| Tasha the Fair | 
"We will certainly be challenge," Tasha says with a grin, stepping forward. "But are we a challenge that you're certain you can surpass?" She takes a slow and appraising look at her companions. "We have fought our way down from the surface world, defeating demons and dragons alike and have come through unharmed." Her grin broadens. "Perhaps, just this once, you might consider sidestepping a challenge that might be your last. There are many lesser challenges in this world and I'm sure you'd love to defeat them all, but you will fail against us."
Diplomacy: 1d20 + 29 ⇒ (15) + 29 = 44
| DM Brainiac | 
The duergar's eyes are cold, but they betray a hint of sadness. She crosses her forearms, which bear sinister-looking brands, over her chest. "Hmph. Maybe you're right. You're awfully well-spoken, for somebody so tough."
She raises her hand, forestalling her minions' attack. "So tell me, who are you? Why'd you go through all that crap to get here?"
| DM Brainiac | 
Grelda explains the group's mission here, seeking the missing aeon orb to gain its reflection in order to stop the xulgaths' plans for destruction and to reverse the ecological damage to the Isle of Kortos. Qormintur pours herself a glass of ancient wine and sips it as she listens.
"Ah, so you want the orb. Well, it's not here anymore. Obviously. My master took it. He's a drow mummy named Dyzallin Shraen. He thought the orb could help him control the cave worms that dwell here to use them against his rivals. He took it back to the city of Shraen with him to study it further and left me here to clear out the pyramid and look for more of its secrets. But I haven't found a whole lot, truth be told, and it's been months since he's been in contact. He left some of his notes here, though. You're welcome to look at them if you think it will help."
Most of the notes, maps, and plans scattered around the desks relate to the orb, but they are haphazardly organized; Qormintur has been cross-checking and annotating them. Sorting through them, you find a few relevant passages:
Plans for the Orb: One year ago, Dyzallin wrote, “The mysterious orb is mentioned in many ancient texts, and I’m sure it’s somehow connected to the history of this vault. There must be something about the orb that makes the worms thrive. My enemies can’t know what I’m looking for. Qormintur has proven her discretion time and again, so she’ll lead my forces at the pyramid. If I can amplify and change the orb’s power, I can seize control of the cave worms in Shraen. And once I control the worms, I can overthrow my rivals in the city. Zyra and Nyrinda won’t realize what’s happening until it’s too late.”
Unlocking its Power: Three months ago, Dyzallin wrote, “I have the orb, but the stubborn thing won’t reveal its power to me. Qormintur can proceed to clear the other chambers here in the pyramid. There must be an answer here somewhere. The xulgaths harnessed the orb to serve their primitive religion, so they must have known how to access its powers. Their secrets will be mine.”
Dyzallin Departs: Two months ago, Dyzallin wrote, “The small worm proved to be a disappointment. It lacks the natural instincts of cave worms, and the orb doesn’t seem to have any effect on it. I must return to Shraen to continue my studies in my laboratory. I’ll leave Qormintur in charge of the pyramid; she can continue to unearth whatever secrets the pyramid still harbors. I leave the worm for her personal amusement.”
| Tasha the Fair | 
Tasha makes a show of returning her rapier to her belt.
"As I stated before, our home is on the surface. We have journeyed many days and many miles, leaving our family behind to undertake the great quest of retrieving the orb of life energy," she says in the voice her companions recognize as her 'performance' voice.
She does, in fact, go on at length describing their adventures so far, only embellishing a bit at (most particularly at Ruine's role).
Perform (oratory): 1d20 + 24 ⇒ (12) + 24 = 36
Once she's finally finished her tale, she gives a theatrical bow.
"So can you tell us more about your master, Dyzallin Shraen and where he would hole up in the city? And what else could you tell us about the city itself? Would we be able to pass as acceptable visitors?"
| DM Brainiac | 
"Dyzallin dwells in a large tower in the city's Forbidden District. He and his kin founded the city when they were exiled from Zirnakaynin thousands of years ago for their vile religious practices. He's been accumulating wealth and influence for centuries in an attempt to wrest control of Shraen from its current rulers, Zyra and Nyrinda Shraen.
"Shraen itself used to be a xulgath city, but when the drow arrived, they became the masters of the abandoned place. Most of the people who dwell there now are living creatures--duergar, svirfneblin, and the like--but the majority of them are slaves to the drow, be the masters living or, much more commonly, undead. But for a city of the undead, Shraen's surprisingly accomodating to the living. There's lots of inns, restaurants, shops, and tenements in the city's Central District. Only urdefhans and ghouls are forbidden to enter the city.
"So long as you don't bother the drow, I think you'll be able to move about the city unbothered."
| DM Brainiac | 
"Alright, well, now that I've thoroughly betrayed my master, I guess I'm no longer beholden to him," Qormintur says with a shrug. "I know what gruesome fate awaits traitors in Shraen, so there's no way I'm going back there. Time to find my own way as a free duergar. Good luck with your quest, now. Be seeing you!" The duergar gathers her golem and undead lackeys and quickly departs.
You know where you have to go next--the city of Shraen, some 300 miles east across the Black Desert. The urdefhan Thaxon, who has been silently shadowing you the whole time, departs before you begin your journey. Before leaving, she says, "Kharostan will be pleased when I tell him of Xul-Khundur. May your journey be successful."
Two days after she leaves, a group of urdefhans mounted on skavelings approaches you openly. Thaxon is among them. She presents you with a gift from Kharostan: three exquisite necklaces of mithral and platinum. Each bears the image of a fly escaping a spider’s web. "“Urdefhans have long warred against the drow of Shraen and are not welcome there. But we know what they value, and these necklaces were once theirs. You will need items to trade to establish yourself in the city. The drow will find these desirable." The urdefhans depart again soon after.
The journey to Shraen is straightforward. You soon spot trails in the desert worn down by passing caravans, and you follow them until you arrive at the ancient city. In the distance, a city of tall spires, pyramids, and numerous faint but colorful lights rises far above the seemingly endless expanse of black sand. Large portions of the ancient-looking city lie in ruins, but some districts appear to have been partially rebuilt. Even now, scores of people are repairing defensive walls in some of the best-preserved districts of the city. Lumbering zombies carry heavy loads of building materials, while living slaves wearing painful-looking chokers work together to place heavy stone blocks into broken walls.
A duergar caravan riding on giant beetles enters the city gate above a rocky stream bed. A group of ten guards is standing at the gates—some alive, some plainly undead. The guards stop the caravan, then quickly wave it in.
As you prepare to enter Shraen, you feel stronger for your recent experiences.
Everybody is now level 17!
| Tasha the Fair | 
Tasha adopts the confident air that she carries into the ring for every performance. The impression that this is her domain and she completely commands everything in her vicinity.
She leads the group down towards the gates.
| DM Brainiac | 
One of the living guards, a scarred human man, waves you over as you approach. ”Come on, get in, don’t tarry now. We want to keep this area clear so we can close the gates if the daemon-spawn bastards attack again. First time here, no? Are you here for slaves? Art, antiques, artifacts? Or are you performers, perhaps? Right this way, get in already! Remember to stay within the Central District if you’d like to continue breathing. The drow and their agents are always looking for reasons to make more corpses—they get more zombie slaves that way.”
| Tasha the Fair | 
"Performers, of course," Tasha says with a deep bow. "Representatives of the Circus of Wayward Wonders, if you please. Thank you for your gracious greeting. We will indeed attempt to remain among the living for our stay." She doesn't dawdle, moving through the gate quickly to remove them from the guard's awareness.
| DM Brainiac | 
”Ooh, performers, eh? There’s an amphitheater called Red Circus in the Central District. They stage gladiatorial fights with slaves and beasts from the corrals, perform plays, and provide other entertainment there,” the guard says.
Past the gate, you find yourselves in Pyramid Plaza. This large plaza in front of the city’s enormous Central Pyramid is a popular place for locals and visitors alike to gossip and mingle. Obelisks standing in the plaza bear faded records of the xulgath empire, written in Draconic. Public announcements, executions, and punishments are sometimes carried out in this plaza.
Khufar, the tiefling you rescued from the urdefhans, scowls as he looks at the gigantic oval bowl of the Red Circus nearby. ”Zavisik Shraen runs that place. He’s my master and the one who sent me to spy on the urdefhans. He’ll appreciate it if you give him my report, but there’s no way I’m going to submit myself to his rule again. Not when I have strong friends like you now to protect me, right?”
              
                
                
                   
                
                
                   Ashlion of Vudra 
                
                
                
                
                  
                
                
              
              
             | 
            
Ashlion follows along behind Tasha, keeping himself between Grelda and everyone who looks at the witch even vaguely funny. This involves a lot of protective posturing and some truly terrifying glaring! He even makes an inquisitive drow male go as white as a sheet - some doing considering drow skin color.
| Grelda Bonehammer | 
Grelda chuckles at her husband's overprotectiveness. "I am not a helpless maiden, Ash. I can take care of myself, you know," she says.
"So, to the Circus? Or should we try to secure lodgings or visit the markets first?"
| Ruinë the Flame | 
"Why does Ashlion need to potry his masculinity so prominently for all to see?" she asks Tasha.
To Grelda, she responds "Let us secure lodging first and then perhaps a visit to the market before we head to the circus." Ruinë suggests.
Turning to Tasha, she says "It has been some time since I've picked up anything from the market and I'm quite interested in the wares that we may find here."
| DM Brainiac | 
The Aching Bones provides some of the best food, drink, and lodging in the Central District; travelers looking for a place to stay are directed to this sprawling inn and tavern. Its construction is as much of a mélange as the rest of the city; its stone floor is gouged with old grooves of inscrutable purpose, its stone walls carved with xulgath 
iconography, and its roof made of expensive imported wood. The inn’s proprietor, Haminkar Onshan, is a grim dhampir known for his gallows
humor.
"Welcome, travelers. Come on in, you look positively dead on your feet," the dhampir quips. "We have comfortable and lavish rooms available at reasonable prices. Plus, the food here can't be beat. I assure you, it is not locally sourced."
| Tasha the Fair | 
"Why does Ashlion need to potry his masculinity so prominently for all to see?" she asks Tasha.
"I think it's a 'guy' thing," Tasha whispers back. "They need to reassure themselves periodically that they still have strength and influence."
She's distracted for just a moment as a passerby gazes a little too long at Ruine. Tasha catches his attention with a smile that shows far too many of her ebony teeth and places a possessive arm around the half-elf's shoulder.
"But in truth, I'm not sure why they feel the need to posture in such a fashion," she concludes.
~~~~
"Welcome, travelers. Come on in, you look positively dead on your feet," the dhampir quips. "We have comfortable and lavish rooms available at reasonable prices. Plus, the food here can't be beat. I assure you, it is not locally sourced."
"Dead but still moving," Tasha responds. "The cure for which, I've been assured, is good drink." She winks. "The dead part, not the moving part, of course. And two of your finest rooms."
              
                
                
                   
                
                
                   Ashlion of Vudra 
                
                
                
                
                  
                
                
              
              
             | 
            
"OF COURSE MY LOVE. YOU COULD TURN ANY OF THEM INTO A PANCAKE FOR OUR SON. BUT I LIKE TO PROTECT YOU BOTH!" The barbarian rumbles in his wife's ear. "AND WHO WANTS A MAIDEN ANYWAY? THEY HAVE NO SENSE OF FUN!"
Ashlion grins widely when Tasha starts posturing, but doesn't say anything. There's no need, and the Ringmaster is cute when she's being both clueless and overprotective.
The joking with the dhampir on the other hand doesn't amuse him so much and he returns to the glowering that serves him so well on a daily basis.
| Tasha the Fair | 
Tasha nods and then looks back over her group. "Oh, I'm sorry," she says when she notes the other tiefling. "We'll need one more room, thank you."
Once the rooms are secured, food and drink partaken of, she's happy to accompany her love on a shopping expedition to the markets.
| DM Brainiac | 
The mercantile heart of the Central District is the Antiquities Quarter. Here, you find many small shops with owners interested in buying and selling almost every kind of item imaginable, including ones that most cities consider immoral or illegal. Grelda’s streetwise skills help you find access to the most rare and exclusive items available.
Items up to 18th level are available to purchase. The party can earn Influence Points as canny traders by doing business in the Antiquities Quarter. Each item they purchase for at least 4,000 gp earns 1 Influence Point. They can also gain Influence Points for selling certain items, as follows.
• The heroes earn 1 Influence Point for each blightburn ward they sell, as these items are particularly useful.
• The heroes earn 1 Influence Point for each item they sell for at least 1,000 gp that wasn’t acquired in Shraen; expensive foreign items are valued for their rarity.
• The heroes earn 1 Influence Point for each of the drow necklaces acquired from Thaxon that they sell, as these have historical and sentimental value to House
Shraen. Each necklace sells for 250 gp.
The heroes can earn up to 8 Influence Points in the Antiquities Quarter. After that, they’ve firmly established themselves as big spenders (although they can continue to buy and sell goods).
| Grelda Bonehammer | 
Selling everything easily gets you the maximum amount of Influence points. :)
Grelda handles most of the trading, haggling with the merchants to sell most of the valuable items you recovered from the pyramid of Xul-Khundur. As you browse the stalls, the witch's eyes light up when she sees an elegant, colorful gem cut into a complex geometric pattern that is slotted into a narrow metal band.
"By the Butterfly! Is that what I think it is?" she asks in wonder.
"Looks like it," says Basil her familiar, the little faerie dragon perched on her shoulder. "A diadem of intellect! And you've got enough coin to afford it!"
The witch eagerly hands over an enormous amount of gold coins in exchange for the item. Reverently, she places it over her brow. "Oh! I can feel my mind expanding! There's so much I didn't know! This is incredible!"
| Ruinë the Flame | 
Shopping with Tasha, Ruinë picks up a beautiful headband and a fancy pair of boots which she's told has the ability to let her fly for a short time.
"It's not that I don't want you carrying me, you see." she tries to explain, "It's just that I should be able to do it so you can have you hands free if need be. You know. To do those things with your hands that you do so well."
Headband of inspired wisdom, winged boots.
| Tasha the Fair | 
"But the only thing I do with my hands when we fly is ..." Tasha begins, but then her mouth clamps shut and her normal lavender complexion shifts more to purple. She stifles a giggle and quickly finds somewhere else to look.
That task is easily done in a place as full of wonders as this underground elven city. In fact her attention is soon drawn to a pair of glittery, golden bangles for her ankles.
Anklets of alacrity.
After donning her new jewelry she returns to Ruine and wraps her arms around her. "One last time before you fly free of me, my love," she says with a grin. Shrugging her shoulders, her wings appear and spread wide. With a few strong beats of the large appendages they take to the air and disappear into the dim light above. The happy couple return to the ground only a few minutes later. The flight must have been quite exhilarating as they're both quite flushed now.
| DM Brainiac | 
As Tasha and Ruine return to the ground, a lanky drow man approaches your group. His pale countenance, red eyes, and pointed fangs mark him as a vampire, though he is dressed in fine clothes to belie his feral countenance. He bows to you. "Greetings, my friends. I am Lavikar Shraen, and I own at least some portion of every shop here in the Antiquities Quarter. I would like to thank you for your... generous spending habits. Tell me, what brings you to the city of Shraen?"
| Tasha the Fair | 
Tasha moves to place herself between the vampire and Ruine. "We're here to see the lovely sights and sounds of Shraen," she replies, grinning back in return to show her own pointed teeth. "We're also looking for someone. Someone by the name of Dyzallin Shraen. Would you, perchance, know where we could find him?"
| DM Brainiac | 
”Ah, Dyzallin. He often sends an aide here to buy magic items, particularly rarities. His duergar seneschal Qormintur usually took care of that for him, but I haven’t seen her for months now. He’s been asking about particular kind of magical orbs, but as much I hate to admit it, my knowledge has its limits. He’s been holed up in his tower, and I expect he’s working on some new breakthrough in his arcane research.
“I think he’s mostly been in his tower this past month. Unless he shows up here in the Central District, you have to find a way to enter the Forbidden District. Zyra or Nyrinda are probably the only ones who can help you with that.
“I know Nyrinda and will let her know you wish to meet with her and her sister. However, I alone am not powerful enough to persuade them, so I suggest you also try to befriend other influential House members. Talk to Zavizik at the Red Circus. He may be willing to help you further.”
| Ruinë the Flame | 
Though Tasha moves between Ruinë, her body tenses and fingers tingle. She has an urge to send a blast of positive energy exploding through this room to cleanse the scourge before her.
She stays quiet behind her love, letting her do all of the talking and loses track of the conversation as she battles with her own mind on letting this being live.
| Tasha the Fair | 
"Zavizik at the Red Circus," Tasha repeats with a nod. "Thank you for your assistance."
As they move away from the influential vampire she senses the half-elf's unease. "We need to pick our battles here, my love," she says quietly. "If we choose to engage with every evil abomination we encounter, we'll soon be buried in vile opposition with no way to accomplish the good that we've come here for."
| Ruinë the Flame | 
"But do we not have a duty to remove all of the vile opposition that stands in our way? We have grown strong and powerful and thus the Gods empower us to make right what has been set wrong. Surely we are not meant to choose the path which is convenient for us and ignore the death-dealer we just left behind?"
| Tasha the Fair | 
"But if, as you believe, the gods have empowered us to make this wrong right, then surely they have made someone else strong enough to deal with Mister Lavikar Shraen. We wouldn't want to deny them their destiny, would we?"
The tiefling leans in to press a quick kiss to Ruine's temple.
"Our wrong to right is a task sufficient for us. We must focus and not succumb to distractions."
| DM Brainiac | 
Once you have finished at the market, you head to the Red Circus. Larger than the biggest big top, the Red Circus stands out among the Central District’s buildings. The gigantic oval bowl is built into multiple tiers that contain hundreds of seats, and it’s currently hosting a gladiatorial match. The audience roars as two warriors—a nimble dero and a warty, purple-skinned troll—face off against each other. The dero seems to be the better combatant, ducking and dodging the troll’s huge claws with ease. Suddenly, as the smaller fighter is launching into a series of attacks, the troll trips on his own feet and accidentally crushes the smaller combatant beneath a flailing fist, ending the fight in a splatter of blood and cheers from the audience.
A youthful drow gentlemen announces the end of the match, and as the mess is cleaned up, he moves over to greet you. "Welcome, newcomers, to the Red Circus! I am the arena master, Zavizik Shraen. You have the look of skilled combatants about you. You must be, to have survived the trek to Shraen. Care to try your luck in the ring?"
| Tasha the Fair | 
"Oh, my family lives for the ring," Tasha says as she bows low. Rising back up, she smiles broadly. "But we're specialists in a less martial form of entertainment. Would that be presentable here?"
| DM Brainiac | 
Zavizik lights up. ”Oh, absolutely! The crowd loves new acts here, and I’m sure you’ll find all sorts of fame and influence if you put on a rousing show!”
The heroes can Earn Income in the Red Circus, either by using Performance or a trick check of the hero’s signature trick (to represent Performing the Trick multiple times for a variety of audiences). These are 17th-level tasks with a DC of 36, and each run of performances takes a week of downtime. Multiple heroes can Earn Income in the Red Circus simultaneously. These checks not only earn currency but also Influence Points based on the total amount earned by the entire party in the Red Circus, as follows. After earning 5 Influence Points in this way, the heroes can earn more money but not further Influence Points.
300 gp, 1 IP; 600 gp, 2 IP; 900 gp, 3 IP; 1,200 gp, 4 IP; 2,400 gp, 5 IP
The heroes can also participate in gladiatoral combats to gain influence. They can choose to fight a gang of captured urdefhan raiders who fight in exchange for their freedom, a pair of specially-bred gogiteths, or a single mukradi. The heroes can fight each group only once and must also determine how many heroes will participate in each encounter: the party earns more Influence Points if they win with fewer participants. Heroes who aren’t in the fight can cast preparatory spells that last through the battle, but if they cast spells or attack during the fight, they’re considered to be part of the fight for determining Influence Points earned.
              
                
                
                   
                
                
                   Ashlion of Vudra 
                
                
                
                
                  
                
                
              
              
             | 
            
Ashlion cracks his knuckles and seems absolutely happy to take on any and all comers, by himself if need be.
Ash will take any of the fights and is happy to do so alone, although with Ruine is probably the best idea.
| Grelda Bonehammer | 
Arcana: 1d20 + 24 + 3 ⇒ (15) + 24 + 3 = 42
When Ashlion volunteers himself and Ruine for a gladiatorial battle against the Red Circus's monstrous competitor, Grelda makes sure they are well-protected before the battle begins. "A mukradi is a three-headed centipede monster. Each head breathes a different type of energy: acid, electricity, and fire. It's resistant to all of those types of damage, too. Beware its maws--they can literally tear you apart if you're not careful!"
The witch casts several spells upon her husband and the half-elf, then gives Ashlion a kiss. "Be safe, my beloved! I will guide you through my thoughts."
Grelda will cast three 7th-level resist energy spells on Ash and Ruine, giving them resist 15 to acid, electricity, and fire. She'll also cast haste and cloak of colors on Ash, as well as foresight. She'll also use her lover's gloves to give Ash a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes
| DM Brainiac | 
Ash and Ruine take their places in the arena as Zivizik works the cheering crowd of drow into a frenzy. "And now, for your entertainment, the Red Circus proudly presents an epic match-up. Ashlion of Vudra and Ruine the Flame, versus... the murderous mukradi!"
The gate at the opposite end of the arena opens as a huge monster skitters into the ring! The three-headed centipede shrieks as it thrashes about, each of its maws glowing with energy!
Ruine: 1d20 + 28 ⇒ (18) + 28 = 46
Mukradi: 1d20 + 24 ⇒ (11) + 24 = 35
Ashlion Battle Cry: 1d20 + 27 ⇒ (10) + 27 = 37
Ashlion lets out a battle cry, demoralizing the monster!
Ash and Ruine may both act!
              
                
                
                   
                
                
                   Ashlion of Vudra 
                
                
                
                
                  
                
                
              
              
             | 
            
Ashlion, it must be said, has been rather looking forward to this and he races into battle with a mighty howl of feral joy.
Growing to his mighty eighteen foot height as he crashes towards the creature the barbarian brings his huge blades down in decapitating blows.
Rage, stride, chop chop!
Double Chop: 1d20 + 33 ⇒ (4) + 33 = 371d20 + 33 ⇒ (11) + 33 = 44
Damage, Flensing: 4d12 + 30 + 1d6 ⇒ (8, 3, 3, 8) + 30 + (1) = 534d12 + 30 + 1d6 ⇒ (1, 2, 3, 6) + 30 + (2) = 444d8 ⇒ (2, 6, 6, 3) = 17
All physical resistance reduced by 5, flat-footed. The 4d8 is persistent bleed too.
| DM Brainiac | 
Spirit Blast: 16d6 ⇒ (4, 2, 1, 5, 1, 1, 2, 1, 6, 5, 5, 5, 3, 2, 1, 5) = 49
Fortitude: 1d20 + 32 ⇒ (7) + 32 = 39
Ruine concentrates ethereal energy to blast the mukradi's spirit, then Ashlion gets swole and slices the beast with his blades! Already badly wounded and bleeding heavily, the monster snaps at Ash with its fiery and acidic maws. Despite Grelda's attempt to guide her husband away, both of its maws bite the barbarian and attempt to rip him apart. The beast misses with its third head, at least! It continues to bleed from Ash's flensing assault.
Pull Apart, Acid Maw, Foresight: 1d20 + 31 ⇒ (10) + 31 = 411d20 + 31 ⇒ (18) + 31 = 49
Damage: 2d12 + 17 ⇒ (4, 10) + 17 = 313d6 ⇒ (2, 5, 5) = 12
Will vs Cloak of Colors: 1d20 + 25 ⇒ (17) + 25 = 42
Pull Apart, Fire Maw: 1d20 + 31 ⇒ (13) + 31 = 44
Damage: 2d12 + 17 ⇒ (9, 5) + 17 = 313d6 ⇒ (6, 6, 2) = 14
Extra Damage: 2d12 + 13 ⇒ (4, 9) + 13 = 26
Electric Maw: 1d20 + 22 ⇒ (12) + 22 = 34
Persistent Damage Flat Check: 1d20 ⇒ 14
62 piercing damage to Ash. He also takes 34 slashing damage (basic Fortitude DC 36). On a critical failure, he is torn to pieces and dies! Luckily that is very unlikely...
| Tasha the Fair | 
When it's suggested that Ruine accompany Ashlion to battle some sort of giant centipede ... thing, Tasha's first instinct is to forbid it outright. Realizing, though, that she doesn't have standing to forbid her love anything, she simply watches the battle with a facade of calmness while her insides are roiling and she has to fight the urge to leap into the fray as well to protect the half-elf.
              
                
                
                   
                
                
                   Ashlion of Vudra 
                
                
                
                
                  
                
                
              
              
             | 
            
Ashlion roars again - the creature is giving him a run for his money, which is always better than them simply rolling over and dying!
Fort: 1d20 + 32 ⇒ (2) + 32 = 34
Choppy Chop, Slice, Slice: 1d20 + 33 ⇒ (2) + 33 = 351d20 + 33 ⇒ (5) + 33 = 381d20 + 23 ⇒ (2) + 23 = 251d20 + 23 ⇒ (20) + 23 = 43
Damage: 4d12 + 30 ⇒ (8, 5, 7, 9) + 30 = 594d12 + 30 ⇒ (3, 2, 3, 11) + 30 = 49
Now that the creature has awoken to the peril of its situation Ash uses his hammer as a bludgeon, distracting the monster with it and landing sharp blows with his short-sword.
              
                
                
                   
                
                
                   Ashlion of Vudra 
                
                
                
                
                  
                
                
              
              
             | 
            
"OORAH!" Ashlion roars, basking in the adulation, as the thrill of battle courses through his veins. Slaughtering monsters is something he does regularly, but the thrill of the crowd, combined with the rush of combat is a heady combination unlike anything he has ever experienced!
It's a shame they're filthy dark-elves, but you can't have everything!
| Tasha the Fair | 
Tasha is simply happy that Ruine is out of immediate danger. When the half-elf returns to her side, Tasha valiantly fights off the urge to clutch her to her chest.
| DM Brainiac | 
Ashlion quickly garners a fierce reputation at the Red Circus, defeating the other groups of gladiators on his own before the end of the day. With his newfound fame and attention, some of the other performers begin to warm up your group. Two of them, in particular, consider throwing in their fortunes with you.
Rotglimmer is a fungus leshy whose spore clouds have euphoric, hallucinogenic effects. He’s been successful in gladiatorial matches so far, but only because he’s been matched against foes susceptible to his spores. He’s heard rumors that Zavizik is planning to match him against a golem, and he worries he’ll lose. Rotglimmer doesn’t have much hope of navigating the Black Desert alone, so he’s eager to leave with you when you depart. He's happy to entertain crowds with silly jigs and euphoric spores as part of your circus.
Xhamlach is a caligni stalker who has worked in the Red Circus as an acrobat, dancer, and aerialist for nearly a year. Her natural wanderlust compels her to seek out new opportunities, and she latches onto you as people who can provide a new outlet for her talents. Xhamlach is also an inveterate libertine, and she’s exhausted the opportunities for lovers in the Red Circus—another fine reason, she thinks, to move on, if you'll have her in your circus.
You have quickly secured your reputation in Shraen! You now have the opportunity to seek an audience with its leaders, Zyra and Nyrinda Shraen...
| Ruinë the Flame | 
Ruinë had confidence that Ash would be successful or she wouldn't have let him do it in the first place. When he secures their victory, she congratulates him after his adulation basking has completed.
"Well done, mighty warrior. We are truly blessed to have you as our brother."
Retreating to Tasha, she looks at her with a wry smile "You look tense, my love. Were you nervous?"
---
As an etablished aerialist, it doesn't take long for Xhamlach to catch Ruinë's eye. The cleric strikes up a friendly conversation with her new acquaintance. Within moments, the two are laughing and excitedly exchanging some war stories of failed performances together.
| Tasha the Fair | 
Retreating to Tasha, she looks at her with a wry smile "You look tense, my love. Were you nervous?"
"I am always tense when you are in danger, my love," Tasha replies. "But as much as my heart urges me to pluck you from whatever peril you may encounter, you are a grown woman and capable of defending yourself." The tiefling's calm words are betrayed by the slight tremor in the hand clasping Ruinë's.
As an etablished aerialist, it doesn't take long for Xhamlach to catch Ruinë's eye. The cleric strikes up a friendly conversation with her new acquaintance. Within moments, the two are laughing and excitedly exchanging some war stories of failed performances together.
Tasha eyes the newcomer with narrowed eyes as the chemistry between the two acrobats is obvious to anyone watching.
| DM Brainiac | 
After resting at The Aching Bones, you approach the Central Pyramid of Shraen. Graveknight guards move to prevent you from entering, but when you give your names, the captain nods. "They’ve been expecting you. Follow me."
Within the massive pyramid, long corridors lead into a spacious round chamber decorated with dark-hued furniture. Unusual art carved from smooth blue-black rock is displayed on tables and in curved alcoves. A strange, dim light radiates from globes in the ceiling, bathing the room with a pleasant semi-darkness. Smoke billows forth from unseen holes in the floor, but there’s no acrid smell to go along with it; rather, a sweet scent fills the room. A drow woman walks through the mist with a stiff gait. Her face and body are largely skeletal, her skin thin, parchment-like, and drawn tight around her bones. Two dots of red light peer from her otherwise-hollow eye sockets.
A shadowy mass of swirling smoke materializes near her, coalescing into a striking drow woman wearing a dark gray silk dress with web-and-skull patterns. Her features look similar to her withered peer, but she looks very much alive, with a warm purple blush on her smooth blue cheeks. Runes tattooed in silvery ink adorn her face and arms. As her lips part to speak, she reveals long, needlelike fangs.
“I am Nyrinda Shraen, and this is Zyra. You have nerve to come here, mortals. But you have some important business that concerns us? Speak up and be quick about it!” To her right, the skeletal drow nods silently, and the red dots of light from her skull flash momentarily.
| Tasha the Fair | 
After her traditional sweeping bow, Tasha meets the eyes of the two women. "We have come from the surface world, through great peril, to seek out Dyzallin Shraen and the magical orb he studies. We have overcome every challenge set before us with skill, strength, and self-assuredness."
She gestures broadly with her hand.
"Our legendary journey has led us to your doorstep. And we now seek the revelation of the next step."
Diplomacy: 1d20 + 30 ⇒ (2) + 30 = 32