What now? Up one of the stairs? Push onward east? Or turn back?
Episode 2: Welcome to the Jungle!
What now? Up one of the stairs? Push onward east? Or turn back?
"This stench is as strong a barrier as a stone wall. Can't one of you banish it with magic?"
"Why must you always talk in nonsense! "
Rolls
Perception - (1d20+1)
(14) + 1 = 15
Music
The east passage opens up into a columned hall about 30ft wide. As you cross the threshold you come upon the dead body of a rat cultist. Half a body, actually, as everything below the tattered flesh below the man's navel appears to have been chewed off. You recognize this cultist as one of Sardo Numspa's lackeys, the one with the mismatched eyes. Those eyes now stare lifelessly out of the man's agonized face.
On a dais at the far end, 50ft away, stands a large, ring-shaped structure. Glowing runes etches into its metal surface are the source of both the bluish light you have been seeing, as well as the thrumming you have been hearing. Inside the ring is a swirl of dark clouds punctuated by flashes of what could be lightning. Erden and Ybus can both tell this thing is a portal of some sort. Lining this chamber's walls and littered about its floor are more of the huge jars. Sparks dance up their metal spikes and race through the network of floor inlays towards the portal, as if it's drawing some sort of energy from whatever is in the jars.
That question of what the jars contain is answered when you hear a loud crash to your left. Stepping out of the shadow of a column is a creature of nightmare. A cloud of flies buzzes about the diseased flesh hanging in uneven lumps from its body, which resembles a bear, or a great ape. For a head, it has the skull of an immense rodent. This matches Sashvar's description of Aplu, the Avrunan rat god of pestilence. It has just toppled one of the jars and begun feeding on the unconscious rat cultist that has spilled from it. The woman regains consciousness just in time to scream before the monster rips her to bloody shreds.
The creature has either not noticed you yet, or doesn't care. What do you do?
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd
HD: 4/4
AC: 12
Lucky: 3/3
Arcane Recovery: 1/1
Spell Slots | 1: 4/4 | 2: 2/3
Rolls
Scorching Ray 1 - (1d20+6, 2d6)
1d20+6 : (16) + 6 = 22
2d6 : (33) = 6
Scorching Ray 2 - (1d20+6, 2d6)
1d20+6 : (8) + 6 = 14
2d6 : (44) = 8
Scorching Ray 3 - (1d20+6, 2d6)
1d20+6 : (5) + 6 = 11
2d6 : (61) = 7
Rolls
Eldritch Blast, Force Damage - (1d20+5, 1d10)
1d20+5 : (6) + 5 = 11
1d10 : (1) = 1
As their magic spells light up the dark chamber, Baracus charges down the middle, leaps into the air and brings the First Sword down on the God's back.
"WITNESS!"
Action: charge and attack with the First Sword
Temp HP: --
AC: 17
Speed: 40
Rage: 1/2, currently raging
Ki: 3/3
Hit Dice: Full
Javelins: 10/10
Rolls
Initiative - (1d20+3)
(3) + 3 = 6
Attack with First Sword - (1d20+7, 1d6+7)
1d20+7 : (12) + 7 = 19
1d6+7 : (1) + 7 = 8

Erden's first fire beam sizzles Apul's diseased flesh, but the monstrous deity seems to just shake it off. The last two beams, as well as Ybus' crackling bolt, miss the rat god but smash against the fuel jars, dumping several slumbering cultists unceremoniously onto the floor. The portal flickers as it begins to lose power. What dark power could have suborned this cult and modified this temple to suit their own purpose?
The Rat God tosses aside the half-devoured cultist, throws back its skeletal head, and roars just as Baracus buries the First Sword in its back. In response to their lord, the diseased rats swarm towards the adventurers.

Cloud of Vermin. Any creature that starts its turn within 20 feet of the Rat God must make a DC 11 Constitution saving throw. On a failure, the creature takes 1d4 piercing damage from the cloud of disease-carrying flies buzzing about its body.
Rolls
Rat God initiative - (1d20+3)
(20) + 3 = 23
Rolls
Initiative - (1d20+1)
(15) + 1 = 16
25 Erden
23 Aplu, Rat God of Pestilence
18 Urban
16 Ybus
6 Baracus
0 Plague Rats
Go, Erden!
Readying the Captain's Shield, he prepares to charge against the beast.
I hope this is appropriate, was a little unsure of the cosmetics to frame out the absence - but hey, will work on it.
Action: Attack with shield
Bonus Action: Thunderous Smite. STR DC 13.
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Rolls
Initiative - (1d20+1)
(17) + 1 = 18
Attack, shield - (1d20)
(16) = 16
Damage - (1d4+7)
(3) + 7 = 10
Thunderous Smite Damage - (2d6)
(52) = 7
HD: 4/4
AC: 12
Lucky: 3/3
Arcane Recovery: 1/1
Spell Slots | 1: 3/4 | 2: 2/3
Rolls
Magic Missile - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (1) + 1 = 2
1d4+1 : (2) + 1 = 3
1d4+1 : (4) + 1 = 5
Erden's arcane owls lance into the rat god's diseased flash. Apul's eyes, malevolent red orbs in the dark sockets of its skeletal face, gaze upon you with pure hatred. It roars once more before savagely raking its claws across Baracus' chest (18 slashing damage before DR). The monster tries to bite the half-orc's head off, but Urban slams into its flank with the Captain's Shield with such force it is thrown violently to the ground, towards the foot of the dais.
Initiative Order & Status:
Erden: 26/26hp
Aplu, Rat God of Pestilence: 38 damage taken.
Urban: 44/44hp
Ybus: 23/23hp
Baracus: 42/51hp, Raging
Plague Rats
Rolls
Bite vs. Baracus AC 17, piercing damage - (1d20+7, 1d10+5)
1d20+7 : (7) + 7 = 14
1d10+5 : (7) + 5 = 12
Claws vs. Baracus AC 17, slashing damage - (1d20+7, 2d8+5)
1d20+7 : (18) + 7 = 25
2d8+5 : (76) + 5 = 18
STR save vs. Smite push (DC 13) - (1d20+4)
(8) + 4 = 12
The apparition of an abnormally shaped young woman with long combed blonde hair dances into existence. Her feet touch the floor and she explodes into a raging bonfire that blocks the path.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Hit Points 23/23 (4/4d8)
Speed 25 ft., swim 25 ft.
STR 14 (+2); DEX 12 (+1); CON 11 (+0); INT 14 (+2); WIS 14 (+2); CHA 17 (+3)
Saving Throws Wis +4, Cha +5
Skills Athletics +4, Investigation +4, Nature +4, Perception +4
Senses Passive Perception 14
Languages Common, Halfling
Heart of the Ocean Ybus can breathe underwater and gains a swimming speed equal to his walking speed.
Lucky Can reroll a 1 on an attack roll, ability check, or saving throw.
Brave Advantage on saving throws against being frightened.
Healing Light 5/5d6 long rest, Bonus action to heal up to max 3d hit points.
Spellcasting. Ybus is a 4th-level spellcaster. His spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). He knows the following warlock spells:
Cantrips (at will): Create Bonfire, Eldritch Blast, Friends, Frostbite, Light, Mage Hand, Minor Illusion, Prestidigitation, Sacred Flame, Spare the Dying
2nd level (2/2 slots): Comprehend Languages*, Cure Wounds, Guiding Bolt, Hex, Hold Person, Invisibility, Unseen Servant*
Rituals: Alarm*, Comprehend Languages*, Unseen Servant*
Magic Initiate (1/1 long rest): Comprehend Languages*
Conditions None
Rolls
Fire Damage on failed DEX save DC 13 - (1d8)
(4) = 4
He laughs a horrible, gutteral laugh. In Orcish he yells:
"Oh great Lord of Pestilence! Return at once to the Hells where you belong!"
He ducks under the God's swing and goes to town on his divine underbelly.
Bonus action: Flurry of blows
Temp HP: --
AC: 17
Speed: 40
Rage: 1/2, currently raging
Ki: 2/3
Hit Dice: Full
Javelins: 10/10
Rolls
Con save DC 11 - (1d20+6)
(7) + 6 = 13
Attack with First sword - (1d20+7, 1d6+7)
1d20+7 : (15) + 7 = 22
1d6+7 : (3) + 7 = 10
Fist - (1d20+6, 1d4+6)
1d20+6 : (9) + 6 = 15
1d4+6 : (4) + 6 = 10
Fist - (1d20+6, 1d4+6)
1d20+6 : (13) + 6 = 19
1d4+6 : (2) + 6 = 8
Rat God has Prone condition from failed Save vs. Thunderous Smite.