War of the Righteous (level 17)
Westria, the kingdom you call home, has been plagued by demons for over a tenday. You and your friends have tried to go out and kill them before they can approach but more always slip in an attempt to destroy as much as possible. At long last, thanks to alliances and bargains, the neighboring kingdoms and yours have mobilized their forces just in time to battle the demon army on the front lines! Now will you fight together or fall apart?
Player Equipment
2 legendary magic items
2 very rare magic items
2 uncommon magic items
2 potions or scrolls of any kind
1 mount of their choice
Plot
The party is in front of an expansive army: 20 ballistae in the back, over 100 archers on the walls, all behind a squad of 70 champions who act as the elite generals of 50 knights each all on horseback. Before the mortals can charge into the demonic horde the sky breaks open and delivers Karabel, a beautiful, dark skinned solar, with long braids who vows to assist in the party’s holy mission.
Only 300 feet away are the demon armies with 150 babau as foot soldiers, 70 armanites as cavaliers, 20 mariliths as their generals, and 4 goristros as siege engines and final wave.
When the armies begin their charge Karabel casts dispel evil and good on herself and teleports her way to the center of the demons to draw their focus. While the demons are somewhat more distracted the players are able to attack the individual waves of the fiendish army without being immediately overwhelmed. The party experiences waves are made up of several encountering events in the midst of the battle going on around them and are as follows:
A force of 10 babaus attempt to surround the party and a Human evoker battlemage who doesn’t have a mount but is flying due to his scroll of fly. All the demons share an initiative count and attack recklessly like piranhas. The evoker stays 50 feet in the air so he can use sculpted explosions and arcane bursts safely. Should he survive, he’ll thank the party for their service and fly further down the battlefield to lend his efforts against the demons.
The party moves further to the bak lines and are met by a squad of 6 armanites who charge parallel to each other in order to run down the heroes and a struggling, Half-elven warpriest (she’s at 50 hitpoints). These demons, with their shared initiative, focus their aggression on the party which gives the priestess time to heal herself before fighting. Should she survive the encounter she will be forever grateful and will use healing light on every character 3 times each before she runs off to help more injured fighters.
A launching of ballista bolts and catapults has blasted a hole in the ranks of the demons! 3 of the 4 goristros have been slain so far, 2 at the hands of Karabel alone, 1 was overwhelmed after destroying much of Westria’s wall. The party caught up to the angel as she made her way to the final, massive demon that carries 5 bulezau on a pangolin. The Solar will be aggressive as she can and attacks the smaller demons before they can dismount (which they can do as a bonus action) and scatter. Once all of these demons are dealt with a furious marilith teleports to the closest group of characters to destroy them.
When the last demon is sent back to the Abyss Karabel looks back to where the demons came from and flies that way as fast as she can. After about 5 minutes of the mortal armies recollecting themselves she flies back carrying a withered, old human man, his robes and skin decorated with demonic symbols. “This is the wizard responsible for your plight, mortals! I have closed his portal and you may do with him as you please!” She drops him off in front of the party and flies back into Heaven, leaving the victorious people to their decision and their future prosperity. Westria recognizes your group as heroes for generations to come and the armies of the Lower Planes know better than to attack your home ever again.
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