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Megalomagna
7TH ADVENTURE - BLOODSHED IN THE BLOODSUCKER'S PALACE

7TH ADVENTURE - BLOODSHED IN THE BLOODSUCKER'S PALACE

7TH ADVENTURE - BLOODSHED IN THE BLOODSUCKER'S PALACE

ARZAAK (LV 16 – XP: 209,490)

(Warlock/Tiefling)

* STR: 8 (20) (+5)

* DEX: 10 (0)

* CON: 18 (+4)

* INT: 11 (19) (+4)

* WIS: 19 (+4)

* CHA: 20 (+5)

* HP: 01/148

* AC: 14

* 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. Common and Infernal.

* Infernal Heritage. Has resistance against fire damage.

* Darkvision. Can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.

* Skills: Arcana (+14), History (+9).

* Saving Throws: CHA (+10), WIS (+9), CON (+8).

* Background: Researcher.

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

* Resistance to cold and poison damage.

* Advantage on saving throws against being poisoned.

* Resilient (feat). CON 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:

* INT and WIS scores increase by 1.

* Expertise in the Arcana skill.

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

* Learned 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. CHA is his spellcasting ability for these spells.

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* Fey Presence (1/short or long rest). Projects the beguiling and fearsome presence of the Fey. Affected enemies must succeed on a WIS saving throw (DC 18) or be charmed or frightened by Arzaak (his choice) until the end of his next turn.

* Eyes of the Rune Keeper. Can read all writing.

* Investment of the Chain Master: Arzaak infuses Stinger with a measure of his eldritch power. See Stinger’s stat block.

* Trickster's Escape (1/long rest). Can cast freedom of movement once without using a warlock spell slot.

* Voice of the Chain Master. Arzaak can communicate telepathically with Stinger and perceive through its senses as long as both are on the same plane. Additionally, while perceiving through its senses, Arzaak can also speak through it in his own voice.

* Chains of Carceri. Can cast hold monster at will on celestials, fiends, or elementals without expending spell slots. Must make a long rest before trying it on the same monster.

* Misty Escape (1/long rest). Upon taking damage, Arzaak 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.

* Beguiling Defenses. Becomes immune to being charmed, and when another creature attempts to charm him, he can use his reaction to attempt to turn the charm back. The creature must succeed on a WIS saving throw against his spell save DC or be charmed for 1 minute or until the creature takes any damage.

* Dark Delirium (1/short or long rest). Plunges a creature into an illusory realm. He chooses a creature that he can see within 60 feet of him, and it must make a WIS 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. This effect ends if the creature takes any damage. Until the 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.

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* Level 16 Proficiency: +5 (increases at 17th level)

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

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

* Melee (Megalomagna) attack modifier = proficiency (+5) + STR (+5) + magic bonus (+4/+6) = +14/+16 to hit.

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CANTRIPS (power increases at 17th level)

* Chill Touch

* Eldritch Blast — 3 blasts (Agonizing Blast and Repelling Blast Invocations)

* Fire Bolt

* Infestation

* Poison Spray

* Thaumaturgy

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SPELLS – 3 slots available (13 spells prepared – 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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1st level

* Hex

2nd level

* Mind Spike

* Cloud of Daggers

* Hold Person

* Spider Climb

* Ray of Enfeeblement

3rd level

* Fly

* Leomund's Tiny Hut

* Remove Curse

4th level

* Blight

* Banishment

5th level

* Synaptic Static

* Hold Monster

* Contact other Plane

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MEGALOMAGNA (LV 16 – XP: 205,490)

* INT: 18 – Genius

* WIS: 8 – Asshole

* CHA: 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+4/+6 (one hand) or 1d10+4/+6 (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 STR 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 WIS 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 protection from evil aura, and its radius increases to 30-feet.

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SPELLS (Save DC 19, 1/day except cantrips)

* Vicious Mockery (3d4 psychic dmg)

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

1st level (cast as 3rd level)

* Compelled Duel

* Dissonant Whispers (6d6 psychic damage)

* Grease

2nd level (cast as 3rd level)

* Dominate Person

* Heat Metal (3d8 fire damage)

* Suggestion

3rd level

* Counterspell

4th level

* Confusion

* Phantasmal Killer

* Compulsion

* Staggering Smite

5th level

* Geas

6th level

* Mass Suggestion

7th level

* Power Word, Pain

8th level

* Maddening Darkness

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DETRIMENTAL PROPERTIES:

* Chatterbox. Megalomagna sings or talks out loud at inappropriate times. Its wielder will always fail on DEX (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 of its power.

* 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 16 – XP: 206,200)

(Pseudodragon/Familiar - Size Medium)

* STR: 14 (+2)

* DEX: 18 (+4)

* CON: 14 (+2)

* INT: 10 (0)

* WIS: 14 (+2)

* CHA: 10 (0)

* HP: 94/99

* Armor Class: 15 (natural armor)

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* Keen Senses. Has advantage on WIS (Perception) checks that rely on sight, hearing, or smell.

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

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

* Investment of the Chain Master. The feat learned by Arzaak grants Stinger the following benefits:

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

* Stinger’s attacks are considered magical.

* When Stinger forces a creature to make a saving throw, it can use Arzaak's spell save DC.

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

* Magic Weapons. Stinger’s attacks are magical.

* 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. Target must succeed on a CON saving throw (Arzaak’s spell DC) or 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 Lesser Restoration spell or greater.

* Superior Invisibility. Magically turns invisible until it attacks or casts a spell, or until its concentration ends.

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

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

* Flyby. Doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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KALI (LV 16 – XP: 205,440)

(Barbarian/Dark Elf)

* STR: 20 (+5)

* DEX: 16 (+3)

* CON: 17 (+3)

* INT: 12 (+1)

* WIS: 8 (-1)

* CHA: 8 (-1)

* HP: 74/166

* AC: 15 (12 + 3 Dex modifier)

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

* Weight: 134 pounds (60 kg)

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EQUIPMENT

* Hide Armor

* 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. Has disadvantage on attack rolls and on WIS (Perception) checks that rely on sight when in direct sunlight.

* Superior Darkvision. 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. Proficient with rapiers, short swords and hand crossbows (drow weapon training), simple weapons and martial weapons (barbarian).

* Armor. Proficient with light armor, medium armor and shields.

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

* Tools: Flute.

* Saving Throws: STR (+9), CON (+8).

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

* Background: Hunter.

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* Survivalist (feat). Kali has mastered wilderness lore, gaining the following benefits:

* WIS and CON 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. CHA is her spellcasting ability for both spells.

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* Level 16 Proficiency: +5

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

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

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RAGE (5/long rest, increases at 17th level):

* Advantage on STR checks and saving throws;

* Rage +4 damage bonus;

* Resistance against piercing, slashing and bludgeoning damage.

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PATH OF THE TOTEM

* Spirit Seeker. Can cast the beast sense and speak with animals spells as rituals.

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

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

* Spirit Walker. 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.

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

* Reckless Attack. Gains advantage on all melee attacks for the rest of her turn, but attack rolls against her have advantage.

* Danger Sense. Has advantage on Dex saving throws against effects that she can see, such as traps and spells.

* Extra Attack. Can make two melee attacks per turn.

* Fast Movement. Speed increases by 10 feet while not wearing heavy armor.

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

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

* Relentless Rage. If Kali drops to 0 hit points while raging and she doesn’t die outright, she makes a DC 10 CON saving throw. If she succeeds, she drops to 1 HP 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 ends early only if she falls unconscious or if she chooses so.

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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 16 – XP: 207,700)

(Cleric/Hill Dwarf)

* STR: 11 (21) (+5)

* DEX: 12 (+1)

* CON: 21 (26) (+8)

* INT: 10 (0)

* WIS: 20 (+5)

* CHA: 14 (+2)

* HP: 133/230 (Dwarven's Heritage) (182)

* AC: 17

* Height: 4'1 (1.24m)

* Weight: 133 lbs (60kg)

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EQUIPMENT

* Sunforger Warhammer +2

* Scale Mail (AC 14)

* Shield (AC +2)

* Light Crossbow (1d6 piercing)

* Holy Symbol

* Pearl of Power — command word "recollection"

* Dwarven Heritage talisman

* Belt of Hill Giant Strength

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ABILITIES

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

* Stonecunning. When making an INT (History) check related to the origin of stonework, Barur is considered expert in the skill.

* Dwarven Toughness. HP maximum increases by 1, and it increases by 1 for every new level.

* Darkvision. 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). Con ability score increases by 1; 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:

* Con and Str scores increase by 1.

* Learns the life transference and beacon of hope spells. Can cast both as 3rd level spells once without expending spell slots, and regains the ability to do so after a long rest. WIS is his spellcasting ability for these spells.

* As a bonus action, can spend one Hit Dice to heal himself. Roll the dice, add his Con modifier, and regain a number of hit points equal to the total. Can perform this bonus action only once per turn.

* Background: Hermit.

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PROFICIENCIES

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

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

* Saving Throws: CON (+16), WIS (+10), CHA (+7).

* Skills: 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 WIS 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 16 Proficiency: +5 (increases at 17th level)

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

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

* Melee attack = proficiency (+5) + Belt of Hill Giant Strength bonus (+5) + Sunforger bonus (+2) = +12 to hit.

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CANTRIPS

* Resistance

* Sacred Flame

* Spare the Dying

* Guidance

* Word of Radiance

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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

* 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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ALDARION (LV 16 – XP: 197,100)

(Druid/Wood Elf)

* STR: 10 (0)

* DEX: 18 (+4)

* CON: 12 (+1)

* INT: 12 (+1)

* WIS: 21 (+5)

* CHA: 11 (0)

* Height: 6' (1.82m)

* Weight: 128 lbs (58 kg)

* HP: 45/99

* AC: 18

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EQUIPMENT

* Longsword (1d8/1d10)

* Shortbow (1d6+4)

* Shillelagh (1d8+5)

* Oathbow (1d8+4)

* 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 WIS (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 WIS 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 Throws: INT (+6), WIS (+10).

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

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

* Background: Folk Hero.

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* Level 16 Proficiency: +5

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

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

* Melee (shillelagh) attack modifier = his proficiency bonus (+5) + his WIS 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 WIS 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. WIS 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:

* WIS and CHA 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. WIS 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.

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

CANTRIPS

* Resistance

* Thorn Whip

* Druidcraft

* Shillelagh

* Frostbite

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

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

* 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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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 shellwizard spell (Arzaak)

* Arcane Grimoire (Party)

* Staff of Flowers (Party)

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

* 3 redcap teeth (1000gp each)

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

* Two potions containing a red liquid that glimmers when agitated.

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

* A potion 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.

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

* 3 redcap teeth (1000gp each)

***

"Do we have to do this now?", Arzaak asked, his voice strained and his eyes darting nervously around the room. "Megalomagna has just shattered what I believed to be an indestructible dome of force. It won't be long until whatever is left of the vampire's forces swarms us".

Kali crossed her arms, impatient. "I just want an answer. Yes or no".

"I know what you're going to ask, Kali. But I need to know something first". He turned his gaze to Megalomagna and pointed a finger towards the Demonomicon. "How many fiends are still in there?".

"Beats me. I don't have all the answers, you know. Some dice have not been cast yet".

Arzaak took a deep breath, his decision clear. "I see...then my answer is no, Kali".

Kali blinked, momentarily taken aback. "No, what?", she demanded, her brow furrowed. "What the hell do you mean?".

"I'm not keeping the book", Arzaak replied. "It's too dangerous, and we don't need that kind of power hanging over us".

For a moment, relief flickered across Kali's face, but it was quickly replaced by anger. "You're an idiot, you know that?", she snapped, jabbing a finger at him. Her lilac eyes glistened with unshed tears.

Arzaak nodded, his shoulders relaxing a bit. "I had to make a choice, and I think it's the right one", he told the Party, his voice steadier now.

Kali gave him a curt nod. "Yeah, it is. Good that you've realized that before I had to kill you".

"We need to heal", Barur grumbled, his stern voice cutting through the tension. His eyes were already scanning the room for a safe spot to set up his healing rituals. "I ain't gonna fight off anoth'r bunch o' undeads 'n fiends without patchin' up first".

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

Barur uses Channel Divinity: Preserve Life. A pool of healing energy restores 80 HP to the Party, divided among them, to no more than half of their HP maximum.

* Arzaak recovers 67 HP.

* Kali recovers 9 HP.

* Aldarion recovers 4 HP.

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

"That's not enuff yet, huh", Barur grumbled, holding his holy symbol up in a prayer to Moradin.

Barur spends a 5th level slot (1/2) to cast Prayer of Healing for 5d8+8: 34 Party HP restored. Barur recovers 4 additional HP [Blessed Healer].

* Arzaak HP: 102/148

* Stinger HP: 99/99

* Kali HP: 117/166

* Barur HP: 171/230

* Aldarion HP: 83/99

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

A voice began to echo through the halls.

It was a loud and sharp voice, seemingly human—or at least humanoid—speaking so much and so fast that it was practically impossible to understand what was being said.

“Now that's weird. After so much noise and fighting, instead of hearing dozens of footsteps in the hallway, what we hear is the voice of one person?”, Kali asked.

“It reminds me of when we found Megalomagna. Just as chatty", Arzaak teased.

“I wouldn’t get so excited, sheepface. There are no signs of life ahead. Which means, whatever is speaking over there is already dead", Megalomagna remarked.

“And isn’t there a chance, however remote, that it could be an intelligent weapon such as yourself?”, Arzaak questioned. The sword laughed.

“Now that’s a good one. You might come across a sentient weapon, yes. But to find a masterpiece as smart as me…I think it would be easier for you to beat a Tarrasque in an arm-wrestling match. Without my help", Megalomagna replied.

“Move, or I’ll leave you behind", Kali growled, impatiently taking the lead.

“Kali, remember the danger we escaped from in this very corridor. Don’t be so impulsive", Aldarion advised.

“You all talk too much! At this rate, we’ll kill the bloodsucker with exhaustion, not by fighting", Kali complained.

At the end of the corridor, the adventurers came upon a spacious room with shelves holding ancient tomes, rolled maps, and scrolls. In the center of the room stood a large, rectangular table made of dark wood. The table’s surface was covered with maps, miniature figurines made of bones, and markers indicating strategic positions. At one end of the table, a single heavy wooden chair with a high back and intricate carvings was placed for what seemed to be a one-man council. The chair was cushioned with dark leather, adding a touch of comfort amidst the room’s somber ambiance. One wall was dominated by a large, detailed map of the Faerûn continent, pinned with various markers. One of the markers was pinned over the Lost Peaks, where the dwarven heritage was located, and another one was over Yartar. The floor was covered with a thick, deep-red carpet, muffling footsteps and adding to the room’s gravity. Weapons, shields, and pieces of armor were displayed on stands or hung on the walls, serving as both decoration and a reminder of the room’s purpose.

“Took you long enough! I thought you’d never get here. This palace isn’t even that big! Have you by any chance seen Tharion? I’m thirsty. This liquid isn’t drinkable. Are you listening to me?”, said the shrill voice.

“Where's that annoyin' voice comin' frum?”, Barur grumbled, a grimace hidden under his beard.

“You seriously can’t see me? You know that big dark axe on the weapon rack to the left? I’m right next to it, on the cabinet".

Peering at the spot indicated by the voice, the Party saw a brain floating within a glass canister filled with strange fluids. The organ was shrunken and wrinkled, but its container was magnificently ornate and polished.

"What on earth?", Arzaak muttered, shocked.

"Finally! I was getting tired of waiting! Take a seat. There's only one chair, huh? That's very rude on my part. I must make amends—let me make amends!", the brain exclaimed, inexplicably projecting its disembodied voice for all to hear.

"This thing's a real talkin'-head", Barur grumbled.

"Got it!", the brain shouted, ignoring Barur's remark. "I'll make amends by answering your questions! Go on, ask away! I won't bite!".

"We don't have time for this", Kali snarled. "We're on a mission and talking to a brain isn't a part of it".

Brain in a Jar casts Charm Person on Kali. Kali must make a DC 14 WIS (-1) saving throw [advantage: Fey Ancestry]. Rolled 3, 11. Failed.

Kali has been charmed.

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

"I have a question, if you don't mind", Kali said, her demeanor completely changed as her shoulders relaxed and she put down her sword.

"Great! What do you want to know?", the brain asked, cheerful.

"Who is Tharion?", Kali asked.

"Tharion is Boris's butler. He doesn't like being called that, so don't do it unless you want to make him angry. He is always in a bad mood in my point of view, so I don't see the difference".

"That wasn't very informative", Arzaak observed.

"Who are you?", Aldarion asked.

"Technically speaking, I am an ever-changing, jelly-like cocktail of lipids, proteins, and water that, by firing electrical impulses to around 86 billion synaptic interconnections, enables sensory input, cognition, emotion, learning, memory and decision-making, controls motor functions and regulates bodily systems".

"This thing really talks like you, Megalomagna", Arzaak noted.

"That thing's the real deal, y'know? You should start listening, ram-head", the sword retorted.

"Okay. Let me try next, then. Where's Boris Însângerat?", Arzaak asked, defiant.

"If I know Boris, he's either sleeping or killing something. Those are basically the only two things he does with his unlife".

"Not wrong, but—"

"How did ye end up in a jar?", Barur asked, interrupting Arzaak.

"Isn't it obvious? I didn't want to die! Nobody does, right? But Boris, for some half-assed reason, didn't feel like turning me into a vampire. He said I would cause him trouble. I don't mind. It's comfortable in here. Plus I don't have to suck blood from mortals. Mortalssss! Nobody likes them! No offense".

The Party exchanged glances, puzzled.

"What happened to your body?", Kali asked, gently touching the glass canister.

"I don't know. Turned into a zombie, I guess. They don't need brains after all. If you see any zombies wandering around, please kill them. They eat brains! I don't wanna be eaten!", the brain said, its voice trembling a little.

"Who were you before becoming a brain?", Arzaak asked.

The room shook violently due to a sudden wave of psionic vibrations released by the brain.

"What do you mean, who I was? I am! I think, therefore I am!".

"We don't mean to offend. We just want to know your name", Aldarion intervened.

"My name is Theobald Ashenfell. I'm a warlock born in Toril, but that's not where I spent most of my life", the brain said.

"Where did you spent most of your life?", Kali asked, showing genuine interest.

"In the Shadowfell. Have I mentioned I'm a warlock? I'm a warlock. Made a pact with Orcus. He's terrible! Terrifying! Truly the Tormentor!".

"Do you regret making this pact?", Arzaak asked, suddenly eager to know more.

"I don't have the right to say I regret it. He gave me power, he did indeed. But he's so ugly and hideous! I can't even think of his face without having the chills. I fear for my soul", the brain whispered.

"So you chose to become an immortal brain to escape death and Orcus taking his toll?", Aldarion asked.

"Not to escape death, no! I'm not a coward! I just didn't wanna die. I'm smart. I'm smart, don't you think? Kali, don't you think I'm smart?".

"Of course, Theobald. You're very smart".

"Right? Dying would be such a waste. I wouldn't be able to have this lovely conversation with you, even though you're here to kill Boris", the brain revealed, startling everyone.

"But how—", Arzaak mumbled.

"How do I know? I just do. I used to lie a lot, but I never truly liked it. You can't establish a serious conversation if you're not telling the truth", the brain said.

"Are you gonna tell him that we're here?", Kali asked in a mix of concern and excitement.

"He knows it from the moment you killed his pets. It's his territory, after all. But he's counting on Tharion to do the dirty work for him", the brain explained.

"How strong is Tharion?", Kali asked.

"I'd say more than you folks can handle, but then again, considering he has let you live until now, maybe he thinks you're a challenge worth the wait".

"Let us live?", Barur grumbled, feeling insulted.

"You'll see. Or not, depending on how you handle his lightspeed attacks", the brain stated, giving out the closest thing to a chuckle a brain could.

"What about that axe, Theobald? Is it yours? May I take it?", Kali asked, pointing at the intimidating greataxe sitting on the weapon rack by the cabinet.

"Well...it's not like I can wield it with my nonexistent hands! However, I'm not inclined to give it away for free. How does a bargain sound?", the brain offered.

"What kind of bargain?", Arzaak asked, intrigued.

"I have something that has no use for me, but it has great use for you. Give me something that has no use for you, but great use for me and we will have a deal", the brain suggested.

"What can we give him?", Kali asked Arzaak.

"I have this antilife shell spell scroll that I don't see myself using", Arzaak said.

"Antilife shell? Nope. Not interested. I already have my means of keeping living beings away, if I want to. Not that I want to, you see. But if push comes to shove, I can definitely blast their minds off until their brains melt through their ears", the brain proudly declared.

"Maybe we should give him the Demono—"

"ARCANE GRIMOIRE!", Arzaak shouted, interrupting Kali. She stared at him with a scowl in her face.

"I'll explain later", Arzaak whispered.

"What is it you said about a grimoire?", the brain asked, curious.

"It's a magical grimoire we've found on our journey", Arzaak explained. "It's meant to be used by a wizard, and we have none in our Party. But it doesn't mean it's useless to you. There's arcane knowledge in there you would love to learn about".

"Arcane knowledge, huh...", the brain rambled, failing to hide its excitement as it thumped against its glass canister. "Let me see it".

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

The Party must make a DC 15 group CHA ability check. If two or more members succeed, the Party succeeds. Otherwise, the Party fails.

* Arzaak (+10): 16+10 = 26. Succeeded.

* Kali (-1): 1. Failed.

* Barur (+7): 11+7 = 18. Succeeded.

* Aldarion (0): 18. Succeeded.

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

"Nice! I like this Arcane Grimoire. It might keep me entertained for a few decades. Just do me a favor and don't tell Boris or Tharion about this, okay? I can't fly, so I'd have a huge headache trying to escape this place before they catch me".

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

The Party has received a massive, two-handed greataxe, forged from a dark, sturdy metal. Its haft was wrapped in deep crimson leather, worn smooth from countless battles. The head of the axe was slightly curved, designed to bite deep into flesh and bone.

* Kali has attuned to the greataxe. She still knows nothing about its properties.

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

"Come again, folks! Nice doing business with you!", the brain exclaimed.

"It sounded more like a merchant than a warlock of the fiend", Aldarion noted.

"What if this axe is cursed?", Arzaak asked. "Maybe you shouldn't use it until we are sure, Kali".

"What are you talking about? Theobald wouldn't give me a cursed weapon", Kali retorted, annoyed.

"We ain't takin' any chances", Barur interjected, reaching for his holy symbol. "If yer gonna be stubborn 'bout it, ye can cry in the latrine".

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

Barur spend a 3rd level slot (1/3) to cast Remove Curse.

Nothing happened.

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

"Well...apparently it ain't curs'd, aft'r all", Barur grumbled.

"See? I told you Theob—"

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

The effects of Charm Person have worn off.

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

"—is a talking piece of dead meat! I can’t believe I fell for a charm spell from an undead son of a bitch's canned brain!", Kali raged.

"You were charmed? No wonder you suddenly decided to ask questions to the brain", Aldarion observed.

"You mean she didn't act like a savage beast?", Megalomagna interjected in a mocking tone.

"Shut up, Megalomagna", Kali shouted, more disappointed at herself than annoyed at the sword. "Arzaak, you must get rid of the book. If another monster jumps out of it, we're gonna be in trouble".

"I know. I just couldn't give it to the brain. It's a minion of the vampire, after all", Arzaak pondered. "From what I observed, it happens after we rest for more than an hour. Let's refrain from doing that until we can hide it safely and we're good".

"The gift frum the horn'd fiend suddenly turn'd into a burden, heh? Typical o' any deals struck with devils n' demons", Barur lectured.

"I know, Barur. I already gave you my word that I won't keep it. Bear with me till then, will you?", Arzaak pleaded.

Barur gave a smirk under his beard and tapped Arzaak in the elbow—the closest to the tiefling's shoulder the dwarf could reach. "Tis alright, 'rzaak lad. If we didn't trust ye, we wouln't be 'ere in this dangerous mission togeth'r".

"Thanks, Barur".

Leaving the talking brain behind and continuing through the palace, the adventurers felt the temperature drop suddenly, and a chill ran down their spines. Ahead of them lay a vast hall, yet every corner seemed to oppressively close in. The walls were adorned with dark, tattered tapestries, and gothic stone carvings of skulls and twisted vines were embedded into the cold stone walls.

The floor was covered with a crimson-colored rug, stained with dark, rust-colored patches that looked suspiciously like old blood. Mist clung to the ground, swirling around the base of the throne, as if drawn to the power that emanated from it. This mist seemed to move with a life of its own, occasionally forming vague shapes that dissipated almost as soon as they were noticed—hands reaching out, or faces grimacing in silent agony.

Lining the walls were torch sconces, each one a grotesque gargoyle-like figure holding a torch aloft. The torches burned with a flickering green flame, adding to the room's ominous atmosphere. The shadows they created danced and shivered as if alive, giving the unsettling feeling that the room was more than just a space—it was also an entity, and a malevolent one.

To the side of the room, near one of the larger tapestries, stood an alcove where a series of ancient, dark wooden chairs were arranged for the lord's closest subjects or minions. Above the throne hung a chandelier made of twisted iron, its form gnarled and chaotic, resembling a cluster of skeletal fingers reaching out from the ceiling. The candles in the chandelier also burned with a ghostly green flame, casting a cold, unnatural light. The flickering light played upon the carved figures on the walls, making the skulls and bats appear as if they were watching, their empty eyes following any who dared to enter.

At the center of this macabre space was the throne, the room's most striking feature. Made of blackened, ornate metal, the throne stood tall and imposing with a high, intricately carved backrest. The metal was wrought with detailed patterns that resembled twisting vines and gnarled branches, each one ending in a sharp point or a ghastly face. The seat itself was upholstered in a deep, blood-red velvet.

Seated on the throne, a menacing figure watched the adventurers in silence, his eyes as cold as ice.

"Who is that, sitting on the throne?", Kali asked in a low tone. "It's not the vampire".

Aldarion suddenly became very agitated, indignation visible in his gaze. His heart swelled with a complex mix of emotions, but the predominant feeling was a seething anger.

"I can't believe it. Not an elad–"

“Took you long enough, or-tel-quessir", the man uttered in a deep, resonant tone that seemed to numb the adventurers' very souls with the coldness of death. “Welcome to dying", he added with icy disdain, like frost coating a blade.

"How could a powerful being such as an eladrin let himself become the minion of a vampire?", Aldarion muttered, in disbelief.

“Minion? Me? How foolish of you to believe that someone like me would ever be a minion to anyone", the man said calmly, his face betraying no disturbance or emotion. Yet beneath that cold exterior, there was a distant, almost playful arrogance—a petulant loftiness that suggested he believed himself superior to all other beings, alive or not.

"It doesn't make any sense", Arzaak mumbled. "The brain said—"

"You talked to the brain? The greatest liar that the Shadowfell could have ever produced? I overestimated you, mortals. You are undeserving of my attention, after all", the man declared, disdain filling his visage.

The Party exchanged worried glances.

“Huuuh, guys, you might want to be careful with this one", Megalomagna warned. “You know that old trope where the butler is always the guilty one?”.

“SILENCE!”, the man roared, his thunderous voice booming across the hall. “Insolent wretch! I am no one’s butler!”.

"Gotcha", Megalomagna retorted. "Folks, I present you Tharion, Boris Însângerat's butler and latrine cleaner".

Megalomagna’s taunting, as usual, was strikingly effective. The eladrin’s expression shifted abruptly, his eyes narrowing with a flash of cold fury. His once-perky arrogance gave way to profound indignation, and his lips curled into a sneer, revealing the barest hint of fangs.

Rising from the throne, the eladrin finally allowed the Party to understand what the brain was talking about. Imposing and fearsome, the eladrin was 6-feet-tall, his complexion slender but muscular and his fingers ending in sharp claws. His once sun-kissed skin had become pale and sickly as its vibrancy was drained by undeath. His fiery hair was now a dull, smoldering ember, the sparks extinguished. His eyes, which once blazed with passion, now glowed with an unnatural red, and his expression became feral, with a constant hunger burning within.

His ominous armor was gothic black, accented with crimson details carved into intricate designs. The armor emitted a cold, eerie glow, and in his right hand he carried a dark, sinister longsword with a blood-red core.

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

The anger Tharion felt towards Megalomagna and its insults have set him to his summer state.

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

“I won’t tolerate any more of your insults", Tharion snarled, his voice dripping with cold fury. “Minions, destroy them!”.

As the words left his lips, Tharion thrust his left hand forward, and spectral energy surged around him, coalescing into twisted, undead forms that, once fully materialized, fixed their malevolent gazes on the adventurers, brimming with murderous intent.

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

A Vampire Spawn (Summer Eladrin, CR 11, 230 HP), 3 Shadows (CR 1/2, 18 HP, 16 HP, 19 HP), 5 Skeletons (CR 1/4, 11 HP, 11 HP, 11 HP, 14 HP, 9 HP) and 3 ??? (CR 1/2, 14 HP, 15 HP, 13 HP) have appeared.

INITIATIVE ROLL

1. Skeleton 1 (+2): 20+2 = 22

2. Skeleton 4 (+2): 20+2 = 22

3. Skeleton 5 (+2): 19+2 = 21

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

5. Skeleton 3 (+2): 18+2 = 20

6. ??? 3 (+4): 14+4 = 18

7. Shadow 2 (+2): 15+2 = 17

8. ??? 1 (+4): 13+4 = 17

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

10. Shadow 3 (+2): 11+2 = 13

11. Shadow 1 (+2): 8+2 = 10

12. Arzaak (0): 9

13. ??? 2 (+4): 5+4 = 9

14. Eladrin Vampire Spawn (+5): 2+5 = 7

15. Barur (0): 4

16. Aldarion (+3): 1+3 = 4

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

ROUND 1

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

Skeleton 1 attacks Kali (AC 15, +4 to hit) with short sword. Rolled 3. Missed.

Skeleton 4 attacks Kali (AC 15, +4 to hit) with short sword. Rolled 2. Missed.

Skeleton 5 attacks Barur (AC 17, +4 to hit) with short sword. Rolled 18. Hit for 1d6+2: 5 piercing damage.

* Barur HP: 166/230

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Kali is raging as a bonus action (2/5). Kali attacks Skeleton 1 with greataxe (AC 13, +13 to hit). Rolled 19. Hit for 1d12+12: 21 plus 1d8: 3 slashing damage.

* Skeleton 1 HP: -13/11

Skeleton 1 has been destroyed.

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

As Kali slashed through the skeleton’s frail structure, the vein-like carvings snaking across the greataxe’s head flared with white light, and its blade cleaved the undead with devastating force. Reduced to an inanimate pile of bones, the skeleton crumbled as the fearsome axe hummed, emitting a dim glow in apparent satisfaction of the kill.

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

Kali attacks Skeleton 4 with greataxe (AC 13, +13 to hit). Rolled 18. Hit for 1d12+12: 16 plus 1d8: 4 slashing damage.

* Skeleton 4: -06/14

Skeleton 4 has been destroyed.

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

Skeleton 3 attacks Kali (AC 15, +4 to hit) with shortbow. Rolled 18. Hit for 1d6+2: 7 / 2 = 4 piercing damage.

* Kali HP: 113/166

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

??? attacks Arzaak [advantage: invisible] with chill touch (AC 14, -1 to hit). Rolled 9, 20. Hit for 2d8: 9 / 2 = 5 necrotic damage. Arzaak cannot regain any hit points until the end of ??? next turn.

* Arzaak HP: 97/148

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

A bone-deep chill crept over Arzaak. As he turned, the source of the unnatural cold revealed itself—a tiny, winged creature materializing out of thin air.

Its once delicate butterfly wings were now tattered and frayed at the edges, with some parts nearly translucent, as if beginning to rot. Its skin had turned a sickly pale green, mottled with patches of decay and lifelessness, while darker veins beneath the surface suggested that blood no longer flowed. Hollow eyes glowed faintly with a haunting, ghostly white light, giving the creature a vacant, undead stare. Once vibrant, its long hair now hung in brittle, uneven strands, a dull and muted red. The dress, once beautiful, was torn, stained, and ragged, matching the tiny figure’s hunched posture. Its hands hung ominously by its sides or moved in slow, awkward gestures, seemingly struggling to cast a spell.

"Oh dear", Megalomagna thought aloud. "Now it's a pixie".

"Barur! We're gonna need you for this!", Arzaak exclaimed. "Get ready to use your divine power and get rid of these undead!".

"Tis Moradin's divine—"

"I will handle it myself", Aldarion interjected. "I'm tired of this. Tired of watching my brethren reduced to empty shells for the benefit of a damned vampire and his demon lord. I'm gonna destroy them!".

"Hmpf. Throwing a tantrum just for a couple of insects. What a disgrace", Tharion snarled.

"You are the insect here, vampire lackey", Kali interjected. "And a shame to all elven races".

Tharion scowled. "Kill them all!", he ordered his minions, infuriated.

Shadow 2 attacks Kali (AC 15, +4 to hit). Rolled 2. Missed.

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

??? casts Sleep on Kali. The spell has no effect.

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

A second zombified pixie appeared, Kali instantly recognizing it as the one that pointlessly tried to put her to sleep with a spell.

Skeleton 2 attacks Aldarion (AC 18, +4 to hit) with shortbow. Rolled 11. Missed.

The story has been taken without consent; if you see it on Amazon, report the incident.

Shadow 3 attacks Kali (AC 15, +4 to hit). Rolled 16. Hit for 2d6+2: 9 necrotic damage. Kali's STR has been reduced by 1d4: 1 until she finishes a short rest.

* Kali HP: 104/166

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Shadow 1 attacks Arzaak (AC 14, +4 to hit). Rolled 5. Missed.

Arzaak attacks Tharion [advantage: Kali is raging] with eldritch blast (AC 19, +10 to hit). Rolled 12, 17; rolled 19, 13; rolled 12, 18. Three hits for 1d10+5 each: 14, 13, 15 = 42 force damage.

* Tharion HP: 188/230

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

Zombified Pixie 2 casts Entangle. Affected creatures must make a DC 7 STR saving throw or be restrained by the entangling plants for 1 minute.

* Arzaak (+5): 19. Saved.

* Kali (+9, advantage): 7, 5. Saved.

* Barur (+5): 19. Saved.

* Aldarion (0): 4. Failed. Aldarion is restrained for 1 minute.

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

"Look what my insects have caught for me", Tharion growled.

Tharion uses a bonus action to Fey Step towards Aldarion.

In the blink of an eye, Tharion teleported directly in front of the druid, its fangs bare and ready to bite.

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

Tharion regenerates 10 HP.

* Tharion HP: 198/230

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

Tharion attacks Aldarion [advantage: target restrained] with bite and longsword (AC 18, +8 to hit). Rolled 20, 5; rolled 2, 4. One hit for 1d6+4: 6 piercing plus 2d6: 3 / 2 = 2 necrotic damage. Aldarion's max HP has been reduced by 2 until he finishes a long rest.

* Aldarion HP: 75/97 (99)

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

Blessing of the Fey feature activated. Tharion must make a DC 18 WIS (+1) saving throw: 8. Failed. Tharion has become frightened of Aldarion for 1 minute or until he saves successfully.

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

"You will regret this, fallen eladrin", Aldarion snarled, his neck bleeding from the vampire's vicious bite.

“Who are you?”, Tharion growled, his voice faltering as fear tightened its grip.

“I’m a protector, undead scum", Aldarion shot back, gritting his teeth as he wrestled against the vines winding tighter around him.

"Ye've done 'im wrong fer too long, bloodsuckin' servant", Barur proclaimed, holding his holy symbol. "Time to bathe yer all in holy light so ye can feel the warmth of redemption".

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

Barur uses Channel Divinity (2/2): Turn/Destroy Undead. All undead must make a DC 18 WIS saving throw:

* Skeleton 5 (-1): 13. Failed.

* Skeleton 3 (-1): 1. Failed.

* Zombified Pixie 3 (+1): 7. Failed.

* Shadow 2 (0): 13. Failed.

* Zombified Pixie 1 (+1): 8. Failed.

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

* Shadow 3 (0): 5. Failed.

* Shadow 1 (0): 7. Failed.

* Zombified Pixie 2 (+1): 1. Failed.

* Eladrin Vampire Spawn (+1, advantage): 5, 18. Saved.

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

The 3 shadows, the 3 zombified pixies and the 3 remaining skeletons have been destroyed.

The plants entangling Aldarion have wilted away.

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

"Aldarien, dun't lose sight o' yerself", Barur advised. "'ave faith in yerself, yer deity n' yer friends, n' I swear that justice'll be served".

Taking a deep breath, Aldarion shook off the brittle remains of dead plants clinging to his arms and shoulders.

“Thank you, Barur", he said, realizing that the more he listened to the dwarf’s words, the more wisdom he uncovered.

Turning to the vampire, Aldarion’s expression hardened. “You’re not worth my best weapons, lesser undead", he sneered, gathering icy energy in his hand as the air around him grew colder.

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

Aldarion casts Frostbite. Tharion must make a DC 18 CON (+4) saving throw: 6. Failed. Tharion suffers 3d6: 12 cold damage and will have disadvantage on the next attack roll.

* Tharion HP: 186/230

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

ROUND 2

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

Kali attacks Tharion with greataxe (AC 19, +12 to hit). Rolled 9, 6. One hit for 1d12+11: 17 plus 1d8: 2 slashing damage.

* Tharion HP: 167/230

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

"Megalomagna, can I count on you?", Arzaak asked, divided between casting a spell or attacking with the sword.

"I'm not sure yet. Ask me again next round", Megalomagna said.

"Next round...as always, speaking nonsense", Arzaak vented.

Arzaak attacks Tharion [advantage: Kali is raging] with eldritch blast (AC 19, +10 to hit). Rolled 10, 10; rolled 1, 12; rolled 16, 16. Three hits for 1d10+5 each: 9, 8, 13 = 30 force damage.

* Tharion HP: 137/230

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

Tharion regenerates 10 HP.

* Tharion HP: 147/230

Tharion rerolls a DC 18 WIS (+1) saving throw: 10+1 = 11. Failed. Tharion is still frightened.

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

Tharion uses Fey Step as a bonus action to move away from Aldarion. Tharion uses Fearsome Presence. All Party members must make a DC 16 WIS saving throw. On a failed save, they will become frightened of Tharion for 1 minute or until they save successfully.

* Arzaak (+9): 19+9 = 19. Saved.

* Stinger (+2): 10+2 = 12. Failed. Stinger is frightened.

* Kali (-1): 18-1 = 17. Saved.

* Barur cannot be frightened (Dwarven's Heritage).

* Aldarion (+10): 15+10 = 25. Saved.

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

Barur spends a 3rd level slot (2/3) to cast Guiding Bolt [advantage: Kali is raging] at Tharion (AC 19, +10 to hit). Rolled 5, 17. Hit for 6d6: 21 radiant damage, and the next attack against the target will have advantage.

* Tharion HP: 126/230

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

Aldarion attacks Tharion (AC 19, +10 to hit) with Shillelagh [advantage: Guiding Bolt]. Rolled 19, 3. Hit for 1d8+5: 8 bludgeoning damage.

* Tharion HP: 118/230

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

ROUND 3

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

Kali attacks Tharion with greataxe (AC 19, +12 to hit). Rolled 15, 8. Two hits for 1d12+11 each: 19, 22 plus 2d8: 2 slashing damage.

* Tharion HP: 75/230

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

"This guy is resilient", Arzaak observed. "Megalomagna! Time to make up your mind!".

"Aaaall right! I have a spell for you. It's gonna be the real deal, but you must attack with me instead of your fireworks", Megalomagna said.

"I don't know what fireworks are and I don't think I want to", Arzaak replied, unsheathing Megalomagna. "Now do your magic, please?".

"How chivalrous...coming from a dude with two horns and a tail. Are you trying to get me into a devil pact? The last baatezu who tried that with me went flying straight to the Maggot Pit", Megalomagna remarked.

"You can tell me that story later", Arzaak said.

"Oh, right. Time to cut that vamp down".

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

Megalomagna casts Staggering Smite.

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

Arzaak attacks Tharion [advantage: Kali is raging] with Megalomagna (AC 19, +14 to hit). Rolled 3, 4. Missed.

"Oops. Guess you missed him, sheepface. Better luck next time", Megalomagna said.

"That vampire is impossibly nimble", Arzaak muttered. "We may have to restrain it".

"Restrain me?", Tharion said with a chuckle.

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

Tharion could not regenerate due to having taken radiant damage.

Tharion rerolls a DC 18 WIS (+1) saving throw: 9+1 = 10. Failed. Tharion is still frightened.

Tharion uses Fey Step as a bonus action to teleport in front of Barur.

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

"With your meagre strength, how could you possibly restrain someone?", the vampire eladrin snarled, his fangs bare as he prepared to attack the dwarf.

Tharion attacks Barur (AC 17, +8 to hit) with longsword and grapple. Rolled 16, 2. One hit for 2d8+4: 15 slashing damage.

* Barur HP: 151/230

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

"So ye tink I ain't strung enuff", Barur retorted, unfazed by the vampire's powerful sword slash. "We'll see 'bout that, bloodsuckin' monster".

Barur attacks Tharion (AC 19, +12 to hit) with Sunforger [Divine Strike]. Rolled 13. Hit for 1d8+7: 14 bludgeoning plus 2d8: 7 radiant damage.

* Tharion HP: 54/230

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

"Uggh...how dare you?", the vampire spawn growled, surprised by how powerful the dwarf's strike was.

"Do you see it now, fallen eladrin?", Aldarion said. "Can you see the difference between the forces of life and your miserable state of undeath?".

"Shut up, sylvan!", Tharion exclaimed, enraged. "You will never understand what I have gone through!".

"It doesn't matter, really", Aldarion said, calmly. "Whatever your reasons were, you won't need them anymore".

Aldarion attacks Tharion (AC 19, +10 to hit) with Shillelagh. Rolled 10. Hit for 1d8+5: 10 bludgeoning damage.

* Tharion HP: 44/230

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

ROUND 4

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

Kali attacks Tharion with greataxe (AC 19, +12 to hit). Rolled 2, 10. One hit for 1d12+11: 16 plus 1d8: 4 slashing damage.

* Tharion HP: 24/230

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

"This is it!", Arzaak exclaimed, brandishing Megalomagna. "Time to say your prayers, spawn of the abyss!".

Arzaak attacks Tharion [advantage: Kali is raging] with Megalomagna (AC 19, +14 to hit). Rolled 10, 2. Hit for 1d10+9: 19 slashing plus 4d6: 14 psychic damage.

* Tharion HP: -09/230

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

After weathering a barrage of attacks—Arzaak's eldritch blasts, Barur's crushing blows, Kali's fearsome slashes, and Aldarion's relentless strikes—Tharion, the fey eladrin turned vampire, staggered. Its movements became increasingly erratic, the immense damage it had sustained clearly taking its toll.

Kali's greataxe was devastatingly effective, cutting deep into the vampire’s defenses and leaving gaping wounds that bled dark, clotted ichor. Each swing of the mighty weapon reduced the undead's once-proud form to a crumpled, struggling figure. However, the decisive factor was Megalomagna. As its blade cut through the vampire’s defenses, it unleashed the same strange, purple energy that spread from the wounds, disrupting its ability to regenerate. By the end of the battle, Tharion was barely holding himself together. Yet, it refused to kneel, as proud as all eladrin are. With a final roar of pain, the vampire disintegrated into dark mist, which dissipated swiftly, leaving behind a strong scent of ozone and withered plants. But in its wake, the adventurers also sensed a subtle fragrance of warm earth and sunlit meadows, as if the former eladrin was bidding them farewell and finally finding peace.

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

The Party has emerged victorious, defeating the eladrin vampire spawn, 3 shadows, 3 Zombified Pixies and 5 Skeletons. Each member earns 14,400 + (200 *3) + (200*3) + (100*5) = 16,100 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 209,490 + 16,100 = 225,590 XP in total.

* Arzaak has advanced from level 16 to level 17.

* Arzaak's HP increased by 9 (max HP 157).

* Proficiency bonus increased to +6.

* Mystic Arcanum spell unlocked. 9th level spell learned: Power Word, Kill.

* Cantrip power increased.

* 4th spell slot unlocked.

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

Megalomagna has accumulated 205,490 + 16,100 = 221,590 XP in total.

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

Stinger has accumulated 206,200 + 16,100 = 222,300 XP in total.

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

Kali has accumulated 205,440 + 16,100 = 221,540 XP in total.

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

Barur has accumulated 207,700 + 16,100 = 223,800 XP in total.

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

Aldarion has accumulated 197,100 + 16,100 = 213,200 XP in total.

***

“I doubt the owner o' this pigsty'll be happy to hear his butler’s been destroyed", Barur remarked, scanning the surroundings.

“At this point, what we want most is for him to know we’re here”, Arzaak replied, resolute. “According to the brain, it was the vampire’s butler who was supposed to do the ‘dirty work’ of weakening us so he could finish the job".

“He wasn’t even that strong”, Kali noted.

“He was a victim", Aldarion declared, his gaze sad and distant. “Just like the unicorn, the satyr, the blink dogs, and these poor pixies. Who knows how many other fey were sacrificed and revived as undead to serve that damned demon?”.

Arzaak swallowed hard, remembering the zombified dryads he had been forced to kill.

“We’ll avenge all the fey who suffered at the hands of the vampire and his patron, Aldarion", the tiefling assured. “Now let’s move. Every minute inside this haunted palace is an endless torture".

“Hold your ponies a second", Megalomagna exclaimed. “I can sense magic in this hall. There’s a magic item here, and it seems powerful".

“Can you lead us to it?”, Arzaak asked, unable to hide his curiosity.

“No need. It’s that stick up there on the arm of the throne. Why didn’t Mr. Moody there use it against you? Beats me", Megalomagna replied.

On the arm of the throne lay a staff crafted from fine wood. Its shaft was dark brown and gnarled, with twisting patterns running along its length, giving it an organic, almost living appearance. The top of the staff branched out like a tree, with smaller limbs sprouting in different directions, some adorned with moss and tiny, delicate leaves.

“I don’t even need magic to recognize this”, Aldarion murmured, astonished as he stepped closer. “It’s a Staff of the Woodlands. My ancestors used to craft these, imbuing them with powerful nature spells".

Kali tilted her head thoughtfully. “Guess the eladrin couldn’t fully break away from his roots, even after turning into a vampire. That’s probably why he kept this staff close—even if he never used it again".

“Makes sense", Arzaak said, nodding. He was about to add more when Stinger reached out telepathically.

"Ballroom. Haunted", the pseudodragon's voice echoed in his mind.

“Haunted, huh…”, Arzaak said aloud, lost in thought.

“Haunted?”, Kali asked, raising an eyebrow. “Well, everything feels haunted around here. But you sound like you’ve got something specific in mind”.

“The ballroom", Arzaak explained. "Never been to one myself, as you know, but I figure it’s a big place where people dance and celebrate”.

“Not just that", Barur grumbled. “Tis where the lor’ would show off their wealth, power, n’ charm. It’s where they’d exert dominance over their guests, in their own way”.

“So it’s a haunted ballroom.” Aldarion nodded. “Might be best to steer clear of it, then”.

“Sorry, Aldarien, but I can’t ignore it," Barur said, shaking his head. "As a cleric, tis me duty to purify places cursed with ghosts n’ other unholy spirits”.

Kali swung her fearsome axe over her shoulder, stepping forward. "Let’s get this over with. This axe rips even ghosts apart, so I’m itching for a fight”.

“Take it easy”, Arzaak scolded her. “Aldarion, I assume you’re taking the staff?”.

“Yes. It belonged to an eladrin before he fell. I’ll claim it, as a descendant of his race”, Aldarion stated firmly.

“Good. Let’s move. Keep an eye out for traps and monsters, and...Megalomagna?", Arzaak added with a weary glance. “Try not to get too loud until we’re actually in a fight, okay?".

“Yeah, yeah, I’ll play nice”, Megalomagna chuckled. The sword’s voice dripped with mischief, making Arzaak regret asking.

They pressed onward, stepping into a long and haunting corridor. The walls were lined with grotesque paintings, twisted scenes of torment and despair—faces frozen in eternal agony, barren landscapes under blood-red skies. Deep blacks, sickly greens, and violent splashes of crimson dominated the palette, giving the entire hallway a nightmarish aura. Sculptures lined the velvet carpet, crafted from materials that seemed almost alive—bones, twisted metal, and dark wood shaped into forms that defied reason. Some statues appeared to writhe in silent agony, while others leered with malevolent intent, their eyes following the party’s every move.

“I’ve changed my mind,” Aldarion muttered, disgust twisting his features. “We should destroy everything that remains in this cursed place”.

“True enuff, me friend”, Barur agreed, his face grim.

As they neared the ballroom, the air grew heavy, carrying with it the faint, ghostly strains of long-forgotten music—the kind that would have once accompanied grand, elegant dances. A chill breeze swept through the chamber, despite the sealed windows. Overhead, massive chandeliers flickered with a sickly, ghostly green light, casting long, twisted shadows across the marble floor.

“Welcome to Lord Boris’s party”, came a whisper, barely more than a breath of wind, as a translucent figure appeared before them. Dressed in decaying finery, its gaunt, pale face betrayed a nobility that had long since crumbled to dust.

“A ghost?”, Arzaak frowned, narrowing his eyes.

“Come in”, the ghost said with a courteous gesture, its voice cold and unnerving. “The ceremony is about to begin”,

As the adventurers stepped into the ballroom, a disturbing scene began to unfold around them. The ghostly figures present were not just passive apparitions—they were engaged in an elaborate, nightmarish celebration. Nobles, seemingly lost in time, swayed to the eerie, ghostly music. The once elegant attire of the guests was decayed, their flesh seeming to rot away, and their eyes glowed faintly, betraying their corrupted and lifeless nature.

At the heart of the ballroom, a dark altar rested, partially hidden by crimson-colored curtains. As the adventurers drew nearer, they realized it was adorned with offerings—mostly blood and humanoid-shape skulls. A phylactery-like object, placed atop the altar, pulsed ominously as the blood flowed through the structure into a bowl that never seemed to overflow.

"A sacrificial altar", Barur grumbled, his gaze hard as steel, barely containing the righteous fury that surged within him. His lips curled in revulsion beneath his beard, and his grip tightened around his warhammer.

"This is too much for my stomach", Aldarion muttered, stepping back as nausea threatened to overcome him.

"The vampire’s using this place to drain the life from its victims", Arzaak observed grimly. "That red gem hovering over the altar—it's probably the source of this gruesome ritual".

"We must destroy it!" Barur exclaimed, readying his warhammer to strike the phylactery. But before he could act, the eerie music of the ballroom swelled, its volume suddenly overwhelming the adventurers.

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

The music of the ballroom and the unnatural atmosphere wear down the minds of the living. The adventurers must make a DC 15 WIS saving throw for every round they stay inside the area. Failure will result in 2d6: 7 psychic damage as the haunting music and twisted atmosphere infiltrate their thoughts and overwhelm their senses.

Arzaak (+10): 17+10 = 27. Saved.

Stinger (+2): 14+2 = 16. Saved.

Kali (-1): 3-1 = 2. Failed.

* Kali HP: 97/166

Barur (+10): 1. Failed.

* Barur HP: 144/230

Aldarion (+10): 10+10 = 20. Saved.

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

“Dammit! That ugly noise is drilling into my skull!”, Kali cursed, slapping her hands over her ears, only to realize the eerie music was digging straight into her mind.

“We’ve gotta smash that blasted thing before it fries our brains!” Barur growled, squinting against the throbbing pain in his head.

“I’ll handle it.” Arzaak stepped forward, his voice steady despite the chaos. “Stand clear, unless you want shards in your face.”

He raised his right hand, and dark, crackling energy coiled around his fingers. With a fierce motion, he hurled a bolt of eldritch power toward the crystal. The blast shot forward like a lightning strike—only to ricochet harmlessly off its surface, leaving it unscathed.

The crystal pulsed, once, twice, before releasing a violent wave of necrotic energy that sent a deathly chill through the area.

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

All Party members must make a DC 15 DEX saving throw or take 2d8: 5 necrotic damage and be knocked prone. If they succeed, they take only half damage and are not knocked prone.

Arzaak (0): 7. Failed. Arzaak has been knocked prone.

* Arzaak HP: 94/157

Stinger (+4): 18+4 = 22. Saved.

* Stinger HP: 94/99

Kali (+3): 7+3 = 10. Failed. Kali has been knocked prone.

* Kali HP: 92/166

Barur (+1): 5+1 = 6. Failed. Barur has been knocked prone.

* Barur HP: 139/230

Aldarion (+4): 16+4 = 20. Saved.

* Aldarion HP: 73/97 (99)

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

Aldarion’s eyes narrowed, his posture rigid yet composed. “What foul sorcery is this?”, he muttered as the surge of necrotic energy rippled through the room, sending everyone but him and Arzaak’s nimble familiar crashing to the ground.

“That thing’s shielded by dark magic", Barur grumbled, wincing as he struggled to his feet.

“Danger alert! We are surrounded!”, Megalomagna bellowed at the top of its voice. “This is definitely about to get ugly, right? I’m justified in screaming now”.

Encircling the adventurers, a horde of undead, all shapes and sizes, advanced with deadly purpose. In a situation like this—knocked prone, their ears ringing from that cursed music—a fight with the undead was the last thing they needed.

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

The adventurers must reroll a DC 15 WIS saving throw or suffer 2d6: 12 psychic damage.

Arzaak (+10): 7+10 = 17. Saved.

Stinger (+2): 7+2 = 9. Failed.

* Stinger HP: 82/99

Kali (-1): 10-1 = 9. Failed.

* Kali HP: 80/166

Barur (+10): 19+10 = 29. Saved.

Aldarion (+10): 17+10 = 27. Saved.

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

“This is becoming untenable", Aldarion called out. Kali winced, clutching her head as the haunting music clawed at her thoughts, drowning her in pain.

“There must be a way to destroy that crystal”, Arzaak muttered, his mind racing. “It’s clearly resistant to force damage, but maybe there’s something else…”

“Better think fast, Hairzaak”, Megalomagna chimed in, its tone a mix of warning and mockery. “You don’t want a ghost brushing past—trust me, it’s colder than ice cream!".

Ghost attacks Arzaak (AC 14, +5 to hit) with withering touch. Rolled 2. Missed.

“Megalomagna! Time to shine! Come on, I need your help here!”, Arzaak pleaded, desperation creeping into his voice.

“Sorry, buddy. I already used that power today, when I saved your skin from a DEVOURER. Remember? I’m not a lightsaber you can just flick on with a button. You’re gonna have to put those brains to work this time and figure it out on your own", Megalomagna retorted.

“Dammit… think, Arzaak, think!”, he muttered, his heart racing as he tried to force a plan together.

Ghost attacks Barur (AC 17, +5 to hit) with withering touch. Rolled 3. Missed.

“Arzaak, for fuck's sake, do something!”, Kali raged, her hands pressed to her ears. “I can’t take this cursed noise any longer!”

“I need to find that crystal’s weakness…”, Arzaak muttered, forcing himself to focus through the chaos,.

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

Arzaak makes a DC 30 INT (Arcana) ability check (+16): 5+16 = 21. Failed.

Banshee uses Wail. All Party members must make a DC 13 CON saving throw.

Arzaak (+10): 10+10 = 20. Saved. Arzaak suffered 3d6: 15 psychic damage.

* Arzaak HP: 79/157

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

Stinger (+2): 16+2 = 18. Saved. Stinger has suffered 3d6: 9 psychic damage.

* Stinger HP: 73/99

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

Kali (+6): 1. Failed. Kali's HP have been reduced to 00. Kali has fallen unconscious.

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

Barur (+13): 4+13 = 17. Saved.

Barur has suffered 3d6: 11 psychic damage.

* Barur HP: 128/230

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

Aldarion (+1): 13+1 = 14. Saved. Aldarion has suffered 3d6: 8 psychic damage.

* Aldarion HP: 65/97 (99)

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

Aldarion invokes the rune on his sanctum amulet. Kali has been restored to 1 HP.

* Kali HP: 01/166

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

“Kali! By the gods, how could I be so useless?”, Arzaak yelled, his face flushed with embarrassment as he frantically rummaged through his bag. His hands finally closed around a vial of glimmering red liquid. “Here, drink this!”, he shouted, tossing it to her.

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

Kali drinks a potion of superior healing. Kali recovers 8d4+8: 27 HP.

* Kali HP: 28/166

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

Refreshed, Kali tensed, ready to bolt toward the crystal.

“Kali, wait! Let me check it first!”, Arzaak shouted, fearing that her recklessness would trigger yet another surge of necrotic energy.

“I swear, Arzaak, one more chance”, Kali snarled, her eyes blazing through the pounding in her skull. “If you don’t find something useful, I’m smashing this thing with my axe!”.

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

Arzaak makes a DC 30 INT (Arcana) ability check (+16): 14+16 = 30. Successful.

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

“I...I think I’ve got it!”, Arzaak blurted, trying to sound more confident than he felt. “Barur, hit it with your sacred flame!”.

Barur sighed, shaking his head. "So the answer w's right und'r our noses, huh", he grumbled, reaching for his holy symbol.

Barur casts Sacred Flame. Crystal of Orcus suffers 3d8: 8 radiant damage.

The adventurers braced themselves for another wave of necrotic energy. This time, however, it never came.

“That’s it”, Aldarion said, a smirk tugging at his lips. “The foul crystal is vulnerable to radiant energy.”

But with this realization came an unsettling consequence—the surrounding undead grew enraged, descending into a frenzy.

Specter attacks Arzaak (AC 14, +4 to hit) with life drain. Rolled 7. Missed.

Specter attacks Kali (AC 15, +4 to hit) with life drain. Rolled 17. Hit for 3d6: 9 necrotic damage. Kali must make a DC 10 CON saving throw (+8): 1. Failed. Kali's max HP have been reduced by 9 until she finishes a long rest.

* Kali HP: 19/157 (166)

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

Specter attacks Barur (AC 17, +4 to hit) with life drain. Rolled 15. Hit for 3d6: 7 necrotic damage. Barur must make a DC 10 CON saving throw (+13): 10. Saved.

* Barur HP: 117/230

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

Specter attacks Aldarion (AC 18, +4 to hit) with life drain. Rolled 8. Missed.

Barur casts Sacred Flame. Crystal of Orcus suffers 3d8: 19 radiant damage.

As Barur's divine-infused power collided with the crystal of Orcus, a brilliant flash of light erupted, and the crystal trembled at the impact. Deep cracks began to spiderweb across its surface, glowing with blinding intensity as the ballroom’s corrupt magic began to unravel.

The undead, who moments before had been filled with murderous intent, froze in place, their bodies stiffening into grotesque, spectral statues. Their eyes, aflame with unholy malice, dulled into empty voids, and a haunting, otherworldly wail filled the air, in a mix of agony and despair.

With each fracture spreading across the crystal, the eerie sounds grew louder—chilling whispers of the damned, the creaking of bones, and the unearthly cries of the banished. The ballroom itself seemed to shudder as the foul magic that had anchored these undead to the world of the living dissipated. Finally, with a deafening crack, the crystal shattered completely, sending shards of radiant energy spiraling outward.

In that instant, the monsters crumbled into dust, their spectral forms dissolving into nothingness. The magic that had tainted the ballroom faded, the undead forever banished.

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

The Party has emerged victorious, destroying the crystal of Orcus and banishing 4 specters, 2 ghosts and a banshee to nothingness. Each member has earned 3,000 + (400 * 4) + (2,200 * 2) + 2,200 = 11,200 XP for the defeated monsters in this encounter.

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

Arzaak has accumulated 225,590 + 13,200 = 238,790 XP in total.

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

Megalomagna has accumulated 221,590 + 13,200 = 234,790 XP in total.

* Megalomagna has advanced from level 16 to level 17.

* Megalomagna has learned the 8th level spell Feeblemind.

* Cantrip power increased.

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

Stinger has accumulated 222,300 + 13,200 = 235,500 XP in total.

* Stinger has advanced from level 16 to level 17.

* Stinger's HP increased by 5 (max HP 104).

* New spell learned: Conjure Fey. The spell requires no concentration and there is no chance that the summoned fey will attack the Party. Only good or neutral aligned fey will be summoned.

* Proficiency bonus increased to +6.

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

Kali has accumulated 221,540 + 13,200 = 234,740 XP in total.

* Kali has advanced from level 16 to level 17.

* Kali's HP increased by 10 (max HP 176).

* Brutal Critical feature improved: Kali rolls three additional dice when critting with a melee attack.

* Kali has learned that her greataxe is called The Corpse Slayer.

* Proficiency bonus increased to +6.

* Number of rages increased to 6.

* Cantrip power increased.

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

Barur has accumulated 223,800 + 13,200 = 237,000 XP in total.

* Barur has advanced from level 16 to level 17.

* Barur's HP increased by 14 (max HP 244).

* 9th level spell slot unlocked.

* Life Domain Feature unlocked: Supreme Healing. When Barur would roll one or more dice to restore hit points with a spell, he instead uses the highest number possible for each die.

* Destroy Undead feature has improved to include CR 4 monsters.

* Proficiency bonus increased to +6.

* Cantrip power increased.

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

Aldarion has accumulated 213,200 + 13,200 = 226,400 XP in total.

* Aldarion has advanced from level 16 to level 17.

* Aldarion's HP increased by 6 (max HP 105).

* 9th level spell slot unlocked.

* Proficiency bonus increased to +6.

* Cantrip power increased.

* Aldarion has attuned to the Staff of the Woodlands.

* Aldarion has learned that the Staff of the Woodlands can be used as a quarterstaff.

* Aldarion has learned that the Staff of the Woodlands can cast the spell animal friendship.

***

“I think I’ll need a ten-minute rest”, Kali sighed, exhausted.

“We all do,” Barur grumbled, his warhammer beginning to feel heavy.

“I doubt we’ll find a safe spot to rest in here”, Arzaak replied. “The vampire’s probably lurking, ready to strike when we’re most vulnerable".

“I can help", Stinger communicated telepathically, making himself visible. His eyes gleamed, not only with intelligence but also with excitement at the chance to help Arzaak, whom he considered not just a master but a friend. “Follow me", he added, flapping his wings skillfully as he led the adventurers out of the ballroom and toward the adjacent room.

Entering the chamber, the adventurers encountered a large, imposing table made of cold stone, equipped with inkwells, quills, and parchment. One corner of the table was oddly broken, as if crushed by an ogre’s hand. Behind the desk stood a high-backed, dark velvet chair. A section of the room featured a tall mirror, about the size of a human adult. Stranger still, the mirror was shattered, with tiny shards scattered across the floor. Additional comfortable seating, including armchairs and a settee, were arranged around the room for visitors or meetings, and dark robes adorned with demonic sigils hung nearby. Shelves lined the walls, filled with necromantic tools such as skulls, ritual knives, dark crystals, and bones.

“This was obviously the vampire’s personal study”, Aldarion remarked, a scowl present in his face.

“As if that monster did anythin' other than suck blood”, Barur grunted with a grimace.

“Let’s get on with it", Kali urged, waving her hand in irritation.

“What are you planning, Stinger?”, Arzaak asked, genuinely curious about what his familiar had prepared.

Once Stinger ensured everyone was inside the study, he raised a claw, and the air began to smell faintly of mist, mixed with the scent of leaves and vines. Suddenly, the entire study filled with weeds and vines that inexplicably sprouted from the ground. Fog hung in the air, and a powerful wall of wind began blowing near the door.

To the Party, the vines felt soft, reshaping themselves into comfortable seats or beds. To anyone not permitted by Stinger, the vines appeared as grasping tendrils, trying to entangle anyone who dared to approach. What appeared as soft mist with floating green motes to the Party was a thick fog, reaching ten feet high and heavily obscuring the area. The wind wall that felt like a gentle breeze to the Party would act as a powerful barrier to any intruder.

“This is fantastic! I haven’t felt so at home in ages”, Aldarion said, his voice filled with satisfaction.

“Stinger is truly marvelous. Thank you, partner. You’ve just increased our chances of victory considerably”, Arzaak said to the pseudodragon, his voice carrying the tenderness of a proud father.

Stinger purred loudly—the closest thing a dragon-like fey could do to a cat—and coiled playfully around Arzaak’s shoulders. Unable to bear the creature’s weight, Arzaak had to sit down, and the rest of the Party followed suit. Feeling safe and comfortable, they finally took a short rest.

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

The Party has taken a short rest.

Arzaak spends 11/17 Hit Dice to recover 11d8+44: 83 HP.

* Arzaak HP: 157/157

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

Stinger spends 11/17 Hit Dice to recover 6d8+12: 33 HP.

* Stinger HP: 104/104

Stinger has recovered its breath weapon ability.

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

Kali spends 14/17 Hit Dice to recover 14d12+42: 145 HP.

* Kali HP: 157/157 (176)

Kali STR ability score restored to normal.

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

Barur spends 12/17 Hit Dice to recover 12d8+96: 138 HP.

* Barur HP: 244/244

Barur has recovered his Channel Divinity ability uses.

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

Aldarion spends 6/17 Hit Dice to recover 6d8+6: 38 HP.

* Aldarion HP: 97/97 (105)

Aldarion has recovered his Wild Shape ability uses.

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

“I think this’s a good time to use this”, Barur said, pulling a magnificent pearl from his bag and speaking the word “recollection.”

Barur has activated the Pearl of Power. Barur has recovered a 3rd level spell slot.

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

“Did it work?”, Arzaak asked as the pearl glowed faintly.

“Greatly", Barur replied, astonished. “A truly wondrous magical trink't".

“Is everyone ready to go?” Kali asked, already on her feet. “Let’s get this over with soon so I can roast a giant boar or something".

"Our mission ain't gonna end 'ere, Kali girl", Barur reminded her. "Not till this talisman's deliver'd to Lord Moradin".

Kali sighed heavily. “You just had to remind me, huh? And here I was, almost cheerful".

"A life of adventuring is not a quiet life and you know it, Kali", Aldarion said, tapping her on the shoulder. "Let’s keep moving. We have a vampire to kill".

“Don’t gotta tell me twice", Kali grinned, brandishing her mighty Corpse Slayer. “I’m more than ready to tear that bloodsucker apart".

"Stay focused, will ya?", Arzaak admonished. "The vampire could show up at any moment".

However, as the adventurers left the study, Arzaak lingered for a moment, his eyes drawn to the shattered mirror and crushed stone table. What had happened here, in the vampire’s personal study? Why would a vampire even need a mirror? Don’t the legends say they cast no reflection?

"That mirror reeks of dark magic, if that's what you wanna know", Megalomagna said before Arzaak could even ask.

“A magic mirror?” Arzaak repeated, frowning in confusion.

“Aren't you the Arcana expert? Don’t tell me this is your first mirror of infinite transpondence,” the sword teased.

"I guess it is. What do you know about it?".

“I know it lets you transpond. Infinitely”, the sword replied, its tone flat.

Arzaak sighed, rubbing his temple. “This really isn’t the best time for jokes, Megalomagna".

“Fine, fine, I get it", Megalomagna said. “It’s a device for the vampire to chitchat with a big shot from another plane—probably Orcus. The mirror gives off a necromantic aura just as strong as the divination aura these thingamabobs always have".

"Thingama...why am I wasting my time trying to make sense of your babble?”, Arzaak vented, scratching his head nervously.

“I told you what you wanted to know, so stop complaining!", Megalomagna snapped back.

"Arzaak!", Kali called out.

"Coming", he replied.

"Quickly!", she repeated, a hint of worry present in her voice.

As Arzaak caught up with the rest of the Party, his nostrils flared, and his eyes widened in disbelief. The stench of decay was unbelievable, lingering in the cold, damp air. Before them lay the remains of sacrificial victims–humanoids, judging by the twisted limbs and grimacing skulls—scattered around a massive inverted pentagram etched into the floor with dried blood. At the back of the chamber, a towering statue of Orcus, wrought in dark iron, dominated the room. Its massive bat-like wings were stretched out, and its skeletal visage, twisted into a permanent leer, glowed with baleful crimson light. A skull-topped rod jutted from one clawed hand, while heaps of hollow-eyed skulls lay stacked at its feet, their gazes staring blankly into the space.

In front of the statue lay a tattered tome, its pages brittle and stained, filled with dark rituals and images of unspeakable horrors that seemed to writhe on the parchment. The ceiling was lost in shadow, and disturbing whispers echoed through the chamber.

"Took you long enough", a deep, menacing voice echoed. "I've been waiting for you here for a while now. You have caused unnecessary pain to my pets, and even took down my personal assistant and butler. But I must confess, it was amazing to watch him draw blood from you".

“Show yerself, undead!”, Barur bellowed, gripping his holy symbol tightly.

Suddenly, the air in the chamber grew colder, and a thick fog began to seep into every corner, filling the room.

“You invade my home, slay my servants, and still believe I’ll answer to your petty summons?”, the voice echoed. “I owe you no explanations, insolent mortals. Quite the opposite—you possess something that belongs to me. And I will take it back!”.

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

Boris Însângerat uses Children of the Night. 2d4: 5 swarms of bats will appear in 1d4: 4 rounds.

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

“What’s this whispering?”, Kali muttered, her eyes darting around the room.

“Evil guy there is calling his rabies-infested pets", Megalomagna quipped. “Man, it’s freezing in here! Who left the fridge open?”.

“You damned sword! You’ll pay for what you’ve done to me. Because of you, my patron is”—the vampire hesitated, biting down on his lip so hard it punctured his skin—“questioning my competence!”.

“Maybe that’s because I’m just better at this than you, Însângerat”, Megalomagna shot back with a smug tone.

“If you’re so powerful as you claim, why are you in the hands of a warlock of Iggwilv? Surely you should be wielded by the mightiest champion in this world, winning wars and conquering nations”, Boris Însângerat sneered.

“Your allegiance to Orcus might’ve increased your stats overall, Însângerat, but that doesn’t mean you’re smart enough to grasp who I am", Megalomagna dismissed him. “I have reasons that reason itself cannot fathom".

“You insolent artifact!”, Boris Însângerat snarled, his voice booming through the chamber.

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

Boris activates a lair action. 1d6: 6 corpses have risen from the ground as ghouls (CR 1, 25 HP, 17 HP, 20 HP, 22 HP, 19 HP, 26 HP).

INITIATIVE ROLL

1. Kali (+3, advantage): 16, 20+3 = 23

2. Boris Însângerat's Lair: 20

3. Ghoul 4 (+2): 17+2 = 19

4. Arzaak (0): 18

5. Ghoul 1 (+2): 16+2 = 18

6. Ghoul 5 (+2): 14+2 = 16

7. Ghoul 6 (+2): 13+2 = 15

8. Ghoul 2 (+2): 11+2 = 13

9. Ghoul 3 (+2): 10+2 = 12

10. Barur (+1): 8+1 = 9

11. Aldarion (+4): 3+4 = 7

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ROUND 1

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Kali is raging as a bonus action (3/6). Kali attacks Ghoul 6 (AC 12, +14 to hit) twice with Corpse Slayer. Rolled 16, 14. Two hits for 1d12+12 each: 18, 13 slashing damage.

* Ghoul 6 HP: -05/26

Ghoul 6 has been slain.

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

Boris Însângerat activates a lair action. The fog becomes unbearably cold. All Party members must make a DC 10 CON saving throw or suffer 3d6: 6 cold damage. No saving throw will be allowed in the following turns.

* Arzaak (+10): 14+10 = 24. Saved.

* Stinger (+2): 3+2 = 5. Failed. Arzaak uses his reaction to reduce the damage suffered by Stinger by half. Stinger suffers 3 cold damage.

* Kali (+6): 11+6 = 17. Saved.

* Barur (+13): 12+13 = 25. Saved.

* Aldarion (+1): 10+1 = 11. Saved.

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

* Stinger HP: 101/104

Ghoul 4 attacks Kali (AC 15, +4 to hit) with claws. Rolled 5. Missed.

“Boris Însângerat!”, Arzaak’s voice rang out, firm and commanding. “You’ll reveal yourself—whether you want to or not!”.

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

Arzaak casts True Seeing on himself. Arzaak gains Truesight out to a range of 120 feet for one hour.

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

Arzaak finally spotted a cloud of mist lurking in the corner, half-concealed by the creeping fog and the dim glow of the chandeliers. Realizing his deception had been uncovered, Boris Însângerat was forced to improvise, setting his plan into motion earlier than intended.

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

Boris Însângerat has shown himself (CR 15, 300 HP). Boris Însângerat rolls initiative (+4): 19+4: 23.

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

Boris Însângerat moves toward Barur and attacks with claws (AC 17, +9 to hit). Rolled 17. Hit. Barur has been grappled. Boris Însângerat will attempt to snatch the Dwarven's Heritage talisman from Barur's neck.

Boris Însângerat makes a STR (Athletics) ability check contested by Barur's DEX (Acrobatics).

* Barur (+1): 1.

* Boris Însângerat (+4): 6+4 = 10.

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

Unable to react in time, Barur saw the talisman being torn from his neck with terrifying speed and precision.

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

* Barur's CHA has dropped to 5;

* Barur has become vulnerable to all types of damage;

* Barur has become blinded, deafened and muted.

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

“Barur! What happened to you? Hey, can you hear me?” Arzaak cried, his voice rising in panic.

The only response was a slurred, unintelligible mutter as Barur stumbled blindly, his eyes clouded and his face withered, as if time had suddenly stolen decades from him.

Ghoul 1 attacks Barur (AC 17, +4 to hit) with claws [advantage - Blindness]. Rolled 18, 1. Hit for 2d4+2: 9 * 2 = 18 slashing damage.

* Barur HP: 226/244

Barur must make a DC 10 CON saving throw (+13): 3. Saved.

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

Boris Însângerat uses a legendary action to move towards Arzaak.

“What did you do to him?” Arzaak demanded, turning to Boris Însângerat with fury in his eyes.

The vampire smiled coldly. “He did that to himself, the puny dwarf servant of Moradin. Sticking his nose where it didn’t belong".

Ghoul 5 attacks Barur (AC 17, +4 to hit) with claws [advantage: blind target]. Rolled 18, 10. Hit for 2d4+2: 10 * 2 = 20 slashing damage.

* Barur HP: 206/244

Barur must make a DC 10 CON saving throw (+13): 1. Failed. Barur is paralyzed.

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

Boris Însângerat uses a legendary action to attack Arzaak with claws (AC 14, +9 to hit). Rolled 14. Hit for 1d8+4: 8 slashing damage.

* Arzaak HP: 149/157

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Ghoul 2 attacks Kali (AC 15, +4 to hit) with claws. Rolled 19. Hit for 2d4+2: 7 / 2 = 3 slashing damage.

Kali is immune to the ghoul's paralyzing touch.

* Kali HP: 154/157 (176)

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Boris Însângerat uses a legendary action to attack Arzaak with claws (AC 14, +9 to hit). Rolled 17. Hit for 1d8+4: 8 slashing damage.

* Arzaak HP: 139/157

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Ghoul 3 attacks Barur (AC 17, +4 to hit) with bite [advantage: target paralyzed]. Rolled 2, 17. Hit for 2d6+2: 7 * 2 = 14 piercing damage.

* Barur HP: 192/244

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Barur rerolls a DC 10 CON saving throw (+13): 12+13 = 25. Saved. Barur is no longer paralyzed.

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

Aldarion uses a bonus action to transform into an air elemental CR 5, 90 HP).

Aldarion attacks Boris Însângerat (AC 17, +11 to hit) with slam twice. Rolled 1, 8. Hit for 2d8+5: 17 bludgeoning damage.

* Boris Însângerat HP: 283/300

Boris Însângerat must make a DC 13 STR saving throw (+4, advantage: desecrated ground): 8, 14+4 = 18. Saved.

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

ROUND 2

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

"What the hell are you guys doing? Feels like we did nothing to the bloodsucker and its minions", Kali growled, her greataxe already stained by ghoul ichor.

“The battle starts now, Kali", Arzaak declared with resolve, determined to end the vampire once and for all. "Megalomagna, this is the moment we have been waiting for. I'm giving my all. Are you?".

"My all would probably end the Multiverse, Hairzaak", Megalomagna quipped. "But I have a few cards up my sleeve that I'll enjoy playing".

Kali attacks Ghoul 2 (AC 12, +14 to hit) twice with Corpse Slayer. Rolled 1, 3. One hit for 1d12+12: 19 plus 1d8: 6 slashing damage.

* Ghoul 2 HP: -08/17

Ghoul 2 has been slain.

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

Boris Însângerat regenerates 20 HP.

* Boris Însângerat HP: 300/300

Boris Însângerat uses Charm on Kali. Kali must make a DC 17 WIS saving throw (-1) or become charmed by the vampire [Advantage: Fey Ancestry]: 8, 18-1 = 17. Saved.

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

"Unconceivable! How can you resist my power?", Boris Însângerat growled, baffled.

Boris Însângerat’s Lair deals 3d6: 12 cold damage to all Party members [Arzaak is resistant; Barur is vulnerable].

* Arzaak HP: 133/157

* Stinger HP: 89/104

* Kali HP: 142/157 (176)

* Barur HP: 168/244

* Aldarion HP: 85/97 (105)

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Ghoul 4 attacks Kali (AC 15, +4 to hit) with claws. Rolled 9. Missed.

Arzaak commands Stinger to use its breath weapon against Boris Însângerat.

Boris Însângerat must make a DC 19 DEX saving throw (+4): 19. Saved. Boris Însângerat suffers 3d8: 11 / 2 = 6 fire damage.

* Boris Însângerat HP: 294/300

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Boris Însângerat uses a legendary action to attack Arzaak with claws (AC 14, +9 to hit). Rolled 11. Hit. Arzaak has been grappled.

"Are you sure you wanna do this, Boris Însângerat?", Arzaak asked in a challenging tone, unfazed by the vampire's strong grappling. "You're gonna regret it".

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

Arzaak casts Synaptic Static. All monsters must make an INT saving throw or suffer 8d6: 36 psychic damage and have muddled thoughts for 1 minute. The Chapel is considered desecrated ground – undead standing on it have advantage on all saving throws.

Boris Însângerat (+6): 2, 9. Failed. Boris Însângerat uses Legendary Resistance (1/3). Saved

* Boris Însângerat HP: 276/300

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

* Ghoul 1 (-2): 11, 13. Failed.

* Ghoul 3 (-2): 8, 19. Failed.

* Ghoul 4 (-2): 11, 17. Failed.

* Ghoul 5 (-2): 14, 15. Failed.

Ghouls 1, 3, 4 and 5 have been slain.

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

Boris Însângerat uses two legendary actions to attack Arzaak with bite (AC 14, +9 to hit). Rolled 14. Hit for 1d6+4: 5 piercing plus 3d6: 5 / 2 = 3 necrotic damage.

Arzaak's max HP has been reduced by 3 until he finishes a long rest.

* Arzaak HP: 125/154 (157)

Boris Însângerat recovers 3 HP.

* Boris Însângerat HP: 279/300

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Barur attacks Boris Însângerat (AC 17, +13 to hit) with Sunforger [disadvantage: blind]. Rolled 3, 1. Missed.

Aldarion rolls whirlwind trait recharge: 5. Recharged.

Aldarion attacks Boris Însângerat (AC 17, +11 to hit) with slam twice [advantage: Kali's rage]. Rolled 3, 14. Rolled 18, 7. Two hits for 2d8+5 each: 12, 15 bludgeoning damage.

* Boris Însângerat HP: 252/300

Aldarion uses Whirlwind. Boris Însângerat must make a DC 13 STR saving throw (+4, advantage: desecrated ground): 9, 14. Saved.

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

ROUND 3

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Kali attacks Boris Însângerat (AC 17, +14 to hit) twice with Corpse Slayer. Rolled 1, 10. One hit for 1d12+12: 14 plus 1d8: 3 slashing damage.

* Boris Însângerat HP: 235/300

Boris Însângerat regenerates 20 HP.

* Boris Însângerat HP: 255/300

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

Boris Însângerat attacks Arzaak with claws and bite (AC 14, +9 to hit). Rolled 16, 8. Two hits for 1d8+4: 5 bludgeoning plus 1d6+4: 10 piercing plus 3d6: 9 / 2 = 5 necrotic damage.

Arzaak's max HP has been reduced by 5 until he finishes a long rest.

* Arzaak HP: 105/149 (157)

Boris Însângerat recovers 5 HP.

* Boris Însângerat HP: 260/300

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

Boris Însângerat's Lair deals 3d6: 7 cold damage to all Party members [Arzaak is resistant; Barur is vulnerable].

* Arzaak HP: 101/149 (157)

* Stinger HP: 82/104

* Kali HP: 135/157 (176)

* Barur HP: 154/244

* Aldarion HP: 78/97 (105)

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

"I'm tired of your biting", Arzaak snarled, pointing his palm at the vampire.

Arzaak attacks Boris Însângerat (AC 17, +11 to hit) with eldritch blast four times. Rolled 16, 1, 11, 14. Three hits for 1d10+5: 6, 11, 6 = 23 force damage. Boris Însângerat was pushed back 30 feet.

* Boris Însângerat HP: 237/300

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

Boris Însângerat uses a legendary action to move towards Arzaak.

Barur attacks Boris Însângerat (AC 17, +13 to hit) with Sunforger [disadvantage: blind]. Rolled 2, 15. Missed.

Boris Însângerat uses a legendary action to attack Arzaak with claws (AC 17, +9 to hit). Rolled 4. Missed.

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

Aldarion rolls whirlwind trait recharge: 3. Failed.

Aldarion attacks Boris Însângerat (AC 17, +11 to hit) with slam twice [advantage: Kali's rage]. Rolled 8, 9. Rolled 12, 14. Two hits for 2d8+5 each: 8, 13 = 21 bludgeoning damage.

* Boris Însângerat HP: 216/300

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

Boris Însângerat uses a legendary action to attack Arzaak with claws (AC 17, +9 to hit). Rolled 10. Hit for 1d8+4: 10 slashing damage.

* Arzaak HP: 91/149 (157)

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

“Damn it, the swarms are coming", Kali growled, her voice sharp with frustration. “We’re dragging our asses too long on this job".

“My children!", Boris Însângerat hissed, baring his fangs in a wicked grin as the creatures of the night flocked to their master’s command.

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

5 swarms of bats have appeared (CR 1/4, 25 HP, 23 HP, 22 HP, 20 HP, 17 HP).

Swarms of bats roll initiative:

* Swarm 1 (+2): 5+2 = 7

* Swarm 2 (+2): 12+2 = 14

* Swarm 3 (+2): 19+2 = 21

* Swarm 4 (+2): 17+2 = 19

* Swarm 5 (+2): 18+2 = 20

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ROUND 4

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

Kali attacks Boris Însângerat (AC 17, +14 to hit) twice with Corpse Slayer. Rolled 7, 15. Two hits for 1d12+12 each: 15, 22 plus 2d8: 12 slashing damage.

* Boris Însângerat HP: 167/300

Boris Însângerat regenerates 20 HP.

* Boris Însângerat HP: 187/300

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

Boris Însângerat attacks Arzaak with claws and bite (AC 14, +9 to hit). Rolled 18. Hit. Arzaak has been grappled. Rolled 19. Hit for 1d6+4: 5 piercing plus 3d6: 8 / 2 = 4 necrotic damage.

Arzaak's max HP has been reduced by 4 until he finishes a long rest.

* Arzaak HP: 82/145 (157)

Boris Însângerat recovers 5 HP.

* Boris Însângerat HP: 192/300

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Swarm 3 attacks Kali (AC 15, +4 to hit) with bites. Rolled 13. Hit for 2d4: 7 / 2 = 4 piercing damage.

* Kali HP: 131/157 (176)

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

Boris Însângerat's Lair deals 3d6: 9 cold damage to all Party members [Arzaak is resistant; Barur is vulnerable].

* Arzaak HP: 77/149 (157)

* Stinger HP: 74/104

* Kali HP: 122/157 (176)

* Barur HP: 136/244

* Aldarion HP: 69/97 (105)

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

Swarm 5 attacks Barur [advantage: blind target] with bites (AC 17, +4 to hit). Rolled 10, 5. Missed.

Swarm 4 attacks Aldarion. It has no effect.

“Megalomagna", Arzaak called out, puzzled that the sword hadn’t manifested despite bragging about its abilities as if it could end the battle at any moment.

“Huh? What? It wasn’t me, I swear! He’s the one who wanted an illithid’s head for dinner! Huh? Oh, it’s just you. What do ya want?”, Megalomagna questioned after mumbling and yawning like someone who had just been woken from a good nap.

“Enough fooling around. We’re in a pinch right now", Arzaak snapped. “Do something, unless you’d rather become a toy of Orcus".

“Oh ho ho, me no toy of Orcus, no Sir, thank you Sir!”, Megalomagna replied, its blade immediately turning purple.

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

Megalomagna casts Compulsion. All enemies that can hear it must make a DC 19 Wisdom saving throw.

* Boris Însângerat (+4): 8. Failed.

* Swarm 1 (+1): 19. Saved.

* Swarm 2 (+1): 8. Failed.

* Swarm 3 (+1): 10. Failed.

* Swarm 4 (+1): 15. Failed.

* Swarm 5 (+1): 18. Saved.

Until the spell ends, Megalomagna can designate a direction, and each affected target must spend as much of its movement as possible to move in that direction on its turn. It can take its action before moving. After moving in this way, it can make another Wisdom saving to try to end the effect. The affected targets provoke opportunity attacks when moving in the designated direction.

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

“What did you do?” Arzaak asked, his grip tightening on Megalomagna.

"It's called strategy, my dear Watson", the sword quipped, an awkward silence lingering as if it had just delivered an undeniable truth. Arzaak shot the blade a sideways glance, clearly unimpressed.

“What are you looking at? Get on with it! It’s your turn", Megalomagna urged, impatient.

Arzaak sighed, shaking his head. “I hope you’re not just messing around again. This is the most important fight of our lives, and I’m not planning on dying today.”

“Then stop talking and start paying attention to the battlefield! You won’t want to miss any opportunity attacks.”

“Opportunity atta—oh, forget it", Arzaak muttered, brushing off the sword’s cryptic remark as he knew by then that unraveling Megalomagna’s mind was a wasted effort.

Arzaak attacks Boris Însângerat (AC 17, +11 to hit) with eldritch blast four times. Rolled 16, 2, 12, 6. Three hits for 1d10+5: 11, 7, 9 = 27 force damage. Boris Însângerat was pushed back 30 feet.

* Boris Însângerat HP: 165/300

Boris Însângerat uses a legendary action to move towards Arzaak.

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

Swarm 2 attacks Arzaak (AC 14, +4 to hit) with bites. Rolled 5. Missed.

Swarm 2 moves 20 feet to the right.

Arzaak makes an opportunity attack against swarm 2 with Megalomagna (AC 12, +15 to hit). Rolled 16. Hit for 1d8+9: 13 / 2 = 7 slashing damage.

* Swarm 2 HP: 16/23

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

Aldarion makes an opportunity attack against swarm 2 (AC 12, +11 to hit). Rolled 16, 20. One normal and one critical hit for 2d8+5: 14 plus 4d8+5: 22 / 2 = 18 bludgeoning damage.

* Swarm 2 HP: -02/23

Swarm of Bats 2 has been destroyed.

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

Blind, deaf, and mute since the legendary talisman had been snatched away from him, Barur was frantically trying to communicate through exaggerated miming. His hands flailed in desperate arcs, sometimes pointing aimlessly at the walls, other times tracing nonsensical shapes in the air. His fingers curled and uncurled with increasing frustration as he attempted to form words he could not speak.

His broad shoulders slumped as he stumbled forward, kicking bones and other macabre remains that lay on the ground. His arms fell limp, defeated, before he lifted them again, this time more slowly, pressing his palms together in front of his chest.

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

Barur uses Divine Intervention to implore for Moradin's help. Even without sight, hearing or speech, Barur's desire is to see his companions protected from the life-threatening enemy. Rolled a d100: 30. Failed. Moradin cannot intervene.

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

“Barur! Megalomagna, Stinger, what is he trying to tell us? Please help!” Arzaak exclaimed, his concern growing.

“A bit complicated, sheepface", Megalomagna replied. “We can communicate telepathically—I, in particular, even with the greatest of idiots due to my renowned aptitude for discourse—but reading thoughts is another story".

"Praying for divine Intervention", Stinger conveyed. "Demonic interference too strong".

“He’s still trying to reach his deity, even like this?”, Arzaak asked, his disbelief evident.

“A fine display of faith", Aldarion murmured, his voice barely a whisper carried on the wind in his air elemental form.

"Hey Stinger, don't undermine me in front of my servants!", Megalomagna shouted. "Are you a good boy or not?".

"No deity will come to your aid in this place, mortals", Boris snarled. "This is Orcus's domain, my domain!".

Boris Însângerat uses a legendary action to attack Arzaak with bite (AC 17, +9 to hit). Rolled 18. Hit for 1d6+4: 9 piercing plus 3d6: 4 / 2 = 2 necrotic damage.

Arzaak's max HP has been reduced by 2 until he finishes a long rest.

* Arzaak HP: 66/147 (157)

Boris Însângerat recovers 2 HP.

* Boris Însângerat HP: 167/300

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

Aldarion rolls whirlwind trait recharge: 3. Failed.

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

Aldarion attacks Boris Însângerat (AC 17, +11 to hit) with slam twice [advantage: Kali's rage]. Rolled 20, 15. Rolled 8, 12. One critical and one normal hit for 4d8+5 plus 2d8+5: 24, 13 = 37 bludgeoning damage.

* Boris Însângerat HP: 130/300

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

Swarm 1 attacks Arzaak (AC 14, +4 to hit) with bites. Rolled 19. Hit for 2d4: 3 piercing damage.

* Arzaak HP: 63/147 (157)

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

ROUND 5

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

"This is bad, huh? You guys are all magic-users but you can't use a spell to blast these stupid bats away", Kali complained. "Focus on the small fry, will ya? I'm taking care of this bloodsucker here now".

Kali casts Hunter's Mark, marking Boris Însângerat as her quarry.

Kali attacks Boris Însângerat (AC 17, +14 to hit) twice with Corpse Slayer. Rolled 10, 15. Two hits for 1d12+12 each: 13, 22 plus 2d8: 8 plus 1d6: 2 = 45 slashing damage.

* Boris Însângerat HP: 85/300

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

Boris Însângerat regenerates 20 HP.

* Boris Însângerat HP: 105/300

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

"You say you will take care of me, my dear Kali?", the vampire hissed, his red eyes brimming with malice. "Why don't you show me?".

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

Boris Însângerat uses Charm on Kali. Kali must make a DC 17 WIS saving throw (-1) or become charmed by the vampire [Advantage: Fey Ancestry]: 3, 10. Failed. Kali has become charmed by Boris Însângerat.

Kali has lost concentration on the hunter’s mark spell.

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

“Kali? Kali!” Arzaak's voice cracked with panic. “That fucking vampire’s getting into your head! Fight it!”.

Kali blinked, her eyes narrowing as if confused. “What the hell are you talking about, Arzaak? Boris is my friend. He wouldn’t hurt me”, she said, her voice calm but eerily detached.

“Shit…”, Arzaak’s heart raced. “We’ve got to snap her out of it, or we’re all dead”.

Boris Însângerat must spend the remaining of his movement walking towards his right. Arzaak uses his reaction to make an opportunity attack with Megalomagna (AC 17, +15 to hit). Rolled 7. Hit for 1d8+9: 16 slashing damage.

* Boris Însângerat HP: 89/300

Boris Însângerat has entered into a blood frenzy. He has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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Swarm 3 attacks Kali (AC 15, +4 to hit) with bites. Rolled 14. Hit for 2d4: 3 / 2 = 2 piercing damage.

* Kali HP: 120/157 (176)

“What are you doing, you filthy vermin!”, Boris Însângerat’s voice boomed through the chamber, his eyes blazing with fury and his clawed fingers curling into tight fists.

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Kali rerolls a DC 17 WIS saving throw (-1) against Boris Însângerat’s charm [Advantage: Fey Ancestry]: 19, 1. Saved.

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“I can’t believe you tried to charm me again. You fucking bloodsucker!”, Kali roared, her eyes blazing as she lunged forward with her fearsome axe in hand.

“Do you think escaping my power will save you, little drow?”, Boris Însângerat hissed, his friendly mask slipping away to reveal the darkness beneath—pure malice, cruelty, and a cunning, insidious nature.

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Boris Însângerat’s Lair deals 3d6: 7 cold damage to all Party members [Arzaak is resistant; Barur is vulnerable].

* Arzaak HP: 56/147 (157)

* Stinger HP: 67/104

* Kali HP: 115/157 (176)

* Barur HP: 122/244

* Aldarion HP: 62/97 (105)

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Swarm 5 attacks Barur [advantage: blind target] with bites (AC 17, +4 to hit). Rolled 6, 16. Hit for 2d4: 5 * 2 = 10 piercing damage.

* Barur HP: 112/244

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Boris Însângerat uses a legendary action to move towards Kali.

Swarm 4 attacks Aldarion. It has no effect. Swarm 4 spends its movement flying towards its left.

Aldarion makes an opportunity attack against swarm 4 (AC 12, +11 to hit). Rolled 6, 15. Two hits for 2d8+5 each: 16, 11 / 2 = 14 bludgeoning damage.

* Swarm 4 HP: 06/20

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Boris Însângerat uses a legendary action to attack Kali [advantage: blood frenzy] with claws (AC 15, +9 to hit). Rolled 10, 11. Hit for 1d8+4: 9 / 2 = 5 bludgeoning damage.

* Kali HP: 110/157 (176)

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“Stay away from her, you freak!”, Arzaak shouted, raising his palm toward the vampire as eldritch power swirled violently around him.

Arzaak attacks Boris Însângerat (AC 17, +11 to hit) with eldritch blast four times. Rolled 13, 10, 19, 14. Four hits for 1d10+5: 8, 6, 15, 8 = 37 force damage. Boris Însângerat was pushed back 30 feet.

* Boris Însângerat HP: 52/300

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“Arzaak, I said leave him to me", Kali snarled between her teeth.

"We're a team, Kali", Arzaak responded with a reassuring smirk. "Unless you're hurting really bad from the tiny bats' biting".

"Hmpf. I won't let you have the final blow. Just so you know", Kali replied.

Barur [divine strike] attacks Boris Însângerat (AC 17, +13 to hit) with Sunforger [disadvantage: blind]. Rolled 18, 12. Hit for 1d8+7: 8 bludgeoning plus 2d8: 7 / 2 = 3 radiant damage.

* Boris Însângerat HP: 41/300

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Boris Însângerat uses a legendary action to move towards Barur.

Aldarion rolls whirlwind trait recharge: 4. Recharged.

Aldarion attacks Boris Însângerat (AC 17, +11 to hit) with slam twice. Rolled 8, 8. Two hits for 2d8+5: 20, 15 = 35 bludgeoning damage.

* Boris Însângerat HP: 06/300

Boris Însângerat, Swarm 1 and Swarm 4 must make a DC 13 STR saving throw or suffer 3d8+2: 19 bludgeoning damage from the whirlwind trait.

* Boris Însângerat (+4, advantage: desecrated ground): 7, 7. Failed.

* Swarm 1 (-3): 12. Failed.

* Swarm 4 (-3): 4. Failed.

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* Boris Însângerat HP: 00/300

* Swarm 1 HP: 15/25

* Swarm 4 HP: -06/20

Undying Soul trait activated. Boris Însângerat must make a DC 10 Constitution saving throw (+4): 3. Failed. Boris Însângerat has transformed into a cloud of mist.

Swarm of Bats 4 has been destroyed.

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Swarm 1 attacks Arzaak (AC 14, +4 to hit) with bites. Rolled 12. Hit for 2d4: 3 piercing damage.

* Arzaak HP: 53/147 (157)

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ROUND 6

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Incapable of holding the dwarven's heritage talisman while in mist form, Boris Însângerat was forced to let it fall to the ground.

"The stupid vampire is escaping! Arzaak! Do something, quickly!", Kali shouted.

"Calm down, girl", Arzaak admonished. "Let's help Barur first, and then we give the vampire chase. He can't escape from me now", he declared, full of confidence.

"You do it, then", Kali demanded. "I'm gonna take my anger out on these stupid bats".

Kali attacks Swarm 5 (AC 12, +14 to hit) twice with Corpse Slayer. Rolled 20, 8. One BRUTAL critical and one normal hit for 4d12+12 plus 1d12+12: 34, 18 / 2 = 26 slashing damage.

* Swarm 5 HP: -09/17

Swarm of Bats 5 has been destroyed.

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Swarm 3 attacks Kali (AC 15, +4 to hit) with bites. Rolled 2. Missed.

Arzaak spends his action retrieving the talisman and giving it back to Barur.

The moment Barur clasped the dwarven's heritage and fastened it around his neck, a sudden transformation took place, leaving the rest of the Party stunned. His once-glazed eyes sparkled with life again, and the age seemed to melt away from his face, restoring his healthy and (relatively) youthful dwarf features. He drew in a deep breath as sound flooded his ears, and his mouth found its voice once more.

“By Lord Moradin, what in the blazes just happen'd to me?”, Barur muttered, smoothing out his beard and messy hair.

“Let’s save the explanations for later, shall we?”, Arzaak said. “Right now, we need to deal with these swarms and go after the vampire".

“Go after it? Where’d the blasted bloodsuckin' monster go?”, Barur asked, still disoriented.

“Just smash the damn bats, Barur!”, Kali snapped, already losing her patience.

Grumbling at Kali’s rude tone, Barur hefted his warhammer and charged at the bats, his confidence restored now that he could finally see his enemies again.

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Barur [divine strike] attacks Swarm 3 (AC 12, +13 to hit). Rolled 17. Hit for 1d8+7: 11 / 2 = 6 bludgeoning plus 2d8: 12 radiant damage.

* Swarm 3 HP: 04/22

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Aldarion rolls whirlwind trait recharge: 2. Failed.

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Aldarion attacks Swarm 3 (AC 12, +11 to hit) with slam twice. Rolled 18, 2. Two hits for 2d8+5 each: 13, 12 / 2 = 13 bludgeoning damage.

* Swarm 3 HP: -09/22

Swarm of Bats 3 has been destroyed.

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Swarm 1 attacks Arzaak (AC 14, +4 to hit) with bites. Rolled 10. Hit for 2d4: 7 piercing damage.

* Arzaak HP: 46/147 (157)

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ROUND 7

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Kali attacks Swarm 1 (AC 12, +14 to hit) twice with Corpse Slayer. Rolled 9, 9. Two hits for 1d12+12 each: 18, 16 / 2 = 17 slashing damage.

* Swarm 1 HP: -02/25

Swarm of Bats 1 has been destroyed.

***

Silence reigned.

"Arzaak…don't tell me…", Kali mumbled, but the tiefling cut her off.

"He didn't run away this time. He probably thinks we won’t figure out the secret passage downstairs, but I have truesight. Nothing's hidden from me now", he declared.

"Great, but where is he? We have to find him fast. Now that he knows what happens to Barur without the talisman, we can't give him any time to regroup", Kali urged.

"Arzaak and I will lead", Aldarion said, still in air elemental form, his voice like a faint breeze.

"That's exactly what I was about to suggest", Arzaak replied. "Even with truesight, I still can’t tell what’s down there. Probably a guarded room with the vampire’s coffin, but this castle—"

"Palace".

"Whatever", Arzaak shot Barur an annoyed look. "It’s bigger than we thought. There’s bound to be danger".

“If there's danger ‘head, we shoul’ heal up first", Barur said, raising his holy symbol toward his companions. "Now hush up fer a moment, will ye?".

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Barur uses Channel Divinity: Preserve Life. Barur can restore 75 HP to Party members, up to half of their maximum HP. Arzaak recovers 27 HP. Barur recovers 10 HP.

Barur spends an 8th level spell slot to cast Mass Cure Wounds [supreme healing]. All Party members recover 6d8+12: 60 HP. Barur recover 7 extra HP [blessed healer].

* Arzaak HP: 133/147 (157)

* Stinger HP: 104/104

* Kali HP: 157/157 (176)

* Barur HP: 189/244

* Aldarion HP: 97/97 (105)

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“Are ye feelin’ better now? Ye better be, ‘cus I ain’t backin’ down when I face that bloodsuckin’ monster ‘gain", Barur said as he rose to his feet, renewed determination blazing in his eyes.

***

LOOT FOR THE ADVENTURE

* Corpse Slayer Greataxe +3

* Staff of the Woodlands +3

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