What are those monsters doing with our magic items?
Twenty: The first rule of conflict: What is done to you, return it tenfold.
(or, “I wand him dead! I wand his family dead! I wand his house burned to the ground! Hey, great wand.”)
The forces of wickedness, with mean-spirited cleverness, have sealed up all exits to the dungeons with stone shapes. Pris is not discouraged, however, and after convincing a wandering giant that she is it’s “bestest friend”, the over-sized under-minded goon smashes through his bosses’ best laid plans, and the PCs have an escape route. Pris points out the “treasure” in the bottom of the hole, and as the giant sticks his head in to look, the party jumps him, ending the big guy’s reign of stupidity.
The assassin leads them directly to the children, as promised. The children’s guardians, Ju Ju Zombies, prove no match for Augustin and Gnomer’s turning capabilities, and soon the party is able to square off with the real baddie: a Babu Demon. The fight drags out, but in the end, Good prevails. The children are herded together and out through the secret passage.
The first order of business once the Temple is put behind them is to kill the assassin. Augustin relishes the duty, and our band of heroes make short work of the villain. Hey, maybe we can fight 12th level monsters after all.
Gnomer runs on ahead to the hidden grove of forest gnomes, and meets with the camp’s elders: Eliad Pelgrin, a druid; Ender OverUnder, a ranger/illusionist; Fonkin Bastich, a cleric of Garl Glittergold, and Boddyknock Kicker, a fighter. Gnomer convinces his kinsman to shelter the children, but shortly after getting the orphans settled and fed, gnome scouts return with a report of a large Evil force marching this way.
Zinvellon wants his sacrifices back.
The gnomes and the PCs plot an ambush in a large clearing next to a lake. A pair of vulture-headed demons fly reconnaissance, and the party passes the word to shoot them first, with silver arrows. Two groups of enemy forces show themselves: a large skirmish force of bugbears and orogs, with a formorian giant in their midst, and a second force comprised of Dretches, a wizard, an orog fighter, and worst yet, a monstrous demonic spider, known as a bebilith.
The main gnomish force tackles the humanoids, while the PCs, bolstered by the gnome worthies assault the demons. The party gains the initiative, and Eliad calls lightning onto the wizard and fighter. Fonkin silences the wizard, and Ethel hits him with a stinking cloud. He must have borrowed Jespo’s dice, because his luck utterly deserts him, and he succumbs to all three spells.
Meanwhile, Augustin is learning first hand why most paladins talk more about fighting fiends than they actually fight them. The bebilith hits him with both sword-like appendages and a bite, destroying his armor, his shield and poisoning him. If this wasn’t bad enough, as he drinks his potion of neutralize poison, the bebilith scores an attack of opportunity, bringing him to single-digit hit points. Boddyknock charges into the fray, and Fonkin (“fonkin’ A main!”) tests the abyssal spider’s spell resistance, to no avail.
The gnomes in the other group handily bring down the giant, and lay waste to the bugbears (outnumbering them 3 to 1), but are horrifically mass charmed by the two vrocks. Vrock and roll, dude, demons rule.
Ren Qi and C’min sneak back towards the gagging, silenced, blasted mage to finish the job. The mage’s fighter companion charges toward the bebilith fight, intercepting the monk and rogue. Eliad sends a half dozen boars and wolves to aid the duo, and soon, the mighty X’im sleeps the eternal sleep, thanks to repeated stun / sneak attack combos from Ren Qi.
Prisantha notes the confusion and in-fighting amongst the gnomish ranks in the other melee, and moves to undo some of the damage the Vrock’s enchantments have done. Several spells later, she manages to calm the victorious gnomes, and restore some semblance of order.
The bebilith turns its attention to Boddyknock, and poisons him. A few seconds later, the valiant gnomish fighter lies dead. Soon thereafter, the Vrocks join the fray, and things look dire indeed. A faerie fire from Eliad negates one of the Vrock’s mirror images, and the party begins to whittle away at the beast. But the bebilith is a never-say-die sort of Abyssal monstrosity, and despite a successful ray of enfeeblement from Pris, requires all the party’s spellcasting attention to bring down.
The Vrocks key off on Eliad, and he is killed when one of them crits him with both claws, and drops him head-first in a very ungentle way. Fortunately, Ender OverUnder had the presence of mind to bring his wand of color spray and repeatedly blasts the demon with it, until Ren Qi and Heydricus can kill the beast. The second Vrock soon follows his companion, but before the party can celebrate, Crynnek, the wizard with the bad luck re-appears and hits the group with a circle of death. Fonkin is the only victim, and as he dies, the party leaps on the wizard, mauling him badly and forcing his surrender.
The battle is over, and the best news yet is that Crynnek, who spent the majority of the fight incapacitated from the first action, is still alive to be questioned. Heydricus starts things off on the good foot by breaking all of his fingers, then settles down to the real interrogation. But first, cut to . . .