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Megalomagna
5TH ADVENTURE – VAMPIRE HUNT

5TH ADVENTURE – VAMPIRE HUNT

5TH ADVENTURE – VAMPIRE HUNT

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ARZAAK (LV 14 – XP: 142.290)

(Warlock/Tiefling)

* Strength: 20 (+5) (Megalomagna)

* Dexterity: 10 (0)

* Constitution: 17 (+3)

* Intelligence: 11 (19) (+4) (Headband of Intellect)

* Wisdom: 18 (+4)

* Charisma: 20 (+5)

* HP: 115

* AC: 14 (Elven Chain Shirt +1)

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EQUIPMENT

* Elven Chain Shirt +1

* Megalomagna (longsword)

* Headband of Intellect

* Bowl of Commanding Water Elementals — command word "PetaQ"

* Cape of the Mountebank

* A potion of clairvoyance

* A potion of superior healing (8d4+8)

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ABILITIES AND PROFICIENCIES

* Languages. Arzaak speaks Common and Infernal. He can read any writing due to the Eyes of the Rune Keeper eldritch invocation.

* Infernal Heritage. As all Tieflings, Arzaak has resistance against fire damage.

* Darkvision. Arzaak can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light.

* Skill Proficiencies: Arcana (+14), History (+9).

* Saving Throw Proficiencies: Charisma (+10), Wisdom (+9), Constitution (+8).

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* Infernal Constitution (feat). Fiendish blood runs strong in Arzaak, granting him the following benefits:

* Arzaak gains resistance to cold and poison damage.

* Arzaak gains advantage on saving throws against being poisoned.

* Resilient (feat). Arzaak's Constitution ability score increases by 1, and he gains proficiency in saving throws using that ability.

* Arcanist (feat). Having put great effort into the study of 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. If those spells don't appear on the warlock spell list, they are nonetheless warlock spells for him. 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.

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* Fey Presence. Projects the beguiling and fearsome presence of the Fey. Affected enemies must succeed on a Wisdom saving throw (DC 18) or be charmed or frightened by Arzaak (his choice) until the end of his next turn. Can only be used once per short/long rest.

* Eyes of the Rune Keeper (5th level Eldritch Invocation). Arzaak can read all writing.

* Investment of the Chain Master (7th level Eldritch Invocation):

* Stinger gains a swimming speed of 40 feet. As a bonus action, Arzaak can command Stinger to take one of his available actions.

* Stinger's attacks are considered magical weapons.

* If Stinger forces a creature to make a saving throw, he can use Arzaak's spell save DC instead.

* When Stinger takes damage, Arzaak can use his reaction to grant his familiar resistance against it.

* Trickster's Escape (9th level Eldritch Invocation). Can cast freedom of movement once without using a warlock spell slot. Can't do so again until he finishes a long rest.

* Voice of the Chain Master (13th level Eldritch Invocation). Arzaak can communicate telepathically with Stinger and perceive through its senses as long as both of them are on the same plane of existence. Additionally, while perceiving through Stinger's senses, Arzaak can also speak through it in his own voice, even if his familiar is normally incapable of speech.

* Misty Escape. If Arzaak takes damage, he can use his reaction to turn invisible and teleport up to 60 feet to an unoccupied space he can see. He remains invisible until the start of his next turn or until he attacks or casts a spell. Can only be used once per short/long rest.

* Beguiling Defenses. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

* 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.

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Level 14 Proficiency: +5

Spell save DC = 8 + proficiency (+5) + Charisma (+5) = 18 DC.

Spell attack modifier = proficiency (+5) + Charisma (+5) = +10 to hit.

Melee (Megalomagna) attack modifier = proficiency (+5) + Strength (+5) + magic bonus (+3/+5) = +13/+15 to hit.

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CANTRIPS

* Chill Touch (3d8 necrotic damage, negates healing)

* Eldritch Blast (3 blasts dealing 1d10+5 force damage each, each blast pushes target back 10 feet — Agonizing Blast and Repelling Blast Invocations)

* Fire Bolt (3d10 fire damage)

* Infestation (3d6 poison damage)

* Poison Spray (3d12 poison damage)

* Thaumaturgy

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SPELLS (NON-EXHAUSTIVE LIST)

* Remove Curse (5th level slot);

* Mind Spike (5th level slot);

* Blight (5th level slot);

* Freedom of Movement (1/long rest);

* True Seeing (Mystic Arcanum, 1/long rest);

* Forcecage (Mystic Arcanum, 1/long rest);

* Hellish Rebuke (as a 2nd level spell, 1/long rest);

* Darkness (1/long rest);

* Tasha's Hideous Laughter (1/long rest);

* Tasha's Caustic Brew (1/long rest);

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KALI (LV 14 – XP: 140.940)

(Barbarian/Dark Elf)

* Strength: 18 (+4)

* Dexterity: 16 (+3)

* Constitution: 17 (+3)

* Intelligence: 12 (+1)

* Wisdom: 8 (-1)

* Charisma: 8 (-1)

* HP: 146

* Armor Class: 15 (12 + 3 Dex modifier)

* Attacks: +11 to hit, 2d6+6 slashing damage (Greatsword of Vengeance +2)

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EQUIPMENT

* Hide (AC 12)

* Greatsword +2 (2d6+2 slashing damage)

* Two handaxes (1d6 slashing damage)

* A hunting trap

* Pipes of Haunting

* Cloak of the Bat.

* Dagger of Venom +3. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

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PROFICIENCIES AND ABILITIES

* Sunlight Sensitivity. Kali has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when in direct sunlight.

* Superior Darkvision. Kali can see in dim light within 120 of her as if it were bright light, and in darkness as if it were dim light.

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

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

* Fey Ancestry. Kali has advantage on saving throws against being charmed, and she can’t be put magically to sleep.

* Tools: Flute

* Saving Throw Proficiencies: Strength (+9), Constitution (+8).

* Skill Proficiencies: Survival (+9), Athletics (+9)

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* Survivalist (feat). 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 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.

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Level 14 Proficiency: +5

Spell save DC = 8 + proficiency (+5) + Charisma (-1) = 12 DC.

Spell attack modifier = proficiency (+5) + Charisma (-1) = +4 to hit.

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BARBARIAN SKILLS:

* Rage (5/long rest, increases at 17th level). As a bonus action, Kali can enter a state of Rage, gaining the following benefits:

* Advantage on Strength checks and saving throws;

* Rage +3 damage bonus (increases at 16th level);

* Resistance against piercing, slashing and bludgeoning damage.

PATH OF THE TOTEM

* Spirit Seeker. Kali can cast the Beast Sense and Speak with Animals spells as rituals.

* Totem Spirit (wolf). Kali's canines grew longer and sharper, resembling wolf fangs, and her sense of smell has improved. When tracking other creatures, her Wisdom (Survival) proficiency bonus is doubled. Additionally, Kali's Party has advantage on melee attack rolls against any creature within 5 feet of her that is hostile to her.

* Aspect of the Beast (wolf). Kali gains the hunting cunning of a wolf. She can track other creatures while traveling at a fast pace, and can move stealthily while traveling at a normal pace.

* Spirit Walker. Kali can cast the commune with nature spell as a ritual. When she does so, a spiritual version of a wolf will appear to her to convey the information she seeks.

* 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.

* Unarmored Defense. While unarmored, Kali's AC equals 10 + her Dexterity modifier + her Constitution modifier (plus shield).

* Reckless Attack. Kali gains advantage on all melee attacks during this turn, but attack rolls against you have advantage.

* Danger Sense. Gains Advantage on Dexterity saving throws against effects that you can see, such as traps and spells.

* Extra Attack. Kali can make two melee attacks per turn.

* Fast Movement. Kali's speed increases by 10 feet while she is not wearing heavy armor.

* Feral Instinct. Kali has advantage on all initiative rolls. If surprised, she can still act normally, but only if she enters rage on that turn.

* Brutal Critical. Kali rolls two additional weapon damage dice when critting with a melee attack.

* 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.

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CANTRIPS/SPELLS

* Dancing Lights

* Faerie Fire (1/Day)

* Darkness (1/Day)

* Alarm (1/Day)

* Hunter's Mark (1/Day)

* Beast Sense (ritual)

* Speak with Animals (ritual)

* Commune with Nature (ritual)

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BARUR GOLDHEART (LV 14 – XP: 140.500)

(Cleric/Hill Dwarf)

* Strength: 11 (0)

* Dexterity: 10 (0)

* Constitution: 26 (+8 - Dwarven's Heritage) (21)

* Intelligence: 10 (0)

* Wisdom: 20 (+5)

* Charisma: 14 (+2)

* HP: 202 (Dwarven's Heritage) (160)

* AC: 16 (scale mail + common shield)

* Attacks: 1d8+2 (Sunforger warhammer +2) or 1d6 (light crossbow)

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EQUIPMENT

* Sunforger Warhammer 1d8+2 bludgeoning

* Scale Mail (AC 14)

* Common Shield (AC +2)

* Light Crossbow (1d6 piercing)

* Holy Symbol

* Pearl of Power — command word "recollection"

* Dwarven’s Heritage (legendary talisman)

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ABILITIES

* Dwarven Resilience. Barur has advantage on saving throws against poison, and he has resistance against poison damage.

* Stonecunning. Whenever Barur makes an Intelligence (History) check related to the origin of stonework, he is considered expert in the History skill.

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

* Darkvision. Barur can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light.

* Resilient (feat). Barur's Constitution ability score increases by 1, and he gains proficiency in saving throws using that ability.

* Dwarven Fortitude (feat). 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.

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PROFICIENCIES

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

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

* Saving Throws: Constitution (+13). Wisdom (+10), Charisma (+7);

* Skill Proficiencies: Insight (+10) and Medicine (+10);

* Tools: Herbalism Kit and Brewer’s Supplies.

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CHANNEL DIVINITY

(2/per short or long rest)

* Turn Undead. Each undead that can see or hear Barur within 30 feet must make a Wisdom saving throw against his spell DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Barur as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions.

* Destroy Undead. When an undead of CR 3 or lower fails its saving throw against Barur's Turn Undead feature, the creature is instantly destroyed.

* Preserve Life. As an action, Barur evokes healing energy that restores hit points equal to five times his cleric level to any creatures within 30 feet of him, dividing those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.

* Disciple of Life. When Barur uses a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

* Blessed Healer. When Barur casts a spell of 1st level or higher that restores hit points to a creature other than him, he regains hit points equal to 2 + the spell’s level.

* Divine Strike. Once on each of his turns, Barur can cause the attack to deal extra 2d8 radiant damage.

* Divine Intervention. Barur can call on Moradin to intervene on his behalf when his need is great. Imploring his deity’s aid requires him to use an action. Barur must describe the assistance he seeks, and roll a percentile dice. If he rolls a number equal to or lower than his cleric level, Moradin intervenes. The nature of the intervention varies; the effect of any cleric spell or cleric domain spell would be appropriate. If Moradin intervenes, Barur can’t use this feature again for 7 days. Otherwise, he can use it again after he finishes a long rest.

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Level 14 Proficiency: +5 (increases at 17th level)

Spell save DC = 8 + proficiency (+5) + Wisdom (+5) = 18 DC.

Spell attack = proficiency (+5) + Wisdom (+5) = +10 to hit.

Melee attack = proficiency (+5) + Strength (0) + Sunforger bonus (+2) = +7 to hit.

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CANTRIPS

* Resistance

* Sacred Flame 3d8 radiant damage (increases at 17th level)

* Spare the Dying

* Guidance

* Word of Radiance 3d6 damage (increases at 17th level)

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SPELLS (NON-EXHAUSTIVE LIST)

1st level slots:

* Protection from Evil and Good

* Bless

* Detect Evil and Good

* Guiding Bolt

2nd level slots:

* Silence

* Lesser Restoration

* Healing Word

3rd level slots:

* Revivify

* Remove Curse

* Mass Healing Word

* Life Transference (1/long rest)

* Beacon of Hope (1/long rest)

4th level slots:

* Death Ward

* Cure Wounds

* Banishment

5th level slots:

* Greater Restoration

* Mass Cure Wounds

6th level slots:

* Heal

7th level slots:

* Resurrection

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LIFE DOMAIN SPELLS (ALWAYS PREPARED)

* Bless, Cure Wounds (1st level)

* Lesser Restoration, Spiritual Weapon (2nd level)

* Beacon of Hope, Revivify (3rd level)

* Death Ward, Guardian of Faith (4th level)

* Mass Cure Wounds, Raise Dead (5th level)

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ALDARION (LV 13 – XP: 132.600)

(Druid/Wood Elf)

* Strength: 10 (0)

* Dexterity: 16 (+3)

* Constitution: 12 (+1)

* Intelligence: 12 (+1)

* Wisdom: 21 (+5)

* Charisma: 11 (0)

* HP: 81

* AC: 17

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EQUIPMENT

* Longsword (1d8/1d10).

* Shortbow (1d6+3).

* Shillelagh (1d8+5).

* Oathbow longbow (1d8+3). When you nock an arrow on this bow, it whispers the words "dant lagor anin gyth nîn", which mean "swift defeat to my enemies" in Elvish. When you use this weapon to make a ranged attack, you can, as a command phrase, say "swift death to you who have wronged me". The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

* Studded Leather (AC 12).

* Wooden Shield (AC +2).

* Sanctum Amulet. Grants its wearer resistance against necrotic damage. Can cast Spare the Dying as an action or bonus action. Invoking the Rune: Aldarion can use his reaction to invoke the item’s rune, and the creature then instead drops to 1 hit point. Once the rune has been invoked, it can’t be invoked again until the next dawn.

* Quaal's Feather Token (Tree).

* Broom of Flying — command word "vilin".

* Garnet Ring (Ring of Fire Resistance).

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ABILITIES

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

* Darkvision. Aldarion can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light.

* Keen Senses. Aldarion has proficiency in the Perception skill.

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

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

* Druidic. Aldarion knows Druidic, the secret language of druids. Others can spot a message with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

* Blessing of the Fey. When hitting Aldarion, any creatures that have ever caused harm to a good aligned fey creature must make a Wisdom saving throw (DC 18) or become frightened of him for 1 minute.

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PROFICIENCIES

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

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

* Saving Throws: Intelligence (+6), Wisdom (+10).

* Skill Proficiencies: Perception (+10), Survival (+10), Animal Handling (+10).

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

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Level 13 Proficiency: +5

Spell save DC = 8 + his proficiency bonus (+5) + his Wisdom modifier (+5) = 18 DC.

Spell attack modifier = his proficiency bonus (+5) + his Wisdom modifier (+5) = +10 to hit.

Melee (shillelagh) attack modifier = his proficiency bonus (+5) + his Wisdom modifier (+5) = +10 to hit.

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ABILITIES

* Fey Touched (feat). Exposure to the Feywild's magic has changed Aldarion, granting him the following benefits:

* Aldarion’s Wisdom score increased by 1;

* Aldarion has learned the Misty Step and Command spells. He can cast both once without expending a spell slot, and he regains the ability to cast them after he finishes a long rest. Wisdom is his spellcasting ability for these spells.

* Wood Elf Magic (feat). 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.

WILD SHAPE (2/short or long rest)

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

* Circle of the Moon. Aldarion gains the ability to use Wild Shape on his turn as a bonus action, rather than as an action. Additionally, while he is transformed by Wild Shape, he can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

* Stronger Circle Forms. Aldarion can transform into a flying, swimming or terrestrial beast with a challenge rating as high as his druid level divided by 3, rounded down.

* Primal Strike. Aldarion's attacks in beast form count as magical.

* Elemental Wild Shape. Aldarion can expend two uses of Wild Shape at the same time to transform into an air, an earth, a fire, or a water elemental.

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CANTRIPS

* Resistance

* Thorn Whip (3d6)

* Druidcraft

* Shillelagh (1d8+5)

* Frostbite (3d6 plus disadvantage)

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SPELLS (NON-EXHAUSTIVE LIST)

* Misty Step (1/long rest)

* Command (1/long rest)

* Longstrider (1/long rest)

* Pass without Trace (1/long rest)

1st level slots

* Animal Friendship

* Detect Magic

* Thunderwave

* Speak with Animals

2nd level slots

* Flame Blade

* Cure Wounds

* Find Traps

3rd level slots

* Thunderstep

* Water Breathing

* Wind Wall

4th level slot

* Freedom of Movement

* Control Water

5th level slot

* Mass Cure Wounds

* Maelstrom

6th level slot

* Sunbeam

7th level slot

* Regenerate

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MEGALOMAGNA (LV 13 – XP: 139.090)

* Intelligence 18 – Genius

* Wisdom 8 – Asshole

* Charisma 16 – Very Persuasive

* Alignment: Chaotic Good

TRAITS

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

* Type: Longsword – Damage 1d8+3/+5 (one hand) or 1d10+3/+5 (two hands);

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

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

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SPEECH AND TELEPATHY SKILLS

* Eternal Blabbering. Can use verbal communication at will;

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

* Even an idiot like you can understand me. Can communicate telepathically with any sentient being.

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PRIMARY ABILITIES

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

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

* Beacon of Light. Can cast Light at will.

* Magical weapon. +1 / +3 against magic-users (both bonuses increase by +1 at 6th, 11th, 16th level and so on).

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

* Magic Awareness. Can detect magic in a 30-feet radius centered on itself at will.

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EXTRAORDINARY ABILITIES

* Vengeful Reaction. Every time a creature hits Megalomagna's wielder with a melee attack, it's vengeful nature and cunning compels the wielder to return the attack. If the opponent attacks multiple times in a single turn, Megalomagna will return the attack only once, no matter how many hits the attuned wielder takes. This effect takes place regardless of the attuned wielder's will.

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

* Troll Killer. Negates regeneration of any kind.

* Potent spellcasting. Megalomagna's innate spellcasting has evolved. All 1st level spells can be cast as if spending a 2nd level slot.

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

* Advantage on attack rolls and saving throws:

* Aura of protection from evil 10-feet centered on the sword;

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

* All evil or summoned creatures present when the Mark of Torm activates must make a Wisdom saving throw (DC 17) or be frightened of Megalomagna's wielder's until his next turn. A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

* 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.

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

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

* Moradin's gift. Upon contact with the Dwarven's Heritage, the influence of Moradin on Megalomagna 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.

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SPELLS

* Vicious Mockery (3d4 psychic damage)

* Booming Blade (2d8 + 3d8 thunder damage)

1st level (cast as 2nd level)

* Compelled Duel (1/day)

* Dissonant Whispers (4d6 psychic damage, 1/day)

* Grease (1/day)

2nd level

* Dominate Person (1/day)

* Heat Metal (1/day)

* Suggestion (1/day)

3rd level

* Counterspell (1/day)

4th level

* Confusion (1/day)

* Phantasmal Killer (1/day)

5th level

* Geas (1/day)

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DETRIMENTAL PROPERTIES:

* Chatterbox. Megalomagna sings or talks out loud at inappropriate times. Its wielder will always fail on Dexterity (Stealth) ability checks.

* Defiance. Megalomagna has a strong sense of self and, when antagonized by its wielder, can use a variety of powerful charm spells to force him/her to do its bidding.

* Pride. Megalomagna will refuse to cast a spell that would help its wielder if it deems the opponent unworthy.

* Mission from God. Megalomagna will attempt to persuade its wielder to perform good deeds, even if it puts its wielder in danger, so it can keep evolving as defined by Torm, the Faerûnian god of duty, loyalty, righteousness, obedience and law. Whenever Megalomagna's wielder is deliberately cruel or acts in an evil way despite being warned by the sword, it will not receive any experience points originating from that particular encounter.

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

STINGER (LV 13 – XP: 139.000)

(Pseudodragon/Familiar - Size Medium)

* Strength: 14 (+2)

* Dexterity: 18 (+4)

* Constitution: 14 (+2)

* Intelligence: 10 (0)

* Wisdom: 14 (+2)

* Charisma: 10 (0)

* HP: 84

* Armor Class: 15 (natural armor)

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

* Keen Senses. Stinger has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

* Limited Telepathy. Stinger can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

* Magic Resistance. Stinger has advantage on saving throws against spells and other magical effects. As long as Stinger is within 10 feet of Arzaak, they share this trait.

* Magic Weapons. Stinger attacks are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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

* Multiattack. Bite (+9 to hit, 1d8+4 piercing damage); Sting (+9 to hit, 1d6+4 piercing damage plus poison).

* Potent Poison. The target must succeed on a Constitution saving throw (Arzaak’s spell DC) or suffer 6d6 poison damage (half if successful) and become poisoned for 1 hour, having disadvantage on attack rolls and ability checks. If the saving throw fails by 5 or more, the target also falls unconscious for 1 hour and can only be awakened by magical means such as a Restoration spell.

* Superior Invisibility. As a bonus action, Stinger can magically turn invisible until itattacks or casts a spell, or until itsconcentration ends (as if concentrating on a spell). Any equipment Stinger wears or carries is invisible with it.

* Investment of the Chain Master (Arzaak Feat).

* Stinger gains a swimming speed of 40 feet.

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

* If Stinger forces a creature to make a saving throw, he can use Arzaak's spell save DC instead.

* When Stinger takes damage, Arzaak can use his reaction to grant Stinger resistance against it.

* Breath Weapon (1/short or long rest). Stinger exhales fire in a 20-foot cone. Each creature in that area takes 3d8 fire damage, or half damage with a successful Dexterity saving throw (Arzaak’s spell DC).

* 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.

PARTY TREASURE

* 1653 copper pieces

* 698 silver pieces

* 1315 gold pieces

* 90 platinum pieces

* 9 gems worth 10gp each

* 9 gems worth 50 gp each

* 9 gems worth 100gp each

* 2 rubies worth 100gp each

* 10 gems worth 100 gp each

* 2 gems worth 500 gp each

* 1 gem worth 1000 gp

* 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)

* Elven chain shirt +1 (AC 14)

* Potion of superior healing

* Sunforger Warhammer +2

* Oathbow

* Cape of the Mountebank

* Dagger of Venom +3

* Dwarven's Heritage (legendary talisman)

***

The atmosphere of the "dancing hut" was thick with the rich aroma of burning herbs. The walls, adorned with an array of curious trinkets, bones and charms told a dark history of their own. The floor was covered with a patchwork of rugs and furs, providing a semblance of warmth in the otherwise eerie and evermoving space.

A large, crooked table stood at the center of the room, laden with mysterious alchemical equipment, ancient tomes, and a smattering of unusual ingredients. Several mismatched chairs were arranged around the table, their creaky legs and worn cushions telling tales of countless gatherings.

Two women sat opposite each other, smoking from their respective pipes. The first was a short, around 5-foot-tall, old and ugly crone, sitting in a high-backed wooden chair, her eyes twinkling with ancient knowledge and malice. She had a typical, witch-like long and warty nose, a skeletal frame and thin white hair. As she puffed on her pipe, the smoke curled around her like serpents. Across from her, a beautiful woman lounged in a chair that seemed to mold itself to her form, her demeanor regal yet restless. She had striking and attractive facial features, with fair skin, high cheekbones, a well-defined jawline and piercing turquoise eyes. A tattoo of a three-forked line pointing up, nicknamed by some as a "chicken-foot mark", extended under her right eye.

She had long, flowing, raven-dark hair that was so beautiful it seemed to shimmer, possibly due to some arcane enchantment. Her alluring lips, normally curved up in a mischievous smile, were now a flat, straight line.

"He's getting stronger with each passing day. Even I took longer to reach that level, Baba", she said, fidgeting with a crystalline leaf charm. As she flipped the delicate and translucent leaf charm back and forth between her fingers, it cast intricate patterns of iridescent colors that danced across her hand. As she spoke, her eyes momentarily strayed to the charm, and the subtle shifts in the charm's color reflected her fluctuating state of mind.

"Ya seem particularly eenterested in that half-devil, chyild", Baba Yaga replied, fruitlessly attempting to hit Tasha's quasit familiar, Iggrik, with a magic missile that the nimble demon easily dodged.

"I've been a patron for many warlocks over the years who, despite their best efforts, sooner or later ended up dying. But this one's quite stubborn. And it seems some strange power is always exerting influence over him and his party, to the point of smashing by best crystal ball to bits! What a pain in the ass!", Tasha vented, stirring, with a mage hand cantrip, a bubbling, viscous and pungent purple-colored concoction Baba Yaga had been preparing.

"Maybe ya should test heem. See how good he really ees", Baba Yaga suggested, finally giving up on sniping the poor quasit to instead throw a phoenix feather inside the cauldron.

"Want me to fight him? 'cause that would be ugly. Like a lion squashing a bug", Tasha declared, sighing and letting her slim body fall back on her chair.

"I vasn’t talkin about ya”, Baba said, puffing smoke in the form of two creatures - one bashing the other to death with a club. “Send one of ya apprentices. If ya apprentice weens, problem solved. If he loses, then maybe ya should pay this warlock a little veesit. Demand something in return for the power you lent heem".

"If he's not at least as strong as I am, he will be practically useless for my goals", Tasha pondered, her voice carrying a hint of frustration.

"Then let heem get stronger, dumb girl", Baba Yaga chided, her voice raspy and tinged with maternal authority. "If ya have a pact with heem and ya the patron, ya'll always have the upper hand against heem".

Tasha's eyes narrowed slightly and she straightened herself, folding her arms across her chest. "You have a point, Baba. I'll send an apprentice. More than killing him, I want to investigate. Find out something about this strange power that keeps him going".

Baba Yaga said nothing, showing little interest in continuing the conversation. Tasha, ever perceptive, quickly picked up on this. Not wanting to provoke her further, she decided to reveal the true reason for her visit to the ancient hag.

"Baba, I might need to raid your vault. There are some things I need that only you can lend. But I promise to return...everything", she said, crossing her fingers as she emphasized the last word.

***

"You disappoint me, minion", a cold and guttural voice, belonging to a foul, hideous being, spoke through a mirror.

Boris Însângerat stood rigid, his knuckles white as he gripped the edge of a stone table. "Something unexpected happened, my Lord. They have a powerful artifact with them. One that—"

"SILENCE!", the creature thundered. It's monstrous form rose from its throne of bones, standing some 20 ft (6.1 m) tall. It was a twisted fusion of corpulence, muscle and rot-bloated flesh, and its physique was marked by bestial features: the horned, desiccated head of a ram; thick-furred legs and cloven hooves of a goat; massive black wings of a bat; a great maw filled with tusks; and a long, thick and spined tail that lashed angrily. "You were nothing before I turned you into what you are, Boris Însângerat. I gave you more than enough power to deal with any mortals that crossed your path. You know how I deal with failure, don't you?".

Boris Însângerat fell to one knee, his gaze fixed on the cold floor. "I promise to hunt them down, my Lord. I just wanted to put my hands on the talisman and—"

Orcus's eyes burned with demonic fury. "And what is it that you want with this wretched talisman? Don't you know it was forged by the idiot god Moradin? Are you planning on worshipping a dwarven god instead of me, Boris Însângerat?", Orcus snarled, his voice dripping with malice and hatred.

"N-never, my Lord. My fealty lies with you, and that will never change", Boris Însângerat stuttered, his voice trembling. His eyes twitched in fear, even though no blood coursed through his undead body.

"Good. Now listen to me well, Boris Însângerat", Orcus growled, the demon lord's voice becoming deeper and more threatening with each word. "You will incapacitate each one of those mortals, and you will bring them to me alive, along with that accursed sword. Do that, and I'll forgive your previous incompetence. But if you fail, I will hunt you down and crush you. Nothing will keep you safe from me, not even death. Do you understand, Boris Însângerat?".

"I understand, my Lord", the vampire count uttered, humiliated and seething with a mix of fear and loathing.

"That's good, because I won't say this again", Orcus retorted, sitting back on its throne of bones. "Now get out of my sight", the demon lord commanded, and the mirror suddenly shattered to pieces.

Boris Însângerat remained still, staring at the glass shards on the floor of his finely adorned living quarters. His mind raced with a torrent of thoughts, a mix of fright and indignation.

"How dare you...", Boris Însângerat muttered, his fangs bared in a snarl, his eyes glowing with crimson fury. The rage within him boiled over, his undead body trembling with the force of his suppressed anger. "HOW DARE YOU?", he growled, incapable of holding back any longer, his voice echoing through the chamber. With a ferocious grip, he seized the corner of the stone table, his fingers digging into the cold, unyielding surface. With a primal scream, he crushed the stone in his hand, and shards exploded outward.

"Damned sword...it's all that half-devil and his holy sword's fault", the vampire count thought aloud. "I SWEAR I WILL KILL THEM ALL!", he then shouted. Surveying the dust and rubble that covered his elegant carpet, Boris hissed, his fearsome fangs bared. "Clean it!", he ordered his undead servants without sparing them a glance, and withdrew to his coffin.

***

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

Barur casts Transmute Rock

Barur casts Stone Shape.

Barur casts Mold Earth.

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

That's really amazing, Barur! Are you telling me that all those spells are being cast with the talisman's help?", Arzaak asked, genuinely amazed.

All Party members suffer 5d10: 27 psychic damage.

* Arzaak HP: 88/115

* Kali HP: 119/146

* Barur HP: 175/202

* Aldarion HP: 54/81

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

"Ouch! My head hurts!", Kali complained, clutching her head tightly in a futile attempt to alleviate the throbbing pain.

"It's the Geas spell", Barur said with a strained voice, squaring his shoulders but still struggling to mask his own discomfort. "We must deliver the talisman soon", he added.

"I know this place is important to you, Barur. But I'm not gonna lie—it's a relief that we're leaving", Arzaak said, trying to ignore the headache.

"I know what ye mean. This migh' be the only heritage me ancestors lef' me, but it's in fact a burial groun'. N' the only corpse we found was too heavy fer us to bury".

"Plague", the talisman whispered, and Barur promptly approached the relic to his right ear.

"Deep within the earth, a curse took hold. Mountains of gold, their glow turned to night. Proud ones' sad fate, a plague took flight. Only mud and dust remained, their glory now fades, in darkness they wade, touched by the gray ones' plight".

"What is it, Barur?", Kali asked, nervous.

"A cryptic message", Barur replied, solemnly. "About a curse...turned the glowin' gold to night...a plague...mud and dust remained..."

"Mud and dust", Aldarion interjected. "Like those we saw in the barracks?".

"...grey ones' plight", Barur completed, then turned to Aldarion. "The gray ones r' the duergar".

"Why am I not surprised", Kali jested, aware of how cruel and underhanded the methods of the duergar were.

"So was it a plague, or a curse—or both, that killed all the gold dwarves? Something devised by the duergar with aims to exterminate an entire population of dwarves?", Arzaak asked.

"The gray ones r' perfectly capable o' doin' such a devious act, 'rzaak lad", Barur said. "N' for all we've seen 'ere, it work'd out great fer 'em".

"Then why did the king turn to stone instead of disappearing? And what about his treasure, all turned to stone as well?", Kali questioned.

"I dun't 'ave all the answers, Kali girl. But I guess the talisman protect'd 'im. Since attunin' to it, I feel me body health stronger than ever. Like I coul' drink a wyvern's venom n' feel nutin' but a little gassy".

The adventurers couldn't hold their laugh at the dwarf's comical description. Unable to find humor in his own words, Barur let out a grunt.

"Now that ye had a laugh at me expense, let's get outta 'ere", he grumbled. "Let's giv' 'em gold dwarv's the peace they deserve".

Upon saying that, Barur stared at the tunnel made by the purple worm, held the talisman and extended a hand towards the passage.

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

Barur casts Wall of Stone.

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

"Now no mor' drows, trolls or other uninvit'd guests will try to pillage or desecrate this place", Barur declared before saying a prayer and climbing up the stairs that led out of the dwarven fortress and back to the High Woods.

***

As the Party saw the sunlight, a sense of relief washed over them. This wasn't the first time—and probably wouldn't be the last—they entered a dungeon and felt like they would never leave.

However, relief wasn't the only thing they felt.

Not just the Lost Peaks, but the entire region was surprisingly calm. Birds sang happily and the tree leaves were lush and green. The presence of the Grandfather Tree could be felt even from the distance, bringing a tear to Aldarion's eye that he quickly rubbed off.

The position of the sun, high in the sky, and the warm air suggested it was at least 10 in the morning, and the season was definitely summer. Kali, still incapable of withstanding the brightness, covered her lilac eyes with a hand as she scanned her surroundings. Her honed senses were able to catch the vampire's scent, but it seemed to disappear abruptly, suggesting the undead either moved beyond reach towards the sky—which was possible since it acquired sunlight immunity—or teleported himself somehow.

The calm and peaceful surroundings were enough for Arzaak to become lost in thought. He mused, with a faraway look, at the enigmatic power he obtained from the dwarven talisman. Most—if not all the power granted by the relic was a reflection of his own desire to become a practicioner of the Arcane Arts, and Iggwilv, or Tasha as he liked to call her, was always the name that came into his mind when he thought about magic.

What strange fate connected him to the Witch Queen, he wouldn't know. But he knew that whenever he grew stronger, her influence became more palpable.

“So, Arzaak. Do you have any idea which direction we should go?”, Aldarion asked, interrupting the Tiefling's daydreaming.

“South of here", Arzaak replied, startled. "The vampire’s lair is located in a desolate area belonging to the High Moor”.

“You said it was a castle, right? Wouldn’t it be better to attack with a siege weapon instead of raiding the place head-on?”, Kali suggested. “What if it has siege defenses like moats, hidden archers, traps?”.

“It won’t be easy to find a siege weapon 'round 'ere, in the middle o' this forest", Barur pondered. “We dun’t even 'ave horses, let alone a weapon o' that size".

“I can transform into an earth elemental", Aldarion said proudly. “Those creatures are capable of knocking down a wall if necessary".

“The vampire’s castle isn’t as large as you are thinking", Arzaak interjected. “It doesn’t even have a moat, and that’s for a very simple reason: the castle has no gate".

“What do you mean, it has no gate?”, Kali asked, a mix of curiosity and disbelief in her voice.

“Vampires can climb walls like spiders and can transform into bats or clouds of mist, right?", Arzaak explained. “Not having a gate makes sense in this case. He can make an entrance up high, where most creatures would have a hard time trying to reach".

“N' it’s also a message to the bloodsuckin' monster's servants,” Barur reasoned. “That they can never leave that unholy place.”

"It's good that it doesn't have fortified defenses, but not having a gate is still a problem", Kali complained. "I'm sorry, Aldarion, but I don't think an elemental can tear down a castle wall, even if it's a smaller one".

"I can", Megalomagna said, its metallic and loud voice startling everyone.

"We're not in the mood for your jokes right now, Megalomagna", Arzaak told the sword, dismissive.

"Show some respect to your leader, dumbface! Don't forget you would be long dead if not for me!", Megalomagna retorted.

"What are you talking about? You're the reason why my life is always in danger!", Arzaak protested.

"Let's leave that conversation for later, shall we?", Aldarion appeased, raising his arms in a peacemaking gesture. "Megalomagna, do you seriously have a plan?".

"Well...I might have lied when I said I can tear down a castle wa—"

"SEE? That's why we can't take you seriously!", Arzaak interjected.

"Let me finish, sheepface! I was just gonna say we might not need to take down a castle wall in order to get inside it", Megalomagna explained.

"Explain", Kali said, curious.

"If you ask nicely, barbie girl", Megalomagna replied sardonically.

"Come on!", Arzaak snapped, his patience at the limit.

"Fine, fine. Man, if you guys could just cast a Passwall...well, let's work with what we have here. You own a potion of clairvoyance, don't ya?", Megalomagna asked.

"Clairvoyance? How can you know that? We haven't even had a chance to identify it yet!", Arzaak exclaimed.

"Really? A yellow juice with an eyeball bobbing inside, and you still can't figure it out?", Megalomagna mocked.

"Acting high and mighty, as usual", Arzaak muttered with a grimace stamped on his face.

"Listen. You won a cape from the goblin trickster that can cast a dimension door", the sword remarked.

"That's right", Arzaak answered, irritated.

"That means you can infiltrate the castle silently and find a way for the others to get in", Megalomagna reasoned.

"My cloak can polymorph me into a bat during the night", Kali said. "I can get inside the castle the same way the vampire can".

"Really? I didn't know it had such power!", Arzaak exclaimed, amazed.

"By the time we get there, the talisman's powers to manipulate stone'll 'ave recharg'd", Barur grumbled. "But I s'ppose yer plannin' on sneakin' in like a cave lizard, so I better find a way to turn into a bat or sumtin'".

"You don't have to turn into a bat, Barur", Arzaak said, snorting a laugh. "I can teleport another person along with me".

"So instead of turning into an elemental and punch down some walls, I'm going to be more discreet and turn into a little bird", Aldarion said. "That should do the trick, right?".

"Perfect", Arzaak said.

"You guys do realize your Party will be split in two, right?", Megalomagna remarked.

"Tis not a big castle, as 'rzaak lad's informed us. We'll be fine", Barur declared, stroking his beard.

"Then we are set. Barur and I will teleport to the interior of the castle, while Kali and Aldarion will search for a window or a similar entrance at the top of the structure. Stinger will help us regroup once we're inside", Arzaak instructed, and the pseudodragon's eyes sparkled with intelligence as it replied with a short, resonant roar.

***

The journey to the High Moor, though shorter than the arduous trek from the High Woods to Yartar, was still long enough to leave most adventurers with blistered feet and weary legs.

To the south of the Lost Peaks, the adventurers noticed an impressive and forbidding range of peaks. Those were known as the Star Mounts. The inhospitable weather in this already remote location served as inspiration for many fanciful tales and wild stories created by local troubadours and woodsmen of the North. Considering that it was practically impossible for any creature less powerful than a dragon to approach the Star Peaks safely by air, a legend arose that a great wyrm had made its lair in these peaks.

Both the Unicorn Run and the Heartblood River sprang from the Star Mounts, before they snaked through the surrounding High Forest—the Unicorn Run flowing west to join the River Delimbiyr near Secomber, and the Heartblood River running east through the Karse Ruins and the Dire Wood just to join the River Delimbiyr near the Greypeak Mountains.

Walking through the dense forest, the adventurers felt eyes following them. Some belonged to wild beasts that, instinctively recognizing the adventurers as powerful beings, kept a respectful distance. Others belonged to fey creatures who knew very well who these adventurers were and what they had done for the forest, even if they hadn’t received a penny for it. Finally, one presence in particular seemed to follow the party closely enough to be noticed by Megalomagna but without revealing its appearance or intentions. The sword, in turn, was curious to know what the mysterious creature, which emanated magic and was not undead, had in store for the adventurers.

“We are approaching Zelbross”, Aldarion noted. “Maybe we can rent a boat to cross the Shining River".

“If this river were narrower, I’d swim across", Kali remarked. "Relying on others is such a pain in the ass".

“No swimmin' 'cross", Barur protested. “We’re goin' to do things the safest way, n' I ain't budgin' on that".

“You’re just afraid of drowning, Barur", Kali teased. “Your legs are so short, it must be hard to swim like that", she said, chuckling.

Astonished, Barur looked at Kali and then at Megalomagna.

“It seems ye’ve been spendin' time with the sword, Kali girl", Barur grumbled. “Don’t do that—it's bad company".

“Hey! Watch who you’re calling bad company! It’s not my fault you’re so pint-sized! Want me to learn Reincarnation to see if you can come back taller in your next life? I can even pick a race for you. Let’s see…any of 'em!”, Megalomagna raged.

“Megalomagna, stop this nonsense. Barur is a man dedicated to the divine arts and will refrain from calling you the names you deserve", Arzaak reprimanded.

“Guys…”, Aldarion interrupted. “There’s something wrong with Zelbross".

“What?”, everyone asked in unison.

Zelbross was a hamlet in the Delimbiyr Vale, known for its rich natural clay pits along the banks of the River Delimbiyr. Between farm-folk and aged crafts-folk, around 120 people lived there.

Zelbross's potters used to produce all kinds of pottery of excellent quality. Traveling merchants and peddlers came through and bought all they could for resale elsewhere.

However, what the Party saw was not a lively village, bustling with trade.

Instead, the town lay in desolation, a somber reminder of the place that once thrived along the west bank of Brossaddan’s Water.

The tiny stream, which once nourished the clay-rich banks ideal for pottery, trickled quietly past the remnants of homes and storage barns half dug into the hills for winter provisions. These structures, dilapidated and overgrown, were scattered near the river, their walls crumbling and overtaken by nature’s relentless grasp.

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Outlying farms, once accessible by a network of grassy lanes lined with berry bushes, have long been abandoned. The berry bushes, wild and untended, grew unchecked, their branches twisting and intertwining across the forgotten paths. These lanes, designed to guide villagers home during harsh winters, were now obscured by overgrowth and silence, the berries left to rot or eaten by wildlife.

The Shining Trail, which brought many travelers to the hamlet’s inn, The Last Place, and the tavern, The Sly Fox, was now a path of memories. The inn and tavern stood in ruin, their walls caved in, roofs collapsed, and doors hanging ajar.

Weeds and vines weaved through the skeletal remains of these once bustling establishments, the laughter and warmth that filled them now just echoes in the wind.

The secret Harper safe haven, hidden within the hamlet, was now an indistinct part of the ruins, with its secrets buried beneath years of neglect and overgrowth. The countryside north of Zelbross, once rich in game, remained wild and untamed. Deer and foxes still roamed the area, but the trap-lines that once sustained the hamlet’s residents were gone, reclaimed by time.

"What happened here? Why is the city in ruins?", Arzaak asked, perplexed.

"It's as if everyone just vanished", Kali remarked, squinting her eyes as the fiery oranges and deep reds of the sun bled into the softer purples and pinks of twilight.

"I haven't visited this city in years, but I never imagined it would end up like this", Aldarion murmured, horrified.

"I see no signs o' battle, but if this village's been abandon'd fer a long time, there wun't be much left to see", Barur pondered. "Given its proximity to the High Moor, tis possible that trolls, reptilian creatures, or even an evil dragon have devastated the area".

"This poses an unexpected problem", Arzaak mentioned. "There's no one here to rent us a boat to cross the river".

"An entire city has been wiped out and you're worried about crossing a river", Megalomagna mocked. "You really are heartless, Hairzaak".

"How about helping in some useful way instead of criticizing my ability to reason?", Arzaak retorted to the sword. "The river is too wide for us to teleport to the other side".

"I'm not a boat, nor can I transform into one. I'm also not a Helm of Teleportation. And I don't recommend putting me on your heads either".

"Enough, okay? We need to think of a solution", Arzaak said abruptly.

"Hmpf. With this treatment, I don't see any reason to tell you what I know and you don't", Megalomagna insinuated mysteriously.

"If you care about our survival and your own integrity, Megalomagna, you'll tell us", Aldarion intervened.

"Buddy, I've pierced the hide of a pit fiend. I've borne the weight of a blue dragon. I withstood a gelatinous cube's acid. Want more? Here goes: I was the one responsible for destroying a lich as powerful as Acererak", Megalomagna said proudly.

"Don't tell lies", Barur interjected. "A monstrosity like Acererak couldn't have been destroyed by a single magical item, no matter how powerful you are".

"Thanks for the compliment, pint-sized", Megalomagna taunted. "I really am as powerful as you imagined".

"Then use all that power and tell us how to cross the river", Arzaak seized the opportunity.

"All I can do is inform you that I'm detecting magic emanating from that pile of rocks to the northeast. But it's at your own risk to look there...", Megalomagna said, offering no further details.

Northeast of the hamlet lay a hole in the ground lined with stones in the shape of a bottle. The tip given by Megalomagna and the strangeness of such structure attracted the adventurers' attention.

Approaching the peculiar site, silence enveloped the adventurers' surroundings, broken only by the rustling of leaves or distant calls of birds. The absence of any sounds coming from the hamlet seemed to amplify any sudden noises, making the Party even more likely to be startled.

Getting closer to the stones, a musty scent, reminiscent of old stone and earth, was noticeable. Moisture probably seeped through the cracks during rain and snowstorms, fostering an atmosphere heavy with humidity. Inside the hole, the air held a stagnant quality and, over time, the persistent humidity softened the sharply defined edges of the stones, while moss and lichen found purchase in the sheltered nooks and crannies.

The stones lining the bottle-shaped pit felt cool to the touch, having absorbed the chill of the earth below. Within the hole itself, unseen tendrils of moisture nourished bioluminescent fungi, painting the walls with ephemeral green and yellow hues.

"Wait", Kali abruptly snorted, breaking the silence. "I think I see something".

"Other than fungi and moss?", Arzaak asked, curious. "Stay clear if you see any signs of movement".

“That is definitely not moving", Kali stated. “Not anymore, at least", she added, sticking her arm into the hole, then pulling it out shortly after with a skeletal hand, dry and brittle, that promptly crumbled upon contact, leaving behind only a golden ring.

“Kali. Did ye just rip the hand off a dead body?", Barur asked, indignantly.

“Apparently, yes. There are no signs of necromancy, and the bones are disintegrating on contact", Kali responded.

“That wasn’t what I was askin'!", Barur complained, dissatisfied with the barbarian’s lack of respect towards the dead.

“So this is actually a tomb", Aldarion concluded. “They buried someone standing up? What a strange thing to do".

“Maybe it’s a local custom", Arzaak pondered. “Megalomagna, you said you detected magic here, right? Where exactly?”.

“There is a staff and a book here that emit magic. But don’t get too excited—they’re not a big deal”, Megalomagna replied.

“Maybe we should let him rest in peace. It’s not like we need—”

Ignoring Arzaak, Kali stuck her hands into the tomb again and grabbed the staff, the book, and another golden ring, which came with the other desiccated hand of the poor dead body.

“Kali! What are you doing?”, Arzaak exclaimed.

“It's dead! Dead people have no use for rings or magic items! Look at this book. It’s for wizards! We can make use of it, even if it’s just to sell it. We might even help the needy with that money, Barur, and you would be happy too. What won’t make me happy is abandoning useful items so that pillaging goblins can come and take them", Kali argued.

“I dun’t agree with ye, Kali girl”, Barur protested. “But I know I won’t be able to convince ye otherwise. So we sell these items n' see what we can do with the money".

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

The Party has found the following items inside the dead wizard's tomb:

* an Arcane Grimoire +2

* a Staff of Flowers

* two non-magical gold rings (50gp each)

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

"Scavenging. Who would imagine a Party composed of such distinct figures would resort to such a primitive practice?", a raspy voice spoke.

"Who said that?", Kali demanded, her five senses in a state maximum alert. "Show yourself!".

"Do you really expect me to obey your meaningless commands just because you're shouting? Who do you think you are, spawn of Lolth?", the voice taunted.

"I'M NOT A SPAWN OF LOLTH! YOU WILL REGRET SAYING THAT, YOU PIECE OF SHIT!", Kali roared, enraged beyond control.

"You act exactly as I was told you would", the voice said, chuckling. "But this is not about you, dark elf. This is about me and how long I will take to wipe you all out of existence!".

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

??? casts Chain Lightning. All Party members must succeed on a DC 18 Dexterity saving throw or suffer 10d8: 46 lightning damage.

* Arzaak (0, advantage – Stinger trait): 9, 7. Failed.

* Kali (+3): 1+3 = 4. Failed.

* Barur (0): 12. Failed.

* Aldarion (+3): 9+8 = 12. Failed.

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

* Arzaak HP: 42/115

* Kali HP: 73/146

* Barur HP: 129/202

* Aldarion HP: 08/81

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

"Dammit! What the hell was that spell? Megalomagna, why didn't you counter it?", Arzaak shouted.

"If you're not strong enough to withstand it, then you're in no position to ask anything from me", the sword retorted.

"You really want us all killed, don't you?", Arzaak vented.

The mysterious voice laughed. "Amazing. You took my spell head-on and you still find the time to talk to your sentient sword".

Then, the owner of the voice gradually became visible, as if an invisibility spell had lifted. The creature that emerged, standing six feet (1.8 m) tall, had the head of a fanged jackal. From the top of its skull, a pair of ivory-white horns jutted out. It was impeccably groomed and clad in immaculate robes, yet his expression was one of clear discontent.

"What on earth is that creature?", Aldarion asked, badly hurt by the powerful lightning.

"It's something between a baatezu and a tanar'ri", Megalomagna explained. "A combination of their worst qualities. Plus they're ugly as hell and transmit all sorts of diseases".

"Don't compare me with those brutes. That's very rude of you", the strange creature calmly said as it got ready to cast another spell.

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

An Arcanaloth (CR 13, 176 HP) has appeared. The Arcanaloth has a Mind Blank spell cast on itself prior to battle.

INITIATIVE ROLL

1. Kali (+3, advantage): 19, 19+3 = 22

2. Arcanaloth (+1): 11+1 = 12

3. Barur (0): 11

4. Arzaak (0): 9

5. Aldarion (+3): 2+3 = 5

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

ROUND 1

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

Kali is raging as a bonus action (5/5). Kali attacks with greatsword twice (AC 17, +11 to hit). Rolled 7, 10. Two hits for 2d6+9 each: 16, 17 = 33 slashing damage.

* Arcanaloth HP: 143/176

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

Arcanaloth casts Finger of Death on Arzaak.

Arzaak must succeed on a DC 18 Constitution (+8) saving throw or suffer 7d8+30: 69 necrotic damage. Rolled 15+8 = 23. Saved. Arzaak has suffered 34 necrotic damage.

* Arzaak HP: 08/115

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

Arzaak uses Misty Escape as a reaction to become invisible and teleport behind Kali.

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

"He can see you, sheepface. Those things can see invisible", Megalomagna warned.

"That makes things a little more complicated", Arzaak lamented. "But not everything is lost yet. Barur!".

"On it, yun lad", the dwarf answered, reaching for his holy symbol.

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

Barur uses Channel Divinity: Preserve Life. Creates a pool of HP equal to 70 hit points that can be divided among the Party members, to no more than half of their hit point maximum.

Arzaak recovers 35 HP.

* Arzaak HP: 43/115

Aldarion recovers 35 HP.

* Aldarion HP: 43/81

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

Arcanaloth attacks Arzaak (AC 14, +10 to hit) with Firebolt as a legendary action. Rolled 8. Hit for 3d10: 20 / 2 = 10 fire damage.

* Arzaak HP: 33/115

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

Arzaak attacks Arcanaloth with Eldritch Blast three times [advantage – Kali's rage]. Rolled 9, 16. Rolled 20, 9. Rolled 15, 16. One critical hit for 2d10+5 and two normal hits for 1d10+5 each: 11, 13, 14 = 38 force damage.

* Arcanaloth HP: 105/176

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

Aldarion uses Wild Shape as a bonus action (2/2) to transform into an Air Elemental (CR 5). Aldarion attacks Arcanaloth (AC 17, +8 to hit) with slam twice [advantage – Kali's rage]. Rolled 2, 20. Rolled 15, 1. One critical hit and one normal hit for 4d8+5 and 2d8+5: 27, 19 = 46 bludgeoning damage.

* Arcanaloth HP: 59/176

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

The Arcanaloth staggered.

"Impressive, humanoids. I haven't taken this much damage in a while now", the Arcanaloth snarled.

"It's a little too soon for you to start flattering us, fiend", Arzaak declared. "We haven't gone all out yet".

"Is that so?", the arcanaloth asked, snorting a laugh. "Show me what you've got, Tiefling!".

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

ROUND 2

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

Kali attacks with greatsword twice (AC 17, +11 to hit). Rolled 17, 4. One hit for 2d6+9: 19 slashing damage.

* Arcanaloth HP: 40/176

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

Arcanaloth casts Fireball. All Party members must succeed on a DC 18 Dexterity saving throw or suffer 8d6: 30 fire damage.

* Arzaak (0, advantage – Stinger trait): 7, 16. Failed. Arzaak suffers 30 / 2 = 15 fire damage.

* Kali (+3): 12+3 = 15. Failed. Kali suffers 30 fire damage.

* Barur (0): 5. Failed. Barur suffers 30 fire damage.

* Aldarion (+3): 18+3 = 21. Saved. Aldarion suffers 30 / 2 = 15 / 2 = 7 fire damage.

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

* Arzaak HP: 03/115

* Kali HP: 43/146

* Barur HP: 99/202

* Aldarion HP: 36/81

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

"Clumsy, but resilient", the arcanaloth noted. "Those half-devils are a real handful".

"He is really set on killing ya, Hairzaak", Megalomagna said.

"Not today, dogface", Arzaak retorted.

"Are you calling me a dogface?", Megalomagna asked.

"No, idiot", Arzaak replied, fighting through the pain of withstanding so many powerful spells.

"Quit the babblin', ye dunderheads", Barur shouted, his gruff voice coming out with difficulty. "'rzaak, get ready to finish this!".

"That's a promise, Barur!", Arzaak replied, determined.

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

Barur spends a 5th level spell slot to cast Cure Wounds on Arzaak for 5d8+8: 33 HP restored.

* Arzaak HP: 36/115

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

Arzaak attacks Arcanaloth with Eldritch Blast three times [advantage – Kali's rage]. Rolled 14, 9. Rolled 18, 3. Rolled 12, 16. Three hits for 1d10+5 each: 11, 8, 13 = 32 force damage.

* Arcanaloth HP: 08/176

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

Arcanaloth attacks Arzaak (AC 14, +10 to hit) with Firebolt as a legendary action. Rolled 15. Hit for 3d10: 21 / 2 = 10 fire damage.

* Arzaak HP: 26/115

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

Aldarion attacks Arcanaloth (AC 17, +8 to hit) with slam twice [advantage – Kali's rage]. Rolled 11, 17. Rolled 8, 14. Two normal hits for 2d8+5: 17, 14 = 31 bludgeoning damage.

A death ward spell has been activated on the arcanaloth.

* Arcanaloth HP: 01/176

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

"That was truly astonishing", the arcanaloth muttered, trying to hide the inescapable fact that the Party had defeated him with power to spare. His appearance and demeanor, however, could not deny it. Its fur was matted with dark, clotted blood, and deep gashes marred its face, each one a testament to the powerful slashes of Kali's sword. Its horns were chipped and cracked, one of them splintered at the tip. Its impeccable garments were now tattered and torn, barely holding together, with some parts still smoldering faintly.

Each breath the yugoloth took was labored and rasping, a clear indication of the internal injuries it sustained. The death ward that kept him alive was evident in the faint, lingering aura that surrounded his body, a radiance that Barur promptly recognized.

"It seems ye knew the danger ye were puttin' yerself in befor' ye decided to challenge us", Barur observed.

"Indeed I knew", the arcanaloth replied.

"That changes nothing, fiend", Kali snarled. "The outcome will be your death anyway!".

"Hold your irrational horses, barbarian woman", the arcanaloth said as he took flight beyond Kali's reach. "I don't intend on fighting any longer".

"What makes you think you can decide when our fight ends?", Arzaak asked, his hand already charging another eldritch blast.

"Because I have something of your great interest, Arzaak. That's your name, isn't it? Befitting for an archdevil's descendant", the arcanaloth said, its voice irritatingly raspy and throaty, as if a real jackal attempted to speak common language.

The yugoloth, then, took a book from his bag.

"A book? Are you expecting us to let you go because you have a book with you?", Kali shouted.

"It's not just any book, you simpleton", the arcanaloth hissed. "Here, take it. See for yourselves", he said, tossing the book to Arzaak.

Now that the Party could check it from up close, they saw what actually was a sinister and ancient-looking tome bound in dark, textured leather. Its cover was adorned with a large, golden skeletal hand, its fingers spread wide across the surface.

The edges of the tome were decorated with ornate golden designs. Some pages appeared to be torn or frayed, while others were filled with arcane symbols and runes. The book’s clasp was shaped like an ominous skeletal face with glowing purple eyes, and surrounding the book, a pinkish-purple aura that looked like flames could be seen by those with magic senses.

Arzaak's eyes opened wide as he leafed through the book. The arcanaloth smirked discreetly.

"Just who the hell are you? Why do you have this?", Arzaak asked, dumbfounded.

"Me? I'm just a yugoloth trying to learn the secrets of this universe. I just thought you would be interested in reading it, being yourself an enthusiast of the arcane arts".

"Arzaak, don't let yourself be swayed by this demon's silver tongue", Aldarion pleaded, returning to his original form.

"How much do you want for this?", Arzaak asked, oblivious to Aldarion's words.

The arcanaloth chuckled. "Isn't letting me live more than enough payment?".

"'rzaak lad, I think elf brother's right this time", Barur pondered.

"To show my good intentions, I'll even give you a scroll. I promise you it's not cursed or anything of the sort", the arcanaloth said, tossing a sealed scroll to Arzaak.

"A Leomund's Tiny Hut spell scroll?", Arzaak asked, puzzled.

"You never know when you might end up in a castle with no safe place to rest and recover", the arcanaloth said.

"How did he—"

"Deal", Arzaak replied, interrupting Aldarion.

"WHAT?", the others reacted.

"Do you know what you're doing, Hairzaak? Cuz I don't like the idea of this book attuning to you", Megalomagna complained.

"Give me a break, Megalomagna", Arzaak retorted. "If this book really is what I think it is, I might not even need your help anymore".

"Oh really? We'll see about that, then", Megalomagna replied curtly.

"If we are agreed, I will take my leave", the arcanaloth said, weaving a hand, and instantly disappearing.

"Dammit! You better explain yourself, Arzaak! Depending on the answer, I'll leave this Party and you can fuck off!", Kali threatened, enraged by the Tiefling's selfishness.

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

The Party has emerged victorious, defeating the arcanaloth. Each Party member earns 20.000 XP for the defeated monster in this encounter.

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

Arzaak has accumulated 142.290 + 20.000 = 162.290 XP in total.

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

Megalomagna has accumulated 139.090 + 20.000 = 159.090 XP in total.

* Megalomagna has advanced from level 13 to level 14.

* Megalomagna has developed a new primary ability: Giant Strength. Once per day, Megalomagna can bestow a temporary boost of strength to its attuned wielder. Roll 1d10 and add the results to the sword wielder's ability score, which cannot exceed 30 under any circumstances. This boost lasts for one minute.

* Megalomagna has learned the 6th level spell Mass Suggestion and the 7th level spell Power Word, Pain.

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

Stinger has accumulated 139.000 + 20.000 = 159.000 XP in total.

* Stinger has advanced from level 13 to level 14.

* Stinger's HP increased by 5 (max 89).

* Stinger has learned the 6th level spell Druid Grove.

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

Kali has accumulated 140.940 + 20.000 = 160.940 XP in total.

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

Barur has accumulated 140.500 + 20.000 = 160.500 XP in total.

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

Aldarion has accumulated 132.600 + 20.000 = 152.600 XP in total.

* Aldarion has advanced from level 13 to level 14.

* Aldarion's HP increased by 6 (max 87).

* Circle forms feature unlocked: Thousand Forms. Aldarion has learned to use magic to alter his physical form in more subtle ways. He can cast the alter self spell at will.

* Aldarion has learned that his garnet ring is a ring of resistance against fire.

***

"C-calm down, okay?", Arzaak stammered, overwhelmed by the pressure imposed by Kali. His tail flicked erratically, and his golden orb-like eyes darted around nervously, avoiding direct eye contact with the barbarian who, despite her relatively short stature, could be as fearsome as a dire wolf. "I'll explain everything, but you gotta stop with the threatening!".

"We're listenin'", Barur grumbled. "I know ye draw power from...fishy sources, n' I'm willin' to overlook that as lon' as ye use that power for the cause o' good".

"Barur..."

"But ye shouln't bargain with horn'd fiends, 'rzaak lad. Or unhorn'd ones, for that matter", Barur warned.

"This is Tasha's Demonomicon", Arzaak declared, opening the book to show her writings. "My patron's treatise on demons and the Abyss. I still don't know why that arcanaloth was so willing to give it away for free, but I just couldn't let this chance escape".

"It wasn't for free, you know", Megalomagna interjected. "You're just too stupid to understand how yugoloths do things. I'm sure that gift you got comes with a catch".

“I’ll personally deal with any consequences that arise from this decision. You have my word", Arzaak pledged.

“Hmpf”, Kali snorted. “You better live up to your word, Arzaak. I’m not gonna forgive you if you let that thirst for knowledge get the best of you".

"He will, Kali", Aldarion said with a lighthearted smile. "For now, I think we should rest a little and recover from the tough battle we've just had. I see a building that doesn't look as ruined as the rest of the village".

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

The party has taken a short rest.

* Arzaak spends 10 Hit Dice to recover 10d8+30 = 82 HP.

* Arzaak has recovered the use of his Misty Escape ability.

* Arzaak has attuned to Tasha's Demonomicon. He still doesn't know what it can do.

* Kali spends 10 Hit Dice to recover 10d12+30 = 80 HP.

* Barur spends 7 Hit Dice to recover 7d8+56 = 91 HP.

* Barur has recovered all Channel Divinity uses.

* Aldarion spends 10 Hit Dice to recover 10d8+10 = 55 HP.

* Aldarion has recovered all Wild Shape uses.

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

* Arzaak HP: 108/115

* Kali HP: 123/146

* Barur HP: 190/202

* Aldarion HP: 83/87

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

"Okay, now that you've caught your breath, we should think of a way to cross the river", Kali said, already on her feet while the rest of the Party still lingered over a weathered but large piece of loaf. “I vote for us to swim across it”.

"No swimmin', Kali girl", Barur grumbled, raising a finger.

"I have an idea", Aldarion announced. "I'm not sure how well I will fare at this, but I think I can turn into a giant eagle and ferry you guys across on my back".

"That sounds amazing!".

"That sounds acceptable".

"That sounds terrible!", Arzaak, Kali and Barur, respectively, said in response to Aldarion's suggestion.

"Why do you think that is terrible, Barur? Remember, it's not gonna be a wild eagle, it's me", Aldarion explained.

"Tis not 'bout ye, Aldarien friend. I just ain't fond o' flyin'. This ol' dwarf belon' on the groun', where I can plant me feet", Barur replied, tapping the ground with the shaft of his warhammer.

"We've got no other option, Barur", Arzaak stated. "If we waste time trying to build a raft, we risk being surprised by the vampire instead of the other way around".

"I agree", Kali said. "Let's just get this over with".

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

Aldarion uses Wild Shape to turn into a giant eagle (CR 1, 26 HP, AC 13, flying speed 80 ft, keen sight).

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

“Let’s go", Aldarion said, causing great astonishment among the adventurers due to his ability to speak Common language even in the form of an eagle.

“What are you looking at? Giant Eagles are noble and very intelligent creatures, you know? They are fully capable of verbal communication", Aldarion clarified.

“Even so, we can’t ignore it, Aldarion", Kali said, not making any efforts to hold her laughter. “Worse than that is riding on your back knowing it’s you".

“Hurry up before I regret it!", Aldarion exclaimed, spreading his wings abruptly to show his annoyance.

As the adventurers soared across the Delimbiyr River, they were treated to a breathtaking aerial view of the landscape below. The river itself wound through the terrain like a shimmering ribbon, its waters glistening under the bright sunlight. The river was broad and deep, with currents that twisted and turned around smooth stones and the occasional cluster of water plants. On either side of the river, the banks were lush and verdant, dotted with groves of tall, ancient trees whose leaves rustled softly in the breeze.

To their north, the adventurers left behind the ruins of Zelbross, having no time to find out the reason for its fall. To the south, the terrain became increasingly rugged, with rocky outcrops and steep cliffs that descended dramatically into the river. Here and there, the remains of ancient fortifications and crumbling watchtowers stood as silent sentinels, witnesses of forgotten wars. To their west, the mighty peaks of the Graypeak Mountains loomed in the distance with their snow-capped summits piercing the sky.

To the east of them, the river wound toward the bustling trade city of Daggerford, its strategic location making it a hub of commerce and activity. The fields and farmlands around Daggerford were well-tended, contrasting with the wild beauty of the surrounding wilderness.

Everything was going as planned until the sound of wings flapping behind them caught their ear.

“You dolts have company", Megalomagna warned.

Startled, the adventurers were surprised to see behind them three hideous creatures, with vaguely humanoid heads, the bodies of lions and the wings of a dragon, chasing them. These monstrosities were not as fast as a giant eagle might be, but their long tails ending in clusters of deadly spikes indicated that they were capable of attacking from a distance.

“You have no chance, simpletons! Surrender now and we promise a quick death!”, one of the monsters shouted.

“How do these horrible beasts speak?, Arzaak asked, perplexed.

“They are manticores", Kali explained. “Vile monsters that love human flesh. But any flesh will do for these hellspawn. Watch out for the spikes in their tails; they can shoot them over great distances!”.

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

3 Manticores have appeared (CR 3; 80 HP, 78 HP, 71 HP).

The Manticores are at a distance of 100-feet away from the Party.

INITIATIVE ROLL

1. Aldarion (+3): 19 + 3 = 22

2. Manticore 2 (+3): 12 + 3 = 15

3. Manticore 1 (+3): 10 + 3 = 13

4. Manticore 3 (+3): 10 + 3 = 13

5. Kali (+3, advantage): 1, 8 + 3 = 11

6. Barur (0): 7

7. Arzaak (0): 6

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

ROUND 1

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

"Hang in there, folks! I'm gonna quicken the pace!", Aldarion shouted as he beat his wings even more vigorously than before.

Aldarion takes the Dash action.

The manticores will approach just enough to attack with their tail spikes.

Manticore 1 attacks Aldarion three times with tail spike (AC 13, +5 to hit). Rolled 16, 2, 6. One hit for 1d8+3: 9 piercing damage.

* Aldarion (Giant Eagle) HP: 17/26

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

Manticore 2 attacks Arzaak (AC 14, +5 to hit). Rolled 19, 20, 14. One critical hit for 2d8+3 and two normal hits for 1d8+3 each: 11, 6, 8 = 25 piercing damage.

* Arzaak HP: 83/115

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

Manticore 3 attacks Aldarion three times with tail spike (AC 13, +5 to hit). Rolled 7, 10, 15. Two hits for 1d8+3 each: 6, 8 = 14 piercing damage.

* Aldarion (Giant Eagle) HP: 03/26

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

"Guys, I need help here!", Aldarion exclaimed. "This eagle form is too frail to withstand another hail from those freaks!".

The words "want to fight" resonated within Arzaak's mind.

"Are you sure, Stinger?", Arzaak asked. "Those monsters are nasty".

“Enemies of the fey", Stinger conveyed. The pseudodragon then made itself visible, clinging to Aldarion’s eagle form so his master could hop on his back.

The transformation Stinger had undergone since becoming Arzaak’s familiar would seem impossible to anyone who had not witnessed it, much like how bards sing the legends of great heroes and magnificent beasts of yore and the common folk dismiss them as mere myths.

Much larger and bulkier than the average pseudodragon, Stinger now had a muscular body around six feet in length, covered in red scales that shimmered vibrantly in the sun. Its eyes shone with intelligence, and its sharp teeth could inflict serious damage. Until one saw its poisonous sting, they would be certain it wasn't a fey creature, but a fearsome red dragon wyrmling.

However, by now, Arzaak was absolutely convinced that he made the right choice when proposing a pact with the pseudodragon, one that, if made with a red dragon, would certainly result in a bad ending for the warlock.

This would be the first time Arzaak rode his familiar. The feeling, a mix of pride and awkwardness, suddenly turned into awe as the creature flew proficiently, despite the absence of saddles or any other riding equipment, as if the pseudodragon understood telepathically how its master wanted it to approach the enemy and how it should move.

"Stinger and I are showing those freaks who's the boss around here", Arzaak declared. "Keep Aldarion in good shape and give me air support when you can, okay?".

"Deal", Kali said, and Barur nodded in agreement.

Kali is too far away to attack, so she will take the Ready action.

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

Barur spends a 3rd level slot to cast Cure Wounds on Aldarion for 3d8+8: 20 HP restored.

* Aldarion (Giant Eagle) HP: 23/26

Barur recovers 3 HP [Blessed Healer].

* Barur HP: 193/202

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

"I wish I had the time to play with you", Arzaak muttered. "Fortunately for you, we have more important things to deal with right now".

Arzaak commands Stinger to take the Dash action so they can approach the manticores. Stinger moved 120 feet towards them.

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

Arzaak spends a 5th level slot to cast Cloud of Daggers. All manticores suffer 10d4: 29 slashing damage.

* Manticore 1 HP: 51/80

* Manticore 2 HP: 49/78

* Manticore 3 HP: 42/71

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

ROUND 2

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

Aldarion takes the Dash action to move 160 feet forward.

"Is that the best you can do, weak spellcaster? Are you ready to become sacrifice for your stupid party to escape?", one of the manticores growled with a terrifyingly guttural voice.

"We will hunt them after we kill you, devil-face. And we will devour them limb by limb!", another manticore added.

"You talk too much, you chimera wannabes. And your insults are just too feeble for me to care", Arzaak retorted. "Come, my friend and I will deal with you. We won't even need our Party's help".

The manticores growled, furious, and lunged for the attack.

Manticore 2 attacks Arzaak (AC 14, +5 to hit) with bite and two claws. Rolled 1, 6, 4. Missed.

Manticore 1 attacks Arzaak (AC 14, +5 to hit) with bite and two claws. Rolled 6, 1, 5. Missed.

Manticore 3 attacks Aldarion (AC 13, +5 to hit) with tail spikes. Rolled 12, 10, 8. Three hits for 1d8+3 each: 4, 6, 4 = 14 piercing damage.

* Aldarion (Giant Eagle) HP: 09/26

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

"Damn coward", Arzaak snarled. "Can't you understand that I'm your opponent?".

"Bring that fucker over here!", Kali shouted. "Let me teach it a lesson!".

"Kali, Barur, get ready to give Arzaak air support. I can heal myself", Aldarion instructed.

"Are ye sure, Aldarien?", Barur asked.

"Hurry up! Talking through a beak is weird!", Aldarion exclaimed.

"Kali girl, what can ye do frum this distance?", Barur asked, grasping his holy symbol as he prepared a spell.

"Not much", Kali muttered, annoyed. "Man, I hate those flying cowards! I really need a long-distance weapon for these situations!".

"We'll tink 'bout that later", Barur said. "Just hol' tight fer now, will ya?".

Kali is too far away to attack, so she will continue taking the Ready action.

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

Barur spends a 4th level slot to cast Guiding Bolt on Manticore 3 (AC 14, +10 to hit). Rolled 12. Hit for 7d6: 30 radiant damage and the next attack roll against this monster will have advantage.

* Manticore 3 HP: 12/71

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

"Nice!", Arzaak exclaimed. "Great job, my friend. My turn to pulverize that creep. Stinger, burn the other two down!".

Arzaak commands Stinger to use its breath weapon as a bonus action. Stinger exhales fire in a 20-foot cone. Manticores 1 and 2 must make a DC 18 Dexterity saving throw or suffer 3d8: 13 fire damage.

Manticore 1 (+3): 20. Saved. Manticore 1 suffered 7 fire damage.

* Manticore 1 HP: 44/80

Manticore 2 (+3): 4. Failed. Manticore 2 suffered 13 damage.

* Manticore 2 HP: 36/78

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

Arzaak attacks Manticore 3 (AC 14, +10 to hit) with two Eldritch Blasts [advantage – Guiding Bolt] and Manticore 2 with one blast. Rolled 6, 16. Rolled 6. Two hits for 10, 8 = 18 force damage. Rolled 2. Missed.

* Manticore 3 HP: -06/71

Manticore 3 has been killed.

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

"Hmpf. I missed one blast. I can't let this happen again", Arzaak lamented. "Hey Megalomagna! Make those creeps target me, will you?".

"Nah".

"What? We're in the middle of an aerial battle here and Aldarion might be targeted again! Come on!", Arzaak chided.

"I'm not feeling well-treated enough. You have your Tashanomicon now, don't ya? Come on, use it! Show me how great you and your patron are!", Megalomagna defied.

"I can't believe you're jealous. What a pain in the ass you are!", Arzaak complained, maneuvering Stinger so as to give Aldarion some cover.

“Whine all you want, sheepface. I’m not going to help you unless I feel like it. Moreover, those ugly freaks are all too weak to deserve my attention".

"Hmpf. Typical", Arzaak vented, giving up on asking for Megalomagna's help.

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

ROUND 3

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

Aldarion spends a 3rd level spell slot to recover 3d8: 14 HP.

* Aldarion (Giant Eagle) HP: 23/26

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

Manticore 2 attacks Aldarion (AC 13, +5 to hit) with tail spikes. Rolled 6, 5, 6. Missed.

Manticore 1 attacks Stinger (AC 15, +5 to hit) with bite and two claws. Rolled 3, 2, 17. One hit for 1d8+3: 4 slashing damage.

* Stinger HP: 85/89

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

Despite the negligible damage, Arzaak's blood boiled at the sight of the manticore harming his familiar.

"Wretched abominations. I'm not gonna forgive you for that!", he shouted.

"How threatening that puny devil-face is", one of the manticores mocked.

"All bark and no bite. Just like his fake dragon", the other added.

"Hey, Arzaak!", Kali shouted. "I'm gonna throw my handaxes at that asshole. Get out of the way if you don't wanna get hit!".

Kali throws two handaxes (bonus action/action) at Manticore 1 (AC 14, +9 to hit). Rolled 8, 16. One hit for 1d6 and one hit for 1d6+4: 2, 10 = 12 slashing damage.

* Manticore 1 HP: 32/80

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

"Nice aim, Kali girl", Barur congratulated. "My turn now".

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

Barur casts Sacred Flame on Manticore 1. Manticore 1 makes a DC 18 Dexterity saving throw (+3): 11 + 3 = 14. Failed.

Manticore 1 suffers 3d8: 20 radiant damage.

* Manticore 1 HP: 12/80

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

"Time to shut that abomination up forever!", Arzaak declared.

Arzaak attacks Manticore 1 with Eldritch Blast three times. Rolled 18, 10, 18. Three hits for 1d10+5 each: 6, 7, 12 = 25 force damage.

* Manticore 1 HP: -13/80

Manticore 1 has been killed.

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

"What a waste. You could have saved the third blast for the other beast, sheepface", Megalomagna admonished.

"And how could I know? Besides, the coward that attacked Stinger is dead. That's what matters", Arzaak retorted.

"You're caring more about your pet than your Party. I know you're a selfish bastard, but if you keep on doing that, you'll end up getting them killed. I'm just saying".

"Always with a new lesson", Arzaak scowled. "Yet, you never learn when to stop talking and start helping me like a magical weapon is supposed to".

"All right, then. Since you want my help so badly, I'll help you. I hope you're ready", Megalomagna declared.

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

Megalomagna casts Power Word, Pain on Manticore 2.

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

As Megalomagna's blade glowed purple and it spoke a word of power, the manticore's fearsome figure momentarily froze in place as the spell took hold. Its powerful limbs started to tremble involuntarily, the muscles spasming under an onslaught of pain. Its large, bat-like wings snapped tightly against its sides in a futile attempt to mitigate the searing pain.

Its spiked tail, typically a weapon of deadly precision, thrashed wildly, launching spikes in random directions. Its fearsome voice was replaced by guttural cries of pain, and its predatory eyes became clouded with suffering.

As the monstrosity began to lose height, it desperately struggled to flap its wings, its body contorting in misery. The creature's keen senses became utterly overwhelmed, especially its acute hearing, turned into a curse as every sound further amplified the torment.

Trapped in a living nightmare, the manticore's fierce and predatory demeanor crumbled. The creature lost any sense of coordination of strategy and its movements became erratic and frantic as its body and mind were ravaged by unspeakable pain and agony.

"What are you doing?", Arzaak asked Megalomagna. "What did you do to it?".

"Well, you hate that freak, don't you? You want to give it hell for hurting your familiar, don't you? I'm doing exactly that", Megalomagna answered.

"Make it stop. I don't want it to be like this. I just want to win the fight so we can move on with our mission. Make it stop now!", Arzaak demanded, as the manticore kept writhing in pain.

"I don't understand you, Arzaak. Are you pitying that monster? Do you have an idea how many tieflings it has devoured in its life? Are you showing mercy to the monstrosity that said it was gonna eat your friends limb by limb?", Megalomagna said, its voice dripping with sarcasm.

"You're doing all that just because of a stupid blast? Are you for real?", Arzaak chided.

"It's not about a blast, idiot. It's about your choices. Now it's time to make another one. I can't cancel the spell now—only that frankenstein can. Either you and your friends kill it quickly so it stops suffering, or its torment will continue until it breaks free through sheer force of will. How long will it take? Frankly, I don't give a damn".

"Dammit. You're evil, Megalomagna", Arzaak vented. "Guys, let's kill the manticore, quickly! It's under a spell!", he instructed the Party.

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

ROUND 4

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

"A spell, he said?", Aldarion asked. "What kind of spell does that?".

"It's behaving like it drank a full gallon of Underdark poison", Kali noted.

"Well, as much as I dun't like it, we must defeat evil even when it's helpless", Barur pondered. "Let's go, Aldarien!".

Aldarion attacks Manticore 2 (AC 14, +8 to hit) with beak and talons. Rolled 8, 9. Two hits for 1d6+3: 6 piercing and 2d6+3: 9 slashing = 15 damage.

* Manticore 2 HP: 21/78

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Manticore 2 attacks Aldarion (AC 13, +5 to hit) with bite and two claws [disadvantage]. Rolled 18, 13. Rolled 8, 14. Rolled 6, 15. Two hits for 1d6+3 each: 8, 5 = 13 slashing damage.

* Aldarion (Giant Eagle) HP: 10/26

Manticore 2 makes a DC 17 constitution saving throw (+3): 18. Saved. The effects of Power Word, Pain have worn off.

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

"Saved already? I need to work on my spell DC…", Megalomagna mumbled.

"Finally that monster is within my reach!", Kali grinned. "Take this!".

Kali attacks Manticore 2 twice with greatsword (AC 14, +11 to hit). Rolled 2, 13. One hit for 2d6+6: 14 slashing damage.

* Manticore 2 HP: 07/78

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Barur casts Sacred Flame on Manticore 2. Manticore 2 makes a DC 18 Dexterity saving throw (+3): 6 + 3 = 9. Failed. Manticore 2 suffers 3d8: 12 radiant damage.

* Manticore 2 HP: -05/78

Manticore 2 has been killed.

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

As the last manticore fell on the waters of the Delimbiyr River to forever sleep with the fishes, silence reigned as Arzaak hopped back on Aldarion's back so that Stinger could rest.

Arzaak felt a mix of rage and shame at what just happened, as Megalomagna's piercing words kept echoing in his mind. Just what in the world was that weapon? Was it trying to help him or using him for its own questionable purposes? And why does he keep putting up with its whims and its chaotic behavior?", he thought, his gaze lost in the horizon.

"You have to trust", Stinger conveyed to his mind, the familiar's telepathic bond allowing it to sense what its master was feeling.

"Trust?", Arzaak asked inside his own mind.

"Don't use the sword, and don't make it use you. Bond. Cooperate", the pseudodragon conveyed.

"How can I cooperate with it when it does only what it wants all the time?", Arzaak questioned. "It doesn't even tell me why it clings to me so much. Feels like I'm its puppet".

"Trust, and the truth will show", Stinger replied, and left to his pocket dimension so its master could think it over instead of retorting.

“Who would have guessed that the little, skittish pseudodragon would grow so wise?”, Arzaak mused, a faint smile touching his lips. He shifted slightly, finding a more comfortable position among the soft, rustling feathers of the giant eagle beneath him. The wind whispered past, and for the first time in hours, the sky was clear—no dark shapes on the horizon, no threats lurking in the clouds. He let out a breath he hadn’t realized he was holding, savoring the rare moment of peace.

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

The Party has emerged victorious, defeating the three manticores. Each Party member earns 1.400 * 3 = 4.200 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 162.290 + 4.200 = 166.490 XP in total.

* Arzaak has advanced from level 14 to level 15.

* Arzaak's HP increased by 8 (max 123).

* Eldritch Invocation unlocked: Chains of Carceri. Arzaak can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. He must finish a long rest before he can use this invocation on the same creature again.

* Mystic Arcanum spell unlocked. Arzaak has learned the 8th level warlock spell Power Word, Stun.

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

Megalomagna has accumulated 159.090 + 4.200 = 163.290 XP in total.

* Megalomagna's spell save DC has increased to 19.

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Stinger has accumulated 159.000 + 4.200 = 163.200 XP in total.

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Kali has accumulated 160.940 + 4.200 = 165.140 XP in total.

* Kali has advanced from level 14 to level 15.

* Kali's HP increased by 10 (max 156).

* Feature unlocked: Persistent Rage. Kali's rage is so fierce that it ends early only if she falls unconscious or if she chooses to end it.

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

Barur has accumulated 160.500 + 4.200 = 164.700 XP in total.

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

Aldarion has accumulated 152.600 + 4.200 = 156.800 XP in total.

***

As the Party landed and Aldarion returned to his original form, the sight of vampire count Boris Însângerat’s lair loomed ahead, a foreboding silhouette against the dim sky. It was an imposing structure of black stone, its sharp spires reaching skyward like the talons of a monstrous beast. The entire edifice was wrapped in a thick, swirling mist that clung to the ground like a living shroud, twisting and coiling with a malevolent life of its own.

"Huh...Arzaak. You said it was a castle", Aldarion said, pointing at the ominous structure.

"Yeah. Horrible, isn't it? To think an evil entity makes his home in such an imposing place", Arzaak answered.

"You really spend too much time with your books and scrolls, Arzaak", Kali jested.

Arzaak tilted his head, puzzled.

"That's not a castle, 'rzaak lad. That's a palace. No wonder it's no moat".

"Oh. I had no idea", Arzaak said, embarrassed. "I'm really bad at architecture".

"At least you got it right when you said it had no gate", Aldarion said, amused.

"An absurd idea, but very fittin' fer a monster that enslaves others for its own purposes", Barur grumbled.

"Well, we should proceed with caution anyway", Arzaak pondered. "Even the air feels dangerous here".

The palace was situated within a deep, secluded valley not too far from Orogoth, where fearsome black dragons made their lairs. The entire area was surrounded by craggy ridges and old, gnarled trees, with their branches twisting into unnatural shapes. Their bark was dark and cracked, and they seemed to lean inwards, creating a canopy that further darkened the surroundings. The ground was uneven and covered in a dense layer of fallen leaves and moss.

The entire vicinity was enveloped in a constant layer of mist and fog. This fog clung to the ground and hanged in the air, giving the landscape a ghostly appearance. The fog was thick to the point of lightly obscuring the vision, sometimes taking on eerie forms such as grasping claws or writhing serpents as if it had a life of its own.

Bats roosted in virtually all trees and crevices, rats scurried through the underbrush with each step the adventurers took, and wolves could often be seen prowling the perimeter.

From a distance of approximately 500 feet towards the palace, all plants in the area became withered and twisted. Their stems and branches were thorny and deformed, their foliage sickly and brown.

Shadows appeared gaunt and unnaturally elongated. They seemed to move independently, shifting and stretching in ways that defy normal shadow behavior. Occasionally, they even twitched as if alive.

As the adventurers approached the formidable yet evil looking palace, the air around them became unnaturally still, with the oppressive silence broken only by the occasional distant howl of a wolf or the faint rustling of unseen creatures in the misshapen trees that surrounded the building.

High above, the sky was unnaturally darkened, with no hint of sun or moon. Lightning occasionally flickered in the distance, illuminating the palace for brief moments in stark, ghastly light. Even from this distance, the adventurers could feel the oppressive aura of death and decay that hung over the entire place.

The walls of the palace were jagged and uneven, appearing more like a natural outcropping of rock than something built by mortal hands. The stone was dark and weathered, as if stained by centuries of blood and despair. Narrow, arrow-slit windows peered out like hollow, soulless eyes, betraying no light from within, only the oppressive darkness that seemed to seep from the very stones.

At the base of the palace, the adventurers could see only two gargoyle statues, their stone eyes gleaming with malevolent intelligence. The group was so focused on the looming structure that they missed the first sharp, metallic clank that echoed through the air. Then came another, followed by a slow, deliberate rhythm—iron against stone, heavy and unyielding. The sound grew louder, more insistent, each step pounding like a war drum.

"What the hell is that sound?", Kali mused, a note of anxiety in her voice.

Aldarion’s eyes narrowed, and his mind raced. “If it’s what I think it is, we’re in for a fight we won’t forget”.

From the shadows, three strange and small creatures emerged, standing no taller than four feet, elderly in appearance, yet exuding a twisted, malevolent energy, wickedly sharp teeth gleaming in their cruel smiles. They had hunched backs, wiry muscles and leathery skin, and wore leather pants, red pointed caps and heavy iron boots that clanked loudly with each step. Carrying heavy scythes that seemed much too big for them, the vicious little creatures broke into a sprint, charging toward the adventurers with unmistakable killing intent.

“Get ready, everyone! Redcaps—they’re coming for blood!”, Aldarion shouted, just as the vicious creatures lunged forward.

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

Three redcaps have appeared (CR 3, 45 HP, 48 HP, 42 HP).

INITIATIVE ROLL

1. Kali (+3, advantage): 4, 15+3 = 18

2. Redcap 3 (+1): 9+1 = 10

3. Redcap 2 (+1): 6+1 = 7

4. Aldarion (+3): 2+3 = 5

5. Arzaak (0): 3

6. Barur (0): 3

7. Redcap 1 (+1): 1+1 = 2

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

ROUND 1

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

Kali is raging as a bonus action. Kali attacks Redcap 3 (AC 14, + 11 to hit) twice. Rolled 18, 16. Two hits for 2d6+9 each: 19, 18 = 37 slashing damage.

* Redcap 3 HP: 05/42

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Redcap 3 attacks Kali with wicked scythe three times (AC 15, +6 to hit). Rolled 6, 18, 13. Two hits for 2d4+4 each: 9, 7 = 16 / 2 = 8 slashing damage.

* Kali HP: 115/156

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Redcap 2 uses Ironbound Pursuit to kick Kali. Kali makes a DC 14 (+3) Dexterity saving throw: 12. Saved.

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

Aldarion uses Wild Shape as a bonus action to turn into an Elephant (CR 4, HP 76, AC 12, Trampling Charge, Gore, Stomp).

Aldarion attacks Redcap 1 with Gore. Rolled 3. Missed.

Redcap 1 attacks Aldarion with wicked scythe three times (AC 12, +6 to hit). Rolled 19, 5, 4. One hit for 2d4+4: 10 slashing damage.

* Aldarion (Elephant) HP: 66/76

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

"Those little fiends are vicious!", Arzaak observed, perplexed at how dangerous their scythes and especially their kicks were.

"Not fiends. Fey. Evil fey", Stinger confided to Arzaak.

"Fey? You're telling me those bloodthirsty little monsters are fey?", Arzaak replied, dumbfounded.

“Why are you so surprised, Hairzaak?”, Megalomagna interjected. “Hags are also fey. There are as many evil fey as there are good ones".

“I… guess you’re right", Arzaak mumbled, disconcerted. “Well, as much as I don’t like the idea of killing fey, those buggers aren’t going to stand down unless they’re dead. I can feel a maniacal bloodlust driving them that seems unnatural".

"They are always like that, but maybe the vampire's influence has further driven them mad", Megalomagna suggested.

"Fair enough. Stinger, please help Kali, will you?", the tiefling asked, directing the pseudodragon towards the barbarian while he focused on the redcaps closer to him.

Stinger attacks Redcap 2 with bite and sting (AC 14, +9 to hit). Rolled 15, 12. Two hits for 1d8+4: 11 plus 1d6+4: 8 = 19 piercing damage.

Redcap 2 must make a DC 18 Constitution (+4) saving throw: 5. Failed. Redcap 2 suffers 6d6: 20 poison damage. Redcap 2 is incapacitated for 1 hour.

* Redcap 2 HP: 09/48

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Arzaak casts Eldritch Blast, directing one attack at Redcap 3 and two at Redcap 1 (AC 14, +10 to hit). Rolled 16, 17, 16. Three hits for 1d10+5 each: 8 force damage; 12, 15 = 27 force damage.

* Redcap 3 HP: -03/42

* Redcap 1 HP: 18/45

Redcap 3 has been killed.

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

"Ye folks r' makin' short werk o' those little twerps", Barur noted, his deep voice rumbling like distant thunder across the desolate battlefield. "I want'd to test me hammer's exploding pow'r but I guess that'll 'ave to wait".

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

Barur casts Sacred Flame on Redcap 1. Redcap 1 makes a DC 18 (+1) Dexterity saving throw: 17. Saved.

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

Redcap 1 is infuriated at the attempt of being burned by holy fire. It will run towards Barur in the attempt of kicking him, granting Aldarion an opportunity attack.

Aldarion attacks Redcap 1 with Gore. Rolled 18. Hit for 3d8+6: 17 piercing damage.

* Redcap 1 HP: 01/45

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Redcap 1 uses Ironbound Pursuit to kick Barur. Barur makes a DC 14 (+0) Dexterity saving throw: 12. Failed. Barur suffers 3d10+4: 20 bludgeoning damage.

* Barur HP: 173/202

Barur has been knocked prone.

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

Unbeknownst to the party, clandestine movements occurred behind their backs.

??? attacks Arzaak (AC 14, +7 to hit) with bite and claws [advantage – unseen attacker]. Rolled 3, 19. Rolled 11, 16. Two hits for 2d6+4 each: 13 piercing, 13 slashing = 26 damage.

* Arzaak HP: 57/123

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

??? attacks Kali (AC 15, +4 to hit) with bite and claws. Rolled 6, 5. Missed.

??? attacks Barur (AC 16, +4 to hit) with bite and claws [advantage – prone; unseen attacker]. Rolled 10, 4. Rolled 5, 9. Missed.

??? attacks Aldarion (AC 12, +4 to hit) with bite and claws [advantage – unseen attacker]. Rolled 11, 6. Rolled 16, 6. Two hits for 1d6+2 each: 5 piercing, 8 slashing = 13 damage.

* Aldarion (Elephant) HP: 53/76

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

As the most alert adventurer in the Party, Kali was the first to notice the presence of enemies lurking around while they focused on the redcaps. As she turned back her head in order to spot the attacker who had just missed her, she saw four menacing monsters whose bodies appeared to be made of rough, jagged stone. Their eyes were narrow and glowed with a malevolent intelligence, their mouths were twisted into a vicious snarl, revealing sharp and wicked teeth, and they had large, deadly claws on both hands and feet. Each one of the possessed large and bat-like wings, their ragged edges suggesting they’ve been through many battles or have aged with time.

Among them, one stood out as noticeably larger, more rugged and monstrous, a clear leader among the smaller ones. While it shared the same winged, stone-like appearance, its body was rawer, stronger and more brutal. Its texture was rougher, its dark gray skin weathered and less polished than the others.

"Gargoyles!", Kali shouted. "Watch your back, everyone, and leave the bigger one for me!".

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

Three gargoyles (CR 2, 56 HP, 55 HP, 56 HP) and a Margoyle (CR 6, HP 95) have appeared.

INITIATIVE ROLL

* Gargoyle 3 (0): 18

* Gargoyle 1 (0): 15

* Margoyle (+2): 7+2 = 9

* Gargoyle 2 (0): 3

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ROUND 2

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

Kali attacks Margoyle (AC 18, +11 to hit) twice with greatsword. Rolled 4, 17. One hit for 2d6+9: 18 slashing damage.

* Margoyle HP: 69/95

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Gargoyle 3 attacks Kali (AC 15, +4 to hit) with bite and claws. Rolled 1, 3. Missed.

Gargoyle 1 attacks Barur (AC 16, +4 to hit) with bite and claws [advantage – target prone;]. Rolled 20, 9. Rolled 14, 10. One critical and one normal hit for 2d6+2: 11 piercing plus 1d6+2: 3 slashing = 14 damage.

* Barur HP: 159/202

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Margoyle attacks Arzaak (AC 14, +7 to hit) with bite and claws. Rolled 19, 6. One hit for 2d6+4: 15 piercing damage.

* Arzaak HP: 42/123

Redcap 2 is incapacitated.

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

Aldarion attacks Redcap 1 with gore (AC 14, +8 to hit). Rolled 15. Hit for 3d8+6: 23 piercing damage.

* Redcap 1 HP: -22/45

Redcap 1 has been killed.

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Gargoyle 2 attacks Aldarion (AC 12, +4 to hit) with bite and claws Rolled 19, 15. Two hits for 1d6+2: 3 piercing plus 1d6+2: 4 slashing = 7 damage.

* Aldarion (Elephant) HP: 46/76

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Arzaak commands Stinger to attack Redcap 2 [advantage - target incapacitated] with bite and sting (AC 14, +9 to hit). Rolled 13, 12. Rolled 8, 8. Two hits for 1d8+4: 11 plus 1d6+4: 9 = 20 piercing damage.

* Redcap 2 HP: -11/48

Redcap 2 has been killed.

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Arzaak spends a 5th level slot to cast Synaptic Static. All enemies must make a DC 18 Intelligence saving throw or suffer 8d6: 19 psychic damage.

Margoyle (-1): 17. Failed.

* Margoyle HP: 50/95

Gargoyle 1 (-2): 4. Failed.

* Gargoyle 1 HP: 37/56

Gargoyle 2 (-2): 17. Failed.

* Gargoyle 2 HP: 36/55

Gargoyle 3 (-2): 2. Failed.

* Gargoyle 3 HP: 37/56

All affected creatures will have muddled thoughts for 1 minute. During that time, they must roll a d6 and subtract the number rolled from all their attack rolls and ability checks. They can make an Intelligence saving throw at the end of each of their turns, ending the effect on a success.

Barur spends his turn solving the prone condition.

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

ROUND 3

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

Kali attacks Margoyle (AC 18, +11 to hit) twice with greatsword. Rolled 19, 4. One hit for 2d6+9: 15 slashing damage.

* Margoyle HP: 35/95

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Gargoyle 3 attacks Kali (AC 15, +4 to hit) with bite and claws. Rolled 18-2 = 16, 5-5 = 1One hit for 1d6+2: 4 / 2 = 2 piercing damage.

* Kali HP: 105/156

Gargoyle 3 rerolls a DC 18 Intelligence saving throw: 12. Failed.

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

Gargoyle 1 attacks Barur (AC 16, +4 to hit) with bite and claws. Rolled 15-4 = 11, 12-1 = 11. Missed.

Gargoyle 1 rerolls a DC 18 Intelligence saving throw: 15. Failed.

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

Margoyle attacks Arzaak (AC 14, +7 to hit) with bite and claws. Rolled 6-2 = 4, 12-4 = 8. One hit for 2d6+4: 12 slashing piercing damage.

* Arzaak HP: 30/123

Margoyle rerolls a DC 18 Intelligence saving throw: 20. Saved.

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

Aldarion attacks Gargoyle 2 with gore (AC 15, +8 to hit). Rolled 8. Hit for 3d8+6: 25 piercing damage.

* Gargoyle 2 HP: 11/55

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

Gargoyle 2 attacks Aldarion (AC 12, +4 to hit) with bite and claws Rolled 4-6 = 1, 12-6 = 6. Missed

Gargoyle 2 rerolls a DC 18 Intelligence saving throw: 1. Failed.

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

Arzaak attacks Margoyle (AC 18, +10 to hit) with three Eldritch Blasts [advantage – Kali's rage]. Rolled 5, 5. Rolled 4, 18. Rolled 20, 1. One normal and one critical hit for 1d10+5: 14 and 2d10+5: 18 = 32 force damage.

* Margoyle HP: 03/95

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Barur casts Word of Radiance. All enemies must make a DC 18 Constitution saving throw or suffer 3d6: 7 radiant damage.

Margoyle (+5): 9+5 = 14. Failed.

* Margoyle HP: -04/95

Margoyle has been killed.

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

Gargoyle 1 (+3): 6+3 = 9. Failed.

* Gargoyle 1 HP: 30/56

Gargoyle 2 (+3): 10+3 = 13. Failed.

* Gargoyle 2 HP: 04/55

Gargoyle 3 (+3): 20+3 = 23. Saved.

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ROUND 4

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

Kali attacks Gargoyle 3 twice with greatsword (AC 15, +11 to hit). Rolled 6, 16. Two hits for 2d6+9 each: 16, 15 = 31 slashing damage.

* Gargoyle 3 HP: 06/56

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Gargoyle 3 attacks Kali (AC 15, +4 to hit) with bite and claws. Rolled 19-5 = 14, 14-1 = 13. Two hits for 1d6+2: 5 piercing plus 1d6+2: 4 slashing = 9 / 2 = 5 damage.

* Kali HP: 100/156

Gargoyle 3 rerolls a DC 18 Intelligence saving throw: 13. Failed.

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Gargoyle 1 attacks Barur (AC 16, +4 to hit) with bite and claws. Rolled 16-3 = 13, 18-3 = 15. Two hits for 1d6+2: 6 piercing plus 1d6+2: 6 slashing = 12 damage.

* Barur HP: 147/202

Gargoyle 1 rerolls a DC 18 Intelligence saving throw: 5. Failed.

Aldarion attacks Gargoyle 2 with gore (AC 15, +8 to hit). Rolled 2. Missed.

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

Gargoyle 2 attacks Aldarion (AC 12, +4 to hit) with bite and claws Rolled 14-2 = 12; 2-5 = 1. One hit for 1d6+2: 6 piercing damage.

* Aldarion (Elephant) HP: 40/76

Gargoyle 2 rerolls a DC 18 Intelligence saving throw: 14. Failed.

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

Arzaak commands Stinger to attack Gargoyle 2 with bite and sting (AC 15, +9 to hit) as a bonus action. Rolled 8, 15. Two hits for 1d8+4: 5 plus 1d6+4: 10 = 15 piercing damage.

* Gargoyle 2 HP: -09/55

Gargoyle 2 has been killed.

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

Arzaak attacks Gargoyle 3 with one Eldritch Blast and Gargoyle 1 with two [advantage – Kali's rage]. Rolled 14, 4. Hit for 1d10+5: 14 force damage. Rolled 16, 15. Rolled 12, 9. Two hits for 1d10+5 each: 13, 7 = 20 force damage.

* Gargoyle 3 HP: -08/56

Gargoyle 3 has been slain.

* Gargoyle 1 HP: 10/56

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Barur casts Sacred Flame on Gargoyle 1. Gargoyle 1 makes a DC 18 (+0) Dexterity saving throw: 17. Failed.

Gargoyle 1 suffers 3d8: 12 radiant damage.

* Gargoyle 1 HP: -02/56

Gargoyle 1 has been killed.

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The Party has emerged victorious, defeating the three redcaps, the three gargoyles and the margoyle. Each Party member earns (1400 * 3) + (900 * 3) * 4600 = 11.500 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 166.490 + 11.500 = 177.990 XP in total.

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

Megalomagna has accumulated 163.290 + 11.500 = 174.790 XP in total.

* Megalomagna has advanced from level 14 to level 15.

* Potent spellcasting. Megalomagna's innate spellcasting has evolved. All its 1st and 2nd level spells can be cast as if spending a 3rd level slot.

* Megalomagna has learned the 4th level spell Compulsion.

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

Stinger has accumulated 163.200 + 11.500 = 174.700 XP in total.

* Stinger has advanced from level 14 to level 15.

* Stinger's HP increased by 5 (max 94).

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

Kali has accumulated 165.140 + 11.500 = 176.640 XP in total.

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

Barur has accumulated 164.700 + 11.500 = 176.200 XP in total.

* Barur has advanced from level 14 to level 15.

* Barur's HP increased by 14 (max 216).

* 8th level spell slot unlocked.

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

Aldarion has accumulated 156.800 + 11.500 = 168.300 XP in total.

* Aldarion has advanced from level 14 to level 15.

* Aldarion's HP increased by 6 (max 93).

* 8th level spell slot unlocked.

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

The Party has found three small teeth, presumably belonging to the dead redcaps. The Party has decided to take them.

***

"When redcaps die, all that remains is a tooth", Aldarion explained. "I'm not sure why. But what I know is that alchemists value them greatly, probably for concoctions that involve evil fey. Whatever we decide to do with it, it's better to take them with us than to leave them for a hag to find".

"Sure. but they are not cursed or anything, right?", Arzaak asked, apprehensive.

"They are not, that much I'm sure. It really depends on how you use it", Aldarion answered.

"All right folks, it's time we put our plan into practice", Kali rushed. "We must make sure we do it during the night or my cloak won't be of any use".

"Uuuhh, guys... think I have some bad news", Aldarion said. "I can't transform right now. I can only transform twice—or once if it's into an elemental—before I take at least a short rest. Changing shape puts quite a strain on your body!".

"We 'ave a problem, then", Barur grumbled. "'rzaak can only teleport one person along with him, n' I 'ave no means to get into the palace without makin' a ruckus".

"And taking the time to rest here, in front of the palace, is not a good idea", Kali pondered. "More of those little monsters are bound to appear at any time".

"You dolts are forgetting something here", Megalomagna interjected. "Weird Al there has a broom of flying. Sure, he's definitely gonna look like an old hag riding a broom, but it is what it is".

"That was quite disrespectful, but the sword is right", Aldarion acknowledged with raised eyebrows. "It's not ideal, but at least I can get to the top of this accursed building and see if there's an entrance up there for us to get through".

Kali drew her cloak tightly around her, the fabric whispering as it contracted and shadowy tendrils weaved through the air. Slowly, it clung to her athletic form, shrinking and twisting until her silhouette blurred, and with a sudden, sharp crackle, she was gone—replaced by a small, black bat.

Arzaak couldn’t conceal his distress as the moment arrived to imbibe the potion of clairvoyance—the strange yellow concoction with an eyeball suspended within it. Gritting his teeth, he downed the liquid in a single gulp. The eye, impossibly large for the bottle, seemed to resist, then dissolved into nothingness as the liquids slid down his throat. A wave of unnatural clarity washed over him, and when he opened his eyes, his sight was no longer his own—it was inside the palace premises.

Confident now, Arzaak clasped Barur’s sturdy shoulder. The warlock’s lips curled into a sly grin as he activated the cape’s magic. The world around them folded in on itself, the colors and sounds collapsing into a singular point before bursting outward in a cloud of smoke, leaving only the faint scent of brimstone in their wake.

Relieved to follow rather than lead, Aldarion straddled his broom with newfound determination. “Vilin", he whispered, the command word carrying a hint of uncertainty. The broom inexplicably—as with all things magic—quivered beneath him and lifted off the ground with a sudden surge, the wind tugging at his hair as it bore him upwards. He barely noticed the grandeur of the dark palace below, his eyes fixed on Kali’s bat-like figure.

“And away the elf-hag goes!”, Megalomagna’s voice crackled in his mind, as grating as the rasp of iron against stone. Aldarion scowled, more annoyed by the taunt than the cold air biting at his skin, but said nothing. He had more pressing concerns—like not being left behind.

***

LOOT FOR THE ADVENTURE

* an Arcane Grimoire +2

* a Staff of Flowers

* two non-magical gold rings (50gp each)

* 3 redcap teeth (1000gp each)