Entering the Duergar Outpost
- Dungeon Master
- Aug 15, 2024
- 43 min read
Updated: Aug 28, 2024
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Preparing to enter the Duergar Keep
Mutt silently acknowledges Dorf with a nod of appreciation for his stealthy takedown of the Duergar guard. As he surveys the group, a satisfied smile spreads across his face.

Mutt then gestures toward the hidden passageway that connects the bunker to the rest of the keep. "I think we should use the passageway to get into the rest of the keep. It’s less likely to be trapped, and we’re less likely to be seen. The stealthiest among us should go first, with Uptharr bringing up the rear. I want to keep the element of surprise as long as possible. Thoughts?"
Azalie, who had been quietly observing, walks over to the bunker where Dorf is standing. She looks down at the dead Duergar, and a small smile of satisfaction crosses her face.

"Nice work. He looks like the other guy," she comments, hoping the others hadn’t noticed her earlier struggle.
Mutt is beaming as he details his plan, and Azalie listens, her mind also on Uptharr and the potential noise his armor might make. "One of us should go investigate—no, two of us should go investigate the tunnel. Test it out for noise," she suggests. Azalie knows the close quarters might restrict their range weapons, so she switches to her daggers, running her finger along the worn hilt as she considers the upcoming challenges.
“It may be hand-to-hand as soon as we emerge. Oh, how I wish Mellon was a rat,” she adds with a wink at Mutt. “Dorf and I should go down and see how far it goes. I believe you’re right about the traps. It’s the end of the tunnel that spooks me—and the noise Uptharr’s armor will make.”
Azalie’s voice tightens with concern. "Please be careful. We are up against something different than trolls. Wizards are, well, they can be…" Her thoughts trail off, her voice tinged with anxiety. "…demonic. They are monstrous."
Uptharr listens carefully as Azalie expresses her concerns about the tunnel and the potential dangers ahead. He places a reassuring hand on her shoulder, his tone gentle yet firm.

"Azalie, I understand your worry, but I think we should stick together in the tunnel. If we run into trouble down there, it'll be better if we're all close by to handle it together. Splitting up could leave someone vulnerable, especially in such cramped quarters."
He glances at the tunnel entrance, then back at her, a confident smile crossing his face. "Besides, we’ve come this far as a team, and we’ve handled everything that’s been thrown at us. Let’s keep that momentum going. I know my armor isn’t the quietest, but with you and Mutt scouting ahead, we’ll be able to manage any surprises. And if things get tight, I’ll be ready to jump in. We’re stronger together!!"

Dorf chimes in, nodding in agreement with Mutt. "I agree, Mutt. As much as I go crazy once battle is joined, I’d much prefer keeping you all out of harm’s way by fighting too many of these guys at once. Using a small tunnel, I can hopefully keep them away from you while you shoot arrows and spells over me."
Fizzbum joins the group, dusting snow off his cloak and wrapping his blanket back into his pack.

"Did we get 'em? I couldn’t see much from where I was in the snowbank," he says, noticing the dead Duergar for the first time at Dorf’s feet. "Oh... I guess so! Nice job, sneaky-peeps!" Fizz peers down the secret tunnel into the fortress, tapping his chin thoughtfully. "Say... I like this way much better than the main gate. Maybe we should try it!"
Uptharr, ever the enthusiastic leader, pats each of them on the back, his excitement evident.

"Excellent work, everyone! Truly, we’ve worked as a team—especially you, Fizz. Well done!" He agrees that the secret tunnel makes the most sense and expresses his eagerness to see what lies ahead.
With the decision made, the party begins to prepare for their descent into the tunnel. They loot the fallen Duergar guards, finding two heavy crossbows with bolts, bags of gold, and a variety of valuable items including Chardalyn shards, rubies, and even a mountain goat horn.
Dorf takes a moment to don his new armor, securing it tightly as the group ensures they’re ready for what lies ahead. They make quick work of situating their axe beaks, making sure they’re not carrying too much weight before leaving them behind, safely hidden with the gear they won’t need in the keep.
Entering the Pitch-Black Tunnel
As the party enters the secret tunnel, the oppressive darkness envelops them. Only those with darkvision—Fizzbum, Mutt, and Azalie—can see in the pitch black, while Dorf and Uptharr are left in complete darkness. The air is cold and stale, with the faint scent of earth and stone. The tunnel itself is cramped, forcing them to hunch over as they proceed.
Uptharr, realizing the difficulty the darkness poses for him and Dorf, whispers,

"Dorf, it might be best if you use a candle instead of your lantern. It’s quick to put out if we need to stay hidden, and since you’re crawling, it’ll be easier to manage."
Dorf nods, reaching into his pack to pull out a small candle. With a quick strike of flint, the tiny flame flickers to life (Candle Lit), casting a faint, warm glow around him. The light is dim, barely illuminating the tunnel, but enough for Dorf to navigate without stumbling. Uptharr stays close behind, relying on the candle’s light as well.

As the party ventures deeper into the secret tunnel, the pitch-black darkness presses in on them. Those without darkvision—Dorf and Uptharr—rely on the faint, flickering light of a single candle that Dorf carefully holds. The tunnel is so cramped that Mutt, Azalie and Uptharr must hunch over, their shoulders brushing against the rough stone walls as they crawl forward. The air is thick and cold, carrying the musty scent of damp earth and stone.
Mutt leads the way, his half-elven eyes piercing the darkness ahead. Azalie follows close behind, her senses attuned to any sign of danger. The tunnel is barely wide enough for them to move single file, and the ceiling is so low that even the smallest movement causes their armor or packs to scrape against the walls, echoing faintly in the confined space.
As they inch forward, Mutt suddenly halts, his sharp eyes catching a subtle irregularity in the floor ahead. Unlike the rest of the rough-hewn stones, one section of the floor seems slightly raised and out of place—a telltale sign of something dangerous. Mutt kneels down, his movements careful in the confined space, and inspects it more closely.
"It's not a tripwire," Mutt whispers, his voice barely audible in the claustrophobic tunnel. "It’s a pressure plate, hidden between the stones. If we step on it, it’ll trigger a trap—likely something nasty, given the Duergar’s reputation."

Mutt carefully explains the situation to the rest of the group, his voice tense. "There’s no way to just step over this. The tunnel’s too narrow. We need to disarm it or find a way to shut it down, or we’ll be hit by whatever these Duergar have rigged up. Probably poisoned darts, judging by the setup."
Azalie, crawling close behind, narrows her eyes at the pressure plate. She can see the danger, the faint outline of slits in the walls where the darts would likely fire from. In this cramped space, there’s no room to dodge—if the trap goes off, they’ll all be in the line of fire.
What do you do next?
15 minutes have passed
Current Time: 10:59 AM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: -45°
Current Phase: Exploration
Disarming the Trap
As the group moves cautiously through the pitch-black tunnel, the air grows tense with the knowledge that a single misstep could spell disaster. Mutt, leading the way, suddenly halts, his keen eyes catching sight of a slightly raised plate on the floor. He kneels down, inspecting it closely, and realizes that the Duergar have set up a trap—likely one designed to make any intruders regret their approach.

"It's a trap," Mutt whispers, his voice barely carrying over the sound of their shallow breaths. "Pressure plate, likely triggers something nasty. We’ll need to disarm it if we want to get through unscathed."
Azalie, who had been following closely behind, leans in to get a better look. Her fingers absentmindedly search her pack, but her expression falters when she realizes she’s left her thieves' tools back with her axebeak.

"Uh, I left my thieves' tools on my axebeak," she admits with a small, apologetic smile. "I can go back out and get them. Do you have a set?" she asks, glancing at Mutt.
Dorf chimes in, and hands his tools up to Mutt to give to Azalie. Mutt gives her a reassuring nod, handing over the necessary tools. "I think there’s a small lever attached to the plate, right along the back edge," he explains, pointing carefully. "If you can slip a slim jim into the slot and gently pull it up, you may be able to disarm it."
As Azalie prepares to work on the trap, Fizzbum squeezes past the others to reach her, his small frame easily maneuvering through the cramped tunnel.

"You got this, Ms. Azalie!" he says encouragingly, patting her on the back of her calf. With a quick gesture, he casts Guidance, and a faint, warm glow envelops her, bolstering her confidence.
Fizzbum then adds another light source by casting Sacred Flame to better illuminate the area. The dim light reveals more of the trap’s intricate mechanism and the slits in the walls where darts would likely shoot out if the trap were triggered.
Meanwhile, Dorf eyes the trap warily from a distance, pondering if perhaps a belly flop could allow him to avoid the darts entirely. But as he scans the tunnel, his eyes search for anything that might look like a lever or a hidden button that the Duergar might use to bypass the trap.
Azalie focuses, taking in all the advice and encouragement from her companions. With steady hands, she carefully inserts the slim jim into the slot at the back of the plate. Mutt, still singing softly, continues to boost her morale with a cheerful ditty about disarming traps. The combined effect of Fizzbum’s guidance and Mutt’s bardic inspiration helps steady Azalie’s nerves.
With a deep breath, she slowly lifts the trigger rod. There’s a tense moment as the pressure plate teeters, but Azalie’s hand remains firm and precise. The rod slides into place, and the mechanism clicks softly as the trap is disarmed.
The group collectively exhales, the tension finally breaking. Azalie pulls back, a triumphant smile on her face. "We’re clear," she whispers to the others, her voice filled with relief.
They exchange relieved glances, knowing they’ve just dodged a dangerous obstacle. The way forward is now safe, thanks to their teamwork and Azalie’s steady hand. The tunnel beckons them onward, and the group steels themselves for whatever may come next.
The Armory:
As the party moves carefully through the now-safe tunnel, the air is thick with anticipation. The narrow passage leads them to a rusty iron ladder embedded into the stone wall. The ladder climbs up into darkness, ending at a trapdoor above them. Mutt, ever vigilant, motions for the others to stop as he listens carefully at the base of the ladder, his keen half-elf ears picking up nothing but the faint echoes of their own breathing.
Mutt turns back to the group, his voice a low whisper.

"I don’t hear anything on the other side, but that doesn’t mean there’s nothing there. It could be a storage room, or we could be walking straight into a guard post."

Azalie, her daggers still in hand, nods thoughtfully. "We don’t have much choice. We either open that door and see what’s on the other side, or we backtrack and try another way."

Dorf, ever the practical one, pipes up, "Well, we’ve come this far. Might as well see where this tunnel leads. Just be ready for anything."
With their plan set, Mutt carefully climbs the ladder, his hand gently pushing against the trapdoor. It creaks as it opens, revealing nothing but pitch darkness above. He pauses for a moment, then slowly pushes the door fully open, peering into the space beyond.
The room is silent, the air still and musty. Mutt pulls himself up into the room, motioning for the others to follow. One by one, the party climbs up into what appears to be a dark, cold room, their boots softly thudding against the stone floor.
Azalie is the last to emerge, carefully closing the trapdoor behind her to ensure no one follows them from below. As their eyes adjust to the dim light, they realize they’ve entered an armory. The room is sparse, with two suits of scale mail, steel shields, war picks, javelins, and various other gear all pushed into one corner. It’s clear this room isn’t in active use—at least not right now.
"An armory," Azalie whispers, her eyes scanning the equipment. "Looks like we’re still unnoticed."
Mutt nods, his mind already working on their next move. "There’s only one way out," he says, pointing to the single exit from the room. "We should gear up if we need anything and then see where that door leads."
Treasure Added
For your next post - please include any skill checks relevant to what you intend to do in this room. There is a stairway leading up to the overlook where Azalie slew the Duergar guard.
Map has been updated on server
15 minutes have passed
Current Time: 11:14 AM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: -45°
Current Phase: Exploration
The Armory
The armory is dark, with only the faintest glimmers of light catching on the cold steel of the armor and weapons stacked against the walls. As the party files into the room, the silence feels oppressive, the only sounds being the shuffling of their feet and the occasional clink of metal.
Fizzbum, ever the eccentric, takes in the scene with a mix of curiosity and amusement.

"I'm usually into Heavy Metal... but even this might be a bit much!" he quips, waiting for a laugh that never comes. Undeterred, Fizz pulls out a piece of fish jerky and begins to chew thoughtfully, his mind wandering as he explores the room. He absentmindedly crooks a finger, summoning a small flame to hover over his shoulder, providing a faint, flickering light. "I wonder if there's any alchemical use to rust and armpit sweat? Maybe mix it with dragon powder... or flamefish oil... or redcap... Huh, cleaning materials... or something else entirely..."
he mutters to himself, lost in his thoughts as he pokes around the armor, searching for any trinkets or items that might catch his gnomish eye. Despite his efforts, he finds nothing of particular interest, just the cold, impersonal remnants of the Duergar's war gear.
Meanwhile, Dorf shakes his head at Fizzbum’s mutterings, focusing instead on the practical task of searching the room for anything that might be useful. He methodically examines the walls and the floor, looking for any signs of hidden compartments or secret doors. His eyes narrow as he takes in the sets of armor and weapons, trying to gauge just how many Duergar might be stationed here. He estimates that there are fewer than a dozen Duergar in this outpost, though he can’t be certain. His search yields no hidden doors or compartments, but he remains vigilant, aware that there could be more to this place than meets the eye.
Mutt’s heart skips a beat when he spots a figure in the corner of his eye, but he relaxes when he realizes it’s only a suit of armor. He nods in agreement as he sees Dorf counting the suits of armor.

"Good thinking, Teddy Bear Butcher. There’s enough gear here for three or four Duergar. Our friend in the bunker was likely one, and possibly the other lookout Azalie took care of. The problem is we don’t know if there are more armories or barracks further in." Mutt shakes his head, concerned. "Either way, we should keep moving quickly and quietly while we still have the element of surprise. It’s only a matter of time until those lookouts are missed."
Mutt moves towards the entrance, listening intently for any sounds of movement or activity on the other side. His ears catch nothing but the faint echo of his own breathing in the dark, silent room.
Azalie, ever the planner, studies the armor and weapons in the room with a keen eye. She quickly hatches a plan, a grin spreading across her face.

"We can’t leave all of this available. We also don’t want to draw attention to our location." She begins to explain her idea to the group.
"I can make a timed explosion. First, you just need rope, a flask…then the soaked rope will burn…takes 15 minutes per foot." She explains that the flask would need to be protected so they get the burst of flame. "This plan can help us if everything goes wrong. They wouldn’t be expecting an attack from outside. I’m going to wear the armor, and carry a shield. Maybe even the javelin!" Azalie’s enthusiasm is infectious as she continues to brainstorm. "Oh! Maybe we can all go in dressed in their armor?" She taps her chin thoughtfully, her mind racing with possibilities. "Mutt can cast Minor Illusion and make us look like these guards," she suggests, pointing to the dead Duergar and making a cutting motion across her neck, a mischievous grin on her face.
Azalie please roll a Sleight of Hand check to determine if your trap rig is successful
Make sure everyone has determined what treasure they are wearing and if any spells are being cast
Crossing the Overlook
The party emerges cautiously from the armory, their footsteps silent on the cold stone as they ascend the stairs to the overlook. The air grows colder as they reach the top, a faint draft brushing against their faces as they peer over the edge. In the distance, another set of stairs descends back into the darkness of the keep. They move with measured steps, their senses heightened for any sign of danger.
As they descend the stairs into the main hall, the oppressive darkness closes in around them once more. The flickering light from their small candle does little to pierce the gloom, casting long, eerie shadows across the bare stone walls. The hall is vast, devoid of any decoration or warmth, and the silence is thick, broken only by the soft echoes of their movements.
Their eyes are drawn to the far end of the hall, where a massive wooden drawbridge spans a 30-foot-deep pit just inside the heavy outer doors. The drawbridge, though sturdy, has a simple pull-chain mechanism that can raise it in times of danger. Beyond the pit, the outer doors stand imposingly, though they appear unlocked, their weight a testament to the strength required to open them.
Near the east hallway, the frozen surface of a well glistens in the dim light, the ice thick and unyielding. But it’s the iron cages against the wall that truly capture their attention. Three cages stand in a row, each containing a different occupant. In the first, a malodorous ogre zombie slumps against the bars, its half-frozen skin mottled and rotting. Its right eye socket is an empty void, and it lets out a low, despairing howl at the sight of the intruders. The sound is guttural, filled with the anguish of a creature that has long since lost its will to fight.
In the second cage, two goats stand nervously, their eyes wide with fear as they huddle together for warmth. Their coats are matted, and it’s clear they’ve been here for some time, likely stolen from the nearby village of Caer-Konig. The third cage, however, is empty, its door hanging slightly ajar.
Leaning against the wall near the cages, the party spots a wooden dogsled, ice clinging to its frame. The sight of it brings a chill to their bones, knowing that it’s likely been used to haul stolen goods—or worse—by the duergar.
The hall remains eerily quiet, the duergar still unseen, though the party knows they could be lurking just beyond the shadows. The ogre zombie in its cage sits motionless, its hollow gaze fixed on the floor, as if resigned to its fate. The tension is palpable as the party takes in their surroundings, knowing that the next move could determine their fate within the keep.
There are several exits in this room.
Stairs leading back to the overlook (the way you just came)
A passageway leading out of the room to the North
A passageway leading out of the room to the South
The main keep doors leading outside to the East, where the drawbridge is.
Things to investigate:
The three cages (one containing an Ogre Zombie, one containing two goats, and one that's open and ajar.
30 minutes have passed
Current Time: 11:44 AM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: -45°
Current Phase: Exploration
The Chokepoint Trap
Azalie leads the way, her senses on high alert as she peers down the north tunnel. She stands perfectly still, arms at her sides, palms facing the opening, taking deep, controlled breaths. The memory of a time when the group was trapped in a Giant’s cave flashes through her mind—this place smells the same, with an earthy undertone she can’t quite place.

“Mutt, can you listen to the south side?” she whispers, not taking her eyes off the tunnel. “We don’t want to pick the wrong door. It could be disastrous.”
Mutt nods. He moves silently to the south door, pressing his ear against the cold stone, straining to catch any sound from the other side. After a moment of intense listening, he pulls back, a frown on his face.

He returns shaking his head slightly. "I didn’t hear anything," he whispers, his voice tinged with unease. "This place is eerily quiet... and dark. It's almost like the calm before the storm."
Uptharr then surveys the dark chamber with a thoughtful expression. His gaze lingers on the caged ogre zombie.

"A sad creature, that one," he muses, his voice echoing slightly in the stillness. "But I think it's best we leave it be for now—along with the goats. We’ll come back for them once we’ve cleared this place."
Mutt, his brow furrowed in concentration, glances at the south passage.

"I don’t like this," he mutters, his eyes lingering on the caged ogre zombie. "If we have to make a hasty retreat, I don’t like the idea of that thing blocking our way. Is there anything we can do to make sure its cage can’t be opened?”
Uptharr considers Mutt's concern, with a serious expression.

"Aye, you're right to be wary, Mutt," he says, his voice low and thoughtful. "If we can find a way to jam the lock or wedge something against the cage door, it might slow the beast down if things go south. But with the Duergar about, we may not have much time. We’d better move quickly, take them by surprise, and pray we don’t need to make a retreat at all."
Skill Check Option:
If a player wants to attempt to jam the ogre zombie's cage door, they can make a Strength (Athletics) check or a Dexterity (Sleight of Hand) check. You must hav thieves' tools or any other tools that could be used to wedge or jam the lock (such as a crowbar).
Uptharr then shifts his attention to the north exit of the main chamber, a determined gleam in his eyes. "That way," he says, nodding toward the dark passage. "It looks like it leads deeper into the keep. If there are more of these Duergar lurking about, that's where we'll find them." Drawing his flail and mace, he gestures for Azalie to lead the way. “After you,” he adds with a respectful nod, his tone blending camaraderie with a warrior's resolve.
Fizzbum steps up next to Uptharr, his small form unusually quiet in the dark hall.

"Do you think we could take the goats with us when we leave? They look so scared, I'd hate to leave them in this dark cave by themselves." The little gnome’s eyes are wide with concern as he looks up at the towering paladin.
Uptharr gives Fizzbum a warm, reassuring smile and gently pats him on the shoulder. "Aye, Fizz, we’ll come back for the goats," he promises, his voice carrying the weight of certainty. "They’ll be safe with us once we’ve cleared out this Duergar Dump, as you so rightly put it. First, though, we need to make sure this place is secure."
Fizzbum, nodding in agreement, wiggles his fingers, and a small flame materializes over his staff, lighting the way before them. “If only I could stick that little sparky in an enclosed tube! Maybe with a glass top! That would be so handy,” he muses to himself as the flame flickers to life.
Dorf, meanwhile, grips his shield and axe tighter as he falls in behind Azalie, wondering why they’re even debating their next move. He’s ready to charge ahead, his warrior’s instincts telling him that action is better than hesitation.
The Chokepoint
The party proceeds northward, their footsteps echoing softly in the tunnel. They reach a long room divided by two open doorways. At the far end, an iron lever protrudes ominously from the wall. The air here is thick with tension, each of them sensing that something isn’t right.
Suddenly, Fizzbum’s sharp eyes catch sight of a Duergar lurking near the lever, trying to blend into the shadows. His heart skips a beat as he realizes

what’s about to happen. “Watch out! There’s a Duergar by the lever!” Fizzbum urgently whispers to the group, but before anyone can fully react, the Duergar, steps into view with a wicked grin.

Without hesitation, the Duergar yanks the lever down with a decisive pull. The trap is triggered instantly. Iron spikes spring from the floor and ceiling with a loud, metallic clang, slamming into place across each doorway. The party members are forced to make split-second decisions.
Azalie, Mutt, and Fizzbum are caught on the west side of the trap, while Uptharr and Dorf find themselves on the east side.
The realization of your separation sinks in quickly, but there's no time to waste. Each of you has a split-second decision to make. Fizzbums perception roll of 18 gave you enough warning to take the following actions:
You can remain where you are
You can make a split second decision to jump to the opposite side of the trap. (for example, if you are on the west side, you can try to jump to the east side). You must declare this and then make an Acrobatics skill check.
This must be handled first before you an interact with the Duergar who pulled the lever.
10 minutes have passed
Current Time: 11:54 AM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: -45°
Current Phase: Exploration
The Duergar Commander

The trap triggers instantly. Iron spikes spring from the floor and ceiling with a loud, metallic clang, slamming into place across each doorway, splitting the party. Mutt's instincts kick in, and he swiftly leaps back toward the Eastern room, his feet barely touching the ground as he avoids the deadly trap. He lands on the other side, rejoining Dorf and Uptharr, his heart pounding in his chest.

Dorf, determined to stay with the others, tries to leap forward to join Mutt. But as he does, the spikes catch his leg, clamping down with brutal force. Pain shoots through his leg as he is pinned between the spikes, taking 8 points of damage. His face contorts in pain, but he grits his teeth, refusing to let it slow him down.
Meanwhile, Fizzbum, momentarily caught off guard, watches Mutt’s quick retreat with wide eyes.

“Mr. Mutt?... Mutt?... MUTT?” he stammers, before realizing that he and Azalie are now on their own. Swallowing his nerves, Fizzbum lifts his staff, its tip glowing a phosphorescent green. With a determined nod to Azalie, he prepares himself for the imminent battle. “Well, I guess it’s you and me, Ms. Azzy. Let’s do this!”
Azalie stands firm, her mind flashing back to a similar trap she once narrowly escaped. The fear is there, but she quickly pushes it down. She remembers the giant’s cave—the smell of damp stone, the chill of the air, and the terror of being trapped in a pit, abandoned by those who were supposed to be her allies. But this time, it’s different. These people are her friends, and she won’t let fear control her. Her daggers slide smoothly from their sheaths as she faces the Duergar commander with a strange, almost eager grin.

“Well hello. Did you kiss your children today? Because it will be your last.” Her voice is calm, but there’s an edge to it—a lethal promise.
She turns her head slightly, shouting to Mutt and Uptharr on the other side of the spikes, “Be ready! They knew we were here.” Her grip tightens on her daggers, the cold metal a reassuring presence in her hands.
Dorf, struggling with the spikes pinning his leg, winces in pain. He knows he must free himself if he’s going to help his friends. Mutt, now safe on the other side, moves to assist him. Together, they tug and pull, trying to dislodge Dorf's leg from the vicious trap.
As the party scrambles, the Duergar wizard, still nursing a grudge from the earlier encounter, sneers at Nildar.

In Undercommon: "Zhaun, lil tluin l'tansun whol kyorl Brojk lu'vel'klar nintan l'wund udossta sled," he hisses, his eyes filled with cold fury. "Xal udos kre'tan udossta nindel ol zhahus wun l'jous."
Nildar nods, his cruel smile widening as he draws his weapon.

"You... die... here!" he growls in broken Common, his voice dripping with malice.
The wizard beside him begins to weave a spell, dark magic swirling ominously in the air around him. Meanwhile, on the other side of the spikes, a group of Duergar guards approaches with weapons drawn, their faces twisted in grim determination as they close in on Uptharr and Mutt. The tension mounts as the party braces for a brutal fight, now divided by the deadly trap that threatens to cut them off from one another.
Suddenly, the echo of heavy footfalls and guttural growls reverberates through the main hall. A door slams somewhere in the distance, followed by the unmistakable sounds of more Duergar closing in. The ominous clank of armor and the scrape of weapons against stone signal the arrival of a new threat, heading straight for Uptharr and Mutt.
Uptharr's eyes narrow as he hears the approaching enemies. He draws his flail with a flourish, the weapon humming with anticipation.

"Fear not, Mutt!" he calls out, his voice a booming beacon of confidence. "These foul fiends will soon learn the wrath of Helm's might! Stand strong, my friend—together, we shall turn their dark ambitions to dust!" He slams his mace and Flail together in several loud clangs, ready to face whatever is approaching.
Roll for initiative.
Note: Dorf, you need to make an Athletics Check (DC 15) to escape the spike trap, and free your leg. This check will be made when your turn comes up in Initiative.
15 minutes have passed
Current Time: 12:09 PM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: 55°
Current Phase: Exploration
Duergar Ambush - Round 1
Uptharr

Move: Uptharr advances cautiously, moving 5 feet closer to his foes, his eyes focused and determined.
Sacred Weapon: With a booming voice, Uptharr calls upon his divine power. "By the light of the righteous, I call upon your power! Let this weapon be a beacon of justice, shining through the darkness! No evil shall stand before me!" His flail begins to glow with an intense, radiant light, illuminating the entire area. The light is almost blinding, especially to creatures sensitive to brightness, forcing them to shield their eyes or recoil in discomfort.
Nildar Sunblight

Move: Nildar Sunblight takes a step forward, positioning himself to strike with deadly precision.
Melee Attack: Mockingly, Nildar sneers, "You think your arrows can pierce the darkness that I command? Foolish elf, your end is near. I’ll enjoy watching the light drain from your eyes as I crush your spirit beneath my War Pick, just like I’ve crushed countless others before you." He swings his Sunblight War Pick at Azalie, the weapon connecting with her side in a sickening crunch, dealing 14 points of damage. The force of the blow leaves her momentarily stunned.
Extra Attack: As Azalie reels from the first devastating strike, Nildar seizes the opportunity, his cruel grin widening. He brings his War Pick down once more with terrifying speed, the weapon slamming into her with bone-crushing force, dealing 12 more points of damage. Azalie stumbles, bloodied and battered, as the brutal assault threatens to overwhelm her.
Duergar Wizard

Cast Spell: The Duergar wizard locks eyes with Dorf, a sinister smile curling across his lips. "You aren’t going anywhere this time, Halfling." He weaves dark, arcane energies into a binding spell, attempting to paralyze Dorf with Hold Person.
Dorf Save Throw vs. Hold Person: Feeling the magical grip of the Hold Person spell tightening around him, Dorf summons all his willpower and lets out a fierce growl. His indomitable spirit breaks through the wizard’s enchantment, freeing him from paralysis.
Shadow Mastiff
Move: The shadow mastiff moves stealthily, positioning itself for an attack.
Melee Attack: The shadow mastiff lunges at Uptharr, but the intense light from the Sacred Weapon disorients it. The hound snaps at Uptharr, but misses entirely, its bite clamping down on empty air.
Mutt Bromwell

Cast Bonus Spell: Mutt strums a soothing melody and casts Healing Word towards Azalie. The gentle magic washes over her, mending her wounds and restoring 9 HP. Azalie feels the warmth of the healing energy flow through her, renewing her strength.
Cast Spell: Mutt, filled with determination after healing Azalie, extends his hand and casts Mage Hand, summoning a spectral, glowing hand. He sends the hand towards the trap lever, but the lever resists, barely budging under the limited strength of the magical hand.
Azalie

Azalie focuses intensely on Nildar Sunblight, her eyes narrowing as she calculates her next move. With a swift, deceptive feint, she makes it seem as though she`s about to strike him directly. Nildar, overconfident in his strength, braces for the attack—but in a flash, Azalie pivots on her heel and launches herself into the air. With the grace and agility of a seasoned ranger, she flips over the Duergar commander, her acrobatics perfect as she soars above his head. She lands behind him with cat-like precision, completely catching him off guard.
Melee Attack: Gracefully, Azalie lands behind the Duergar Commander and snickers, "I don’t fall that easily." She drives her bronze dagger into the Duergar Wizard's side, the blade finding its mark with precision and dealing 6 points of damage. The surprise attack leaves the wizard reeling.
Off-Hand Melee Attack: Gracefully, Azalie draws her jade dagger and swiftly stabs Nildar Sunblight in the back. "Get back here, you smelly bastard. Don’t touch my fucking friends!" The blade bites into his flesh, dealing 3 points of damage and forcing him to stagger forward.
Mellon
Ready an Action: Mellon retrieves a healing potion from Azalie's backpack and holds it ready for her to use.
Duergar Wizard
Save Throw: Despite the pain from Azalie’s attack, the Duergar wizard grits his teeth and focuses. With a successful CON save, he maintains his concentration on the Hold Person spell, keeping Dorf trapped in magical paralysis.
Dorf Thimblerigger
Disengage: With a mighty heave, Dorf grits his teeth and yanks his leg free from the vicious spikes, the sound of metal scraping against stone echoing through the chamber.
Duergar Guard
Move: The Duergar guard moves cautiously, positioning himself for a clear shot.
Range Attack: The first Duergar guard raises his crossbow, aiming at Uptharr despite the overwhelming brightness of the Sacred Weapon. The bolt misses its mark, clattering harmlessly against the stone wall behind him.
Duergar Guard
Move: The second Duergar guard moves to get a better vantage point.
Range Attack: The second Duergar, wary of the blinding light from Uptharr’s Sacred Weapon, carefully positions himself just outside its reach. He takes steady aim with his heavy crossbow, but the bolt misses its target, striking the ground far from Uptharr.
Ogre Zombie
Melee Attack: The Ogre Zombie, roused by the sounds of battle, begins to thrash violently within its cage. Its massive, decayed fists slam against the iron bars, causing the entire cage to rattle. The door groans under the strain, but the reinforced metal holds firm.
1 Round has passed
Current Time: 12:09 PM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: 55°
Current Phase: Exploration
Duergar Ambush - Round 2
Uptharr

Melee Attack: With a powerful swing, Uptharr brings his glowing Sacred Weapon down on the Shadow Mastiff. "By the light of the righteous, I shall cleanse this darkness! Stand strong, my friends—we shall not fall this day!" His flail crashes onto the Shadow Mastiff with divine might, the radiant energy searing through the creature and dealing 11 points of damage. The Mastiff howls in pain, reeling from the powerful blow.
Off-Hand Melee Attack: Happily, Uptharr follows up his strike with a swing of his off-hand weapon. Initially, it seems like his sword will miss, but fate intervenes, and the blade grazes the Mastiff’s flank, dealing 1 point of damage—a small but significant hit.
Nildar Sunblight

Grapple Attempt: Excitedly, Nildar eyes Azalie with a cunning grin and attempts to grapple her, trying to lift her off the ground and slam her into the wall. However, Azalie plants her feet firmly and shoves him away, sending him stumbling back and foiling his plan.
Melee Attack (Action Surge): Angrily, frustrated by the failed grapple, Nildar taps into his reserve of strength. "You think you’re clever, elf?" he sneers. "I’ll show you the price of your insolence." He swings his Sunblight war pick, tearing through Azalie’s armor and flesh, leaving a jagged wound across her side. Azalie gasps as she takes 13 points of damage.
Extra Attack: With a vicious snarl, Nildar follows up his attack with a brutal swing aimed at Azalie’s head. The war pick crashes into her skull with a sickening thud, dealing 10 more points of damage. Blood trickles down her face as she struggles to remain conscious.
Duergar Wizard
Cast Spell (Fear): Delighted, the Duergar wizard chants in a harsh, guttural voice, projecting a phantasmal image of his enemies' worst fears. A wave of dark energy radiates out, engulfing Azalie, Dorf, Fizzbum, and even Nildar Sunblight. The oppressive force of fear grips them all.
Azalie
Move: Azalie moves away from the danger, her breath ragged as she begins to retreat. As she starts her turn near the Healing Spirit fairy, the spirit heals her for 5 points.
Attack of Opportunity: Happily, as Azalie tries to retreat, the Duergar wizard lashes out with his quarterstaff, exclaiming, "Not so fast, Elf!" His staff, however, clatters against Azalie’s Duergar scale armor, failing to harm her as she swiftly moves away.
Save Throw vs Fear Spell: Failure: Azalie fights against the fear the Duergar wizard cast upon her, but she fails to overcome it, remaining under the spell's effects.
Azalie takes hit after hit. Hiding her pain, so her friends don’t know just how scared she is. She was able to stay on her feet.
Her ears fill with the sound of the wind howling.
She can’t make anything out. Her eyesight going in and out. She feels nauseous, her side burning and strangely cold.
She stayed on her feet. She gasps in desperation, hoping Mellon can hear her mouth moving. Her whispers are just puffs of air, as she can’t gather enough strength to move her lips.

She is still standing. She tries to straighten up to look the dwarf in the face. “Oops, cough, you missed, cough.” Azalie spits blood at his feet.
Suddenly, her sense of smell returns. The room is enveloped in a sulfur like smell. Azalie is instantly gripped by terror. The smell is similar, too similar.
Reality comes crashing upon her. She starts holding her head, gripping it tightly with her hands, her fingering digging into her scalp. “..I-I-I..I’m going to d-d-d-“, she shutters with the thoughts of pain worse than death.
“Make it stop.” She calls out. “Somebody, please, make it stop.” Azalie just rocks back and forth, unsure of what to do or where to go. Her reality before her is not the same as it once was.
Condition: Fear
Mutt Bromwell
Move: Mutt shifts his position, moving 5 feet closer to Azalie.
Use an Object: Mutt pulls out a scroll from his pack, chanting the incantation to summon a Healing Spirit. A tiny, radiant fairy appears and flutters around Azalie, trailing healing magic. The fairy's presence provides a constant source of healing as the battle continues.
Cast Bonus Spell: Mutt sends another wave of healing energy towards Azalie. The magic flows through her, knitting her wounds and restoring 11 HP, invigorating her for the next phase of the fight.
Mellon
Move: Mellon silently moves into position.
Help Action: Indifferently, Mellon retrieves a lesser healing potion from Azalie’s pack, offering it to her. Azalie quickly drinks the potion, regaining some of her strength. She recovers 5 HP as the bird administers the potion to her.
Fizzbum Lilypad

Save Throw: Not speaking, Fizzbum feels the dark energy of the Fear spell trying to take hold, but with his Gnome Cunning, he successfully shrugs off the effect, remaining unshaken.
Multi-Target Spell (Heat Metal): Angrily, Fizzbum narrows his focus on Nildar Sunblight. "Take that, Mr. Hot Pants!" he exclaims as he channels his magical energy into the Heat Metal spell. Nildar’s armor, already glowing red-hot, flares even brighter as the heat intensifies. Nildar’s face contorts in agony as the searing metal burns into his flesh, dealing 9 points of heat damage.
Melee Attack: Excitedly, Fizzbum raises his Swamp Staff, now crackling with the natural magic of Shillelagh. "Swamp Power!" he shouts, swinging the staff at Nildar. The blow lands solidly, sending a shockwave through Nildar’s body, dealing 7 points of damage as the impact reverberates through his armor.
Dorf Thimblerigger
Save Throw vs Fear Spell: Failure Dorf, struggling with the fear gripping his heart, fails to overcome it. The dark magic of the Duergar wizard continues to paralyze him with dread.
Move: Dorf takes a cautious step back, moving 5 feet away from the immediate danger.
Condition: fear
Duergar Guards
Move: One Duergar guard silently moves into position, stepping closer to the action.
Use an Object: Anxiously, the second Duergar guard rushes over to the Ogre Zombie’s cage, desperately trying to remove the jam that Mutt had placed earlier. Despite his efforts, the jam holds firm, keeping the Ogre Zombie trapped within.
Throw Weapon: Frustrated by his missed crossbow shot, the third Duergar guard drops his weapon and hurls a javelin at Uptharr. But the blinding light of Uptharr’s Sacred Weapon throws off his aim, causing the javelin to miss entirely.
Ogre Zombie
Melee Attack: Delighted, the Ogre Zombie continues to thrash inside its cage, bashing the iron door with relentless fury. The entire structure shakes with each blow, but the jammed mechanism keeps the creature trapped, despite one Duergar guard’s frantic attempts to free it.
2 Round has passed
Current Time: 12:09 PM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: 55°
Current Phase: Exploration
Duergar Ambush - Round 3
Uptharr

Melee Attack: Angrily, Uptharr swings his Sacred Weapon flail with righteous fury at the Shadow Mastiff. "I don’t have time for this! Die, Beast!" The flail connects with a solid thud, the radiant energy surging through the creature’s shadowy form. The Mastiff howls in pain as the holy power courses through it, dealing 7 points of damage. The light from the flail burns away at the darkness cloaking the Mastiff, weakening it further.
Off-Hand Melee Attack: Regaining his balance, Uptharr quickly follows up with a strike from his bronze mace. The weapon connects with the Shadow Mastiff, landing a solid blow that elicits a pained growl from the creature, dealing 4 points of damage.
Nildar Sunblight

Melee Attack: Angrily, Nildar, his face twisted in agony and rage, glares at Fizzbum with murderous intent. "You’ll pay for this, little gnome! I’ll tear you limb from limb and crush that tiny skull of yours! The last thing you’ll hear is your own bones snapping under my war pick!" His voice drips with venom as he swings his Sunblight War pick at Fizzbum. However,

Mutt’s quick wit and sharp tongue intervene. "Hey Dumb-gar! You’re more dim than dark!" Nildar, momentarily thrown off by Mutt’s biting words, falters just as his War pick is about to connect with Fizzbum. The distraction causes his swing to go wide, missing Fizzbum entirely.
Melee Attack: Consumed by rage, Nildar swings his War pick again, but in his fury, his grip falters. The weapon slips from his hands, flying across the room before embedding itself deep into the spiked wall, out of Nildar’s reach. He snarls in frustration, momentarily disarmed and forced to rethink his next move.
Duergar Wizard

Cast Spell (Wither and Bloom): Ecstatically, the Duergar wizard weaves dark, necrotic energy in his hands. "Let the very life drain from your bones, halfling! Feel the decay of the earth claim you as your strength withers away!" He casts Wither and Bloom, spreading a wave of necrotic energy meant to sap Dorf’s vitality. The dark energy pulses outward, targeting Dorf, Fizzbum, Azalie, and Mellon.
Mutt Bromwell

Range Attack: Mutt takes aim with his light crossbow, his eyes locked on the Duergar wizard, and releases a bolt with pinpoint accuracy. The bolt strikes the wizard’s Ioun stone directly, shattering it in a burst of arcane energy. The wizard reels as the blast surges through him, dealing 22 points of damage. The defensive item is destroyed, leaving the wizard exposed and vulnerable.
Duergar Wizard Save Throw (Concentration): Reeling from Mutt’s critical hit, the wizard struggles to maintain his composure. The force of the blast overwhelms him, and he fails to keep his focus. The Fear spell falters, and with it, the oppressive dread that had gripped the battlefield lifts, freeing the minds of those affected.
Move: Mutt moves 10 feet, closing in on the action.
Class Feature (Bardic Inspiration): Sternly, Mutt shifts his attention to Uptharr. "Hold fast, Uptharr! We will sing about this day!" He strums a powerful chord, filling Uptharr with renewed vigor and determination, granting him Bardic Inspiration.
Azalie
Save Throw (Wither and Bloom): Azalie, feeling the necrotic energy of Wither and Bloom trying to sap her strength, steels herself and draws upon her inner resilience. With a determined effort, she resists the full brunt of the spell, taking only half damage. Instead of the full force, Azalie takes 5 points of damage.
Move: Azalie moves swiftly towards the lever, ready to act.

Use an Object: Fearfully, Azalie spots the lever that controls the deadly spike trap. "Mutt, Uptharr, help me." She yanks on the lever, and the spikes retract back into the walls and floor, resetting the trap. The path is now clear.
Melee Attack: Playfully, Azalie glares at the Wizard. "I’m not done with you. Your dog bites hard, but he’s going to die." She flips her bronze dagger into a suitable stabbing position and drives it into the Duergar wizard’s side, dealing 7 points of damage.
Mellon
Save Throw (Wither and Bloom): Mellon, feeling the necrotic energy of Wither and Bloom trying to sap its vitality, steels itself and manages to resist the full force of the spell. The dark magic still bites into Mellon’s flesh, but it only suffers 5 points of damage.
Move: Mellon moves 40 feet, positioning itself for the next attack.
Melee Attack: Mellon dives in with sharp focus, aiming to strike the Duergar guard with its beak. However, a sudden shift in the air currents causes Mellon to misjudge the attack. The beak skims off the guard’s armor, and the hawk crashes to the ground, landing awkwardly with a thud, momentarily dazed.
Fizzbum Lilypad

Save Throw (Wither and Bloom): Fizzbum, caught in the necrotic energy of Wither and Bloom, feels the life force being drained from him. Despite his efforts to resist, the spell overwhelms him, and he fails his save throw, taking 9 points of damage.
Melee Attack: Fearfully, Fizzbum swings his Shillelagh-enhanced staff at Nildar. "Stop trying to hit me, Rude boy!" The staff lands a solid hit, dealing 7 points of damage.
Cast Bonus Spell (Healing Word): Fizzbum quickly murmurs the words of a healing spell, sending a wave of restorative magic towards Azalie. The healing energy flows into her, restoring 9 HP.
Dorf Thimblerigger

Class Feature (Rage): With a roar, Dorf taps into his inner fury, activating his rage. His muscles tense, and his eyes blaze with a feral intensity, fueling his strength and resilience for the battle ahead.
Melee Attack: Dorf swings his Dwarven Hand Axe at Nildar, landing a powerful hit. The blow deals 10 points of damage, causing the Duergar commander to stagger under the force of the attack.
Duergar Guards
Use an Object: Dumbfounded, the Duergar guard continues to fumble with the jammed mechanism on the Ogre Zombie’s cage. After much effort, he finally manages to open the cage, and the Ogre Zombie lumbers out, groaning.
Move: Another Duergar guard moves 20 feet, closing in on the party.
Melee Attack: Angrily, one of the Duergar guards, shielding his eyes from the blinding light of Uptharr’s Sacred Weapon, charges forward with a snarl. He curses the brightness as he swings his war pick at Uptharr, but the blinding light disorients him completely. His grip slips, and the weapon flies out of his hand, clattering to the ground several feet away. Off-balance and weaponless, the guard stumbles forward, nearly tripping over his own feet.
Ogre Zombie
Move: The Ogre Zombie lumbers out of its cage, moving 15 feet toward the party.
Throw Weapon: Angrily, the Ogre Zombie, in a fit of frustration, hurls a large femur bone at Uptharr. However, the throw is clumsy and inaccurate, and the bone misses Uptharr, clattering harmlessly to the ground nearby.
3 Round has passed
Current Time: 12:09 PM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: 55°
Current Phase: Exploration
Duergar Ambush - Round 4
Uptharr

Melee Attack: Angrily, Uptharr, his patience wearing thin, raises his flail high and lets out a powerful battle cry. "Enough of this! Face the light, creature of darkness!" His voice booms with righteous fury as he swings his radiant flail at the Shadow Mastiff. The holy power surges through the weapon, and the impact is devastating. The Mastiff yelps as it’s struck, the light overwhelming its shadowy form. The blow deals 12 points of damage, and with a final whimper, the creature collapses, its dark essence dissipating as it falls lifeless to the ground.
Off-Hand Melee Attack: Excited, Uptharr turns to one of the Duergar guards after felling the Shadow Mastiff. "Your dog is dead! You are next!" With those words, he swings his mace with his off hand, striking the guard solidly. The blow lands with a satisfying crunch, dealing 5 points of damage and causing the guard to stumble back in pain.
Nildar Sunblight

Move: Nildar moves 5 feet to retrieve his dropped War Pick, lifting it off the ground with a sinister grin.
Character Feature (Mind Mastery): Delighted, Nildar focuses his will on Dorf, his eyes gleaming with malicious intent. "Your mind is weak, halfling. Strike down your ally!" Dark energy swirls around his fingers as he invokes his sinister ability, Mind Mastery, compelling Dorf to attack Fizzbum.
Dorf vs Fizz Attack of Opportunity: Indifferently, under Nildar’s control, Dorf swings his Dwarven Hand Axe at Fizzbum, dealing 11 points of damage plus 2 points of Rage damage, for a total of 13 damage.
Melee Attack: After regaining his weapon, Nildar attempts to strike Fizzbum, but his attack misses, leaving him enraged.
Duergar Wizard

Cast Spell (Ice Knife): Delighted, the Duergar wizard conjures an Ice Knife, his voice ringing out with a chilling tone: "Feel the bite of winter’s wrath! Let the cold pierce your heart!" With a swift motion, he hurls the icy dagger toward Uptharr. The knife strikes, dealing 4 points of damage. As it shatters, the icy blast spreads out, catching both Uptharr and Mutt in its frigid wake. Mutt is caught fully by the icy shards, taking 13 points of cold damage. Uptharr, however, successfully avoids further damage by raising his shield just in time.
Bonus Spell (Misty Step): Gracefully, the wizard teleports to the other side of the trap, appearing behind Mutt and Uptharr.
Mutt Bromwell
Range Attack: Mockingly, Mutt reloads his crossbow with a Bolt of Petrifying, aiming at the Duergar wizard. "Well now, what’s happened to your little bauble?" He releases the bolt, which strikes the wizard, dealing 4 points of damage. The petrifying magic overtakes the wizard, turning him to stone.
Save Throw (Petrification): The wizard, caught off guard by Mutt’s Bolt of Petrifying, feels the cold magic spread through his body. He fails his saving throw, and in a matter of moments, his form turns to solid stone. His expression of terror is frozen in place, leaving him as a lifeless statue on the battlefield.
Dorf Thimblerigger

Melee Attack: Angrily, fueled by his relentless rage, Dorf strikes Nildar with his Dwarven Hand Axe, dealing 13 points of damage in a powerful blow. His fury is so intense that his words turn into snarls as he focuses all his rage on Nildar.
Shield Bash: Angrily, after landing his axe strike, Dorf attempts to overwhelm Nildar with a powerful shield bash. However, Nildar deftly deflects the incoming shield with his War Pick, successfully blocking the attack.
Fizzbum Lilypad

Use an Object: Fizzbum, realizing the dire situation, attempts to use a Potion of Healing to recover some health. The potion restores 10 HP to the gnome.
Melee Attack: Disgusted, Fizzbum swings his Swamp Staff at Nildar. "I don’t like you very much!" He misses the strike, but remains determined to bring down the Duergar commander.
Azalie

Range Attack: Angrily, Azalie sees the commander rearm himself and shakes her head. "I hope this hurts." She releases a blessed arrow at his face but misses her target.
Mellon
Dodge: Mellon, focusing entirely on avoiding attacks, takes the Dodge action, ensuring that any attack rolls made against it have disadvantage until the start of its next turn.
Duergar Guards
Move: One of the Duergar guards moves 5 feet closer to Uptharr, while another, determined to gain the upper hand, attempts to grapple with Uptharr. Despite the guard’s best efforts, Uptharr manages to twist free, breaking the grapple and standing tall.
Range Attack: Mockingly, one guard taunts Uptharr, "Your light god won’t save you, Paladin!" as he attempts a crossbow shot. The Duergar Guard fires a bolt but his aim is off, blinded by Uptharrs sacred weapon, and the shot misses.
Ogre Zombie

Move: The Ogre Zombie lumbers forward, moving 5 feet closer to Uptharr.
Grapple: Indifferently, the Ogre Zombie, seeing an opportunity, lumbers forward and reaches down with its massive, decayed hand. With a grunt, it grabs Uptharr, lifting him off the ground with terrifying ease. The Paladin struggles, but the zombie’s grip is like iron. With a low, guttural growl, the Ogre Zombie hurls Uptharr backward, sending him crashing into Mutt.
Save Throw Required: Mutt must make a DEX Save Throw, DC 14. On a failed save, Mutt will take 2d8 bludgeon damage, and be knocked prone, or half as much on a successful save and not be knocked prone
4 Rounds have passed
Current Time: 12:09 PM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: 55°
Current Phase: Exploration
Duergar Ambush - Round 5
Uptharr

Move: Uptharr stands up from being prone, dusting off his armor with a confident grin, costing 15 feet of movement.
Melee Attack: Playfully, Uptharr charges toward the Ogre Zombie, his flail whirling in the air. "Well, that was quite the throw! But you see, I don’t stay down for long. Now, let’s dance, you overgrown sack of bones!" His flail smashes into the Ogre Zombie with a sickening splat, dealing 12 points of damage, sending chunks of decayed flesh splattering across the battlefield.
Off-Hand Melee Attack: With a grin, Uptharr swings his bronze mace with humor and determination. "Let’s see if we can knock some sense into that thick skull of yours—though I doubt there’s much left up there!" The mace connects with a solid thud, dealing 6 points of damage as the zombie's head snaps back from the force, bits of rotting flesh flying.
Nildar Sunblight

Character Feature (Blazing Cyclone): Nildar grips his War Pick tightly, unleashing a Blazing Cyclone, swirling his weapon in powerful arcs. "You’ll all burn in the fires of my wrath! There’s no escape from the flames that will consume you!"
Dorf Save Throw vs Blazing Cyclone: (Fail) Dorf is caught in the vicious cyclone, failing his save, but thanks to his rage, the 16 points of damage is halved to 8 points, keeping him standing. Azalie and Fizzbum, however, succeed in their saves and take only 8 points of damage.
Azalie Save vs Blazing Cyclone: (Success) Azalie braces herself as the fierce winds of Nildar’s Blazing Cyclone whip around her. With quick reflexes, she ducks and rolls to avoid the full force of the attack. She rolls a 22 on her Dexterity save, easily surpassing the DC 15. Thanks to her swift movements, she takes only half damage, suffering 8 points of slashing and fire damage but managing to avoid being thrown off balance. Despite the pain, Azalie remains steady, her eyes focused on Nildar, ready to strike back.
Fizzbum Save vs Blazing Cyclone: (Success) As Nildar's Blazing Cyclone rages around him, Fizzbum tries to dodge the swirling force of slashing wind and fire. Despite his small size, the gnome's movements aren't quite fast enough to avoid the attack entirely. Fizzbum rolls a 12, failing to meet the DC 15 save. The cyclone tears into him, dealing 16 points of slashing and fire damage. Fizzbum winces in pain, barely managing to stay on his feet as the fiery whirlwind subsides.
Move: Nildar repositions himself 5 feet back to better align for his next strike.
Mutt Bromwell

Cast Spell (Shatter): Mockingly, Mutt casts Shatter, a loud ringing noise erupting in the Duergar Wizard’s direction. "You might want to cover your ears." The spell strikes true, dealing 7 points of Thunder damage to the wizard.
Bonus Spell (Healing Word): Mutt, feeling the sting of battle, murmurs a quick incantation, healing himself for 8 HP.
Azalie

Cast Spell (Hunter’s Mark): Azalie, with a sly grin, places Hunter’s Mark on the Duergar Wizard, marking him as her target.
Range Attack: *KILL SHOT * Sternly, Azalie draws her bow. "I didn’t say I was finished with you. Stay still, you snake." She releases a holy arrow, striking the Duergar Wizard in the chest. The arrow, combined with Hunter’s Mark, deals 15 points of damage, killing the wizard as he collapses to the ground.
Move: Azalie moves 15 feet forward, repositioning for her next attack.
Mellon’s Turn:
Dodge Action: Mellon, focusing entirely on avoiding attacks, darts and weaves in the air, constantly adjusting its flight path to stay out of harm's way. The hawk's sharp eyes remain locked on the battlefield, ready to react to any danger. Until the start of Mellon’s next turn, any attack rolls made against the hawk will have disadvantage, and Mellon will have advantage on Dexterity saving throws.
Fizzbum Lilypad

Melee Attack: Fizzbum attempts to strike Nildar with his Swamp Staff but is blocked by the Duergar commander’s defenses.
Use an Object: Anxiously, Fizzbum tosses a Frozen Shield bomb, creating a protective icy barrier over Mutt. The shield will absorb up to 30 points of damage before shattering. "Ogre`s are NOT like onions Mr. Mutt! Let`s see if this helps keep the stench down!"
Dorf Thimblerigger

Melee Attack: Angrily, Dorf swings his Dwarven Hand Axe at Nildar, but Nildar dodges, leaving Dorf snarling in frustration as his attack misses.
Shield Bash: Dorf follows up with a savage shield bash. "Does this shield look familiar Nildar? I took it off your friend that I killed yesterday. Tell me, how does it taste?" The shield connects, breaking Nildar's nose with a sickening crunch, dealing 12 points of damage.
Duergar Guards
Grapple Attempt: Angrily, one Duergar guard tries to grapple Uptharr. "You will pay for your insolence, Human!" Uptharr easily sidesteps, rolling a 17 against the guard's weak roll of 5.
Range Attack: Another guard curses in Undercommon and fires his crossbow at Uptharr. The shot misses, clattering harmlessly against the stone.
Move: A third guard moves 20 feet toward the battle, ready to assist his comrades.
Ogre Zombie
Grapple Attempt: The hulking Ogre Zombie lumbers forward, attempting to grab Uptharr. The Paladin rolls a 13 against the zombie’s 9, successfully dodging the clumsy attempt.
Melee Attack: Indifferently, the slobbering Ogre Zombie reaches out again, attempting to grab Uptharr, but the Paladin maneuvers out of its grasp. Frustrated, the zombie tries to lift Uptharr off the ground but fails, its decayed hand slipping off the Paladin's armor.
5 Rounds have passed
Current Time: 12:09 PM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: 55°
Current Phase: Exploration
Duergar Ambush - Round 6
Uptharr

Off-Hand Melee Attack: "Time for you to sleep!!!" Without hesitation, Uptharr follows up his powerful strike with a swift swing of his off-hand mace. The weapon crashes into the Duergar guard's chest with a sickening thud, dealing 4 points of damage. The guard’s eyes widen in shock as the force of the blow crushes his ribs, causing him to collapse to the ground. With blood trickling from his mouth, the Duergar lets out a final, ragged breath before going still. The guard is left dying, his body motionless at Uptharr’s feet. The light of the Sacred Weapon pulses brightly as the Paladin stands victorious over his fallen foe.
Melee Attack: "It is you that will fall, black Dwarf! Time for the light of Helm to purify you!!" Uptharr grips his flail tightly, his eyes burning with divine fury. He swings the radiant weapon at the Duergar guard, calling upon his divine powers. "By the light of justice, you will fall!" The flail arcs through the air, guided by the +4 from his Bardic Inspiration and +3 from the Sacred Weapon, striking the guard with full force. The flail slams into the guard’s face, dealing 8 points of physical damage. Holy energy surges through him, unleashing a devastating Divine Smite that adds another 11 points of radiant damage, for a total of 19 points of damage. The guard’s face contorts in agony as the blow knocks out teeth and sends blood spraying across the stone floor. Staggering backward, he barely manages to stay on his feet.
Nildar Sunblight
Class Feature: Nildar, focuses himself and uses his Second Wind, to regain some vitality. Nildar, bloodied and battered, grits his teeth as he taps into his inner reserves of strength. His breathing steadies as he uses Second Wind, a surge of vitality flooding through his body. The wounds on his flesh begin to close as he recovers 12 hit points. With a wicked grin, Nildar straightens up, gripping his war pick tightly, his eyes burning with renewed determination. "Not so easy to kill, am I?" he sneers.
Melee Attack: Nildar, now reinvigorated, snarls as he swings his war pick at Dorf with fierce determination. The first strike arcs downward with deadly intent, aimed directly at Dorf’s shoulder. But the raging halfling is quick on his feet, ducking just in time. The war pick slices through the air, missing its mark entirely, the force of the blow causing sparks to fly as it slams into the stone floor behind him.
Melee Attack (Extra Attack):Frustrated, Nildar wastes no time and follows up with a vicious horizontal strike, the war pick whistling as it cuts through the air. Despite the ferocity of the attack, Dorf deftly sidesteps at the last second, the weapon whizzing past him, missing by inches. Nildar growls in frustration, unable to land a blow on the nimble barbarian.
Mutt Bromwell

Cast Spell: "To zom-be or not to zom-be…what was the question?" Mutt's Vicious Mockery spell bites into the Ogre Zombie's simple mind, causing it to flinch in confusion and frustration. The psychic energy deals 1 point of damage, but more importantly, the zombie now suffers disadvantage on its next attack as Mutt’s mocking words echo in its hollow thoughts.
Azalie

Cast Bonus Spell: Exhausted! Azalie is feeling the weight of the constant damage and needs to end this sooner than later. She casts Hunter’s Mark onto Nildar. "What do you think about me now?" Azalie moves her Hunter's Mark onto Nildar, as she prepares to fire her bow.
Range Attack: Azalie scrunches her face, mocking Nildar. "Blah, Insolent elf, blah, blah, blah." Azalie giggles. "Tell that to your devil. You’re headed to the Nine hells." She fires her bow, straight at his face. However, the shot veers off course at the last moment, and the arrow misses, sailing past Nildar and striking the wall behind him.
Mellon
Dodge:Mellon focuses entirely on avoiding attacks. Until the start of his next turn, any attack roll made against him has disadvantage, and he makes Dexterity saving throws with advantage.
Fizzbum Lilypad
Cast Spell: Fizzbum conjures a small ball of flame in his hand, the fire flickering brightly as he hurls it toward Nildar. However, the flame flies wide, missing its target and fizzling out as it hits the ground. Nildar remains unscathed as Fizzbum prepares for his next move.
Move:Fizzbum moves from T5 L15 to T5 L20.
Dorf Thimblerigger

Melee Attack:Dorf, laughing at Nildar’s new look, says, "Let’s see what else I can break on you, shall we?" His fury unrelenting, Dorf swings his Dwarven axe with all his might. The blade finds its mark with a lucky strike, cleaving into Nildar with brutal force. The blow deals 12 points of damage, and with the added power of his rage, another 2 points for a total of 14 points of damage. Nildar staggers from the blow, feeling the full weight of the barbarian’s wrath.
Shield Bash:As Nildar staggers from the vicious axe blow, Dorf quickly follows up with a shield bash, aiming to capitalize on the moment. But Nildar, with a snarl of determination, taps into his reserves and raises his Pick Axe just in time. Using his Parry (+3 AC) ability, he skillfully deflects the incoming shield with a metallic clash, causing Dorf's shield bash to miss. Nildar smirks, standing his ground despite the assault.
Duergar Guard
Melee Attack:Cursing Uptharr in Undercommon, the Duergar guard raises his Pick Axe and swings angrily into the blinding light of Uptharr's Sacred Weapon. The guard, fueled by frustration, charges straight at Uptharr, ignoring the radiating light. With a fierce swing, his Pick Axe slams into Uptharr, dealing 14 points of damage.
Move:Another Duergar guard moves from T35 L40 to T20 L30.
Ogre Zombie
Melee Attack (GRAPPLE): Groaning, the Ogre Zombie again attempts to grapple with Uptharr. The Ogre Zombie seizes an opportunity, lunging forward and wrapping its massive hand around Uptharr's leg. With a strength that Uptharr can't match in the moment, the zombie hoists the Paladin up off the ground, dangling him upside down. Uptharr struggles to break free, but the zombie’s grip is too tight. As Uptharr swings helplessly, the Ogre Zombie leans in close, letting out a deafening roar directly in his face, its decayed breath thick in the air.
Move:The Ogre Zombie, with Uptharr still gripped tightly by the leg, begins dragging him away from the battle. The Paladin, dangling upside down, is helpless as the massive creature lumbers back into the dark hallway, pulling him farther from his comrades. The heavy thud of the Ogre's footsteps echoes through the corridor, the sound of the battle fading as Uptharr is dragged away from the fight.
6 Rounds have passed
Current Time: 12:09 PM
Date: Fourthday , 24 , Alturiak , 1742
Temperature: 55°
Current Phase: Exploration
Player Replies Below
Azalie takes hit after hit. Hiding her pain, so her friends don’t know just how scared she is. She was able to stay on her feet.
Her ears fill with the sound of the wind howling.
She can’t make anything out. Her eyesight going in and out. She feels nauseous, her side burning and strangely cold.
She stayed on her feet. She gasps in desperation, hoping Mellon can hear her mouth moving. Her whispers are just puffs of air, as she can’t gather enough strength to move her lips.
She is still standing. She tries to straighten up to look the dwarf in the face. “Oops, cough, you missed, cough.” Azalie sips blood at his feet.
Suddenly, her sense of…
Azalie smirks as she leans her weight into the hilt of her dagger. The blade slowly sliding further into the wizard. “Shouldn’t have let that one go. He’s going to kill you.” Azalie screams towards Dorf, “Dorf, off with his head!”
As the noises of their captures grow near, Azalie can feel her eyes wading in tears. “Oh shit.” She whispers out loud.
Dorf sees the Duergar hit the switch and dives towards him past the trap.(acrobatics roll)
Azalie stands firm when the dark dwarf comes into her view. The lever goes down and spikes shoot up behind her. The team immediately seperates.
Azalie has been in this predicament before. Not the same exactly. Those people weren’t her friends. They pushed her into that pit, hoping her death would keep them alive. She is the only one still standing from that group.
She can feel fear building inside her gut, “No! Wai..!” Mutt moves with speed and makes it safely across the spikes. Rejoining Dorf and Uptharr. Her chance to keep him close didn’t work.
She sees that Fizz is still with her. She gets a chill thinking about what’s about to happen to this dwarf. Azalie doesn’t…