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03:27, 19th April 2024 (GMT+0)

Chapter Ten: Hunting Zariel.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 984 posts
Thu 25 Mar 2021
at 13:54
  • msg #1

Chapter Ten: Hunting Zariel

The party piled into the Demon Grinder and returned to the Crypt of the Hellriders, where they were met with a chaotic scene: a black-armored devil atop a fiery steed commanded an army of lemures, hideous blobs of molten, stinking flesh that oozed across the ground as they moved. Merregons, the masked, halberd-wielding devils that had haunted the party's dreams ever since they first encountered them, moved among the lemures, barking orders that the fiendish blobs seemed barely able to comprehend. It was too soon for  Haruman to have risen already, but judging by the nightmare-riding devil's armor, this was one of the death knight's lieutenants.

Ghostly Hellriders defended the crypt, and though they were outnumbered, each one of them seemed the equal of five devils.

The black-armored commander, seeing the approaching war machine, pointed his fiery lance towards it and prepared to charge.

The devils rolled 3 for their initiative, so I'm just going to have you all go first. I'll resolve your actions in whatever order you post them, unless someone specifically says they want to go after someone else.

You're still inside the Demon Grinder right now (we'll assume DW is driving), so you can choose to use its attacks or your own. You can also assume the devil will reach melee distance this round unless someone does something to stop him.

With your actions, you can either attack the commander directly or you can do something to try to bolster the chances of the ghostly Hellriders. What exactly the latter would look like is up to you. I will say that any sort of single-target spell or attack would be better spent on the commander or one of your allies, but I'll roll for the battle between devils and Hellriders each round, and an AOE buff or attack from you will improve the Hellrider's odds.

Caprice Nathaire
player, 589 posts
Magnificent Warlock (10)
AC: 14 | HP: 63 / 63
Fri 26 Mar 2021
at 06:58
  • msg #2

Chapter Ten: Hunting Zariel

The Demon Grinder rumbled across the blasted deserts of Avernus toward the Tomb of the Hellriders, which turned out to be under siege.  Squinting against the stinging sand, Lady Caprice remarked, “It would seem that some have taken Haruman’s defeat personally.  Their retribution is misdirected, but we’ve arrived just in time to give his army the same treatment.”  From her harpoon turret Lady Caprice began the dramatic gesticulations to begin to conjure a blazing column of light that illuminated the blackened clouds overhead.  As she gathered her power she remarked to her comrades, “Manage the fiendish commander if you would, darlings!  I shall keep this army at bay.”

With that, Lady Caprice shone her grand illumination onto the battlefield into a blazing aurora of chromatic radiance almost too bright to look at.  Sheets of colorful fire burned through the center of the fiendish ranks, searing and blinding all that it touched.  The crypt was now blockaded by a wall of radiance that up the battlefield like the sunlight that had never touched this plane of damnation, and it was glorious to behold.


  • Cast Wall of Light oriented sideways in a 10' wide, 5' tall, 60' long wall to cut the devilish army in two, leaving half the devils with the Hellriders and the other half in the wall or forced to go through it to reach the crypt!  If I can catch the devil commander that’s cool too, but I’m sure my pals can manage him while I do crowd control :)
    • Everyone in the wall needs to make a DC 17 Con save or take 15 radiant damage and be blinded for 1 minute!  Save for half and no blind.  Blinded creatures can make a DC 17 Con save at the end of their turns to try to see again.
    • The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
    • A creature that ends its turn in the wall takes 4d8 radiant damage, no save.
    • The wall lasts for 10 minutes, concentration
  • Ready to use Misty Escape if hit, to teleport to another position on the Demon Grinder and become invisible

23:26, Today: Caprice Nathaire rolled 15 using 4d8.  Wall of Light.

Elsbeth Du'Crey
player, 291 posts
Human Hellrider
AC 19 | HP 73/73
Fri 26 Mar 2021
at 11:48
  • msg #3

Chapter Ten: Hunting Zariel

Elsbeth was trying to figure out how to get safely down and to the Hellriders to help when the wall of light appeared.  It was glorious in this wasted landscape and filled her with hope.  It would also be more effective than she ever could be.

Her attention returned to the closing rider.  She knew the devastation that Ren could do with that ball.  She aimed the harpoon at the mount and played a cat & mouse game with him hoping to drive him into the path of the ball to avoid the harpoon.

Help action for Ren on Wrecking Ball
This message was last edited by the player at 14:02, Fri 26 Mar 2021.
Sir Ren Hawthorne
player, 755 posts
Fri 26 Mar 2021
at 13:20
  • msg #4

Chapter Ten: Hunting Zariel

Manning the controls of the wrecking ball to the best of his ability, Ren sent the massive bludgeon careening towards the infernal general hoping to knock him clean off of his mount.

With Elsbeth's help the attack hits AC 17 for 28 bludgeoning damage. If that's a hit, Ren will smite fur a further 21 radiant damage.

09:18, Today: Sir Ren Hawthorne rolled 21 using 4d8 with rolls of 6,1,6,8.  Smite (lvl 2).
09:17, Today: Sir Ren Hawthorne rolled 28 using 8d8+4 with rolls of 4,2,4,1,2,1,3,7.  Damage.
09:16, Today: Sir Ren Hawthorne rolled 17 using 2d20+9, dropping the lowest dice only with rolls of 5,8.  Wrecking Ball attack.

Dungeon Master
GM, 987 posts
Sat 27 Mar 2021
at 17:35
  • msg #5

Chapter Ten: Hunting Zariel

At Caprice's beckoning, a wall of shommering light bisects the battlefield, instantly incinerating about a third of devils and cutting them off from their reinforcements. Holy warriors that they were, the ghosts of the Hellriders were unaffected. Still, what devils remained fought ferociously, and fearlessly, and they ate away at the Hellriders' numbers.

Devils: 60%
Hellriders: 80%


The fiendish captain proved a skilled horseman, swooping and diving as he wove his way between Elsbeth's harpoon and Ren's wrecking ball. Perhaps Haruman had warned him what Elsbeth was capable of, or perhaps he simply recognized her Hellrider armor and singled her out for that reason. Either way, he charged first at her, his hellish, burning lance thrusting three times as he screamed for the souls of all who dared oppose him.

Misses AC 13
Hits AC 22 for 13 piercing and 20 fire damage
Crits for 17 piercing and 30 fire damage

Elsbeth has partial cover from the war machine so +2 to AC but I think the 22 still hits? Also for the purpose of reactions the devil is 10' from Elsbeth, as he has reach with his lance.

Everyone must make a DC 17 Charisma save or become Frightened for 1 minute. You can repeat this save at the end of each of your turns if you fail.


"Stay away from her, you brute!" Lulu had been spending more time at Elsbeth's side since Ren's transformation, so she was able to immediately wrap her trunk around the fallen knight's leg and restore a bit of life to her. (Cure Wounds restores 6 HP to Elsbeth)
Elsbeth Du'Crey
player, 293 posts
Human Hellrider
AC 19 | HP 73/73
Sun 28 Mar 2021
at 14:27
  • msg #6

Chapter Ten: Hunting Zariel

(Forgot I can use this defensively, Luck roll vs the Critical.  Just need to use my terrible rolls to my advantage!  I choose my roll for that last attack of his.
Elsbeth Du'Crey rolled 3 using 1d20 with rolls of 3.  Luck roll vs Critical.
I'm guessing he doesn't have a +16 attack, so that will miss.
Total 33 damage from the leader last round.)



The lance bit deep, but it was the infernal fire that burned worse.  Her body would forever be marked by the gruesome injuries she sustained her.  Then a moment where her life flashed before her eyes as the lance came right at her head.  This could be the end.  Whether it was a jolt from the roll of the Demon Grinder, some preservation instinct or some assistance from above, she managed to twist out of the way at the last moment.

Now she was mad.  "My turn."  The harpoon launcher seemed a feeble option at this range.  She stood and drew her blade to engage the knight, but the lance gave him the superior reach.  She had to get closer, but had a trick or two left.

She feinted and twisted as she vaulted out of the Demon Grinder and closed the distance.

(Evasive Footwork +2AC for 21 vs the Opportunity Attack)

It wasn't the prettiest exit anyone had ever scene and any other time might have meant her death.  Hopefully the gods smiled on her and she was able to regain her feet and attack.

Her incompetence might draw his attention as she stepped in and thrust at the captain.  More luck and she might have found a soft spot between the armor.  Having accomplished her goal of getting his attention she shouted, "NOW REN!"

(Commander's Strike for Ren, use Reaction to make 1 weapon attack at +8 damage.  I guess if the Wrecking Ball isn't viable or Ren used his Reaction she could use this for DW).

She hoped the Halfling could end this miserable rider's existence.

Move: Close 5' to melee range and use Evasive Footwork
Move: Stand if needed from falling on her face (+15move)  Athletics roll 1 for total 7 to exit Grinder

Action: Attack
 Attack#1 vs Leader 10 for 11 damage
 Lucky reroll + Precision makes 21 for 11 damage

 Attack#2 Commander's Strike on Ren
 Ren uses Reaction to make 1 weapon attack at +8 damage

Bonus Action: Second Wind (+11hps)
Lulu healed 6hps
 73-33+11+6=57


AC 19  HP 57/73
 BONUS ACTION: Extra melee attack if Crit or Drop enemy to 0hps
1/1 Human Determination, gain Advantage - Short Rest
2/5 Battle Master Maneuvers (d10) - Short Rest
 REACTION: Riposte, Sentinel
0/1 Second Wind, Heal 1d10+10, Bonus Action - Short Rest
1/1 Action Surge, +1 Action - Short Rest
1/1 Sword of Du'Crey - Long Rest
1/3 Lucky 3/3 - Long Rest
1/1 Indomitable - Reroll Save - Long Rest
10/10 Healing Dice - Long Rest (restore 1/2 with long rest)
0/1 Inspiration
0/1 Circlet of Blasting (Next Dawn)


Commander's Strike (When you take the Attack action on your turn, you
can forgo one of your attacks and use a bonus action to direct one of your
companions to strike. When you do so, choose a friendly creature who can see
or hear you and expend one superiority die. That creature can immediately use
its reaction to make one weapon attack, adding the superiority die to the
attack's damage roll.)


The Numbers
10:14, Today: Elsbeth Du'Crey rolled 8 using 1d10 with rolls of 8.  Commander's Strike.
10:10, Today: Elsbeth Du'Crey rolled 1 using 1d10 with rolls of 1.  Precision.
10:09, Today: Elsbeth Du'Crey rolled 20 using 1d20+8 with rolls of 12.  Lucky reroll on attack.
10:08, Today: Elsbeth Du'Crey rolled 10,11 using d20+8,2d6+4 with rolls of 2,2,5.  Attack Commander.
10:05, Today: Elsbeth Du'Crey rolled 7 using 1d20+6 with rolls of 1.  Athletics check if needed to exit DG.
09:59, Today: Elsbeth Du'Crey rolled 2 using 1d10 with rolls of 2.  Evasive Footwork + to AC.
09:40, Today: Elsbeth Du'Crey rolled 3 using 1d20 with rolls of 3.  Luck roll vs Critical.
09:38, Today: Elsbeth Du'Crey rolled 11 using 1d10+10 with rolls of 1.  Second Wind.

Ugly round.  6 of the 8 d10/d20 rolls were in the lower 20% range

Sir Ren Hawthorne
player, 757 posts
Mon 29 Mar 2021
at 16:41
  • msg #7

Chapter Ten: Hunting Zariel

My round was no less ugly :( Ren can't seem to hit with the wrecking ball to save his little angelic life.

Much to his increasing chagrin, Ren seemed to be making a mess of the controls and *despite* the opening afforded him by Elsbeth he simply couldn't manage to bring the wrecking ball around in time! Gritting his teeth in frustration he leapt from the seat and fluttered down to the battlefield with the sword of Zariel brandished in hand. The halfling's blade sunk deep, erupting with radiant light as it tore through the general's armor and seared its flesh with the glory of Mount Celestia.

"Back!" he declared. "You will go no further!"

Reaction: Commander's Strike. Natural 1. Halfling luck turns this into a 2, for 11 to hit!!!
Move to engage:
1) Hits AC 25 *finally*. Ren is fighting versatile this round for lack of time to equip the hidden lord. Damage dealt is 45 (of which 7 is physical and the rest is radiant)
2) Hits AC 15, which is also a miss.

12:35, Today: Sir Ren Hawthorne rolled 45 using 4d10+3+4d8 with rolls of 4,1,9,3,8,6,4,7.  Damage (second level smite).
12:33, Today: Sir Ren Hawthorne rolled 15 using 1d20+7 with rolls of 8.  Attack.
12:33, Today: Sir Ren Hawthorne rolled 25 using 1d20+7 with rolls of 18.  Attack.
12:32, Today: Sir Ren Hawthorne rolled 11 using 1d20+9 with rolls of 2.  Halfling Luck.

12:32, Today: Sir Ren Hawthorne rolled 10 using 1d20+9 with rolls of 1.  Wrecking Ball.

This message was last edited by the player at 16:41, Mon 29 Mar 2021.
Caprice Nathaire
player, 592 posts
Magnificent Warlock (10)
AC: 14 | HP: 63 / 63
Mon 29 Mar 2021
at 21:23
  • msg #8

Chapter Ten: Hunting Zariel

The devilish commander was ferocious in his charge that ruthlessly seared Elsbeth with a burning lance.  Sir Ren and Elsbeth bravely bore down upon the horseman as Lady Caprice gathered psychic power from the harpoon turret on the Demon Grinder.  She pronounced, "I cut down your legions like a scythe against grass!  Surrender, fiend!"

With those words she extended her hands and unleashed a psychic storm upon the battlefield.  The effect was only visible by the wave of psychic destruction inflicted upon a huge swath of the devil army, which screamed and bled from the eyes.


  • Cast Synaptic Static in a 20-foot radius sphere placed to catch the fiendish captain at its edge and as many other devils as possible without hitting Ren or Elsbeth
    • Creatures with Int 2 or lower can't be affected by this spell
    • DC 17 Int save or take 36 psychic damage, half damage on a success
    • After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Concentrating on Wall of Light
  • Ready to use Misty Escape if hit, to teleport to another position on the Demon Grinder and become invisible

13:34, Today: Caprice Nathaire rolled 36 using 8d6.  Synaptic Static.

Dungeon Master
GM, 990 posts
Tue 30 Mar 2021
at 13:32
  • msg #9

Chapter Ten: Hunting Zariel

The hellish commander smiled as he struck down the Hellrider with his burning lance. Haruman would be pleased. All who died on the tip of the lance returned as lemures under the general's command, fiendish blobs like the ones currently... well, the ones currently falling by the dozen to the swords of the Hellriders. But this one... this one, he could tell, would be a prize the presentation of which would at least lessen the shame of what was shaping up to be a failure on the battlefield.

But then... the woman did not fall. He could have sworn he'd pierced her neck. The hellfire lance should right now be burning its way through that soft flesh. But she had somehow twisted away. It was miraculous, suggesting the intervention of... his eyes burned with hatred. "Olanthius!" his voice boomed out across the battlefield.

The ghostly general appeared in the entrance to the Crypt, but he smiled and shook his head. "She is not one of mine. You underestimate the Hellriders, just as your general did. Her victories are her own. As your failures are yours."

The commander roared in frustration and lashed out again at Elsbeth, but not before her own sword flicked out first and carved a narrow gash in his black armor. Enraged by the insult, he nearly missed the wrecking ball that threatened to smash into his flank. He threw up his shield as the halfling leapt from the war machine to charge him, deflecting one swing but not the other.

The lance lashed out again, three quick strikes which all failed to penetrate the Hellrider's armor. The nightmare kicked at her with similarly disappointing results, then soared into the air, bearing its rider out of the reach of his enemy's swords.

Unfortunately, he retreated through the cloud of psychic energy Caprice had conjured, causing both him and his mount to reel from synaptic strike. The effect elsewhere on the battlefield was minimal, as most of the devilish minions were too simple-minded to be confused. Despite the appearance of the general, the ghostly Hellriders continued to lose ground.

Devils: 54%
Hellriders: 66%

Elsbeth, you won't take an OA since you aren't leaving the enemy's threatened area. So, you can save your maneuver point.

Devil not rolling so well this time around. Two nat 1s! Dungeon Master, for the NPC narzugon, rolled 11,11,15 using d20+10,d20+10,d20+10 ((1,1,5)).

He's now 90' in the air. Ren and Elsbeth both get opportunity attacks as he flies out of reach, though.

Nope. Sentineled. He's still in melee range, and no OA for Ren.

This message was last edited by the GM at 15:24, Tue 30 Mar 2021.
Elsbeth Du'Crey
player, 294 posts
Human Hellrider
AC 19 | HP 73/73
Tue 30 Mar 2021
at 15:10
  • msg #10

Chapter Ten: Hunting Zariel

Elsbeth saw the Nightmare prepare to take flight and smacked a ringing blow across it's head.

AoO vs Nightmare 27 for 9 damage.  Move set to 0 per Sentinel Feat.

"No you don't."  She taunted the rider as she prevented him from fleeing.


"Father, give me strength."  She whispered to her sword and received the family boon.

She pressed the attack with renewed strength.  A thrust to the torso followed by a slash to the leg.  "ELTUREL!"  She yelled and laid into him with another round of swings  Another thrust followed by a full out swing hoping to unhorse him.

"Say hello to Haruman for me."  She stated as a parting shot as the life left the Captain's body.



AoO uses Sentinel
Bonus Action: Trigger Sword of Du'Crey (+10 temp hps, all attacks have advantage)
Attack Action
 Attack#1 24 for 15 damage
 Attack#2 26 for 15 damage
Free: Action Surge
 Attack#3 20 for 11 damage
 Attack#4 22 for 21 damage

If the Captain drops, additional swings into the Nightmare

AC 19  HP 57/73 +10Temp
 BONUS ACTION: Extra melee attack if Crit or Drop enemy to 0hps
1/1 Human Determination, gain Advantage - Short Rest
3/5 Battle Master Maneuvers (d10) - Short Rest
 REACTION: Riposte, Sentinel
0/1 Second Wind, Heal 1d10+10, Bonus Action - Short Rest
0/1 Action Surge, +1 Action - Short Rest
0/1 Sword of Du'Crey - Long Rest
1/3 Lucky 3/3 - Long Rest
1/1 Indomitable - Reroll Save - Long Rest
10/10 Healing Dice - Long Rest (restore 1/2 with long rest)
0/1 Inspiration
0/1 Circlet of Blasting (Next Dawn)

Elsbeth Du'Crey rolled 27,9 using d20+8,2d6+4 with rolls of 19,1,4.  AoO vs Nightmare w/ Sentinel feat.
Elsbeth Du'Crey rolled 17,24,15 using d20+8,d20+8,2d6+4 with rolls of 9,16,6,5.  Attack#1 vs Captain.
Elsbeth Du'Crey rolled 25,26,15 using d20+8,d20+8,2d6+4 with rolls of 17,18,6,5. Attack#2
Elsbeth Du'Crey rolled 20,16,11 using d20+8,d20+8,2d6+4 with rolls of 12,8,1,6.  Attack#3.
Elsbeth Du'Crey rolled 22,16,21 using d20+3,d20+3,2d6+14 with rolls of 19,13,4,3.  Attack #4 GWM -5/+10.

This message was last edited by the player at 11:20, Wed 31 Mar 2021.
Caprice Nathaire
player, 594 posts
Magnificent Warlock (10)
AC: 14 | HP: 63 / 63
Wed 31 Mar 2021
at 07:57
  • msg #11

Re: Chapter Ten: Hunting Zariel

In a glorious resurgence from the jaws of defeat, Elsbeth hobbled the nightmare steed and proceeded to butcher the devilish commander who rode it.  She would become a legend among Hellriders for this, but first they must have victory.

Lady Caprice called out to the helmsman above the roar of infernal engines and the cacophony of battle, “Master Darkwing!  Take the Grinder through their rear flank parallel to the shining wall, if you please.  Run the fiends down!”  The behemoth war machine roared toward the the back ranks of the fiendish army, running alongside the blazing wall of radiance that still bisected their forces.  As they came near Lady Caprice stood up in her turret and raised a gloved hand to the crimson sky as her presence grew into a beautiful fey terror that loomed over the battlefield, her voice echoing out with supernatural menace, Your hopes of victory are as dead as your pathetic commander.  Woe and despair upon ye, craven fiends!  FLEE.  The fiends near enough to witness quailed in fear before Lady Caprice’s dread majesty.


  • requesting DW roll the Demon Grinder over the devilish back ranks, squishing as many as possible with its Crushing Wheels feature and pushing them toward the wall of light!
  • Fey Presence to frighten devils in a 10 foot cube as we zoom by them, DC 17 Wis save
    • if any fail the save, regain a spell slot
  • Creatures who failed save against Synaptic Static take -1d6 to attacks and ability checks, DC 17 Int save end of turn for brain to work right again
  • Concentrating on Wall of Light
  • Ready to use Misty Escape if hit, to teleport to another position on the Demon Grinder and become invisible

Sir Ren Hawthorne
player, 759 posts
Wed 31 Mar 2021
at 19:05
  • msg #12

Re: Chapter Ten: Hunting Zariel

Ren fluttered at the ready, sword clasped in both hands for the felling strike but found his strength was not needed to seal the Narzugon's fate. Elsbeth had handled him handily on her own. Instead he cast his gaze across the battlefield watching in approval as Caprice laid waste to the remainder of the hellish horde.

"Go on now, go!" he rebuked them in the poignant words of sister Gloria. "Walk out the door!
  Turn around now! You are not welcome here, anymore!"

"Did you think I would crumble? Did you think I would lay down and die?
  Oh no, not I! I will survive!"

"As long as I know Love, I know I will stay alive! Glory, hallelujah!"

Dungeon Master
GM, 994 posts
Thu 1 Apr 2021
at 13:11
  • msg #13

Chapter Ten: Hunting Zariel

The Hellriders had been taking the worst of it in their fight with the lemures, but when they saw Elsbeth fell the devil commander, they cheered lustily and redoubled their efforts. Meanwhile Darkwing did donuts with the Demon Grinder, crushing the devils beneath its wheels while leaving the incorporeal Hellriders unharmed.

When the last of them retreated into the red dust of Avernus, Olanthius emerged from the entrance of the Crypt. "You continue to impress," he told Elsbeth and her companions. "We would surely have been overrun if not for your intervention. I should have emerged sooner to lead the troops. But at first, I was afraid. I was petrified."

Only after speaking these words did he notice Ren's wings, then the sword the halfling carried. "So you're back. You are much changed from when last I saw you. I see you have found what you were looking for."
Sir Ren Hawthorne
player, 760 posts
Thu 1 Apr 2021
at 20:13
  • msg #14

Chapter Ten: Hunting Zariel

Ren gazed at the sword in his grasp. "I have," he said at last, before correcting with "We have." He turned and cast his silvery gaze upon Olanthius.

"Now we must find Zariel herself and put an end to this sorrowful tale. That's why we've come back. Are you able to help us once more, Olanthius? You know Zariel's heart and mind. How can we approach her?"
Elsbeth Du'Crey
player, 297 posts
Human Hellrider
AC 19 | HP 73/73
Fri 2 Apr 2021
at 13:18
  • msg #15

Chapter Ten: Hunting Zariel

Elsbeth wanted to comfort Olanthius.  A comment about him surviving or them being by his side now just didn't feel right.  She let the feeling pass.

The topic quickly went to Zariel.  "How can she be saved?"  She asked the one who might have an answer.  Or a possibility.  She refused to believe the idea that killing Zariel was the only way.  There was no victory in that option, only survival.
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