Easthaven

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Jul 6, 2019 2:26 am
Alalla, Ug, Vincent, and Ras are nearly to the descending stairway when suddenly the way is blocked by Merodach. The pit fiend’s eyes bleed unbridled rage. The antimagic coffer hangs from a strip of leather around its waist. "Your efforts are futile! Belhifet nearly has the portal open, and then you will die. You will all die!" Its poisoned jaws come down to bite into Ug’s shoulder, and then it backhands Alalla across the face at the same time that its hellish mace comes down on Vincent, and its tail snakes out to whip against Ras’ legs.

After resistance, Ug takes 12 piercing damage. He is also poisoned, and can't regain hit points until the poison is cured, though he might still pass his other Con save to stay up. However, he takes another 23 poison damage at the start of this coming turn...

Al takes 15

Vince takes 38 and is knocked unconscious, unless he casts Shield

Ras takes 27

Rolls

Merodach vs Ug (adv), and Al, Vince, Ras (1 attack each) - (2d20+14, 1d20+14, 1d20+14, 1d20+14)

2d20+14 : (23) + 14 = 19

1d20+14 : (6) + 14 = 20

1d20+14 : (4) + 14 = 18

1d20+14 : (19) + 14 = 33

dmg to Ug (piercing) - (4d6+8)

(1646) + 8 = 25

Ug con save DC 21 vs poison - (1d20+8)

(1) + 8 = 9

dmg to Al - (2d8+8)

(52) + 8 = 15

dmg to Vince (unless Shield) (bludgeoning, fire) - (2d6+8, 6d6)

2d6+8 : (53) + 8 = 16

6d6 : (226255) = 22

dmg to Ras - (3d10+8)

(199) + 8 = 27

dmg to Ug (poison) - (6d6)

(616433) = 23

Jul 6, 2019 2:40 am
Round 8 Player Phase!!!!!!!!
OOC:
Okay a LOT happened, but at least there's only one baddy statblock posted for this turn. That's a relief, right?

Firstly, anyone all the heroes near to Merodach (everyone but Zen?) needs to make that DC 21 wisdom save again or be frightened of him again this turn. If you ALREADY passed that same save earlier, you're now immune and don't have to make it again.
https://i.pinimg.com/originals/e2/6d/44/e26d448d80d3bf0a1b0463918de44481.jpg
Jul 6, 2019 3:25 am
Alalla moves to attack the the fiend, but her dragon heart quivers in fear. With her eyes on the coffer, she isn't able to make any of her blows hit. She tries to ignore it. She isn't afraid of death. But having your heart simply switched off is quite another to coming up poorly while trading blows.

HP: 61/164
AC: 20
Last edited July 6, 2019 3:34 am

Rolls

Wis save - (1d20+1)

(12) + 1 = 13

Attack 1 - (1d20+12, 1d20+12)

1d20+12 : (3) + 12 = 15

1d20+12 : (18) + 12 = 30

Attack 2 - (1d20+12, 1d20+12)

1d20+12 : (9) + 12 = 21

1d20+12 : (2) + 12 = 14

Attack 3 - (1d20+12, 1d20+12)

1d20+12 : (5) + 12 = 17

1d20+12 : (14) + 12 = 26

Jul 6, 2019 3:27 am
Zenithral nods at Saki and sprints away in a blur (Expeditious Retreat. Zenithral wants to strafe around Merodach, if possible.)

He fires several shots at the devil as he runs. (Merodach takes 24 damage)

111 / 111 HP
AC 17
Last edited July 6, 2019 3:50 am

Rolls

Longbow 1 vs Merodach - (1d20+13)

(11) + 13 = 24

Longbow 2 & 3 - (1d20+8, 1d20+8)

1d20+8 : (9) + 8 = 17

1d20+8 : (8) + 8 = 16

Damage - (1d8+22)

(2) + 22 = 24

Jul 6, 2019 4:34 pm
Poison flows quickly through Ugs body once again and though he stays on his feet, the effects are obvious. Practically falling forward as he swings, Ug is able to score a hit on the fiend. Ugs world spins as he tries once more to stay on his feet.
Last edited July 7, 2019 12:34 pm

Rolls

Con save - (1d20+8)

(14) + 8 = 22

Attack 1 - (2d20+7)

(56) + 7 = 18

Attack 2 - (2d20+7)

(51) + 7 = 13

Attack 3 - (2d20+7)

(415) + 7 = 26

Damage 1x - (2d6+19)

(32) + 19 = 24

Cold damage - (1d4)

(2) = 2

Reroll - (1d6)

(3) = 3

Reroll - (1d4)

(3) = 3

Dc 15 con save - (1d20+8)

(15) + 8 = 23

Jul 6, 2019 7:21 pm
Seeing Ug in pain, Ras touches his arm and expels the poison from the goliath's body.

Ras casts Lesser Restoration on Ug

HP: 48/115
AC: 19
Zone: running
Last edited July 6, 2019 7:37 pm

Rolls

Wis save - (1d20+10)

(9) + 10 = 19

Wis save adv - (1d20+10)

(7) + 10 = 17

Jul 6, 2019 8:05 pm
Vincent seeing himself fail to dodge out of the way casts shield so he can keep up with his friends. Scared of the beast in front of him his hands shake as he casts an Eldridch Blast.

Mer takes 2 damage.

HP:23/115
AC:18
SP:1/2(+1)
Ki:4/8
Last edited July 6, 2019 8:10 pm

Rolls

Wis save - (1d20+7)

(13) + 7 = 20

Eldridch blask x3 with disadvantage - (1d20+7, 1d20+7, 1d20+7, 1d20+7, 1d20+7, 1d20+7)

1d20+7 : (12) + 7 = 19

1d20+7 : (17) + 7 = 24

1d20+7 : (5) + 7 = 12

1d20+7 : (12) + 7 = 19

1d20+7 : (7) + 7 = 14

1d20+7 : (3) + 7 = 10

Damage - (1d10)

(2) = 2

Wis adv - (1d20+7)

(12) + 7 = 19

Jul 7, 2019 6:13 am
Reòthadh casts booming blade and quickens a second one.

Following close behind his allies, the towering dwarf soon finds himself facing the powerful fiend Merodach once more. Striking with precise chops he tries to prevent it from using the antimagic once more.

Merodach takes 18 thunder, 8 cold, 33 slashing damage and an additional 26 on movement.
Last edited July 7, 2019 6:30 am

Rolls

Booming blade vs Merodach - (1d20+9)

(10) + 9 = 19

Booming blade vs Merodach - (1d20+9)

(16) + 9 = 25

Booming blade damage (both hit) - (4d8)

(8118) = 18

Ice brand - (2d6)

(53) = 8

Movement damage - (6d8)

(716633) = 26

Battleaxe - (2d10+18)

(105) + 18 = 33

Jul 7, 2019 10:57 pm
Round 8 Summary

Alalla stands toe-to-toe against Merodach for the second time today, and discovers once again that the powerful devil is no easy foe. It parries each of her strikes with its flaming mace, easily matching her strength, all the while ignoring Vincent’s magical blasts. With Ras’ druidic healing quick at work purging his blood of poison, Ug steps forward and manages to land a solid hit just as one of Zenithral’s arrows flies true. Merodach bellows in pain and floods the group with wave of flame. Then Halla joins the fight and drops a crackling bolt of lightning from the heavens to blast the mighty fiend, and Reothadh finishes it off with two thunderous strikes from his axe.

Dmg from the fireball is as follows:
Al – 15 after resistance
Ug – 15
Vince – 31
Reo – 15 after resistance
Ras - 31


Merodach spits black sludge as its knees give out. "I will enjoy watching your plane burn and rot! And then perhaps Belhifet will rebuild it properly..." The pit fiend dissolves into bubbling, noxious tar as its soul returns to the Hells from which it came.

Rolls

Merodach dex save vs call lightning (adv) - (1d20+8, 1d20+8)

1d20+8 : (19) + 8 = 27

1d20+8 : (3) + 8 = 11

dmg to Merodach (lightning) - (5d10)

(248510) = 29

Al dex save DC 21 vs fireball - (1d20+2)

(4) + 2 = 6

Ug dex save DC 21 vs fireball (adv) - (1d20+2, 1d20+2)

1d20+2 : (15) + 2 = 17

1d20+2 : (19) + 2 = 21

Vince dex save DC 21 vs fireball - (1d20+5)

(3) + 5 = 8

Reo dex save DC 21 vs fireball (bless) - (1d20, 1d4)

1d20 : (12) = 12

1d4 : (4) = 4

Ras dex save DC 21 vs fireball - (1d20+2)

(9) + 2 = 11

fireball dmg - (8d6)

(63562153) = 31

Jul 7, 2019 11:30 pm
Halla clutches her bloody arm, but her face remains focused. "'Tis time to put an end to all of this. Here." The sun seems to shine a little brighter with Merodach's death, and Halla's spell augments its warm rays (Each of the six party members is healed for 26 hp).

The druid steps over to walk alongside Zenithral as the archer approaches the descending staircase set into the ruined temple's floor. "Lead on, friends."
OOC:
The healing is Halla’s action for the coming round. I’m assuming that you’re using your movement for round 9 to get downstairs. I’ll give more details on what the place looks like later.

As we're heading down to face Belhifet, take a moment to post your character's thoughts/feelings. If it's good, you'll get inspiration.

Rolls

Mass Cure Wounds lvl 7 - (5d8+4)

(64543) + 4 = 26

Jul 8, 2019 5:32 pm
They were going to die.

Zenithral steps forward in a blur and takes Halla's arm. Ug shouldn't be standing, Alalla should be dying, and Ras fell from the sky. He could already feel the radiance surging through his veins begin to fade. How could they fight in this condition? But how could they not fight? Thus, they were going to die.

How was the portal sealed originally? Jerrod sacrificed himself, or something like that? Would one of them need to do the same?

Help us endure...that this realm may also endure...
Last edited July 8, 2019 5:36 pm
Jul 8, 2019 8:17 pm
Carefully Reòthadh follows his allies, troubled at the news of Hjollsted’s betrayal. Who else would he discover to be a false ally? Had he lost his ability to discern friends from foes due to his time under the lake or had they always been traitorous from the beginning. No, they had been corrupted over time, little by little, until they had become rotten to the core. Nym had allowed his aspirations for power and greed blind him; Hjollsted chose to feed pride rather than face shame. What would it take to lead to his own downfall or his companions’? Surely the archfiend has studied and planned for each of their weaknesses....

Focusing on his purpose, the dwarf tries his hardest to push these thoughts away before the doubts grow too heavy.

HP: 123/178
Size: Large
Last edited July 8, 2019 11:17 pm
Jul 8, 2019 8:54 pm
Alalla takes the anti-magic coffer from the devil sludge and hangs it around her neck beneath her breastplate. It seems dangerous to have it there, but better than anywhere else.

She glances around at the party as they descend. It seems Zenithral is echoing her thoughts. She keeps herself composed and calm, as usual. Her awareness of her impending death, and her friends as well, isn't new. Soldiers die. It's their job. She doesn't see how they will avoid it this time, but maybe they can still win.

At least Erevain isn't here. He doesn't need to watch her die a third time. She brushes the thought away. He's been used as a lever against her since he was still in the sword. Belhifet would use him again if he wanted. Focus on what comes as it comes. She will do what she must.

Al breathes deeply and prays to Torm. Help us be strong. Help us bring justice. Help us protect the North.

HP: 72/164
Last edited July 9, 2019 3:23 pm
Jul 8, 2019 9:03 pm
Ilmadia catches up to the group and trails a few feet behind Zenithral and Halla. "This... will be something." Zenithral isn't sure whether or not he was supposed to have heard.
Jul 9, 2019 2:46 pm
OOC:
Moving forward! Zen, Reo, and Al get Inspiration.
The staircase leads down, then turns to the right, then right once more, bringing the companions to a large chamber beneath the Temple of Tempus. A huge mosaic marks the floor, depicting a fearsome battle of men against demons.

On the far side of the chamber is a dais (about 60 feet from the stairs), upon which rests a stone disc about ten feet wide. At first the disc looks to bear an embossed sculpture of a man with arms and legs spread wide, but the details of his stoic expression and furred clothing are too fine. No, this appears to be an actual man perfectly transmuted to rock. This must be Jerrod’s Stone, the site where the barbarian shaman threw himself into the portal to the Abyss to seal it closed with his own blood.

Before the Stone stands Belhifet. The archdevil rests one clawed hand on its surface and murmurs dark, arcane syllables. The other hand grasps a pair of smoking black boots - and the party recognizes one stolen by Maverick months ago from this very Temple, and then later sold to Nym. It would seem the dark elf merchant found the boot’s match, and Belhifet now holds both - the boots worn by the archmage Arakon at the time he first tore open this rift between planes.

The smoke from the boots wafts into the Stone, causing glowing cracks to appear on its surface, not vastly different from the fissures in Belhifet’s own thick skin.
Jul 9, 2019 2:50 pm
Belhifet looks over his broad shoulder with a feverish glare to address the party. "You again. I admire your persistence, yes? But come now, I think it is time you accepted the fact that it is not within your power to stop me."
OOC:
This is Round 9. Scratch what I said earlier about using your movement for this round to get down here. We’re starting fresh here with all movement and actions except for Halla (and Al?) who used their action already to get some healing.

You can chat with Belly if you want, or we jump right into combat - which will be full-blown rolled initiative like we’ve never really done before in this game!
Jul 9, 2019 7:56 pm
Round 9!
OOC:
So the terrain features are simple: It’s a 60 ft square, broken up into nine 20 ft zones, just nicely laid out like a number pad on a computer or cell phone. The room is only 20 ft high. These aren’t necessarily hard distances between zones, but they give you a general idea. For most people it will take up all your movement to move from one zone to another, and you can only between zones that share a wall (no diagonals). However, anybody that has a boost to their speed (barbarians, monks, or a spell that makes you fast) can move 2 zones (or 1 zone diagonally). As usual, you can take the Dash action to move extra far accordingly. In general, you will provoke an opportunity attack if you leave a zone that has an enemy in it. At the end of each turn, you must declare which zone you are in.

https://i.pinimg.com/originals/e1/cc/36/e1cc36fd09623c584f346e6a49a7c079.jpg

Since all these turns are happening in initiative order, we’ll make sure each turn is resolved before moving on to the next turn. So any saving throws that need to be handled during the turn will be rolled and resolved. Just pop into the chat with any questions stuff. And please let the group know when your turn is over! Things might happen in between turns, so wait for my go-ahead before starting your turn.

We’ve never really run a fight this way in our group, so we’ll see how it goes!

https://i.pinimg.com/originals/52/d9/c6/52d9c696bda5ee005ade6050f7a20616.jpg
Initiative Order (and zones)
24 - Zen (8)
20 - Crenshinibon
19 - Ras (8)
17 - Vince (8)
17 - Halla (8)
16 - Ug (8)
15 - Reo (8)
11 - Al (8)
5 - Ilmadia (8)
3 - Belhifet (2)

Rolls

Al initiative! - (1d20+1)

(10) + 1 = 11

Ug initiative! (adv) - (1d20+2, 1d20+2)

1d20+2 : (14) + 2 = 16

1d20+2 : (3) + 2 = 5

Reo initiative! - (1d20)

(15) = 15

Vince initiative! - (1d20+5)

(12) + 5 = 17

Ras initiative! - (1d20+2)

(17) + 2 = 19

Zen initiative! - (1d20+4)

(20) + 4 = 24

Halla initiative! - (1d20+2)

(15) + 2 = 17

Ilmadia initiative! - (1d20+2)

(3) + 2 = 5

Belhifet initiative! - (1d20+2)

(1) + 2 = 3

Jul 9, 2019 10:21 pm
Without a word, Zenithral strafes to the side and fires several radiant arrows, the first also infused with shadow (Zenithral moves left to Zone 7).

(Belfeit takes 43 damage, including radiant, plus 4 psychic.)

As if in response to Belfiet simply ignoring the effects of his arcane shot, Zenithral's radiance then fades. (Radiant Soul's duration has expired.)

Zone 7
Concentrating on Expeditious Retreat

HP 111/111
AC 17
Last edited July 9, 2019 10:42 pm

Rolls

Longbow 1 & 2 - (1d20+13, 1d20+13)

1d20+13 : (16) + 13 = 29

1d20+13 : (6) + 13 = 19

Longbow 3 - (1d20+13)

(9) + 13 = 22

Damage - (2d8+28)

(87) + 28 = 43

Shadow Arrow - (2d6)

(31) = 4

WIS Save (Adv) - (1d20+11, 1d20+11)

1d20+11 : (13) + 11 = 24

1d20+11 : (1) + 11 = 12

Jul 9, 2019 11:20 pm
Zenithral’s arrows hit home and Belhifet winces at the radiant shaft, which sizzles in his flesh (the radiant damage cancels Belhifet’s regenerative abilities for this round).

With a growl Belhifet vanishes with a violent crackle of energy, then reappears in the air just above the party, great wings holding him aloft (Legendary Action to teleport to Zone 8). With the archdevil this close, the heroes feel the mantle of crushing despair that emanates from him, sapping away at their will to continue the fight (He has an Infernal Despair aura that gives enemies disadvantage on saving throws while within 15 feet of him - basically in the same zone as him).

The crystal shard at his neck flares with sudden blinding light, and many of the heroes find themselves bereft of sight (all heroes except Reo and Zen are blinded until the end of their next turn, thanks to Crenshinibon).
[ +- ] Blinded Condition
HP: 253/300
AC: 21
Zone: 8

Rolls

Al con save DC 17 (disadv) - (2d20+9)

(511) + 9 = 25

Ug con save DC 17 (disadv) - (2d20+8)

(19) + 8 = 18

Reo con save DC 17 (disadv, bless - (2d20+10, 1d4)

2d20+10 : (1719) + 10 = 46

1d4 : (3) = 3

Vince con save DC 17 (disadv) - (2d20+1)

(314) + 1 = 18

Ras con save DC 17 (disadv) - (2d20+2)

(1215) + 2 = 29

Ilmadia con save DC 17 (straight) - (1d20+2)

(3) + 2 = 5

Halla con save DC 17 (disadv) - (2d20+2)

(1512) + 2 = 29

Jul 10, 2019 11:04 am
Blackness covers Ras's and his immediate reaction is to panic. He can hear the shocked voices of his friends and feel the terrible energy coming from the archdevil. He takes a deep steadying breath and tries to asses the situation. His ears tell him, through the sounds of hesitantly shuffled feet and panicked breathing, that he is not the only one blinded. He carefully reaches out a hand and feels for the person beside him. The person grabs his hand and then pauses.

"Ras? Is that you?"

He smiles. "It's me," he whispers back.

Ras uses Lesser Restoration on Al, who is no longer blind

HP: 43/115
AC: 19
Zone: 8
Last edited July 10, 2019 11:05 am
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