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The group basks in glory and relative safety, wealth, comfort and the trappings of power. Boooooooooooooooring! What happened to the good ole days of pooping into a bag and hoping you didn’t end up eviscerated? Once you have battled gods and slain them, after restoring life to the world as you know it…the mundane encompasses pretty much everything.

Still, odd rumors pop up from time to time and if strange enough they may whet the appetite for adventure. One such rumor involves a test set forth by the gods themselves, to separate the wheat from the chaff. The group investigates and the trail leads from minstrel to bard, from bard to sage.

Locating the sage takes a bit, but reaching him is a matter of a teleport circle – and the group arrives to ask questions. Questions lead to answers and a book, and tales of a rival party in the hunt for the information about a black and white castle that contains many test, tricks and traps – and a reward beyond measure. After Abe, Schlomo and Ron’j! go outside, a charm spell leads to additional information, like the sage is an actor and they are being scryed even now.

With that news, madness erupts. In rapid succession, the ‘sage’s’ hut is struck by a metor shower – which vaporizes a good portion of the city block as well, then the group is assaulted by a high-level mage using a shapechange spell – who cycles through the forms of old lady, iron golem and banshee – slaying several party members in the process – before the group departs (with book and dead) to the safety(?) of Waterdeep and Barada’s manor.

Soon after the group’s arrival they are confronted by an apparition that informs them about the castle, the quest and the perilous perils they will seek. A ring of location is offered and the group is underway.They travel a bit, them start teleporting about. Eventually Dalliance and company reach Chult, where they must backtrack by sea – and hire a smuggler to do the job. Payments are made, and the group is off. The sail and survey and eventually reach the object of their quest.

They scout the island, make note of castle, dragons and the like and are ready to set upon their quest. After a decade of inaction, the siren call of danger and fate gets the tired blood flowing!

As the dragon’s body crashes to the ground in a tremendous wave of unborn souls, the group pauses for a moment to see what carnage has been wrought. They examine the slumped form of Abe and the battered body of Nils and sigh as they deploy the Rod of Resurrection…and not a moment too soon it seems for the dragon’s still beating heart bursts forth from its chest in a gory shower of viscera. It is some form of demon – one that calls forth its weapons and burst into flame with an audible ‘whump’. As its weapons materialize, all the soulstuff in the room is drawn inward towards those terrible weapons and when the demon bellows its battle cry – the group is sore afraid. The fight is swift and brutal and Dalliance shows why it is always a good idea to pack a high level mage when you go a traveling amongst the planes. She disintegrates the offending creature and a sudden silence ensues.
The group plunders what is plunderable and prepares to depart. They teleport to the entrance – arriving behind the quartet of demonic dragon guards who notice them just a few seconds too late – by which time the group has gone all gaseous and is attempting to flee the scene. As they bypass the interstellar anemone, they are trapped in a swiftly crystallizing section of space-time.
There they are contacted by the soulshapers – a semi-divine class of creatures who form the raw soulstuff into the appropriate ‘shape’ and send it on its way. They thank the party in most heartfelt terms – for they themselves were unable to intervene – not being in possession of the fragment of godsoul obtained from Evo. The entities go on to bless the party with increased physical and mental abilities, cure all their outstanding injuries, and even pay off the ‘soul debt’ incurred by Dalliance and Barada all those years ago in the underground jungle city. They part ways with the party by ‘beaming’ them into a church service in the temple of Azuth in the city of Waterdeep. This descent from the heavens by the members of the EFK provides much fodder for discussion and the city is soon abuzz with tales and tales of the group’s adventures, even if 80% of it is made up. Abe gets to work and tries to capitalize on the buzz to help give the church of Azuth a bit of an extra kick – though association with the likes of Dalliance and Barada is at least as effective as his efforts.
The experience of planar travel and combat with demonic entities has given the party members much and more to think about. There are spells to be learned and songs to be sung. The priest of Azuth must spend time in temple building and enriching the church, at the same time restoring a bit of luster to the city of Waterdeep – fallen upon hard times. Initial successes lead to more of the same and the church is well-established by the time the ten-year note comes due. Although the sum of ten million has not in fact been reached, the spread of influence and the general well-being that the church has brought about has disposed the god kindly towards his servant. High Priest Abe is in good standing with his god.
This also has the unexpected consequence of swelling the ranks of the college of magic as many a young lass (and lad) has visions of being the next Dalliance. An expansion of the school may well be in order. Arch-chancellor Dalliance?
Barada spends quite a bit of time researching and fiddling about with the demon-horn harp strung with brass strings. The Harp of the Infernal Planes turns out to be an interesting item.
Ron’j! returns to his school in the Greypeaks to tend to his advanced students and to re-evaluate his decision to leave in the first place. All in all the group is as powerful,. rich and influential as it has ever been…so now what?

The intrepid adventurers make ready to face demonic troubles, as well as more mundane concerns…they appear to be plummeting towards the Bastion at an alarming rate.
Taking wind form allows them to gain access to the “landing pad’ and quickly erect a wall of force. This seals out most of the demons, but leaves a retriever – a personal minion of a demon prince – trapped inside the dome with the party. The battle is short and brutal. The group then uses the shard of the godsoul to gain entrance to the inner pocket plane, windwalking past a quartet of demon/dragon hybrids and an interdimensional anemone.
They enter and survey a myriad of trees each which bears a constellation of developing souls. They spend a few moments in contemplation, then reverse course and flee for just a bit more preparation.
They return within a dozen hours and repeat their journey. This time there are no demons on the landing. They enter and plummet past the inter dimensional anemone.
They enter again, but this time the quartet of dracodemons is inside and waiting for them. The group decides to remain in wind form and tries to lose the quartet in the caverns that lie past the entrance. They happen upon what appears to be a crudely animated dragon skin, much as if two small children were wearing it like an overcoat. At the sight of it, the dracodeons turn back. This freaks the group members out in a major way, and they flee faster. Eventually they find a space to assess the situation, and finding that there is no time like the present, they use the soul shard to gain entrance to the inner chamber.
Therein they find a huge red demondragon bathing in a shower of soulstuff, exhilarating in the experience. Behind it stands an iron tower, and upon that tower stands a figure. The dragon offers the group death or immortality, and the group chooses – after an excruciatingly long moment of soul-searching, it may be noted- to attack.
The battle is intense, but in the end it comes down to Nils, wielding the Holy Dragonbane Greatsword of Vengeance, vs the dracothingy while the rest of the group acts as decoys, heals the fighter, attacks the tower – a minor epic in and of itself, involving dracodeonic kobold bard and a demodragon. The latter chases Barada and is disintegrated by Dalliance, while the former falls victim to a nicely timed Drown spell cast by Shlomo the Druid.
Meanwhile, the battle with the dracodemon rages on. Several party members are battered to the doorstep of oblivion, but then Abe is stomped to death, then a few seconds later Nils is slain. All seems lost until Barada is volunteered to wield the sword. Ron’j! carries it over to him and the reluctant hero strikes a blow that nearly severs the beast’s leg, and it begins to topple in an agonizingly slow and excruciatingly loud arc towards the knee-deep pool of soulstuff…

With fragment of godsoul in hand, the group does some more investigating with sources extra-planar. It is revealed that travel to the positive material plane is fraught with peril. The life force is so strong that eventually one will swell up and explode.
More investigating reveals that there are spells that may exist, but they would probabky be used by demonicy sort of folks. This bit of information is imparted by the plane hopping sumo frog, who appears to Dalliance and strikes a bargain. He will aid the group against the demons, but he seeks the head of the creature. Luckily, the group has a bone to pick with the creature revealed to be in posession of the arcane script. Said critter is in undermountain.
Amidst groans of grudgery it comes to light that teleporting in is impossible, but perhaps one might try to plane shift in, but inthe end it is decided that doors are good too.
They enter and run across a pair of powerful demons that are dispatched swiftly. A short time later they run into the six armed horror. While Dalliance does her best to dispatch it swiftly, it still manages to wreak terrible damage on the party, though it is unable to flee and so expires. At the last, the frog strikes, though to no real effect, and the group is incensed at his cowardice…or ineptitude, at least.
Some time passes for research and preparation by way of constructing self-torture devices in order to avoid explosions of life. Then, they are off to the positive. The fortress is spotted and the landing strip is crowded with demons…

Plane shifting to Pandemonium, the group locates the guardian angel (Evo) and her companion (not introduced). They attempt to parley, asking Evo about the prospects for looting the dead god’s tomb. With all due respect, of course..
She puts the kibosh on the idea and suggests that they petition whatever gods they have, for she will not open the door without a fight. Her companion nods grimly. The group retreats, then planeshifts back to Waterdeep. There they do their best to get in touch with a god that appears to give a whoop and eventually Abe, brother of Gabe, contacts a divine representative of Azuth. Azuth will work on his behalf, but in return, Azuth demands certain recompense…like a temple to Azuth. Built on the ruins of the temple of Tharzidun, in the middle of the city of Waterdeep. Ah…I see.

Still, Barada is a Lord of Waterdeep, Azuth is well-loved by the wizards at the Arcane College, and Dalliance has a set of +4/+4/+4 bloodstone encrusted mithril chainmail. That and Barada’s Lyre of Building. In the span of about six months, the city has a new temple – and as soon as Abe gets back from his little jaunt, he will be expected to raise it to full glory. Hundreds of thousands of gold coins change hands and local economy booms. Hurray Barada, Lord of Waterdeep! Bringing the pork home!

Back to Pandemonium, where the gods open the door for our intrepid group. The door happens to be Evo herself, and each member in turn enters her – while the green skinned companion looks on in bemusement. The group finds itself in a large ruined hall – with two music playing feather-winged elf-snake people.

The group tries to parley, but the elf-snakes are a bit deranged and paranoid and attack. They are slain in very short order and the group presses on to a new area – much the same as the first, but the elf-snakes are finger painting. Once again, the prospect of parley is brought forth and this time there is enough sanity present to allow a discussion. The elf-snakes agree to bring the group before the god, so they may petition him directly.

The group is directed to a large cavern – picking up another two snakefolk along the way – wherein rests a very large man. This is the imprisoned god they seek, and once again they attempt to parley. The god tells them that he will only surrender the fragment of his soul that they seek if they can wrest it from his rapidly cooling corpse. With that he attacks.

Dalliance whirls and uses her staff of power to erect a wall of force behind the party – sealing them into the room with the enraged god – but preventing the two front war scenario from developing. The group surges to the attack and powerful magic is deployed on both sides. Finger of Death claims NIl and Abe is pummeled into pulp with a giant hammer. The rod of resurrection is deployed and the fallen stand again. The deity seems impervious to physical attack and it is only the arsenal of Dalliance’s magic missile spells, deployed from rings and staves and the mage herself that turns the tide. The god is slain and his soul is stolen! While his despairing followers look on, the group spends a few minutes looting everything of value before departing back to Waterdeep.

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