Chapter 9: The Labyrinth
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Rolls
Chill Touch, Necrotic Damage - (1d20+5, 1d8)
1d20+5 : (6) + 5 = 11
1d8 : (6) = 6
Rolls
Investigation - (1d20)
(18) = 18
Rolls
Perception - (1d20+5)
(9) + 5 = 14
You begin following the twisting passages and soon find yourselves amazed by the sheer scope of the place. You travel for hours without seeing anything of interest.
Vaulted chambers bristle with stalactites and stalagmites, slowing your passage as you wend your way across uneven floors. Moving through a narrow passage, you enter a cavern dimly lit by phosphorescent fungi — and are met by the sight of a dark metal tower perched on the edge of a cliff that drops away into darkness.
The square tower is twenty feet on a side and thirty feet high, with arrow slits in each wall. A battlement crowns its top, with a stone gargoyle peering over each side. Set into the middle of the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
Looking up and holding her Light stone aloft to extend the range of her vision, she adds, "It doesn't look daemonic. Maybe there's someone that can help us?"
"I have a bad feeling about this, Sinag. How about you?"
Rolls
Perception - (1d20+5)
(16) + 5 = 21
Mai'ngor knocks on the door with a dull thump and waits for a moment, but there is no noise or any sign of movement from inside.
The door opens easily, revealing an open room with a ladder affixed to the back wall. On the floor near the ladder is an old skeleton in a set of moldy robes.
Rolls
Perception - (1d20+4)
(8) + 4 = 12
Rolls
Medicine, if cause of death can be determined - (1d20+4)
(18) + 4 = 22
As Mai'ngor climbs the ladder and pushes open the trap door, he arrives at the top of the tower. There is nothing up here that he can tell aside from four monstrous-looking statues.
Rolls
History - (1d20+6)
(5) + 6 = 11
Melpomene has no reason to believe that these statues are anything but normal gargoyles. It's hard to say why they never activated when you entered, though...
Rolls
Religion/Arcana - (1d20+1)
(2) + 1 = 3
"Powerful masters," the gnoll whines. "You honor us by your presence. Seek you passage through the maze? The Spiral of the Great Horned King? I can help. Yes. Trust Gash and he will see you through the maze, he will."
"Uh, what do you all think?" she says in an aside to her companions.
With that, he begins to head into the maze of tunnels, "Follow me, follow me!"
Turning to the drow, she growls, "Make them pay."
Bonus Action: Bardic/Combat Inspiration to Sarith (d6 bonus, for 10 minutes, applied to a single ability check, attack roll, or saving throw; weapon damage roll, or to AC)
Movement: As much as 30 feet away from the minotaurs, while keeping them in sight.
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Bonus action: War Dance
Attack: Sinag, two-handed.
Extra Attack: Sinag, two-handed.
Rolls
Sinag, two-handed (possible advantage from Faerie Fire) - (1d20+11, 1d20+11, 1d10+9)
1d20+11 : (16) + 11 = 27
1d20+11 : (11) + 11 = 22
1d10+9 : (5) + 9 = 14
Sinag, two-handed (possible advantage from Faerie Fire) - (1d20+11, 1d20+11, 1d10+9)
1d20+11 : (16) + 11 = 27
1d20+11 : (10) + 11 = 21
1d10+9 : (9) + 9 = 18
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Rolls
Flaming Sphere (half fire damage on a Dex Save- 15) - (3d6)
(422) = 8
Elayna outlines some of the minotaurs in harmless flames that make them easier targets.
Mai'ngor wastes no time in rushing forward to engage with the minotaurs, Sinag slicing once and then again into one of the outlined creatures.
Sarith joins in with Mai'ngor, feeling heartened by Elayna's words. He slashes at the same foe as the tikbalang, hoping to take it down quickly. Combined with the previous wounds, the first of the minotaurs falls dead.
Xeliss summons a ball of flaming stone and slams it into a group of the minotaurs. Two of them suffer the brunt of the attack, but one manages to avoid most of the damage.
The minotaurs swarm all over Sarith and Mai'ngor, chopping with their huge axes at the warriors. Sarith almost takes a fatal blow, but manages to duck just in time (expending Bardic Inspiration to add +5 to AC). Mai'ngor takes an absolutely brutal hit from one of the minotaurs (Crit vs AC. Damage: 45 slashing)
Enemies
M1: 0 damage taken
M2: 0 damage taken
M3: Dead
M4: 0 damage taken (Faerie Fire)
M5: 0 damage taken
M6: 8 damage taken (Faerie Fire)
M7: 4 damage taken
M8: 8 damage taken (Faerie Fire)
Positions
Mai'ngor: Melee
Sarith: Melee
Xeliss: 25 ft away
Elayna: 55 ft away
In a similar vein, she tries to distract one of the minotaurs with a sharp, piercing whistle, sending dissonant energy streaking to their ears.
Action: Cast Vicious Mockery on Minotaur
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within rage. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Hit Points 24/24 (3/3d8+6)
Speed 30 ft.
STR 10 (+0); DEX 12 (+1); CON 14 (+2), INT 8 (-1); WIS 14 (+2); CHA 18* (+4)
Saving Throws Dex +3, Cha +5
Skills Animal Handling +4, Medicine +4, Perception +6, Performance +8, Persuasion +6, Survival +4
Senses Passive Perception 14
Languages Common
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Cook's utensils, singing/chanting
Jack of All Trades Add half proficiency rounded down to any ability check that doesn't already include proficiency.
Song of Rest Friendly creatures that can hear you that regain HP at end of short rest regain an extra 1d6 HP.
Expertise Proficiency bonus doubled for two proficient skills: Perception, Performance
* Elayna's Sorrow +2 to Charisma as long as the necklace is worn
Spellcasting Elayna is a 2nd-level spellcaster. Her spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). She knows the following Bard Spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Vicious Mockery
-- 1st-level (2/4 slots) Bane, Dissonant Whispers, Faerie Fire, Healing Word, Heroism
-- 1st-level (1/1 long) Shield
-- 2nd-level (2/2 slots) Shatter
Actions
-- Shortbow Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1d6+1 piercing damage.
-- Hand Crossbow Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 1d6+1 piercing damage.
-- Shortsword Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 piercing damage.
Bonus Actions
-- Bardic Inspiration 2/4 long rest; d6 bonus to a creature within 60 ft that can hear you, for 10 minutes, applied to a single ability check, attack roll, or saving throw; weapon damage roll, or to AC.
Reactions
-- Ring of Evasion 3/3 dawn; Expend 1 charge to succeed on a failed Dexterity saving throw.
Conditions None
Rolls
Healing Word HP - (1d4+4)
(3) + 4 = 7
Vicious Mockery Psychic Damage, WIS save DC 14 - (1d4)
(2) = 2
Rolls
In case the answer is yes... - (1d20)
(1) = 1
Extra Attack: Sinag.
Bonus action: Kris attack.
Oops! Used incorrect (d10) damage die for the second (one-handed) Sinag attack, and mistakenly applied ability modifier! Added the correct damage roll.
Rolls
Sinag two-handed (advantage from Faerie Fire) - (1d20+11, 1d20+11, 1d10+9)
1d20+11 : (17) + 11 = 28
1d20+11 : (15) + 11 = 26
1d10+9 : (5) + 9 = 14
+1 kris (advantage from Faerie Fire) - (1d20+10, 1d20+10, 1d6+6)
1d20+10 : (9) + 10 = 19
1d20+10 : (17) + 10 = 27
1d6+6 : (3) + 6 = 9
Sinag (advantage from Faerie Fire) - (1d20+11, 1d20+11, 1d10+9)
1d20+11 : (15) + 11 = 26
1d20+11 : (20) + 11 = 31
1d10+9 : (7) + 9 = 16
Crit damage - (1d10+9)
(10) + 9 = 19
Correct damage roll for the crit - (2d8+9)
(84) + 9 = 21
Elayna calls out encouragement to Mai'ngor and he feels himself filled with confidence. She casts a spell to distract one of the minotaurs, but it doesn't seem to affect the creature (15 on save)
Mai'ngor goes into an incredible flurry of movements, light-made sword and kris flashing through the air faster than most anyone would be able to follow. His first attack takes off the creature's arm, his second slices across its throat, and his final pierces it through the heart. It falls back, blood pooling all around it.
Xeliss' flaming sphere continues pressing into the minotaurs, scorching their skin horribly (10 damage to M7 and M8).
Sarith moves around the back of the group, off to the right, and leaps out of the darkness to begin slashing and stabbing at M8. All three of his attacks find their target and the minotaur looks horribly wounded (3 hits, 26 damage)
The minotaurs look a bit worse than they did before, but they aren't down. They continue fighting hard, still having the advantage in numbers. Three attack Mai'ngor, but he manages to fend off all of the attack. Sarith isn't so luck as he takes three hits, any of which could have killed him (18, 20, 21 to hit. Damage: 18, 16, 10 slashing)
Enemies
M1: 0 damage taken
M2: 0 damage taken
M3: Dead
M4: 0 damage taken (Faerie Fire)
M5: 0 damage taken
M6: Dead
M7: 14 damage taken
M8: 45 damage taken (Faerie Fire)
Positions
Mai'ngor: Melee
Sarith: Melee
Xeliss: 25 ft away
Elayna: 55 ft away
Aelfric and Seftan are wandering the Labyrinth on a task for the drow wizard Vizeran. You've already collected a few of the items that he has requested for a ritual he needs to perform. You are now searching for six feathers from six different angels, which he states can be found somewhere within this maze.
As you move through, you suddenly realize you can hear the sounds of combat not too far away - though that's hard to know for sure in the tunnels here. You hear shouts of pain from humanoids as well as the sound of some creature shrieking in pain. It almost sounds like a bull in pain.
A few drops of blood or ichor from a demon lord.
Action: Cast Chill Touch on M4 (faerie fire)
Hit Points 24/24 (3/3d8+6)
Speed 30 ft.
STR 10 (+0); DEX 12 (+1); CON 14 (+2), INT 8 (-1); WIS 14 (+2); CHA 18* (+4)
Saving Throws Dex +3, Cha +5
Skills Animal Handling +4, Medicine +4, Perception +6, Performance +8, Persuasion +6, Survival +4
Senses Passive Perception 14
Languages Common
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Cook's utensils, singing/chanting
Jack of All Trades Add half proficiency rounded down to any ability check that doesn't already include proficiency.
Song of Rest Friendly creatures that can hear you that regain HP at end of short rest regain an extra 1d6 HP.
Expertise Proficiency bonus doubled for two proficient skills: Perception, Performance
* Elayna's Sorrow +2 to Charisma as long as the necklace is worn
Spellcasting Elayna is a 2nd-level spellcaster. Her spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). She knows the following Bard Spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Vicious Mockery
-- 1st-level (2/4 slots) Bane, Dissonant Whispers, Faerie Fire, Healing Word, Heroism
-- 1st-level (1/1 long) Shield
-- 2nd-level (2/2 slots) Shatter
Actions
-- Shortbow Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1d6+1 piercing damage.
-- Hand Crossbow Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 1d6+1 piercing damage.
-- Shortsword Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 piercing damage.
Bonus Actions
-- Bardic Inspiration 1/4 long rest; d6 bonus to a creature within 60 ft that can hear you, for 10 minutes, applied to a single ability check, attack roll, or saving throw; weapon damage roll, or to AC.
Reactions
-- Ring of Evasion 3/3 dawn; Expend 1 charge to succeed on a failed Dexterity saving throw.
Conditions None
Rolls
Healing Word HP on Sarith - (1d4+4)
(4) + 4 = 8
Chill Touch vs M4, Advantage, Necrotic Damage - (1d20+5, 1d20+5, 1d8)
1d20+5 : (20) + 5 = 25
1d20+5 : (12) + 5 = 17
1d8 : (4) = 4
Critical - (1d8)
(8) = 8
As a defensive measure, Ælfric surrounded himself with a force shield before he advanced.
Rolls
Stealth - (1d20+13)
(15) + 13 = 28
• Forgot to add my +2 War Dance damage to the kris attack.
Rolls
Sinag (adv from Faerie Fire) - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (18) + 11 = 29
1d20+11 : (9) + 11 = 20
1d8+9 : (3) + 9 = 12
+1 kris (adv from Faerie Fire) - (1d20+10, 1d20+10, 1d6+6)
1d20+10 : (7) + 10 = 17
1d20+10 : (12) + 10 = 22
1d6+6 : (3) + 6 = 9
Extra Attack: Sinag (adv) - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (7) + 11 = 18
1d20+11 : (5) + 11 = 16
1d8+9 : (2) + 9 = 11
Action Surge: Sinag (adv) - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (10) + 11 = 21
1d20+11 : (6) + 11 = 17
1d8+9 : (7) + 9 = 16
Action Surge: Sinag (adv) - (1d20+11, 1d20+11, 1d8+9)
1d20+11 : (17) + 11 = 28
1d20+11 : (8) + 11 = 19
1d8+9 : (4) + 9 = 13
GWF to reroll damage of 3rd attack - (1d8+9)
(8) + 9 = 17
Seftan casts Greater Invisibility on himself.
No sense tipping our hand all at once, says his seemingly disembodied voice.
Elayna's healing magic washes over Sarith and his movements become more confident and smooth. Following that, she casts a spell and a spectral hand grabs hold of M4's throat, draining its life force.
Sinag's first swipe ends the life of M8 and Mai'ngor turns his attention to M4. His attacks become a blur and when the flurry of blows ends, the creature is on the floor, four different mortal wounds visible on its body.
Sarith moves behind M7 and begins cutting it up. After a few moments, it too is on the ground dying.
The remaining minotaurs see that they are outmatched and begin to flee.
Aelfric and Seftan hear the sound of hooved feet moving in their direction. After a few moments, a group of three minotaurs rounds the corner right in front of you.
Enemies
M1: 0 damage taken
M2: 0 damage taken
M3: Dead
M4: Dead
M5: 0 damage taken
M6: Dead
M7: Dead
M8: Dead
Positions
Mai'ngor: Melee
Sarith: Melee
Xeliss: 25 ft away
Elayna: 55 ft away
"They do have a point," he thought, "but do they have feathers?"
Joining forces with these people might just be the right move considering what they were up against, but he wouldn't be able to make such a decision on his own out of respect for Ælfric.
Should we approach them? See if they might be of any help?
Seftan follows along after Ælfric in pursuit of the trio.
Rolls
Stealth - (1d20)
(10) = 10
Pathetic fighters. she says, spitting on the ground. As the party comes into view she shoulders her axe and waves.
Well met she growls in a gravelly tone.
That is the largest woman I've ever seen...
The wood elf stood almost completely covered by his dark cloak, only his head visible above its silvery starscape.
I am Seftan and this is Ælfric, Deathwake you already know. Perhaps we could temporarily align our efforts for the sake of the greater good?
"Three of them, three of us, Sinag. We will have to watch our backs very, very closely."
"Ah! You'd be surprised... or not... to know that Archmage DeVir sent us on this hunt, too. It seems that one of our teams is the contingency plan. I wonder which."
While I completely appreciate the instinct to keep one's true motivations secret, I fear our time grows short. As Ælfric says, our employer is one and the same and you are welcome to use any spell at your disposal to determine this to be the truth. It should encourage you to know that while we observed you in secret we laid no ambush and seek only your help.
Any idea exactly where it is we should come along to? I believe statistically the best solution to a labyrinth is to stay left, although I have never tested this theory.
Rolls
Perception - (1d20+9)
(9) + 9 = 18
Investigation - (1d20+6)
(4) + 6 = 10
She considers the question. "If we find him, maybe don't cleave him until he gets us out of here?"
Seftan sits cross-legged and closes his eyes, a spell on his lips...
Looting the minotaurs, you don't find anything of worth aside from their huge axes, which may be a bit too big for you to carry about.
Seftan chants the words of the Arcane Eye and sends it forth...
As the eye sees it, the massive creature stops and turns to look at it and roars. The magic sustaining the eye snaps and lashes back at Seftan, causing a massive headache as the magic unravels. (26 psychic damage. DC 18 Wis save for half)

Using Lucky feat to reroll save...
Damn it
Rolls
Wis +4 - (1d20+4)
(7) + 4 = 11
Lucky reroll Wis +4 - (1d20+4)
(3) + 4 = 7
He is here! That bastard of creation! At the heart of the maze awaits Baphomet itself! Demons and minotaur along the way, but that abomination beyond... Gods help us, the lord of all demons!
"Snap out of it. We need those feathers."
He turned to his new allies while his mind thought back to what he knew of this Baphomet.
"You guys encounter anything like this before? A really big, bad demon?"
And we're looking for feathers, not statues.
Rolls
Arcana - (1d20+10)
(16) + 10 = 26
"No, not like this."
He turned to the wizard.
"You calm now, Rylleth? Can you lead us there?"
Calm? No. I just got mind raped by the lord of the Abyss. I'm pretty far from calm, but I am ready for payback. Let's go get these feathers.
Seftan drags himself to his feet and brushes himself off, making ready to depart.
If this "Lord of the Abyss" wants to fight, I will ensure that they never forget my name as they lie bleeding under my heel. she says, brashly. It sounds as if my blade will not hunger for long.
She adds quickly, "Oh, but this Bafnet, I know I don't know of him."
Seftan seems shaken by his brush with the creature but smiles weakly at his barbarian companion's bravery.
Seftan waves his hand forward,
Shall we?
Elayna wears a suit of leather armor that's slightly too big, revealing an amulet of large opal surrounded by diamonds around her neck. Some weapons are visible, such as a shortbow with arrows and a hand crossbow with bolts, and a small shortsword hangs from a belt. She otherwise carries the bearing of someone that has been newly thrust into the adventuring world.
"My friend was teaching me magic, but she's not..." here she pauses, then with a swallow Elayna continues quietly, "Well, she taught me some stuff."
Seftan grips his staff tightly at the memory of the demon lord. Nearly a third of his life force had been ripped away and he still felt weak from the encounter.
He turned to the others before zooming in on Xeliss.
"Any of you got healing? What about you, svirfneblin? What're you good at?"
If that bastard has reinforced the maze, that doesn't change our objective.
We have no path but forward regardless of the danger.
With that, Ælfric moved ahead of the group with bow at the ready, blending in with the surroundings as best he could.
Rolls
Stealth - (1d20+13)
(8) + 13 = 21
Guidance - (1d4)
(4) = 4
Seftan knows the coming fight will be more than difficult, but his teammates seem strong and perhaps up to the challenge.
Ælfric sighed.
"We don't know how far the other way extends or how many demons, minotaurs, demon minotaurs, or rabid halflings are down there. Between the unknown possible dangers and the certain danger, I'd choose the certain."
Sinag, I feel unworthy to face this challenge. But I swear, we will strike evil down this day even if it be my last. You have been a great comfort to me. It has been an honor to wield you.
Who of you will stand toe to toe with this great fiend? I have spells to bolster your life force...
Rolls
Heal potion - (2d4+2)
(23) + 2 = 7
Heal potion - (2d4+2)
(31) + 2 = 6
If these beings are allowed to run rampant we may live to see the end of life as we know it. Great evils lurk down here, ancient and unspeakable.
Seftan paces around nervously, clasping his hands together with anxiety.
I can bolster our warriors life force a bit, that's easy enough, but it's not much. I could protect one of you from the brunt of its attacks, or speed one of you up until you moved as a blur... but I think the best gem in my pocket might just be to turn one of you into a creature of legend such as a dragon or a roc. Or even an angel. I realize the irony in that but trust me, any angel I changed one of you into would not serve our purposes feather-wise.
Ælfric stopped short of outright saying the girl seemed weak but that assumption certainly hung in the air with his words.
Seftan realizes that he has been pacing and stops, shaking out his hands to relieve the tension.
A swirl of dimness and silence surrounded everyone as Ælfric's cloaking field engulfed them. With that, Ælfric moved to take point and signaled the horse-man to join him should he choose to.
Also casting Longstrider on Ælfric for an extra 10 feet of movement, bringing his total move to 45 ft.
And a 20 on Perception! Ælfric sees through walls! :P
Rolls
Stealth (+Pass Without Trace) - (1d20+23)
(4) + 23 = 27
Perception - (1d20+9)
(20) + 9 = 29
False life total 2+14 = 16 temp HP each
Rolls
False Life (3rd level) - (1d4)
(2) = 2
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Only sorcerers can hold 2 at once.
How high is the ceiling, Naat? And how wide are the labyrinth passages?
Mai'ngor, Sarith, and Elayna didn't have a chance to take a short rest after the initial minotaur fight, correct?
The huge black-furred Minotaur stands in the center of the tunnel, his massive axe held in front of him and a slight smile on his face, "Ah, you've finally made it, little ones," his voice booms, "What brings you to my new home?"
Rolls
Perception - (1d20+8)
(16) + 8 = 24
Our business is our own! Leave our presence immediately!
Elayne looks around for feathers, but doesn't see any on the ground. Not far past the demon lord is another turn in the tunnel where they may be.
Spirits of wind, make swift my hooves,
Lords of lightning, make mighty my arm,
Spirits of the great balete tree, make stalwart my heart,
Bathala, sky-father, grant me an honorable death.
Seftan takes great pains not to meet the creature's gaze...
As I said our business is our own, and we will play no part in your sick game! Do not let your hubris get the better of you, leave this place now and keep your time on this plane!
Seftan makes his way back from the demon, slowly, step by step.
"Thank you, Erevan Ilesere," he thought.
He scanned the way ahead looking both for potential hazards both mundane and magical as well as the angelic statues.
Rolls
Perception - (1d20+9)
(4) + 9 = 13
Arcana - (1d20+10)
(6) + 10 = 16
Aelfric continues moving and doesn't spot any danger in the immediate area. Creeping up the the next tunnel, he peers around and sees a large chamber ahead. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there between the stalagmites, several statues of winged humanoids are set in poses of suffering and anguish. Some cover their faces, while others claw at them. Others reach toward the ceiling, their faces twisted into expressions of longing.
Ever the watchful and weary thief, Ælfric looked around the chamber for anything dangerous... or shiny.
Rolls
Perception - (1d20+9)
(20) + 9 = 29
Arcana - (1d20+10)
(12) + 10 = 22
What are we doing?! she thinks to herself.
Seftan stands his ground against the approaching demon but holds his staff out before him.
Baphomet chuckles, "I can smell your fear, girl. You are brave to stand before me like you are, weak and fragile," he says, taking another step forward, "I respect your bravery and so I will allow you to leave with your lives. Go. Now. Before I change my mind."
Rolls
Strength - (1d20-1)
(16) - 1 = 15
"A-as thanks," she stammers without really thinking, "maybe I might gift you with... some song?" Committed to the offer, she quickly thinks back to the old chants of ancient deeds, careful to avoid proselytizing about good over evil out of respect for her audience.
Rolls
Performance - (1d20+11)
(4) + 11 = 15
Bardic Inspiration on self to apply to Performance - (1d6)
(4) = 4
Rolls
Stealth (+Pass Without Trace) - (1d20+23)
(4) + 23 = 27
"Six feathers from six different angels. You want to keep these safe until we get back to the dark wizard, big guy?" Ælfric said lowly as he held up a pouch in Mai'ngor's direction. "Now let's get the Nine Hells out of here."
Well done old friend he whispers to Ælfric,
Nearly gave me a heart attack but you pulled it off, bravo.
Identify the shiny sword, please, Seftan.
Was there a magic signal to let Vizeran know to teleport us out or do we have to find our way out of the maze?
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
After about 30 seconds, you feel a strange sensation and the world goes sideways and then dark. Moments later, you open your eyes and find yourselves in Vizeran's tower in the sitting room.
The teleportation was disconcerting as always but Ælfric happily endured it since he was leaving Baphomet's lair far behind. Once back in the dark wizard's sanctum, the arcane thief pointed to Mai'ngor.
"Big guy's got the feathers, boss. They weren't easy to come by but we did it," he said, magnanimously sharing the praise for the heist with everyone else.
What then is our next objective?
"Burgling a distracted demon lord is one thing... but the Archmage of Menzoberranzan?!"
He exhaled loudly, resigned to the necessary task.
"What kind of defenses can we expect?"
Surely there will be nasty magical defenses. I've heard their fighters are no less vicious, so plenty of bloodletting available. Do we know the way there?