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Megalomagna
6TH ADVENTURE – THE BLOOD PALACE

6TH ADVENTURE – THE BLOOD PALACE

6TH ADVENTURE – THE BLOOD PALACE

ARZAAK (LV 15 – XP: 177.990)

(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: 42/123

* AC: 14 (Elven Chain Shirt +1)

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

* Weight: 130 pounds (58 kg)

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EQUIPMENT

* Megalomagna (I demand to be the first in this list)

* Elven Chain Shirt +1

* Headband of Intellect

* Bowl of Commanding Water Elementals — command word “PetaQ”

* Cape of the Mountebank

* 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).

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

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* 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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Eldritch Invocations (increases at 18th levels)

* Agonizing Blast.

* Repelling Blast.

* Eyes of the Rune Keeper.

* Investment of the Chain Master.

* Trickster's Escape.

* Voice of the Chain Master.

* Chains of Carceri.

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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 its available actions.

* Stinger's attacks are considered magical for the purposes of overcoming resistance or immunity against slashing, piercing or bludgeoning damage from nonmagical attacks.

* If Stinger forces a creature to make a saving throw, it 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.

* Chains of Carceri (15th level Eldritch Invocation). 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.

* 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 15 Proficiency: +5 (increases at 17th level)

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 (power increases at 17th level)

* Chill Touch — 3d8 necrotic damage, negates healing

* Eldritch Blast — 3 independent blasts dealing 1d10+5 force damage each, pushing the 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 (3 slots; new slot at 17th level)

* Freedom of Movement (1/long rest);

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

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

* Power Word, Stun (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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* Hex

* Mind Spike

* Cloud of Daggers

* Hold Person

* Spider Climb

* Ray of Enfeeblement

* Remove Curse

* Fly

* Blight

* Banishment

* Synaptic Static

* Hold Monster

* Contact other Plane

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KALI (LV 15 – XP: 176.640)

(Barbarian/Dark Elf)

* Strength: 18 (+4)

* Dexterity: 16 (+3)

* Constitution: 17 (+3)

* Intelligence: 12 (+1)

* Wisdom: 8 (-1)

* Charisma: 8 (-1)

* HP: 100/156

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

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

* Weight: 134 pounds (60 kg)

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EQUIPMENT

* Hide AC 12

* Greatsword of Vengeance 2d6+2

* A hunting trap

* Pipes of Haunting

* Cloak of the Bat

* Dagger of Venom +3

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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)

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

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* 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 15 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);

* Advantage on Strength checks and saving throws;

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

* Resistance against piercing, slashing and bludgeoning damage.

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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 her have advantage.

* Danger Sense. Kali has advantage on Dexterity saving throws against effects that she 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.

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

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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 (LV 15 – XP: 176.200)

(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: 147/216 (Dwarven's Heritage) (171)

* AC: 16 (scale mail + common shield)

* Height: 4'1 (1.24m)

* Weight: 133 lbs (60kg)

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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 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.

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

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PROFICIENCIES

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

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

* Saving Throw Proficiencies: Constitution (+16). 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 15 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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SPELL LIST (20 spells prepared)

1st level spells (4 slots):

* Protection from Evil and Good

* Bless

* Detect Evil and Good

* Guiding Bolt

* Bless (Life Domain)

* Cure Wounds (Life Domain)

2nd level spells (3 slots):

* Silence

* Healing Word

* Prayer of Healing

* Lesser Restoration (Life Domain)

* Spiritual Weapon (Life Domain)

3rd level spells (3 slots):

* Remove Curse

* Mass Healing Word

* Life Transference (1/long rest)

* Beacon of Hope (1/long rest)

* Revivify (Life Domain)

4th level spells (3 slots):

* Banishment

* Freedom of Movement

* Death Ward (Life Domain)

* Guardian of Faith (Life Domain)

5th level spells (2 slots):

* Greater Restoration

* Dispel Evil

* Flame Strike

* Dawn (XGtE)

* Mass Cure Wounds (Life Domain)

* Raise Dead (Life Domain)

6th level spells (1 slot):

* Heal

7th level spells (1 slot):

* Divine Word

* Regenerate

* Resurrection

8th level spells (1 slot):

* Holy Aura

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DWARVEN'S HERITAGE (TALISMAN - LEGENDARY)

TRAITS:

* Dwarven Manufacture. The talisman is exceptionally durable and has Dwarven runes worked into its design.

* Symbol of Power. This talisman was once used as part of royal regalia. Someone interested in becoming a ruler or tyrant might covet it.

* Gift of the Dwarven God. The talisman awakens a Feat related to a creature that touches it based on their personality and intimate desires.

* Alignment. The talisman has no alignment.

* Hidden Message. A message is hidden on its engraved ancient dwarven runes.

* Muttering. The talisman grumbles and mutters riddles that may be connected to the message. A creature who listens carefully to it might learn something.

* Diplomat. While attuned to the talisman, you can read and speak any languages.

* War Leader. The talisman's bearer can use an action to cause his/her voice to carry clearly for up to 300 feet until the end of his next turn.

* Covetous. The talisman's bearer becomes obsessed with hoarding gold and precious gemstones and will refrain from spending them unless extremely necessary.

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BENEFICIAL PROPERTIES:

While attuned to the talisman:

* You gain proficiency with smith’s tools, brewer’s supplies and mason’s tools. If you are already proficient with any of these tools, you gain expertise in it, doubling your proficiency bonus for any ability checks using these skills;

* You can cast the mold earth cantrip at will;

* You can cast the spells meld into stone, stone shape, transmute rock, and wall of stone once without expending any spell slots. The ability to cast these spells recharges at dawn.

* Your Constitution ability score increases by 5, up to a maximum of 30.

* You gain expertise and have advantage on all Charisma (Persuasion) and (Intimidation) checks. When interacting with good-aligned dwarves, gnomes or hobbits, your Charisma ability score becomes 25, unless it is already higher.

* You have advantage on saving throws against magical effects that cause instant death.

* You can't be charmed, frightened or mind-controlled.

* You can use an action to cast the 9th level spell imprisonment (DC 25) on a single creature. Once you use this feature, you can’t use it again until the imprisoned being is set free or dies.

* The talisman contains 1 charge of the death ward spell. Upon expenditure, it recharges at dawn.

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DETRIMENTAL PROPERTIES:

* The talisman has a strong affinity to stone. While attuned to the talisman, its bearer has disadvantage on saving throws against petrification, and immunity against petrification is negated.

* Those who have a feat awakened by touching the talisman are subject to a geas spell (no saving throw allowed), that urges each one of them to return the relic to Moradin. The charm is so powerful that even undead and other creatures immune to charm or psychic damage are affected (constructs being the sole exception).

* While attuned to the talisman, your charisma drops to 5 when you are not wearing it.

* While attuned to the talisman, you are vulnerable to all kinds of damage when you are not wearing it.

* While attuned to the talisman, you are blinded, deafened and muted when you are more than 10 feet away from it.

* While you are attuned to the talisman, all species of orcs, goblins, drows, derro, duergar, giant spiders, evil giants and aberrations will attack you on sight.

* While attuned to the talisman, you suffer 1 point of damage every time you drink anything other than dwarven ale.

* Unattuning to the talisman causes 10d10 psychic damage to the bearer. A successful Constitution saving throw reduces this damage by half.

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ALDARION (LV 15 – XP: 168.300)

(Druid/Wood Elf)

* Strength: 10 (0)

* Dexterity: 16 (+3)

* Constitution: 12 (+1)

* Intelligence: 12 (+1)

* Wisdom: 21 (+5)

* Charisma: 11 (0)

* Height: 6' (1.82m)

* Weight: 128 lbs (58 kg)

* HP: 83/93

* AC: 17

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EQUIPMENT

* Longsword (1d8/1d10)

* Shortbow (1d6+3)

* Shillelagh (1d8+5)

* Oathbow (1d8+3)

* 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 (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. Frightened creatures have disadvantage on ability checks and attack rolls while the source of their fear is within line of sight. The creatures also can’t willingly move closer to the source of their fear.

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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 Throw Proficiencies: Intelligence (+6), Wisdom (+10).

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

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

* Background: Folk Hero. Feature: Rustic Hospitality. Since Aldarion comes from the ranks of the common folk, he fits in among them with ease. He can find a place to hide, rest, or recuperate among other commoners, unless he has shown himself to be a danger to them. They will shield him from the law or anyone else searching for him, though they will not risk their lives for him.

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Level 15 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. He regains the ability to cast these two spells after he finishes a long rest.

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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. Aldarion can revert to his normal form earlier by using a bonus action on his turn. He automatically reverts if he fall 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.

* 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.

* 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 (20 spells prepared)

* Alter Self (at will)

* Misty Step (1/long rest)

* Command (1/long rest)

* Longstrider (1/long rest)

* Pass without Trace (1/long rest)

1st level spells (4 slots)

* Animal Friendship

* Cure Wounds

* Detect Magic

* Thunderwave

* Speak with Animals

2nd level spells (4 slots)

* Flame Blade

* Find Traps

3rd level (3 slots)

* Thunderstep (XGE)

* Water Breathing

* Wind Wall

* Daylight

4th level spells (2 slots)

* Freedom of Movement

* Control Water

5th level spells (2 slots)

* Mass Cure Wounds

* Maelstrom

* Commune with Nature

6th level spells (1 slot)

* Sunbeam

* Transport via Plants

7th level spells (1 slot)

* Regenerate

8th level spells (1 slot)

* Tsunami

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MEGALOMAGNA (LV 15 – XP: 174.790)

* Intelligence 18 – Genius

* Wisdom 8 – Asshole

* Charisma 16 – Very Persuasive

* Alignment: Chaotic Good

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TRAITS

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

* Type: Longsword – Damage 1d8+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, to a maximum of 20.

* Giant Strength. Once per day, and only if it decides so, 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.

* 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 adaptive nature and cunning perception allow the wielder to return the attack as a reaction.

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

* Troll Killer. Negates regeneration of any kind.

* Potent Spellcasting. Megalomagna's innate spellcasting has evolved. All 1st and 2nd level spells can be cast as if spending a 3rd 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 30-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 19) 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 also 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, adding all the wielder's ability score modifiers 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 (Save DC 19)

* Vicious Mockery (3d4 psychic dmg)

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

1st level (cast as 3rd level)

* Compelled Duel (1/day)

* Dissonant Whispers (6d6 psychic damage, 1/day)

* Grease (1/day)

2nd level (cast as 3rd level)

* Dominate Person (1/day)

* Heat Metal (3d8 fire damage, 1/day)

* Suggestion (1/day)

3rd level

* Counterspell (1/day)

4th level

* Confusion (1/day)

* Phantasmal Killer (1/day)

* Compulsion (1/day)

5th level

* Geas (1/day)

6th level

* Mass Suggestion

7th level

* Power Word, Pain

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DETRIMENTAL PROPERTIES:

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

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

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

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

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STINGER (LV 15 – XP: 174.700)

(Pseudodragon/Familiar - Size Medium)

* Strength: 14 (+2)

* Dexterity: 18 (+4)

* Constitution: 14 (+2)

* Intelligence: 10 (0)

* Wisdom: 14 (+2)

* Charisma: 10 (0)

* HP: 85/94

* Armor Class: 15 (natural armor)

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

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

* Magic Resistance. Stinger has advantage on saving throws against spells and other magical effects.

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

* Innate Spellcasting: Druidcraft, Fog Cloud, Druid Grove (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 he attacks or casts a spell, or until his concentration ends (as if concentrating on a spell). Any equipment Stinger wears or carries is invisible with him.

* Investment of the Chain Master (Arzaak Feat). Arzaak infuses Stinger with a measure of his own eldritch power, granting the familiar the following benefits:

* 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.

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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

* 19 gems worth 100gp each

* 2 rubies worth 100gp each

* 2 gems worth 500 gp each

* 1 gem worth 1000 gp

* a small gold bracelet (50 gp)

* a pearl necklace (250 gp)

* a scroll of the antilife shell wizard spell (Arzaak)

* Bowl of Commanding Water Elementals (Arzaak)

* Cape of the Mountebank (Arzaak)

* Elven chain shirt +1 (Arzaak)

* Headband of Intellect (Arzaak)

* Cloak of the Bat (Kali)

* Dagger of Venom +3 (Kali)

* Greatsword of Vengeance +2 (Kali)

* Pipes of Haunting (Kali)

* Dwarven's Heritage (Barur)

* Pearl of Power (Barur)

* Sunforger Warhammer +2 (Barur)

* Warhammer +1 (Barur)

* Broom of Flying (Aldarion)

* Garnet Ring of Resistance against Fire (Aldarion)

* Oathbow (Aldarion)

* Quaal's Feather Token – Tree (Aldarion)

* Sanctum Amulet (Aldarion)

* Potion of Superior Healing (Party)

* Arcane Grimoire (Party)

* Staff of Flowers (Party)

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

* 3 redcap teeth (1000gp each)

***

Iggwilv was making a tremendous mess on the shelves of her library, throwing books to the floor violently while she seemed to be searching for a specific work. Sweat was dripping from her forehead, signs of worry visible on her face, which appeared more aged than when she had met Baba Yaga. She muttered and cursed in some forgotten tongue at every book whose cover revealed it wasn't the one the Witch Queen was seeking, to the point of forming huge piles around the massive library in her Feywild abode, the Palace of Heart's Desire.

Sensing a presence approaching, Iggwilv glanced towards the door, through which a wounded and ragged arcanaloth entered.

"I did not expect to find you in this state, Kushlug", she said, resuming her book tossing as soon as she was sure the arcanaloth was alone.

Iggwilv knew that arcanaloths, like all yugoloths but even more so, were prone to backstabbing even against those with whom they had lucrative agreements.

"They are stronger than I thought, master", Kushlug said. "Especially the warlock. He is quite resilient for a spellcaster, and his blasts are fulminating".

"And do you think he is stronger than the rest of his party?", Iggwilv asked, trying not to show too much interest, despite having suddenly stopped rifling through the books.

"They are all strong, but the most severe damage, along with that from the warlock, was caused by the druid, who transformed into an air elemental", the arcanaloth replied, staring at the palms of his hands, which still burned from the terrible clash with the adventurers.

"And did you manage to find anything strange or different about my warlock? Anything out of the ordinary?", Iggwilv asked, brushing dust from her hands.

"The only unusual thing I observed was that he carried a longsword with him. A sword capable of speech", Kushlug mentioned.

"A sentient sword! How did I not think of that?", Iggwilv muttered to herself. "And what was this sword capable of? Tell me details!", she demanded, exasperated, as she trudged towards the arcanaloth.

"Calm down, master. I have no intention of hiding any information from you. The sword basically did nothing. I recall a little scuffle that occurred among them because the sword apparently has refused to counter my Chain Lightning", Kushlug remembered.

"A sword capable of countering a spell... and what else?", Iggwilv demanded, eager for more information.

"The sword said I was something between a baatezu and a tanar'ri,", Kushlug grumbled with a disgruntled expression.

Iggwilv couldn't contain her laughter. "About that, I'm inclined to agree! So we have an intelligent and witty sword? I should write a book about this!".

At that precise moment, Iggwilv's smile vanished, replaced by a terribly threatening expression. The Witch Queen stared into the arcanaloth's eyes, her irises aflame.

"Kushlug", she asked.

"Yes, master", he replied, unfazed.

"Have you by any chance seen my book?", Iggwilv asked, her voice piercing the arcanaloth’s ears like sharp lances.

"Which book are you referring to, master?", Kushlug asked back.

"My book, Kushlug. The Demonomicon", Iggwilv retorted, growing increasingly irritated.

"Unfortunately, I do not know, master. I regret that I cannot assist you", the arcanaloth replied calmly.

The powerful mage's hard expression then softened.

"Then, the book must be here somewhere. It’s just strange that I can’t sense its aura, considering it’s such a powerful artifact. We have to be very careful with the Demonomicon, Kushlug. If it falls into the hands of an archdevil like Asmodeus or Mephistopheles, neither the tanar’ri nor the yugoloth will live to tell the tale”, Iggwilv said, putting the fallen books back in place. Despite the amiable tone the Archfey had adopted, her words sounded more threatening to the arcanaloth than a knife’s blade pressed to the throat.

“I’ll keep that in mind, master. Is there anything else I can do for you?”, Kushlug asked.

“Nope. You did a good job. Here’s your payment, as promised", Iggwilv said, tossing a scroll and a pouch the size of Kushlug’s palm, which the arcanaloth quickly pocketed.

As soon as her apprentice disappeared, Iggwilv sat in her luxurious velvet-lined chair—which looked more like a throne—lit her pipe, and took a slow puff.

“It won’t be long now", she murmured. “If everything goes as planned, I’ll have amassed enough power to wipe out that hideous two-headed beast and its army of dretches. And what’s even better—I won’t have to dirty my hands in the process".

***

A puff of smoke filled the air as Arzaak and Barur suddenly teleported into the palace. Both the smoke and the ability to teleport were thanks to the marvelous Cape of the Mountebank, a rare item Arzaak was lucky enough to have found.

The Tiefling and his Dwarf companion, then, instantly appeared in the palace vestibule. Its high, vaulted ceiling was shrouded in darkness, pierced only by the spectral glow of braziers filled with an eerie green flame. The walls were adorned with black marble, veined with crimson like coagulated blood, and punctuated by narrow, arched windows that offered glimpses of the moonlit night. The floor was a mosaic of black and white stone, cold and unforgiving to the touch. A thick, crimson carpet, as dark as dried blood, ran down the center of the corridor, its edges fringed with intricate silver thread. A creeping fog filled the room, occasionally forming sinister shapes, and the air was heavy with a cloying sweetness that masked the undercurrent of decay. A grand stone bench was positioned against the opposite wall, providing a place for visitors mad enough to pay a visit. Above it hung a large, ornately carved wooden coat rack, its shape twisted and grotesque, like the gnarled branches of a haunted forest. The only other piece of furniture was a small, circular table of polished black obsidian, upon which rested a silver chalice and a single, crimson rose, its petals unnaturally perfect.

"This place is the perfect definition of a vampire's lair", Arzaak commented, furrowing his eyebrows.

"Ominous atmosph're, smell o' decay, fog assumin' odd shapes, sinister furniture", Barur grumbled. "All o' this reeks o' evil n' malice".

"And it's such a weird construction. Why would the palace need a corridor like this when it has no gate? It makes no sense", Arzaak wondered.

"I 'ave two guesses: either the place belong'd to someone else n' the bloodsuckin' monster took over; or the bloodsuckin' monster own'd it even befor' turnin' into an undead beast. In both cases, there was a gate 'ere that the monster demanded be sealed", Barur pondered.

Moving forward, the adventurers entered the anteroom. It was more richly decorated than the vestibule, featuring a fireplace that emitted ghastly green flames. The walls were adorned with morbid-themed tapestries, one of which was particularly disturbing as it depicted a desolate, hellish landscape, with a sky of swirling crimson and black clouds, pierced by bolts of eldritch lightning. The ground was littered with the remnants of ancient battles, broken weapons, and shattered armor. At the center stood a throne made of twisted bones and skulls, set atop a mountain of corpses.

Furniture included cold wooden chairs, an ominous couch with armrests resembling humanoid limbs, made of a dark leather that seemed to pulse slightly, a tall wooden table with strange vases, cups and porcelain, and a red rug to soften the stone floor.

"By Lord Moradin, this accursed place needs to be burn’d to the groun'!” , Barur exclaimed, unable to suppress his disgust any further.

"Calm down, Barur! I think I hear something", Arzaak whispered.

Ahead, the adventurers saw the main staircase—the heart of the palace. It was a grand staircase, lined with dark tapestries on both sides and guarded by two skeleton sentinels, armed with greatswords and clad in plate armor. Sunlight was an alien concept in this domain, banished by heavy, velvet curtains of a deep crimson hue. The black walls smooth surface reflected the spectral green glow of the braziers. The grand staircase's steps were polished to a lethal sheen that seemed to absorb rather than reflect light. The balustrades, wrought from cold metal, were adorned with gargoyle-like figures that seemed to watch the hall with lifeless eyes. The floor was a mosaic of black and white marble. A vast, crimson carpet, as dark as dried blood, lay at the base of the staircase, its texture unsettlingly soft. The hall was dimly illuminated by a series of crystal chandeliers, their forms twisted and grotesque, as if created by a mad artist.

“Those skeletons are either too stupid or too strong to bother with us”, Arzaak mumbled, doing his best to avoid the fearsome sentinels as he and Barur took the left from the central hall.

“Tis better this way", Barur added. "We can deal with 'em as soon as we reunite with our elf friends".

“I also think it’s better if you run away, even if it makes you look like a bunch of chickens”, Megalomagna remarked.

“You’re awake? I thought you were snoring. That’s what you’ve been doing the most lately”, Arzaak replied.

“If you keep up with this strategy of lots of talk and little action, not only will I fall asleep, they will too”, Megalomagna retorted.

“They? What're ye talkin' 'bout?”, Barur asked, confused.

“Don’t pay attention to the sword, Barur", Arzaak advised.

“Remember what your pet dragon said, Hairzaak. You need to show me more respect if you want to get anywhere. Unless you want to go to hell, which is somewhere I don’t plan on visiting again", Megalomagna warned.

“Then stop calling Stinger my pet dragon. He's my familiar", Arzaak grumbled.

“Whatever. I’m going back to sleep. Wake me up when September ends", Megalomagna muttered.

“What on earth’s a Septemb'r?”, Barur asked, bewildered.

“I told you it’s useless trying to understand it”, Arzaak stated. “Let’s keep going".

Moving away from the central hall, the adventurers found themselves standing in a screens passage. It was a narrow, enclosed corridor, dimly lit by torches sputtering with a sickly green flame, casting twisted shadows that writhed on the walls. The air carried the scent of rotting meat and decay.

The wooden panels lining the screens passage were not just intricately carved; they were warped and grotesque, twisted into shapes that resembled the agonized faces of the damned. Dark tendrils of wood curled around each panel as if trying to escape their confines and ensnare the adventurers.

The motifs on the panels were nothing short of nightmarish, depicting scenes of demonic figures looming over terrorized victims, their eyes gleaming with cruel delight. As Arzaak and Barur moved forward, the walls seemed to close in slightly, as if the passage itself was trying to entrap them. At the end of the passage, a pair of doors stood open, their surfaces marred with claw marks and dark stains that suggested they had witnessed countless horrors.

As they stepped through, they stumbled upon a vast, rectangular room about twice as long as it was wide, and also taller than it was wide. The hall had only one large bay window on the left side, from where one could see the landscape outside—not that there was much to see beyond gnarled trees and thick fog. At the other end of the hall was a dais where a top table was situated, and presumably the kitchen, buttery, and pantry. A massive stone fireplace occupied the center of the hall, and the walls were adorned with heraldic banners of unknown origin. The furniture was substantial—long tables for feasting on both sides, benches, and even a raised platform for musicians.

Around the stone fireplace, a strange scene unfolded: several skeletons, handled by a seemingly humanoid female with fair skin and long black hair, dressed in simple clothes with a large belt at her waist, appeared to be cooking some kind of foul-smelling meat. The skeletons wore knee-length black tunics belted at their fleshless waists with a simple cord. They wore no shoes, so each step produced popping clicks as their bones shifted against each other, creating an unsettling clatter akin to the rattling of chains.

Acting as the skeletons' direct handlers were two other humanoid creatures, wearing ankle-length kirtles belted at the waist under red aprons, already stained with a darker red viscous substance, and simple leather shoes. These creatures' skin appeared ashen and cracked, resembling the bark of dying trees. Their hair was withered into tangled, brittle vines that seemed to move of their own accord, like snakes in a medusa's head. Their hollow, blackened eyes glowed faintly with a sickly green light, revealing a disturbing malevolence. The aura of life and growth that once surrounded them had been replaced with an oppressive feeling of death. Their voices were cold and hollow, echoing whispers that chilled Arzaak and Barur's bones upon hearing them.

"No way...", Arzaak whispered, his eyes opened wide as he crouched in an attempt to remain unseen. "Are those...dryads?", he asked Barur.

"I reckon there's some resemblance", Barur pondered. "But these ones 'ave no beauty, no life within 'em. They're undead, I'm sure".

"This is serious, Barur", Arzaak declared, his expression stern and worried. "If Aldarion sees this, he's gonna become infuriated beyond control. I'm not sure if he can turn into a beast larger than an elephant, but he will certainly try".

"N' then he'll rampage n' destroy everythin'", Barur concluded.

"Exactly. We must destroy these monsters quickly in order to avoid that, for our own good", Arzaak stated.

The skeletons, unaware of the adventurers' presence, tended to enormous chunks of the noxious meat meant for a creature of menacing appearance, with two large, snarling canine heads emerging from a muscular, wolf-like body. The monster's fur was dark, almost black, and each head had pointed ears and glowing red eyes that blazed at the sight of the macabre roasting in front of them, its mouths drooling, revealing sharp, yellowed teeth.

When the meat was finally cooked, the figure that most resembled a normal humanoid took it with her bare hands and tossed it to the two-headed dog, which promptly devoured it with vicious bites as if killing a living prey.

"This is it, Barur!", Arzaak whispered. "We must surprise them now!".

"You can't surprise a death dog, Hairzaak", Megalomagna interjected. "You may smell as bad as that human meat up there, but the dog hears you much better".

"Human meat? Are they cooking human flesh in there?", Arzaak exclaimed, dumbfounded.

Then, both of the canine's heads lifted in unison, their ears twitching and nostrils flaring as they heard the Tiefling's voice. A low, guttural growl rumbled from its throats, and as it turned toward the adventurers, its glowing eyes narrowed, locking onto their direction just before the monster erupted into a full charge.

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2 zombified dryads (CR 3; 60, 58 HP), 5 skeletons (CR 1/4; 11, 13, 14, 15, 19 HP), a death dog (CR 1; 39 HP) and a vampire spawn (CR 5; 82 HP) have appeared.

INITIATIVE ROLL:

1. Arzaak (0): 19

2. Skeleton 1 (+2): 14+2 = 16

3. Skeleton 5 (+2): 11+2 = 13

4. Zombified Dryad 1 (+1): 11+1 = 12

5. Barur (0): 10

6. Vampire Spawn (+3): 5+3 = 8

7. Death Dog (+2): 6+2 = 8

8. Skeleton 4 (+2): 6+2 = 8

9. Zombified Dryad 2 (+1): 6+1 = 7

10. Skeleton 3 (+2): 5+2 = 7

11. Skeleton 2 (+2): 4+2 = 6

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ROUND 1

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"Megalomagna, you better wake up", Arzaak said, preparing to cast a spell. "This is more than we can take without our full party".

"Oh, now you want help? Why don't you ask your favorite book, written by your life-long idol?", Megalomagna asked sardonically.

"I've just attuned to the book, Megalomagna. I know nothing about its powers, and you know it", Arzaak replied.

"Hmpf. You never change. You put yourself in a life or death situation, and I have to come for the rescue", Megalomagna complained. "But there's only so much I can do, y'know? It's not like I'm supposed to be your personal deus-ex-machina or something".

"I have no idea what you're talking about. Just do something", Arzaak implored.

"Oh boy. Okay then. But you go first. Rules are rules", Megalomagna said.

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Arzaak spends a 5th level slot to cast Synaptic Static. All monsters must make a DC 18 Intelligence saving throw or suffer 8d6: 28 psychic damage and have muddled thoughts for 1 minute.

* Vampire Spawn (0): 16. Failed.

* Zombified Dryad 1 (-4): 10. Failed.

* Zombified Dryad 2 (-4): 9. Failed.

* Death Dog (-4): 15. Failed.

* Skeleton 1 (-2): 5. Failed.

* Skeleton 2 (-2): 7. Failed.

* Skeleton 3 (-2): 5. Failed.

* Skeleton 4 (-2): 13. Failed.

* Skeleton 5 (-2): 2. Failed.

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Skeletons 1, 2, 3, 4 and 5 have been destroyed.

* Vampire Spawn HP: 54/82

* Zombified Dryad 1 HP: 32/60

* Zombified Dryad 2 HP: 30/58

* Death Dog HP: 11/39

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"Now, Megalomagna!", Arzaak cried out.

Stolen from Royal Road, this story should be reported if encountered on Amazon.

Megalomagna casts Grease. All remaining monsters must make a DC 19 Dexterity saving throw, subtracting a d6 from the roll:

* Vampire Spawn (+3): 20. Saved.

* Zombified Dryad 1 (+1): 5+1-1 = 5. Failed.

* Zombified Dryad 2 (+1): 13+1-6 = 8. Failed.

* Death Dog (+2): 6+2-5 = 3. Failed.

Zombified Dryads 1, 2 and the Death Dog have fallen prone.

Zombified Dryad 1 rerolls a DC 19 Dexterity saving throw, subtracting a d6 from the roll (+1): 8-1 = 7. Failed. Zombified Dryad 1 remains prone.

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"I'm throwin' a Heal spell on ye, 'rzaak lad", Barur said, extending his hand towards the Tiefling. "Focus on destroyin' 'em spawns from the abyss".

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

Barur casts Heal on Arzaak for 70 HP restored.

* Arzaak HP: 112/123

Barur recovers 8 HP [Blessed Healer].

* Barur HP: 155/216

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Vampire Spawn regenerates 10 HP.

* Vampire Spawn HP: 64/82

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Vampire Spawn attacks Arzaak with claw (AC 14, +8 to hit). Rolled 19-6=13. Arzaak has been grappled. Vampire Spawn makes a bite attack. Rolled 11-5 = 6. Hit for 1d6+5: 9 piercing plus 2d6: 6 / 2 = 3 necrotic damage.

Arzaak's max HP has been reduced to 120 until he finishes a long rest.

Vampire Spawn recovers 3 HP.

* Arzaak HP: 100/120(123)

* Vampire Spawn HP: 67/82

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Arzaak retaliates with Megalomagna as a reaction. Rolled 1. Missed.

"Damn you bloodsucker!", Arzaak shouted, his neck throbbing with a sharp, stinging pain, followed by an icy numbness spreading outward from the puncture wound caused by the bite.

"You fools!", the vampire woman growled, its fangs dripping blood. "To invade Lord Boris's palace was the greatest mistake of your petty lives!".

"If you think we can't defeat a low-level lackey such as yourself, think again", Arzaak snarled in response.

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Death Dog rerolls a DC 19 Dexterity saving throw, subtracting a d6 from the roll (+1): 6-6 = 1. Failed. Death Dog remains prone.

Zombified Dryad 2 rerolls a DC 19 Dexterity saving throw, subtracting a d6 from the roll (+1): 6-3 = 3 Failed. Zombified Dryad 2 remains prone.

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ROUND 2

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Arzaak attacks Vampire Spawn with eldritch blast three times (AC 15, +10 to hit). Rolled 20, 9, 3. One critical and one normal hit for 2d10+5: 19 plus 1d10+5: 12 = 31 force damage. Vampire Spawn has been pushed back 20 feet. Grappled condition on Arzaak has ended.

* Vampire Spawn HP: 36/82

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Zombified Dryad 1 crawls away from the grease and spends the rest of its turn solving the prone condition.

Barur casts Word of Radiance. Vampire Spawn and Zombified Dryad 1 must make a DC 18 Constitution saving throw, subtracting a d6 from the roll.

* Vampire Spawn (+3): 12+3-6 = 9. Failed.

* Zombified Dryad 1 (+2): 19+2-1 = 20. Saved

Vampire Spawn suffers 3d6: 7 radiant damage.

* Vampire Spawn HP: 29/82

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Vampire Spawn cannot regenerate this turn. Vampire Spawn has started its turn inside the grease spell's area of effect. It must make a DC 19 Dexterity saving throw, subtracting a d6 from the roll:

* Vampire Spawn (+3): 20. Saved.

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Vampire Spawn attacks Arzaak with claw (AC 14, +8 to hit). Rolled 8-3 = 5. Missed. Vampire Spawn makes another claw attack. Rolled 14-6 = 8. Hit for 2d4+5: 12 slashing damage.

* Arzaak HP: 88/120(123)

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

Death Dog crawls away from the grease and spends the rest of its turn solving the prone condition.

Zombified Dryad 2 crawls away from the grease and spends the rest of its turn solving the prone condition.

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ROUND 3

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Arzaak attacks Vampire Spawn with eldritch blast three times (AC 15, +10 to hit). Rolled 11, 2, 2. One hit for 1d10+5: 9 force damage. Vampire Spawn has been pushed back 10 feet.

* Vampire Spawn HP: 20/82

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Zombified Dryad 1 attacks Arzaak twice with fists (AC 14, +6 to hit). Rolled 1-4 = 1, 13-2 = 11. One hit for 1d8+4: 11 bludgeoning plus 1d6: 5 / 2 = 3 necrotic = 14 damage.

* Arzaak HP: 74/120(123)

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Barur casts Word of Radiance. All monsters must make a DC 18 Constitution saving throw, subtracting a d6 from the roll:

* Vampire Spawn (+3): 19+3-3 = 19. Saved.

* Zombified Dryad 1 (+2): 16+2-1 = 17. Failed.

* Zombified Dryad 2 (+2): 14+2-5 = 9. Failed.

* Death Dog (+2): 11+2-5 = 8. Failed.

Zombified Dryad 1 suffers 3d6: 10 radiant damage.

* Zombified Dryad 1 HP: 22/60

Zombified Dryad 2 suffers 3d6: 12 radiant damage.

* Zombified Dryad 2 HP: 18/58

Death Dog suffers 3d6: 14 radiant damage.

* Death Dog HP: -03/39

Death Dog has been killed.

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

Vampire Spawn regenerates 10 HP.

* Vampire Spawn HP: 30/82

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Vampire Spawn attacks Arzaak with claw (AC 14, +8 to hit). Rolled 7-6 = 1. Missed. Rolled 4-5 = 1. Missed.

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

Zombified Dryad 2 attacks Barur twice with fists (AC 16, +6 to hit). Rolled 13-4 = 9; rolled 19-4 = 15. One hit for 1d8+5: 7 bludgeoning plus 1d6: 2 / 2 = 1 necrotic damage.

* Barur HP: 147/216

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ROUND 4

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

"Megalomagna, you said you were the one who kept the waterbaron from regenerating, right?", Arzaak asked, his grip tightening on the sword’s hilt.

"You bet I am", Megalomagna replied.

"All right. I'm gonna hold you to your word", Arzaak declared, unsheathing Megalomagna and preparing to charge.

"Are you planning on attacking the vampire head-on with me instead of throwing your fireworks?", the sword mocked.

"If that's what it takes for the vampire to die, then yes", Arzaak said with determination.

"I like that attitude, Hairzaak. I'm gonna spice things up a little for you", Megalomagna said before its blade glowed purple.

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

Megalomagna casts Booming Blade.

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

Arzaak attacks Vampire Spawn with Megalomagna (AC 15, +13 to hit). Rolled 2. Hit for 1d10+8: 10 slashing plus 2d8: 4 thunder damage.

* Vampire Spawn HP: 16/82

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

"I guess it wasn't enough", Arzaak mumbled, dissatisfied.

"Maybe if your short friend manages to hit her with his funny lights, it will be", Megalomagna suggested.

Zombified Dryad 1 attacks Arzaak twice with fists (AC 14, +6 to hit). Rolled 6-1 = 5; rolled 9-2 = 7. Missed.

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

Barur casts Word of Radiance. All monsters must make a DC 18 Constitution saving throw, subtracting a d6 from the roll:

* Vampire Spawn (+3): 13+3-6 = 13. Failed.

* Zombified Dryad 1 (+2): 8+2-5 = 17. Failed.

* Zombified Dryad 2 (+2): 14+2-3 = 9. Failed.

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

Vampire Spawn suffers 3d6: 6 radiant damage.

* Vampire Spawn HP: 10/82

Zombified Dryad 1 suffers 3d6: 14 radiant damage.

* Zombified Dryad 1 HP: 08/60

Zombified Dryad 2 suffers 3d6: 11 radiant damage.

* Zombified Dryad 2 HP: 07/58

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

Vampire Spawn will attempt to escape. Booming Blade activates. Vampire Spawn suffers 3d8: 13 thunder damage.

Undying Soul trait activated. Vampire Spawn makes a DC 10 Constitution saving throw (+3), subtracting a d6 from the roll: 8+3-6 = 5. Failed.

* Vampire Spawn HP: 00/82

Vampire Spawn has fallen unconscious.

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

Zombified Dryad 2 attacks Barur twice with fists (AC 16, +6 to hit). Rolled 17-5 = 12; rolled 17-4 = 13. Two hits for 1d8+4 each: 6, 6 = 12 bludgeoning plus 2d6: 7 necrotic damage.

* Barur HP: 128/216

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

ROUND 5

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

"It should have died by now, Megalomagna. Explain yourself", Arzaak demanded, irritated.

"Sorry buddy. Another hit is required. Those are the rules. Don't blame me, okay? I'm just the messenger", Megalomagna said.

"Rules...you keep talking about those rules like you know something I don't", Arzaak grumbled.

"It's complicated, Hairzaak. Between Orcuses and Cthulhus, you already have too many ways of going mad in this place. Let's keep it that way", the sword stated.

"Fine. If the vampire doesn't die after this, consider yourself retired, okay?", Arzaak defied.

"Deal", the sword replied with confidence.

Arzaak attacks Vampire Spawn with Megalomagna [advantage – opponent unconscious] (AC 15, +13 to hit). Rolled 13, 4. Critical hit for 2d10+8: 19 slashing damage.

* Vampire Spawn HP: 00/82

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

At the moment Arzaak drove Megalomagna into the vampire’s chest, she let out a hoarse, muffled scream, and her red eyes bulged. Veins of purple began to spread from the wound like a spiderweb, just as Arzaak had seen with the troll and other regenerating monsters.

"There you go", Megalomagna said.

"It hasn't dissolved into putrid ichor", Arzaak observed.

"Just you wait and see", the sword retorted. "Just don't forget about the zombie girls or they will eat your braaaains".

Zombified Dryad 1 attacks Arzaak twice with fists (AC 14, +6 to hit). Rolled 11-4 = 7; rolled 6-6 = 1. Missed.

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

Barur casts Word of Radiance. All monsters must make a DC 18 Constitution saving throw, subtracting a d6 from the roll:

* Zombified Dryad 1 (+2): 12+2-4 = 10. Failed.

* Zombified Dryad 2 (+2): 14+2-2 = 14. Failed.

Zombified Dryad 1 suffers 3d6: 14 radiant damage.

* Zombified Dryad 1 HP: -06/60

Zombified Dryad 1 has been slain.

Zombified Dryad 2 suffers 3d6: 13 radiant damage.

* Zombified Dryad 2 HP: -06/58

Zombified Dryad 2 has been slain.

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

"Impossible...inconceivab—aaaargh", the vampire spawn's babbling was suddenly interrupted by a sharp pain as the purple veins spread throughout its entire body, as if deleting the monster's cells one by one.

“You will regret this…Tharion...will come!”, the monster growled, her voice fading into a high-pitched howl as her body dissolved into a pool of foul-smelling ichor that quickly evaporated, leaving nothing but her garments behind.

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

Arzaak and Barur have emerged victorious, defeating the five skeletons, the death dog, the two zombified dryads and the vampire spawn. Each member earns (100 * 5) + 400 + (1,400 * 2) + 3,600 = 7,300 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 177.990 + 7.300 = 185.290 XP in total.

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

Megalomagna has accumulated 174,790 + 7,300 = 182,090 XP in total.

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

Stinger has accumulated 174.700 + 7,300 = 182,000 XP in total.

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

Barur has accumulated 176.200 + 7.300 = 183.500 XP in total.

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

The adventurers have found a large, dark leather belt with an ornate buckle at its center. The buckle features the head of a hill giant, brutish and intimidating, with exaggerated features including a wide nose, thick brows, and a broad, slightly scowling mouth. Surrounding the giant’s head, the buckle is framed with intricate metalwork, adorned with swirling patterns and small, red gemstones embedded in the design.

***

With dexterity and athletic grace, Kali had little trouble slipping through a first-floor window of the palace and transforming from a small bat back into her strong yet elegant dark elf form. With little effort, she opened the large, ornate windows for her companion to follow.

Aldarion, on the other hand, encountered a bit more difficulty navigating the same window while riding his flying broom. The scene that unfolded was almost comical: his head bumped against the upper edge of the window, causing him to lose balance and land awkwardly on his rear. With a series of bounces, he finally managed to steady himself.

"Watch your step, Aldarion", Kali teased with a sly grin.

"Think I should refrain from transforming too much in the future", Aldarion grumbled as he got up from the ground, embarrassed. "This broom is very useful, but flying on it can be quite undignified and clumsy".

"We're infiltrating a vampire's lair, Aldarion", Kali reminded the wood elf. "Elegance and dignity mean nothing; only survival matters".

"Speaking of infiltrating, what kind of place is this?", Aldarion asked, his stomach turning from the terrible smell—sharp and metallic, tinged with an underlying scent of mildew mixed with the faint, sour odor of stagnant water.

The room Kali and Aldarion had just trespassed was a place of dark luxury, designed with opulence in mind. It was a large room, with ceilings adorned with intricate plasterwork and a grand chandelier that cast a ghoulish and weak green light. The walls were clad in polished black marble, veined with deep reds. In the center of the room sat a large, freestanding bathtub made of gleaming gold. The tub was oval-shaped, deep enough for a long, luxurious soak, with clawed feet that elevated it slightly above the floor.

However, one nefarious detail stood out: the otherwise luxurious tub was filled not with water, but with blood. Heavy, velvet curtains in deep burgundy draped the windows, concealing the mist-shrouded courtyard below, where the dead of night reigned. A vanity carved from dark, richly stained wood stood against one wall, its surface inlaid with onyx and silver filigree. Crystal bottles filled with strange, dark-hued liquids sat atop the vanity, alongside a silver bowl holding black towels, each embroidered with a black bat motif. The floor was covered with thick, red velvet carpets that muffled footsteps. A small, ornate table next to the tub held a silver tray with a decanter of dark red, almost black wine, and a crystal goblet, its contents thick and syrupy.

"For Rillifane, what sort of atrocity is that?", Aldarion asked, refusing to believe his own eyes in front of the blood-filled tub.

"Something we should make sure will never happen again", Kali muttered, her eyes blazing against the dim light. "The more we dig in, the worse things get with this vampire. I'm tired of that fucker".

"We must act carefully. Try to keep your cool, Kali", Aldarion alerted.

"Easy for you to say. Nothing would make me happier right now than to break that bloodsucker's neck just for it to regenerate so I can break it again", Kali snarled as they walked through the room.

Then, a low moan echoed, evoking a chilling sensation of doom on the adventurers.

"What is that sound?", Kali mumbled, sword in hand.

"Sounds like...a moa—"

Before Aldarion could finish, something attacked him from behind.

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

Aldarion makes a Wisdom (Perception) ability check contested by ??? Dexterity (Stealth):

* Aldarion (+10): 17+10 = 27

* ??? (+5): 19+5 = 24

??? attacks Aldarion with bite and tail (AC 17, +6 to hit). Rolled 18, 19. Two hits for 2d6+3: 11 piercing plus 1d8+3: 4 slashing damage. ??? has attached itself to Aldarion's body.

* Aldarion HP: 68/93

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

"What is this aberration?", Aldarion shouted. "Kali! Help!".

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

A Cloaker (CR 8, 78 HP) has appeared.

INITIATIVE ROLL

1. Aldarion (+3): 18+3 = 21

2. Kali (+3, advantage): 8, 17+3 = 20

3. Cloaker (+2): 1+2 = 3

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

ROUND 1

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

"This miserable monster is lucky that we must remain stealthy", Aldarion declared, his eyes cold and calculating as he had already found a way to escape the monster's lethal embrace. "Else I would have cast my thunderstep and make it regret trying to entangle me".

Aldarion casts Misty Step as a bonus action. Briefly surrounded by silvery mist, Aldarion teleports 30 feet away from the cloaker.

Aldarion casts Frostbite. Cloaker must make a DC 18 Constitution saving throw (+1): 20. Saved.

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

"Leave that monster to me, Aldarion", Kali snarled, her eyes brimming with rage. "I'll hack it into pieces like the patchwork it is!".

Kali is raging as a bonus action (3/5). Kali attacks Cloaker twice with greatsword (AC 14, +11 to hit). Rolled 18, 3. Two hits for 2d6+9: 16, 15 = 31 slashing damage.

* Cloaker HP: 47/78

Cloaker uses Phantasms. The cloaker creates three illusory duplicates of itself. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one.

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

ROUND 2

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

"Damn elusive monster!", Aldarion exclaimed, nocking an arrow on his Oathbow. It reacted by whispering "dant lagor anin gyth nîn", or "swift defeat to my enemies" in Sindarin.

"Alarca gwanu an ech yan gar neithan nin!", or "swift death to you who have wronged me", he answered, also in Sindarin. Immediately, the bow became lighter and easier to handle, allowing Aldarion to fire even from a shorter range than a longbow normally allowed.

Aldarion attacks Cloaker with Oathbow (AC 14, +8 to hit) [advantage: sworn enemy]. Rolled 14, 16. Hit. Real Cloaker is positioned as number 3. Rolling a d4 to determine which one was hit: 3.

Cloaker suffers 1d8+3: 11 plus 3d6: 13 = 24 piercing damage.

* Cloaker HP: 23/78

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

Kali attacks with greatsword (AC 14, +11 to hit). Rolled 11, 15. Two hits. Real Cloaker is positioned as number 4. Rolling a d4 to determine which one was hit: 3.

Phantasm 3 has disappeared.

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

Cloaker uses Moan. Kali and Aldarion must make a DC 13 Wisdom saving throw.

* Kali (-1): 8-1 = 7. Failed. Kali is frightened until the end of the cloaker's next turn.

* Aldarion (+5): 10+5 = 15. Saved.

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

Feeling a mixture of fear and nausea, Kali suddenly faltered as the cloaker's bone-chilling moan filled the air. Her eyes, always burning with the fire of battle, widened in panic. For a moment, her fierce demeanor crumbled as the sound pierced through her formidable will, her heart pounding in her chest as if trying to escape the unnatural terror that gripped her. The darkness, usually so natural and even comfortable for her, now seemed to close in, causing her breath to come in ragged gasps as a lingering feeling of impending doom took hold of her mind.

"Kali! Put yourself together! Damn this aberration!", Aldarion shouted. "I must do something to prevent the monster from trapping her".

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

ROUND 3

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

Aldarion attacks Cloaker with Oathbow (AC 14, +8 to hit) [advantage: sworn enemy]. Rolled 3, 12. Hit. Real Cloaker is positioned as number 1. Rolling a d3 to determine which one was hit: 2.

Phantasm 2 has disappeared.

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

Kali attacks Cloaker with greatsword [disadvantage - frightened]. Rolled 11, 11. Rolled 3, 18. Hit. Real Cloaker is positioned as number 2. Rolling a d2 to determine which one was hit: 1.

Phantasm 1 has disappeared.

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

Cloaker attacks Kali with bite and tail (AC 15, +6 to hit). Rolled 1, 9. One hit for 1d8+3: 7 slashing damage.

* Kali HP: 93/156

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ROUND 4

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

"Time to end this!", Aldarion exclaimed.

Aldarion attacks Cloaker with Oathbow (AC 14, +8 to hit) [advantage: sworn enemy]. Rolled 3, 15. Hit for 1d8+3: 11 plus 3d6: 9 = 20 piercing damage.

* Cloaker HP: 03/78

Kali is no longer frightened.

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

"I'm gonna rip that flying cloak apart!", Kali raged, gritting her teeth and exposing her two wolf-like canines as she struck down on the Cloaker with all her might.

Kali attacks Cloaker with greatsword (AC 14, +11 to hit). Rolled 19, 13. Two hits for 2d6+9: 19, 12 = 31 slashing damage.

* Cloaker HP: -28/78

Cloaker has been hacked to pieces.

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

Kali and Aldarion have emerged victorious, defeating the cloaker. Each member earns 4,600 XP for the defeated monster in this encounter.

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

Kali has accumulated 176.640 + 4.600 = 181.240 XP in total.

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

Aldarion has accumulated 168.300 + 4.600 = 172.900 XP in total.

***

“Kali! Are you okay?”, Aldarion exclaimed, setting down his longbow and shaking the dark elf by the arms.

“Stop that!”, she snapped. “I can take care of myself. Don’t treat me like some helpless girl, because that’s not what I am".

“You are strong, yes. And brave, too, even reckless. But this world contains horrors that our minds aren’t always prepared to witness. At times like these, only your companions can save you”, Aldarion lectured.

“Save…I don’t need to be saved”, Kali muttered, kicking the cloaker’s remains out of the way.

“But one day, you might!”, Aldarion insisted. “I’ve needed it before. You never know what danger lurks around the corner. There’s no shame in being saved",

“Then save me from this lecture, oh great sage of thickets, giant cockroaches and dinosaurs", Kali retorted, sarcastic.

“Don’t mock my sincere advice, Kali", Aldarion reprimanded.

“Sorry, Al”, Kali replied. “I think that sword is having a bad influence on me".

“It’s okay,” Aldarion said, resigned. “Let’s move on. But not before we close this window. We don’t want other monsters like that one catching us by surprise again".

Leaving the macabre room with a blood-filled bathtub, bizarre glass containers and a freshly slain cloaker, the adventurers continued down a corridor illuminated by candelabras emitting a ghostly green flame. The walls seemed to pulse faintly with each step they took, as if reacting to the presence of living beings.

"Wait", Aldarion halted, extending an arm in front of Kali.

"What?", she asked, impatient.

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

Aldarion spends a 2nd level spell slot to cast Find Traps.

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

As the spell started to take effect, Aldarion's eyed widened in terror.

"Kali...something gruesome is up ahead", Aldarion muttered.

"A monster? Let's just kill it and keep goin—"

"NO! Don't move! You're gonna die if you do!", he shouted.

"Wow. You sound real serious. What's going on?", Kali asked as a drop of sweat ran down her forehead.

"A trap. A deadly, terrifying trap. Truly the work of demons", he uttered.

"We can work it out", Kali reasoned, attempting to calm her companion's frayed nerves. "Let’s throw something in the direction where you think the trap is and see if it activates".

Kali then hurled one of the candelabras towards the spot Aldarion had pointed out, hoping the weight of the object would trigger a pressure plate or a magical sensor.

However, nothing happened.

"What a drag", Kali complained. "We really could use a thief right now. We should hire one next time we invade someone's lair".

"Maybe we should refrain from invading anyone's lair in the future", Aldarion replied, growing nervous at the thought that Arzaak and Barur were on the other floor of the palace, possibly fighting dangerous monsters, while the two elves were stuck in front of a lethal yet unseen trap.

"Since the trap isn't triggered by weight, maybe we should try a different approach", Kali pondered.

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

"Look at these walls. I've noticed they react with every step we take. It’s as if they’re watching us and reacting to our presence", Kali observed.

Aldarion narrowed his eyes, examining the walls.

"Could they be capable of detecting life, like Megalomagna?", he mused.

"Let's hope they're less intelligent than that genius hunk of metal", Kali said with a smirk, raising her right hand to cast a spell.

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

Kali casts Dancing Lights.

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

Four torch-sized lights, in the form of hovering glowing orbs, came into being next to Kali. Controlling the four lights with fine precision, Kali combined them into one glowing vaguely humanoid form and made them hover towards the same spot Aldarion had pointed out.

Silence reigned, broken only by the occasional crackling of the green flames that flickered in the corridor. Aldarion struggled to hide his nervousness, while Kali, accustomed to traps both in dungeons and the wild, remained calm and collected.

Suddenly, the ceiling gave way with a sharp, metallic creak. A tall, cabinet-like structure concealed within the false paneling dropped rapidly with a loud crash. It resembled a narrow sarcophagus, made of thick, sturdy, darkened iron. The front was carved with a grotesque face, featuring twisted horns, a fanged maw and glowing red eyes—the same menacing visage the adventurers had encountered on a statue when they were trapped in a dungeon beneath Yartar: the face of Orcus.

As it fell, the metal construction swung open, its doors yawning wide to reveal countless deadly spikes within. As Orcus's eyes started to glow, the lights summoned by Kali were pulled towards the trap's lethal embrace by an unknown force, and the doors slammed shut, its spikes snapping into place with chilling speed.

The lights, trapped within the hellish device, were snuffed out as the sharp spikes pierced through them, extinguishing their ethereal glow. Kali and Aldarion watched in grim realization as the fearsome device levitated slowly back to the compartment in the ceiling from where it came, carrying with it what could have been their own remains.

"Thanks, Al", Kali mumbled, her heart racing and her cold hands trembling in a a mix of terror and relief.

Aldarion dropped to one knee, struggling to catch his breath as the shock took hold. The realization that they had just narrowly escaped not just death, but a gruesome and terrifying one, made him stagger for a second.

"This accursed palace...I want to burn it to the ground!", Aldarion exclaimed.

"And we will. I promise", Kali declared, clenching her fists.

"Every monster or guardian in this place must know that we are here now", Aldarion lamented, finally getting up.

"Yes. But, on the other hand, Arzaak and Barur surely heard it too. Maybe we can use that to our advantage", Kali observed.

***

"You can have it, Barur", Arzaak said, pointing his hand at the belt previously used by the vampire spawn. "It's probably magical".

"It is", Megalomagna confirmed.

"See? Not to mention it has an image of a hill giant carved in its buckle. If it is what I think it is, it won't do me any good, as Megalomagna already enhances my strength", the Tiefling added.

"Ye think this belt'll make me stronger?", Barur asked, examining the item with the scrutiny of a master forger.

"It's just a hunch, but probably yes. This one is not as rare as those belts that grant storm giant strength, but is still a rare finding, Barur. You should definitely keep it".

"I'll tink 'bout it", the Dwarf grumbled.

Then, a loud crash was heard, coming from the floor above them.

"What was that? So loud!", Arzaak exclaimed.

"Sounds like sumtin' metallic hit the groun' with great force. Like a titan's maul", Barur mumbled, his eyes fixated on the ceiling of the great hall.

"We must find a way to get to the upper floor. But we must get past those skeleton guards without provoking a fight", Arzaak said, scratching his head as he couldn't, in all his nervousness, find a suitable solution to the problem.

"I think there's a kitchen up 'head. Pal'ces usually 'ave a kitchen next to the Great 'all", Barur advised. "Maybe we can find sumtin' there".

Crossing the Great Hall, the adventurers found what seemed, at least in theory, to be a kitchen. Devoid of any natural light, save for the eerie glow of ominous skull-faced lamps casting a green hue over the room, the room had dark, polished marble floors, and the vaulted ceiling was adorned with intricate ironwork. The ghostly lights illuminated an array of arcane appliances, their sleek surfaces reflecting the cold, clinical environment. Foreboding chandeliers made from skeletal remains hanged morbidly from above, while the walls were adorned with elaborate sconces and brackets shaped like outstretched gargoyle claws that seemed poised to grasp and tear. Some of those claws held implements and utensils, many of them stained with a suspicious dark-red substance. The smell of spices and herbs mingled with the metallic tang, creating a pungent aroma that lingered in the air.

"Tis's disturbin', to say the least", Barur muttered. "Bones, skulls, red-stain'd knives...".

"So very typical of a vampire's lair, you mean", Arzaak complemented.

"A servant o' demons", Barur corrected, holy symbol in hand, his expression stern.

Arzaak nodded. "Let's make haste. There's nothing unusual here, but I see there are other rooms connected to the kitchen".

"That's the buttery n' the pantry. Yer not too used to fancy palaces, huh, 'rzaak lad? Tis alright! Yer an honest lad, who cares mor' 'bout yer studies than 'bout the velvet on the chair yer sittin' on", Barur said, a barely visible smirk hidden beneath his beard.

The buttery, where drinks and other consumables were stored and prepared, exuded a chilling elegance. Shelves carved from dark, gnarled wood lined the walls, holding bottles of aged wines, exotic liquors, and other beverages, all of which seemed to glisten with a strange allure. A long, polished bar made of ebony stretched across one side of the room, its surface reflecting the dim, flickering light of lanterns mounted on the walls. Behind the bar, a mirrored display revealed an array of decanters and glasses, some of which seemed to distort the reflections of those who gazed into them. In the corners, ornate cages held various exotic fruits and flowers—but a closer look revealed that, although some of them were perfect examples, many of them were already dead and withered. The walls were lined with shelves of black metal, holding rows of crystal containers filled with unknown products and substances with colors that ranged from strong green to dark red. The air was perpetually cold, and fog rolled across the floor.

"Potion alert!", Megalomagna yelled. The sword's powerful voice, let out abruptly and without warning, caused Barur and Arzaak to comically jump from the shock.

"Why do you have to scream?", Arzaak protested. "Aren't you satisfied that you gave out our presence to the two-headed dog?".

"You don't understand, do ya? That thing has two noses! There's no way two stinky fellas like yourselves could escape its sense of smell", Megalomagna said in its defense.

"Just tell us what magic ye see in those jars", Barur interjected.

"Hmpf. Orange, red, red, empty, transparent, blue", the sword declared, its voice raspy and arrogant.

"Empty?", Arzaak asked, growing irritated at the sword. "What the hell, Megalomagna?".

"I sense magic coming from it, okay? Just take it", Megalomagna retorted, to which the adventurers responded by grabbing the recipients and stuffing them into their bags.

"Anything else?", Arzaak asked Megalomagna, but the sword was already snoring.

"Why am I not surprised...", Arzaak mumbled, resigned.

"Tis's a good spot fer a secret passage, I tink", Barur said, pointing to the mirrored display behind the bar. "It might contain a hidd'n switch that pushes the display back".

"That's impressive, Barur", Arzaak complimented. "I honestly would never have thought of that possibility".

"Ye, ye. Now help me out 'ere. I can't reach fer the display, so yer gonna do that instead", Barur grumbled, a little embarrassed for having to admit his short stature.

"Okay, what do you want me to do?", Arzaak asked, opening the mirrored display.

"Search fer sumtin' like a lever, or a switch. Anythin' that feels outta place", Barur instructed.

“Hmmm. Something out of place...let me see", Arzaak mumbled, his golden eyes unblinking as he meticulously examined the piece.

"I think I see something!", he exclaimed.

"Really? Is it a lever? Can you reach it?", Barur asked, excited.

"I think so...let me try...here", Arzaak said, making an effort to reach the rightmost corner of the display and grab a lever that he forcefully pulled down.

Then, a loud crash echoed through the room as all the shelves collapsed. Glass and ceramic clattered and clanged as bottles, glasses, decanters, and jars rained down on Arzaak and Barur. The Tiefling yelped as a bottle bounced off his horn, while the Dwarf grumbled as a decanter thudded against his head. A cascade of jars rattled around them, dealing more annoyance than injury, leaving them both lightly bruised but mostly just bewildered by the unexpected avalanche.

"I...think we got that wrong", Arzaak mumbled, furrowing his eyebrows.

“CAN’T A SWORD GET ANY SLEEP AROUND HERE?”, Megalomagna complained.

"Guess now tis a matter o' time till the bloodsuckin' undead comes aft'r us", Barur alerted.

"We can't give up. There must be a way up, even if we have to blast through the ceiling", Arzaak declared, ready to cast his eldritch blasts.

"What ya doing, sheepface?", Megalomagna asked. "Are you trying to get us buried even before you die?".

"If that's the only way I can help Barur regroup with the rest of the Party, then I'll be glad to", Arzaak retorted.

"Sometimes you take the worst course of action simply because you haven't considered all possibilities. In short, because you're dumb", Megalomagna said.

"Is that what you call advice?", Arzaak protested. "Or are you just making fun of me in a critical situation, like you always do?".

"I'm trying to free your mind. But I can only show you the door. Got it? THE DOOR", Megalomagna said, enigmatic.

Arzaak sighed. "Fine. Let's proceed to the other room. That's the pantry, right Barur?".

"Ye. Tis the area where food's stored. Frum the smell, everythin' 'ere is rotten n' spoil'd", Barur observed.

Entering the pantry, the adventurers saw shelves of wrought iron lining the walls, stacked with jars of preserved meats, dried herbs, and exotic ingredients. A heavy, dark wood door, reinforced with iron and adorned with intricate, sinister carvings, led to another chamber where the most treasured and unsettling ingredients were stored. Here, the walls were lined with bottles of dark, viscous liquids and boxes of unknown contents. Occasional eyeballs, brains, and other organs could be seen preserved in jars, most of them clearly remains of humanoid beings.

Behind the heavy door, stood a narrow, spiraling ladder leading to the upper floor.

"There you go! See what happens when you put your brain to use? And I don't even have one!", Megalomagna mocked.

“I’m not sure if you deserve it, but thanks", Arzaak said to Megalomagna. “Now let’s move. We must reach Kali and Aldarion before the vampire finds us".

In their haste, the adventurers failed to notice four distinct clouds of mist wafting out from bottles and jugs and silently following them.

***

Still recovering from the psychological trauma caused by the deadly trap they narrowly escaped, Kali and Aldarion found themselves in a solemn, dimly lit room where time seemed to stand still. On a single shelf, there were dusty, leather-bound tomes filled with esoteric knowledge and ancient scripts, written in old languages. In one corner, a tall, slender glass case held the tattered remnants of a medieval banner, its colors faded but still recognizable as the crest of a long-forgotten house.

The centerpiece of the chamber was a grand, antique writing desk, its surface covered with letters and parchments sealed with wax, their edges yellowed with age. Scattered across the room were other mementos: a silver locket containing a miniature portrait, an ornate dagger with a hilt encrusted with rubies and a withered rose carefully preserved under glass, its petals blackened yet still holding the shape of a once vibrant bloom.

The floor was covered with an intricate rug, woven in blue, yellow and red colors, its once vibrant colors now muted by centuries of wear. Differently from the rest of the palace, this room evoked a feeling of melancholy, along with memories of a long-forgotten past. No sources of light were present—not that its master needed any light in order to see. But the adventurers couldn't help feeling like the place had been abandoned since the vampire count decided to surrender his soul to the demon lord Orcus.

"This looks like a nice place to rest", Kali noted. "If the others were here, we might be able to find a way to keep it safe from monsters until we’re ready to move on".

"I don’t think I could rest here, even if you cast the strongest protection spell", Aldarion vented. "It feels like taking a dip in a lake full of crocodiles".

"I know. This is no child's play. We're up against some powerful stuff here, and our lives are on the line every second", Kali admitted. "But don't fret. We're tough, and we'll get ourselves sorted out faster than you think".

Then, Kali paused. She lifted her head slightly, her nostrils flaring as a distinct scent reached her—a sharp, tangy aroma mixed with a faint hint of something familiar yet out of place. The smell grew stronger by the second until she could hear footsteps approaching down the corridor.

Kali’s lips curled into a smirk as she took in the scene. “Looks like Arzaak and Barur had a bit of a spill”, she said with a mocking tone, her voice barely more than a whisper.

"What do you mean?", Aldarion asked, puzzled. He peeked down the corridor only to notice two golden orbs floating toward them—Arzaak's eyes.

“It’s them!”, he exclaimed as soon as the adventurers entered the range of his darkvision.

“Didn’t I say everything would work out?", Kali said. “Now I want them to explain where that smell of booze is coming from!”.

"I feel life signs. Two of 'em", Megalomagna stated.

"Those must be them!", Arzaak exclaimed, excited.

"Sumtin's happen'd 'ere", Barur observed, extending a hand so Arzaak had to stop. "Look at these cracks. I tink the titan's maul's what caus'd this".

"I don't it was a titan's maul, Barur", Arzaak said, examining the damaged floor, and then looking up. "There was probably a trap here that Kali and Aldarion were fortunate enough to escape from".

"What an unusual trap fer a palace", Barur reasoned. "The bloodsucker must not care 'bout it at all if it allows such dam'ge to happ'n".

"Well, it's not like we care, right? Let's go. Kali and Aldarion might be in danger!", Arzaak said.

As soon as Arzaak saw Kali and Aldarion, a chill ran down his spine.

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

Arzaak makes a Wisdom (Perception) ability check contested by ??? Dexterity (Stealth):

* Arzaak (+4): 20

* ??? (+3): 10+3 = 13

The Party has not been surprised.

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

By sheer reflex, Arzaak managed to dodge a grayish cloud that was floating menacingly right behind him. Three other ghostly clouds emerged from the fog that crawled through the corridor.

“What is that? Vampires?”, Arzaak asked, startled.

“Worse!”, Megalomagna exclaimed. “It’s vampiric smoke! Undead farts!”.

“Arzaak! Barur! Move! I’ll take care of these damned creatures!", Kali shouted, charging toward the strange, incorporeal enemies.

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

4 vampiric mists (CR 3; 21 HP, 30 HP, 22 HP, 37 HP) have appeared.

INITIATIVE ROLL

1. Kali (+3, advantage): 1, 12+3 = 15

2. Vampiric Mist 4 (+3): 11+3 = 14

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

4. Arzaak (0): 12

5. Vampiric Mist 1 (+3): 9+3 = 12

6. Vampiric Mist 3 (+3): 7+3 = 10

7. Vampiric Mist 2 (+3): 6+3 = 9

8. Barur (0): 8

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ROUND 1

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

Kali is raging as a bonus action (4/5). Kali attacks Vampiric Mist 3 (AC 13, +11 to hit) twice with greatsword. Rolled 6, 15. Two hits for 2d6+9: 18, 15 = 33 slashing damage.

* Vampiric Mist 3 HP: -11/22

Vampiric Mist 3 has been destroyed.

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

Vampiric Mist 4 attacks Kali. Kali must make a DC 13 Constitution saving throw (+8): 20. Saved.

Aldarion attacks Vampiric Mist 2 [advantage - Kali's rage] with Shillelagh (AC 13, +10 to hit). Rolled 19, 17. Hit for 1d8+5: 8 bludgeoning damage.

* Vampiric Mist 2 HP: 22/30

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Arzaak attacks Vampiric Mist 2 [advantage - Kali's rage] with eldritch blast (AC 13, +10 to hit) three times. Rolled 3, 4; rolled 9, 10; rolled 8, 15. Three hits for 11, 9, 15 = 35 force damage.

* Vampiric Mist 2 HP: -13/30

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

Vampiric Mist 2 has been destroyed.

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

Vampiric Mist 1 attacks Arzaak. Arzaak must make a DC 13 Constitution saving throw (+8): 10+8 = 18. Saved.

Barur uses Channel Divinity: Destroy Undead. Vampiric Mists 1 and 4 must make a DC 18 Wisdom saving throw.

* Vampiric Mist 1 (+1): 2. Failed.

* Vampiric Mist 4 (+1): 13. Failed.

Vampiric Mists 1 and 4 have been destroyed.

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

The Party has emerged victorious, defeating the 4 vampiric mists. Each member earns 2,800 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 185.290 + 2,800 = 188,090 XP in total.

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

Megalomagna has accumulated 182,090 + 2,800 = 184,090 XP in total.

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

Stinger has accumulated 182,000 + 2,800 = 184,800 XP in total.

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

Kali has accumulated 181.240 + 2,800 = 184,040 XP in total.

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

Barur has accumulated 183.500 + 2,800 = 186,300 XP in total.

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

Aldarion has accumulated 172.900 + 2,800 = 175,700 XP in total.

***

"That was surprisingly easy", Arzaak said, scanning both sides of the corridor for more threats.

"Get inside this room and close the door, quickly!", Aldarion exclaimed. "It won't be long until the vampire comes after us, after all the noise we made".

"Ye dun't 'ave to be 'fraid, Aldarien friend", Barur declared, tapping his warhammer against the palm of his left hand. "If the bloodsuckin' monster had the guts to show up, we woul' do to 'im the same we did to those mists".

“We killed a vampire minion on the floor below", Arzaak said, his voice edged with fatigue. “She mentioned someone named Tharion. I think it might be some sort of guardian".

“And you think this guardian is strong?”, Kali’s lilac eyes shimmered with excitement at the prospect of a challenging fight.

“Probably. Maybe not as powerful as the owner of this place, but still dangerous", Arzaak replied, glancing around cautiously. “Especially since we’re going without rest for a while".

"I wouldn't recommend resting inside this palace", Aldarion alerted. "There are dangers everywhere".

"This spell will keep us safe", Arzaak remarked, holding out the scroll given to him by the arcanaloth.

"You're really gonna trust that demon-dog, huh?", Megalomagna said with scorn.

"Why not? The scroll is not cursed. We have no way to escape this castle—"

"Palace", Megalomagna interjected.

"Unless we rest and focus on recovering our abilities", Arzaak continued, doing his best to ignore Megalomagna's snarky comments.

The other Party members exchanged uneasy glances.

"How certain are you that we will be safe?", Aldarion asked.

"Absolutely certain. What's more, we have Stinger with us. You all know how reliable his senses are", Arzaak argumented. "Even if the protection this spell affords fails, he is sure to let us know of any dangers. Right, buddy?".

The pseudodragon replied by just gazing at his master with its intelligent yet inscrutable eyes.

"Let's do this quickly befor' I regret it", Barur grumbled, growing impatient with the prolonged chat.

"Right. Everyone stay close to me as I chant the spell", Arzaak requested, opening the scroll.

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

Arzaak casts Leomund's Tiny Hut.

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

As soon as the spell was cast, the scroll caught fire, forcing Arzaak to drop it. The flames, then, quickly consumed the magic scroll, leaving a small pile of cinders that the ever-present crawling fog carried away.

Then, a 10-foot-radius dome of force sprung into existence around the Party. The atmosphere inside the space was comfortable and dry. Arzaak commanded the interior to become dimly lit, but from the outside, it was pitch-black.

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

The Party has taken a long rest.

* All Party members' HP restored.

* All Party members' Hit Dice restored.

* All spell slots restored.

* Arzaak has learned that the Demonomicon grants him resistance against necrotic damage.

* Arzaak's Cape of the Mountebank ability restored.

* Arzaak has learned the spell Leomund's Tiny Hut.

* Kali's rage uses restored (5/5).

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

* Barur has attuned to the belt of hill giant strength. He still doesn't know what it does.

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

* Aldarion's Misty Step ability restored;

* Oathbow's sworn enemy feature restored;

* Megalomagna's spells restored.

* Stinger's Breath Weapon recharged.

All Party members except Stinger suffer 5d10: 27 psychic damage due to the Geas spell cast by Dwarven's Heritage.

* Arzaak HP: 96/123

* Stinger HP: 94/94

* Kali HP: 129/156

* Barur HP: 189/216

* Aldarion HP: 66/93

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

Kali slowly opened her eyes, feeling the now-familiar sharp pain in her mind—a daily reminder of Moradin’s wish to have his talisman returned.

She didn't even have the time to worry about her headache though, since the image in front of her was way more disturbing: Arzaak, already standing up, was staring at her intently. His eyes, normally two shining golden orbs, were now dark and void, and his mouth was twisted into a sneer, revealing sharp teeth gritted in cruel anticipation. His brow furrowed deeply, not with concern or care, but with an intensity born from newfound bloodlust. His cheeks were slightly hollowed, giving his face a gaunt, almost skeletal appearance. As his fingers curled, crackling with eldritch energy, his whole demeanor shifted—his muscles tensed, and his posture became predatory. His head tilted slightly to the side, as if savoring the moment, his gaze cold and calculating, devoid of any fraternal feelings toward his long-time friend.

"Arzaak...what the hell are y—"

Arzaak casts Eldritch Blast on Kali [advantage - surprised]. Rolled 2, 9. Hit for 1d10+5: 13 force damage.

* Kali HP: 116/156

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

“Fuck!”, Kali shouted, pressing her left shoulder, which was badly hurt by the blast.

“What’s goin’ on ’ere?”, Barur exclaimed, his deep voice resonating through the chamber. His eyebrows narrowed as he saw Arzaak with his hand extended toward Kali.

"I can feel demonic presence. Show yerself, wick'd demon!", he commanded.

Arzaak gave out a diabolical laugh that sounded like it had come straight from the Abyss.

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

Arzaak casts Eldritch Blast on Barur and Aldarion. Rolled 19, 8. Two hits for 1d10+5 each: 14, 10 force damage.

* Barur HP: 175/216

* Aldarion HP: 56/93

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

"Tell the sword", a voice said inside Kali's mind, which she recognized as belonging to Stinger. "I have been locked up in my own dimension. Ask the sword for help".

"The sword? Megalomagna! Help us! Something's wrong with Arzaak!", she shouted.

Megalomagna, then, let out a dramatic, throaty groan, like a bear waking up from hibernation. "Where’s the snooze button on this thing?”, the sword grumbled, its voice thick with the grogginess of sleep and a hint of indignation.

“What? Who’s there? Get your hands off my rubies! Oh, it’s just you, Barbie girl. You look hurt—like, from an eldritch… blast".

Then, Megalomagna quickly realized what was going on—Arzaak had been possessed by a fiend trapped inside the Demonomicon.

“I KNEW SOMETHING LIKE THIS WAS GONNA HAPPEN. I JUST KNEW IT. BUT NO ONE LISTENS TO OLD MEGALOMAGNA AROUND HERE! NOT UNTIL ALMOST EVERYTHING IS LOST, AND THIS MARVELOUS LUMP OF METAL HAS TO JUMP IN AND SAVE THE DAY!” it complained in an insufferably loud voice.

"Megalomagna, this is no time for bantering", Kali remarked. "Something's wrong with Arzaak and not even his familiar can help him. But you can".

"First you need to ask me if I WANT to help him", Megalomagna retorted in a harsh tone. "I told him it was a bad idea to attune to that stupid book. He did it anyway. He knew the danger, but he didn't care! Why should I care?".

"Because you need him", Aldarion stated. "Don't you, Megalomagna?".

"I don't know what you're talking about", the sword replied.

“You think I haven’t noticed how much stronger you’ve become since I started journeying with you? And how great your effort has been to keep Arzaak alive?”, Aldarion pointed out.

“Whatev’r you tryin’ to decide there, ye’d best be quick, or we might 'ave to put 'rzaak lad down befor' he makes a big mess o’ us!”, Barur roared.

“Hmpf. You’re clever, Weird Al—way more so than this horned idiot here. I do need him alive, and I have my reasons. But you can’t tell him that, understand? All my efforts will go to waste if you do, and I don’t know what might happen then”, Megalomagna declared.

"Are you gonna help us or not?", Kali raged, impatient.

"Hold your ponies, barbie girl", Megalomagna retorted. "I need Mr. sheepface to act in a heroic way for my extra power to activate. And let's face it, he's been anything but heroic lately".

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

Arzaak is preparing to cast another spell.

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

"We're out of time, Megalomagna!", Kali shouted. "Do something, quickly!".

"Our only chance to recover will go to waste!", Aldarion added.

"We're gonna 'ave to put 'im down otherwise", Barur grumbled.

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

Arzaak casts—

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

"ENOUGH!", Megalomagna bellowed, its voice resonating with such raw power that the very air around the sword vibrated furiously, causing the seemingly impenetrable dome of force created by Arzaak's spell to crack and shatter violently.

All Party members have fallen prone.

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

The impact wrenched Megalomagna from Arzaak's waist, sending the sword plummeting tip-first onto the wooden floor of the palace, where it embedded itself with a sharp, splintering crack.

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

Megalomagna casts Mass Suggestion. No saving throw is allowed.

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

"Now you dumbfucks listen to me, and you listen to me well", the sword snarled, its blade glowing a strong purple light. "I'm tired of your unrequested opinions. I deal the cards here. I decide what to do and how. If I want to help this idiot, I will, and if I don't, then there's nothing, absolutely NOTHING you can do about it. Are we clear?".

All Party members nodded, except Arzaak, who growled like a wild beast.

"Now I'm gonna try something here I've never tried before, and if it doesn't work, remember it's YOUR fault, not mine, okay?", Megalomagna declared.

Before anyone could respond, the Mark of Torm on Megalomagna’s blade flared to life, glowing with a radiant golden light. A large, 30-foot-wide energy circle surrounded the adventurers. Its effects were immediate: Arzaak convulsed in agony, his body wracked with pain, until he finally released the Demonomicon, which dropped to the ground with its pages splayed open.

Then, a creature began to emerge from the book, limb by limb. Once fully free, the adventurers found themselves facing an 8-foot-tall, grotesquely desiccated, mummy-like humanoid. It was gaunt, with elongated limbs and spindly fingers that ended in sharp claws. Pointed ears jutted from the sides of its large, bald head, while pronounced cheekbones and sharp, menacing teeth formed a sinister grin. Its ribcage was disturbingly parted open, revealing a smaller humanoid figure trapped within. The smaller figure's face was frozen in a scream of horror, suggesting it was either being consumed or controlled by the larger entity.

"What in the world...", Kali mumbled, shocked.

"A fiend. As I suspect'd", Barur muttered, his expression hard as steel.

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

A Devourer (CR 13, 255 HP) has appeared.

INITIATIVE ROLL

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

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

3. Arzaak (0): 17

4. Devourer (+1): 8+1 = 9

5. Barur (0): 2

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

ROUND 1

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

“I wasn't expecting some undead freak to jump out of a book like that, but we’re talking about Arzaak’s patron here", Kali snarled, her eyes burning with primal fury. “I'll take it as a warm-up for the bastard who owns this stupid place".

Kali is raging as a bonus action. Kali attacks Devourer twice with greatsword (AC 16, +11 to hit). Rolled 7, 16. Two hits for 2d6+9 each: 19, 16 = 35 slashing damage.

* Devourer HP: 220/255

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

"If it's an undead, I have the right spell to bring it down forever", Aldarion said, golden light forming in his right hand.

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

Aldarion spends a 6th level slot to cast Sunbeam. Devourer must make a DC 18 Constitution saving throw (+5): 5+5 = 10. Failed.

Devourer suffers 6d8: 17 radiant damage and is blinded until Aldarion's next turn.

* Devourer HP: 203/255

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

"This is the last time I've ashamed myself in front of my companions", Arzaak said calmly as he walked towards Megalomagna and easily retrieved it from the ground. "I've done them wrong too many times, and always because of my arrogance and selfishness".

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

Arzaak attacks Devourer with Megalomagna – Charged Attack.

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

"But now I'm utterly pissed off. Too pissed off to even feel sorry. Not just at you, spawn of the Abyss. At myself too, for being an idiot. For not trusting my sword, my familiar, my friends. And they all stood by me, even when I only stood by myself".

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

(AC 16, +31 to hit) [advantage – Mark of Torm].

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

"That's it, pal. You finally got it", Megalomagna muttered with satisfaction. "You deserve my help now".

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

Megalomagna activates Giant Strength. Rolling a d10: 10. Arzaak's Strength ability score increased to 30 for 1 minute.

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

"Arzaak...", Kali mumbled, but was interrupted as Arzaak stared at the Devourer.

"You will pay, you piece of shit", he snarled to the fiend. "I'll return every bruise you've caused to my friends, one-thousand fold! I will rip your fucking face off!", he shouted, charging towards the fiend with unstoppable force.

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

Rolled 10, 14. Hit for 1d10+29: 34 slashing plus 2d10: 14 radiant damage.

* Devourer HP: 155/255

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

The Devourer unleashed a high-pitched, bone-chilling howl of agony as Megalomagna's searing slash mercilessly tore through its flesh. To add to the horror, it began to regurgitate the unfortunate creature trapped within its ribcage. Seconds later, the creature stirred and rose, revealing itself as a grotesque and distorted mockery of a human being. Its mummified flesh clung tightly to a twisted skeleton, with hands ending in razor-sharp claws and teeth like jagged needles. Letting out a series of incoherent wheezes, gasps, and moans, the creature quickly recognized the adventurers as enemies and lunged at them.

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

Devourer has spawned a wight (CR 5, 66 HP). Devourer recovers 25 HP.

* Devourer HP: 180/255

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

“Now that ye made enough noise to bring down a mountain, I reckon I can make a bit of noise meself, eh?” Barur said, winding up to throw his Sunforger warhammer at the enemies.

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

Devourer and Wight must make a DC 15 Dexterity saving throw:

* Devourer (+1): 15. Saved.

* Wight (+2): 12+2 = 14. Failed.

Devourer [resistant] suffers 6d6: 27 / 4 = 7 fire damage.

* Devourer HP: 173/255

Wight suffers 6d6: 18 fire damage.

* Wight HP: 48/66

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

"You look stronger than me now", Kali told Arzaak, astonished. "What kind of witchcraft is that?".

"I'm not sure yet", Arzaak replied. "But I like it. Feels like I can cut through anything".

"Focus on cuttin' our enemies, will ye?", Barur grumbled, as the Sunforger magically returned to his hand.

Quickly understanding how unhappy Barur was about his behavior, Arzaak said no more. Gripping Megalomagna with his newfound strength, he prepared to strike at the Devourer again.

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

ROUND 2

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

Wight rolls initiative (+2): 14+2 = 16.

Kali attacks Devourer twice with greatsword (AC 16, +11 to hit). Rolled 13, 14. Two hits for 2d6+9 each: 11, 16 = 27 slashing damage.

* Devourer HP: 146/255

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Aldarion directs the Sunbeam at the Wight.

Wight must make a DC 18 Constitution saving throw (+3): 2+3 = 5. Failed.

Wight suffers 6d8: 34 radiant damage and is blinded until Aldarion's next turn.

* Wight HP: 14/66

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Arzaak attacks Devourer (AC 16, +18 to hit) with Megalomagna [advantage – Mark of Torm]. Rolled 18, 11. Hit for 1d10+13: 17 slashing plus 2d10: 4 radiant damage.

* Devourer HP: 125/255

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

Wight attacks Arzaak (AC 14, +4 to hit) with longsword and life drain [disadvantage – Mark of Torm and sunlight sensitivity]. Rolled 19, 20. Rolled 11, 6. One hit for 1d10+2: 8 slashing damage.

* Arzaak HP: 88/123

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

Devourer attacks Arzaak (AC 14, +10 to hit) twice with claws [disadvantage – Mark of Torm]. Rolled 20, 5. Rolled 8, 13. Two hits for 2d6+5: 11, 11 = 22 plus 12d6: 54 / 2 = 27 necrotic damage.

* Arzaak HP: 39/123

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

Devourer uses Soul Rend, creating a swirling 20-foot radius vortex of green energy that engulfed the entire Party. All Party members must make a DC 18 Constitution saving throw or suffer 8d10: 42 necrotic damage.

Arzaak (+8 [resistant, advantage – Mark of Torm aura]): 12, 13+8 = 21. Saved. Arzaak suffers 11 necrotic damage.

* Arzaak HP: 28/123

Kali (+8 [advantage – Mark of Torm aura]): 2, 8 + 8 = 16. Failed. Kali suffers 42 necrotic damage.

* Kali HP: 74/156

Barur (+13 [advantage – Mark of Torm aura]): 4, 1 + 13 = 14. Failed. Barur suffers 42 necrotic damage.

* Barur HP: 133/216

Aldarion (+1 [resistant, advantage – Mark of Torm aura]): 13, 18. Saved. Aldarion suffers 11 necrotic damage.

* Aldarion HP: 45/93

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

Despite the staggering damage inflicted by the fearsome Devourer, Arzaak showed no signs of fear or doubt. On the contrary, his eyes blazed with the certainty of victory. When Barur mentioned to cast a healing spell on him, he interjected vigorously.

“Barur! Attack the fiend with your hammer!”, he exclaimed. “See how strong you are now!”.

“R’ ye sure, ‘rzaak lad?”, Barur asked.

“Just do it!”, Arzaak insisted, to which the dwarf responded with a trusting nod.

Barur attacks Devourer (AC 16, +12 to hit) with Sunforger warhammer [Divine Strike, advantage – Mark of Torm]. Rolled 16, 8. Hit for 1d8+7: 9 bludgeoning plus 2d8: 14 radiant damage.

* Devourer HP: 102/255

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

ROUND 3

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

Kali attacks Devourer (AC 16, +11 to hit) twice with greatsword [advantage – Mark of Torm]. Rolled 3, 3. Rolled 18, 19. One hit for 2d6+9: 14 slashing damage.

* Devourer HP: 88/255

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

“I understand how you feel, Arzaak. But you shouldn’t pretend you’re not hurt. Here. I’ll heal your wounds”, Aldarion stated, putting down his Sunbeam spell in favor of a cure wounds spell.

Aldarion spends a 5th level spell slot to cast Cure Wounds on Arzaak for 5d8+5: 35 HP restored.

* Arzaak HP: 63/123

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

“You’re not dealing enough damage, Hairzaak. I’m gonna give you a little boost, but don’t get too used to it, okay?”, Megalomagna said.

“That fiend is strong, Megalomagna. The least you can do is help us with all the weapons you have”, Arzaak retorted.

“I’m THE weapon, sheepface”, the sword declared, proudly. “Let me show you”.

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

Megalomagna casts Booming Blade.

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

Arzaak attacks Devourer (AC 16, +18 to hit) with Megalomagna [advantage – Mark of Torm]. Rolled 10, 7. Hit for 1d10+13: 20 slashing plus 2d10: 15 radiant plus 2d8: 10 thunder damage.

* Devourer HP: 43/255

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

Wight attacks Arzaak (AC 14, +4 to hit) with longsword and life drain [disadvantage – Mark of Torm]. Rolled 16, 20. Rolled 12, 17. Two hits for 1d10+2: 11 slashing plus 1d6+2: 5 / 2 = 3 necrotic damage.

* Arzaak HP: 49/123

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

Devourer rolls a d6 for the Soul Rend recharge: 4. Missed.

Devourer attacks Arzaak (AC 14, +10 to hit) twice with claws [disadvantage – Mark of Torm]. Rolled 18, 11. Rolled 14, 17. Two hits for 2d6+5: 12, 12 = 24 plus 12d6: 47 / 2 = 24 necrotic damage.

* Arzaak HP: 01/123

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

Devourer suffers 3d8: 18 thunder damage.

* Devourer HP: 25/255

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

Barur attacks Devourer (AC 16, +12 to hit) with Sunforger warhammer [Divine Strike, advantage – Mark of Torm]. Rolled 3, 11. Hit for 1d8+7: 8 bludgeoning plus 2d8: 9 radiant damage.

* Devourer HP: 08/255

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

ROUND 4

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

“My turn to slice through this aberration”, Kali said between gritted teeth as she brandished her fearsome greatsword.

Kali attacks Devourer (AC 16, +11 to hit) twice with greatsword [advantage – Mark of Torm]. Rolled 16, 10. Rolled 2, 1. One hit for 2d6+9: 16 slashing damage.

* Devourer HP: -08/255

Devourer has been slain.

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

Aldarion attacks Wight (AC 14, +10 to hit) with Shillelagh [advantage – Mark of Torm]. Rolled 7, 11. Hit for 1d8+5: 11 bludgeoning damage.

* Wight HP: 03/66

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

"Time for you hellspawn to return to the Abyss, where you should never have left”, Arzaak declared, raising Megalomagna with the resolve of a hero.

Arzaak attacks Wight (AC 14, +18 to hit) with Megalomagna [advantage – Mark of Torm]. Rolled 15, 13. Hit for 1d10+13: 21 slashing plus 2d10: 11 radiant damage.

* Wight HP: -29/66

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Megalomagna danced in Arzaak's hands like a whip of golden light, striking the Devourer and the Wight with each successful blow that, in addition to the typical purple wounds, also caused lacerations that seemed to have been made by a blade forged in the very Sun. After being brutally wounded by Kali's powerful strikes and Barur's heavy hammer, the Devourer could not withstand the overwhelming force Arzaak wielded through the sword. The fiend and its wight spawn had no choice but to accept that they were not strong enough to defeat such formidable opponents. Orcus, once again, had been bested in this clash between those who desired nothing but death and those who fought for life.

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The Party has emerged victorious, defeating the Devourer and the Wight. Each member earns 20,000 + 1,400 = 21,400 XP for the defeated monsters in this encounter.

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Arzaak has accumulated 188,090 + 21,400 = 209,490 XP in total.

* Arzaak has advanced from level 15 to level 16.

* Arzaak's ability scores have improved: Constitution increased to 18 (modifier +4 – max HP increased by 16). Wisdom increased to 19.

* Arzaak's HP increased by 9 (max HP 148).

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Megalomagna has accumulated 184,090 + 21,400 = 205,490 XP in total.

* Megalomagna has advanced from level 15 to level 16.

* Weapon attack and damage bonus increased to +4, +6 against spellcasting creatures.

* Megalomagna has learned the 4th level spell Staggering Smite and the 8th level spell Maddening Darkness.

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Stinger has accumulated 184,800 + 21,400 = 206,200 XP in total.

* Stinger has advanced from level 15 to level 16.

* Stinger's HP increased by 5 (max HP 99).

* New trait unlocked: Flyby. Stinger doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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Kali has accumulated 184,040 + 21,400 = 205,440 XP in total.

* Kali has advanced from level 15 to level 16.

* Kali's ability scores have improved: Strength increased to 20 (modifier +5).

* Kali's HP increased by 10 (max HP 166).

* Rage damage increased to +4.

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Barur has accumulated 186,300 + 21,400 = 207,700 XP in total.

* Barur has advanced from level 15 to level 16.

* Barur's ability scores have improved: Dexterity increased to 12 (modifier +1). AC adjusted to 17.

* Barur's HP increased by 14 (max HP 230).

* Barur has learned that the Belt grants him Giant-like Strength.

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Aldarion has accumulated 175,700 + 21,400 = 197,100 XP in total.

* Aldarion has advanced from level 15 to level 16.

* Aldarion's ability scores have improved: Dexterity increased to 18 (modifier +4). AC adjusted to 18.

* Aldarion's HP increased by 6 (max HP 99).

***

As the battle ended and the effects of Megalomagna's Mark of Torm faded, Arzaak's companions glanced between him and the Demonomicon of Iggwilv.

A mix of thoughts and emotions swirled in their minds, but Kali was the first to break the heavy silence.

"Arzaak, we need to talk".

***

LOOT FOUND IN THIS ADVENTURE:

* Belt of Hill Giant Strength

* A potion whose orange liquid flickers, with smoke filling the top of the container.

* Two potion's containing a red liquid that glimmers when agitated.

* A potion's whose container looks empty but feels as though it holds liquid.

* A potion's containing a transparent liquid that has floating in it a sliver of a giant's fingernail.

* A blue potion that bubbles and steams as if boiling.