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Megalomagna
9TH ADVENTURE – A VISIT TO HEAVEN

9TH ADVENTURE – A VISIT TO HEAVEN

9TH ADVENTURE – A VISIT TO HEAVEN

"Celestia, huh...", Kharius mumbled.

"It makes sense, now that we think of it", Korvac pondered. "It is indeed the Plane where the Seven Heavens are located. I can think of no better place to destroy an evil artifact".

"I already told you I'm not evil", Megalomagna said abruptly, waking up from a nap.

"We're not talking about you", Kharius said, dismissive. "But it wouldn't be a bad idea if you took a dip in a sacred lake just for good measure".

"I might come out a holy avenger, even stronger than I am right now", the sword said, chuckling.

"All right", Donovan interjected, cutting to the chase as he usually does when Megalomagna starts babbling. "Are we ready to go? We've got a very nasty curse to lift".

"Wait a second", Bosco said, raising a hand. "If we're really going on a trip to another plane, I think I should prepare. You all have your magic armor and I'm not feeling particularly protected with just a cloak and some leather armor".

"I'm not sure we have the time to spare, Bosco", Korvac said.

"He is right to worry about his safety", Donovan argumented. "Extra protection is always a good thing".

"I know an elven smith that can craft a masterpiece of a chainmail for you in one hour", Kharius said with a smirk.

"An elven chain mail? Sounds fancy...and expensive", Bosco said, disappointed.

"Yeah, probably around 25,000 gold", Kharius added.

"Holy moly! That's more than half my possessions", Bosco exclaimed.

"It will be worth it. If we bargain it right, we might even get some nice additional enchantments", Kharius said. "Let's go, I'll teleport us there. Donovan, Korvac, meet us here in one and a half hour, is that okay?".

"Good. We will get ready", Donovan acquiesced. Then, Kharius put a hand on Bosco's small shoulder and, upon chanting a magic word, they disappeared in a flash.

***

Exactly one and a half hour later, Kharius and Bosco appeared in front of Donovan and Korvac, all geared up and ready to go. Looking at Bosco, one could say nothing had changed, but as the hobbit pulled up his leather clothing, a masterfully crafted chain mail became visible. It was indeed a work of art, incredibly light in weight and so thin it would be impossible to note it was there until Bosco showed it.

“So”, Donovan said, looking at Bosco like a father looking at a child who just got his new favorite toy. “It was worth it, wasn’t it?”.

“Yeah, yeah, it was”, Bosco said, trying hard not to admit. “Still a bit expensive, though”.

“It’s a very sturdy elven chain mail with a Free Action enchantment”, Kharius said. “This will ensure that Bosco won't be trapped or impeded by anything we come across".

“Very nice, Bosco! Good for you”, Korvac said, smiling. “Are you ready to go now?”.

“Yes, I am!”, Bosco answered, assertive. “Whatever comes down our path, I’m confident we can handle”.

“That’s reassuring to hear”, Donovan said. “Korvac, please go on with the spell preparations”.

Korvac asked the Party to hold hands in a circle as he started chanting the words for the Plane Shift spell.

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Korvac casts Plane Shift.

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Differently from the flashy exit provided by the teleport spell, the plane shift spell, upon casting, started distorting the space around the party members, with the scenery changing seemingly without order or logic. The adventurers saw the sky turn into stone, then into darkness, and finally into a magnificent moonlit, starry sky. The walls transformed into blazing fire that didn't burn; then into piles of bones, and eventually into an endless open space. To the party's bewilderment, the floor alternated between turning into lava, air, a haunting swamp with hands emerging from murky waters, and a beautiful silvery sea.

The distortion then ceased, leaving the adventurers bewildered as the place designated by the spell as their destination seemed to be the silvery sea itself, into which they were unceremoniously plunged.

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The Flask of Curses has been destroyed.

The Elixirs of Madness have been destroyed.

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"Korvac!", Donovan screamed between short breaths and gulps of the surprisingly sweet-tasting water.

"This certainly wasn't the best place to land", Kharius said, calmly swimming like a fish.

Korvac and Bosco weren't that adept at swimming, leaving the Party effectively in danger. Although a swimmer almost as proficient as Kharius, Donovan was carrying more load than all the other members, added to his own equipment, which included a full plate mail and a large shield.

"Kharius!", he yelled. "Do something, quick!".

"I'm not sure what to do", the half-elf answered. "Can't teleport them if all I see is water surrounding us".

"Damn it all...I guess I have no choice...", Donovan said to himself.

As Donovan was on the verge of relinquishing his magical shield to come to the aid of his comrades, something huge passed beneath them.

"What the...?", Donovan asked, baffled, as an enormous whale silently slid beneath them and bore them aloft, ascending gracefully to the surface. Riding the majestic creature were two hybrid humanoids - their upper half slim like elves yet finely muscled like humans, while their lower-half was composed of octopus-like tentacles.

As they traversed the seemingly boundless ocean – Korvac and Bosco still recovering from their near-drowning ordeal – the two mysterious beings stared at the adventurers with curious yet inquisitive eyes.

"They're assessing our alignments", Korvac noted, actually feeling refreshed from the contact with the silvery waters, despite having almost drowned.

"You're not evil", one of them finally spoke.

"They speak our language! Thank you for saving us", Bosco said, still coughing a little.

“You're welcome. We don't like to see people dying in these waters”, one of them said.

“Are they sacred or something?”, Donovan asked, to which the creatures' eyebrows furrowed.

“What are you talking about? This is the Silver Sea of Lunia, of course it is sacred. Are you lost, by any chance?”, one of them replied.

“Lunia...so this is Mount Celestia, right?", Kharius asked, looking around.

"Yes it is. You look like some of our friends. They're sea elves".

"Sea elves? I think I've never seen one. I'm half-elf, half-human. My name is Kharius Bloodmoon. What’s yours?".

"We are zoveri. Call me Surf. This is Turf. What about your friends?”.

"Donovan, Korvac and Bosco", Kharius said, pointing at them.

"At your service", Donovan said, bowing his head.

"You people are funny", Surf said. "But the current situation around here is not".

"Why do you say that?", Kharius asked.

Then, a fireball suddenly flew in their direction at great speed, hitting the whale and causing it to thrash violently.

"What's going on?", Donovan yelled.

"Calm down, Pumpkin! We'll heal you!", Turf exclaimed, touching the whale as both zoveri began casting curing spells.

"This sinister feeling…", Megalomagna said. "I’ve sensed it before. There are devils here. This place is under attack".

"What? Mount Celestia, under attack? Who would be crazy enough to do that?”, Korvac exclaimed.

"I don't know, but they are here, that's a fact. And they're dangerous", Megalomagna remarked.

“Okay, now this is getting extremely out of hand”, Bosco said, a little desperate. “We were supposed to come here and destroy an evil book, then go back home to see the people healed from the curse. Now take a look at this: we're in the middle of a war between angels and devils!”.

“This got out of hand from the moment we heard someone speak the word ‘Celestia’”, Kharius noted. “A deity, of which we know nothing about yet, wanted us here”.

Approaching the Silver Sea shore, the consequences of the supposed devil invasion became increasingly evident. The once lush and vibrant landscapes of Mount Celestia bore the scars of infernal presence. Craters marred the once-smooth surfaces, created by explosive attacks that shattered the ground. Rivers of molten lava snaked through the divine valleys, showcasing the unmistakable signs of a carefully orchestrated assault. Celestial beings such as devas, ki-rin, couatl, unicorns, dragon horses and even a legendary phoenix could be seen engaged in fierce battles against hell-spawned creatures.

The celestial skies churned with ethereal storms as demonic steeds flew through the air, ridden by horrendous devils, some covered in razor-sharp spines, with reddish skin, bat-like wings, and a spiky, barbed appearance; others encased in icy, blue-tinged armor, with glacial spines protruding from their hunched backs, their faces concealed beneath demonic helms and chilling mist emanating from their frigid bodies.

One particular devil was probably the most frightening figure the Party had ever encountered: a hulking, 4-meters tall winged humanoid with a red and scaly body reminiscent of a reptile, a maw filled with enormous sharp fangs glistening with vile, green venom, and a prehensile tail. Its emotionless demeanor and the aura of cunningly diabolical authority served only to compound the feeling of oppression caused by its appearance. This fearsome monster seemed disinterested in the battle, showing no signs of having taken part in the destruction wrought by the devils. Everything indicated that it was the absolute general of that army, and it would only spring into action under two circumstances: if the invasion were being repelled and needed a strong push, or if it found a strategic opening to deliver a fatal blow to a powerful enemy.

“Are we gonna have to fight that?”, Bosco asked, a little frightened.

“That’s not what we are here for”, Donovan replied. “If we are going to fight devils, then the one who called us here will have to give us some answers”.

“It’s probably a deity who owes us mortals no answers”, Korvac admonished.

“I don’t care, and I’m pretty sure Megalomagna doesn’t care either. Right, breadcutter?”, Donovan asked, looking at the sword.

“Don’t provoke me, Bonovan. I can be crueler than that Baatezu over there”, the sword retorted.

“A Baatezu, you say?”, Kharius asked. “Can you give us a little more detail?”.

“Am I your personal guide, now?”, Megalomagna asked, mockingly. “That is a Pit Fiend, simply the strongest Baatezu you can find. The others are crap next to it”.

“I’m not sure if that’s good or bad news”, Bosco vented.

“It’s bad”, Kharius remarked. “That is a true monster. One even The Baron of Blood would be afraid of”.

“We better be ready, then”, Donovan said, fearless. “Let’s get a move on for now; whatever comes our way, we will deal with them. Our main goal is to find a place where we can destroy the lich’s spellbook”.

***

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QUEST START

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DONOVAN STRIDE (Warrior/Human) - LVL 26

* Strength: 17

* Dexterity: 13

* Constitution: 15

* Intelligence: 9

* Wisdom: 10

* Charisma: 10

* HP: 227

* TAC0: -1 (+6 to attack rolls)

* AC: -3 (Gold Dragon Scale Mail AC -1 + 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)

EQUIPMENT:

* Megalomagna

* Amulet versus Undead (8th level)

* Rug of Welcome

* Gold Dragon Scale Mail

* Magical Shield +2

RICHES:

* 9,900 copper coins

* 12,612 silver coins

* 42,156 gold coins

* 2,312 platinum coins

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KORVAC THE BLESSED (Cleric/Human) - LVL 25

* Strength: 12

* Dexterity: 10

* Constitution: 14

* Intelligence: 11

* Wisdom: 19 (+4 bonus to save throws against mind attacking spells or abilities. Immune to cause fear, charm person, command, friends, hypnotism)

* Charisma: 14

* HP: 123

* TAC0: 4 (+3 to attack rolls)

* 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)

EQUIPMENT:

* 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

RICHES:

* 9,900 copper coins

* 12,612 silver coins

* 42,156 gold coins

* 2,312 platinum coins

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: 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 25

* Strength: 14

* Dexterity: 20 (+3 bonus to distance attack rolls / +4 bonus to AC)

* Constitution: 16

* Intelligence: 12

* Wisdom: 14

* Charisma: 12

* HP: 142

* TAC0: 4 (+2/+4 to attack rolls - Sunblade)

* AC: -4 (Elven Chain Mail +3 of Free Action plus Cloak of Protection +2 plus +4 Dexterity adjustment)

* Attack dmg: 1d12+2, +4 against evil beings or 1d8 (crossbow)

* XP: 3.157.270 XP (1.092.730 XP to next level)

EQUIPMENT

* Sunblade +2, +4 against evil beings

* Cloak of Protection +2

* Elven Chain Mail +3 of Free Action

* 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 to attack rolls (plus +3 Dex adjustment)

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

RICHES:

* 9,900 copper coins

* 12,612 silver coins

* 17,156 gold coins

* 2,312 platinum coins

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KHARIUS BLOODMOON (Wizard/Half-Elf) - LVL 25

* Strength: 10

* Dexterity: 16 (+1 bonus to distance attack rolls / +2 bonus to AC)

* Constitution: 12

* Intelligence: 17

* Wisdom: 13

* Charisma: 14

* HP: 71

* TAC0: 10 (+4/+7 to attack rolls) / +1 to distance attack rolls

* AC: -1 (Elven Chainmail +2 / Cloak of Displacement +2 plus +2 Dexterity adjustment)

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

* XP: 3.341.270 (1.658.730 XP to next level)

EQUIPMENT:

* Wand of Magic Missile

* Frost Brand +4, +7 against fire creatures

* Short Bow +1, +3 against evil creatures

* Elven Chainmail +2

* Cloak of Displacement +2

* Amulet of Proof against Detection and Location

* Ring of Mind Shielding

* Rod of Passage

RICHES:

* 9,900 copper coins

* 12,612 silver coins

* 42,156 gold coins

* 2,312 platinum coins

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)

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PARTY STASH:

* A jacinth: fiery orange (5,000 gp)

* A ruby: deep crimson red (5,000 gp)

* Broom of Flying (Cursed Animated Broom)

* 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:

* 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

***

“Thank you for helping us", Donovan said as the party alighted from the whale’s back. “We wouldn’t have been able to get away from that situation in one piece otherwise".

"Thank Ms. Pumpkin!", Surf said. "Celestial whales rarely allow mortals to ride them. She was very gentle to you".

"Wow, a celestial whale...", Bosco mumbled, marveled.

"We need to make haste", Korvac said, worried. "Mr. Surf, Mr. Turf, where can we purify a cursed item? People are suffering back at our home plane because of it".

"Purify? The silver sea is holy water through and through! If a cursed item is dipped in it, I seriously doubt it can withstand more than a few seconds before turning into dust", Turf replied.

"Holy water, huh...no wonder I felt so good even when I was on the verge of drowning...", Korvac mused, lost in thought.

"Korvac?", Kharius called, staring at him.

"Yes, yes, of course", Korvac cleared his throat. "The curse must be very powerful, then. We might need at least a celestial entity's assistance in order to destroy the item".

Korvac, then, pulled the grimoire from a bag impregnated with protection against evil enchantments. The spellbook wasn't even wet, much less damaged.

Upon laying their eyes on it, the zoveri scowled.

"That accursed book stains these Sacred Grounds. You must destroy it immediately!", Surf exclaimed, clenching his fists tight.

"That's exactly what we're here for", Donovan assured. "Tell me, zoveri friends: does time run differently here than it does in other planes?".

The zoveri exchanged puzzled glances.

"We don't know", Turf said. "We've never left Lunia, so I guess you must ask an entity capable of traversing through the planes. A deva is a good choice, if you can actually reach out and talk to one".

"We'll find a way", Donovan said. "It's time to part ways, zoveri friends. We are forever in your debt".

"Not at all, friend", Turf said. "We are grateful for being able to help".

As the Party moved away, Bosco looked back and saw the zoveri mounting the celestial whale again.

"How can such benevolent creatures exist? They saved us and were grateful for that".

"Maybe that's why this place is also called The Seven Heavens", Kharius said.

"Duck", Megalomagna said.

"What?", Donovan asked.

"DUCK! NOW!", the sword roared with its thunderous, magically enhanced voice.

As Donovan ducked, a thin and reptilian humanoid, adorned with small horns, snaky hair, fangs, pointed ears, slanting eyes, leathery wings, and a barbed tail swooped over him. It had red, scaled hides, formidable claws, reptilian feet and a long tail tipped with a sharp stinger.

Confused for having failed a dive taken for granted, the monstrosity turned to look at Donovan with pure rage in its devilish eyes.

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An abishai has appeared.

ABISHAI

* ALIGNMENT: Lawful/Evil

* TREASURE: U

* ARMOR CLASS: 1

* HIT DICE: 6+3

* HP: 29

* THAC0: 13

* DAMAGE/ATTACK: 1d4/1d4/1d6+3

* SPECIAL ATTACKS: poison, dive

* SPECIAL DEFENSES: Regeneration, +1 or better weapons to hit

* MAGIC RESISTANCE: 30%

* SIZE: M (6' tall)

* XP VALUE: 25.500

* In battle, the abishai strikes with formidable claws, inflicting 1d4 points of damage per successful hit. It can also lash out with its flexible tail for 1d6+3 points of damage. Hidden in the end of an abishai's tail is a small stinger that injects poison on a successful hit, requiring a saving throw vs. poison (4d6 poison damage upon failure).

* Abishai can fly into the air and dive at enemies, striking simultaneously with both claws. These attack rolls are made with a +2 bonus. A successful hit inflicts double damage. Abishai can perform the following magical powers, one at a time, once per round: advanced illusion, animate dead, charm person, infravision, know alignment (always active), suggestion, and teleport without error, change self, command, produce flame, pyrotechnics, and scare.

* Abishai regenerate 1 hit point per melee round.

* Abishai suffer full damage from acid, electricity (lightning) and magic missile, half damage from cold and gas, and no damage from fire or poison of any sort, even magical ones.

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"What are you?", Donovan shouted in a challenging tone. "Why are you here?".

The only answer Donovan got was a headache caused by the abishai's grim telepathy. The devil grinned and lunged for the attack.

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ROUND 1

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Initiative roll:

* Party: 4

* Abishai: 10

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Abishai attacks Donovan. Rolled 4, 6, 3. Missed.

Donovan attacks. Rolled 4, 6. Two hits for 1d8+10 each: 18, 13.

* Abishai HP: -2/29

With a monstrous gurgle, the abishai falls and its body slowly starts to disintegrate.

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"You're sharper than ever, Meggie", Donovan said, looking at the sword's shiny blade.

"I don't like baatezu. Or tanar'ri. Or anything similar", the sword replied.

"Good. That's the spirit. Now, who's next?", Donovan shouted.

Donovan's war cry worked to great effect, as three more abishai could be seen diving in the adventurers' direction.

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Three abishai (35 HP, 38 HP, 34 HP) have appeared.

ROUND 1

Initiative roll:

* Party: 7

* Abishai: 8

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Abishai 1 attacks Donovan. Rolled 5. Missed.

Abishai 2 attacks Korvac. Rolled 4. Missed.

Abishai 3 attacks Kharius. Rolled 2. Missed.

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Party Initiative:

* Donovan: 9

* Korvac: 6

* Bosco: 2+3

* Kharius: 4

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Donovan attacks Abishai 1. Rolled 10, 2. Two hits for 1d8+10 each: 13, 13.

* Abishai 1 HP: 09/35

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Korvac attacks Abishai 2. Rolled 20. Hit for 4d6+6: 17 [mace of smiting effect: 5% chance of complete destruction]. Rolled 1d100: 69. Failed.

* Abishai 2 HP: 21/38

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Bosco attacks Abishai 3. Rolled 15. Hit for 1d12+4: 11.

* Abishai 3 HP: 23/34

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Kharius attacks Abishai 3. Rolled 13. Hit for 1d6+3: 5.

* Abishai 3 HP: 18/34

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ROUND 2

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Abishai 1 uses Charm Person on Donovan. Saving throw vs. spell: 19. Saved.

Abishai 2 uses Suggestion on Korvac. Saving throw vs. spell. Save: 19. Saved.

Abishai 3 uses Command on Kharius. The Ring of Mind Shielding has blocked the spell.

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Donovan attacks Abishai 1. Rolled 18, 1. One hit for 1d8+10: 12.

* Abishai 1 HP: -3/35

The abishai falls and its body slowly starts to disintegrate.

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Korvac attacks Abishai 2. Rolled 15. Hit for 4d6+6: 20 [mace of smiting effect: 5% chance of complete destruction]. Rolled 1d100: 93. Failed.

* Abishai 2 HP: 01/38

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Bosco attacks Abishai 3. Rolled 8. Hit for 1d12+4: 14.

* Abishai 3 HP: 09/34

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Kharius attacks Abishai 3. Rolled 6. Hit for 1d6+3: 4.

* Abishai 3 HP: 05/34

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ROUND 3

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Abishai 2 attacks Korvac. Rolled 11, 8, 14. Missed.

Abishai 3 attacks Kharius. Rolled 10, 20, 15. Two hits for 1d4: 3, 1d6+3: 8. Kharius must throw a save vs. poison: 8. Saved.

* Kharius HP: 60/71

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Donovan attacks Abishai 2. Rolled 4. One hit for 1d8+10: 14.

* Abishai 2 HP: -13/38

The abishai falls and its body slowly starts to disintegrate.

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Donovan attacks Abishai 3. Rolled 15. One hit for 1d8+10: 12.

* Abishai 3 HP: -07/34

The abishai falls and its body slowly starts to disintegrate.

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The party has emerged victorious, defeating the 4 abishai. Each member has earned a total of 25.500 * 4 = 102.000 XP for the defeated monsters in this encounter.

* Donovan Stride has accumulated 3.206.170 + 102.000 = 3.308.170 XP.

* Korvac the Blessed has accumulated 3.242.170 + 102.000 = 3.344.170 XP.

* Bosco Tumblefoot has accumulated 3.157.270 + 102.000 = 3.259.270 XP.

* Kharius Bloodmoon has accumulated 3.341.270 + 102.000 = 3.443.270 XP.

The Party has found the following items with the abishai:

* 9 gems

* A scimitar (scimitar +1)

***

“Maybe you should learn when to stay quiet huh, Bonovan?”, Megalomagna mocked, after the battle was over and all the abishai had disintegrated.

“Look who’s talking. Those weren’t even much of a threat. If all devils are like that, It won't be much more than a warm-up”, Donovan replied.

“We should not underestimate the devils”, Korvac said. “Evil can be abhorrent beyond belief, remember?”.

“Yeah, I remember”, Donovan acquiesced. “Fine, let’s proceed with caution”.

The sky of Lunia, the first layer of Mount Celestia, has always been a nighttime sky filled beautiful constellations of silver stars that illuminated the layer with a silver glow. The light was bright enough to illuminate the base of the mountain which was actually just the first subsection of the greater mountain of Celestia, and yet it was decorated with grand citadels made from polished white stone. The beach that surrounded the mountain was extremely pleasant, with temperatures like that of a summer's night.

All of that would certainly tempt any Prime Material Plane dweller to consider moving to Mount Celestia, but the ravaged landscape kept reminding the adventurers that the whole Plane was in danger, as devils were lurking everywhere.

“Okay, so how do we ascend to the next layer?”, Donovan asked, puzzled.

“Maybe we should start by climbing”, Kharius suggested.

As the Party members started climbing the mountain with relative ease – especially Bosco, who was extremely adept at climbing walls – they heard sounds of dogs baying, and the sound of metal ringed as it clashed with stone. After a few clashes, they heard a dog cry, and a loud grunt that didn’t belong to anything human or even similar.

“We must hurry”, Bosco said. “There’s a battle going on up ahead, and dogs are being hurt”.

Approaching a plain area, the Party could finally see what was going on. Two canines, very similar to large, dark colored wolf hounds, with amber eyes and heads slightly human in appearance, were fighting a horrible creature, more than 3.5-meters tall, whose face was like a monstrous skull with wing-like ears and 2 unequal arms, 1 man-sized and the other giant-sized. The giant arm was equipped with a huge 15-foot long steel polearm, topped by an inverted cone ringed with blades and tipped with a harpoon-like point. The weapon dripped blood, as it had just hit one of the hounds, which lay mortally wounded on the ground, while the other, visibly desperate, licked its wounds.

“Hey!”, Bosco shouted at the monster, resolute. “Leave the dogs alone, or…or I will rip your head off!”.

“Rip my head off?”, the monster said with a horrendous, guttural voice. “A little worm like yourself should be begging for a swift death instead!”.

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

An Yagnodaemon has appeared.

YAGNODAEMON (LESSER DAEMON)

* ALIGNMENT: Neutral/Evil

* ARMOR CLASS: 1

* HIT DICE: 13+13

* HP: 76

* THAC0: 7

* TREASURE TYPE: R

* DAMAGE/ATTACK: 1d10+12 or special

* MAGIC RESISTANCE: 75% to 1st level spells

* SIZE: L (12' tall)

* XP VALUE: 52.000

* The yagnodaemon is a horrible creature with 2 unequal arms, 1 man-sized and the other giant-sized. It is with its giant's arm that the daemon will inflict damage as a storm giant (+12), whether attacking unarmed or with his weapon, the tol-kendar.

* The tol-kendar, or body-wrecker, is a huge (15-foot long) polearm of steel, topped by an inverted cone ringed with blades and tipped with a harpoon-like point. It requires the strength of a storm giant to wield effectively and is a wicked weapon in the hands of this daemon. The tip does 1d10 points of damage when it hits (+ 12 strength bonus) and 1d6 the next round as it is pulled out. The bladed sides do 1d8 (+12 strength bonus), and 2d8 when they are pulled out. The yagnodaemon may make only 1 of the 2 attacks per round. Any roll of a 20 indicates the daemon has successfully struck with the haft of the pole and knocked his opponent out for 2d12 rounds, unless a saving throw vs. paralysis is successful.

* Yagnodaemons have infra and ultravision and the following spell-like abilities: detect invisible, read magic, comprehend languages, invisibility, telepathy (with creatures of low intelligence or higher), and word of recall (once a day, back to their plane of origin).

* Finally, the yagnodaemon can use teleport at will and shocking grasp thrice daily, doing 1d8 points +13. The daemon may use the latter ability through his tol-kendar to inflict additional damage on his opponents. Due to his sturdy nature, the yagnodaemon takes half-damage from all earth-based attacks.

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

ROUND 1

Initiative roll:

* Party: 9

* Yagnodaemon: 10

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Yagnodaemon teleports to Bosco and attacks with the bladed side of the tol-kendar. Rolled 19. Hit for 1d8+12: 13 damage.

* Bosco HP: 129/142

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Party initiative:

* Donovan: 6

* Korvac: 6

* Bosco: 3+3

* Kharius: 2

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

Bosco attacks. Rolled 7. Hit for 1d12+4: 15 damage.

Donovan attacks. Rolled 14, 8. Two hits for 1d8+10 each: 16, 15 damage.

Korvac attacks. Rolled 6. Hit for 4d6+6: 14 damage.

Kharius attacks. Rolled 19. Hit for 1d6+3: 9 damage.

* Yagnodaemon HP: 07/76

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ROUND 2

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Yagnodaemon removes the tol-kendar from Bosco's body, dealing 2d8: 12 damage.

* Bosco HP: 117/142

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Bosco attacks. Rolled 6. Hit for 1d12+4: 7 damage.

* Yagnodaemon HP: 00/76

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The Yagnodaemon will try a killing blow against the wounded hound before disintegrating. If Donovan misses, the moon dog will be killed.

Donovan attacks. Rolled 5, 2. Two hits for 1d8+10 each: 13, 18 damage.

* Yagnodaemon HP: -31/76

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

The Yagnodaemon releases a guttural scream as Megalomagna slashes through it from behind. The daemon convulses and shrieks grotesquely, before succumbing to oblivion.

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

The party has emerged victorious, defeating the Yagnodaemon. Each member has earned a total of 52.000 XP for the defeated monster in this encounter, plus 10.000 XP for saving a moon dog from being killed.

* Donovan Stride has accumulated 3.308.170 + 62.000 = 3.370.170 XP.

* Korvac the Blessed has accumulated 3.344.170 + 62.000 = 3.406.170 XP.

* Bosco Tumblefoot has accumulated 3.259.270 + 62.000 = 3.321.270 XP.

* Kharius Bloodmoon has accumulated 3.443.270 + 62.000 = 3.505.270 XP.

The Party has found the following items with the Yagnodaemon:

* 3 gems.

* A tol-kendar (body-wrecker) weapon that belonged to an Yagnodaemon and can only be wielded by creatures of strength 24 (storm giant) or superior.

***

"Korvac! Quickly, heal him!", Bosco exclaimed, running towards the creature.

"Be calm, Bosco", Korvac reprimanded. "I know what I must do".

"Pipsqueak is fond of dogs, isn't he?", Megalomagna said. "But he can't take this one home".

"I know he's not a common dog, okay? I just hate seeing innocent animals being mistreated", Bosco said in his defense.

"Not a common dog is an understatement", the sword replied. "Those are moon dogs. As soon as they are healed, they will get up and join the fight again".

"Your sword is well-versed, human warrior", a strong voice said from behind them.

As the Party turned to look, they were lost for words as they witnessed a powerfully built humanoid with a canine head, broad shoulders and massive, powerful fists clenching a great sword approach them. The sight of such creature caused on the adventurers a feeling of simultaneous peacefulness and readiness for action. Two balls of light that glowed brightly orbited around him.

"I'm grateful that you helped the moon dogs. They have been invaluable allies in this war", the mighty creature said.

"You are not a lycanthrope...there's this distinct feeling of goodness in you", Kharius said, inquisitive.

"I'm a hound archon. These orbiting around me are lantern archons".

"Heroes", a voice echoed in the adventurers' minds. "You have our gratitude. But evil never rests. We need to rejoin the fray".

As the telepathic message stopped, the Party saw the two moon dogs looking at them with resolute eyes. Then, they turned around and proceeded to climb the rest of the mountain in order to ascend to the next layer.

"By saving the moon dogs and killing a daemon, you have shown what side you are on", the hound archon said. "But before I lead you to the next layer, I must understand who you are and why you're here",

"Bonovan, Karmac, Kharlos and Mosco", Megalomagna said, trying to be funny.

The hound archon tilted its head.

"Don't mind the sword", Donovan said. "The soul of a parrot lives in it".

"You seem rather carefree, considering we are in the middle of a war", the canine humanoid said, stern.

"Oh but we are serious, kind sir", Kharius declared, taking a step forward. "Kharius Bloodmoon, at your service. These are Donovan, Korvac and Bosco. The blabbering sword is Megalomagna".

The hound archon bowed to Kharius out of respect, deeming the elegant half-elf pure of heart as well as a paragon of power.

"To answer your second question, we are here to destroy an evil artifact. One powerful enough to withstand being submerged into the Silvery Sea", Kharius continued.

The archon's facial expression hardened.

"Bad timing for such a quest. The devils don't care about anything but destruction", he said.

"They wouldn't invade this place if they knew we're here", Donovan said, full of confidence. "We'll repel their incursion and still fulfill our mission. Many lives depend on our success here".

"I appreciate your valor", the hound archon commended. "Let's move, then. I'll guide you to Mercuria, the second layer of Mount Celestia. If you are very, very lucky, you will stay alive long enough to meet Torm".

With that, he turned around, great sword in hand, and swiftly ascended the mountain to the next layer.

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

A Hound Archon and two Lantern Archons have temporarily joined the Party.

HOUND ARCHON

* ALIGNMENT: Lawful/Good

* ARMOR CLASS: 0

* HIT DICE: 8

* HP: 40

* THAC0: 13

* DAMAGE/ATTACK: 3d6+4 (great sword)

* SIZE: M (5’ tall)

* MAGIC RESISTANCE: 10%

* INNATE SPELLCASTING: Detect Evil and Good (at will); Dispel Magic (3x a day); Flame Strike (1x a day).

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

LANTERN ARCHON

* ALIGNMENT: Lawful/Good

* ARMOR CLASS: 6

* HIT DICE: 2

* HP: 15

* DAMAGE/ATTACK: 2d4 (light ray - hits automatically)

* INNATE SPELLCASTING: Aid; Detect Evil and Good (at will); sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

***

Mercuria was known as the Golden Heaven because a warm golden light suffused everywhere. This layer contained the armory for the noblest warriors who came here for their eternal rest. Gentle hills and lush green valleys comprised most of the layer, which was also dotted with small settlements of archons and other good-aligned beings. Bahamut's jeweled palace, made entirely from the dragon god's enormous treasure hoard, could be seen in the distance.

The evil incursion on Mercuria left a trail of devastation in its wake. Once-pristine celestial landscapes now bore scars of infernal corruption, their radiant fields tainted by dark energies. Magnificent structures stood partially in ruins, with their divine architecture wrecked by the brutal assault.

By disrupting the natural flow of celestial energy, the devils allowed pockets of demonic influence to seep into the realm, creating ominous portals that connected it to the Nine Hells, from where more devils could quickly join the fray.

"This is terrible!", Bosco exclaimed, horrified.

"And utterly unacceptable", the hound archon said, between gritted teeth. "They will pay for desecrating these holy grounds".

Then, a loud roar called the Party's attention. Looking up, they saw two blueish-white insectoid monsters wielding fearsome barbed spears, mounted on powerful, black-coated horses with demonic red eyes, flaming orange nostrils and hooves that burned like embers. Their flowing manes and great tails were ragged and wild.

Sprawled on the ground, the adventurers saw what seemed to be a large, winged leonine figure. Its body was tarnished by icicles and lacerated by spear attacks, and its eagle-like wings were torn and stained with frozen blood. The placement of the wounds suggested that the creature fell victim to an attack from behind. Sensing the adventurers’ approach, the creature made an effort to look at them, revealing a human face that, despite in great suffering, was still regal and fearless.

“Sir Luminus!”, the hound archon screamed, furious, grinding his teeth while firmly grasping his great sword.

The icy monsters and their demonic steeds were making a turn in order to attack again. The hound archon mentioned to charge, but Donovan interrupted him.

“What do you think you’re doing? Are you gonna let Sir Luminus, a greater lammasu, die?”, he shouted.

“No one is gonna die, hound friend”, Donovan said with a calm demeanor that concealed a burning fury.

“Megalomagna”, he said with a stern voice.

“Hey”, the sword replied.

“I want to taunt those bugs”, the warrior said. “Make them hate me, can you do that?”.

“Definitely”, the sword confirmed, and its blade glowed an intense purple.

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

Megalomagna casts Taunt. The spell pierces the gelugons magic resistance.

“Hey! You damn insects, spawns from hell! You look like a marilith took a shit on a glacier and a couple of ants were born of that act. Maybe I should summon a balor so it can eat you alive, what do you say? After all, baatezu are so much inferior compared to tannar’ri, it’s ridiculous! Where is your pit fiend master? I can’t wait to face a real foe, because you are nothing more than bugs! And what about those stupid nightmares? They can’t wait to betray you, because that’s what nightmares do! They pose as horses, but their loyalty is nowhere to be found!”

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

The spell was extremely effective. Both the insectoid monsters and their demonic steeds turned their eyes not to Donovan, but to Megalomagna. One of them spoke in a stilted, grating yet strangely melodic tongue that seemed to meander misleadingly before snapping to an unexpected point. The other nodded and they charged towards Donovan at great speed.

“They said ‘the target has been sighted’”, the hound archon said, assuming a fighting stance.

“Were they targeting Meggie all along?”, Donovan thought aloud. “Well, no matter. They’re gonna be destroyed anyway”.

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

Two Gelugons (Ice Devils) and two Nightmares appeared.

GELUGON (ICE DEVIL)

* ALIGNMENT: Lawful/Evil

* ARMOR CLASS: -4

* HIT DICE: 11

* HP: 96

* THAC0: 9

* TREASURE TYPE: Q, R

* DAMAGE/ATTACK: 2d6 + slow

* SPECIAL ATTACKS: Spear or Spell

* SPECIAL DEFENSES: +2 or better weapon to hit

* MAGIC RESISTANCE: 55%

* SIZE: L (10' tall)

* XP VALUE: 79.000

* Ice devils are greater devils in every sense of the word, preferring to attack and torment victims by means of their claws, mandibles, and tails. A few carry great spears which inflict 2d6 hit points damage and numb with cold the creature thus struck (slow 50% unless save versus paralyzation is made). Being greater devils, they have personal names. Ice devils can do any one of the following at will, once per turn: fly, wall of ice, detect magic, detect invisible, polymorph self, or gate in two bone devils (70%) or another ice devil (30%) (60% chance of success). Once a day an ice devil can cause an ice storm (as per the spell). They regenerate 1 hit point per round, and can radiate fear in a 10' radius (saving throw vs. wand applies).

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

NIGHTMARE

* ALIGNMENT: Neutral/Evil

* ARMOR CLASS: -4

* HIT DICE: 6+6

* HP: 32

* THAC0: 13

* DAMAGE/ATTACK: 1d6+4/1d6+4/2d4

* SIZE: L (6' at shoulder)

* XP VALUE: 16.000

* During combat, the excitement and fervor of the fight will cause nightmares to emit a smoking, hot cloud of noxious vapors. It blinds and chokes all those within 10 feet of the evil steed. Victims must make a saving throw vs. paralyzation or be at a -2 penalty on their attack and damage dice.

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

ROUND 1

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

Initiative roll:

* Party: 10

* Devils: 7

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

Party Initiative:

* Bosco: 9+3

* Lantern Archons: 8

* Donovan: 7

* Hound Archon: 5

* Kharius: 2+1

* Korvac: 3

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

Bosco attacks Nightmare 1 with crossbow of accuracy. Rolled 1. Missed.

Lantern Archons attack Nightmare 1 for 2d4: 7 and 2d4: 6 damage.

* Nightmare 1 HP: 19/32

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

Donovan has no means to attack airborne enemies and cannot perform any actions this turn.

Hound Archon has no means to attack airborne enemies and cannot perform any actions this turn.

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

Kharius casts Chain Lightning.

* Gelugon 1 rolls 1d100 for magic resistance: 51. The spell has no effect.

* Gelugon 2 rolls 1d100 for magic resistance: 86. Failed.

* Gelugon 2 saves vs. spell: 12. Saved.

* Nightmare 1 saves vs. spell: 20. Saved.

* Nightmare 2 saves vs. spell: 18. Saved.

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

Gelugon 2 is hit for 24d6 (halved): 76. Gelugon 2 suffers 38 damage.

* Gelugon 2 HP: 58/96

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

Nightmare 1 is hit for 23d6 (halved): 77. Nightmare 1 suffers 38 damage.

* Nightmare 1 HP: -19/32

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

Nightmare 2 is hit for 22d6 (halved): 75. Nightmare 2 suffers 37 damage.

* Nightmare 2 HP: -5/32

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

With lethal precision, the powerful lightning bolt released by Kharius struck the Nightmares, proving too much even for their outstandingly resistant hides. Convulsing in agony, the demonic steeds thrashed against the searing electrical currents until their spectral forms were overwhelmed. Disintegrating into wisp-like shadows, the nightmare steeds left behind nothing but the fading embers of their fiery existences. Forced to rely on their own demonic wings, the gelugons became even more blinded with rage.

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

Korvac casts Cure Serious Wounds on Bosco for 2d8+1: 10 HP.

* Bosco HP: 127/142

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

Now that the gelugons were dismounted, the adventurers could finally see how fearsome those devils were. Standing 3-meters tall, both monsters’ hands and feet ended in claws and their long, thick tails were surrounded in spikes. Their heads hosted a set of antenna, sharp mandibles, and a pair of multifaceted eyes. They wore icy-blue armor, with glacial spines protruding from their hunched backs, and a chilling mist emanated from their bodies all the time.

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

Gelugon 1 radiates Fear. Donovan must save vs. wand. Rolled 8. Saved.

Gelugon 1 attacks Donovan with spear. Rolled 12. Hit for 2d6: 6 damage. Donovan must save vs. paralysis or be slowed. Rolled 8. Saved.

* Donovan HP: 221/227

Gelugon 2 attacks Donovan with spear. Rolled 7. Missed.

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

ROUND 2

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

“This is what I’ve been waiting for!”, Donovan exclaimed as he was engaged by the gelugons.

“Donovan! Stay focused, all right?”, Korvac alerted.

“Don’t worry, Korvac”, Donovan replied with a smirk on his face. “I’m like, super focused!”.

“Yeah, but you’re too slow”, Bosco said, taking the lead.

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

Bosco attacks Gelugon 1. Rolled 1. Missed.

Lantern Archons attack Gelugon 1 for 2d4: 4 and 2d4: 6 damage.

Donovan attacks Gelugon 1. Rolled 9, 20. Two hits for 1d8+10 each: 12, 16 damage.

Hound Archon attacks Gelugon 1. Rolled 20. Hit for 3d6+4: 15 damage.

Kharius attacks Gelugon 1 with bow and arrow. Rolled 18. Hit for 1d6+3: 9 damage.

Korvac attacks Gelugon 1. Rolled 17. Hit for 4d6+6: 23 damage [mace of smiting effect: 5% chance of complete destruction]. Rolled 1d100: 97. Failed.

* Gelugon 1 HP: 11/96

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

Gelugon 1 attacks Donovan with spear. Rolled 20. Hit for 2d6: 2 damage. Donovan must save vs. paralysis or be slowed. Rolled 8. Saved.

* Donovan HP: 219/227

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

Gelugon 2 casts Ice Storm for 3d10: 10 damage. Hound Archon rolls 1d100 for magic protection: 48. Failed.

* Donovan HP: 209/227

* Korvac HP: 113/123

* Bosco HP: 117/142

* Kharius HP: 50/71

* Hound Archon HP: 30/40

* Lantern Archon HP: 5/15

* Lantern Archon HP: 5/15

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

ROUND 3

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

Bosco attacks Gelugon 1. Rolled 4. Missed.

Lantern Archons attack Gelugon 1 for 2d4: 3 and 2d4: 6 damage.

* Gelugon 1 HP: 2/96

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Donovan attacks Gelugon 1. Rolled 5, 5. Two hits for 1d8+10 each: 11, 13 damage.

* Gelugon 1 HP: -22/96

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

Struck by Megalomagna, the Gelugon uttered a deafening roar, despair washing over the devil's frigid visage. The insectoid monster tried to mumble something, but vanished into nothingness before it had the strength to say it.

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

Hound Archon attacks Gelugon 2. Rolled 20. Hit for 3d6+4: 13 damage.

* Gelugon 2 HP: 58/96

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

Kharius attacks Gelugon 1 with bow and arrow. Rolled 9. Missed.

Korvac attacks. Rolled 2. Missed.

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

Gelugon 2 casts Gate. Two bone devils appeared.

OSYLUTH (BONE DEVIL)

* ALIGNMENT: Lawful/Evil

* ARMOR CLASS: -1

* HIT DICE: 9

* HP: 46

* THAC0: 11

* DAMAGE/ATTACK: 3d4

* SPECIAL ATTACKS: See below

* SPECIAL DEFENSES: See below

* MAGIC RESISTANCE: 40%

* SIZE: L (9 1/2' taIl)

* XP VALUE: 53.000

* Bone devils have a great bone hook they employ to snare and wound opponents. Any creature caught (hit) by it has a 50% chance of being stuck fast. The bone devil will then strike such victims with its tail doing 2d4 hit points of damage, plus causing a loss of strength (1d4 points) unless a save versus poison is made; strength loss is cumulative and lasts for 10 melee rounds.

* At will, once per turn or melee round, as applicable, bone devils can: generate fear in a 5' radius sphere, create illusion, fly, become invisible, detect invisible, fear (spell), or summon another bone devil (40% chance of success). Once a day it is able to create a wall of ice.

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

From the gate, standing more than 2.5-meters tall, two grotesque abominations, skeletal and menacing, appeared. Their bones, jagged and sharp, protruded from their humanoid husks. They bore fearsome skull-like heads and scorpion-like tails, tipped with a venomous barb. Each one wielded a hooked polearm made of bone that can easily ensnare any creature of human-like stature.

“What on earth are those?”, Korvac said, disgusted.

“Bone devils”, the Hound Archon said. “Beware their stings”.

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

ROUND 4

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

Bosco attacks Gelugon 2. Rolled 13. Hit for 1d12+4: 8 damage.

Lantern Archons attack Gelugon 2 for 2d4: 6 and 2d4: 4 damage.

Donovan attacks Gelugon 2. Rolled 16, 18. Two hits for 1d8+10 each: 11, 12 damage.

Hound Archon attacks Gelugon 2. Rolled 14. Hit for 3d6+4: 13 damage.

* Gelugon 2 HP: -9/96

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

With a calculated and skillful slash, the Hound Archon cut through the Gelugon’s icy body, causing it to collapse and disappear.

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

Kharius attacks Bone Devil 1 with Frost Brand. Rolled 19. Hit for 1d8+4: 11 damage.

Korvac attacks Bone Devil 1. Rolled 8. Hit for 4d6+6: 16 damage.

* Bone Devil 1 HP: 19/46

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

Bone Devil 1 attacks Kharius. Rolled 20. Hit for 3d4: 8 damage. Kharius has a 50% chance (1 or 2 on a d4) to be grappled. Rolled 1. Kharius is stuck fast and has been stung for 2d4: 7 damage. Kharius must save vs. poison: 18. Saved.

* Kharius HP: 35/71

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

Bone Devil 2 casts Wall of Ice. A sheet of ice falls on the Party for 3d10: 11 damage. Hound Archon rolls 1d100 for magic protection: 29. Failed.

* Donovan HP: 198/227

* Korvac HP: 102/123

* Bosco HP: 106/142

* Kharius HP: 24/71

* Hound Archon HP: 19/40

The Lantern Archons have vanished.

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

ROUND 5

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

Bosco attacks Bone Devil 1. Rolled 16. Hit for 1d12+4: 14.

* Bone Devil 1 HP: 05/46

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

Donovan attacks Bone Devil 2. Rolled 20, 16. Two hits for 1d8+10 each: 14, 15 damage.

* Bone Devil 2 HP: 17/46

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

Hound Archon attacks Bone Devil 1. Rolled 9. Missed.

Kharius attacks Bone Devil 1. Rolled 7. Missed.

Korvac casts Cure Critical Wounds on Kharius for 3d8+3: 15 HP.

* Kharius HP: 39/71

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

Greater Lammasu casts Cure Critical Wounds on Bosco for 6d8+6: 35 HP.

* Bosco HP: 141/142

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

"What? I'm feeling healed, but…Korvac is over there", Bosco said, puzzled.

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

A Greater Lammasu is radiating an aura of Protection from Evil over the Party (-4 penalty to evil attacks / +4 bonus to saving throws).

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

"It's Sir Luminus", the hound archon said. "You can't see him right now, but even in a battered state, he is trying to help us. Can't you sense his powerful aura protecting us?".

"Huuh, yeah, sure", Bosco said, not really feeling anything.

Bone Devil 1 deals 3d4: 7 damage from the grappling, and attacks Kharius with sting for 2d4: 3 damage. Kharius must save vs. poison: 10. Saved.

* Kharius HP: 29/71

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

Bone Devil 2 casts Improved Invisibility.

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

"Damn coward devil", Donovan cussed.

Bone Devil 2 attacks Korvac. Rolled 2. Missed.

"It tried to attack me", Korvac said, holding his shield next to his body.

"We'll take him down now, Korvac!", Donovan shouted.

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

ROUND 6

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

Bosco attacks Bone Devil 1. Rolled 13. Hit for 1d12+4: 9.

* Bone Devil 1 HP: -04/46

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

Bone Devil 1 has been slain, his skeletal frame burning to ashes from the contact with the Sunblade.

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

“Can you see it, Meggie?”, Donovan asked, searching for looking for any clues as to where the invisible enemy was.

“Aren’t you asking too much?”, Megalomagna answered. “I’m a freaking steamroller already and now you want me to see invisible?”.

“Just tell me if there’s something you can do, dammit”, Donovan retorted, annoyed.

Before Donovan and Megalomagna reach an agreement, a large leonine figure appeared out of nowhere, took the bone devil down and pinned it under its formidable paws.

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

Bone devil suffers 2d6/2d6: 8, 3 damage.

* Bone Devil 2 HP: 06/46

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

“Now, warrior”, the creature said with a strong, regal voice.

“That’s the clue I needed!”, Donovan said, gripping Megalomagna tight and aiming for the bone devil’s skull.

Donovan attacks Bone Devil. Rolled 17. Hit for 1d8+10: 14 damage.

* Bone Devil 2 HP: -08/46

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

The Bone Devil bellowed in pain as Megalomagna plunged through its thick skull. Hellish screeches echoed through the Layer, mixing with the clattering sound of bones breaking. The hellspawn’s eyes, nothing more than red dots filled with malice, now reflected the terror it has caused to so many during its vile existence. As the devil slowly disintegrated, no grand reflections came to its twisted mind, just a visceral understanding of the impeding end.

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

The Party has emerged victorious, defeating 2 gelugons, 2 nightmares and 2 bone devils. Each member has earned a total of (79.000*2) + (16.000*2) + (53.000*2) = 321.000 XP for the defeated monsters in this encounter, plus 25.000 XP for saving a greater lammasu from being killed.

* Donovan Stride has accumulated 3.370.170 + 321.000 = 3.691.170 XP.

* Korvac the Blessed has accumulated 3.406.170 + 321.000 = 3.727.170 XP.

* Bosco Tumblefoot has accumulated 3.321.270 + 321.000 = 642.270 XP.

* Kharius Bloodmoon has accumulated 3.505.270 + 321.000 = 3.826.270 XP.

The Party has found the following items with the defeated monsters:

* 8 gems.

* 1 periapt (proof against petrification).

* A barbed spear that belonged to a Gelugon.

***

“Where are the lantern archons?”, Bosco asked.

“Worry not”, the hound archon said. “They returned to our deity’s domain and will be born again when they have regained their vitality”.

After a few seconds of awkward silence between the Party, a humanoid with a canine head and a lion with a human face, Megalomagna broke the silence.

“Sooo, the weather is nice today, huh?”, Mercuria is sunny as ever.

“You are a powerful artifact”, the greater lammasu, which the hound archon referred to as Luminus, spoke.

“Well, I have my moments”, Megalomagna replied, pretending to be embarrassed.

“I’m not sure you understand what I mean”, Luminus insisted. “I have seen many powerful pieces of weaponry in my life, and yet I am astounded”.

“Meggie here is capable of enacting miracles, Sir…”.

“Luminus”.

“Luminus, yes!”, Donovan said, a little disconcerted by the uniqueness of the situation at play. “This sword can perform as many tricks as a magician on stage”.

“I don’t perform no tricks, I wield magic!”, Megalomagna complained. “And I do it better than you all!”.

Luminus and the hound archon exchanged puzzled looks.

"You are a peculiar group of adventurers", Luminus said. "Where are my manners, by the way? I must thank you for saving my life, and also apologize for not being of much help against those vile devils".

"What are you saying, Sir Luminus", the hound archon protested. "Your presence is already a weapon in the hands of the good".

"It wasn't nearly as sharp a weapon as these heroes'", Luminus retorted. "Their bravery must be rewarded. Unfortunately, I cannot bear you any gifts due to this war. Allow me to, at least, heal your injuries".

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

All Party members have been healed to full health.

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

"What incredible healing power...", Korvac mumbled.

"I have a question, if you don't mind. What are such powerful heroes as you doing here, during a war?", Luminus asked, sitting down as if waiting for the long version.

"We are here to destroy an evil artifact", Korvac said. "A grimoire that belonged to a lich. In a friend's own words, it reeks of dark magic".

"A lich's grimoire…I presume it has been bathed in the Silvery Sea already", Luminus said.

"Yes, and yet it came out unscathed", Kharius replied.

"A vicious curse it has embedded within it, then. It will require direct divine intervention", Luminus pondered. "I will personally request an audience with the gods. The only problem...".

The greater lammasu seemed reluctant.

"Just say it", Donovan said, bluntly.

"You might not be pure enough for the Gods to even listen to your problem", the lammasu said, visibly conflicted between the divine rule and his personal opinion.

This book was originally published on Royal Road. Check it out there for the real experience.

"What else must we do?", Bosco protested. "We have been killing devils for god knows how long, trying to destroy an evil spellbook so we can lift a curse that is killing many of ours back home and we even took a dip in holy water! Are we still not pure enough?".

"Hobbit, you should refrain from talking to Sir Luminus in such disrespectful tone", the hound archon admonished.

"He is entitled to be upset", Luminus said. "The humanoid races are far more subjective than the Gods, so dissent is inevitable".

"What do we have to do, then?", Donovan asked, his patience already having reached its limit.

"Keep climbing", the regal leonine creature said. "You have proven your worth to me, I'm certain that you can prove your worth to anyone, including the Gods".

“I guess we have no choice", Korvac said. “On the other hand, if purging evil from Mount Celestia means purifying ourselves on the process, the battle will be well worth it".

“Fair enough”, Donovan said. “Not that I care much about being pure, though. I just want to solve this as quickly as possible so I can have a mug. My throat is going dry already”.

"This is where we part ways, adventurers", said the hound archon, bowing. "I make Sir Luminus's words my own".

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

The hound archon has left the Party.

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

"Allow me to show you the way to the third layer, Venya", the greater lammasu said.

***

The third layer, also called the Pearly Heaven, had that name for good reason. It was a lush and verdant land with crops, meadows, moors, hills, and rolling countryside all bathed in the soft glow from a sky reminiscent of the luster of white pearls.

Unlike Mercuria, whose mountains were jagged and tall, Venya's mountains were smooth and round, all covered in vegetation such as alpine grasses and shrubs. The rivers that ran through the layer were warming and clear.

Albeit colder than the previous two layers, as its slopes could occasionally be seen covered with a gentle layer of snow, it was a place of safety for the many hobbits that lived there; their crops always gave plentiful harvests and there were no large predators to speak of.

The baatezu invasion, however, left Venya in disarray. The lush meadows lay scorched and barren, with the pearly glow now replaced by an eerie, ominous haze. The moors and hills lay scarred by vile forces and the crops withered away, the absence of life echoing through the ravaged landscape.

"I'm getting a strange feeling about this place", Bosco said, looking around. "It feels like home. But with all this destruction, what I feel the most is anger".

"This probably is the realm of hobbits, Bosco", Kharius said. "If it wasn't for the devil invasion, this place would probably be a verdant green field, quite similar to your place".

"I feel an urge to restore this place back to its glory", Bosco said, resolute. "Even if I have to fight that red monster".

"That's exactly what we are gonna do, Bosco", Donovan said, reassuring the hobbit. "As usual, our mission is not about us anymore. Come on, let’s clean this place up”.

The other Party members nodded positively.

In the distance, a sound of weapons clashing could be heard. More gelugons, riding nightmare steeds, could be seen fighting sword-wielding winged humanoids with animal heads. They seemed stronger than the hound archon, but the fight wasn't even a bit less intense and dreadful because of that.

Other monstrous figures could be spotted fighting or causing even more destruction to the plane. However, what caught the adventurers' attention was a dog-headed humanoid being, standing about 10 meters away from them. Dressed in robes that covered its entire body, the being seemed abstracted and uninterested in the battle raging on.

"Is it another hound archon?", Donovan asked.

"We better be caref—", Korvac was about to say when the creature instantly teleported to him, lunging for the attack.

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

An Arcanadaemon has appeared.

ARCANADAEMON

* ALIGNMENT: Neutral/Evil

* HIT DICE: 13+39

* HP: 96

* THAC0: 7

* AC: -4

* TREASURE TYPE: H

* DAMAGE/ATTACK: 1d4/1d4/2d8/1d6

* MAGIC RESISTANCE: 60%

* SIZE: M (6' tall)

* XP VALUE: 126.000

* +2 or higher weapon to hit

* In combat, the creature can use these horns to wicked effect doing 2d8 points of damage, biting for 1d6 points, and clawing twice for 1d4. In addition to his clawing attacks, the Arcanadaemon can, at will, use Burning Hands as spell, doing 13 points of damage to those within 3 feet of his claw attack. The daemon can attack while using this ability.

* Arcanadaemons are constantly under the effects of a Fly spell. If dispelled, the ability is only suppressed for 1d4 rounds. In addition, they may use the following powers at will: shape change to any humanoid form, telekinese 3,250 gp weight, create darkness within a 20' radius, dimension door and teleport.

* The arcanadaemon has infra and ultravision and the following spell-like abilities: detect invisible, read magic, comprehend languages, invisibility, telepathy (with creatures of low intelligence or higher), and word of recall (once a day, back to their plane of origin). In addition to these abilities, the arcanadaemon can cast the following spells as a magic user of level 11: Magic Missile, Heat/Chill Metal, Mirage Arcana, Warp Wood, Summon a Nycadaemon with 100% chance of success; Dominate; Chain Lightning; Mass Hold Person; Cone of Cold; Mislead; Dimension Door; Confusion; Yugoloth Healing.

* Arcanadaemons suffer only half damage from acid, cold, dragon or magical fire; charm, poison, paralysis, death spells, diseases, energy drain attacks or normal weapons have no effect. Electricity/lightning, gas and magic missile spells do full damage (if magic resistance roll fails).

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

Initiative roll:

* Party: 5

* Arcanadaemon: 6

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ROUND 1

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Arcanadaemon attacks Korvac. Rolled 17, 16, 17, 12. Four hits for 1d4/1d4/2d8/1d6: 2, 3, 5, 3 damage plus Burning Hands effect: 13 damage (halved – ring of fire protection) – 7 damage.

* Korvac HP: 103/123

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

“What a vicious creature!”, Korvac exclaimed, shield raised in front of his body.

The creature the Party believed to be a hound archon turned out to be something else entirely. Instead of the gentle, proud and peaceful demeanor of a hound archon, this being exuded a foul and menacing aura, its eyes glowing with a sinister intelligence that reflects its mastery of dark magic. Sharp ivory-white horns jutted from the top of its jackal-like skull, and beneath its black robes, long and fearsome claws were visible.

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

Party Initiative:

* Bosco: 9+3

* Donovan: 7

* Kharius: 5+1

* Korvac: 3

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

Bosco attacks with Sunblade. Rolled 14. Hit for 1d12+4: 8 damage.

Donovan attacks with Megalomagna. Rolled 6, 18. Two hits for 1d8+10 each: 18, 13 damage.

Kharius attacks with bow and arrow. Rolled 9. Missed.

Korvac attacks with mace of smiting. Rolled 20. Hit for 4d6+6: 21 damage [mace of smiting effect: 5% chance of complete destruction. Rolled 1d100: 32. Failed].

* Arcanadaemon HP: 36/96

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ROUND 2

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

Arcanadaemon casts Mislead.

All Party members must save vs. spell:

* Donovan: 15. Saved.

* Korvac: 8. Saved.

* Bosco: 3.

* Kharius: 19. Saved.

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

Arcanadaemon has summoned a Nycadaemon.

NYCADAEMON

* ALIGNMENT: Neutral/Evil

* ARMOR CLASS: -5

* HIT DICE: 13+53

* HP: 123

* THAC0: 10

* TREASURE TYPE: I, Y

* DAMAGE/ATTACK: 2d12+5 (Great Axe +5) + 6 (18/00 Strength bonus)

* MAGIC RESISTANCE: 40%

* SIZE: L (8-feet/2.4m tall)

* XP VALUE: 88.000

* +2 or higher weapon to hit

* INNATE SPELLCASTING: Nycaloths can cast the following spells at will - darkness, detect magic, dispel magic, invisibility (self only), mirror image, teleport without error.

* Nycadaemons suffer only half damage from acid, cold, dragon or magical fire; charm, poison, paralysis, death spells, diseases, energy drain attacks or normal weapons have no effect. Electricity/lightning, gas and magic missile spells do full damage (if magic resistance roll fails).

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

“This devil is a cunning magic-user”, Kharius noted. “It cast a Mislead spell and summoned another devil almost at the same time”.

“What are you talking about? The dog-faced devil is right there”, Bosco said.

“It’s an illusion, Bosco. But don’t worry about it. I can still see it”, Donovan said, branding Megalomagna.

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

Bosco cannot see through the illusion and attacked the false Arcanadaemon.

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

Before Donovan could attack the real Arcanadaemon, the hulking Nycadaemon – a green-skinned monstrosity with muscular arms, a bulldog-like head and a pair of vast, bat-like wings, stood between them with a huge great axe in hand, grinning at the warrior from above like a predator spotting prey.

“So you wanna play, devil brute? Come on, I’ll play with ya!”, Donovan shouted.

Donovan attacks Nycadaemon. Rolled 2, 6. One hit for 1d8+10: 18 damage.

* Nycadaemon HP: 105/123

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

Korvac attacks Nycadaemon. Rolled 3. Missed.

Kharius casts Haste. All Party members have been affected by the spell.

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

Nycadaemon attacks Donovan with Great Axe. Rolled 17. Hit for 1d12+11: 20 damage.

* Donovan HP: 207/227

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ROUND 3

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

Arcanadaemon casts Yugoloth Healing. HP fully restored.

* Arcanadaemon HP: 96/96

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Bosco attacks Nycadaemon. Rolled 1, 3. Missed.

Donovan attacks Nycadaemon. Rolled 10, 13, 4, 5. Four hits for 1d8+10 each: 16, 15, 15, 13 damage.

* Nycadaemon HP: 64/123

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Kharius casts Lightning on a straight line that will strike both the Arcanadaemon and the Nycadaemon for 25d6: 86 damage.

Arcanadaemon rolls 1d100 for magic resistance: 62. Failed. Throwing a save. vs spell: 17. Saved. Suffered 43 damage.

* Arcanadaemon HP: 53/96

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

Nycadaemon rolls 1d100 for magic resistance: 56. Failed. Throwing a save. vs spell: 3. Failed. Nycadaemon suffers 86 damage.

* Nycadaemon HP: -22/123

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

With a thunderous roar, the powerful lightning bolt streaked across the battlefield, leaving a trail of crackling energy in its wake. The menacing Nycadaemon, struck square in the chest, was enveloped in a blinding explosion of electrical energy as potent lightning coursed through its body. Contorting in agony as sparks seared through its tough hide, the daemon convulsed violently and finally collapsed onto the battlefield, a charred corpse that quickly disintegrated, leaving nothing behind but the smell of burnt flesh.

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

The Arcanadaemon became furious and cussed in infernal tongue.

"I don’t know what you’re saying, fiend, and I don’t care", Korvac said, branding his mace that was the bane of every evil creature.

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

Korvac attacks. Rolled 4, 4. Two hits for 4d6+6 each: 21, 23 damage [mace of smiting effect: 5% chance of complete destruction. Rolled 1d100: 87. Failed.].

* Arcanadaemon HP: 09/96

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

Arcanadaemon casts Mass Hold Person.

* Donovan throws a save vs. spell: 3. Failed.

* Korvac throws a save vs. spell: 18. Saved.

* Bosco is immune to hold.

* Kharius throws a save vs. spell: 11. Saved.

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

Arcanadaemon attacks Donovan. Damage is automatic due to the paralysis. Four hits for 1d4/1d4/2d8/1d6: 4, 4, 14, 3 damage.

* Donovan HP: 182/227

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

Bosco still cannot see the real Arcanadaemon.

Donovan is paralyzed.

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

Kharius attacks with Frost Brand. Rolled 3, 2. Missed.

Korvac attacks. Rolled 17, 4. Two hits for 4d6+6 each: 21, 17 damage.

* Arcanadaemon HP: -29/96

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

As Korvac struck the arcanadaemon, a radiant burst erupted upon impact. The daemon recoiled from the holy properties of the mace of smiting and fear crossed its vicious features. A cleansing light enveloped the jackal-headed hellspawn, sending waves of smiting energy that unraveled its demonic essence. As parts of the monster's body began to disintegrate, it struggled in anguish, cursing the adventurers for its demise, and its foul, menacing aura began to give way, replaced by holy light. With a final burst of radiance, the arcanadaemon was reduced to ashes that the winds of Mount Celestia quickly blew away.

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

The Party has emerged victorious, defeating the arcanadaemon and the nycadaemon. Each member has earned a total of 126.000 + 88.000 = 214.000 XP for the defeated monsters in this encounter.

* Donovan Stride has accumulated 3.691.170 + 214.000 = 3.905.170 XP.

* Korvac the Blessed has accumulated 3.727.170 + 214.000 = 3.941.170 XP.

* Korvac has advanced from level 25 to level 26. THAC0 adjusted to 3.

* Korvac's max HP increased by 2 (max 125).

* Korvac has learned the spells Remove Fear (1st Circle), Remove Curse (3rd Circle) and Commune (5th Circle).

* Bosco Tumblefoot has accumulated 3.642.270 + 214.000 = 3.856.270 XP.

* Kharius Bloodmoon has accumulated 3.826.270 + 214.000 = 4.040.270 XP.

The Party has found the following items with the defeated monsters:

* 10000 copper coins

* 6000 silver coins

* 14000 gold coins

* 1400 platinum coins

* 23 gems

* A wand (Wand of Wonders)

* A staff (Staff of the Magi)

* A black robe (Black Robes of the Archmagi)

* A ring (Ring of Protection +2)

* A two-handed great axe (Great Axe +5) that can only be wielded by creatures of strength 18/00 or superior.

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

"Can we rest a little? My blade is going to get ruined from all the sulfur", Megalomagna said.

"Time's against us, Meggie", Donovan replied. "The longer we stay, the higher the chance the old wizard and anyone else afflicted by the curse will die".

"You guys are sooo boringly kind", Meggie complained.

"This is kind of your fault", Korvac told the sword. "The lich was after you from the beginning".

"He was an idiot. All who don't understand my greatness are idiots", Megalomagna said in a smug tone.

"Your real greatness is your unrivaled aptitude for putting us in trouble", Kharius mocked.

"Very funny. But let me ask you something, now. If the gods demand too much of you in exchange for the cleansing of the curse, what will you do?", Megalomagna asked, confrontational.

"What do you mean?", Donovan asked, having trouble to understand the question.

"Karmac, Kharlos, please explain", Megalomagna said, sighing even though swords don't sigh.

"Hey! Why don't you ask me to explain? Am I not smart enough in your criteria?", Bosco exclaimed.

"You're a thief. Your answer to my question would be an obvious 'no'", Megalomagna said, dismissive.

"How would you know?", Bosco challenged.

"Would you give up all of your belongings just to save someone who's not even your friend", the sword asked.

"Well...for someone who's not even my friend...I don't know. Probably not", Bosco answered.

"There you go", Megalomagna said.

"So you're asking us if we would give up on all our belongings if that's what it takes for the gods to deem us pure", Donovan concluded.

"Not just your belongings. Everything", Megalomagna said, its tone dramatic.

"Everything? Like, even adventuring? Drinking? Killing monsters", Donovan asked, nervous.

"Yes. Maybe even more than that", Megalomagna remarked.

Donovan stood in silence. The other Party members joined him in contemplation for a while.

"I...don't have an answer to that. And honestly? I don't care. As I've just told you, we don't have the time to be discussing philosophy", Donovan said, looking upwards to the mountain that leads to the next layer.

"There is another option", a feminine voice said.

"Who said that?", Donovan asked, looking around. The rest of the Party was just as puzzled.

"Just listen. I have a proposal for you. You just have to come with us, and every one of your problems will be solved", the voice said again.

"Well, that's a seductive voice alright. And your proposal is also very tempting", Donovan pondered. "But I'm very visual. I won't believe what I can't see".

"Very well. Maybe you'll understand how great my offer is once you see me", the voice replied, and the figure of a woman, standing very close to Donovan, became visible.

But she was no ordinary woman. Standing around 6-feet (1.8 m) tall, she was such a stunning beauty it seemed unreal. Her statuesque build, blue eyes and large feathery wings gave her the appearance of an angel. Her red hair and provocative clothing only added to her irresistible appeal.

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

Donovan throws a save vs. spell. Rolled (?).

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

"Donovan...", Kharius said, already suspicious that the woman wasn’t what she claimed to be, but reluctant to attack her before making sure Donovan was still himself.

"I enjoy your proposal very much", Donovan said, apparently smitten. "Please tell me more".

Kharius, Korvac and Bosco exchanged worried glances.

"The gods are using you, Donovan", the woman said, startling the Party as to how she knew his name. "They are afraid of you, that's why they want you to get rid of everything you have. They want you to surrender to their whims, giving you nothing in return. Do you find it fair...Donovan?", she said in a very seductive voice, whispering his name in his ear.

"How do you know his name"?, Bosco yelled, suspicious.

"Be quiet, little hobbit", the woman sibilated, her eyes glowing red for a second.

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

Bosco throws a save vs. wand (fear): 5. Saved.

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

Bosco felt the woman's menacing aura wash through him like a freezing gust of wind, but remained steady nonetheless.

"Stop it, Bosco!", Donovan scolded. "A beautiful, charming, smart woman like this obviously knew my name. Besides, she has been here for a while now. Right?".

The woman frowned a little at the warrior's accurate remarks, but was still fairly certain she had him enthralled.

"You are quite smart yourself, Donovan. One more reason for you to accept my fantastic offer", the woman said.

"Tell me more. I love your voice", Donovan said, almost drooling. The woman smirked, satisfied.

"I'm going to take you to a place where the gods can't control you", she said, holding his arm with more strength than an average woman possessed. "A place where you can grow even stronger than you already are, with no boundaries or hypocritical rules to bind you. Where you don't need to let go of your belongings or the deliciously cold beer mug you like so much. And you even get to stay with me. At all times. What do you sa—".

“You see”, Donovan interrupted, taking a step back for his arm to let go of her strong grip. "Your offer is really great and tempting, as I said”.

"Yes?", she said, practically whispering.

"But the fact is... I like blondes more!".

With that, Donovan quickly unsheathed Megalomagna and delivered a horizontal slash at her abdomen.

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

Donovan attacks. Rolled 12. Hit for 1d8+10: 15 damage.

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

Horrified, the woman screamed as a horizontal wound formed in her belly. Although serious, the damage wasn't as great as expected from a sword as sharp as Megalomagna.

"I knew it", Donovan remarked. "You were using armor under your disguise".

The woman's demeanor changed drastically. Her mellow expression turned into one of absolute disdain and hatred. Her eyes, now red, glowed furiously; fangs appeared in her mouth and her beautiful, naked feet turned into hooves. Her angelical wings disappeared, and her body became covered by a dark full plate mail, her head protected by a horned helm.

"You will pay for this, human!", she screamed in a guttural, fearsome voice that couldn't belong to anything other than a devil. "Now!", she commanded, and a rope was immediately thrown at Donovan, entangling him, at the same time as three more devils similar to her became visible.

"You all shall learn the fury of the Erinyes", she said, between gritted teeth.

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

Four Erinyes have appeared.

ERINYES

* ALIGNMENT: Lawful/Evil

* ARMOR CLASS: 2

* HIT DICE: 6+6

* HP: 30

* THAC0: 13

* TREASURE TYPE: R

* DAMAGE/ATTACK: 1d8+3 + poison (3d8)

* MAGIC RESISTANCE: 30%

* XP VALUE: 32.000

* Erinyes can, at will, cause fear in all who look at them (saving throw vs. wand applicable), or enthrall a person (saving throw vs. spell applicable). Only one person can be enthralled by an Erinyes at a time. In addition, they have the power to do any one of the following during any turn or melee round, as applicable: true sight, detect invisible, locate object, invisibility, polymorph self, produce flame, or summon another erinyes (25% chance of success).

* Erinyes suffer half damage from cold and gas, and no damage from fire (any source) or poison. They suffer full damage from acid, lightning and magic missiles.

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

Initiative roll:

* Party: 9

* Erinyes: 10

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

ROUND 1

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

Erinyes 1 attacks Donovan with sword (+4 bonus to attack roll due to entanglement). Rolled 17. Hit for 1d8+3: 4 damage. Donovan throws a save vs. poison: 17. Saved.

Erinyes 2 attacks Donovan with bow and arrow (+4 bonus to attack roll due to entanglement). Rolled 17. Hit for 1d8: 5 damage. Donovan throws a save vs. poison: 8. Saved.

Erinyes 3 attacks Donovan with bow and arrow (+4 bonus to attack roll due to entanglement). Rolled 14. Hit for 1d8: 5 damage. Donovan throws a save vs. poison: 4. Saved.

Erinyes 4 attacks Donovan with bow and arrow (+4 bonus to attack roll due to entanglement). Rolled 14. Hit for 1d8: 7 damage. Donovan throws a save vs. poison: 20. Saved.

* Donovan HP: 161/227

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

Party Initiative

* Bosco: 8+3

* Kharius: 9+1

* Donovan: 6

* Korvac: 2

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

“You’re the one who’s going to pay for trying to play with our minds”, Bosco shouted, Sunblade in hand.

Bosco attacks Erinyes 1. Rolled 3. Hit for 1d12+4: 12.

* Erinyes 1 HP: 03/30

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

Donovan is entangled and cannot attack.

“Meggie”, Donovan called with a smirk in his face.

“You again? Come back tomorrow. I’m in a bad mood”, the sword retorted.

“Come on. I know you have something up your sleeve”.

“The spell I really wished to use will have no effect. Those barbaric girls can see through illusion”, Megalomagna lamented.

“Just do anything, quickly!”, Donovan exclaimed.

“FINE, FINE!”, Megalomagna retorted, irritated, and its blade glowed the ugliest shade of purple ever.

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

Megalomagna casts Chaos. Affected creatures roll 1d10 and act as follows:

* 1: Wander away (unless prevented) for duration of spell

* 2-6: Stand confused for one round (then roll again)

* 7-9: Attack nearest creature for one round (then roll again)

* 10: Act normally for one round (then roll again)

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

The Erinyes throw a save vs. spell:

* Erinyes 1: 4. Failed.

* Erinyes 2: 8. Failed.

* Erinyes 3: 20. Saved.

* Erinyes 4: 16. Saved.

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

“Another new spell…”, Kharius muttered, astonished by the sword’s magical prowess.

“What did you do?”, Donovan asked Megalomagna, unsure.

“I don’t know!”, the sword exclaimed. “You said do something, and I did. Don’t you dare complain”.

“It’s a good spell, all things considered, Donovan”, Kharius said. Allow me to cut this rope entangling you”.

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

Kharius attacks ropes of entanglement (AC -2, 22 HP). Rolled 7. Missed.

Korvac attacks Erinyes 1. Rolled 17. Hit for 4d6+6: 23 damage.

* Erinyes 1 HP: -8/30

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

Struck by the mace of smiting, the Erinyes uttered a shrill scream as holy light burst out of her body and kept growing until it generated an explosion of radiance.

Infuriated by the loss of one of theirs, the other Erinyes prepared to attack.

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

ROUND 2

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

Erinyes 2 roll 1d10: 3. Erinyes 2 stands confused for one round.

“What the hell are you doing?”, the other Erinyes asked, enraged.

Erinyes 3 attacks Donovan with bow and arrow. Rolled 12. Missed.

Erinyes 4 attacks Kharius with bow and arrow. Rolled 18. Hit for 1d8: 3 damage. Kharius throws a save vs. poison: 13. Saved.

* Kharius HP: 68/71

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

Bosco attacks Erinyes 3 with crossbow. Rolled 13. Hit for 1d8: 3.

* Erinyes 3 HP: 27/30

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

“I guess I can cut these ropes myself, now that there’s no one holding them”, Donovan said. “But what kind of ropes are these that don’t let go even when the owner is dead?”.

“They’re magical ropes of entanglement”, Kharius said. “We must destroy them”.

Donovan attacks rope of entanglement. Rolled 11, 15. Two hits for 1d8+7 each: 13, 8 damage.

* Ropes of Entanglement HP: 01/22

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

Kharius attacks Erinyes 3 with bow and arrow. Rolled 1. Missed.

Korvac attacks ropes of entanglement. Rolled 5. Hit for 2d6+3: 6.

* Ropes of Entanglement HP: -05/22

The ropes of entanglement have been destroyed.

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

ROUND 3

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

Erinyes 2 roll 1d10: 6. Erinyes 2 stands confused for another round.

Erinyes 3 will try to summon another Erinyes (25% chance). Rolled 1d100: 95. Failed.

Erinyes 4 attacks Kharius with bow and arrow. Rolled 19. Hit for 1d8: 4 damage. Kharius throws a save vs. poison: 14. Saved.

* Kharius HP: 64/71

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

Bosco attacks Erinyes 3 with Wand of Frost: Wall of Ice function. A silvery ray emanated from the wand, forming a wall of ice, six inches thick, covering a 600-squarefoot area, that fell upon the Erinyes, dealing 3d10: 20 damage. Erinyes only suffer half damage from cold attacks.

Erinyes roll for magic resistance (30%):

* Erinyes 2: 32. Failed.

* Erinyes 3: 84. Failed.

* Erinyes 4: 86. Failed.

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

* Erinyes 2 HP: 20/30

* Erinyes 3 HP: 17/30

* Erinyes 4 HP: 20/30

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

The impact of the Wall of Ice has pushed the Erinyes to the ground, allowing the Party to engage them in melee combat.

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

Donovan attacks Erinyes 3. Rolled 20, 8. Two hits for 1d8+10 each: 12, 18 damage.

* Erinyes 3 HP: -13/30

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

The lethal slash delivered by Megalomagna’s sharp blade elicited a primal, unprecedented scream from the Erinyes. The female devil’s once alluring features contorted in an agonized grimace, and the visceral pain caused to her body seemed so excruciating it caused her limbs to spasm uncontrollably. Her graceful movements from earlier devolved into erratic twitches and jerks, the dreadful torment consuming her until her body became immobile as a statue, slowly turning into dust.

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

“Something seems different when the devils are slain by you”, Donovan told Megalomagna. “They look far more desperate and terrified, compared to other weapons."

“I kinda hate them. That’s probably the reason”, Megalomagna said dismissively.

“Right”, Donovan said, not convinced.

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

Kharius attacks Erinyes 4 with bow and arrow. Rolled 8. Hit for 1d8+3: 7 damage.

* Erinyes 4 HP: 13/30

Korvac attacks Erinyes 4 with mace of smiting. Rolled 3. Missed.

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

ROUND 4

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

“Damn you humans”, the Erinyes growled. “Hey you! Come back to your senses, you stupid bitch!”, she yelled at the other Erinyes, who was hopelessly disoriented.

“I guess I have no choice”, she though aloud, noticing she was alone and seriously in danger, and opened a red portal.

Through the gate, came a towering figure, around 10-feet tall, enveloped in a dark aura. Larger than an ogre, the hulking creature had white fur, a bear-like head and its broad, furry hands ended in razor-sharp claws. The creature was clad in fearsome full plate armor, engraved with glowing symbols of holiness that were now faded and dull, and its gaze was vacant.

“Is this…”, Korvac mumbled.

“Destroy them, warden”, the Erinyes commanded. “The more brutal you are, the more happy I will be”.

Then, the creature fixated its gaze on the Party members and uttered a powerful roar, before charging at them with surprisingly high speed.

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

A Fallen Warden Archon has appeared.

FALLEN WARDEN ARCHON

* ALIGNMENT: Chaotic/Evil

* ARMOR CLASS: 1

* HIT DICE: 15

* HP: 200

* THAC0: 7

* ATTACK/DAMAGE: 2d4+6/2d4+6 (claws)/1d8+6 (bite)

* XP VALUE: 150.000

* ABILITIES: Rend: If the Fallen Warden Archon hits with both claws, it latches onto the opponent's body in a powerful bear hug, tearing his flesh and dealing an additional 2d8+12 points of damage, with a chance (10%) to inflict a curse (-1 to all rolls) on the target. The curse lasts until removed magically.

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

Erinyes 2 roll 1d10: 8. Erinyes 2 attacks Erinyes 4 with sword. Rolled 2. Missed.

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

“Dammit!”, the Erinyes yelled, as she had to parry the unexpected attack from a “sister”.

“Korvac, is that what I think it is?”, Donovan said, preparing to take the warden’s charge head-on.

“Yes. It’s a fallen archon. Victim of those abominable devils”.

"Damn devils...now I understand why Meggie hates them so much", Donovan said, disgusted.

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

Fallen Warden Archon rolls 1d10 for initiative: 2.

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

Donovan attacks the Warden Archon. Rolled 16, 16. Two hits for 1d8+10 each: 15, 14 damage.

* Fallen Warden Archon HP: 171/200

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

Bosco attacks Erinyes 4 with Sunblade. Rolled 7. Hit for 1d12+4: 15 damage.

* Erinyes 4 HP: -02/30

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

Kharius attacks Erinyes 2 with Frost Brand. Rolled 7. Hit for 1d8+4: 8 damage.

* Erinyes 2 HP: 12/30

Korvac attacks Fallen Archon. Rolled 4. Missed.

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

ROUND 5

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

Erinyes rolls 1d10: 6. Erinyes stands confused for another round.

Fallen Archon attacks Donovan. Rolled 14, 3, 4. One hit for 2d4+6: 10 damage.

* Donovan HP: 151/227

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

Bosco attacks Erinyes. Rolled 6. Hit for 1d12+4: 11 damage.

* Erinyes 2 HP: 01/30

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

Donovan attacks the Warden Archon. Rolled 13, 16. Two hits for 1d8+10 each: 11, 13 damage.

* Fallen Warden Archon HP: 147/200

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

Kharius attacks Erinyes with Frost Brand. Rolled 3. Missed.

Korvac attacks Fallen Archon. Rolled 9. Hit for 2d6+3: 7 damage.

* Fallen Warden Archon HP: 140/200

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

ROUND 6

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

Erinyes rolls 1d10: 2. Erinyes stands confused for another round.

Fallen Archon attacks Donovan. Rolled 6, 9, 6. Missed.

Bosco attacks Erinyes. Rolled 11. Hit for 1d12+4: 10 damage.

* Erinyes 2 HP: -09/30

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

Searing through the Erinyes's flesh, the Sunblade inflicted a lethal wound that caused the devil to drop on her knees, suffering in agony as she fell head-on to the ground, leaving a pool of blood before her body disintegrated.

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

Donovan attacks the Warden Archon. Rolled 19, 9. Two hits for 1d8+10 each: 15, 11 damage.

* Fallen Warden Archon HP: 121/200

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

Kharius attacks with bow and arrow. Rolled 8. Hit for 1d8+3: 9 damage.

* Fallen Warden Archon HP: 121/200

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

Korvac attacks. Rolled 13. Hit for 2d6+3: 13 damage.

* Fallen Warden Archon HP: 104/200

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

ROUND 7

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

As the fallen archon watched his new master die in front of him, the enthralled creature quivered. His lifeless eyes now blazed with infernal fury, and the already ominous aura enveloping him turned diabolical. With a deafening roar, his muscles started to swell, rippling beneath his fur. His claws elongated and his fangs became even more pronounced. Utterly incapable of rational thinking anymore, the archon surrendered to its most primal instincts, ready to kill everything on sight.

Fallen Warden Archon casts Infernal Fury. HP increased by 100, +3 to attack rolls, AC improved by 2 and attack damage doubled for 3 rounds.

Fallen Warden Archon is radiating an aura of Protection from Good over the Party (-2 penalty to attack rolls and damage / -2 penalty to saving throws).

* Fallen Warden Archon HP: 204/200

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

Fallen Archon attacks Donovan. Rolled 3, 18, 18. Two hits for 4d4+12, 4d8+12: 19, 26 damage.

* Donovan HP: 106/227

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

"Gonna need help here! This thing is completely outta control!", Donovan shouted.

Bosco attacks Fallen Archon. Rolled 11. Hit for 1d12+4: 11-2 damage.

* Fallen Warden Archon HP: 195/200

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

Donovan attacks. Rolled 3, 11. One hit for 1d8+10: 11-2 damage.

* Fallen Warden Archon HP: 184/200

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

Kharius casts Burning Hands. The spell has no effect.

"Has he acquired devil-like immunities?", Kharius asked himself.

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

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

* Donovan HP: 127/227

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

ROUND 8

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

Fallen Archon attacks Donovan. Rolled 20, 18, 13. Two hits for 4d4+12, 4d4+12, 4d8+12: 20, 24, 34 damage. Latched onto Donovan for 4d8+24: 43 damage.

* Donovan HP: 06/227

Donovan has a 10% chance of being afflicted with a curse. Rolling 1d100: 50. Saved.

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

I...can't stand much longer, folks. This thing is too much for me", Donovan uttered, ravaged by the fallen archon's savage mauling. Jagged wounds marred any place his magnificent dragon scale mail couldn't protect, blood soaking through his underclothing. Deep claw marks crisscrossed his face, and fractured ribs hindered his breathing.

"Donovan! Hang in there!", Korvac shouted.

"I need to divert the archon's attention somehow", Kharius thought aloud.

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

Kharius casts Hold Monster. The spell has no effect.

"This is bad! We need to do something or this will be the end!", Kharius shouted.

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

ROUND 9

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

The Fallen Warden Archon was about to rend Donovan's throat open when a majestic figure swiftly descended upon the unsuspecting fallen archon. With glorious wings cutting through the skies of Venya, the mysterious being, armed with two blazing swords, executed an impactful dive attack, delivering such a powerful burst of holy energy that the Party was left in awe, utterly astonished.

Fallen Warden Archon suffers 2d8+18, 2d8+18 plus 4d8 holy damage: 29, 26, 20 damage.

* Fallen Warden Archon HP: 109/200

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

"What in the heavens...", Korvac mumbled, jaws dropped.

"Is that a deva?", Bosco asked, dumbfounded.

"Hey Meggie...", Donovan said as he sat down, exhausted. "Next time you sense something that powerful around, lemme know, okay?", Donovan said, panting.

"That winged monster wasn't within my range a second ago", Megalomagna replied. "He is insanely fast. Just be glad that he is probably on your side".

Standing before them, a towering 9-foot (2.75m) muscular humanoid, clad in gleaming armor, topped with a regal black-maned lion’s head and arms that ended in fiery golden blades, exuded celestial light. His eagle-like wings radiated luminescence, and his feline eyes burned with an intense golden light, conveying both wisdom and determination.

"You have done well, heroes", the celestial being said with a powerful yet soothing voice, his fearsome back turned to the Party. "Allow me to resume this battle in your stead".

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

A Sword Archon has appeared.

SWORD ARCHON

* ALIGNMENT: Lawful/Good

* ARMOR CLASS: -4

* HIT DICE: 24+150

* HP: 275

* THAC0: 5 (+4 to attack rolls)

* DAMAGE/ATTACK: 1d8+9/1d8+9 (armblades) plus 2d8 holy damage per hit against evil foes – deals double damage on a dive

* MAGIC RESISTANCE: 45%

* SPECIAL ATTACKS: Soul Sundering, Dive Attack

* +2 or better weapons to hit

* ABILITIES: Menacing Aura (evil opponents failing on a saving throw vs. paralyzation receive a -2 penalty on attack rolls, Armor Class, and saving throws)

* Immune to electricity and petrification

* INNATE ABILITIES: Aid, Continual Flame, Detect Magic, Locate Object, Protection from Evil, Tongues, Teleport without Error (at will); Commune, Dispel Evil, Remove Curse, Remove Disease, Restoration, Speak with the Dead, True Seeing (3x a day); Holy Word, Quest, Raise Dead, Resurrection, Symbol (any) (1x a day).

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

Struck by surprise, the fallen warden archon took a few seconds to get back to his senses. When he finally realized who was standing in front of him, fear and regret became clear in his expression.

"So you have finally come, sword archon Regalius", the fallen warden archon said, between his teeth.

"I had high hopes for you, Carl", the sword archon said, visibly disappointed and melancholic. "It pains me, but justice must be served. The throne archon has passed judgment".

"Don't expect me to go down without a fight", the fallen warden archon declared. "I've been shown too many things you didn't want me to see, and there's no way you can convince me this place is even an inch less wretched than the Nine Hells".

"The devils poisoned your mind, Carl", the sword archon said. "You, more than most, know what happens to those who are tortured in the shriver, or submitted to the kyton and excruciarch's sadism before finally being thrown into the Maggot Pit".

"At least they lived however they wanted!", the fallen archon said. "I want to be free to do whatever I want!. Eat, sleep, kill, lay down with a woman…everything!".

"Would you forsaken your holy mission just because of a few pleasures of the flesh?", the sword archon asked.

"That's exactly the problem, Regalius", the fallen warden said, getting ready to charge towards the sword archon. "You reduce everything I find crucial for life to be good as nothing but a few pleasures".

"You're just being cynical, Carl. There's nothing wrong with pleasure, as long as you do not harm anyone in the pursuit of your desires", the sword archon remarked, his armblades glowing with fiery golden light.

"Too late now, Regalius!", the fallen archon said, charging toward the sword archon.

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

Initiative roll:

* Fallen Warden Archon "Carl": 3

* Sword Archon "Regalius": 8

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

ROUND 1

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

Regalius attacks with armblades. Rolled 9, 14. Two hits for 1d8+9 each plus 2d8/2d8 holy damage: 16, 11, 10, 8 damage.

* Fallen Warden Archon "Carl" HP: 64/200

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

Carl attacks Regalius. Rolled 20, 4, 1. One hit for 4d4+12: 24 damage.

* Sword Archon "Regalius" HP: 251/275

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

The effects of "Infernal Fury" have ceased.

Fallen Warden Archon "Carl" must save vs. paralyzation against Sword Archon Regalius's Menacing Aura: 1. Failed. Receives a -2 penalty on attack rolls, Armor Class, and saving throws.

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

ROUND 2

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

"He is back to normal! It's time we finish this for good!", Korvac exclaimed, mace in hand.

"No! If you kill him, he will be sent to the Lower Planes as a lemure", the sword archon said, opening flight. "You must allow me to sunder his soul".

"Sunder? Lemure?", Bosco asked, clueless.

"Is that how it will end, Regalius?", Carl asked, laying down his arms.

"It's the only way you can have a second chance", Regalius said, his armblades ablaze. "The erinyes fooled you, Warden Archon Carl. They made you promises they cannot keep. In truth, there is no freedom in evil, only slavery. Slavery to your vices, to your superiors in hierarchy, to the commitment of evil deeds. You would exchange all the peace and beauty you can relish here for a brief period of meaningless primal pleasure. And when they finally deem you no longer necessary, you would be cast on the pit for a lifetime of agony until you are no longer yourself, becoming instead a mindless lemure".

"I... just thought I deserved more than what I have", Carl said.

"If you follow the path of goodness, everything will come to you no matter how long it takes, I promise—and you know I don't lie. The task may be arduous, but it is gratifying nonetheless. However, before you go down that path again, you must atone for your sins, and deep down you know you do".

Defeated, the warden archon lowered his head, and said no more.

Filled with sorrow but still determined to fulfill his mission, the sword archon descended from the sky in another powerful dive attack, a strike the repentant Carl made no attempt to resist.

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

Regalius dive attack hits for 2d8+18, 2d8+18 plus 4d8 holy damage: 24, 27, 23 damage.

* Fallen Warden Archon "Carl" HP: -10/200

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

The fallen warden archon shuddered as the sword archon’s blades, bathed in holy fire, cleanly severed the bond between his body and spirit and encapsulated the latter within a radiant globe of light. The fallen warden archon’s body, devoid of its spiritual counterpart, crumpled to the ground and slowly turned into dust. The radiant sphere containing his soul hovered above the onlookers and suddenly darted towards the sky of Mount Celestia.

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

The Party has emerged victorious, defeating the four erinyes and Fallen Warden Archon “Carl”. Each member has earned a total of 32.000*4 + 150.000 = 278.000 XP for the defeated monsters in this encounter, plus 50.000 XP for witnessing a sword archon's discorporating dive effectively sundering a soul.

* Donovan Stride has accumulated 3.905.170 + 328.000 = 4.233.170 XP.

* Korvac the Blessed has accumulated 3.941.170 + 328.000 = 4.269.170 XP.

* Bosco Tumblefoot has accumulated 3.856.270 + 328.000 = 4.184.270 XP.

* Kharius Bloodmoon has accumulated 4.040.270 + 328.000 = 4.368.270 XP.

The Party has found the following items with the defeated monsters:

* a helmet (helm of valor)

* a rope of entanglement one of the erinyes never had a chance to use

* 22 gems

***

"What happened to him?", Donovan asked while still sitting down, his eyes burning from looking straight into the sunlight.

“His soul has been sundered from his body and sent to a prison in Mount Celestia, where it shall await for trial by one of the Throne Archons”, Regalius said, his feline eyes glowing in a yellow light.

“Is he going to...”.

"You need not worry for his life, noble warrior. Carl is not destined for execution, a fate reserved for none but the most irredeemable fiends. However, his path to atonement won't be any less arduous. Only through self-reflection, sacrifice and persistent good deeds, can he one day be ready to resume his mission as an archon”.

“What if he doesn't want to atone? What are you going to do with him?”, Bosco asked.

"Then he will be reincarnated into a mortal body and sent to the Prime Material Plane, where he can determine his own path without our interference or guidance. Perhaps, one of the greatest distinctions between good and evil lies in the fact that goodness cannot be imposed upon anyone”.

"That...sounds true", Donovan mumbled, digging through his wares for a healing potion.

"Hey! The noble djinni flask isn't here! Damn…there goes our shot at the three wishes", Donovan exclaimed, venting his frustration.

“Has it broken from impact?", Kharius asked.

"No. It's just not here. Vanished".

“There's a high chance it wasn't what we thought it was”, Korvac pondered. “Maybe it was cursed and got destroyed by the Silvery Sea”.

"Were you looking for a means to heal yourself? Look no further. Please allow me to heal your and your friends' wounds as a token of gratitude for helping me save Carl's soul”, Regalius said, his armblades morphing into human arms and hands, his leonine features showing a gentleness no wild lion could ever show.

“We must thank you for saving us, Sir Regalius!”, Korvac said, bowing.

"You have fought really well", the sword archon commended. "And there’s no need to call me Sir. I’m just a humble servant”.

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

All Party members have been healed to full health.

* Donovan HP: 227/227

* Korvac HP: 125/125

* Bosco HP: 142/142

* Kharius HP: 71/71

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

"You mentioned something earlier that intrigued me…Regalius", Kharius said, feeling a bit self-conscious about addressing such a powerful entity by name. "My friend Bosco is equally curious. You said that if we had killed Carl, he would become a lemure. What exactly is a lemure?".

“Lemures are the hideous result of the torture and endless agony to which souls are submitted when sent to the Nine Hells, and are treated as the most disposable slaves by any devil with higher hierarchy than them. From the waist down, they are just blobs of molten, stinking flesh. Above the waist, they have the head and torso of vaguely humanoid shape, but always maintain a permanent expression of horror and anguish”, Regalius described.

"That's horrible!", Bosco exclaimed.

"If Carl had become a lemure, he would be lost forever. In order to be the feebleminded, obedient servants the devils need them to be, lemures are stripped of all their memories and the only things left in their minds are the lingering pain and the feeling of revenge against reality itself as they blame everything else for their self-imposed condition", the leonine sword archon added.

"Truly horrendous", Kharius remarked.

“For that, I thank you once again, adventurers”, Regalius said with humility. “For allowing me to deliver the final blow and grant him a fair judgment, away from the pits of hell”.

After a few minutes of silence, Donovan, now healed from the pain of his broken ribs, stood up and finally took a deep breath.

“A most exquisite sword you have there, warrior”, Regalius said.

“Please don’t flatter it”, Donovan said. “It’s gonna nag me about this for the rest of my life".

“As if I needed any flattering”, Megalomagna retorted. “I already know how great I am”.

"A sentient artifact, I see", Regalius remarked, not displaying the typical awe that people often did upon realizing Megalomagna's intelligence. Instead, the Sword Archon scrutinized the Party’s accumulated belongings with curiosity.

“You should start wearing that helmet and ring you have found right away”, Regalius asserted. “And your half-elf spellcaster should take that staff. It’s the renowned Staff of the Magi. Don’t be afraid, those items are not cursed. I guarantee it. On the other hand, why are you carrying those wicked devil weapons around? What do you plan on doing with them?”.

“They’re not cursed, right? If so, then they’re just weapons”, Donovan said, with a smirk. “If used for a good cause, they’re not wicked”.

“If you say so”, Regalius said, dismissive. “As I was saying, your spellcaster should use the Staff of the Magi from now on, since it’s a powerful weapon in the hands of an intelligent wizard. The helmet is a prized Helm of Valor. It will protect you against fear, which is important for a mortal like yourself when faced with devils. The ring is a Ring of Protection”, Regalius lectured.

“Awesome! Good news, finally!”, Donovan exclaimed, putting on the helmet and the ring.

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

Donovan is now wearing a Helm of Valor. Armor Class improved by -1. As long as he is wearing the head piece, Donovan is completely immune to fear or frightening effects of any sort, no matter if they are magical or caused by a creature's natural ability.

Donovan is now wearing a Ring of Protection +2.

Donovan Armor Class adjusted to -6.

Kharius takes the Staff of the Magi.

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

“This feels great”, Donovan said, satisfied with his gear. Kharius examined the staff carefully.

“Don’t let it get to your head”, Korvac scolded. “Evil is creative and always finds a way to hurt us”.

“That’s wise”, Regalius said. “Trust your abilities, but never let your guard down in the face of evil. They have nothing to lose and they don’t choose tactics when they fight. Honor is never an issue to them”.

Before the Party could say anything, Regalius turned his attention to the mountain that led to the next layer.

“Listen, adventurers. There is an army of lemures up ahead. You have a quest of your own to fulfill, right? You must climb towards Solania and let me deal with them”, Regalius said.

Then, Regalius stretched his wings and flew ahead of the party, promptly followed by them. As they approached the mountain, the truth of Regalius's words became apparent. A daunting army of blob-like creatures, led by devils wearing chains tightly wrapped around their bodies like a shroud, moved menacingly. The chains rattled as they walked, slithering around their forms as if alive. The lemures numbered around five hundred, with at least ten chain devils leading the terrifying assembly.

“They are so many!”, Bosco exclaimed. “You can’t deal with them on your own!”.

“I appreciate your concern, dear hobbit”, Regalius said, not turning back to face him. “But this is precisely why I have evolved into a sword archon – to engage in these battles, emerge victorious, and free those poor souls from their torment within those empty husks so they can finally find rest”.

“But…”.

“You must be very careful from now on, heroes”, Regalius said, not giving Bosco time to retort. “I somehow feel like this war is nothing but a ruse for something greater and more dangerous”.

“What do you mean? What can be more dangerous than this?”, Donovan asked, perplexed.

“That handful of lemures you see is not even a real army”, Regalius said, pointing his armblades at the monstrosities. “During an all-out war, they come by the thousands, like an amorphous infernal legion thoughtlessly slaughtering everything in their path. Five hundred of them is nothing”.

“But then, what do they want?”, Kharius asked. “Why are they here if they are outnumbered and not even taking the war seriously?”.

“What I can tell you for sure is that baatezu normally do not spare resources in war. Instead of a single pit fiend, there would be a whole battalion of them, led by at least an arch-fiend. Erinyes and abishai would swarm the skies like a horde of locusts. On the ground, gelugons, barbazus, hamatulas, osyluths and cornugons would carpet the terrain, extinguishing every life form that crossed their paths”.

“A battalion of pit fiends, huh”, Kharius though aloud. “As if one of them wasn’t terrifying enough already”.

“Indeed”, Regalius agreed. “But launching such an army against us would compromise their effectiveness in the Blood War against the tanar’ri. We are peaceful, but we can defend ourselves. Attacking Mount Celestia is, without a doubt, a perilous endeavor for both devils and demons”.

“So all this might just be a trap? For what, specifically?”, Kharius asked, meditative.

“That’s up to you to find out, heroes”, Regalius said, opening flight and preparing for another powerful dive. “Godspeed to you. I hope we can meet again”.

With that, the sword archon ascended into the sky until he disappeared from view. As the Party began their ascent up the mountain leading to Solania, the Fourth Layer, they witnessed another powerful and radiant explosion, a sign that Regalius's dive had been successful. However, facing such a massive horde of devils, the adventurers feared that not even the mighty Regalius could come out unscathed.

TO BE CONTINUED…

***

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

CURRENT PARTY STATS

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

DONOVAN STRIDE (Warrior/Human) - LVL 26

* Strength: 17

* Dexterity: 13

* Constitution: 15

* Intelligence: 9

* Wisdom: 10

* Charisma: 10

* HP: 227

* TAC0: -1 (+6 to attack rolls)

* AC: -6 (Gold Dragon Scale Mail AC -1 plus Magical Shield +2 plus Helm of Valor +1 plus Ring of Protection +2)

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

* XP: 4.233.170 (266.830 XP to next level)

EQUIPMENT:

* Megalomagna

* Amulet versus Undead (8th level)

* Rug of Welcome

* Gold Dragon Scale Mail

* Magical Shield +2

RICHES:

* 9,900 copper coins

* 12,612 silver coins

* 42,156 gold coins

* 2,312 platinum coins

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

KORVAC THE BLESSED (Cleric/Human) - LVL 26

* Strength: 12

* Dexterity: 10

* Constitution: 14

* Intelligence: 11

* Wisdom: 19 (+4 bonus to save throws against mind attacking spells or abilities. Immune to cause fear, charm person, command, friends, hypnotism)

* Charisma: 14

* HP: 125

* TAC0: 3 (+3 to attack rolls)

* AC: 0 (Chain Mail +2 plus Animated Shield +1 plus Ring of Protection +2)

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

* XP: 4.269.170 (1.230.830 XP to next level)

EQUIPMENT:

* 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

RICHES:

* 9,900 copper coins

* 12,612 silver coins

* 42,156 gold coins

* 2,312 platinum coins

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)

* 1st circle: Remove Fear (1x a day)

* 2nd circle: Augury (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)

* 3rd circle: Remove Curse (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)

* 5th circle: Commune (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 (+3 bonus to distance attack rolls / +4 bonus to AC)

* Constitution: 16

* Intelligence: 12

* Wisdom: 14

* Charisma: 12

* HP: 142

* TAC0: 4 (+2/+4 to attack rolls - Sunblade)

* AC: -4 (Elven Chain Mail +3 of Free Action plus Cloak of Protection +2 plus +4 Dexterity adjustment)

* Attack dmg: 1d12+2, +4 against evil beings or 1d8 (crossbow)

* XP: 4.184.270 (65.730 XP to next level)

EQUIPMENT

* Sunblade +2, +4 against evil beings

* Cloak of Protection +2

* Elven Chain Mail +3 of Free Action

* 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 to attack rolls (plus +3 Dex adjustment)

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

RICHES:

* 9,900 copper coins

* 12,612 silver coins

* 17,156 gold coins

* 2,312 platinum coins

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

KHARIUS BLOODMOON (Wizard/Half-Elf) - LVL 25

* Strength: 10

* Dexterity: 16 (+1 bonus to distance attack rolls / +2 bonus to AC)

* Constitution: 12

* Intelligence: 17

* Wisdom: 13

* Charisma: 14

* HP: 71

* TAC0: 10 (+4/+7 to attack rolls) / +1 to distance attack rolls

* AC: -1 (Elven Chainmail +2 / Cloak of Displacement +2 plus +2 Dexterity adjustment)

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

* XP: 4.368.270 (631.730 XP to next level)

EQUIPMENT:

* Wand of Magic Missile

* Frost Brand +4, +7 against fire creatures

* Short Bow +1, +3 against evil creatures

* Elven Chainmail +2

* Cloak of Displacement +2

* Amulet of Proof against Detection and Location

* Ring of Mind Shielding

* Rod of Passage

* Staff of the Magi

RICHES:

* 9,900 copper coins

* 12,612 silver coins

* 42,156 gold coins

* 2,312 platinum coins

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)

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PARTY STASH:

* A jacinth: fiery orange (5,000 gp)

* A ruby: deep crimson red (5,000 gp)

* Broom of Flying (Animated Broom)

* 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

***

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LOOT FOR THE ADVENTURE

* 107 gems

* 25,000 copper coins

* 19,000 silver coins

* 24,700 gold coins

* 2,800 platinum coins

* A scimitar (Scimitar +1)

* A tol-kendar (body-wrecker) weapon that belonged to an Yagnodaemon that can only be wielded by creatures of strength score 24 (storm giant) or superior

* A periapt (Proof against Petrification)

* A barbed spear that belonged to a Gelugon

* A wand (Wand of Wonders)

* A staff (Staff of the Magi)

* A black robe (Black Robes of the Archmagi)

* A ring (Ring of Protection +2)

* A two-handed great axe (Great Axe +5) that can only be wielded by creatures of strength 18/00 or superior

* A helmet (Helm of Valor)

* A Rope of Entanglement one of the Erinyes never had a chance to use

***

MAGIC ITEM DESCRIPTION

Periapt of Proof Against Petrification: this periapt of proof against petrification is indistinguishable from other periapts. The character who has one of these magical gems is absolutely immune to all attack forms, magical or otherwise, that turn flesh to stone.

Helm of Valor: This sturdy metal helmet appears to be a normal piece of headgear, although it will radiate magic if this is detected for. The wearer of a Helm of Valor benefits from an improvement of -1 to Armor Class and, as long as he is wearing the piece, is completely immune to fear or frightening effects of any sort, no matter if they are magical or caused by a creature's natural ability. Only warriors can benefit from the fear immunity this helm provides.

Staff of the Magi: This potent staff contains many spell powers and other functions. Some of its powers drain charges; others don't. The following powers do not drain charges:

* Detect Magic

* Enlarge

* Hold Portal

* Light

* Protection from Evil

The following powers drain one charge per usage:

* Invisibility

* Fireball (7d6)

* Knock

* Lightning Bolt (7d6)

* Pyrotechnics

* Ice Storm (3d10)

* Web

* Wall of Fire

* Dispel Magic

* Passwall

These powers drain two charges per usage:

* Whirlwind (identical to that caused by a djinni)

* Conjure Elemental (one elemental of each type per day, each with 12 HD)

* Plane Shift

* Telekinesis (200 pounds maximum weight)

* Monster Summoning (special)

The staff of the magi adds a +2 bonus to all saving throw rolls vs. spell. It can hold up to 50 charges, and it can be used to absorb wizard spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit, it will explode as if a "retributive strike" had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Absorbing spells is risky if the wizard is reckless, but absorption is the only way this staff can be recharged.

Retributive strike is the purposeful breaking of the staff. It must be declared by the wizard wielding it. When this is done all levels of spell energy in the staff are released in a globe of 30-foot radius. All creatures within 10 feet of the broken staff suffer hit points of damage equal to eight times the number of spell levels of energy in the rod (1 to 25), those between 10 feet to 20 feet take 6 x levels, and those 20 feet to 30 feet distant take 4x levels. Successful saving throws versus magic indicate only one-half damage is sustained.

The wizard breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell will hit him head-on.

Elven Chain Mail +3 of Free Action: this magical armor +3 is so fine and light that it can be worn under normal clothing without revealing its presence. Its lightness and flexibility allow even bards and thieves to use it with few restrictions, and it still provides great protection. In addition to the armor class adjustments, this elven chain mail in particular also enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.

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 a 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, devils 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. Once activated they become fearsome and powerful adult male lions (Armor Class 4, 8+8 Hit Dice, THAC0 13, damage 1d6/1d6/1d12 (forepaw/forepaw/bite plus 1d8+3/1d8+3 rearclaws if forepaw attacks are successful). 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.

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.

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.

POTIONS

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

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.

***

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