New DM who inherited broken evil campaign. Have 2 sessions to wrap it up. Need suggestions

So the problem that I have is that I was a player in this evil campaign. Due to unforseen circumstances the original DM is no longer able to carry on. Now I am the DM and here are the characters involved are level 18:

Half-Dragon Bloodrager Armadillo(This was the race description) Stalwart Defender Hobgoblin Cleric(Serving an evil scythe god) Human Technologist Orc Barbarian

And two cohorts(My former characters):

Goblin Gunslinger Goblin Sorcerer(Wild Mage variant)

These two run inside the shield of the Stalwart Defender

The goal is to wrap up the campaign, as one of the players who usually DM's has created a world that we will start in 3 weeks. I have 2 sessions to wrap this up. The session I took over on this is what I did:

Pushed a good army from the realm with a demi god(Cernnunous CR 30) into a battle with them. Things went poorly for the demi god. This made me realize that the group is VASTLY overpowered.

What I want to do to wrap this up is let them fight for control over the realm with, first the King and his wizards(This is a mass battle situation), and second the God's themselves.

Since I'm so new to this and have little knowledge into the creatures that would give the best fight, I was looking for tips that might cut down research time and create an exciting, but challenging experience. I'm not into railroading and they will take suggestions to get the campaign wrapped up.

TL:DR The group is overpowered as hell and I need something that will challenge them to wrap up this campaign. Only you can prevent forest fires.

Posted Apr 10, 2016, 5:35 PM UTC

155
Sintobus•

The best way to beat PC's if you are looking to win in the end and have evil 'vanquished' is to give them no rest or breaks. Cut them from supplies and let them throw away resource after resource to continue on. No one is built to fight indefinitely.

If you let them win then simply have the next setting be int he world their previous characters left behind. Let them say what they plan to do or will do how things will be and such once they are satisfied with their victory. They will reap what they sow

9
fuckingchris•

No breaks, hit them with a lot of Azatas, since this -is- Cernnunous...

Another poster said to make sure that they don't get too much rest... At a brief look, I found Ghaeles. CR 13, so as part of an epic "final" encounter you can include... Eh, I would throw in 5-10 of those, equaling about a fourth of the encounter. They will die like flies if they attack like a stupid dog or something, so don't do that. Instead, have them all go to their Light Forms, fly around using their "pierce all DR" rays, making Holy Word affect their allies, all while incorporeal. They only come out of that form to cast Raise Dead on any 'major' ally that drops. That means that everything has at least SR 25 against all spells cast by the party, AND they can at-will cure light wounds everything and raise everything until dealt with. Also remember that they have perfect flight at 150ft speed, so they will be difficult as fuck to deal with, even if the party can cast fly or has a flight speed.

Next, throw in 2 Brijidines... They fly around a bit slower, but they can definitely melee the party... Their jobs are to protect the caster Azatas, cleave and shoot lava at the party (it does a lot of damage), and any time the good people move? They meld into stone, superheat and soften the stone, then move to go defend/attack somewhere else, leaving the party entrapped and standing in lava. The party will almost definitely be taking at least 3d6 fire damage a round from burn and their superheat ability.

Azata do best when they are mobile, it seems, so make sure that they use this to their advantage. Raelis have constant Freedom of Movement, and can spend their turns teleporting all over the battle field and using either Teleport or just about any "Rune" or "Symbol" spell to aid their allies and disadvantage their enemies. That leaves you in the ballpark of 300k xp to spend on the other units they will be facing... So take advantage of that!

As for the human army, I might make the king a mystery cultist or Battle Herald, buffing his army with his glorious calls. As for his soldiers? Make most of them use shields and be highly disciplined. Give them the teamwork feat Lastwall Phalanx (I think on PFSRD it is called Phalanx Fighter), which gives them a sacred bonus on AC and saves equal to the number of allies with the feat adjacent to them, which (if they are in block formation), is something like +5 flat-out. That plus some wizards (Or should I say, Maguumbyan/Collegiate Arcanists, since they get good-aligned spells and totally fit the theme?) should help even the odds a bit... Or at least hold the party back until the Empyreal's forces arrive.

In my head, the first part of this will be the party trying to punch through the king's lines and stop his wizards, paladins, and siege crews in a battle filled with a metric assload of pre-built cronies, followed by the arrival of the Empyreal forces who mostly fly around according to their roles, until their lord arrives (Unless they are routed). Once the big bad Good guy arrives, all of them should go on the offensive.

If the party holds, then it holds. If the party doesn't, then they go down in service to their gods against the deluded and slavish forces of their enemies. They were Conquerors; never slaves. Never servants.

7
ptrst•

I agree, if you want them to lose don't give them a chance to rest at all. I don't think my paladin got an actual rest for ~3 days in-game (mythic, so we had a few more options for getting resources back), and it was absolutely brutal.

1
trianuddah•

Foment party strife. Make them their own undoing, with external good guys just catalyzing self-destruction.

1