By the start of the last session, several of the party members are running low on spells. I made one mistake going into this whole massive battle. I told them it would take 4 or 5 game sessions. I told them this knowing that when I played through Red Hand of Doom, we took four sessions to play through the massive battle (1. Giants attacking the walls; 2. Abithriax the Red Dragon; 3. The Streets of Blood; 4. The Sniper Assassin and the Final Battle with Kharn). I figured it would probably take a whole extra session for the wave of demons to be fought too.
Well, rather than being the strike force to be ordered to the weak spots to shore them up, the party has taken upon themselves to just go where I describe things happening in the distance. The have engaged in the following extra encounters:
1. Initial Wall Assault - this one didn't really cost them too much in resources.
2. Half-Fiend fly-by of the wall - this one cost them a few spells; maybe 3 or 4.
3. Nycaloth grappling and falling with a specific Hathran - spent several spells here, most bouncing right off the fiend's SR.
4. Attacking the summoned Nycaloth - this used up several spells, many of which also bounced off the fiend's SR.
All of this has lead to the game sessions being broken down this way:
1. Initial Wall Assault, Half-Fiend fly-by, Nycaloth falling with a Hathran, Giants attacking the Walls
2. Killing the summoned Nycaloth
3. Killing the real Nycaloth
4. Starting the "Streets of Blood." (Two of four waves).
I've had to assure them several times in emails that they should do fine. They'll want to be conservative with their remaining spells, but two of them have a reserve feat (acidic splatter for the Rog//Wiz, and fiery burst for the Druid//Sorcerer), the Barb//Beguiler has been better about conserving his spells, and had only used one Rage of three, and the Druid//Sorcerer's buffs will last a long time, and he has at least two wildshapes remaining. They also still have all seven charges on their Staff of Life, and the Rog//Wiz started the battle with a brand new wand of Cure Moderate Wounds. This battle is going to end up forcing them to use their characters in ways they don't normally think about, and that prospect is starting to piss them off a bit, I think.
So, the Barb//Beguiler entered this game session wanting to not use any spells, and the Druid//Sorcerer was wanting to act in a similar manner. They did a pretty good job of that, each using maybe one spell.
Prior to dealing with the nycaloth, the walls had been breached in two places, though those had been plugged by a Wall of Stone and a Wall of Thorns. The army had then over-topped the walls with more than 60 castings of Dark Way, moving several hundred tanarukk and various hags and half-trolls up onto the wall. With the added help of two dozen half-fiend trolls and half-fiend ice trolls, they were able to secure the wall, and started bringing the fight down to the ground inside the wall, though the defenders seem to be holding a defensive line fairly well.
After slaying the Nycaloth, the party had a few rounds to catch their breath, though they wanted to get right into the action at the wall, so I obliged them, having a mental message from the Hathran scouting in owl form that the horde seemed to be making some progress as the breach plugged by the Wall of Thorns. The defenders there were being overcome. I remind the party that they have all eight of their higher-level NPC allies to call upon, and they gather them up along the way. I then give them 10 minutes at the table to plan and arrange their allies, which are composed of:
One 5th level Ice Troll Berserker "Captain"
Five 2nd level Ice Troll Berserkers (down from ten, due to them losing in one of the "crisis points" scenarios)
Six 3rd level Barbarian//Scout Geats
Four 6th level Barbarians (Wolf Berserker Lodge trippers)
Four 8th level Geat Scout 5/Berserk 3//Barbarian 4/Fist of the Forest 1/Ranger 1/Fighter 2's
They place most of the lower-level folk in the back, and place themselves right in front and about 15 feet back from the "brier patch" plugging the wall. The Wolf Lodge Berserkers and the Geat Berserks flank the hole, creating a small box to attack the foes in.
After 10 minutes of discussion, the wall of thorns began to peel away, and a successful spellcraft check by the Wizard learns that it is the effect of an Antimagic Field. The party have readied actions, though some are abandoned due to the antimagic field making them irrelevant. The party does a good job of plugging up the hole and making it difficult for the "ferried" foes to emerge from their bubble of protection within the wall of thorns. A few of the winter wolves in front squeeze into the space outside the antimagic field and use their breath weapons, which are ineffective as the PC's have Cold Resistance 20.
Full attacks from the tiger-form druid and the Barbarian//Beguiler, as well as a Mortal Bane empowered Hideous Blow from the Barbarian//Warlock drop two of the winter wolves in short order, and the third is grappled by one of the tiger animal companions on an AoO as it tries to move past. The Wizard//Rogue shoots his MW shortbow at one of the Tanarukk high-Archivists who are working as ferrymen with their antimagic fields (the AMF's are cast from scrolls created by one of their members who is actually a Ur-Priest). An Ice Troll and two Half-Troll Marzanna Hags move forward out of the antimagic field, and someone else hits the same archivist again for 14 points of damage [was probably the Druid//Ranger/Scout DMPC who has giants as a favored enemy, and an enemy spirit pouch] before the two archivists back away, pulling back into the wall of thorns.
The two Marzanna Hags laid down two walls of ice, perpendicular to the Wall, about 30 feet apart, flanking the 20-foot breach in the wall, blocking off several of the allies to the sides. Two ogre mages fly in, laying down two Cones of Cold for 9d6 cold each, one focused at the party, the other focused directly down the length of one of the Walls of Ice, hitting the 8th level Geats on the side with the party, and hitting several low-level barbarians on the other side of the wall.
The party takes the fight to the Ice Troll and the Half-Troll Marzanna Hags, missing several times against their respective AC's of 23 and 25. The Druid//Sorcerer's tiger animal companion does a good job of hitting several times, but fails to initiate a grapple. She retaliates by making a concentration check and using her Dreadful Gaze on the animal companion. It fails the initial Will save, but succeeds at the secondary Fort save versus death. The players asks what would have happened if he'd failed the save, and I tell him. Now he REALLY wants to kill the hag. Regardless, on its next action, the animal companion is panicked for 10 rounds, and runs off.
During the next round the Druid//Sorcerer mauls one of the hags, but doesn't yet kill her, and I think he actually failed to grapple her. Several of the 8th level Geats gets in on the action, and they keep missing by one or two. I forget the details now, a week later, but several of the party members got a hit or two in amongst the three remaining foes. The third winter wolf, being grappled by the DMPC's animal companion, unleashes a breath weapon at the tiger, but it does nothing after the Cold Resistance 20. One of the hags tries to use a Bestow Curse, but the PC made his will save. The Ice Troll fails to hit anyone.
The foes really start to drop at this point. The last winter wolf is raked to death, someone starts using fire against the Ice Troll, and one or both of the hags go down. I rolled 1d4+2 to see how many rounds they had until the next wave hit, and I rolled 5.
The Druid//Sorcerer stuck around to burn the Ice Troll to death with Fiery Burst, but the Barbarian//Beguiler decided to go after the archivists with the antimagic fields. He flew out to the end of the wall of thorns (roughly 30 feet or so) and noticed a pair of tanarukk in robes walking away from the "brier patch" and with a spot check noticed the Spike Stones were being suppressed around them. He also noticed another patch of the wall of thorns just closing up, as if more antimagic fields had just entered it. He either cast Freedom of Movement, or already had it up and running, so he decided to get in front of this new batch. He was able to move freely through the thorns, but still took 5 points of damage each round (lessened to 3 due to his DR 2/-). He moved toward where he expected the on-comers to be, and saw that the whole area of the antimagic fields full of trolls (and the two tanarukk archivists).
And I need to hit the road, so I'll add the story of the second wave later.
Edit: And I return.
I need to explain just a bit more about how the area was set up. From the player's perspective inside the wall, the wall extended in both directions, to the left and the right. On the right side, about twenty feet right of the breach, was a stairway sticking out perpendicular to the wall. It came down at a 45-degree angle, so the bottom portion stuck out 20 feet from the wall. Ten feet left of that, between the stairs and the hole in the wall, was a Wall of Ice put in place by one of the hags. She doubled the height to 20 feet near the stairway, but further out kept it at 10 feet high, and it extended ~70 feet back, placing the PC's inside an icy hallway with the second wall of ice thirty-five feet to the left, on the other side of the brier-plugged breach.
Prior to the first wave, the PC's had positioned several people up on the portion of the wall that had a stairway, and placed several on the stairs as well, all with bows. The DMPC Druid//Ranger/Scout/Wiz/MotYW was standing at the broken edge, overlooking the broken hole in the wall, the wall of thorns, and the killing field below. Because the wall of ice from the first wave blocked their ability to fight the foes coming through the breach, most of those individuals moved down the stairs to move around the 'back' end of the wall. The DMPC archer stayed on his perch, however, still getting good shots in on the foes below him.
At this point, five rounds after dropping the last of the foes from the first wave, a group of Tanarukk Berserkers comes running down the length of the wall. I put four of the eight on the map, and gave them a surprise round action (they ran out of a field of magical darkness, so the PC's didn't see them coming). The first one charges 20 feet, Leap Attacking to hit the DMPC. The Druid//archer uses his last Abrupt Jaunt for the day, teleporting down inside the wall 10 feet, and then falling the remaining 10 feet, but succeeding on the tumble check to not take damage.
The second tanarukk leaps the distance from the wall, over the Wall of Ice, to attack the Rogue//Wizard in mid-air. That may have been a cheat on the jump rules to finish his charge in mid air and sunder the Rog//Wiz's MW bow, then get a sundering cleave on him, but so be it. His next turn would entail falling to the ground. I think this sundering of his bow actually really angered the player, even though it was only a MW bow.
The third tanarukk leaped from the wall to the stairway, and sundered the weapon of the young Geat standing there, then cleaves into him, killing the Geat. If I remember correctly, the other one leaped toward the other young geats on the ground, and may have actually closed the distance (all these berserkers were under the effects of the Jump spell), getting a hard strike against one of the others.
Initiative is rolled, and the party rolls well. All the PC's, as well as all the NPC's except one group (the young Geats, the ones closest to the on-coming tanarukk) goes before the tanarukk berserkers. The Rogue//Wizard 5-foot steps back and lays into the tanarukk with an Acidic Splatter, dealing 12 points of damage, and he thinks toward the Barbarian Beguiler (who is a Mindbender, and is keeping is telepathic communication line 'open') that he REALLY needs to get back here, and not screw around with whatever is in the brier patch at the moment. The Barbarian//Beguiler hurries back, taking a bit more damage from the thorns, and rages, hitting the mid-leap tanarukk for 25 points of damage.
The 8th level Geats and move to attack the leaping tanarukk when he falls, and the Wolf Lodge Berserkers move around the wall of ice to help the young Geats who are falling to the tanarukk. The DMPC archer moves twenty feet to activate Improved Skirmish, then wings an arrow at the air-borne tanarukk above him, hitting for 36 points of damage (tanrukk in my game are Troll-blooded, not Orc-blooded, and thus Favored Enemy: Giants and a Giantbane longbow hurt a lot against them). On its next turn the tanarukk would fall, taking sufficient damage to drop it into negative hit points.
The tiger-form Druid//Sorcerer had buffed himself with his scroll of Air Walk, and so he charged up toward the first tanarukk up on the edge of the wall (the one that tried to hit the Abrupt Jaunting archer). He was also under the effects of Girallon's Blessing, and he used a swift action to activate his Bracers of Lightning to give all his natural attacks the Shocking property for one round. He dealt 70 points of damage on his charge, and the players were astounded that this didn't kill the tanarukk (they have 77 hp's, though I just realized they should have had 95 hp's because they were raging...). He did successfully start a grapple, however, and pulled the tanarukk into his razor-sharp embrace.
The Barbarian//Warlock DMPC struck the tanarukk on the stairs, and then it was the tanarukks' turn. The first tanarukk tried to get out of the grapple with the Druid, but it didn't work. The second one fell, and as I stated previously, the fall dealt enough damage to knock him unconscious; he was soon thereafter pummeled to death by the experienced Geats. The third ate an AoO from the Barb//Warlock, and leaped off the stairs, sundering the weapon of another Geat youngling, and nearly killing him with the cleave. The fourth one used Momentum Swing to seriously hurt another NPC, and then whiffed on the second attack.
The second batch of four tanarukk berserkers arrived along the top of the wall, and the first one charged the grappling Druid//Sorcerer, hitting for 41 points of damage. All the players' eyes got wide at that. Someone made a snarky remark about what their CR was, and I told them each was a CR 5. More wide eyes. The sixth tanarukk started moving down the steps, and the last two leaped straight toward the NPC's at the base of the stairway.
Finally the Geat younglings were able to act, though they didn't accomplish too much. They did get a few hits in, and with the skirmish damage from being 3rd level Scouts, they made a couple small dents in the bad guys.
Top of the round, and Kimi the Rogue//Wizard lays out some area acid spell, dealing 51 points of damage to the three that failed their save, and 25 to the two that made it. The Barbarian//Beguiler must have moved and struck something this round (most of their AC's were sitting around 6), but I can't decipher which he hit. Maybe he tried to hit the one using momentum swing and actually missed the darn thing (which is hard, considering their raging AC is like 15).
More NPC flunky attacks. The surviving Geat younglings hit for small amounts of damage, and the wolf lodge berserkers get on scene and try to trip, and every single one of them fails the opposed Strength checks. The DMPC Druid//Scout casts Air Walk on himself, and walks up to "perch" upon the 20-foot tall peak of the wall of ice, so next round he'll have a good view of the tanrukk below him.
The Druid//Sorcerer drops the grappled tanarukk (which deals 6 damage, bringing it to 1 hp), 5-foot steps back from the tanarukk that just charged him for over 40 damage, and notes that the tanarukk that charged him, the one on the stairs, and three of them clustered to the players' right of the bottom of the stairs are all in a line. He breaks out Arc of Lightning, dealing 22 points of electricity damage (no SR) to the four that made their saves for half, and outright killing on that had been dropped into single digits by the Wizard's acid area of effect spell.
The Barb//Warlock character got into the fray once again, hideous blowing one of the tanarukk into oblivion. The tanarukk at the base of the stairs struck at whomever they could, killing another young Geat or two, and injuring one of the Wolf Berserker trippers. The one on the stairs leaped to attack the Druid//Archer, striking for 47 points of damage.
Another round of attacks from the Good Guys brought an early end to the tanarukk berserkers. Although I now realize I'd cheated them each out of 18 rage-induced hit points, it was likely for the best. They hit hard, and I might have actually started sundering magical PC gear, which would have pissed people off quite a bit.
We ended the session there, and I informed them that we only got through about half of the waves I had planned, which means more sessions than I had initially indicated. So, in chatting some after the game, and in the email I send out afterward, I apologized for incorrectly estimating how many sessions it would be, and instead decided to tell them how many encounters it would be. Roughly 18 total, of which the party had now gotten through four planned encounters, and four extra encounters that they had taken upon themselves to seek out.
This... did not make them happy. I had pointed out that of the remaining dozen or so encounters, about ten of them were going to be when the demon waves start coming. I also mentioned that several of them will be below their party level, some at their party level, and a few above their party level. The Rogue//Wizard's player was also testy about how little XP they earned from this session (only like 200 or so), but that was in large part due to the fact they had so many NPC's on their side. At the end of the session they had acknowledged how important the NPC mooks were, even if only to serve as alternate targets for the bad guys' aggressions.
It's interesting to see their take on things, and their reaction to this battle. I think I can safely say it is much larger than they had anticipated it being.