Thursday 9 May 2019

A 2 Pronged Approach - Wrath of the Righteous Campaign Session 11-12

I missed session 11 and Deldrics player missed 12. This unfortunately played poorly for the heroes as the GM prefers to play absentee PCs as unavailable as possible.

The Heroes of Kenebras

Zuriel Riversong: Female Half Elf Druid
Grunyier Cragsward: Male Dwarven Barbarian
Deldric: Elf Rogue
Fidgit Tannenbaum: Male Gnome Fey Blood Sorcerer
Oliver: Human Inquisitor, and
Khazad: Dwarf dual ax wielding fighter

The party confer making a battle plan, and they decide that Fidget will remain with the armies while the rest clear out the towers. Once they have cleared them out the signal to advance the army will be fire in the sky. Fidget sends Irabeth to the mercenary army while he will command the paladin forces by himself. The group advances towards the towers under as much cover as they can manage but as they are approaching the demonic occupants launch fire up into the sky. A short battle is fought and Zuriel rushes back to the armies to explain that the signal fire they saw was not from the group. Disgruntled the army returns to its staging area while the party moves around to the back of Citadel Drezen where they send the signal to attack again. Slipping inside the Citadel the skirmish force lands almost on top of a group of ghouls along with another more hearty bat creature like the one from the abandoned chapel a few days ago. With more understanding of their mythic powers the group makes fast work of the enemies. Clearing out a few rooms of minor demons, ghouls, and cultists the team finds a dashing but crazed human chained to the wall. Zuriel detects evil magics upon him and manages to remove them, the swordsman introduces himself as Murance a local celebrity swashbuckler, Deldric having heard of him attests that he fits the description. The group debate returning the weapons they found to the man and eventually relent.

Working clockwise down to the entrance of the Citadel the team discovers a Vrock in the middle of a large vaulted room. The group plan an ambush but are spotted before they can carry their plan out and the Vrock screeches alerting the Citadel to the intruders. Deldric having already moved ahead to scout and Murance staying back for the moment, the remaining 4 charge at the Vrock and find themselves infested with some abyssal burrowing infection. Unfortunate friendly fire from Zuriel, and the demons many attacks fell Grunyier and Oliver before Khazad lands the killing blow. The reprieve is short lived though as the Vrocks cries had brought 4 cultist archers running. Zuriel was able to bring Grunyier to consciousness but neglects Oliver who also could provide magical healing. Grunyier chooses to hold on to his mythic reserves rather than reach the archers and is felled again by arrows. Zuriel conjures a flaming sphere and slowly burns one of the cultists to ash. Khazad drags Oliver around a corner, searching his belongings finds what appears to be a healing potion and pours it down the Inquisitors throat. Oliver regains consciousness and uses some of his divine power to heal himself while Khazad charges towards the archers. Murance finds his courage and joins the fray quickly dispatching one of the cultists. The remaining 2 archers try for a shot against the swashbuckler, but even at the top of their game they cant seem to land a hit on the dexterous duelist, choosing instead to focus on the enemies they can hit. Khazad reaches one and swings wide, his breathing laboured. The cultist darts back and peppers him with arrows dropping the dwarf. Zuriel, in cat form paws at the other archer but meets the same fate. Oliver somewhat healed stands, draws his bow and fells the 3rd archer. The last cultist lands 2 deadly shots into the Inquisitor who also refrains from calling on his mythic reserves and instead trades arrows with the cultist. Murance in a valiant effort to save the heroes throws his rapier into the cultists chest, while the would is grievous it is not fatal. Firing off his last round of arrows, the cultist strikes true and Oliver collapses from his wounds. Murance rips the rapier from the wounded foe and with panache slashes the throat of the final cultist.

Back at the camp Fidget orders Arles to act as his batman and sounds the advance. Irabeth leads her mercenaries around to flank while Fidgets Fifth faces down 3 armies, demons, tieflings, and cultists. The paladins launch a devastating volley of arrows that wipes the demons out before they can strike back. The teiflings and cultists start to inflict small but mounting damage to the holy warriors. Even Irabeths arrival to the flank of the cultists helps little, the enemy seems determined to wipe out the paladins, even at the expense of their own forces. The tieflings and soon put down, leaving only the cultist army to face a full mercenary force and the dwindling paladin army. The cultists catch the paladins off balance and for a moment the future of Fidgets Fifth is in question, but the gnome rallies the humans and they deliver a crushing blow overrunning the last of the cultists and winning the day. Fidget declares that his team must be lost without him, however he will need an escort to reach them. Irabeth, Zuriels cat, and Nurah all volunteer to come, and Fidget declares that Arles will join them too. Nurah has several healing magics and invisibility so Fidget has her hide the team while he grants Irabeth the power of flight to allow their insertion. Landing inside the rescue team sees the handiwork of the heroes and has Zuriels cat follow the scent of her master. Reaching an antechamber just before the large room ahead Irabeth discovers 4 gargoyles masquerading as statues. The group engages the gargoyles, Irabeth inflicts damage but Arles finds himself unable to do much more than scratch them. Finally Fidget puts 2 of the gargoyles to sleep as Irabeth and Arles finish off the other 2 together. Irabeth then lines up and delivers a killing blow to the sleeping foes.



Thoughts: The GM went back and forth a bit for the session I was there, we started with the army battles, then moved to the insertion team, then back to me where I brought the rescue team. The GM handed me the archers to run to keep me occupied and gave me the direction kill them, fight to the death. The fight was easily winnable, even with the GM forgetting about Murance and not using Deldric but the PC's didnt want to use their daily Mythic points to give themselves an extra standard action each turn and eventually the action economy went against them with only Zuriel able to heal for most of the fight.

The fight was so close, it sucks to have the npc get the win but we will see where this goes.

Each of the players took one of the npc's I brought in, Arles player was determined not to Smite the gargoyle for some reason so that fight took much longer than it needed to and used more resources than necessary. Next game is the 19th and Deldric and I should be there however Khazads player is moving to Waterloo before then so I expect there to be at least one casualty from this.