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Megalomagna
8TH ADVENTURE – IGNORANCE IS…BLISS?

8TH ADVENTURE – IGNORANCE IS…BLISS?

8TH ADVENTURE – IGNORANCE IS…BLISS?

“Holy moly! Last mission may have been tough but the treasure was great! All items were very nice and powerful!", Bosco said, excited at the hoard they got their hands on.

"Tough you say? I literally died to a death night and Korvac was...", Kharius hesitated before finishing his sentence. "I just think tough is too lightweight a word to describe it".

"On that matter, what happened to me exactly?", Korvac asked.

"Do you really remember nothing?", Donovan asked.

"Last thing I remember, I was grabbed by a giant skeletal hand and drowned in a pool of blood", Korvac said, rubbing his chin.

"That's nightmare material already", Bosco pondered.

"You guys act all skittish when you talk about that day", Korvac said. "Is there something I should know that you're not telling me?".

His comrades staggered and exchanged glances, unsure of what to say.

"You were turned into a freak and attacked your friends", Megalomagna interjected. "You're welcome".

"Megalomagna!", Donovan raged.

"You really can't just shut your trap", Kharius said, disappointed at the sword.

"He deserves to know the truth okay? Evil priests do evil things and liches are the epitome of evil. Karmac must be prepared for this kind of thing or the time will come when not even a Wish spell can bring him back", Megalomagna retorted.

"That was surprisingly wise, Megalomagna", Korvac said. "Guys, don't deny me truth. I know you're trying to protect me, but what the sword is saying is surprisingly correct. Evil can be abhorrent beyond belief, and I, a practitioner of virtue, must be able to fight it head on".

"See? Your priest understands things better than you blockheads", Megalomagna said.

"Telling a good thing doesn't give you the right to insult them", Korvac admonished.

"I'm sorry, Korvac", Donovan said, putting his hand on the comrade's shoulder. "I was really afraid of how you would react. That day is a day I want to forget".

"Don't", Korvac replied. "What happened that day has made us stronger. And the stronger we get, the more cunning and dangerous our foes will be. For now, we have no reason to brood but instead to celebrate. We are all alive and well, aren't we? And look at this treasure! Like Bosco said, we are very lucky".

“Right. Thank you again, my friend", Donovan said, the large man's eyes watering like a child's.

He took a breather before continuing.

"Let's share the treasure accordingly, then”, Donovan said. “I'll keep the sword since it's heavy and it’s a Dragon Slayer, the Javelins of Piercing, because they're hard to throw without proper training, the Plate Armor of Blending for obvious reasons, the Rug because I can carry more workload on my backpack, and the Periapt because I need healing more than you guys. Is that acceptable?”.

“You're not taking the sword”, Megalomagna complained.

“Fine, fine, let's stash it for the moment then, alright? If we find a buyer, we can sell it for a good sum”.

“You better. Even if you could double-wield I wouldn't allow it. Like I don't deal enough damage! That's blasphemy!”, Megalomagna exclaimed.

“You're not a god, despite believing firmly so, Megalomagna”, Korvac admonished. “I agree with Donovan's share”.

Everyone nodded.

“Good. Now for Korvac. I'd say let him have the Mace of Smiting, a very nice weapon for a priest, the Gem of Insight will grant him even greater wisdom, the Amulet of the Planes is nice if his Plane Shift spell goes wrong, there's an amazing +5 Chain Mail that suits him well...and there's this Talisman. It looks like a religious item so there you go”.

“Ouch!”, Korvac screamed as a stream of dark energy coursed through his veins upon touching the item, causing severe pain to his entire body.

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Korvac suffers 12d4: 30 damage.

* Korvac HP: 93/123

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“What happened?”. Donovan asked, surprised.

“That talisman...”, Korvac said, his voice trembling. “It's evil”.

“Strange”, Donovan mumbled. “I felt nothing when I touched it. Didn't you say your Detect Evil spell caught nothing wrong?”.

“Yes”, Korvac said, gazing at the talisman while still recovering from the unexpected hit. “Even True Seeing, my strongest divination spell, revealed nothing unusual. It was supposed to be a Talisman of Pure Good”.

“Maybe we should quarantine it”, Kharius said.

“What is that?”, Donovan asked, puzzled. “Quaranta...”.

“Quarantine means to keep it separated from anything else until we find out what it is. Just like what you do to a person infected by a contagious disease”, Kharius explained.

“Maybe we should keep Megalomagna quarantined until it's healed of its Eternal Blabbering illness”, Bosco joked.

“Yeah, and I'll summon a night hag to keep your dreams fun”, Megalomagna retorted.

“Stop it. We have a serious situation here. Our spells failed to determine the nature of an item that is potentially cursed”, Donovan scolded.

“Maybe we should see the old wizard, ask for his opinion”, Kharius suggested.

“Yes, that will be good. But I'll stay behind, just in case he still holds any grudges because of Meggie", Donovan said.

“I'll be having a mug at the tavern, then”, Bosco added. “This magic talk is too...abstract for my brain”.

***

Arriving at the old wizard’s tower, the adventurers were puzzled not to be greeted by a Magic Mouth or telepathic message questioning why they were there.

At the base of the tower, a lady was sweeping the floor.

"Excuse me", Kharius called. "We would like to speak with the old wizard. Could you inform him that we are here?".

The woman stopped sweeping, measured them with her eyes, and with teary eyes, said: "My Lord is sick".

"Sick?", Korvac asked, astonished. "A powerful wizard like him, sick?".

"I refuse to believe there's an illness in this world that he cannot cure", Kharius said.

"So start believing!", the woman exclaimed, a mix of sadness and anger. "And if he can't do anything, neither can you!".

"We want to see the wizard", Korvac insisted. "Please, take us to him".

"I already said the wizard is sick! Seeing him in his condition will do no good for him or for you".

The adventurers exchanged glances.

"I'm sorry, ma'am", Kharius said, and they forced their way up the tower stairs.

"You wretches! I'll call the guards! Just because you're armed doesn't mean you can do whatever you want!", the woman shouted as they climbed the steps.

Reaching the old wizard's chamber, the adventurers found a dimly lit room and a bed where the wizard lay. Approaching the bed, they noticed something disturbing: the wizard's skin had taken on a dark green hue, and he seemed emaciated and weak, like a fruit in the process of rotting.

"Old wizard? What happened to you?", Korvac asked, but received no response. The old wizard didn't even open his eyes.

"I've never seen anything like this", Kharius said, visibly shocked. "It's as if his body is deteriorating while still alive".

"I told you seeing him would do no good", the woman said, drying her eyes with a handkerchief.

"We won't give up on the old wizard, ma'am", Korvac said. "Kharius, cast Remove Curse on him".

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Kharius casts Remove Curse.

Nothing happens.

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"This is troubling", Kharius said. "This spell usually manages to remove any curse, no matter how powerful".

"Let me try", Korvac said, extending his hand towards the old wizard while pressing his holy symbol with unwavering faith.

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Korvac casts Cure Disease.

Nothing happens.

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Korvac casts Dispel Evil.

Nothing happens.

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Korvac casts Heal.

Nothing happens.

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Korvac casts Restoration.

Nothing happens.

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Breathing heavily, Korvac had to sit in a chair to recover after casting so many spells, one more powerful than the last.

"I can cast a Wish spell if that's what it takes", Kharius said.

"No", Korvac said, raising his hand. "You've already cast two Wishes in a very short time. We don't know what kind of backlash you could suffer".

"But we can't leave him like this! He'll die if not cured", Kharius said, distressed.

"I will sprinkle holy water on him and then seek counsel from my sup—", before he could finish, Donovan barged into the room.

"There's a guy downstairs saying half the village has some kind of rotting disease, and it's being caused by stirges infected with it".

"Rotting disease? We should be able to cure something like that", Kharius said.

"Maybe there's something we don't know yet. We need more information. Where is this man?", Korvac asked Donovan. "Let's talk to him".

Descending the stairs, the adventurers saw a desperate man.

"They're all dying! My wife, my son! Someone needs to do something. Where's the wizard at a time like this? Call the wizard here, we need him urgently!", the man blurted out, speaking so fast it was almost unintelligible.

"The wizard can't help right now", Korvac said. "Tell me about your family. What afflicts them so seriously?".

"They seem to be...rotting! Their skin is getting dark, and they're becoming thinner and weaker every day! They don't even have the strength to hold a spoon! I'm afraid they won't have the strength to breathe if something isn't done soon!", the man exclaimed, exasperated.

"We'll figure this out. Donovan, we need to investigate the cause of this disease and find a way to cure it, quickly", Korvac said.

"Where did these stirges come from?", Donovan asked the man.

"From a cave to the south of Duskwood. Will you go there? Please find a cure for my family, I beg you!".

"We'll do everything we can", Donovan said, making no promises. "Now stay with your family and try to cover your skin with a chainmail or something in case any stirges show up”.

The man nodded and ran towards his house.

"Korvac, Kharius, get ready for this journey. I'll go get Bosco", Donovan commanded, to which his comrades promptly responded affirmatively.

***

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QUEST START

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DONOVAN STRIDE (Warrior/Human) - LVL 25

* Strength: 17

* Dexterity: 13

* Constitution: 15

* Intelligence: 9

* Wisdom: 10

* Charisma: 10

* HP: 216

* TAC0: -1

* AC: 7 (cursed)

* Attack dmg: 1d8+4, +7 against spellcasters plus +3 Strength bonus – attacks twice per round

* XP: 2.935.170 (64.830 XP to next level)

ITEMS:

* Amulet versus Undead (8th level)

* Rug of Welcome

* Armor of blending +5 (plate mail of -5 clumsiness)

* Javelins of Piercing +3 (common javelins -3)

* Periapt of Health (Periapt of Monster Attraction)

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KORVAC THE BLESSED (Cleric/Human) - LVL 25

* Strength: 12

* Dexterity: 10

* Constitution: 14

* Intelligence: 10

* Wisdom: 18

* Charisma: 14

* HP: 123

* TAC0: 4

* AC: 10 (cursed)

* Attack dmg: 2d6+3 (Mace of Smiting +3)

* XP: 2.880.170 (869.830 XP to next level)

ITEMS:

* Pearl of Wisdom +2

* Ring of Fire Resistance

* Incense of Meditation (Priest - 2 pieces)

* Girdle of Dwarvenkind

* A chain mail +5 (chain mail -5)

* Mace of Smiting +3

* Gem of Insight

* Amulet of the Planes

SPELLS:

* 1st circle: Cure Light Wounds (7x a day)

* 1st circle: Detect Evil (6x a day)

* 1st circle: Protection from Evil (4x a day)

* 1st circle: Bless (1x a day)

* 1st circle: Purify Food and Drink (1x a day)

* 2nd circle: Augury (5x a day)

* 2nd circle: Resist Fire/Resist Cold (5x a day)

* 2nd circle: Resist Fire/Resist Cold (5x a day)

* 2nd circle: Silence, 15' radius (1x a day)

* 3rd circle: Dispel Magic (4x a day)

* 3rd circle: Cure Disease (4x a day)

* 3rd circle: Remove Paralysis (4x a day)

* 3rd circle: Negative Plane Protection (1x a day)

* 3rd circle: Water Breathing (1x a day)

* 4th circle: Cure Serious Wounds (5x a day)

* 4th circle: Neutralize Poison (4x a day)

* 4th circle: Divination (2x a day)

* 4th circle: Protection From Evil, 10' (2x a day)

* 4th circle: Free Action (1x a day)

* 5th circle: Cure Critical Wounds (4x a day)

* 5th circle: Raise Dead (3x a day)

* 5th circle: Flame Strike (3x a day)

* 5th circle: Dispel Evil (3x a day)

* 5th circle: True Seeing (2x a day)

* 5th circle: Atonement (1x a day)

* 5th circle: Plane Shift (1x a day)

* 5th circle: Moonbeam (1x a day)

* 6th circle: Heal (4x a day)

* 6th circle: Conjure Fire Elemental (2x a day)

* 6th circle: Forbiddance (1x a day)

* 6th circle: Blade Barrier (1x a day)

* 6th circle: Word of Recall (1x a day)

* 7th circle: Resurrection (1x a day)

* 7th circle: Restoration (1x a day)

* 7th circle: Holy Word (1x a day)

* 7th circle: Regenerate (1x a day)

* 7th circle: Gate (1x a day)

* 7th circle: Symbol (1x a day)

* 7th circle: Sunray (1x a day)

* 7th circle: Exaction (1x a day)

* 7th circle: Conjure Earth Elemental (1x a day)

* 7th circle: Succor (1x a day)

* 8th circle: Mass Heal (1x a week)

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BOSCO TUMBLEFOOT (Thief/Hobbit) - LVL 24

* Strength: 14

* Dexterity: 20

* Constitution: 16

* Intelligence: 12

* Wisdom: 14

* Charisma: 12

* HP: 135

* TAC0: 4

* AC: 1 (cloak of protection +2)

* Attack dmg: 1d12+2, +4 against evil beings

* XP: 2.885.270 (114.730 XP to next level)

ITEMS:

* Sunblade +2, +4 against evil beings

* Cloak of Protection +2

* Slippers of Spider Climbing

* Wand of Fire

* Wand of Frost

* Stone of Controlling Earth Elementals

* Necklace of Missiles

* Figurines of Wondrous Power

* Crossbow of Accuracy +3

* Gauntlets of Dexterity (+1 to dexterity, +10% to pickpockets / open locks)

* Luckstone (Loadstone - causes 50% reduction in movement and attack rate. Only Dispel Evil can set the carrier free from the curse)

* Horn of Blasting (Horn of Bubbles - call forth a mass of bubbles that completely surround and blind the individual who blew the horn for 2d10 rounds, only in the presence of a creature seeking to slay the character who played the horn. Otherwise, it just plays a note and nothing happens).

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KHARIUS BLOODMOON (Wizard/Half-Elf) - LVL 24

* Strength: 10

* Dexterity: 16

* Constitution: 12

* Intelligence: 17

* Wisdom: 13

* Charisma: 14

* HP: 67

* TAC0: 10

* AC: 1 (Elven Chainmail / Cloak of Displacement +2)

* Attack dmg: 1d8+4/+7 (Frost Brand); 1d6+1/+3 (short bow)

* XP: 2.979.270 (270.730 XP to next level)

ITEMS:

* Wand of Magic Missile

* Frost Brand +4, +7 against fire creatures

* Short Bow +1, +3 against evil creatures

* Elven Chainmail

* Cloak of Displacement +2

* Amulet of Proof against Detection and Location

* Ring of Mind Shielding

* Rod of Passage

* Eyes of Minute Seeing (Eyes of Petrification)

SPELLS:

* 1st Arcane Level: Magic Missile (6x a day)

* 1st Arcane Level: Detect Magic (5x a day)

* 1st Arcane Level: Burning Hands (4x a day)

* 1st Arcane Level: Cantrip (1x a day)

* 1st Arcane Level: Identify (1x a day)

* 2nd Arcane Level: Levitate (5x a day)

* 2nd Arcane Level: Melf’s Acid Arrow (5x a day)

* 2nd Arcane Level: Knock (1x a day)

* 2nd Arcane Level: Continual Light (1x a day)

* 3rd Arcane Level: Fireball (4x a day)

* 3rd Arcane Level: Lightning Bolt (4x a day)

* 3rd Arcane Level: Haste (3x a day)

* 3rd Arcane Level: Gust of Wind (1x a day)

* 4th Arcane Level: Charm Monster (4x a day)

* 4th Arcane Level: Ice Storm (4x a day)

* 4th Arcane Level: Remove Curse (1x a day)

* 5th Arcane Level: Feeblemind (3x a day)

* 5th Arcane Level: Cone of Cold (4x a day)

* 5th Arcane Level: Hold Monster (3x a day)

* 5th Arcane Level: Teleport (1x a day)

* 6th Arcane Level: Chain Lightning (4x a day)

* 6th Arcane Level: Stone to Flesh (2x a day)

* 6th Arcane Level: True Seeing (2x a day)

* 6th Arcane Level: Antimagic Shell (1x a day)

* 6th Arcane Level: Mislead (1x a day)

* 6th Arcane Level: Legend Lore (1x a day)

* 7th Arcane Level: Mordenkainen's Sword (2x a day)

* 7th Arcane Level: Limited Wish (2x a day)

* 7th Arcane Level: Prismatic Spray (2x a day)

* 7th Arcane Level: Phase Door (1x a day)

* 8th Arcane Level: Mind Blank (2x a day)

* 8th Arcane Level: Prismatic Wall (1x a day)

* 8th Arcane Level: Permanency (1x a day)

* 9th Arcane Level: Wish (1x a day)

* 9th Arcane Level: Shape Change (1x a day)

* 9th Arcane Level: Monster Summoning VII (1x a day)

* 9th Arcane Level: Power Word, Kill (1x a day)

* 9th Arcane Level: Imprisonment (1x a day)

* 9th Arcane Level: Gate (1x a day)

* 10th Arcane Level: Monster Summoning VIII (1x a week)

STASH:

* 34,597 copper coins

* 48,746 silver coins

* 164,894 gold coins

* 9,128 platinum coins

* Broom of Flying (Animated Broom)

* Noble Djinn Bottle (Flask of Curses)

* Talisman of Pure Good (Talisman of Ultimate Evil)

* Red Dragon Slayer Sword +2

* Flail +3

* Chain Mail +2

* Gold Dragon Scale Mail -1

* Axe +3

* A page from the Testament of Jade

SCROLLS:

* 2 scrolls of Magic Protection

* 2 scrolls of Protection against Fire

* Protection against Electricity

* Protection against Petrification

* Protection against Dragon Breath

* Protection against all Elementals

* Protection against Lycanthropes (weretigers)

POTIONS:

* 2 potions of Healing (Elixirs of Madness)

* Potion of Gaseous Form

* Keoghtom's Ointment (2 jars)

* 2 Extra-Healing Potions

* Potion of Flying

* Potion of Clairvoyance

* Potion of Human Control

* Potion of Water Breathing (four doses)

* Oil of Etherealness

* Oil of Fiery Burning

* Oil of Impact

***

“I will never get used to this”, Bosco complained. “Why do adventurers always have to dive into smelly caves?”.

“This is not an adventure”, Korvac replied, sterner than usual. “This is an investigation and we are leaving once we have the answer we are looking for”.

“The cure for the rotting disease, right? It better be here, I had to leave a mug full of beer hanging at the tavern”, Bosco complained.

“Focus, Bosco”, Donovan adverted. “This is a matter of life and death. If you had seen the old wizard, you would understand what is at stake”.

“All right, all right, I get—wait”, Bosco said abruptly, cupping his ear. I hear…wings?”.

“What in the world is that?”, Kharius said as a creature became visible. It was a repulsive abomination that looks like a cross between a bat and a mosquito – the Party had seen images of it before and recognized it as a Stirge, but this one was unbelievably large, to the point of being considered a Giant version of it.

“It really is a Giant Stirge”, Korvac confirmed.

“To arms, everyone!”, Donovan rallied. “Let’s destroy this abomination and keep moving!”.

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A Giant Stirge has appeared.

Giant Stirge

* Alignment: Neutral

* HD: 5+20 HP

* HP: 50

* TAC0: 9

* AC: 2

* Attack dmg: 1d10 + 10 HP blood drain each round afterwards

* XP Value: 3.000

* This horrid monster is a huge version of the stirge – a repulsive abomination that looks like a cross between a bat and a mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks to feed on the blood of living creatures. They have poor eyesight, so they rely mostly on their sense of smell for detecting prey. Giant Stirges have an average animal-level of intelligence. The scent of blood often draws them to battles they weren’t involved with in the first place. Giant Stirges are cannibalistic creatures and will drain blood out of their recently dead kin. Their acute sense of smell, together with their ability to sense heat within 200 feet, makes them almost impossible to surprise (-3 to surprise rolls). In battle, Giant Stirges will always choose wounded/bleeding victims over any other. Once a Giant Stirge is attached to its prey, only its death – or the victim’s – can cause it to release its powerful grip. When a Giant Stirge drains a total of 30 points of blood from a victim, it becomes bloated and flies off to digest its protein-rich meal. Perhaps the most curious behavior of stirges is singing. When the creatures are feeding, they "hum" macabre tunes.

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Initiative roll:

* Party: 10

* Giant Stirge: 3

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Donovan attacks. Rolled 14, 7. Two hits for 1d8+7 each: 13, 15.

* Giant Stirge HP: 22/50

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Korvac attacks. Rolled 20. Hit for 2d6+3: 12.

* Giant Stirge HP: 10/50

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Bosco attacks with Sunblade. Rolled 13. Hit for 1d12+2: 8.

* Giant Stirge HP: 2/50

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Kharius attacks with Frost Brand. Rolled 15. Hit for 1d8+4: 12.

* Giant Stirge HP: -10/50

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Slashed and bashed, the Giant Stirge screeched in pain and finally succumbed, its leathery body plummeting to the ground, lifeless.

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“What a monstrosity!”, Bosco exclaimed.

“Something’s wrong”, Korvac mused. “Are those the Stirges responsible for spreading the rotting disease? Wouldn’t we have noticed such huge monsters roaming around town if that was the case?”.

“Yes”, Kharius agreed. “Something’s definitely off. Let’s proceed with c—“. Before Kharius could finish, he felt a prick to his neck.

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Kharius suffers 1d10: 7 damage.

* Kharius HP: 60/67

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5 Giant Stirges have appeared.

Giant Stirge

* Alignment: Neutral

* HD: 6+20 HP

* HP: 60

* TAC0: 7

* AC: 2

* Attack dmg: 1d10 + 10 HP blood drain each round afterwards

* XP Value: 4.000

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“How disgusting!”, Kharius exclaimed, trying to remove the stirge’s proboscis from his neck. “Guys, I need help!”.

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Initiative:

* Party: 6

* Giant Stirges: 8

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ROUND 1

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Giant Stirge 2 attacks Donovan. Rolled 16. Hit for 1d10: 8 damage. Giant Stirge 1 has latched onto Donovan.

* Donovan HP: 208/216

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Giant Stirge 3 attacks Korvac. Rolled 14. Hit for 1d10: 6 damage. Giant Stirge 2 has latched onto Korvac.

* Korvac HP: 115/123

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Giant Stirge 4 attacks Bosco. Rolled 17. Hit for 1d10: 2 damage. Giant Stirge 4 has latched onto Bosco.

* Bosco HP: 133/135

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Giant Stirge 5 attacks Kharius. Rolled 19. Hit for 1d10: 6 damage. Giant Stirge 5 has latched onto Kharius.

* Kharius HP: 54/67

Kharius suffers 10 damage from Giant Stirge 1’s blood drain.

* Kharius HP: 44/67

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Party Initiative:

* Donovan: 10

* Kharius: 9

* Bosco: 2+3

* Korvac: 4

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Donovan attacks Giant Stirge 2. Rolled 14, 18. Two hits for 1d8+7 each: 14, 11 damage.

* Giant Stirge 2 HP: 35/60

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Kharius casts Magic Missile on Giant Stirge 1 for 12d4+12: 41 damage.

* Giant Stirge 1 HP: 19/60

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Bosco attacks Giant Stirge 4. Rolled 13. Hit for 1d12+2: 10 damage.

* Giant Stirge 4 HP: 50/60

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Korvac attacks Giant Stirge 3. Rolled 19. Hit for 2d6+3: 6 damage.

* Giant Stirge 3 HP: 54/60

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ROUND 2

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Donovan suffers 10 damage from Giant Stirge 2’s blood drain.

* Donovan HP: 198/216

Korvac suffers 10 damage from Giant Stirge 3’s blood drain.

* Korvac HP: 105/123

Bosco suffers 10 damage from Giant Stirge 4’s blood drain.

* Bosco HP: 123/135

Kharius suffers 10 damage from Giant Stirge 1’s blood drain.

Kharius suffers 10 damage from Giant Stirge 5’s blood drain.

* Kharius HP: 24/67

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“We can't let this battle drag on!”, Donovan exclaimed. “Kharius, fulminate them!”, the Party leader commanded.

“On it”, Kharius said. “Just…help me get free from these bloodsuckers so I can perform the gestures…”.

Donovan attacks Giant Stirge 1. Rolled 16, 1. One hit for 1d8+7: 10.

* Giant Stirge 1 HP: 9/60

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“Damn…I can’t cast a spell in this chaos. Sorry Donovan!”, Kharius shouted as he chose to attack with his Frost Brand.

Kharius attacks Giant Stirge 1. Rolled 7. Missed.

Bosco is feeling slowed down and cannot attack this turn.

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ROUND 3

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Donovan suffers 10 damage from Giant Stirge 2’s blood drain.

* Donovan HP: 188/216

Korvac suffers 10 damage from Giant Stirge 3’s blood drain.

* Korvac HP: 95/123

Bosco suffers 10 damage from Giant Stirge 4’s blood drain.

* Bosco HP: 113/135

Kharius suffers 10 damage from Giant Stirge 1’s blood drain.

Kharius suffers 10 damage from Giant Stirge 5’s blood drain.

* Kharius HP: 04/67

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“Bosco? What happened? Are you feeling sick?”, Donovan asked, amidst the battle chaos.

“I…dooon’t…knooow”, Bosco said, even his speech awkwardly slowed down.

“What the hell is going on! Meggie, can you shed some light, please?”, Donovan shouted.

“Leave it to me!”, Megalomagna replied.

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Megalomagna casts Continual Light.

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“That’s not the kind of light I was asking, goddammit!”, Donovan complained.

“Then speak straight next time, you dolt!”, the sword retorted.

“That wasn’t all bad, Donovan”, Korvac said. “A strong light like this can blind the stirges”.

“All right, let’s try to use it to our advantage, then”, Donovan agreed.

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Donovan attacks Giant Stirge 1. Rolled 10, 1. One hit for 1d8+7: 15.

* Giant Stirge 1 HP: -6/60

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Giant Stirge 1 has been killed.

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“Thanks Donovan! I think I can do it now!”, Kharius shouted.

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Kharius casts Chain Lightning on all Giant Stirges for 24d6: 92 / 23d6: 79 / 22d6: 52 / 21d6: 59 damage.

The Giant Stirges must save vs. spell to halve damage: 11 (saved), 6 (failed), 5 (failed), 4 (failed).

* Giant Stirge 2 HP: -11/60

* Giant Stirge 3 HP: -25/60

* Giant Stirge 4 HP: -2/60

* Giant Stirge 5 HP: 1/60

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Giant Stirges 2, 3 and 4 have been killed.

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Bosco attacks Giant Stirge 5. Rolled 14. Hit for 1d12+2: 8 damage.

* Giant Stirge 5 HP: -7/60

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Giant Stirge 5 has been killed.

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The party has emerged victorious, defeating the 6 Giant Stirges. Each member has earned a total of 3.000 + (5 * 4.000) = 23.000 XP for the defeated monsters in this encounter.

* Donovan Stride has accumulated 2.935.170 + 23.000 = 2.957.170 XP.

* Korvac the Blessed has accumulated 2.880.170 + 23.000 = 2.903.170 XP.

* Bosco Tumblefoot has accumulated 2.885.270 + 23.000 = 2.908.270 XP.

* Kharius Bloodmoon has accumulated 2.979.270 + 23.000 = 3.002.270 XP.

***

“We need to settle down”, Donovan said, nervous. “Korvac, please heal Kharius”.

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Korvac casts Cure Critical Wounds on Kharius for 3d8+3: 17.

Korvac casts Cure Critical Wounds on Kharius for 3d8+3: 22.

Korvac casts Cure Serious Wounds on Kharius for 2d8+1: 7.

* Kharius HP: 50/67

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

“What happened to you, Bosco?”, Donovan asked, puzzled. “It was like a Slow spell, wasn’t it?”.

“It was”, Bosco said, strangely back to normal. “Am I sick or something?”.

“All of us were bitten by the stirges, yet none look sick”, Korvac pondered.

“This is getting stranger by the minute”, Kharius vented.

“Let’s get going. The answer must be somewhe—“, Donovan was saying but was interrupted by a tentacle suddenly grabbing his arm.

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

Donovan must save vs. poison. Rolled 18. Saved.

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

“What is this thing?”, Donovan asked, having trouble breaking free. “It’s insanely strong!”.

Following the tentacle to its source, the adventurers came across a hideous creature towering over 3-meters tall, resembling a rocky outcropping, with a single yellow eye, and an enourmous maw ringed with sharp teeth. Halfway up its body were small bumps from which the tentacle was fired.

“Another abomination?”, Bosco exclaimed.

“Stay away from it!”, Donovan shouted. “This creature has very sharp teeth. Leave it to me”.

The adventurers, then, took a more defensive stance, while Donovan stood in the front.

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

A Roper has appeared.

Roper

* Alignment: Chaotic/Evil

* HD: 12 HP

* HP: 60

* TAC0: 9

* AC: 0

* Attack dmg: 5d4 (bite) + Strength loss

* Magic Resistance: 80%

* XP Value: ?

* Ropers are unaffected by lightning and take only half damage from cold-based attacks. They have a -4 penalty to saving throws vs. fire (magic resistance still applies).

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

Initiative roll:

* Party: 5

* Roper: 7

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

ROUND 1

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

Roper attacks Donovan. Rolled 6. Hit. Donovan must save vs. poison. Rolled 5. Failed.

Donovan will lose half his Strength (9 points) after 1d3: 1 turn, for 2d4: 8 turns.

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

“What is this? Why do I suddenly feel so weak?”, Donovan asked as he was pulled towards the monster.

“This is bad news”, Bosco said, worried. “We need to kill that monster fast!”.

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

Party initiative:

* Donovan: 6

* Korvac: 10

* Bosco: 8+3

* Kharius: 7

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

Bosco attacks with crossbow. Rolled 8. Hit for 1d8: 1.

* Roper HP: 59/60

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

Korvac casts Conjure Fire Elemental. Rolling 1d100: 98. A huge 21 HD elemental has appeared.

Fire Elemental

* Alignment: Neutral

* AC 2

* 21 HD

* HP: 77

* THAC0 5

* Dmg: 4d8

* +2 or better weapons to hit. Immune to fire. Takes +1 damage per hit die when hit with water or cold.

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

Kharius casts Magic Missile for 12d4+12: 40 damage. Roper rolls 1d100 for magic protection: 23. The spell has no effect.

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

"Is it immune to magic missile?", Kharius muttered to himself.

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

Donovan attacks *rolling 1d10: 7*. Rolled 13, 5. Two hits for 1d8+7 each: 13, 11.

* Roper HP: 35/60

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

ROUND 2

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

Roper attacks Korvac. Rolled 11. Hit. Korvac must save vs. poison. Rolled 1. Failed. Korvac will lose half his Strength (6 points) after 1d3: 3 turns, for 2d4: 5 turns.

Roper bites Donovan for 5d4: 11 damage.

* Donovan HP: 177/216

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

"Donovan!", the Party exclaimed.

"Steady, everyone!", he rallied. "This is nothing. Focus on killing the monster!".

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

Bosco is feeling slowed down and cannot attack this turn.

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

Fire Elemental attacks. Rolled 18. Hit for 4d8: 20 damage.

* Roper HP: 15/60

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

Kharius casts Burning Hands for 1d6+48: 52 damage. Roper rolls 1d100 for magic protection: 63. The spell has no effect.

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

Even fire attacks don't work? That creature must have powerful magic protection", Kharius reasoned.

"Focus on physical attacks", Donovan said. "Save your spells for stronger enemies".

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

Donovan attacks *rolling 1d10: 2*. Rolled 2, 7. One hit for 1d8+4: 7.

* Roper HP: 8/60

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

ROUND 3

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

Roper attacks Kharius. Rolled 3. Missed.

Roper bites Donovan and Korvac for 5d4: 13 damage.

* Donovan HP: 164/216

* Korvac HP: 82/123

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

Bosco attacks with crossbow. Rolled 20. Hit for 1d8: 4 damage.

* Roper HP: 4/60

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

Fire Elemental attacks. Rolled 2. Missed.

Korvac attacks. Rolled 12. Hit for 2d6+3: 4.

* Roper HP: 0/60

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

Fractured and cracked, the Roper lost the strength on its strands, now unraveled like withering vines. As its singular eye dimmed, the creature crumbled into a cascade of debris until nothing remained but a heap of broken rocks.

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

The party has emerged victorious, defeating the Roper. Each member has earned a total of 20.000 XP for the defeated monster in this encounter.

* Donovan Stride has accumulated 2.957.170 + 20.000 = 2.977.170 XP.

* Korvac the Blessed has accumulated 2.903.170 + 20.000 = 2.923.170 XP.

* Bosco Tumblefoot has accumulated 2.908.270 + 20.000 = 2.928.270 XP.

* Kharius Bloodmoon has accumulated 3.002.270 + 20.000 = 3.022.270 XP.

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

The Fire Elemental has return to its Plane of origin.

***

Breathless, the Party decided to take a break. However, they had barely sat down and a series of clicks and clacks started echoing through the cavern.

"What now?", Donovan asked, still feeling his arms heavy.

As the sounds became louder and clearer, the Party witnessed another grotesque figure appear. This time, it was a bipedal monstrosity that looked like a cross between a vulture and a man with hooks instead of hands. It stood about 3.5-meters tall and had a tough, mottled grey carapace. What made it even more bizarre was the fact that it had two heads, shaped like that of vultures, including the hooked beak.

"What is wrong with this place?", Korvac thought aloud.

"It looks like everything here is either bizarre or just plain messed up", Bosco added.

"And they just keep on coming", Kharius noted.

"Get ready, folks", Donovan said, already on his feet. "It's coming for us".

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

A Mutated Hook Horror has appeared.

Mutated Hook Horror

* Alignment: Neutral

* HD: 10

* HP: 180 ??

* TAC0: 7

* AC: 2

* Attack dmg: 1d8/1d8/3d6/3d6

* XP Value: 30.000

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

Initiative roll:

* Party: 1

* Mutated Hook Horror: 8

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

ROUND 1

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

Mutated Hook Horror attacks Donovan. Rolled 16, 15, 20. 5. Four hits for 1d8/1d8/3d6/3d6: 1, 1, 16, 12.

* Donovan HP: 132/216

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

Party Initiative:

* Kharius: 10

* Bosco: 4+3

* Donovan: 5

* Korvac: 3

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

Kharius attacks with bow and arrow. Rolled 8. Hit for 1d6+1: 6.

* Mutated Hook Horror HP: 174/180

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

Bosco attacks. Rolled 3. Missed.

Donovan attacks *rolling 1d10: 10*. As Donovan meant to attack, he comically fumbled and his legs got tangled. Losing his balance, he fell to the ground, losing the chance to act this turn.

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

"Ouch!", Donovan exclaimed, surprised at his own blunder. His comrades got startled at how an experienced fighter like him could make such a beginner's mistake. Kharius, especially, became very suspicious.

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

Korvac attacks. Rolled 1. Missed.

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

ROUND 2

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

Mutated Hook Horror attacks Korvac. Rolled 6, 5, 9, 17. Four hits for 1d8/1d8/3d6/3d6: 5, 1, 10, 14.

* Korvac HP: 52/123

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

"The monsters are hitting hard!", Korvac exclaimed.

"I've noticed", Donovan replied, getting up, bruised and bleeding. "Maybe it wasn't a good idea to put this plate mail on. Something's definitely fishy".

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

Kharius casts Hold Monster. Mutated Hook Horror throws a save vs. spell: 19. Saved. The spell has no effect.

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

Bosco is feeling slowed down and cannot attack this turn.

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

Donovan attacks *rolling 1d10: 3*. Rolled 9, 10. Two hits for 1d8+4: 9, 9.

* Mutated Hook Horror HP: 156/180

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

Korvac casts Flame Strike for 6d8: 29. Mutated Hook Horror throws a save vs. spell: 9. Failed. Suffered 29 damage.

* Mutated Hook Horror HP: 127/180

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

ROUND 3

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

Mutated Hook Horror attacks Bosco. Rolled 1, 5, 7, 8. Two hits for 1d8/1d8/3d6/3d6: 4, 4, 8, 15.

* Bosco HP: 82/135

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

Kharius casts Magic Missile for 12d4+12: 42.

* Mutated Hook Horror HP: 85/180

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

Bosco uses Wand of Frost - Function Cone of Cold for 6d6 (12-36): 17. Mutated Hook Horror throws a save vs. wand: 6. Failed. Suffered 17 damage.

* Mutated Hook Horror HP: 68/180

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

Donovan attacks *rolling 1d10: 5*. Rolled 18, 4. Two hits for 1d8+4: 10, 6.

* Mutated Hook Horror HP: 50/180

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

Korvac attacks. Rolled 1. Missed.

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

ROUND 4

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

Mutated Hook Horror attacks Bosco. Rolled 17, 10, 14, 9. Four hits for 1d8/1d8/3d6/3d6: 7, 8, 11, 7.

* Bosco HP: 49/135

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

"Why is this thing so fixated on me?", Bosco complained.

"Probably cuz you're tiny", Megalomagna mocked.

"If you got time to be joking, do something to help", Donovan admonished.

"I'm not gonna waste my spells on that", Megalomagna retorted. "But I have some advice: kill this thing fast because I can sense several life forms coming this way".

"More stirges?", Donovan asked, troubled.

"I've never seen a cavern crawling with so many monsters before", Kharius said.

"Something tells me we will find the answer along with the cure for the rotting disease", Korvac said.

"I'm gonna end this battle now. Step aside, everyone", Kharius said, chanting one of his most powerful spells.

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

Kharius casts Lightning Bolt for 24d6: 87. Mutated Hook Horror throws a save vs. spell: 19. Saved. Suffered 43 damage.

* Mutated Hook Horror HP: 07/180

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

"It's still alive...", Kharius muttered in disbelief.

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

Bosco is feeling slowed down and cannot attack this turn.

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

"Bosco! Deliver the coup de grace!", Donovan shouted.

"I caaan't reaaach for my swooord", Bosco said in slow motion.

"I've had enough of this", Donovan vented. "We must get out of here!".

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

Donovan attacks *rolling 1d10: 2*. Rolled 9, 9. Two hits for 1d8+4 each: 9, 10.

* Mutated Hook Horror HP: -12/180

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

Mutated Hook Horror has been killed.

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

Before the Party could celebrate the hard-earned victory, the flapping of wings could be heard.

"The stirges are here", Donovan said.

"I have an idea", Bosco said. "If I blow this horn of blasting, it will make the ceiling collapse on top of them".

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

Bosco blows the Horn of Blasting.

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

Strangely, no ultrasonic wave came out of the horn. Instead, the horn called forth a mass of bubbles that surrounded and blinded Bosco for 2d10: 15 rounds.

"What the hell? Wasn't this a horn of blasting?", Bosco screamed as his eyes burned.

"We need to protect Bosco!", Donovan rallied.

As the giant stirges approached, the ground started to shake.

With a bang, the ground ruptured and a massive purple worm emerged, swallowing one of the stirges and disappearing from everyone’s sight through the same hole it came from.

"Now this is a problem", Megalomagna said.

"A major one", Donovan replied, worried. "Now stay quiet. We need to run!".

As the Party started to run, they noticed Bosco was falling behind.

"Bosco! Get a move on!", Donovan shouted.

"I'm tryyyiiiinnng", Bosco answered in the same awkwardly slow motion.

"I think I have enough evidence now. He is cursed!", Korvac exclaimed.

"We don't have time to cast a Remove Curse spell now. I'll buy us time. Grab Bosco and go!", Kharius said, getting ready to cast the spell he was taught by a friend".

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

Kharius casts Mislead.

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

To everyone watching, nothing seemed to happen after the spell was cast. But as Donovan and Korvac helped Bosco get away, they noticed Kharius walking towards the hole from where the purple worm emerged.

"What is he doing? He's gonna die if he stays there!", Korvac said.

"Let's trust Kharius. He's too smart to die to a beast like that", Donovan said, quickening the pace.

Then, what they feared the most actually happened: the purple worm emerged again from the crater and fiercely attacked Kharius, swallowing him whole along with a large amount of rock in a brutal and terrifying bite.

"Khaaaariuuuus!", Bosco exclaimed with a slowed down voice.

Once the Party was far away enough, they stood close to the wall in case the purple worm was still around.

"Please tell me Kharius is okay", Bosco said in his normal voice again. "I'm not gonna forgive him if he gave his life away just to save me".

"Worry not, old friend", a familiar voice said and, with a hand gesture, Kharius became visible.

"Kharius!", Bosco exclaimed out loud, for which he was promptly reprimanded by the Party.

"All right, we have no time to lose", Kharius said. "Bosco, show me your share of the treasure".

"What about it?", Bosco asked, showing the gauntlets, the stone, the horn and the figurines.

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

Donovan and Korvac's Strength scores have returned to normal.

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

"The horn is certainly a cursed item, as we have witnessed firsthand", Kharius noted.

"But what's slowing him is something else", Korvac speculated.

"Yes. I'd say it's either the gloves or that stone, but there's really no way to be sure unless we look carefully".

"Your detection spells caught nothing wrong, right?", Donovan asked. "How can we find out?".

"I've got these lens of minute seeing from the treasure. Maybe I can learn something from reading the runes on these items carefully...", Kharius said as he put on the lens.

"I think you should be more caref--"

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

Kharius has been turned to stone.

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

-ful", Megalomagna tried to say.

"Kharius!", everyone screamed, terrified.

"Another curse?", Bosco exclaimed, in terror.

"What are we going to do?", Donovan said. "Do we have any means to turn Kharius back?".

"Unfortunately not. My healing cannot undo petrification. Only an arcane practitioner can perform such a feat", Korvac lamented.

Then, several pairs of red dots became visible in the dark.

"More enemies", Donovan alerted. "To arms, everyone".

As the red dots' owners became visible, Korvac frowned.

"Skeletons?", the priest asked, reaching for his holy symbol.

"Do we really need to fight?", a human voice said.

"Where did that voice come from? Are you the master of these undead? Reveal yourself!", Korvac demanded.

"Maybe we'll get along better if we ask instead of demanding", the voice replied, and a human figure, clad in dark robes, appeared.

“A man walking around with undead...no unholy symbol, no priest attire”, Korvac thought aloud. “You're a necromancer”.

"Well observed. But you can also call me a researcher", the necromancer said.

"A corpse researcher, then", Bosco noted.

"Not exclusively, my dear hobbit. The giant stirges are also a product of my research, of which I'm quite proud".

"So the stirges are all your doing? Then YOU are the one who caused the rotting disease to spread!", Donovan accused.

"Wow wow, let's backtrack a little here", the necromancer said. "What are you talking about? I spread no rotting disease. My stirges won't make you any healthier, that's for sure, but they can't transmit no rotting disease!".

"I'm not sure if we should believe him", Korvac said. "Anyone who walks with the undead is a suspect to me".

"Go ahead, cast a Detect Lie or something, then", the necromancer said, defiant. "Just answer me two questions: have you fought my stirges? And have you been inflicted with any rotting disease after being bitten?".

The Party members exchanged glances, unsure of what to say.

"I'm telling you. I may be no hero, but I'm also not genocidal", the necromancer said.

"What are you doing here, then?", Bosco asked.

"This is my hideout, and the stirges here are my most recent experiments. But for reasons unknown, the cave began to crawl with dangerous monsters, and so many of them! Now I'm trying to escape, but there's only so much I can do on my own".

"Uh, yeah it is indeed crawling with monsters", Donovan said, embarrassed.

"Was the two-headed vulture thing also your doing?", Korvac asked.

"Have you met my Two-Headed Hook Horror? It's fearsome, isn't it? But too hard to control. I had to let it go".

"We've killed it", Donovan said curtly.

"Really? What a shame. It could be a good diversion right now".

"Speaking of diversion...a friend of ours has helped us divert a purple worm so we could escape", Bosco said.

"A purple worm? Was he eaten by it?".

"He actually used a powerful illusion that fooled the worm so he could escape as well. But then...as he was trying to examine some items of mine looking for curses...he was turned to stone!", Bosco said, his voice trembling as he showed Kharius's petrified body.

"Vampires bite me!", the necromancer exclaimed. "He really has become a stone statue".

"What's worse, he was the only one in our Party who knew a spell that could reverse petrification. Now we are stranded here and with no means to turn him back", Bosco said.

"Hmmm, right. That's actually great timing. I propose a deal: you help me get out of here, and keep these experiments of mine a secret, and I'll restore your friend's body back".

"Can you do that?", Korvac asked, marveled.

"Of course I can. Turning a body to stone and back is also part of my studies".

"Right", Donovan said, not very convinced. "We accept your proposal. I'm Donovan, this is Korvac. The hobbit is Bosco, and our friend who has been turned to stone is Kharius".

"Great to meet you folks. I'm Shadow", he said.

The Party members made a flat face.

“Fine, fine, my name is Markus Rosewood”, the necromancer confessed. “But call me Shadow, okay? It’s how I want to be called when I become famous”.

“Becoming famous can be a curse, sometimes”, Donovan said, glancing at Megalomagna.

“Dying young because you’re weak is a much stronger curse!”, the sword retorted.

“Did you sword just talk?”, Shadow asked, slack-jawed.

“It talks a lot”, Donovan said. “But it’s a trusted companion. I’ve learned to like it”.

“Except when you think you’re cursed because of me”, Megalomagna complained. “I’ve even increased my bonus and this is how I’m treated”.

“Don’t mind it”, Donovan dismissed. “It talks nonsense like this all the time”.

"Ok then…speaking of curses, you guys are cursed all over. It's like someone hated you guys so much he sold his soul to the devil just to get back at you for something".

"That was oddly specific", Korvac said. "Do you have any idea what kind of curse it is?".

"Well, you guys are strong, right? You defeated my Mutated Hook Horror while keeping all your arms and legs. Yet, your wizard got petrified by...lens, cursed lens, I see".

"What are you trying to say?", Korvac pushed.

"That you have been blinded magically", Shadow said. "By a curse that keeps you from seeing what's evil and what's not. A curse of ignorance, I might say".

"So that's why we are having so much trouble in this place", Donovan said. "We have been wearing cursed items all along!".

"Precisely. I don't even need to cast a spell to see that", Shadow said. "That stone. It's a loadstone! It's the ultimate burden, the last thing an adventurer wants to keep on him. And your plate mail. It makes you clumsy and stupid, doesn't it?.

"This guy is the real deal", Megalomagna said. "He even guessed you're stupid, Donovan".

"Very funny", Donovan retorted. "Shadow, please revert Kharius back to normal. We need his help in order to remove these cursed items and leave this place".

"All right. A deal is a deal", Shadow said as he touched Kharius's petrified body.

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

Shadow casts Stone to Flesh. Kharius's body has been restored.

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

"So let's see...what? What's going on? Where's the stone I was going to analyze?", Kharius said, disoriented.

"Put those lens away, Kharius", Korvac said. "It's cursed. It turned you into stone".

"Dear Lord!", Kharius exclaimed, dropping the lens, which broke upon contact with the ground. "Have I made such a grave mistake?".

"It's alright now", Donovan said. "We have found a friend who's helping us".

The story has been stolen; if detected on Amazon, report the violation.

"In exchange for some help from you", Shadow hastily complemented.

"Of course", Donovan agreed.

"First things first", Korvac interjected. "Kharius, please cast Remove Curse on Bosco's stone".

"Seriously? Wasn't it a Luckstone?", Kharius asked, hesitating.

"Unfortunately it's not", Bosco said, disappointed. "It's a loadstone. A burden I've been carrying".

"All right. Let's get it done", Kharius said, not wanting to waste any more time.

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

Kharius casts Remove Curse. Nothing happened.

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

"Why didn't it work?", Kharius asked, puzzled.

"Oh, I forgot to tell you", Shadow said, scratching his head. "The loadstone can only be destroyed by a Dispel Evil spell".

"I like this guy", Megalomagna said mockingly.

"Why didn't you say that sooner?!", Donovan shouted.

A few seconds later, the ground started to shake again.

"Shit! It's the purple worm!", Shadow said.

"Get up against the walls, quick!", Donovan yelled, as a massive worm tore through the ground in search for prey and identified the adventurers as its targets.

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

A purple worm has appeared.

Purple Worm

* Alignment: Neutral

* HD: 15+20 HP

* HP: 100

* TAC0: 5

* AC: 6 (insides have AC 9)

* Attack dmg: 2d12 (bite) / 2d4 (sting) + 8d6 (poison - save throw to halve dmg)

* XP Value: 100.000

* Swallows target on an attack roll of 18, 19 or 20.

* Swallowed victims suffer 4d6 dmg per round (no save throw allowed). They can escape by dealing 30 dmg from the inside, when they are regurgitated prone and will not be able to attack on the following turn.

* The sting will always target a different opponent than the one being bitten;

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

Shadow (Markus Rosewood) - Level 15 Necromancer (Human)

* Alignment: Chaotic/Neutral

* Opposite Schools – Illusion & Enchantment/Charm

* Str 11

* Dex 13

* Con 14

* Int 15

* Wis 16

* Cha 9

* HP: 44

* THAC0: 11

* AC: 3 (Cloak of the Bat +2 / Grey Robe of the Archmagi)

* Atk: 1d4+2 (dagger of venom)

SPELLS:

* Cantrip (1st)

* Chill Touch (1st)

* Detect Undead (1st)

* Enlarge/Shrink (1st)

* Detect Magic (1st)

* Detect Undead (1st)

* Detect Evil (2nd)

* Spectral Hand (2nd)

* Darkness, 15-foot Radius (2nd)

* Feign Death (3rd)

* Hold Undead (3rd)

* Vampiric Touch (3rd)

* Fly (3rd)

* Infravision (3rd)

* Wraithform (3rd)

* Contagion (4th)

* Enervation (4th)

* Animate Dead (5th)

* Magic Jar (5th)

* Summon Shadow (5th)

* Teleport (5th)

* Death Spell (6th)

* Reincarnation (6th)

* Stone to Flesh (6th)

* Control Undead (7th)

* Finger of Death (7th)

* Clone (8th)

* Trap the Soul (8th)

Animated Skeletons (3)

* Alignment: Neutral

* HD: 5

* HP: 20

* TAC0: 15

* AC: 7

* Attack dmg: 1d6

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

Initiative roll:

* Party: 5

* Purple Worm: 8

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

ROUND 1

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

Purple Worm attacks Donovan. Rolled 19. Hit for 2d12: 16. Donovan has been swallowed.

* Donovan HP: 116/216

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

"Dear Gods!", Korvac exclaimed, horrified.

"Is it worse to be eaten by that or by a remorhaz?", Bosco asked.

"Has your party leader been eaten by a remorhaz before?", Shadow asked.

"Yes. And he obviously survived", Kharius said.

"He will manage to get out again", Korvac said, steeling his resolve. "Let's trust him and bring that aberration down with everything we've got".

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

Party Initiative:

* Kharius: 9

* Bosco: 5+3

* Korvac: 6

* Donovan: 3

* Shadow: 3

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

Kharius casts Monster Summoning VII. Rolled 6. A flesh golem has been summoned.

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

Flesh Golem

* HD: 8

* HP: 40

* TAC0: 11

* AC: 9

* Attack dmg: 2d8/2d8

* +2 or higher to hit

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

Bosco attacks. Rolled 6. Hit for 1d12+2: 10 damage.

* Purple Worm HP: 90/100

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

Korvac casts Dispel Evil on Bosco. The loadstone cracked and turned into dust.

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

"Feels like a brown bear has been lifted from my shoulders!", Bosco exclaimed with renewed disposition, Sunblade in hand.

"...Meggie?", Donovan called in the dark. "This place is terrible, so narrow and...slimy. It's just so narrow I can't even hold you straight. And my body burns all over. Is it from the monster's acid juices? How long am I gonna be able to breathe in here? ...say something, you lazy kitchen knife!".

"What do you want?", Megalomagna replied.

"Do I even have to ask? We're inside a giant worm's belly, and the acid is gonna kill me and possibly dissolve you afterwards", Donovan retorted.

"Do you think a stupid purple worm's acidic juice can destroy me"?, Megalomagna asked, defiant.

"Even worse if it can't. I'll die and you're gonna stay here for a long time...long enough for you to wish YOU were dead".

"Fine, fine, I'll help you. But I'm not boosting your strength. I wanna test this new trick I learned last adventure", Megalomagna said, chuckling, as its blade glowed purple.

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

Megalomagna casts Heat Metal.

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

“I hope you know what you're doing”, Donovan said.

Very quickly, Megalomagna's blade changed from purple to an incandescent red color, and it became so searing hot that flames started erupting.

"Careful with that, Meggie!", Donovan exclaimed. "If you get too hot, I won't be able to hold you".

"Only my blade is hot, you dolt. Go ahead, put me in contact with that pest's skin".

Purple Worm suffers 4d4: 13 damage.

* Purple Worm HP: 77/100

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

From the inside, Donovan could only have a vague sense of motion indicating that the creature was moving. But from the outside, the adventurers witnessed a giant worm thrashing around in despair.

"It looks like Donovan is already giving it hell", Bosco said.

"Nice, very nice", Shadow said. "My turn to give it a little taste of hell".

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

Shadow casts Finger of Death. Purple Worm throws a save vs. death: 5. Saved. Suffered 2d8+1: 11 damage.

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

* Purple Worm HP: 66/100

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

"It survived, huh?", Shadow mumbled. "Quite sturdy, this worm".

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

Skeleton 1 attacks Purple Worm. Rolled 1. Missed.

Skeleton 2 attacks Purple Worm. Rolled 18. Hit for 1d6: 2 damage.

Skeleton 3 attacks Purple Worm. Rolled 19. Hit for 1d6: 1 damage.

* Purple Worm HP: 63/100

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

ROUND 2

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

Purple Worm attacks Bosco with bite. Rolled 4. Hit for 2d12: 14 damage.

* Bosco HP: 68/135

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

Purple Worm attacks Korvac with sting. Rolled 9. Hit for 2d4: 8 plus 8d6: 30 poison damage. Korvac throws a save vs. poison to halve damage: 15. Saved. Suffered 23 damage.

* Korvac HP: 29/123

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

Donovan suffered 4d6: 13 acid damage.

* Donovan HP: 103/216

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

Kharius casts Prismatic Spray. Rolled 1d8: 4. Green Ray: Save vs. poison or die. Purple Worm rolled 14. Saved. Suffered 20 damage.

* Purple Worm HP: 43/100

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

Bosco attacks. Rolled 7. Hit for 1d12+2: 13.

* Purple Worm HP: 31/100

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

Korvac casts Heal on himself. HP fully recovered.

* Korvac HP: 123/123

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

Donovan burns the Purple Worm from the inside with Megalomagna. Purple Worm suffers 4d4: 11 damage.

* Purple Worm HP: 20/100

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

Shadow will do nothing except command his skeletons to do the dirty work.

Skeleton 1 attacks Purple Worm. Rolled 10. Hit for 1d6: 4 damage.

Skeleton 2 attacks Purple Worm. Rolled 9. Hit for 1d6: 6 damage.

Skeleton 3 attacks Purple Worm. Rolled 20. Hit for 1d6: 3 damage.

* Purple Worm HP: 7/100

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

“Hey!”, Bosco called, irritated. “Are you really doing nothing, Markus?”.

“Shhhh, it’s Shadow, I told ya! I don’t need to join the fray anymore. The worm won’t last much longer”, the necromancer said.

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

Flesh Golem attacks. Rolled 18, 18. Two hits for 2d8 each: 12, 2 damage.

* Purple Worm HP: -7/100

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

Thrashing even more violently now, the Purple Worm emitted an ear-splitting shriek of pain and fell to the ground with a heavy crash, shaking the entire cave in the process. A few seconds later, Donovan came out of the worm, burned by the acid and covered in goo.

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

“Wow, this was really disgusting!”, Donovan said. “But I’m glad it was me and not you guys!”.

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

The party has emerged victorious, defeating the Mutated Hook Horror and the Purple Worm. Each member has earned a total of 30.000 + 100.000 XP for the defeated monsters in this encounter. Donovan earns plus 10.000 XP for surviving being swallowed by the Purple Worm. Bosco earned 10.000 XP for being released from the curse of the Loadstone.

* Donovan Stride has accumulated 2.977.170 + 140.000 = 3.117.170 XP.

* Donovan has advanced from level 25 to level 26.

* Donovan’s HP has increased by 1d10+2: 11 (max HP 227).

* Korvac the Blessed has accumulated 2.923.170 + 130.000 = 3.053.170 XP.

* Bosco Tumblefoot has accumulated 2.928.270 + 140.000 = 3.068.270 XP.

* Bosco has advanced from level 24 to level 25.

* Bosco’s HP has increased by 1d6+2: 7 (max HP 142).

* Kharius Bloodmoon has accumulated 3.022.270 + 130.000 = 3.152.270 XP.

The Party has found the following items with the purple worm:

* 5000 copper

* 1700 silver

* 1700 gold

* 300 platinum

* 7 gems

* A small shield

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

The Flesh Golem has disappeared.

***

“I’m taking this”, Shadow said, pointing to the worm.

“What?”, Dovan asked, puzzled. What do you mean by taking it?”.

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

Shadow casts Shrink. The purple worm has shrunk to the size of an earthworm.

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

“This”, Shadow said, pocketing the purple worm’s corpse.

“Hey! What are you gonna do with that?”, Bosco asked, suspicious.

“What else? I’m gonna study it! Corpses are food and drink to a specialist like me, hobbit”, Shadow replied.

The Party members looked at him with flat faces.

“That didn’t sit well, did it?”, Shadow asked, scratching his chin. “I’m not gonna eat the worm, okay? Even though something that eats people would very much deserve such a fate. I’m gonna dissect it and find whatever I can about its physiology, that’s all. You guys took what was worth to you from it, didn’t ya? My standards for what is worth are just a little different, that’s all”.

“Fine, fine”, Kharius said, raising his hands. “Let’s just skip the small talk for now, okay? This place is still very dangerous”.

“And you guys are still very cursed”, Shadow mocked.

“Seriously, I love this guy! Too bad he’s a wizard, or I’d be willing to join his corpse parties”, Megalomagna said.

“I throw no corpse parties!”, Shadow retorted, outraged. “I only throw skeleton parties, and they dance their bones off”.

“You’re quite the funny guy for a necromancer nicknamed ‘Shadow’”, Bosco noted.

“It’s not a nickname!”, Shadow interjected.

“STOP!”, Kharius raged. “Or I will turn into a purple worm myself!”.

After a few seconds of awkward silence, everyone except Kharius burst into laughter. Korvac said, amused: “You guys are quite something. You managed to get on Kharius’s nerves”.

“He is right”, Donovan said, still laughing. “We must get out of here”.

“There’s something coming our way”, Megalomagna alerted.

“Another monster?”, Donovan vented. “They won’t stop coming!”.

“Let me see your equipment”, Shadow said, impatient. “You are also very much cursed, friend. Your armor is like a barrel full of curse. And it smells very badly”.

“I know the armor is cursed, okay? But if I remove it I’m gonna be even less protected”, Donovan replied, annoyed.

“Let me finish. You also have something else cursing you. Think of something you are carrying now that you were not carrying before”, Shadow said.

“There’s this periapt, here”, Donovan showed the periapt of health.

“Hmmm…a periapt of monstrous attraction! So you are the one causing me trouble all along! Because of you this cave is infested with monsters and I am stranded here!”, Shadow raged.

“Calm down, buddy! Let’s get rid of it and everything will be fine, right?”, Donovan said, defensive.

“Hmpf. Remove Curse or Dispel Evil. Any of those should work”, Shadow said, dissatisfied.

“Let me handle this one”, Kharius said.

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

Kharius casts Remove Curse. The periapt of monstrous attraction has turned to dust and the curse it was inflicting on Donovan has been lifted.

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

“I would clap if I could”, Megalomagna said. “But the life sign I sensed hasn’t gone away just because the curse has been lifted.

“Right. Let’s deal with it and then we’ll get out of here”, Donovan said.

“Wait”, Shadow called. “Let me send a skeleton ahead. Some cave-dwelling creatures prepare deadly ambushes and a fall guy can save our lives”.

As Shadow commanded the skeleton to charge towards the darkness of the cave, an 8-feet tall, over 5-feet wide creature with great muscles and powerful arms ending in ironlike claws sprung over it in a brutal strike, and its fearsome claws tore through the summoned creature reducing it to a pile of fractured bones scattered across the floor. Realizing it wasted its chance to surprise edible prey for a pile of useless bones, it became enraged and focused its four insectoid eyes on the Party.

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

Skeleton 1 has been destroyed.

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

An Umber Hulk has appeared.

Umber Hulk

* Alignment: Chaotic/Evil

* HD: 8+30 HP

* HP: 90

* TAC0: 11

* AC: 2

* Attack dmg: 3d4/3d4/1d10

* XP Value: ?

* Always surprises target

* Stare causes Confusion as per the 4th level spell

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

Initiative roll:

* Party: 5

* Umber Hulk: 7

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

ROUND 1

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

The Umber Hulk has a slow and ponderous gait so it cannot melee the Party this turn.

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

Party Initiative:

* Donovan: 9

* Shadow: 8

* Bosco: 3+3

* Kharius: 6

* Korvac: 3

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

Donovan attacks from afar with two javelins of piercing. Rolled 3, 2. Missed. The javelins hit the wall and broke upon impact like wooden toys.

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

“What?”, he shouted, incredulous. “Are those really javelins of piercing? They felt…awkward to throw”.

“They are probably cursed as well”, Shadow noted. “You shouldn’t waste your time throwing those things at an Umber Hulk anyway”.

“Dammit”, Donovan muttered.

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

Shadow casts Spectral Hand. A hand formed by the caster's own life force appears.

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

Skeleton 2 attacks. Rolled 13. Hit for 1d6: 1 damage.

* Umber Hulk HP: 89/90

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

Skeleton 3 attacks. Rolled 6. Missed.

Bosco attacks with crossbow. Rolled 3. Hit for 1d8: 1 damage.

* Umber Hulk HP: 88/90

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

Kharius attacks with bow and arrow. Rolled 17. Hit for 1d6+3: 6.

* Umber Hulk HP: 82/90

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

Korvac casts Cure Critical Wounds on Donovan for 3d8+3: 23 HP.

* Donovan HP: 126/227

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

ROUND 2

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

Umber Hulk attacks Skeleton 2. Rolled 19, 20, 18. Three hits for 3d4/3d4/1d10: 9, 8, 4.

* Skeleton 2 HP: -1/20

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

Skeleton 2 has been destroyed.

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

Donovan attacks with Megalomagna *rolling 1d10: 7*. Rolled 13, 15. Two hits for 1d8+7 each: 8, 15 damage.

* Umber Hulk HP: 59/90

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

Shadow uses his spectral hand to attack with dagger of venom. Rolled 14. Hit for 1d4+2: 5 damage. Umber Hulk must throw a save vs. poison or die: 1. Failed.

As the dagger of venom pierced the Umber Hulk's tough hide, it writhed wildly and desperately as the poison sapped its vitality away. The iridescent glow in its four eyes dimmed as the effects intensified before it finally collapsed to the cave floor, its muscular body convulsing for long, disturbing seconds until the creature became inert.

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

The party has emerged victorious, defeating the Umber Hulk. Each member has earned a total of 30.000 XP for the defeated monster in this encounter.

* Donovan Stride has accumulated 3.117.170 + 30.000 = 3.147.170 XP.

* Korvac the Blessed has accumulated 3.053.170 + 30.000 = 3.083.170 XP.

* Bosco Tumblefoot has accumulated 3.068.270 + 30.000 = 3.098.270 XP.

* Kharius Bloodmoon has accumulated 3.152.270 + 30.000 = 3.182.270 XP.

***

“What a gruesome way to kill”, Bosco said, furrowing his eyebrows.

“Umber Hulks can be much more gruesome than that, I guarantee it”, Shadow retorted. “Now, if you don’t mind, I’m taking its corpse”, and the necromancer proceeded to shrink the creature’s dead body.

"So. Korvac, how was that spell of yours called again? The one you've prepared in case we desperately need to escape", Donovan asked.

"Word of Recall", Korvac replied. "I don't think we should use it here for two reasons. First, because those curses lingering around us could end up causing a disaster such as sending us to a lower plane or something. Second, because I can only transport around 600 pounds in addition to myself. That would barely be enough to fit our Party and equipment, meaning Mr. Markus...Shadow would be left behind".

"I don't like that", Shadow commented.

"As much as I do not condone with...", Korvac cleared his throat, "...Shadow's methods, it's my duty to show him gratitude for saving Kharius's life".

"That's better", Shadow commented again.

"That's why I can't cast the spell. In short, we need to get out of here by foot", Korvac finished.

"That's not exactly the conclusion I expected", Shadow said, disappointed.

"Dude, Karvax always messes up his words of recall. Be happy that he's not casting it now. I don't even know why he learned that spell in the first place", Megalomagna mocked.

"Because I wanted to keep us safe in case we got sent to an Outer Plane because of you!", Korvac retorted.

"All right, that's enough", Donovan scolded. "Get a move on, everyone. We're leaving".

***

Walking in single file through the cave, as quietly as possible, the Party witnessed an array of stalactites hanging from the ceiling ahead.

“Were those stalactites there?”, Donovan asked, scratching his head. “Everything’s been so chaotic since we arrived here that I honestly don’t remember”.

“They look like ordinary stalactites to me”, Korvac said.

“It doesn’t mean they’re not gonna fall on us the moment we try to pass by”, Bosco reasoned.

“Running would not be a good idea”, Shadow said. “There still might be giant stirges around”.

“Bosco, can you hear any stirges close to us?”, Donovan asked.

Bosco cupped his ear and searched for sources of noise (75% chance of success). Rolling 1d100: 99.

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

Bosco hears nothing out of ordinary.

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

“We’re clear”, Bosco said. “Maybe a short run will do the trick”.

“DON’T”, Megalomagna shouted. “I sense life signs. Those stalactites might be alive”.

“What?”, Bosco complained. “Even the stalactites are monsters here?”.

“Should we send another of Shadow’s skeletons as bait?”, Korvac asked;

“Don’t treat my skeletons like disposable scapegoats!”, Shadow said, outraged. “Besides, if those stalactites are really living creatures, they can see us already and will not try to attack meatless prey like a skeleton”.

“So what do we do?”, Donovan asked, eager to solve the deadlock. “Every moment we spend in this cave increases the risk of bumping into something dangerous”.

“Red flag”, Megalomagna yelled.

“What?”, Donovan replied, startled.

“Don’t say we might find something dangerous, Bonovan”, Megalomagna said. “It’s a red flag. It means something dangerous WILL appear just because you said it”.

“Spare me, you dumb bread cutter”, Donovan dismissed. “I say we look for another passage. I’m not into dealing with stalactite monsters right now”.

Everyone nodded. As Donovan took the lead through the narrow passage, a pair of reptilian eyes glowed in the dark.

“Stop!”, Donovan halted. “Meggie, give me light”.

Before Megalomagna could cast a Light spell, an ominous glow emanated from the creature’s mouth. With a hiss, the creature opened its mouth wider, and the air crackled with electricity as it released a torrent of lightning from its gaping maw.

All Party members must save vs. breath weapon or suffer 24 damage. Saving will reduce damage by half:

* Donovan rolled 6. Saved. Donovan suffers 12 damage.

* Korvac rolled 2. Korvac suffers 24 damage.

* Bosco rolled 15. Saved. Bosco suffers 12 damage.

* Kharius rolled 14. Saved. Kharius suffers 12 damage.

* Shadow rolled 18. Saved. Shadow suffers 12 damage.

* Skeleton 3 rolled 13. Skeleton 3 suffers 24 damage.

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

* Donovan HP: 114/227

* Korvac HP: 99/123

* Bosco HP: 56/142

* Kharius HP: 38/67

* Shadow HP: 32/44

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

Skeleton 3 has been destroyed.

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

“What’s going on?”, Donovan shouted, his body trembling from the electric shock.

“Is that a blue dragon?, Kharius exclaimed.

“Whatever it is, we must destroy it! Turning back means stalactites falling on us!”, Bosco said.

“You guys are funny”, Shadow said, perplexed. “Choosing to fight a behir over a few stalactites”.

“If you know what that thing is, tell us how to fight it instead of making silly jokes!”, Donovan exclaimed as he lunged for the attack.

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

A Behir has appeared.

Behir

* Alignment: Neutral/Evil

* HD: 15 HP

* HP: 120

* TAC0: 9

* AC: 4 (insides are AC 7)

* Attack dmg: 2d4 (bite) + 1d4+1 (tail constriction) / or 1d4+1 (tail constriction) + 1d6 talon attacks causing 2d4 damage each

* Special attack: lightning bolt once every 10 rounds – 24 damage (half if saved against breath weapon)

* XP Value: 50.000

* Immune to lightning and poison

* Swallows prey on a natural roll of 20. Any creature swallowed will lose 1/6 of its starting Hit Points each round until it dies at the end of the sixth round. The behir will digest its meal in 12 turns, and at that time the victim is totally gone and cannot be raised from the dead. Note, however, that a swallowed creature can try to cut its way out of the behir's stomach. The inner armor class of the behir is 7, but each round the creature is in the behir it subtracts 1 from the damage each of its attacks does. This subtraction is cumulative, so on the second melee round there is a -2, on the third a -3, and so on. They can escape by dealing 30 damage from the inside, when they are regurgitated prone and will not be able to attack on the following turn. A behir can only have one creature swallowed at a time.

* As behir sometimes swallow prey whole, there is a chance that there will be some small items of value inside the monster. More often than not these will be gems (10 x Q). Otherwise, there is a chance that there will be 1d8 pieces of jewelry and a chance that a single small magical object of an indigestible nature may be found. Such objects are never found in a behir's lair, because the creature expels this waste and buries it elsewhere.

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

ROUND 1

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

Initiative roll:

* Party: 5

* Behir: 9

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

Behir attacks Donovan. Rolled 11 (bite), 14 (tail). Two hits for 2d4: 7 + 1d4+1: 4 = 11 damage.

Donovan has been grappled by the behir and will suffer 1d6: 5 talon attacks next turn.

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

Party Initiative:

* Bosco: 6+3

* Shadow: 9

* Kharius: 8

* Donovan: 2

* Korvac: 1

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

Bosco attacks. Rolled 9. Hit for 1d12+4: 9

* Behir HP: 111/120

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

Shadow casts Spectral Hand. A hand formed by the caster's own life force appears.

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

Kharius casts Magic Missile for 12d4+12: 32 damage.

* Behir HP: 79/120

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

Donovan attacks with Megalomagna *rolling 1d10: 4*. Rolled 8, 20. Two hits for 1d8+7 each: 15, 12.

* Behir HP: 52/120

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

Korvac casts Cure Critical Wounds on Bosco for 3d8+3: 21 HP.

* Bosco HP: 77/142

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

ROUND 2

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

Behir attacks Donovan with tail constriction for 1d4+1: 2 damage plus 5 talon attacks for 2d4 each: 23 damage.

* Donovan HP: 89/227

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

Bosco attacks. Rolled 2. Missed.

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

Shadow uses his spectral hand to attack with dagger of venom. Rolled 10. Hit for 1d4+2: 4 damage. Behir is immune to the dagger's venom.

* Behir HP: 48/120

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

"I think I've made a blunder", Shadow said, embarrassed. "That monster is immune to poison".

"Then do something else! Something that hurts it!", Kharius exclaimed.

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

Kharius attacks with bow and arrow. Rolled 10. Hit for 1d6+3: 6 damage.

* Behir HP: 42/120

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

Donovan attacks with Megalomagna *rolling 1d10: 9*. Rolled 15, 8. Two hits for 1d8+7 each: 15, 9 damage.

* Behir HP: 18/120

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

Korvac attacks. Rolled 7. Hit for 2d6+3: 11 damage.

* Behir HP: 7/120

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

The creature howls in pain.

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

Behir attacks Donovan with tail constriction for 1d4+1: 2 damage plus 5 talon attacks for 2d4 each: 28 damage.

* Donovan HP: 59/227

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

"I'm...almost...at my...limit...guys", Donovan said, exhausted.

"Hang on, Donovan!", Korvac shouted. "We are gonna rescue you!".

"Allow me", Bosco said, gritting his teeth.

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

Bosco attacks. Rolled 19. Hit for 1d12+4: 5 damage.

* Behir HP: 2/120

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

"Still alive? Damn reptilian freak!", Bosco vented.

"I'll do it", Shadow said, gesturing for his spectral hand at the same time as he cast a spell.

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

Shadow casts Vampiric Touch. Rolled 20. Hit for 6d6: 19 damage. Shadow has recovered 2 HP.

* Behir HP: -17/120

* Shadow HP: 34/44

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

With a single touch from the spectral hand, the behir writhed in agony as a ghastly transformation unfolded. The monster's once vibrant scales lost their luster, taking on a sickly pallor as the life force was leeched away. Its sinewy muscles, once taut with power, now quivered in a feeble struggle against imminent death. The reptilian monstrosity tried to roar, but let nothing out except a haunting echo of pain as its strength waned, its coiled body faltering until it finally succumbed to deathly silence except for a chill in the air that sent shivers down the adventurers' spines.

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

The party has emerged victorious, defeating the Behir. Each member has earned a total of 50.000 XP for the defeated monster in this encounter.

* Donovan Stride has accumulated 3.147.170 + 50.000 = 3.197.170 XP.

* Korvac the Blessed has accumulated 3.083.170 + 50.000 = 3.133.170 XP.

* Bosco Tumblefoot has accumulated 3.098.270 + 50.000 = 3.148.270 XP.

* Kharius Bloodmoon has accumulated 3.182.270 + 50.000 = 3.232.270 XP.

The Party has found the following items with the behir:

* 5 gems;

* 2 jewels;

* A ring;

***

You guys have the gift of attracting powerful monsters", Shadow said, breaking the silence. "Regrettably, this time I've ruined the corpse. I wasn't expecting it to die so soon. You guys are crazy strong! Remind me of staying on your right side".

"Glad you can see that", Donovan said, bruised, bloodied and panting. "Many have failed to understand how strong we are and...well, they're dead".

"Oohhh that was ominous", Megalomagna said. "Except when Stronmaus beat the crap out of you".

"Stronmaus?", Shadow asked, oblivious.

"It's a long story", Donovan said, dismissive.

"Guys...", Bosco said, looking up.

"But I limit myself to saying we gave him trouble", Donovan continued, distracted.

"Guuuys...", Bosco said louder.

"What is it, Bosco?", Donovan replied, annoyed.

"The little guy is trying to tell you that a whole bunch of living stalactites is about to fall on you", Megalomagna remarked.

"What? How? How did they get—", before Donovan could finish, the stalactites detached from the cave’s ceiling.

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

12 Piercers have appeared.

Piercer

* Alignment: Neutral

* HD: 4

* HP: 17

* TAC0: 17

* AC: 3

* Attack dmg: 4d6

* XP Value: 750

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

The Piercers have ambushed the Party and will attack first.

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

ROUND 1

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

Piercer 1 attacks Donovan. Rolled 1. Missed.

Piercer 2 attacks Donovan. Rolled 14. Hit for 4d6: 15 damage.

* Donovan HP: 74/227

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

Piercer 3 attacks Donovan. Rolled 6. Missed.

Piercer 4 attacks Korvac. Rolled 19. Hit for 4d6: 15 damage.

* Korvac HP: 84/123

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

Piercer 5 attacks Korvac. Rolled 2. Missed.

Piercer 6 attacks Korvac. Rolled 10. Hit for 4d6: 15 damage.

* Korvac HP: 69/123

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

Piercer 7 attacks Bosco. Rolled 17. Hit for 4d6: 10 damage.

* Bosco HP: 67/142

Piercer 8 attacks Bosco. Rolled 8. Missed.

Piercer 9 attacks Kharius. Rolled 12. Missed.

Piercer 10 attacks Kharius. Rolled 5. Missed.

Piercer 11 attacks Shadow. Rolled 20. Hit for 4d6: 12 damage.

* Shadow HP: 22/44

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

Piercer 12 attacks Shadow. 3. Missed.

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

Scoring no kills, the piercers began to sluggishly crawl toward the walls in order to reach to the ceiling again.

"Don't let them climb the walls, everyone! Let's kill these pointy bastards!".

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

Party Initiative:

* Donovan: 10

* Bosco: 1+3

* Kharius: 4

* Korvac: 2

* Shadow: 1

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

Donovan attacks Piercer 1. Rolled 4, 20. Two hits for 1d8+7 each: 8, 14.

* Piercer 1 HP: -5/17

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

Piercer 1 has been killed.

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

Bosco attacks Piercer 7. Rolled 20. Hit for 1d12+2: 3.

* Piercer 7 HP: 14/17

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

Kharius casts Prismatic Spray. Seven Piercers have been affected by the rays.

Rolling 1d8 for Piercer 6: 1: Red ray. Piercer 6 must save vs. spell or suffer 20 damage. Rolled 5. Failed.

* Piercer 6 HP: -3/17

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

Piercer 6 has been killed.

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

Rolling 1d8 for Piercer 7: 3. Yellow ray. Piercer must save vs. spell or suffer 80 damage. Rolled 5. Failed.

* Piercer 7 HP: -66/17

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

Piercer 7 has been killed.

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

Rolling 1d8 for Piercer 8: 1. Red ray. Piercer 8 must save vs. spell or suffer 20 damage. Rolled 19. Saved. Suffered 10 damage.

* Piercer 8 HP: 07/17

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

Rolling 1d8 for Piercer 9: 7. Violet ray. Piercer must save vs. spell or be sent to another plane. Rolled 3. Failed.

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

Piercer 9 has been sent to the Outer Plane of the Grey Waste of Hades.

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

Rolling 1d8 for Piercer 10: 6. Indigo ray. Piercer must save vs. wand or go insane. Rolled 16. Saved. Nothing happened.

Rolling 1d8 for Piercer 11: 5. Blue ray. Piercer must save vs. petrification or be turned to stone. Rolled 3. Failed.

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

Piercer 11 has been turned to stone.

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

Rolling 1d8 for Piercer 12: 8. Piercer 12 will be affected by two rays. Rolling 1d8 twice: 4, 3. Green ray, Yellow ray. Piercer must save vs. spell or suffer 80 damage plus save vs. poison or die. Rolled 6, 6. Failed on both saves.

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

Piercer 12 has been killed.

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

* Piercer 1: Deceased

* Piercer 2 HP: 17/17

* Piercer 3 HP: 17/17

* Piercer 4 HP: 17/17

* Piercer 5 HP: 17/17

* Piercer 6: Deceased

* Piercer 7: Deceased

* Piercer 8 HP: 07/17

* Piercer 9: Forgotten

* Piercer 10 HP: 17/17

* Piercer 11: Stoned

* Piercer 12: Dead twice

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

“Fantastic, Kharius!”, Donovan exclaimed, even more injured but with renewed morale. “What an incredible spell”.

“Amazing, indeed”, Korvac added. “I must respond accordingly, or my deities will think I’m slacking”.

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

Korvac casts Blade Barrier next to the wall. The remaining Piercers have been cornered.

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

“Good application of a Blade Barrier spell”, Shadow noted. “I don't have a flashy spell to show you, so be content with me stabbing these things to death”.

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

Shadow attacks Piercer 10. Rolled 19. Hit for 1d4+2: 5.

* Piercer 10 HP: 12/17

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

ROUND 2

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

The Piercers are not very intelligent and will try to cross the blade barrier.

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

Piercer 2 suffers 8d8: 44 damage.

* Piercer 2 HP: -27/17

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

Piercer 3 suffers 8d8: 32 damage.

* Piercer 3 HP: -15/17

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

Piercer 4 suffers 8d8: 40 damage.

* Piercer 4 HP: -23/17

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

Piercer 5 suffers 8d8: 25 damage.

* Piercer 5 HP: -8/17

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

Piercer 8 suffers 8d8: 43 damage.

* Piercer 8 HP: -36/17

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

Piercer 10 suffers 8d8: 40 damage.

* Piercer 10 HP: -23/17

All remaining Piercers have been killed.

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

The party has emerged victorious, defeating the Piercers. Each member has earned a total of 750 * 12 = 9.000 XP for the defeated monsters in this encounter.

* Donovan Stride has accumulated 3.197.170 + 9.000 = 3.206.170 XP.

* Korvac the Blessed has accumulated 3.133.170 + 9.000 = 3.142.170 XP.

* Bosco Tumblefoot has accumulated 3.148.270 + 9.000 = 3.157.270 XP.

* Kharius Bloodmoon has accumulated 3.232.270 + 9.000 = 3.241.270 XP.

***

“Can we go home now?”, Bosco said, exhausted.

“I think we’re clear”, Donovan said. “After killing all monstrosities one can think about, I guess not even Giant Stirges will try to face us now”.

“We haven’t found out what’s causing the rotting disease yet”, Korvac interjected.

“Hmmm…”, Shadow mused. “I don’t think it’s a disease, you know”.

“Why do you say that?”, Korvac asked, curious but worried at the same time.

“Where did you get the information that the stirges were spreading the disease?”, Shadow asked.

“From a commoner. He seemed quite desperate”, Donovan said.

“Have you seen that commoner before?”, Shadow asked, inquisitive.

“I don’t remember…”, Donovan said, exchanging glances with the rest of the Party.

“We have never seen him before”, Kharius finally confirmed.

“Would it be in someone's interest to throw you guys into a dangerous cave, possibly to your deaths?”, Shadow asked.

“I can’t say for sure”, Donovan said, scratching his chin. “We've made some enemies over the years of adventure. Could be anyone, for all I care”.

“Right. Let’s get out of here, then you will show me a victim of this ‘rotting disease’”, Shadow said.

***

With the periapt of monstrous attention destroyed, getting out of the cave was less dangerous than the Party expected. Common cave-dwelling creatures like rats, centipedes, bats and lizards instinctively avoided the adventurers as if aware of what fate was reserved to those who tried their luck.

As soon as they came out and their eyes burned with the morning sunlight, Korvac took charge.

“We need to see the wizard. Quickly!”, he said and ran towards the wizard’s tower.

Upon reaching the tower, the adventurers were greeted by the same woman who had scolded them for trespassing into the chambers of the old wizard without permission.

“Where have you been?”, the woman asked, enraged. “My Lord is turning into a zombie, and it’s your fault for not doing anything to help!”.

“Turning into a zombie?”, Shadow asked, startled. “Let’s see him, now!”.

The adventurers barged once again into the old wizard’s resting room. As soon as Shadow laid eyes upon the old, withered wizard, he immediately knew that it wasn't an illness but rather one of the most dreadful Curses of Undeath.

“You’ve wasted your time going down that cave”, Shadow remarked. “This is a curse, and not a weak one. This was caused by a true monster, a curse that even a specialist like me cannot cure”.

“What are we going to do, then?”, Korvac said, nervous. “We can’t let the old wizard die! And what about the other people caught by this curse?”.

Shadow meditated for a few seconds. Sighing, he opened his eyes.

“Make him drink as much holy water as possible”, Shadow said. “It doesn’t matter if he vomits, thrashes around or cry in pain. The curse is draining his life away and turning him into a juju zombie. If he is completely turned, given how strong this curse is, my guess is that not even a Wish spell can bring him back”.

“Got it. I’ll fetch the holy water”, Korvac said and darted towards his sanctuary.

“Maybe I should cast a Wish spell, after all”, Kharius said.

“Not before you identify the source of the curse”, Shadow said. “Curses don't come out of nowhere, nor they materialize out of thin air. There's always some trigger, some rift in reality, some malevolent tool through which negative energy flows and spreads”.

“We have showed you the cursed items we have”, Bosco said. “Other than that…the only thing we have left are the talisman that hurt Korvac, this broom, which we don’t know if it’s cursed or not, this flask…and the book that lich left”.

“Book that WHAT?”, Shadow yelled, astonished.

“That lich”, Donovan added. “The lich we destroyed”.

“Let me see the book”, Shadow said, practically giving an order.

When Bosco showed him the book, the necromancer immediately frowned.

“This is not just any book. It’s a Lich’s grimoire, and it reeks of dark magic. It definitely is the source of the curse”, he said.

“What should we do? Destroy it?”, Kharius asked.

“I don’t think a Lich’s grimoire can be destroyed that easily”, Shadow said. “And it’s a shame we have to destroy it, really. A lich’s spell book is a relic for a researcher like me”, he said, despondent.

“We don’t care if it’s a relic”, Kharius said, stern. “It caused us great harm and, honestly, I don’t know why we haven’t destroyed it yet”.

“Fine, fine, destroy it”, Shadow said, pouting. “But I’m not helping you with that. I have some corpses to study already”.

“I’ve brought the water”, Korvac said, panting.

“Good for you. I’m going now. Good luck destroying the book!”, Shadow said, waving the Party goodbye. Korvac just stood there, puzzled.

“HEY”, Megalomagna called.

“What?”, Shadow asked.

“Are you going to become a recurring character?”, the sword asked.

“I don’t know what you’re talking about”, Shadow said, dismissive.

“Yeah, he definitely will”, Megalomagna said. “Okay now, Karmac, we have a mission for you”.

“It’s Korvac, you foolish sword”, Korvac said, feeling insulted. “This is not the time to be fooling around. What did Markus meant with ‘destroying the book?’”.

“The Baron’s grimoire must be destroyed, or this old geezer and everyone else afflicted with the zombie curse will…well, become zombies”, Megalomagna summarized.

“Understood. Let’s remove the curses on the items we are still wearing and then we’ll find a way to destroy the book”, Korvac said.

***

After hastily removing the persistent curses from Donovan and Korvac's armors and destroying the cursed Horn of Bubbles that comically blinded Bosco at a critical moment, the Party gathered to study a means to destroy the Baron of Blood’s grimoire.

"We know the risks, but we'll have to handle this grimoire", Korvac said. "I have enough holy water to submerge the book if necessary".

"Perhaps it would be better to bring enough holy water to submerge all of us", Donovan suggested.

"Holy water is important but not powerful enough to remove curses", Korvac replied, reproaching Donovan. "If submerging someone solved the problem, we would have done that with the old wizard".

“Hey, no need to be rude. I’m not saying it’s the answer to the problem. I’m just saying”, Donovan said in his defense”.

“A good way to help is by asking your sword if it can pull a miraculous rabbit out of its hat to solve our problem”, Kharius said.

“You said it correctly: your problem”, Megalomagna retorted. “I don’t care much about the old wizard, or the townsfolk, or even you!”.

“Why am I not surprised”, Kharius said, annoyed.

“Start by protecting yourselves”, Megalomagna said. “That’s basic knowledge when handling dark magic but you already know that, right? RIGHT?”.

“Yes, we know that”, Korvac interjected. “This is how I propose we proceed: I will cast a Protection from Evil spell, then a Bless spell on both Kharius and myself. Next, we will cast True Seeing simultaneously. After that, I will cast a Divination spell, while Kharius casts…what was the name of your spell?”.

“Legend Lore”, Kharius answered.

“Yes, a Legend Lore spell. That should be enough for us to have at least an idea of how to destroy the book”, Korvac concluded.

“Well, let’s hope you’re right”, Donovan said. “Is there anything I can do to help?”.

“Stay clear for now”, Korvac said. “And keep your sword at your hand’s reach, just in case”.

Then, Korvac and Kharius proceeded with the plan they devised in order to find out a way to destroy the Baron of Blood’s grimoire.

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

Korvac casts Protection from Evil.

Korvac casts Bless.

Korvac and Kharius cast True Seeing.

Korvac casts Divination.

Kharius casts Legend Lore.

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

They stood for long minutes in deep meditation. Although there was a degree of certainty that a message would come, from either the Divine or the Arcane side, the adventurers were not sure about the content of the message. Would it be a riddle? Or a cryptic message? Would the Party have time to decipher it before the afflicted victims become zombies?

After waiting many more minutes in silence, a single word echoed in the minds of both Korvac and Kharius simultaneously:

“CELESTIA”.

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

Korvac and Kharius earn 100.000 XP for obtaining an answer from a deity of the Outer Planes.

* Korvac the Blessed has accumulated 3.142.170 + 100.000 = 3.242.170 XP.

* Kharius Bloodmoon has accumulated 3.241.270 + 100.000 = 3.341.270 XP.

* Kharius has advanced from level 24 to level 25.

* Kharius’s HP increased by 1d4: 4 (max HP 71).

* Kharius has learned the spells Enchant an Item (6th Arcane Level) and Prismatic Sphere (9th Arcane Level).

***

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

QUEST END

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

DONOVAN STRIDE (Warrior/Human) - LVL 26

* Strength: 17

* Dexterity: 13

* Constitution: 15

* Intelligence: 9

* Wisdom: 10

* Charisma: 10

* HP: 227

* TAC0: -1

* AC: -3 (Gold Dragon Scale Mail + Magical Shield +2)

* Attack dmg: 1d8+4, +7 against spellcasters plus +3 Strength bonus – attacks twice per round

* XP: 3.206.170 XP (1.293.830 XP to next level)

ITEMS:

* Amulet versus Undead (8th level)

* Rug of Welcome

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

KORVAC THE BLESSED (Cleric/Human) - LVL 25

* Strength: 12

* Dexterity: 10

* Constitution: 14

* Intelligence: 10

* Wisdom: 18

* Charisma: 14

* HP: 123

* TAC0: 4

* AC: 0 (Chain Mail +2 plus Animated Shield +1 plus Ring of Protection +2)

* Attack dmg: 2d6+3 (Mace of Smiting +3)

* XP: 3.242.170 XP (507.830 XP to next level)

ITEMS:

* Pearl of Wisdom +2

* Ring of Fire Resistance

* Incense of Meditation (Priest - 2 pieces)

* Girdle of Dwarvenkind

* Mace of Smiting +3

* Chain Mail +2

* Ring of Protection +2

* Gem of Insight

* Amulet of the Planes

SPELLS:

* 1st circle: Cure Light Wounds (7x a day)

* 1st circle: Detect Evil (6x a day)

* 1st circle: Protection from Evil (4x a day)

* 1st circle: Bless (1x a day)

* 1st circle: Purify Food and Drink (1x a day)

* 2nd circle: Augury (5x a day)

* 2nd circle: Resist Fire/Resist Cold (5x a day)

* 2nd circle: Resist Fire/Resist Cold (5x a day)

* 2nd circle: Silence, 15' radius (1x a day)

* 3rd circle: Dispel Magic (4x a day)

* 3rd circle: Cure Disease (4x a day)

* 3rd circle: Remove Paralysis (4x a day)

* 3rd circle: Negative Plane Protection (1x a day)

* 3rd circle: Water Breathing (1x a day)

* 4th circle: Cure Serious Wounds (5x a day)

* 4th circle: Neutralize Poison (4x a day)

* 4th circle: Divination (2x a day)

* 4th circle: Protection From Evil, 10' (2x a day)

* 4th circle: Free Action (1x a day)

* 5th circle: Cure Critical Wounds (4x a day)

* 5th circle: Raise Dead (3x a day)

* 5th circle: Flame Strike (3x a day)

* 5th circle: Dispel Evil (3x a day)

* 5th circle: True Seeing (2x a day)

* 5th circle: Atonement (1x a day)

* 5th circle: Plane Shift (1x a day)

* 5th circle: Moonbeam (1x a day)

* 6th circle: Heal (4x a day)

* 6th circle: Conjure Fire Elemental (2x a day)

* 6th circle: Forbiddance (1x a day)

* 6th circle: Blade Barrier (1x a day)

* 6th circle: Word of Recall (1x a day)

* 7th circle: Resurrection (1x a day)

* 7th circle: Restoration (1x a day)

* 7th circle: Holy Word (1x a day)

* 7th circle: Regenerate (1x a day)

* 7th circle: Gate (1x a day)

* 7th circle: Symbol (1x a day)

* 7th circle: Sunray (1x a day)

* 7th circle: Exaction (1x a day)

* 7th circle: Conjure Earth Elemental (1x a day)

* 7th circle: Succor (1x a day)

* 8th circle: Mass Heal (1x a week)

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

BOSCO TUMBLEFOOT (Thief/Hobbit) - LVL 25

* Strength: 14

* Dexterity: 20

* Constitution: 16

* Intelligence: 12

* Wisdom: 14

* Charisma: 12

* HP: 142

* TAC0: 4

* AC: 1 (leather clothes / cloak of protection +2)

* Attack dmg: 1d12+2, +4 against evil beings

* XP: 3.157.270 XP (1.092.730 XP to next level)

ITEMS:

* Sunblade +2, +4 against evil beings

* Cloak of Protection +2

* Slippers of Spider Climbing

* Wand of Fire

* Wand of Frost

* Stone of Controlling Earth Elementals

* Necklace of Missiles

* Figurines of Wondrous Power

* Crossbow of Accuracy +3

* Gauntlets of Dexterity (+1 to dexterity, +10% to pickpockets / open locks)

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

KHARIUS BLOODMOON (Wizard/Half-Elf) - LVL 25

* Strength: 10

* Dexterity: 16

* Constitution: 12

* Intelligence: 17

* Wisdom: 13

* Charisma: 14

* HP: 71

* TAC0: 10

* AC: 1 (Elven Chainmail / Cloak of Displacement +2)

* Attack dmg: 1d8+4/+7 (Frost Brand); 1d6+1/+3 (short bow)

* XP: 3.341.270 (1.658.730 XP to next level)

ITEMS:

* Wand of Magic Missile

* Frost Brand +4, +7 against fire creatures

* Short Bow +1, +3 against evil creatures

* Elven Chainmail (AC 3)

* Cloak of Displacement +2

* Amulet of Proof against Detection and Location

* Ring of Mind Shielding

* Rod of Passage

SPELLS:

* 1st Arcane Level: Magic Missile (6x a day)

* 1st Arcane Level: Detect Magic (5x a day)

* 1st Arcane Level: Burning Hands (4x a day)

* 1st Arcane Level: Cantrip (1x a day)

* 1st Arcane Level: Identify (1x a day)

* 2nd Arcane Level: Levitate (5x a day)

* 2nd Arcane Level: Melf’s Acid Arrow (5x a day)

* 2nd Arcane Level: Knock (1x a day)

* 2nd Arcane Level: Continual Light (1x a day)

* 3rd Arcane Level: Fireball (4x a day)

* 3rd Arcane Level: Lightning Bolt (4x a day)

* 3rd Arcane Level: Haste (3x a day)

* 3rd Arcane Level: Gust of Wind (1x a day)

* 3rd Arcane Level: Vampiric Touch (1x a day)

* 4th Arcane Level: Charm Monster (4x a day)

* 4th Arcane Level: Ice Storm (4x a day)

* 4th Arcane Level: Remove Curse (1x a day)

* 5th Arcane Level: Feeblemind (3x a day)

* 5th Arcane Level: Cone of Cold (4x a day)

* 5th Arcane Level: Hold Monster (3x a day)

* 5th Arcane Level: Teleport (1x a day)

* 6th Arcane Level: Chain Lightning (4x a day)

* 6th Arcane Level: Stone to Flesh (2x a day)

* 6th Arcane Level: True Seeing (2x a day)

* 6th Arcane Level: Antimagic Shell (1x a day)

* 6th Arcane Level: Mislead (1x a day)

* 6th Arcane Level: Legend Lore (1x a day)

* 6th Arcane Level: Enchant an Item (1x a day)

* 7th Arcane Level: Mordenkainen's Sword (2x a day)

* 7th Arcane Level: Limited Wish (2x a day)

* 7th Arcane Level: Prismatic Spray (2x a day)

* 7th Arcane Level: Phase Door (1x a day)

* 8th Arcane Level: Mind Blank (2x a day)

* 8th Arcane Level: Prismatic Wall (1x a day)

* 8th Arcane Level: Permanency (1x a day)

* 9th Arcane Level: Wish (1x a day)

* 9th Arcane Level: Shape Change (1x a day)

* 9th Arcane Level: Monster Summoning VII (1x a day)

* 9th Arcane Level: Power Word, Kill (1x a day)

* 9th Arcane Level: Imprisonment (1x a day)

* 9th Arcane Level: Gate (1x a day)

* 9th Arcane Level: Prismatic Sphere (1x a day)

* 10th Arcane Level: Monster Summoning VIII (1x a week)

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

PARTY STASH:

* 39,597 copper coins

* 50,446 silver coins

* 166,594 gold coins

* 9,428 platinum coins

* A jacinth: fiery orange (5,000 gp)

* A ruby: deep crimson red (5,000 gp)

* A garnet: violet crystal (500 gp)

* A spinel: green (500 gp)

* A topaz: golden yellow (500 gp)

* A alexandrite: dark green (100 gp)

* A tourmaline: brown (100 gp)

* A jade: white (100 gp)

* A tourmaline: pale blue (100 gp)

* A citrine: pale yellow brown (50 gp)

* A bloodstone: dark gray with red flecks (50 gp)

* A obsidian: jet black (10 gp)

* A blue quartz: transparent pale blue (10 gp)

* A tiger eye agate: rich golden brown with dark striping (10 gp)

* Broom of Flying (Animated Broom)

* Noble Djinn Bottle (Flask of Curses)

* Talisman of Pure Good (Talisman of Ultimate Evil)

* Red Dragon Slayer Sword +2

* Flail +3

* Axe +3

* A page from the Testament of Jade

SCROLLS:

* 2 scrolls of Magic Protection

* 2 scrolls of Protection against Fire

* Protection against Electricity

* Protection against Petrification

* Protection against Dragon Breath

* Protection against all Elementals

* Protection against Lycanthropes (weretigers)

POTIONS:

* 2 potions of Healing (Elixirs of Madness)

* Potion of Gaseous Form

* Keoghtom's Ointment (2 jars)

* 2 Extra-Healing Potions

* Potion of Flying

* Potion of Clairvoyance

* Potion of Human Control

* Potion of Water Breathing (four doses)

* Oil of Etherealness

* Oil of Fiery Burning

* Oil of Impact

***

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

MAGIC ITEM DESCRIPTION

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

Ring of Fire Resistance: the wearer of this ring is totally immune to the effects of normal fires—torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration. Exceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points).

Slippers of Spider Climbing: these shoes appear unremarkable, although they will give off a faint aura of alteration magic if detected for. When worn, a pair of these slippers enable the individual to move at a 60-foot rate on vertical surfaces or even upside down along ceilings, with hands free to do whatever the wearer desires. Extremely slippery surfaces—ice, oiled, or greased surfaces—make these slippers useless.

Necklace of Missiles: this device appears to be nothing but a cheap medallion or piece of valueless jewelry. If a character places it about his neck, however, he can see the necklace as it really is—it is actually a golden chain from which hang 6 golden missile globes. The spheres are detachable only by the wearer, who can easily hurl them up to a 70-foot distance. When they arrive at the end of their trajectory, they burst as a magical fireball. The respective Hit Dice of each globe in this particular necklace is: one 10d6; two 8d6; two 7d6; once 5d6 damage. The size will show that there is a difference in power between globes, but the number of dice and damage each causes cannot generally be known.

Stone of Controlling Earth Elementals: a stone of this nature is typically an oddly shaped bit of roughly polished rock. The possessor of such a stone need but utter a single command word, and an earth elemental of 16-Hit-Dice size will come to the summoner if earth is available, a 12-Hit-Dice elemental if rough, unhewn stone is the summoning medium. (An earth elemental cannot be summoned from worked stone, but one can be from mud, clay, or even sand, although one from sand is an eight-dice monster.) The area of summoning for an earth elemental must be at least 4 feet square and have four cubic yards volume. The elemental will appear in 1 round. The stone can be used to summon one elemental per day.

Girdle of Dwarvenkind: This belt lowers the wearers' Charisma score by 1 with respect to nondwarves and their ilk. The girdle causes the wearer to gain one point of Charisma with respect to halflings of the stout sort and with respect to all gnomes as well. Dwarves regard the wearer as if he has Charisma two points higher than before. The girdle enables the wearer to understand, speak, and read dwarvish language. The wearer also gains the racial benefits of dwarvenkind (i.e., +1 Constitution, saving throw bonuses based on total Constitution, 60-foot infravision, and detection/determination of approximate depth underground as described in the Player's Handbook). All bonuses and penalties apply only as long as the individual actually wears the girdle. Benefits such as additional languages and combat bonuses against giant-type-opponents never apply.

Wand of Frost: this magical wand can perform three functions that duplicate wizard spells:

1. Ice storm: A silvery ray springs forth from the wand and an ice (or sleet) storm occurs up to 60 feet away from the wand holder. This function requires one charge.

2. Wall of ice: The silvery ray forms a wall of ice, six inches thick, covering a 600- squarefoot area (10' x 60', 20' x 30', etc.). Its initiative modifier is +2, and it uses one charge.

3. Cone of Cold: White crystalline motes spray forth from the wand in a cone with a 60-foot length and a terminal diameter of 20 feet. The initiative modifier is +2, and the effect lasts just one second. The temperature is -100 degrees F., and damage is 6d6, treating all 1s rolled as 2s (6d6, 12-36). The cost is two charges per use. Saving throw vs. wands is applicable. The wand can function once per round, and may be recharged.

Wand of Fire: this wand can function like the following wizard spells:

1. Burning Hands: The wand emits a fan-shaped sheet of fire 10 feet wide at its end and 12 feet long. Each creature touched suffers six points of damage. The sheet of fire appears instantly, shoots forth dark red flames, and snuffs out in less than one second. It expends one charge.

2. Pyrotechnics: This function duplicates the spell of the same name. It has an initiative modifier of +2 and expends one charge.

3. Fireball: The wand coughs forth a pea-sized sphere that streaks out to the desired range (to a maximum of 160 feet) and bursts in a fiery, violet-red blast, just like the fireball spell. The initiative modifier is +2, and this expends two charges. The fireball inflicts 6d6 points of damage, but all 1s rolled are counted as 2s (i.e., the burst causes 12-36 points). A saving throw vs. wand is applicable.

4. Wall of Fire: The wand can be used to draw a fiery curtain of purplish-red flames 1200 feet square (10' x 120', 20' x 60', 30' x 40', etc.). The flames last for six rounds and cause 2d6+6 points damage if touched (2d4 points if within 10 feet of the fire, 1d4 if within 20 feet). The flames can also be shaped into a ring around the wand user (but the circle is 25 feet in diameter). The initiative modifier is +3, and its use expends two charges. The wand of fire can operate just once per round. It can be recharged.

Amulet of Proof against Detection and Location: This device protects the wearer against all divination and magical location and detection. The wearer cannot be detected through clairaudience, clairvoyance, ESP, crystal balls, or any other scrying devices. No aura is discernible on the wearer, and predictions cannot be made regarding him unless a powerful being is consulted.

Mace of Smiting +3: This appears to be a mace +3, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of smiting strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature. Skeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll 1d100 for saving as follows:

Creature

Save

Wraiths

5%

Mummies

20%

Spectres

35%

Vampires

50%

Ghosts

65%

Liches

80%

Demons or other evil creatures

95%

Even if these saving throws are effective, the mace of smiting scores double damage upon opponents of this sort, and twice the damage bonus (4d6+6).

Gem of Insight: This jewel appears to be a well-cut stone of not less than 5,000 gp value. If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost.

Figurines of Wondrous Powers (golden lions): There are several kinds of figurines of wondrous power. Each appears to be a tiny statuette of an animal an inch or so high. When the figurine is tossed down and a command word spoken, it becomes a living animal of normal size (except when noted below). The animal obeys and serves its owner. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined, all magic is lost, and it has no power. If slain in animal form, the figurine simply reverts to a statuette and can be used again at a later time. Golden Lions: These come in pairs. They become normal adult male lions (Armor Class 5/6, 5+2 Hit Dice, and normal attack modes). If slain in combat, the lions cannot be brought back from statuettes form for one full week; otherwise, they can be used once every day. They enlarge and shrink upon speaking the command word.

Crossbow of Accuracy, +3: This gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short. About 10% of these weapons will be heavy crossbows.

Rug of Welcome: A rug of this type appears exactly the same as a carpet of flying, and it performs the functions of one (6-foot by 9-foot size), but a rug of welcome has other, additional powers. Upon command it will function as a rug of smothering, entrapping any creature up to ogre-size which steps upon it. A rug of welcome can also elongate itself and become as hard and strong as steel, the maximum length being 27 feet by 2 feet. In this form, it can serve as a bridge, barricade, etc. In this latter form it is AC 0 and will take 100 points of damage to destroy. Finally, the possessor need only utter a word of command, and the rug will shrink to half size for easy storage and transportation.

Ring of Mind Shielding: this legendary ring is of outstanding workmanship, wrought from pure gold. The wearer is completely protected from all devices and spells that detect, influence, or read emotions or thoughts. This protects against augury, charm, command, confusion, detect lie, divination, domination, empathy (all forms), ESP, fear, feeblemind, geas, phantasmal killer, possession, know alignment, rulership, soul trapping, suggestion, taunt and weird. Protection also extends to the prevention of discovery or information gathering by crystal balls or other scrying devices, clairaudience, clairvoyance, communing, contacting other planes, or wish-related methods (wish or limited wish). Of course, exceedingly powerful deities can penetrate the ring's barrier.

Keoghtom's Ointment (2 jars): This sovereign salve is useful for drawing poison, curing disease, or healing wounds. A jar of the unguent is small—perhaps three inches in diameter and one inch deep—but contains five applications. Placed upon a poisoned wound (or swallowed), it detoxifies any poison or disease. Rubbed on the body, the ointment heals 1d4+8 points of damage. Generally, 1d3 jars will be found.

Gauntlets of Dexterity: A pair of these gloves appears to be nothing more than lightweight leather handwear of the everyday sort. Naturally, the radiate magic if so detected. They size themselves magically to fit any hand, from that of a huge human to that of a small halfling. Gauntlets of Dexterity increase overall Dexterity by 4 points if the wearer's Dexterity is 6 or less, by 2 points if at 7-13, and by 1 point if Dexterity is 14 or higher. Furthermore, wearing these gloves enables a non-thief character to pick pockets (45% chance) or open locks (37% chance) as if he were a 4th-level thief. If worn by a thief, they increase these two abilities by 10%.

Amulet of the Planes: This device enables the individual possessing it to transport himself instantly to or from any one of the closest levels of the Outer Planes. This travel is absolutely safe, if not absolutely sure, but until the individual learns the device, transport will be random.

Rod of Passage: This potent item allows its wielder to perform any of the following, one at a time, one per round: astral travel, dimension door, passwall, phase door, and teleport without error. It is necessary to expend one charge to activate the rod, but once it is activated the possessor can perform each of the listed functions one time. The rod remains charged for one day, or until each of the five functions is used. None of the functions can be used a second time unless another charge is expended, whereupon all five of the functions again become available. With respect to astral travel, the wielder can elect to use the rod on as many as five creatures (one of which must be the wielder himself). Each creature then takes on astral form and can travel in that form. Any remaining functions of the rod are cancelled by this action. The rod travels into the Astral plane along with the wielder and the other affected creatures, and cannot be used or reactivated until it is returned from the Astral plane. This five-in-one effect doesn't work with respect to the rod's other powers; only astral travel can be used more than once per activation, and only in the manner described above. The rod exudes a magical aura of the alteration and evocation sort. Because the physical bodies of the travelers, and their possessions, are actually empowered to become astral, the recharging of the rod requires a wizard of 20th level or higher.

5 javelins -3 (cursed): this particular set of javelins appear like Javelins of Piercing +3, and will radiate a strong aura of magic if detected. However, when actually thrown, they will make the thrower clumsy and more likely to miss, inflicting a -3 penalty to the attack and damage rolls. Once thrown, they will invariably break whether they have hit or missed a target, and cannot be used again.

Plate Mail -5 of Clumsiness (cursed): this armor appears to be a plate armor of blending +5, even making its wearer believe it changes shape as a real armor of blending would. However, the armor is cursed and is actually a plate mail of clumsiness, making its wearer clumsy and awkward as if affected by a Fumble spell. Every time the wearer tries to perform an act that requires a reasonable level of dexterity (attacking, running, climbing, playing musical instruments, holding a delicate scroll, drinking a potion), he must roll 1d10. if the result is 1 or 10, the act will fail - the wearer will trip and fall, drop potions or rip scrolls apart. The armor cannot be removed unless a Remove Curse spell is cast on the wearer beforehand.

Talisman of Ultimate Evil (cursed): A priest who possesses this item can cause a flaming crack to open at the feet of a good priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if he is not exceptionally impure in thought and deed, the good priest will gain a saving throw vs. death. A talisman of ultimate evil has seven charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If a good priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.

Flask of Curses (cursed duh): This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It has magical properties, but detection will not reveal the nature of the flask of curses. It may contain a liquid or it may emit smoke. When the flask is first unstoppered, a curse of some sort will be visited upon the person or persons nearby. After that, it is harmless. The type of curse is up to the DM. Suggestions include the reverse of the priest's bless spell. Typical curses found on scrolls are recommended for use here as well. Or perhaps a monster could appear and attack all creatures in sight.

Broom of Animated Attack (cursed): This is indistinguishable from a normal broom, except by means of detection of its magic. It is identical to a broom of flying by all tests short of attempted use. Using it reveals that a broom of animated attack is a very nasty item: If a command word ("fly,'' "soar,'' etc.) is spoken, the broom will do a loop-the-loop with its hopeful rider, dumping him on his head from 1d4 + 5 feet off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the handle end. The broom gets two attacks per round with each end (two swats with the straw, two with the handle). It attacks as if it were a 4-Hit-Dice monster. The straw end causes blindness for one round if it hits. The other end causes 1d3 points of damage when it hits. The broom is Armor Class 7 and takes 18 hit points to destroy.

Periapt of Monster Attraction (cursed): This finely crafted gem appears the same as a periapt of health or a periapt of wound closure, and even an Identify spell will not reveal its true nature. As soon as any character claims it as his own, it will activate a curse that will attract the attention of any monsters in an area equivalent to 2 miles. The type of monster will depend on the environment the character is, but the chance of a wandering monster appearing will always be 100%. This cursed stone cannot be gotten rid of by any nonmagical means—even if it is thrown away or smashed, it will reappear somewhere on the character's person. Only after a Remove Curse or Dispel Evil spell is cast upon the character holding the periapt, will the item crack and turn into harmless dust, no longer haunting the individual.

Horn of Bubbles (cursed): This cursed musical instrument will radiate magic if detected for. It appears as a normal horn, or possibly any of the many magical ones. It will sound a note and call forth a mass of bubbles that completely surround and blind the individual who blew the horn for 2d10 rounds, but these bubbles appear only in the presence of a creature actively seeking to slay the character who played the horn, so their appearance might be delayed for a very short or extremely lengthy period.

Chain Mail -5 (cursed): This looks like a sturdy and well-made chain mail, and will exude powerful magic if detected. However, a Detect Good/Evil spell will not reveal anything about the armor – instead, the caster will become confused as if affected by a Confusion spell for 10 rounds or until cured by a Heal or Mind Blank spell. Once worn, the chain mail will reveal its true nature, becoming unbearably heavy on the wearer and causing a -5 penalty to Armor Class, Dexterity checks, attack rolls and saving throws of any sort. The armor is so heavy once worn that the wearer will not be able to remove it even if he is exceptionally strong – in fact, not even a giant can remove it from the wearer until a Remove Curse or Wish is cast.

Stone of Weight (Loadstone – cursed): This magical stone appears to be any one of the other sorts, and testing will not reveal its nature. However, as soon as the possessor of a stone of weight is in a situation where he is required to move quickly in order to avoid an enemy—combat or pursuit—the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate. Furthermore, the stone cannot be gotten rid of by any nonmagical means—if it is thrown away or smashed, it will reappear somewhere on the character's person. If a dispel evil is cast upon a loadstone, the item will disappear and no longer haunt the individual.

Eyes of Petrification (cursed): Totally indistinguishable from any other magical lenses, the effect of donning eyes of petrification is dramatic: the wearer is instantly turned to stone. Note that 25% of these devices work as the gaze of a basilisk does, including reflection of the eyes turning the gazer to stone.

Animated Shield +1: although small, this shield must be carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand, but not weapons of any sort. It appears to be a magical shield +1 with no additional properties, but if its bearer knows and utters its proper command word, the shield will leap into the air and hover around him for the following turn, serving the function of a shield while leaving both the bearer’s arms free.

Ring of Protection +2: A ring of protection improves the wearer's Armor Class value and saving throws versus all forms of attack. A ring +2 betters AC by 2 (say, from 10 to 8) and gives a bonus of +2 on saving throw die rolls. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.

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POTIONS:

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2 Elixirs of Madness: A single sip of this elixir causes the imbiber to go mad, as if affected by the 4th-level wizard spell, confusion, until a heal, restoration, or wish spell is used to remove the madness. Once any creature is affected by the elixir, the remaining draught loses all magical properties, becoming merely a foul-tasting liquid.

2 Extra-Healing Potions: Heals 3d8+3 hit points.

Potion of Flying: A flying potion enables the individual drinking it to fly in the same manner as the 3rd-level wizard spell, fly.

Potion of Clairvoyance: This potion empowers the individual to see as the 3rd-level wizard spell, clairvoyance. It differs from the spell in that unknown areas up to 30 yards distant can be seen. Its effects last for one turn.

Potion of Human Control: A potion of human control allows the imbiber to control up to 32 levels or Hit Dice of humans as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.

Water Breathing (four doses): This potion allows the character drinking it to breathe normally in liquids that contain suspended oxygen. This ability lasts for one full hour per dose of potion quaffed, with an additional 1d10 rounds.

Oil of Etherealness: This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness. In the ethereal state, the individual can pass through solid objects in any direction—sideways, upward, downward—or to different planes. The individual cannot touch non-ethereal objects. The oil takes effect three rounds after application, and it lasts for 4 + 1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.

Oil of Fiery Burning: When this oil is exposed to air, it immediately bursts into flame, inflicting 5d6 points of damage to any creature directly exposed to the substance (save vs. spell for half damage). If hurled, the flask will always break. Any creature within 10 feet of the point of impact (up to a maximum of six creatures) will be affected. The oil can, for instance, be used to consume the bodies of as many as six regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers 1d4 points of damage. Unless a roll equal to or less than the creature's Dexterity is made on 2d10, the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above.

Oil of Impact: This oil has beneficial effects on blunt weapons and missiles, both magical and nonmagical. When applied to a blunt weapon such as a club, hammer, or mace, it bestows a +3 bonus to attack rolls and a +6 bonus to damage. The effect lasts 1d4 + 8 rounds per application. One application will treat one weapon. When applied to a blunt missile, such as a hurled hammer, hurled club, sling stone, or bullet, it bestows a +3 bonus to attack rolls and a +3 bonus to damage. The effect last until the missile is used once. One application will treat 4-5 sling stones or two larger weapons. A flask of oil of impact holds 1d3+2 applications.

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SCROLLS:

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2 scrolls of Fire Protection: Protection extends to a 30-foot diameter sphere centered on the reader. All in this area are able to withstand flame and heat of the hottest type, even of magical and elemental nature. The protection lasts 1d4+4 turns.

2 scrolls of Magic Protection: This scroll invokes a very powerful, invisible globe of antimagic in a 5-foot radius from the reader. No form of magic can pass into or out of it, but physical things are not restricted by the globe. As with other protections, the globe of antimagic moves with its invoker. The protection lasts for 5d6 rounds.

Protection against Dragon Breath: the individual reading the scroll is protected against all forms of dragon breath and lasts 2d4+4 rounds.

Protection against all Elementals: The magic protects the reader and all within 10 feet of him from elementals, as well as elemental creatures of the same planes. The protection affects a maximum of 24 Hit Dice of elemental creatures if the scroll is of a specific elemental type, 16 Hit Dice if it is against all sorts of elementals. The spell lasts for 5d8 rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more Hit Dice than are protected against or by several elemental creatures—those in excess of the protected number of Hit Dice are able to enter and attack.

Protection against Electricity: Protection is provided in a 20-foot diameter sphere centered on the reader. Those protected are immune to all electrical attacks and associated effects. The protection lasts 3d4 rounds.

Protection against Petrification: A 10-foot radius circle of protection extends from, and moves with, the reader of this scroll. Everyone within its confines is absolutely immune to all attack forms, magical or otherwise, that turn flesh to stone. The protection lasts for 5d4 rounds.

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EXPERIENCE TABLE

CLASS

Warrior (Human):

Cleric (Human):

Thief (Hobbit):

Wizard (Half-Elf):

LEVEL 25

2.000.000 XP

2.500.000 XP

3.000.000 XP

3.250.000 XP

LEVEL 26

3.000.000 XP

3.750.000 XP

4.250.000 XP

5.000.000 XP

LEVEL 27

4.500.000 XP

5.500.000 XP

6.000.000 XP

7.000.000 XP

LEVEL 28

7.000.000 XP

8.000.000 XP

9.000.000 XP

10.000.000 XP

LEVEL 29

10.000.000 XP

12.000.000 XP

14.000.000 XP

16.000.000 XP

LEVEL 30

15.000.000 XP

17.000.000 XP

19.000.000 XP

20.000.000 XP