The End of Tyranny
With Pilus dead, the finale of the set of finales was imminent. But first there was time for one final set of downtime activities and feat learning. While others trained, bought items, and visited friends, Jack decided to extract the body of Pilus from the wreckage of Tempest and bring it to Guthwulf for investigation. I liked the way that Jack's player is buying into the gray area of his character - paying in morality for the power to do what is needed - so I wanted to give him a bit of a reward for it. I decided to explain Rev's situation a bit more and have Guthwulf be able to opine about Ming's failures and the waste of his time. He then distilled the remaining power from being attached to Tempest and infused a stone with the reroll option of a Wish spell.
I decided to skip all of the Ragesian incursion for a couple of reasons. The first was to give Bryn's husband a purpose. After she moved on, I decided to have Brent commit himself to the Resistance to do what he could to help. So he joined a suicide mission into Ragos as a spy. In the end, his cell ended up getting tapped to deal with the shield around the Opaline Wastes. As she tried to make contact with him a few times, she eventually just got a response of "I'm sorry." But the group did their job and distupted the ritual. The second reason I decided not to have the party make the attack was that I felt it was so against previous instructions. Ever since they got the Torch, they were told how important it was they were safe and didn't teleport into dangerous locations. Multiple times they can get punished for blind teleports. But now they are apparently supposed to do it. Either way, I just didn't like how it felt.
Our next session was Winry's last fireside game. We decided to end with a return to the beginning - another game of 2 truths and a lie. This time we decided to have each person send their answers to me (an NPC in the game on slips of paper) anonymously where I could read them off and let everyone guess who they think put them in and which was the lie. I would really recommend to any other GMs to include games like this and encourage your players to take them seriously. They are very effective at bringing out backstories, bring up controversies, and just have deeper in character discussions. I know this does require having the right kind of party and all, but I would say they were some of our favorite character development times honestly.
The next day, the armies teleported to the Opaline Wastes. Shortly after arriving and getting set up, Crystin approaches with a warning before a very sneaky ambush begins. The combats in the next few sessions were largely straightforward and had to be buffed pretty significantly. I decided to pull the pit fiend from the Ragos incursion and add it as a second wave to the fight with the devils and fire giant. This gave the combat more legs and kept things going longer. I also thought it might allow more of the help to be useful. Unfortunately, it still wasn't really enough most of the time. I did have Katrina help initially, and then Kathor Danava ride in to steal the Grand Standard away from a General Titus who was keeping his distance. Kathor almost paid for the attempt with his life, but the party was able to recover him after he was paralyzed.
Then a messager arrives from Shalosha asking for more help. The party heads there, but instead of going along the traditional route for this, they decided to go off script. With a lot of flight options at high level, they avoided the majority of the combats and found a pinned down Rantle. They rescued him and quickly teleported back instead of fighting either of 2 combats I had planned. Not frustrating for me honestly, but it is a lesson for other GMs at high level that even in a pretty scripted battle set, things will still go off plan. They continued to fly and located the general of this front. Swooping down in a superhero-esque attack, they quickly dispatched the quirky but frail necromancer and ended the threat for the day.
As the army settles in a enjoys a successful first day, the group prepares for Crystin's warning. They couldn't figure it out, so the enemies got the drop, but they were getting camped in the tent as well, so it came to a fight. It was dangerous, and very nearly deadly for the leaders of the Resistance, but the party got control after a moment. What they didn't expect though was a second prong of attack targetting Shalosha who was nowhere nearby. She was taken easily and only considered after a runner came with news of her abduction. Even though Shaaladel was removed from our game already earlier, the idea of capturing one of the leaders like this and using them in the final battle, especially because of Myetharia's connection there, was still appealing, so I'm glad that it paid off.
With all of their success over the campaign, and how easily they dealt with the side battles at the start of this final act, they had easily amassed enough points to ignore any further battles. I think there could be fun to be had here, but at max level already, the power the PCs have to decimate battlefields over and over again just didn't make it seem worthwhile. They had a chance to enjoy their powers, have a rest, and then move to the end of the story. What I did do as the party planned the descent down the last tunnel was have Parallax explain to Jack his price and the role he must play. I impressed on Jack that the hand that strikes the Heart with the Torch must be his. I wanted to add this extra difficulty to the fight (forcing them to get into risky positions some) but also as a payment for what was done earlier at the Eye when Parallax helped to prevent a TPK. Jack's body would be used as part of the fuel required to restore the Pheonix to life.
Next came the tunnel. The group was suspicious of the deserter, but with so many deserting and giving up, they trusted them pretty quickly. Following the map, they avoided notice with invisibility and made it directly to the confrontation immediately without too much issue. Just before they would have been noticed by the green dragon, the group opened up on them anyway along with a polymorphed Naizelasa to keep things even. A battle ensued, but it was always going to go badly for the defenders when max level heroes were already within all the defenses on onto the leaders. It didn't take long for the green dragon to dive down the pit as a surrender is called and the defectors to take control of the rest. As the Resistance moves in, the heroes don't wait and dive down the pit. They do their best to convince Naizelasa to join, and she helps fly them down, but she quickly gives up and drops the heroes as fast as she can once she sees water below and flees.
This is where Winry had one of the best long plays I've seen. Way back before heading off to Dassen, she bought a robe of useful items. While not a ton had come of them, it had come up a couple of times. But here, one of the things that we had written off as a joke when it was rolled came up so clutch. Off from the robe come 2 patches, each containing a rowboat. It was perfect. I described to them the troubles they would have had normally with the glyphs and traps, but they just sail on by. At least until the rapids comes. As they see the waterfall coming, they bail out and begin to fly. Since they were beyond the dispeling glyphs by this point, its just fine, so they get to watch the rowboats be crushed as they fly effortlessly onwards through the cavern and towards Time.
The dragon had peered in at them a couple of times, aging all by Winry (monk body), but I knew where this was going far before they had ever encountered them. This was a party that would talk first and punch second, so it wasn't a surprise to me that they talked with Time when they could, passed his tests, and gained his benefit easily. I had made up a killer map for this in Foundry that never got used, so I did show that off though.
I'll save the fight with Leska and the epilogue for another post as this is fairly long already. I know I made a fair amount of changes to the adventure here, especially cutting out a few sections that could have lengthened it, but we were all feeling worn by this point of the campaign. I'll talk about this more next time, but being now on the 4th climactic ending arc in a row was draining, so I didn't want to drag it on further. I think it turned out quite well though and it was cathartic for everyone to have some random scrubs to punish with epic level magic and powers. Point thoroughly made, it was time to wrap things up and close out the story more than revel in the glory.
Next time, an end to war.