This session took place only a few days after the previously cliffhanger of a conclusion with a very small subset of the players present (those not paralyzed) to see if it was a TPK or not. The combat started as it had left off, with half the party down and the cleric and wizard left with a tactical withdrawal in the face of impossible odds. The plan is to stall for as long as possible so that their companions can recover from the paralysis and rejoin the fight. At the beginning of the fight there are two lieutenants, about fourteen guardsmen, the general, and the evil cleric present on the enemies side. Many of these enemies are either nauseated, asleep, or paralyzed but will recover throughout the fight. The following combat was short, but a bit complicated and may best be described at least in brief round by round.
Round 1: Eurreal and Relemyr retreat party way down the hallway with Eurreal defending and trying to block followers from rushing past at the wizard. Relemyr uses a scroll of charm person on a mercenary to protect them and the cleric casts a silence spell at the bend. The newly made friend is called Steve and proceeds to block the corridor with the cleric and defend the squishy wizard.
Round 2: Eurreal casts a heat metal on the opposing general and the evil cleric (which does not work on the cleric implying magical armor is present) while Relemyr uses a wall of fog to obscure enemy spellcasting and missile attacks.
Round 3: A second heat metal spell is cast on some of the lieutenants and brigands and Relemyr uses a scroll of magic missile. Steve continues to defend and hold the line despite taking some minor nicks and scrapes.
Round 4: Eurreal casts a spiritual weapon to attack the second rank back and Relemyr throws some darts as he maneuvers into position for his last ditch effort. Some unidentified chanting in the fog is thought to be the a healing spell though the party has no way to confirm this.
Round 5: Steve continues to hold and Eurreal switches to melee combat instead of spellcasting as he is starting to run low on attack spells – the spiritual weapon continues to hery the back row to little real effect. By this point Relemyr has maneuvered just right to smash one of his specially prepared gems sending a lightning bolt down the packed hallway. This takes out many of the brigand guardsmen but a few will come straggling in as their debilitating conditions come to an end over the next few rounds. The lieutenant, general, and cleric are all still alive however.
Round 6: Against all odds the party is still alive, and what’s more, most of the enemy soldiers have been disabled. Another frantic round of melee sees the Eurreal winged but not dropped and somehow Steve taking a third hit for minimal damage which almost but doesn’t quite kill him. Relemyr is mostly out of tricks and tosses ineffective darts forward.
Round 7: Perhaps fed up with the incompetence of the underlings, the general and cleric move forward and begin to fight in earnest. Eurreal is hard pressed to keep them at bay and Steve survives another round, barely. Relemyr gets a lucky throw in with a vial of acid right into the face of Loranth the beautiful…who is suddenly not quite so beautiful but a lot more angry.
Round 8: Eurreal gets in a final lucky swing with his longsword and nearly drops the general. Loranth casts a second hold person now that he can see through the edge of the fog, which catches Eurreal by surprise but does not stick on the elf wizard. Relemyr throws another vial but misses only causing some minor splash damage. Sadly, Steve is dropped as well, though again from a hit for minimal damage meaning he might be able to be saved if the party can live through this one.
At this point, the previous paralysis on the party from the hold person is wearing off along with the fog and silence affects. Azgoth, Pyron, Aoelin come around to see about five of the bandits up along with the enemy cleric, Loranth the Beautiful, and a severally injured general. The tides have started to reverse, but Eurreal is now paralyzed meaning there is nothing between the enemies and the fragile wizard in the hallway. The session ended on a second cliffhanger with the party hopeful, but still far from victorious.