantment".

"A hall protected by an antimagic field...if you think about it, that hall did look a lot like a conference room, didn't it? And there were two thrones side by side, indicating that the dwarven king should sit in one and the elven king in the other", Kali pondered.

"It's a place for negotiations", Barur said spontaneously, without needing to consult the manuscripts. "It served as neutral ground for negotiations between the Gold Dwarves n' the Elves durin' the war 'gainst the orcs, trolls n' hill giants".

"Then it means the antimagic field was both to prevent outsiders from spying on the meetings and to ensure that there would be no internal influence on the negotiations, such as charms, illusions, or any other kind of magical tampering", Arzaak concluded.

"It was true, after all", Aldarion said, smirking a little, knowing it would sound to Barur as a provocation. "Dwarves and elves, allied for a common goal".

Barur let out a grunt, and his attention turned to a weapon rack sitting on a corner.

"According to the texts, there're two weapons stashed 'round 'ere that shoul' only be claim'd by a dwarf n' an elf in times o' crisis", he said.

"That's nice, but why are you searching that weapon rack? There are nothing but rusty weapons there", Kali pointed out.

"Sometimes things ain't what they seem", Barur grumbled, and as he touched an old and rusty warhammer hanging from the weapon rack, it blazed vigorously with magical fire that mysteriously didn't hurt him or his surroundings, and revealed itself to be a powerful and menacing weapon.

Its head appeared to be composed of a magma-like substance, with a cracked, glowing surface that emitted a bright, fiery glow. The handle of the warhammer was dark and metallic, made of sturdy metal to support the heavy head. Runes of dwarven design, glowing faintly with a red heat, etched the haft, providing a firm grip for even the most calloused hands.

"Does that mean the bow...", Aldarion muttered, pointing at a rotten and virtually unusable longbow.

"Go 'head", Barur said, nodding with his chin.

As Aldarion touched the ranged weapon, bright light erupted from it, blinding the Party for a second. When they could see again, a magnificent piece stood before them. It was made from high-quality, polished oak, featuring a sophisticated color scheme, with a primary hue of pale silver, accented by golden elements. The item had a graceful, curved design, with sleek, flowing lines. The limbs of the bow curved outward, creating an aesthetically pleasing and aerodynamic shape. The central section of the bow, where the grip was located, was adorned with ornate golden accents. The gold extended to both ends of the grip, adding to the bow’s luxurious appearance. The grip was wrapped in leather, providing a comfortable and secure hold. Near the base of the limbs, there were circular emblems with intricate designs, representing the sun. The bowstring was thin but strong. Overall, the longbow was taut and perfectly aligned, as expected of elven craftsmanship, its elegant curves and detailed embellishments suggesting that, more than a weapon of war, it was also a work of art.

"I can't believe it", Aldarion mumbled, utterly bewildered. "An Oathbow!".

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

* Barur has acquired a Sunforger warhammer +2.

* Aldarion has acquired an Oathbow.

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

"Congratulations, guys! You seem to have found some real treasure there!", Arzaak exclaimed.

"I guess Barur has no choice but to join the frontlines now", Kali joked.

"If evil comes our way, I'll be happy to—"

Suddenly, Stinger raised his head. His scales bristled as his usually sleek form became stiff with tension. His wings, normally furled comfortably against his back, flared out instinctively, its membranes quivering. The creature’s normally bright, inquisitive eyes widened in alarm, their pupils narrowing to slits as he scanned the surroundings, growling with unusual irritation. His tail, usually gracefully curled or gently flicking, thrashed violently, knocking over a few small items in the vicinity and its claws tightened its grip on Arzaak's shoulders to the point of almost hurting his master.

"Why's he behavin' like that?", Barur asked, startled.

"He senses danger. A powerful and evil foe lurks around us", Arzaak declared, standing up. "We should move. And be even more cautious than before".

"Could that be..."

"The vampire?", Arzaak said before Aldarion finished. "Maybe. Megalomagna can tell us whether it is alive or not".

"I sense nothing out of ordinary", Megalomagna replied. "But that doesn't mean there's nothing in the area. My detection has an area limit".

"One more reason for us to proceed with caution", Kali interjected, springing to her feet with her trademark athletic grace and remarkable agility.

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

6 - The Door to the Throne Room

Crossing the Golden Hall, well-rested and refreshed, the Party came across a massive, ornately carved stone door, standing imposingly before them. Adorned with intricate dwarven runes and symbols depicting scenes of dwarven warriors and miners, it radiated a strong aura of magic, that Megalomagna noticed as soon as its senses allowed.

"Everything points to this door being magically shut", the sword observed. "Something important might be in there. A family of tiny plush-sized catoblepas, maybe? Wouldn't that be cool?".

"Tis the throne room", Barur stated, ignoring Megalomagna. "The talisman is in there".

The adventurers exchanged glances. A shiver ran down their spines as they finally realized their mission was very close to be fulfilled.

"If this door is really magically shut, trying to force it open will be nothing but wasted effort", Kali pondered. "We should investigate".

Embedded in the stone door was a small recess where a gemstone possibly rested, but was now missing.

"Shouldn't we insert a gemstone here?", Aldarion suggested. "Dwarves love gemstones, as far as I'm concerned. Maybe it's part of the locking mechanism".

"I'd say no, if we can help it", Kali protested. "We are not as rich as I thought we would be by now. Adventuring has been less profitable than they said it would be".

"Let's try with a less valuable gem first, then", Arzaak said. "This obsidian. Dwarves like obsidian, right Barur?".

Barur nodded, but he didn't seem satisfied with his companions' way of thinking.

Arzaak inserted the obsidian into the recess. Nothing happened.

"Ye shouln't be so grubtight", Barur admonished. "Riches come 'n go, but the completion o' the mission is priceless".

"Agreed", Aldarion said. "Try with one of those pearls or whatever. I promise I will say no more if it doesn't work".

Reluctantly, Arzaak took a pearl from his bag and inserted it into the recess. Surrounding the aperture, runes started to pulse with an increasingly bright gold light. Above the recess, carved into the stone, the following words became visible in Riftspeak: "Speak the words of our pride or leave".

"Words o' our pride, huh...", Barur grumbled, stroking his beard as he mused over the sentence.

"Is that some kind of password?", Arzaak asked, puzzled. "I've never seen such warding mechanism before. Just how ingenious were the Gold Dwarves?".

"Gold dwarves were the most literate o' all dwarven races", Barur lectured. "Adding verbal components to a magical lockin' mechanism was no big deal for 'em".

Stinger raised his head again.

"What is it, Stinger?", Arzaak asked, scanning the surroundings for threats, but seeing and sensing nothing unusual.

"Menacing. Hidden", Stinger conveyed Arzaak, telepathically.

"Barur, be ready to use your turn undead powers if the vampire shows up", Arzaak instructed. "Kali, I'm counting on your unstoppable rage when he appears".

"Hell yeah", Kali replied. "I've been waiting for this!".

"You're issuing orders and telling everyone what to do but you haven't done anything yourself, sheepface", Megalomagna remarked.

"Well, there's a password we need to figure out here", Arzaak retorted in his defense. "And I'm not seeing you doing anything useful either".

"Well, I don't need to breath, to eat or to sleep, and a vampire cannot bite me–he can try though, but that would certainly not be a bright idea. I'm stouuut as a moun-tain!", Megalomagna crooned, its metallic voice painfully piercing through the adventurers' ears.

"Stout as a mountain", Arzaak repeated, his golden eyes shining with sudden insight. "From gold and stone, as stout as a mountain and as warm as a forge".

Apparently, nothing happened.

"Was I wrong after all?", Arzaak mumbled, still hoping for a miracle.

After a few more seconds that seemed like an eternity, the stone door rumbled faintly. The runes around the recess began to glow brighter, and the ground beneath the adventurers' feet trembled slightly.

A low grinding noise filled the chamber as sections of the wall surrounding the door began to shift and groan. Slowly, the stones from the walls reshuffled and reform, as if coming to life.

Then, the stone took on a humanoid form, detaching itself from the wall and building up into the shape of a hulking, massive 10-foot-tall stone golem.

Towering over the Party, the golem let out a low, echoing growl. Its eyes, glowing with the same warm light as the dwarven runes, fixated on the adventurers with an unmistakable sense of guardianship turned hostility. It raised its fearsome fists, ready to crush any intruders who dared trespass into the throne room.

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

A stone golem (CR 10, 174 HP) has appeared.

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

INITIATIVE ROLL:

1. Kali (+3, advantage): 13, 15+3 = 18

2. Aldarion (+3): 11+3 = 14

3. Barur (0): 11

4. Arzaak (0): 3

5. Stone Golem (-1): 1

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

ROUND 1

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

"This is unexpected", Kali roared, brandishing her sword. "We're gonna be vulnerable if the vampire shows up now".

"We'll think of something", Arzaak shouted. "Just focus on bringing that thing down!".

Kali is raging (1/4). Kali attacks Stone Golem (AC 17, +10 to hit). Rolled 16, 16. Two hits for 2d6+9 each: 19, 21 = 40 slashing damage.

* Stone Golem HP: 134/174

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

Aldarion uses Elemental Wild Shape (2/2) as a bonus action to turn into an Air Elemental (CR 5, +8 to hit, Air Form, two Slam attacks 2d8+5 bludgeoning damage each, Whirlwind).

Aldarion attacks Stone Golem [advantage - Kali's rage] with Slam twice (AC 17, +8 to hit). Rolled 9, 6. Rolled 15, 10. Two hits for 2d8+5 each: 7, 13 = 20 bludgeoning damage.

* Stone Golem HP: 114/174

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

Barur casts Sacred Flame. Stone Golem makes a DC 17 Dexterity saving throw: 18. Saved.

Arzaak attacks Stone Golem [advantage - Kali's rage] with Eldritch Blast three times (AC 17, +9 to hit). Rolled 19, 18. Rolled 20, 10. Rolled 1, 1. One normal and one critical hit for 1d10+5 plus 2d10+5: 13, 15 = 28 force damage.

* Stone Golem HP: 86/174

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

Stone Golem attacks Arzaak twice with Slam (AC 14, +10 to hit). Rolled 19, 1. One hit for 3d8+6: 21 bludgeoning damage.

* Arzaak HP: 70/91

Arzaak retaliates with Megalomagna as a reaction (AC 17, +11 to hit). Rolled 3. Missed.

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

"Dammit! Why is it targetting me? Isn't it a mindless construct?", Arzaak shouted, fighting through the pain caused by the golem's fierce slam attack.

"Ye're the one who's activated it", Barur explained. "That's how most dwarven guardians r' programm'd to behave".

"You should have told us that sooner, Barur", interjected. "We are gonna have to change our strategy".

"I've learned that the concept of reality can be bent, but I still don't think you can change something that doesn't exist", Megalomagna said.

"Save your snarky comments for later", Arzaak told the sword. "If I can't outwit this golem before it attacks me again, I'm gonna be in trouble. Why don't you do something to help, for a change?".

"My powers may surpass the powers of a regular magical sentient sword, but they still won't have much effect on a pile of stones put together by some sort of evil ritual", Megalomagna quipped.

"Evil ritual?", Barur asked with a grimace in his face.

"Nevermind the sword, Barur. Let's destroy the golem as quickly as possible and get over with this", Arzaak suggested.

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

ROUND 2

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

Kali attacks Stone Golem (AC 17, +10 to hit). Rolled 4, 9. One hit for 2d6+9 each: 14 slashing damage.

* Stone Golem HP: 72/174

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

Aldarion attacks Stone Golem [advantage - Kali's rage] with Slam twice (AC 17, +8 to hit). Rolled 1, 11. Rolled 4, 11. Two hits for 2d8+5 each: 9, 10 = 19 bludgeoning damage.

* Stone Golem HP: 53/174

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

Barur attacks Stone Golem [advantage - Kali's rage] with Sunforge plus Divine Strike (AC 17, +6 to hit). Rolled 9, 14. Hit for 1d8+2: 3 bludgeoning plus 1d8: 8 radiant = 10 total damage.

* Stone Golem HP: 43/174

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

Arzaak attacks Stone Golem [advantage - Kali's rage] with Eldritch Blast three times (AC 17, +9 to hit). Rolled 16, 20. Rolled 4, 7. Rolled 3, 13. One normal and one critical hit for 1d10+5 and 2d10+5: 9, 18 = 27 force damage.

* Stone Golem HP: 16/174

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

Stone Golem attacks Arzaak twice with Slam (AC 14, +10 to hit). Rolled 13, 17. Two hits for 3d8+6 each: 11, 17 = 28 bludgeoning damage.

* Arzaak HP: 42/91

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

Arzaak retaliates with Megalomagna as a reaction (AC 17, +11 to hit). Rolled 10. Hit for 1d8+7: 10 slashing damage.

* Stone Golem HP: 06/174

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

ROUND 3

The author's tale has been misappropriated; report any instances of this story on Amazon.

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

Kali attacks Stone Golem (AC 17, +10 to hit). Rolled 8, 19. One hit for 2d6+9 each: 16, 16 = 32 slashing damage.

* Stone Golem HP: -26/174

The Stone Golem has been destroyed.

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

"Sheepface, dodge! Now!", Megalomagna roared, but Arzaak's reaction wasn't fast enough.

??? attacks Arzaak with advantage (AC 14, +13 to hit). Rolled 15, 20. Critical hit for 2d4+3: 8 plus 16d6: 58 = 66 piercing damage.

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

Arzaak has fallen unconscious.

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

"Dammit!", Megalomagna roared, its thunderous voice booming through the room. "I knew it was you! Fucking pipsqueak!".

A goblinoid laughter echoed from under a hood as its small figure started to become visible.

"Now that ya solved the puzzle and even destroyed the guardian fa me, the only thing I can do is thank ya!", the goblin said with a squeaky and irritating voice.

Stinger roared furiously.

"Oh but as for you...my pet will deal with you now...", the goblin said with a chuckle, and a hideous creature, resembling a large greyhound, standing 4‒5 feet high at the shoulder, emerged from the shadows. Its short fur was a dull, nonreflective night-black, blending into the darkness and leaving only the cherry-red glow of its eyes to indicate its presence. It possessed an oddly human-like visage, with protruding noses in place of muzzles and more flexible necks than those of canines, and its ears were short and pointed, curving upwards and away from the rest of the head in such a way that they resembled horns.

"What a monstrous creature", Barur scowled.

"Leave the hound to me", Aldarion said, still in the form of an air elemental, his voice resembling the low rumbling moan of a thunderstorm.

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

Pugnatz, the Arcane Trickster (Level 15, 112 HP) and his Yeth Hound (CR 4, 51 HP) have appeared.

PUGNATZ (ARCANE TRICKSTER)

(Goblin – Rogue LV 15 – Chaotic Evil)

* Strength: 10 (0)

* Dexterity: 20 (+5)

* Constitution: 16 (+3)

* Intelligence: 19 (+4)

* Wisdom: 8 (-1)

* Charisma: 12 (+1)

* HP: 112 (12d6 + 45)

* Armor Class: 17 (studded leather armor)

* Attacks: +13 to hit (melee); +10 to hit (ranged), +9 to hit (cantrip/spell)

EQUIPMENT

* Hand Crossbow (1d6+5)

* Cape of the Mountebank

* Dagger of Venom +3

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

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

Speed. Your base walking speed is 30 feet.

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

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

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

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

Level 15 Proficiency: +5

Save DC 17

Skill Proficiencies: Perception (+4), Sleight of Hand (+10), Stealth (+10), Arcana (+9), Deception (+6)

Saving Throw Proficiencies: Dexterity (+10), Intelligence (+9)

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

ABILITIES

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

Sneak Attack. You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

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

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

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You can't use this ability again until the end of your next turn.

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

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

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

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

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

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

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

Reliable Talent. You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Versatile Trickster. You gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Blindsense. If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind. You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Poisoner (feat). When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply poison to a weapon or piece of am­munition as a bonus action. You gain proficiency with the poisoner's kit. When a creature takes damage from weapon or ammunition coated in poison you made, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

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

ARCANE TRICKSTER ARCHETYPE

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

Spells. You have four 1st level, three 2nd level and two 3rd level spell slots.

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

CANTRIPS

* Mage Hand

* Prestidigitation

* Dancing Lights

* Minor Illusion

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

SPELLS

1st Level (4 Slots):

* Disguise Self

* Grease

* Detect Magic

* Tasha's Hideous Laughter

2nd level (3 Slots):

* Invisibility

* Detect Thoughts

* Misty Step

3rd level (2 Slots):

* Bestow Curse

* Hypnotic Pattern

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

INITIATIVE ROLL:

1. Kali (+3, advantage): 3, 20+3 = 23

2. Aldarion (+3): 15+3 = 18

3. Yeth Hound (+3): 15+3 = 18

4. Pugnatz (+5): 10+5 = 15

5. Barur (0): 1

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

ROUND 1

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

Kali is still raging. Kali attacks Pugnatz (AC 17, +10 to hit) with Reckless Attack [advantage]. Rolled 10, 9. Rolled 14, 10.Two hits for 2d6+9 each: 16, 16. Pugnatz uses Uncanny Dodge as a reaction to halve the damage from the first attack. Pugnatz suffered 24 slashing damage.

* Pugnatz HP: 88/112

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

Aldarion attacks Yeth Hound with Whirlwind. Yeth Hound must make a DC 17 Strength saving throw (+4): 10. Failed.

Yeth Hound suffers 3d8+2: 20 bludgeoning damage and is flung 20 feet away in a random direction. Rolling 1d4 [1 - north, 2 - south, 3 - west, 4 - east]: 2. Yeth Hound strikes the southern wall, suffering 2d6: 7 bludgeoning = 27 total damage. Yeth Hound has been knocked prone.

* Yeth Hound HP: 24/51

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

"Damn you!", Pugnatz growled, visibly shaken by the violent treatment of his pet hound.

Yeth Hound must spend its turn solving the prone condition and cannot do anything else on this turn.

Pugnatz attacks Arzaak [advantage - incapacitated].

"No, you won't!", Megalomagna raged. "Stinger, get him!".

Stinger makes an opportunity attack against Pugnatz (AC 17, +7 to hit) with its sting [advantage - invisible]. Rolled 3, 6. Missed.

"Damn that goblin!", Megalomagna lamented, as the arcane trickster nimbly dodged Stinger's venomous sting even without being able to see it.

"This is it for your half-devil friend! Die and become a servant of my master!", Pugnatz shouted.

??? attacks Pugnatz [advantage - invisible] with Ray of Frost (AC 17, +11 to hit). Rolled 17, 20. Critical hit for 6d8+5: 36 cold damage. Pugnatz's speed is reduced by 10 feet until the start of the caster's next turn.

* Pugnatz HP: 52/112

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

Pugnatz staggered back, a gasp escaping its lips as a powerful ray of frost struck true against the left side of its abdomen. The impact sent a shockwave of bitter cold through its body, numbing the area with an unsettling intensity. The goblin trickster's breath stopped for a second, a mix of surprise and pain flashing across its features, eyes widening with the realization of injury.

"Who's that? Show yourself, you coward!", Pugnatz screamed, a hand pressing the frozen wound.

"Just look who's calling me a coward", a powerful, deep, yet melodious voice spoke. "A goblin criminal who was about to kill an incapacitated man".

Each word pronounced by the mysterious creature carried a weight of ancient wisdom and restrained power. Yet, underlying the calm demeanor was a steely resolve, a conviction forged in ice.

Finally showing himself as an invisibility spell previously cast wore off, the figure was as majestic as it was imposing, standing more than 6-feet tall, proud and clad in finely tailored leather clothing that spoke of noble birth and refined taste.

His draconic features bore a striking resemblance to the majestic silver dragons of legend—his face and head adorned with scales shimmering like polished silver, and his hands ending in powerful claws that glinted with icy magic. Despite his powerful heritage, the creature's demeanor was gentle and serene, exuding an aura of honesty and unwavering heroism.

Around his neck hung an amulet, most likely of magical nature. In his hands, he wielded formidable artifacts of his calling: a Staff of Frost, a crystalline conduit of icy power that crackled with frost at his command, and a vial that pulsated with a red essence that resembled human blood.

His expression was at the same time kind and thoughtful when he looked at the Party - especially Barur - his eyes reflecting the wisdom of centuries passed down through his noble lineage. Yet, when staring at the arcane trickster, his gaze hardened, and his features becoming stern and focused. The gentle yet fearsome dragonborn seemed ready to unleash the full force of his arcane prowess in pursuit of justice.

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

Versvrak Kerrhylon, the Dragonborn Sorcerer (Level 12, 106 HP) has appeared.

KERRHYLON, VERSVRAK (Sorcerer/Dragonborn – LV 12, Lawful Good)

* Strength: 14 (+2)

* Dexterity: 15 (+2)

* Constitution: 20 (+5)

* Intelligence: 16 (+3)

* Wisdom: 14 (+2)

* Charisma: 20 (+5)

* HP: 106 (10d6 + 60)

* AC: 15 (13+2)

* Height: 6’3’’ (1.92m)

* Weight: 181 lb. (82.1kg)

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

EQUIPMENT

* Bloodwell Vial +2

* Amulet of Proof against Detection and Location

* Feywild Shard

* Staff of Frost

* A light crossbow and 20 bolts

* A dungeoneer’s pack

* A set of fine clothes

* A signet ring

* A scroll of pedigree

* A purse containing 25 gp

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

Background: Noble. Feature: Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

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

PROFICIENCIES

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tool Proficiencies: Chess

Skill Proficiencies: Arcana (+7), Persuasion (+9)

Saving Throw Proficiencies. Constitution (+9), Charisma (+9)

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

Level 12 Proficiency: +4

Spell save DC = 8 + proficiency (+4) + Charisma (+5) + Bloodwell Vial bonus (+2) = 19 DC.

Spell attack modifier = proficiency (+4) + Charisma (+5) + Bloodwell Vial bonus (+2) = +11 to hit.

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

ABILITIES

Languages. Common, Draconic and Elvish.

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry (silver) determines the size, shape, and damage type of the exhalation (15 ft. cone of cold, Constitution saving throw). When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier (+5) + your proficiency bonus (+4). A creature takes 3d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance. You have resistance to cold (the damage type associated with your silver dragon ancestry).

Sorcery Points. You have 12 sorcery points. You regain all spent sorcery points when you finish a long rest.

Intensified Dragon Breath (Feat). Your inner draconic power swells, amplifying the capabilities of your breath weapon. You have a number of uses of your Breath Weapon equal to your proficiency bonus. When you use your Breath weapon, you can expend additional uses to add one or more of the following effects.

* The damage of your Breath Weapon increases by 2d6.

* The DC of your Breath Weapon's saving throw increases by 1.

* The area of effect of your Breath Weapon increases: breath weapons with a size of 5 by 30 feet increase to a 5 by 60 feet and breath weapons with a size of a 15-foot cone increase to a 20-foot cone.

You regain one expended use of your Breath Weapon when you finish a short rest and all expended uses when you finish a long rest.

Elemental Adept (Feat). Spells you cast ignore resistance to cold damage. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.

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

SORCEROUS ORIGINS

Draconic Bloodline. Your innate magic comes from draconic magic that is obviously present in your blood. You are related to the majestic race of silver dragons.

Draconic Resilience. As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, your skin is almost completely covered by dragon scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity. When you cast a spell that deals cold damage, add your Charisma modifier to that damage.

Metamagic. You have the ability to twist your spells to suit your needs. You have the three following Metamagic options:

1. Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

2. Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

3. Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

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

Cantrips

* Acid Splash

* Chill Touch

* Light

* Minor Illusion

* Prestidigitation

* Ray of Frost

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

1ST LEVEL SLOTS

* Magic Missile

* Witch Bolt

* Disguise Self

* Ray of Sickness

2ND LEVEL SLOTS

* Gust of Wind

* Blur

* Invisibility

3RD LEVEL SLOTS

* Dispel Magic

* Haste

* Lightning Bolt

4TH LEVEL SLOTS

* Banishment

* Ice Storm

* Greater Invisibility

5TH LEVEL SLOTS

* Cone of Cold

* Hold Monster

6TH LEVEL SLOT

* Investiture of Ice

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

"This's me chance!", Barur exclaimed. "Praise be Moradin for this man, or dragon, to show up now!".

"Darahar, if you will", Versvrak said, without looking away from the goblinoid enemy.

"Darahar?", Kali asked, baffled by the sudden appearance of a sorcerer with the face of a dragon.

"It's dragonborn in draconic", Megalomagna said. "That lizard-faced guy over there is a dragonborn sorcerer".

"Who said that? The sword? You have a sentient sword that speaks Draconic? But that is formidable!", Versvrak exclaimed.

"Aren't ya forgettin sometin, dragonlin?", Pugnatz growled, dagger in hand.

"Yes! I finally found you, Pugnatz. Who would imagine a descendant of an archdevil would lead me to you", Versvrak stated, its staff shining with blue light.

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

Barur spends a 6th level slot to cast Heal on Arzaak. Arzaak recovers 70 HP.

* Arzaak HP: 70/91

Arzaak has recovered consciousness.

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

ROUND 2

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

Versvrak Kerrhylon rolls initiative (+2): 4+2 = 6

"What's going on?", Arzaak asked, still coming back to his senses. "I felt a strong stab in the back and then...you!", he shouted, locking his blazing eyes on the arcane trickster.

"Damn y'all!", Pugnatz muttered. "It's only by luck that ya survived this long!".

"We won't let you escape this time, goblin!", Arzaak exclaimed, an uncontained fury overflowing in his voice.

Kali attacks Pugnatz twice (AC 17, +10 to hit) with Reckless Attack [advantage]. Rolled 13, 15. Rolled 7, 11. Two hits for 2d6+9 each: 15, 19. Pugnatz uses Uncanny Dodge as a reaction to halve the damage from the second attack. Pugnatz suffered 24 slashing damage.

* Pugnatz HP: 28/112

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

Aldarion attacks Yeth Hound with Slam twice (AC 14, +8 to hit). Rolled 9, 2. One hit for 2d8+5: 17 bludgeoning damage.

* Yeth Hound HP: 07/51

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

Yeth Hound uses Baleful Baying.

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

* Arzaak (+7): 16. Saved.

* Kali (-2): 17. Saved.

* Barur (+9): 11. Saved.

* Aldarion (+9): 14. Saved.

* Stinger (+5): 9. Failed.

* Versvrak Kerrhylon (+2): 14. Saved.

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

Stinger is frightened of the yeth hound and will try to stay at least 30 feet away from it.

Pugnatz is attempting to use the Cape of the Mountebank to cast Dimension Door.

"You're not going anywhere, Orcus's muppet!", Megalomagna shouted.

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

Megalomagna casts Counterspell. Megalomagna makes a DC 14 Intelligence check (+4): 11. Successful.

Dimension Door spell failed.

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

"Impossible! How, a damn sword interrupted ma door?", Pugnatz protested, practically throwing a tantrum.

"You were about to leave your pet to die alone, weren't you?", Versvrak accused. "Why do I still feel surprised by that sort of behavior coming from you?".

"Ya can't win, ya hear me? He knows bout ya. He's comin for ya!", Pugnatz screamed, the pitch in its voice rising with each phrase.

"We'll see about that, goblin", Arzaak interjected, before Versvrak could say anything. "You will pay for what you've done to my familiar and me".

"Be at ease", Versvrak said. "I'm here to deliver justice to that criminal and his monster pet".

"I'm grateful for your help, Mr. Dragonborn, but I have a score to settle with this goblin", Arzaak protested.

“You’re not the only one who has been wronged by that murderer", Versvrak said as he raised his staff, which glowed an intense blue.

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

Versvrak casts Cone of Cold. Versvrak spends 3 sorcery points to activate Heightened Spell.

Pugnatz makes a DC 19 Constitution (+3) saving throw [disadvantage]. Rolled 20, 2. Failed. Pugnatz suffers 8d8+5: 49 cold damage.

* Pugnatz HP: -21/112

Pugnatz has been turned into a frozen statue.

Barur casts Sacred Flame on the Yeth Hound. Yeth Hound makes a DC 17 Dexterity saving throw (+3): 6. Failed. Yeth Hound suffers 3d8: 8 radiant damage.

* Yeth Hound HP: -01/51

Yeth Hound has been killed.

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

A chilling silence reigned over the entire chamber.

"Is it over?", Kali asked, her rage starting to fade.

"Not yet", Versvrak said as he approached the arcane trickster, frozen and motionless, and punched through its body with such force that it shattered into countless icicles that slowly thawed away. The goblin's belongings fell to the ground—items, coins and gemstones—as a grim reminder of where greed has taken him.

"That was a little...brutal, if ye ask me", Barur grumbled, unhappy for having witnessed such a violent scene.

"That was a minion of Orcus, and the murderer of my life-long partner", Versvrak explained. "I have sworn vengeance for her and I don't regret what I've done".

"Things are starting to make more sense now", Arzaak said, sheathing Megalomagna. "That trap we triggered back there, with the umber hulks. Those runes were written in Thieves' Cant. The trickster was here before us and even planted a trap for us to fall".

"That woul' also explain why there were no gemstones in the purple wurm's tunnel", Barur pondered. "We thought it was the drows, but the goblin had taken 'em all".

"He couldn't find the secret chamber", Aldarion said, reverting to his original form. "So he needed us to open the door for him. He probably knew about the...thing".

The adventurers exchanged weary glances, trying not to let the sorcerer catch wind of their secret mission.

"You don't have to worry about me", the dragonborn said, his voice deep but reassuring. "Whatever is behind that door, it is not an object of my pursuance".

"That's good news, I guess. For both of us", Kali said, suspicious as always.

"There's only one thing I want to ask before I leave. Where did you find that sword?", he asked, staring at Megalomagna with his inquisitive, vertical pupils.

"I...guess the sword actually found me", Arzaak replied, scratching his head. "We were in the middle of a forest hunting giant rats and it started yelling at us. We found it stuck on a tree for some reason it has never told us, so I decided to take it with me".

"Would you be interested, by any chance...in selling it to me?", the dragonborn asked, his draconic heritage speaking louder than his manners in the face of a priceless piece of treasure.

"Wait, Meg—"

"NO ONE SELLS MEGALOMAGNA", the sword vociferated, interrupting Arzaak and shaking the entire stronghold with its thunderous voice.

"Dammit, Megalomagna! You really want an army of umber hulks to come and get us, huh? Or maybe a couple of purple worms, so you can finally be digested inside their stomachs?", Arzaak complained.

"Arzaak... you're not quite the definition of silent, you know", Aldarion remarked, chuckling.

"It has a very strong ego, I see...", the sorcerer mused. "Your sword is truly unique. Instead of attuning, it bonded to you".

"What do you mean?", Arzaak asked, curious.

"I have seen my share of artifacts in this world, yet this is the first time I witness argument between one and its owner", Versvrak explained.

"Sheepface here doesn't own me", Megalomagna protested. "We have an agreement, that's all".

"See? That's marvelous! I've never seen a magic weapon with such a powerful ego!", the dragonborn declared.

Arzaak's grip on Megalomagna's hilt tightened. "I understand you liked it very much, Sir...".

"Kerrhylon. Versvrak Kerrhylon".

"Sir Kerrhylon. But regardless of what the sword says, I'm not willing to sell it. For some reason, I feel like I'm getting stronger way faster than I would without it".

"I can tell. I've never seen a warlock with your physique before, and yet your spellcasting is on par with mine. That must be the sword's power at work", Versvrak observed.

"Folks, I think we shoul' make haste", Barur grumbled. "Purple wurms r' not the only threat that coul' be lurkin' 'round".

“Fair enough", the dragonborn sorcerer said and, as he pointed a finger at the yeth hound’s body, a mote of fire shot forth, engulfing the evil fey creature in flames and reducing it to cinders.

"I shall take my leave", he said. "Arzaak, isn't it? You have a nice Party, and not even the most powerful artifact in the world can replace that. If—or when— insurmountable power tries to corrupt you, only by listening to your companions will you have a chance against it".

"Sir Kerrhylon..."

"I hope we can fight evil together again. Farewell", the sorcerer said and, in a flash, disappeared.

"Wait! Our way out...", Arzaak exclaimed, but it was too late as nothing but faint vestiges of arcane magic remained in the dragonborn's place.

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

The Party has emerged victorious, defeating Pugnatz the arcane trickster, an yeth hound and a stone golem. Each member earns 11.800 + 2.200 + 11.800 = 25.800 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 96.490 + 25.800 = 122.290 XP in total.

* Arzaak has advanced from level 11 to level 13.

* Arzaak's HP increased by 16 (max 107).

* Proficiency bonus increased to +5 (spell save DC 18).

* New Feat learned: Resilient. Arzaak's Constitution ability score increases to 17, and he gains proficiency in saving throws using that ability.

* Eldritch Invocation Voice of the Chain Master learned.

* Mystic Arcanum spell unlocked. Arzaak has learned the 7th level warlock spell Forcecage. He can cast this arcanum spell once without expending spell slots. He must finish a long rest before using this arcanum spell again.

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

Megalomagna has accumulated 93.290 + 25.800 = 119.090 XP in total.

* Megalomagna has advanced from level 11 to level 12.

* Wielder's Strength increases by 11 as long as he/she is attuned to Megalomagna. Arzaak’s Strength ability score increased to 19 (modifier +4).

* Megalomagna has learned the spell Grease.

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

Stinger has accumulated 93.200 + 25.800 = 119.000 XP in total.

* Stinger has advanced from level 11 to level 12.

* Stinger's HP increased by 5 (max 79).

* Dexterity ability score increased to 18.

* AC adjusted to 15.

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

Kali has accumulated 95.140 + 25.800 = 120.940 XP in total.

* Kali has advanced from level 11 to level 13.

* Proficiency bonus increased to +5 (spell save DC 12).

* Kali's HP increased by 18 (max 123).

* Kali's Constitution ability score increased to 16.

* Kali's HP adjusted to 136.

* Brutal Critical feature improved. Kali rolls two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

* Number of rages increase to 5 per long rest.

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

Barur has accumulated 94.700 + 25.800 = 120.500 XP in total.

* Barur has advanced from level 11 to level 13.

* Proficiency bonus increased to +5 (spell save DC 18).

* Barur's HP increased by 20 (max 136).

* New Feat learned: Resilient. Barur's Constitution ability score increases to 20, and he gains proficiency in saving throws using that ability.

* Barur's HP adjusted to 149.

* 7th level spell slot unlocked.

* 7th level spell Resurrection learned.

* Barur has learned the command word that activates the Pearl of Power. The word is "recollection".

* Barur has learned that the Sunforger can be hurled as a throwing weapon.

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

Aldarion has accumulated 86.800 + 25.800 = 112.600 XP in total.

* Aldarion has advanced from level 11 to level 12.

* Aldarion's HP increased by 5 (max 63).

* Constitution ability score increased to 12.

* Aldarion's HP adjusted to 75.

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

Treasure found with Pugnatz, the arcane trickster:

* Common Hand Crossbow

* Cape of the Mountebank

* Dagger of Venom +3

* 300 gold pieces

* 40 platinum pieces

* 10 gems worth 100 gp each

* 2 gems worth 500 gp each

* 1 gem worth 1000 gp

***

"Well, this's it", Barur declared. "Behind this door, secrets o' me ancestors'll unfold. N' hopefully the talisman".

Albeit unlocked, the stone door leading to the throne room was so heavy it took the entire Party— Stinger included—to finally push it open.

What the adventurers saw then left them stunned.

Sitting on a throne that had probably once been made of gold and encrusted with precious stones, was a dwarf more robust, strong, and tall than any dwarf the adventurers had ever seen. His thick beard hung loose as a testament to power and respect, and a large warhammer, etched with runes of ancient power, rested on his lap. A shining golden talisman, engraved with the sigils of Moradin, the All-Father, hung from his neck. Around the throne, there were piles of coins, ingots, and stacked items, all bearing the unmistakable craftsmanship of the Gold Dwarves, known for their exceptional forging skills.

This would be the typical description of a throne room occupied by its king if not for one detail: everything there, except for the talisman, had turned to stone, as if frozen in time.

"Gromdurr Ironfist...", Barur muttered, not believing his own eyes as he stared at the stone statue that once had been one of the mightiest kings of all dwarven races.

He reached out, almost touching the petrified form, his voice gruff and barely audible. "Legends spoke o' his unyieldin' spirit n' unmatched strength. To see him like this, trapp'd in stone... it defies belief".

The adventurers exchanged uneasy glances. Arzaak put a hand on the cleric's shoulder. "Barur, could the talisman be the cause of this? As you can see, it is the only thing in this room that hasn't been turned to stone".

"That cannot be! Cannot be! The talisman's bless'd, see Lord Moradin's sigils engrav'd in it? It's a bless'd artifact, a masterpiece o' work! No way it woul' be cursed or anythin'. No way", Barur stubbornly repeated to himself. "I'll show ye", he said and touched the relic.

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

Barur has touched Dwarven's Heritage (Legendary Talisman).

The talisman has awakened the following feat on Barur:

Dwarven Fortitude. Barur has the blood of dwarf heroes flowing through his veins. He gains the following benefits:

* Constitution and Strength scores increase by 1.

* Barur has learned the life transference and beacon of hope spells. He can cast both as 3rd level spells once without expending spell slots, and he regains the ability to do so after a long rest. Wisdom is his spellcasting ability for these spell.

* As a bonus action, Barur can spend one Hit Dice to heal himself. He rolls the dice, add his Constitution modifier, and regains a number of hit points equal to the total. He can perform this bonus action only once per turn.

Dwarven's Heritage casts Geas on Barur. No saving throw is allowed. Barur feels an irresistible urge to take the talisman to Moradin's vein and return it to the dwarven God [Moradin's Vein location: unknown].

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

"See? I told ye! The talisman's granted me new strength! I even heard Lord Moradin speakin' to me. And look, I haven' turn'd to stone! There's nuthin' wrong with the talisman, I'm tellin' ye!", Barur exclaimed, more excited than the Party had ever seen him.

"I don't know...sounds to good to be true, you know?", Arzaak said, suspicious. "Power doesn't come that easily. I had to forge a pact with an Archfey in order to obtain mine, and I still don't know what kind of backlash I could suffer from it".

"Think about that later, silly boy", Kali said, reaching for the talisman. "Gain power first, deal with the problems later".

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

Kali has touched Dwarven's Heritage (Legendary Talisman).

The talisman has awakened the following feat on Kali:

Survivalist. Kali has mastered wilderness lore, gaining the following benefits:

* Wisdom and Constitution scores increased by 1.

* Kali gains proficiency in the Survival skill. If she is already proficient in the skill, she gains expertise in it, doubling her proficiency bonus to ability checks she makes with it.

* Kali learns the alarm and the hunter's mark spells. She can cast each spell once, and she regains the ability to do so after a long rest. Charisma is her spellcasting ability for both spells.

Dwarven's Heritage casts Geas on Kali. No saving throw is allowed. Kali feels an irresistible urge to take the talisman to Moradin's vein and return it to the dwarven God [Moradin's Vein location: unknown].

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

"It really gives us power!", Kali exclaimed. "And I also heard a gruff, grumbling voice that sounded a lot like a dwarven god's".

"Show mor' respect to Lord Moradin, Kali girl", Barur admonished.

"Is it really safe?", Arzaak asked, still unsure.

"I wanna try", Aldarion said, too curious to wait any longer.

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

Aldarion has touched Dwarven's Heritage (Legendary Talisman).

The talisman has awakened the following feat on Aldarion:

Wood Elf Magic. Aldarion has increased his understanding on the magic of the primeval woods, which are revered and protected by his people. He gains the following benefits:

* Wisdom and Charisma ability scores increased by 1.

* Aldarion has learned the frostbite cantrip.

* Aldarion has also learned the longstrider and pass without trace spells, each of which he can cast once without expending a spell slot. Wisdom is his spellcasting ability for all these spells.

* Aldarion regains the ability to cast these two spells after he finishes a long rest.

Dwarven Heritage's casts Geas on Aldarion. No saving throw is allowed. Aldarion feels an irresistible urge to take the talisman to Moradin's vein and return it to the dwarven God [Moradin's Vein location: unknown].

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

"Go ahead and do it", Kali insisted. "You think too much and do too little".

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

Arzaak has touched Dwarven's Heritage (Legendary Talisman).

The talisman has awakened the following feat on Arzaak:

Arcanist. Having studied the arcane arts, Arzaak has gained the following benefits:

* Intelligence and Wisdom scores increase by 1.

* Arzaak gains proficiency in the Arcana skill. If he is already proficient in the skill, he gains expertise in it, adding double his proficiency bonus to ability checks he makes with it.

* Arzaak learns the firebolt cantrip. If it doesn’t appear on the warlock spell list, it is nonetheless a warlock cantrip for him. Charisma is his spellcasting ability for this spell.

* Arzaak learns the tasha's hideous laughter and tasha's caustic brew spells. He can cast each of these two spells once without expending spell slots, and he regains the ability to do so after a long rest. Charisma is his spellcasting ability for these spells.

Dwarven's Heritage casts Geas on Arzaak. No saving throw is allowed. Arzaak feels an irresistible urge to take the talisman to Moradin's vein and return it to the dwarven God [Moradin's Vein location: unknown].

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

"Interesting", Arzaak mused. "It has awakened powers that are extremely familiar to me somehow. It's like...it knows everything about me and has unlocked potential that was already there for me to find".

"That's the wisdom o' Moradin, 'rzaak lad!", Barur exclaimed, faithfully.

"Yes, but it also cast a Geas spell on me. I suddenly feel an irresistible urge to take the talisman to Moradin, but I don't know where", Arzaak complained.

Out of distraction, Arzaak let the Dwarven Heritage touch Megalomagna.

"What are you doing, you smug son of a—"

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

The talisman has awakened the following feat on Megalomagna: Moradin's gift. The influence of Moradin has strengthened the Mark of Torm. The following benefit will apply when it is activated:

* The effects of Aura of Life (as the 4th level spell) are added to the aura of protection from evil, and its radius increases to 30-feet.

The Geas spell had no effect on Megalomagna.

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

"Great! Another crazy god wanting to spread his nasty influence over me. Can't you guys just leave me alone? I wanna see Boccob. Let me see Boccob!", Megalomagna shouted.

"What has happened? Did the talisman awakened powers on you too?", Arzaak asked the sword.

"Yeah, but nothing I really wanted or asked for. It was just a poor excuse for Moradin to stick his nose in where he doesn't belong", Megalomagna complained.

Barur let out a long and dissatisfied grunt.

"Don't mind the sword, Barur", Arzaak said. "What matters is that we have recovered the talisman. Now we shoul—"

Before Arzaak could finish, a dark, eerie mist passed by him in a chilling rush and snatched the talisman from his hand with sentient precision.

"Oh-oh, we have visitors!", Megalomagna exclaimed.

"Dammit!", Arzaak exclaimed. "Everyone, this is what we have been preparing for! Get ready to fight!".

A sinister laughter came from the mist as it began to assume humanoid form. "You really think you can fight me, vermin?", the vampire said, his silhouette finally assuming a visible shape.

His skin, deathly pale and smooth as polished marble, gave him an almost statuesque quality. His hands, though elegant in shape, ended in sharp, glassy claws that looked as if they could rend steel as easily as flesh. They glistened ominously, a stark contrast to his otherwise noble appearance.

His attire, a rich velvet doublet adorned with intricate silver embroidery, paired with a flowing cape lined with crimson silk. Despite the antiquated style, his clothing exuded an undeniable air of nobility and wealth.

Yet, there was something inhuman about him, an unsettling predatory aura that set him apart from any living man. His deep, blood-red irises gleamed with malevolent intelligence, hinting at the cruelty that lurked beneath his refined exterior.

A spark of intelligence shone through his crimson eyes, making it clear that Boris Însângerat was not just a mindless beast, but a calculating and formidable adversary - a perfect blend of noble elegance and savage ferocity.

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

Vampire Count Boris Însângerat has touched Dwarven's Heritage (Legendary Talisman).

The talisman has awakened the following feat on Vampire Count Boris Însângerat:

Weakness overcoming. Vampire Count Boris Însângerat’s desire to overcome his most patent weaknesses has given fruition. He gains the following benefits:

* Vampire Count Boris Însângerat has become immune to effects that turn undead;

* Vampire Count Boris Însângerat has become immune to the damage and other effects caused by sunlight.

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

The vampire laughed even harder as new power coursed through his undead body.

"I can feel it! I have finally overcome it! No longer can the sun hurt me or impede my actions! I am finally free to do whatever I want of this filthy world!", the vampire uttered, oblivious to the Party standing in front of him.

"We'll not let ye escape, vampire", Barur threatened, holy symbol in hand.

"Escape? Who said I was planning on escaping?", the vampire chuckled. "I'm only leaving this place with your dead bodies in tow. "Or I could bury you down here and wait until you emerge as my slaves...just like that idiot Nestra. I still cannot believe she died by your hands. What a disgrace to my name".

"You bloodsucking monster! You'll pay for that!", Kali shouted, giving in to her rage as she lunged towards the vampire.

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

Vampire Count Boris Însângerat has appeared (CR 14, 266 HP).

INITIATIVE ROLL

1. Vampire Count Boris Însângerat (+4): 20+4 = 24

2. Kali (+3, advantage): 10, 17+3 = 20

3. Aldarion (+3): 14+3 = 17

4. Arzaak (0): 10

5. Barur (0): 8

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

ROUND 1

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

Boris Însângerat uses Charm on Kali.

Kali must make a DC 17 Wisdom saving throw [advantage - Fey Ancestry]. Rolled 1, 6. Failed.

Kali has been charmed by Boris Însângerat.

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

"Those are our enemies", the vampire count whispered to Kali, his eyes full of malice. "We must dispose of them before they try to hurt me".

"I will never allow it!", Kali shouted.

Kali is raging as a bonus action (2/5). Kali attacks Barur twice with greatsword. Rolled 15, 1. One hit for 2d6+9: 16 slashing damage.

* Barur HP: 100/149

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

"Well done, my dear. Kill them for me", the vampire thought aloud.

"Dammit, she's been charm'd! We gotta do sumtin' 'bout it!", Barur exclaimed.

"I was thinking of holding this trump card for a while longer, but I guess I should do it before Kali becomes a more serious threat than the vampire", Aldarion mused.

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

Aldarion spends a 6th level slot to cast Sunbeam. The spell has no effect.

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

Boris Însângerat uses one legendary action to move towards Aldarion.

"What? How is he unaffected? Vampires are supposed to be weak against sunlight!", Aldarion exclaimed in disbelief.

"I am not just a vampire, Or-tel-quessir", he told Aldarion with an evil grin. I am your future master!".

"I don't know how you attained resistance to sunlight, but that won't save you from my magic, undead scum!", Arzaak said, defiant.

Arzaak attacks Boris Însângerat three times with Eldritch Blast (AC 16, +10 to hit). Rolled 2, 7, 7. Two hits for 1d10+5 each: 15, 13 = 28 force damage. Boris Însângerat has been pushed back 20 feet.

* Vampire Count Boris Însângerat HP: 238/266

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

Boris Însângerat uses one legendary action to move towards Arzaak.

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

"Let's see how ye fare 'gainst me deity's power!", Barur challenged, holding his holy symbol up high.

Barur uses Channel Divinity: Turn Undead. It has no effect.

Barur is perplexed. He must succeed on a DC 17 Charisma saving throw (+7) or be incapacitated until the end of his next turn: 11. Saved.

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

The vampire count laughed out loud. "Do you understand now, pitiful mortals? I am superior to you in every aspect. Yield and accept becoming my vassals!".

"That's not going to happen, vampire", Arzaak retorted. "If you think we're out of options already, think again".

Snarling, Boris Însângerat uses one legendary action to make an unarmed attack against Arzaak (AC 14, +9 to hit). Rolled 2. Missed.

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

ROUND 2

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

"Since you're so stubborn, I will make you my slave next, half-devil", the vampire count told Arzaak with a malicious grin.

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

Boris Însângerat regenerates 20 HP.

* Vampire Count Boris Însângerat HP: 258/266

Boris Însângerat uses Charm on Arzaak. Beguiling Defenses feature activated. The attempt to charm Arzaak has failed. Arzaak uses his reaction to attempt to turn the charm back on the vampire count. Boris Însângerat must succeed on a DC 18 Wisdom (+4) saving throw or be charmed for 1 minute or until he takes any damage: 14. Saved.

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

"How dare you, wicked warlock?", the vampire count growled. "I have changed my mind. You don't deserve to be my vassal. Kali, kill him".

"Do I really have to kill him? Can't I just incapacitate him?", Kali asked, showing signs that the vampire count can charm but not fully control his victims.

"I don't care what you do, just take him out!", Boris Însângerat shouted.

Kali attacks Arzaak with greatsword (AC 14, +9 to hit). Rolled 16, 13. Two hits for 2d6+9 each: 19, 15 = 34 slashing damage.

* Arzaak HP: 37/107

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

Arzaak attacks Kali with Megalomagna as a reaction. Rolled 18. Hit for 1d8+9: 10 / 2 = 5 slashing damage.

* Kali HP: 100/136

Kali must make a DC 15 Wisdom (-1) saving throw: 14. Failed. Kali will attack Arzaak until one of them is dropped to 0 hit points.

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

"I must do something before Kali kills Arzaak", Aldarion mused.

Aldarion spends a 4th level slot to cast Cure Wounds on Arzaak for 4d8+5: 28 HP restored.

* Arzaak HP: 65/107

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

Boris Însângerat uses one legendary action to move towards Aldarion.

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

Aldarion, don't mind me! There's still a way we can deal damage to him!", Arzaak said.

"What do you mean, Arzaak?", Aldarion asked.

"This", Arzaak showed the bowl of commanding elementals. He poured water inside the bowl and spoke the command word.

"PetaQ!".

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

A water elemental (CR 5) has appeared.

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

"What kind of buffoonery is this?", the vampire count asked, amused. "Do you intend to drown me? A superior being that doesn't need to breathe?".

"Laugh all ye want, nightcrawler", Barur interjected. "I still have a means to hurt ye".

Boris Însângerat uses one legendary action to make an unarmed strike against Aldarion. Rolled 9. Hit for 1d8+4: 5 bludgeoning dmg.

* Aldarion HP: 53/75

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

Blessing of the Fey activated. Boris Însângerat must make a DC 17 Wisdom saving throw: 14+4 = 18. Saved.

Barur spends a 3rd level slot to cast Guiding Bolt on Boris Însângerat (AC 16, +10 to hit). Rolled 15. Hit for 6d6: 16 radiant damage and the next attack against him will have advantage.

* Boris Însângerat HP: 242/266

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

ROUND 3

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

Water Elemental rolls initiative: 13+2 = 15

Boris Însângerat could not regenerate.

Boris Însângerat attacks Aldarion. Rolled 1, 11. One hit. Aldarion has been grappled.

Kali attacks Arzaak. Rolled 20, 14. One critical and one normal hit for 4d6+9: and 2d6+9: 21, 13 = 34 slashing dmg.

* Arzaak HP: 31/107

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

Arzaak attacks Kali with Megalomagna as a reaction. Rolled 9. Hit for 1d8+9: 13 / 2 = 6 slashing dmg.

* Kali HP: 94/136

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

Boris Însângerat uses two legendary actions to make a bite attack against Aldarion. Rolled 17. Hit for 1d6+4: 10 piercing plus 3d6: 6 / 2 = 3 necrotic damage = 13 total.

Aldarion's max HP has been reduced by 3.

* Aldarion HP: 37/72(75)

Boris Însângerat has gained 3 HP.

* Boris Însângerat HP: 245/266

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

"Let go of me, you leech!", Aldarion exclaimed as the air began to crackle around him.

Aldarion spends a 4th level slot to cast Thunderwave. Boris Însângerat makes a DC 17 Constitution saving throw: 11+4 = 15. Failed. Boris Însângerat suffers 5d8: 26 thunder dmg and is pushed back 10 feet.

* Boris Însângerat HP: 219/266

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

"Water elemental, engulf the vampire", Arzaak commanded.

Water Elemental uses Whelm. Boris Însângerat makes a DC 15 Strength saving throw: 4. Failed. Boris Însângerat suffers 2d8+4: 9 bludgeoning damage. Boris Însângerat is grappled.

* Boris Însângerat HP: 210/266

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

"All right folks, time out!", Megalomagna yelled.

"What do you want? We're in serious trouble here. Kali wants me dead and she can be far scarier than any vampire", Arzaak retorted.

"I'm not saving you from any trouble, sheepface. But I'm gonna need you to play hero if you want your friends to survive. Specially with that barbie girl out of control", the sword said.

"What are you planning to—"

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

Megalomagna casts Compelled Duel. Boris Însângerat makes a DC 17 Wisdom saving throw: 8. Failed.

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

"Are you insane?", Arzaak exclaimed. "Now both Kali and the vampire will come at me!".

"Well, heroes always find a way. Oh, and your barbie girl's sword is cursed. I can sense life inside of it. Probably an evil spirit", Megalomagna said casually.

"Damn sword", Arzaak mumbled. "Why didn't you tell me—"

"Shut up and listen! Tell your pet dragon to breathe fire on the vampire, and have your pet dwarf banish the spirit from the sword", Megalomagna instructed.

"Don't you dare boss me around!".

"LISTEN! Once you've given those orders, you're gonna charge towards the vampire and attack it with me. But you must insult it while you do it, understand?", Megalomagna said.

"You're the craziest, most chaotic and insufferable existence I've ever came to know", Arzaak remarked.

The sword laughed a metallic and sarcastic laugh. Defeated, Arzaak let out a long sigh.

"Stinger, attack the vampire with your breath weapon", he asked his familiar. "Barur, get ready to cast Banishment!".

"Are we gonna banish the vampire?", Barur asked, holy symbol in hand.

"No, we're gonna kill it. You're gonna cast Banishment on Kali's sword. There's an evil spirit telling her to attack me", Arzaak explained.

"Are ye sure it ain't just the bloodsuckin' undead's charm ability?", Barur asked, not convinced.

"Trust us, Barur!", Arzaak pleaded. "It's the only way!".

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

Arzaak commands Stinger to use its breath weapon as a bonus action (5-6). Boris Însângerat makes a DC 18 Dexterity saving throw: 8. Failed. Boris Însângerat suffers 3d8: 18 fire dmg.

* Boris Însângerat HP: 192/266

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

"I can't believe I'm doing this", Arzaak mumbled. "You better know what you're doing!", he told Megalomagna, giving it a side glance.

Then, Arzaak took a deep breath and started running towards the vampire. When he shortened the distance enough, he yelled as loud as he could.

"Die, stupid bloodsucking bastard!".

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

The Mark of Torm has activated. Charged attack feature unlocked [once per activation, all ability modifiers are added to the attack roll and damage]. Arzaak attacks Boris Însângerat (AC 16, +30 to hit) [advantage]. Rolled 11, 5. Hit for 1d10+25: 27 slashing plus 16 radiant = 43 dmg.

* Boris Însângerat HP: 149/266

Boris Însângerat must succeed on a DC 17 Wisdom saving throw or become frightened: 20. Saved.

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

"What is this power?", the vampire count hissed as he struggled against the water elemental, while purple ramifications spread from the wound caused by Megalomagna like a spiderweb, just like what happened to the troll in their previous battle.

"That's just a taste of what's to come, vampire", Arzaak declared. "You will regret messing with the fey!".

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

Barur casts Banishment.

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

Nothing seemed to happen.

"I told ye it was just the bloodsuckin' pow—"

"Fuck it all!", Kali roared. "How long are these fuckers gonna keep messing with my head?".

"Kali? Are you alright?", Arzaak asked, his voice a mix of hope and fear.

"I'll be when that stupid vampire's dead", she snarled.

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

ROUND 4

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

Boris Însângerat could not regenerate.

Boris Însângerat makes a DC 14 Strength saving throw: 14. Saved. Boris Însângerat has escaped the grapple.

Kali attacks Boris Însângerat [advantage]. Rolled 10, 9. Rolled 16, 18. Two hits for 2d6+9 each: 17, 15 = 32 slashing dmg.

* Boris Însângerat HP: 117/266

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

"What are you doing, girl? I am your liege, remember?", the vampire count growled.

"I remember being forced to hit a companion because of your witchcraft, you damn vampire, and now I'm really furious!", Kali screamed, her lilac eyes burning with rage.

Boris Însângerat uses a legendary action to approach Arzaak.

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

Aldarion spends a 5th level slot to cast Mass Cure Wounds. All Party members recover 3d8+5: 21 HP.

* Arzaak HP: 52/107

* Kali HP: 115/136

* Barur HP: 121/149

* Aldarion HP: 58/69(75)

* Stinger HP: 79/79

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

Boris Însângerat uses a legendary action to attack Arzaak with an unarmed strike [disadvantage]. Rolled 19, 20. Hit for 1d8+4: 5 bludgeoning dmg.

* Arzaak HP: 47/107

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

Arzaak retaliates with Megalomagna (AC 16, +14 to hit) [advantage]. Rolled 10, 7. Hit for 1d10+9: 13 slashing plus 16 radiant = 29 damage.

* Boris Însângerat HP: 88/266

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

Water Elemental attacks Boris Însângerat twice with Slam [advantage]. Rolled 16, 12. Rolled 1, 8. One hit for 2d8+4: 10 bludgeoning dmg.

* Boris Însângerat HP: 78/266

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

Boris Însângerat uses a legendary action to attack Arzaak with an unarmed strike [disadvantage]. Rolled 11, 18. Hit. Arzaak has been grappled.

"Are you sure you want to test my strength, vampire?", Arzaak said, confident.

"Just who do you think you are, half-fiend? Are you so arrogant you cannot realize, in your ignorance, who you're up against?", the vampire count asked.

"I don't care who it is. You, Orcus, the Abyss and Nine Hells combined, I don't care. Throw me the entire Far Realm, and I still won't back down!", Arzaak declared.

"You fool!".

Arzaak attacks Boris Însângerat [advantage]. Rolled 13, 4. Hit for 1d10+9: 14 slashing plus 17 radiant = 31 damage.

* Boris Însângerat HP: 47/266

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

Barur spends a 5th level slot to cast Guiding Bolt [advantage]. Rolled 16, 4. Hit for 8d6: 24 radiant damage.

* Boris Însângerat HP: 23/266

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

ROUND 5

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

Boris Însângerat attacks Arzaak with bite and unarmed strike [disadvantage]. Rolled 10, 17. Rolled 3, 10. One hit for 1d6+4: 8 plus 3d6: 10 / 2 = 5. Total 13 damage.

* Arzaak HP: 34/107

Arzaak retaliates with Megalomagna as a reaction [advantage]. Rolled 14, 19. Hit for 1d10+9: 15 slashing plus 2d10: 15 radiant = 30 total damage

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

Undying Soul trait activated [Boon of Orcus]. Boris Însângerat makes a DC 10 Constitution (+4) saving throw. If he succeeds, he will instead be reduced to l hit point. Rolled 3. Failed.

* Boris Însângerat HP: 00/266

Boris Însângerat has transformed into a cloud of mist.

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

"I won't let you escape!", Kali raged.

Kali attacks [advantage]. Rolled 1, 19. Rolled 8, 15. Two hits for 2d6+9: 16, 14 = 30 slashing damage.

* Boris Însângerat HP: 00/266

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

"Is it working?", Aldarion asked, hesitant.

"Leave it to me, Aldarion. Water Elemental, engulf the mist cloud!", Arzaak commanded.

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

Water Elemental uses Whelm. The attack has no effect.

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

"What? How could he escape? Is he immune against running water too?", Arzaak exclaimed in disbelief.

"I TOLD YOU", Megalomagna shouted. "THAT IS NOT A BODY OF RUNNING WATER. IT'S JUST A SPLASHY SWOOSHING BODY OF WATER".

"It killed the vampire spawn", Arzaak retorted.

"It didn't", Megalomagna insisted. "I did".

"Dammit. You're gonna have to explain that to me later!", Arzaak asked as he began chanting a spell.

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

Arzaak spends a 5th level slot to cast Mind Spike.

Boris Însângerat makes a DC 18 Wisdom (+4) saving throw: 6. Failed. Boris Însângerat suffers 4d8: 14 psychic damage. For one hour, Arzaak will know the vampire count's location as long as the two of them are on the same plane of existence.

* Boris Însângerat HP: 00/266

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

Boris Însângerat has escaped through a crevice in the stone walls.

"Fuck!", Kali raged. "I can't believe we let him escape!".

"I miscalculated", Arzaak confessed. "I honestly believed the water elemental would be the key to our victory", he said, making a gesture of dismissal to the creature, that promptly evaporated back to its plane of origin.

"Tis alright", Barur said, his voice gruff but recomforting. "We have the talisman, n' now we know the bloodsuckin' monster has acquir'd immunity 'gainst its greatest weaknesses. We'll be better prepared next time we meet".

"That is also a problem", Aldarion interjected. "If the vampire is now immune to sunlight, it could find us anywhere, anytime. How can we be sure it won't ambush us?".

"Not everything is lost", Arzaak said. "My last spell wasn't intended to harm the vampire, but to get into its mind".

"Was it an attempt to read the monster's mind? Ye won't find anythin' good there, I guarantee", Barur grumbled.

"Not exactly", Arzaak replied. "The idea of my Mind Spike was to know the vampire's location. He has just entered his castle, and is going for his coffin where he must rest to recover from the battle. I know where it is. We are going after him, even before he comes for us".

"We need to deliver the talisman to Moradin", Kali alerted. "I don't know the consequences if we fail".

"We won't fail", Arzaak vowed. "We are gonna kill this vampire and deliver the talisman to Moradin, just like it want us to. Until then, it should stay with Barur. If anything, he is the rightful heir to anything that once belonged to the Gold Dwarves".

"I thank ye, 'rzaak lad, for the respect yer payin' me", Barur said, bowing as much as his squat figure allowed.

"Don't mention it. Now, we must find a way out of here. Any suggestions?", Arzaak asked.

"I can take us out", Barur asserted.

"Barur? How? Can you teleport us out of here?", Arzaak asked, curious.

"No. The talisman tol' me it can giv' me power to reshape and transmute stone. I can manipulate stone and make us an exit without even needing to teleport", the dwarf proudly declared.

"The talisman...told you? Is it a sentient artifact like Megalomagna?", Aldarion asked, suspicious.

"It's not. It just mutters n' whispers the wisdom o' the ancients. Trust this ol' dwarf, I can get us out as soon as I understand how the talisman works", Barur insisted.

"Okay. We trust you, Barur, as we always did", Arzaak spoke, and everyone nodded. Kali, however, squinted her lilac eyes as if predicting that something about the talisman would still cause them trouble.

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

The Party has emerged victorious, repelling the vampire count Boris Însângerat back to his resting place. Each member has earned 20.000 XP for surviving this encounter.

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

Arzaak has accumulated 122.290 + 20.000 = 142.290 XP in total.

* Arzaak has advanced from level 13 to level 14.

* Arzaak's HP increased by 8 (max 115).

* Otherworldly Patron feature unlocked: Dark Delirium. Arzaak can plunge a creature into an illusory realm. As an action, he can choose a creature that he can see within 60 feet of him. It must make a Wisdom saving throw against Arzaak’s spell save DC. On a failed save, it is charmed or frightened by him (his choice) for 1 minute or until his concentration is broken (as if he is concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which Arzaak chooses. The creature can see and hear only itself, Arzaak, and the illusion. Arzaak must finish a short or long rest before he can use this feature again.

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

Megalomagna has accumulated 119.090 + 20.000 = 139.090 XP in total.

* Megalomagna has advanced from level 12 to level 13.

* Wielder's Strength increases by 12 as long as he/she is attuned to Megalomagna.

* Arzaak’s Strength ability score increased to 20 (modifier +5).

* Mark of Torm feature unlocked: Charged attack. While the Mark of Torm is active, Megalomagna’s wielder can perform a charged attack, causing all the wielder's ability score modifiers to be added to the attack and damage roll. The wielder must offend the target verbally while attacking for this feature to take effect, and this feature can only be used once for a single attack for each time the Mark of Torm is activated.

* Megalomagna has learned the 4th level spell Phantasmal Killer.

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

Stinger has accumulated 119.000 + 20.000 = 139.000 XP in total.

* Stinger has advanced from level 12 to level 13.

* Stinger's HP increased by 5 (max 84).

* Size increased to Medium. Strength ability score adjusted to 14. Bite damage increased to 1d8+4.

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

Kali has accumulated 120.940 XP + 20.000 = 140.940 XP in total.

* Kali has advanced from level 13 to level 14.

* Kali's HP increased by 10 (max 146).

* Path of the Totem feature unlocked: Totemic Attunement. Bear - While Kali is raging, any creature within 5 feet of her that’s hostile to her has disadvantage on attack rolls against targets other than her or another character with this feature. An enemy is immune to this effect if it can’t see or hear Kali or if it can’t be frightened.

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

Barur has accumulated 120.500 + 20.000 = 140.500 XP in total.

* Barur has advanced from level 13 to level 14.

* Barur's HP increased by 11 (max 160).

* Destroy Undead feature improved to destroy undead of CR 3.

* Barur has attuned to the legendary talisman Dwarven Heritage.

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

Aldarion has accumulated 112.600 + 20.000 = 132.600 XP in total.

* Aldarion has advanced from level 12 to level 13.

* Aldarion's HP increased by 6 (max 81).

* Proficiency bonus increased to +5.

* 7th level spell slot unlocked.

* 7th level spell Regenerate learned.

***

PARTY TREASURE

* 1653 copper

* 698 silver

* 1015 gold

* 50 platinum pieces

* 9 gems worth 10gp each

* 9 gems worth 50 gp each

* 9 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

* Broom of Flying (Aldarion)

* Pearl of Power (Barur)

***

LOOT FOR THE 4TH ADVENTURE

* an elven chain shirt +1 (AC 14)

* a vial containing a red liquid (potion of superior healing)

* Sunforger Warhammer +2

* Oathbow

* Cape of the Mountebank

* Dagger of Venom +3

* Dwarven Heritage (legendary talisman)

* 300 gold pieces

* 40 platinum pieces

* 10 gems worth 100 gp each

* 2 gems worth 500 gp each

* 1 gem worth 1000 gp

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

DWARVEN'S HERITAGE (TALISMAN - LEGENDARY)

The Dwarven’s Heritage is a unique, legendary piece of work, made of solid gold with magnificent details in small diamonds and emeralds. Overall, it's a relic of immeasurable value, containing dwarven runes engraved with surgical precision that only the finest dwarven blacksmiths would be capable of producing. The talisman has been meticulously polished and reflects light like a mirror, and its magic is so obviously powerful that even those without any aptitude for the Arts can sense its extraordinary aura. Aeons ago, this talisman was worn by a dwarven king who ruled the Gold Dwarves for centuries and whose reign was never threatened by anyone until tragedy befell his kingdom. Historians still speculate that the relic was the reason for such a successful reign, and that the dwarven king would have never been able to maintain his power without the enchantments embedded in the item.

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

TRAITS:

* Dwarven Manufacture. The talisman is exceptionally durable and has Dwarven runes worked into its design.

* Symbol of Power. This talisman was once used as part of royal regalia. Someone interested in becoming a ruler or tyrant might covet it.

* Gift of the Dwarven God. The talisman awakens a Feat related to a creature that touches it based on their personality and intimate desires.

* Alignment. The talisman has no alignment.

* Hidden Message. A message is hidden on its engraved ancient dwarven runes.

* Muttering. The talisman grumbles and mutters riddles that may be connected to the message. A creature who listens carefully to it might learn something.

* Diplomat. While attuned to the talisman, you can read and speak any languages.

* War Leader. The talisman's bearer can use an action to cause his/her voice to carry clearly for up to 300 feet until the end of his next turn.

* Covetous. The talisman's bearer becomes obsessed with hoarding gold and precious gemstones and will refrain from spending them unless extremely necessary.

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

BENEFICIAL PROPERTIES:

While attuned to the talisman:

* You gain proficiency with smith’s tools, brewer’s supplies and mason’s tools. If you are already proficient with any of these tools, you gain expertise in it, doubling your proficiency bonus for any ability checks using these skills;

* You can cast the spells meld into stone, transmute rock, stone shape and wall of stone once without expending any spell slots. The ability to cast these spells recharges at dawn.

* Your Constitution ability score increases by 5, up to a maximum of 30.

* You gain expertise and have advantage on all Charisma (Persuasion) and (Intimidation) checks. When interacting with good-aligned dwarves, gnomes or hobbits, your Charisma ability score becomes 25, unless it is already higher.

* You have advantage on saving throws against magical effects that cause instant death.

* You can't be charmed, frightened or mind-controlled.

* You can use an action to cast the 9th level spell imprisonment (DC 25) on a single creature. Once you use this feature, you can’t use it again until the imprisoned being is set free or dies.

* The talisman contains 1 charge of the death ward spell. Upon expenditure, it recharges at dawn.

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

DETRIMENTAL PROPERTIES

* The talisman has a strong affinity to stone. While attuned to the talisman, its bearer has disadvantage on saving throws against petrification, and immunity against petrification is negated.

* The talisman awakens a Feat on all who touch it for the first time as a gift from Moradin, the dwarven god of creation. In exchange, it casts a Geas spell (no saving throw allowed), urging each one of them to return the relic to Moradin. The charm is so powerful that even undead and other creatures immune to charm or psychic damage are affected (constructs being the sole exception).

* While attuned to the talisman, your charisma drops to 5 when you are not wearing it.

* While attuned to the talisman, you are vulnerable to all kinds of damage when you are not wearing it.

* While attuned to the talisman, you are blinded, deafened and muted when you are more than 10 feet away from it.

* While you are attuned to the talisman, all species of orcs, goblins, drows, derro, duergar, giant spiders, evil giants and aberrations will attack you on sight.

* While attuned to the talisman, you suffer 1 point of damage every time you drink anything other than dwarven ale.

* Unattuning to the talisman causes 10d10 psychic damage to the bearer. A successful Constitution saving throw reduces this damage by half.