<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">

<html>
<head>

	<!--                                                       -->
	<!--          HTML design by GreyLight Internet            -->
	<!--    Contact webmaster@greylight.com for pricing info   -->
    <!-- Copyright(C), 2000, Edward Hall, All Rights Reserved. -->
	<!--                                                       -->

<TITLE>GLPC : AD&amp;D : PlaneScape : Story Arch #1, Compleat</TITLE>

<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1">
<META HTTP-EQUIV="Content-Language" CONTENT="en-us">
<META HTTP-EQUIV="Reply-to" CONTENT="webmaster@greylight.com (Edward Hall)">
<META HTTP-EQUIV="Copyright" content="Edward Hall -- 1999,2000"> 

<META NAME="Author" CONTENT="Edward Hall, Copyright © 1999 - 2000 GreyLight Internet">
<META NAME="Description" CONTENT="Resources for the GLPC PlaneScape players">
<META NAME="Rating" CONTENT="14 years">
<META NAME="ROBOTS" CONTENT="ALL">
<META NAME="Keywords" CONTENT="">

<link rel="STYLESHEET" type="text/css" href="glpcstyle.css">
<LINK REV="made" HREF="mailto:webmaster@greylight.com" TITLE="GLPC">
	
</head>

<body bgcolor="#960000">

<table align="center" bgcolor="#960000" cellspacing="0" cellpadding="0" border="0">
<tr>
    <td colspan="5" align="center"><img src="gui/10x10clear.gif" width="10" height="10" alt="" border="0"></td>
</tr>
<tr>
    <td rowspan="2" valign="top">
	<!-- Menu -->
	<!-- Start SSI Menu -->
	<div align="center">
<a href="index.html" target="_top"><img src="gui/glpclogo.gif" width="100" height="100" alt="Gamers League of Perry County" border="0"></A>	
</div>

<HR class="menuline">

<P class="menu">
<Span class="peach">AD&amp;D</span><br>
<a href="planescape.html" class="menu" target="_top">PlaneScape</a><br>
<a href="makersworld.html" class="menu" target="_top">Maker's World</a><br>
<a href="quotes.html" class="menu" target="_top">Quotes</a><br>
<a href="downloads.html" class="menu" target="_top">Downloads</a><br>
<a href="dmtricks.html" class="menu" target="_top">Stupid DM Tricks</a><br>
</P>	

<HR class="menuline">

<P class="menu">
<Span class="peach">Shadowrun</span><br>
<a href="tauarchindex.html" class="menu" target="_top">Tau Arch</a><br>
<a href="srquotes.html" class="menu" target="_top">Quotes</a><br>
<A href="shadowrunners.html" class="menu" target="_top">Shadowrunners</A><BR>
<A href="biotech.html" class="menu" target="_top">Biotech</A><BR>
<A href="srgear.html" class="menu" target="_top">Gear</A><BR>
<A href="srcreatures.html" class="menu" target="_top">Creatures</A><BR>
<A href="srvoodooarms.html" class="menu" target="_top">Voodoo Arms</A><BR>
<A href="shadowrunpools.html" class="menu" target="_top">Dice Pools</A><BR>
</P>

<HR class="menuline">

<P class="menu">
<Span class="peach">GLPC Stuff</span><br>
<a href="Store.html" class="menu" target="_top">The Store</a><br>
<a href="oldnews.html" class="menu" target="_top">Old News</a><br>
<a href="boardframe.html" class="menu" target="_top">Message Board</a><br>
<a href="../cgi-bin/glpcrobpoll.cgi?start" class="menu" target="_top">Take a Poll</a><br>
<a href="players.html" class="menu" target="_top">Player Profiles</a><br>
<a href="pictures.html" class="menu" target="_top">Images</a><br>
<a href="links.html" class="menu" target="_top">Links</a><br>
</P>	

<HR class="menuline">

<P class="menu">
<Span class="peach">WoD</span><br>
<a href="wodquotes.html" class="menu" target="_top">WoD Quotes</a><br>
</P>	

<HR class="menuline">

<P class="menu">
<Span class="peach">M:tG</span><br>
<a href="cardsets.html" class="menu" target="_top">Sets in Use</a><br>
</P>	

<HR class="menuline">

<P class="menu">
<Span class="peach">Player Files</span><br>
<a href="uploadframe.html" class="menu" target="_top">Upload</a><br>
<a href="fileframe.html" class="menu" target="_top">View</a><br>
</P>

<HR class="menuline">

<P class="menu">
<Span class="peach">Guestbook</span><br>
<a href="guestbook.html" class="menu" target="_top">View</a><br>
<a href="addguest.html" class="menu" target="_top">Sign</a><br>
</P>	

<P>&nbsp;</P>

<!--
<A HREF="http://www.amazon.com/exec/obidos/redirect-home/greylightinterne?tag-id=greylightinterne&placement=home-btn-120x90.gif&site=amazon"><br>
<IMG SRC="http://www.associmg.com/assoc/us/home-btn-120x90.gif?tag-id=greylightinterne" BORDER="0" HEIGHT="90" WIDTH="120"
alt="In Association with Amazon.com"></A>

<P>&nbsp;</P>
-->
	<!-- End SSI Menu -->
	<!-- End Menu -->
	</td>
    <td valign="top" bgcolor="#FFFFFF"><img src="gui/cornertopleft.gif" width="36" height="36" alt="" border="0"></td>
    <td valign="top" bgcolor="#FFFFFF">
	<!-- Body Header -->
	
	<BR>
	<div align="center"><H3>PlaneScape Adventure Outlines for Arch #1</H3></div>
	<HR size="1" color="#960000" width="100%">
	

<table cellspacing="0" cellpadding="1" border="0">
<tr><td colspan="2" align="center"><B><Big>Overall Statistics</big></B><BR></td>
</tr><tr><td><B>Number of Sessions:</B></td>						<td>20</td>
</tr><tr><td><B>Average Number of Players per Session:</B></td>		<td>7</td>
</tr><tr><td><B>Average Leagth of Session:</B></td>					<td>11 Hours</td>
</tr><tr><td><B>Average Number of Charicters per Player:  </B></td>	<td>3</td>
</tr><tr><td><B>Average Numbrer of Charicter Deaths:</B></td>		<td>5</td>
</tr><tr><td><B>Average Enemy to Friend Ratio:</B></td>				<td>200:1</td>
</tr><tr><td><B>Average Infighting Time per Session:</B></td>		<td>1 hour</td>
</tr><tr><td><B>Banned Food:</B></td>								<td>E.L.Fudge</td>
</tr><tr><td><B>Most Liked Food:</B></td>							<td>Hot Corned Beef with Colby Jack</td>
</tr><tr><td><B>Most Eaten Food:</B></td>							<td>Tortia Chips</td>
</tr><tr><td><B>Most Drank Liquid:</B></td>							<td>Mountain Dew</td>
</tr></table>




<P>See also: <a href="portals.html">Portals and Gates</a></P>


<P>
<B>A Box of Peaches</B><BR>
<B>Date:</B> March 18, 2000<BR>
<B>Location:</B> Sigil<BR>
The PCs are contracted by the wizard Feranon to retrieve a box of peaches from a store on the edge of the hive.  One hot remark to an Abishai and the game is off to a rocky start as the PCs face off against the beast.  One is charmed, and sold into slavery later to be bought back.  The party discovers they are on the wrong side of the hive and pass through, engaging a street gang in the process.  They arrive at their destination to discover the box has been stolen.  The thieves are tracked to a bar of ill repute, called the <I>Fiend's Rush</I>.  One riot later, the PCs make a run for it with the box.  On the way back, a rival wizard makes a try to steal it, but is beaten back.  Fleeing city guards, the party makes their way back to Feranon and receives their hard earned pay.
</P>


<P>
<B>Cloak and Book</B><BR>
<B>Date:</B> March 25, 2000<BR>
<B>Locations:</B> Sigil, Vho's Vault in Limbo<BR>
Confused directions lead the PCs through a gate into a strange maze in search of a book of magic wrapped in a magic cloak.  Tensions run high, and infighting raise to new levels as the first casualties are from friendly fire.  At the center of the maze, the party encounters the deposed Abyssal lord Vho, who gives them gifts designed to kill them at a later date.  They escape with the book and cloak of magic by jumping into a pillar of flame, transporting them home to Sigil.
</P>

<P>
<B>White Prophet / Black Prophet</B><BR>
<B>Date:</B> April 1, 2000<BR>
<B>Locations:</B> Realm of the Tower of Winds in the Outlands, Unknown battleground<BR>
The PCs are sent to retrieve information from the White Prophet who dwells in the Tower of Winds.  They pass through a gate in the King's Tavern in Sigil and arrive at one of the only 4 entry points to that realm.  They make their way unmolested to the tower, but ask the wrong questions.  They then must wait and ask the Black Prophet for the answers they originally sought, even though they know that the information will somehow cost them in the future.  They then proceed back through the portal, only to find an old nemesis has been waiting for them.  A battle ensues, setting the tavern on fire.  The PCs reluctantly retreat back through the gate, and find that it has been destroyed behind them.  They make a long voyage back to the Tower of Winds and use their last remaining question to receive a magic scroll detailing another way back to Sigil.  Fighting starvation, they make their way through a series of portals and end up on a deserted battle ground somewhere in the lower planes.  While waiting for the finial portal to become active, they are assaulted by waves of ravenous ghouls.  The PCs happily discover their combat magics are twice as powerfull in this realm, and manage to repeal the ghoul pack.  They have just long enough to discover the treasure the ghouls were guarding before the portal opens and they finally manage to return safely home after being gone almost a month on the quest.
</P>

<P>
<B>The Pool of Clarity</B><BR>
<B>Date:</B> April 8, 2000<BR>
<B>Locations:</B> The Realms of the Green Diamond Scale, and Sparkling Clarity, both in the Outlands<BR>
Feranon's granddaughter Natasha has gone missing while attempting to retrieve water from the Pool of Clarity.  The PCs are contracted to Retrieve both her and the magic waters of the pool, in return for this Feranon will try to have all the current legal charges against the PCs dropped.  The PCs follow the trail to the Realm of the Green Diamond Scale, ruled by a large group a lizard men in possesion of both information and a map that always leads to the ever changing location of the pool.  After much haggling, the PCs leave with the map and travel to the Realm of Sparkling Clarity.  After a long and bloody battle with the pool's troll guardians, the PCs rest and heal.  Unfortunately for the party, Vho discovers their location and succeeds in tricking two PCs into giving their souls to him.  As a further problem, Natasha is nowhere to be found.  Once the infighting has died down and future battle lines drawn, the PCs decide that the lizards have lied and return to their village.  They storm the village, and discover that she was indeed being held there.  Once freed, she helps the party fight it's way back out again, and to the portal home.
</P>

<P>
<B>Blood in the Dark</B><BR>
<B>Date:</B> April 15, 2000<BR>
<B>Location:</B> Caverns of the Earth's Blood, Plane unknown<BR>
The PCs located directions and a map to a little known realm where a rare and potent magic elixir can be found.  This substance is said to improve the abilities and attributes of anyone who partakes of it.  The realm itself takes the form of a worryingly straight passage carved into solid stone, every inch inscribed with fragments of writting in every known language.  The first major obstacle turns out to be a large underground sea, which was not marked on the map.  With the aid of a helpful(?) Kraken, the party makes it to the other side without incident.  An angry giant falls to the party next, but the PCs are infested with Ear Seekers during the fight.  Fortunately the vermin are killed before they could succede in killing the party.  The next serious challenge came in the form of a Deep Spawn lairing under a rickety suspension bridge.  Most of the party die in it's clutches, but intervention from the wizard Feranon returns the recently departed to life.  The finial challenge occurs in the chamber of the Blood, as four stone golems obliterate the weakened and dispirited party.  Only by great sacrifice on the part of the last standing member are the others saved.  Taking little but knowledge back with them, the party makes it's way back to Sigil to recover.
</P>

<P>
<B>Nox</B><BR>
<B>Date:</B> April 22, 2000<BR>
<B>Location:</B> The world of Nox, Prime Material Plane<BR>
Following the trail of leads, the PCs discover the location of a sword that has the power to kill even their arch enemy Vho.  They journey through a complex magic gate to the world of Nox, where any magic at all can become catastrophic.  The path leads them through the wasteland towards one of the smaller cities, but before they can arrive they are assaulted by a Death Knight.  The battle rages and both sides resort to magic spells, with disastrous results.  The party flees the scene as a small volcano forms under their feet from magic backlash.  Once at the city gates, the party is arrested as magic users, and condemned to die in the Mage Chair.  After the first PC dies, the rest manage to escape, stealing the sleeping magic sword from the city mayor.  They flee through the wasteland back to the site of the gate, only to find it surrounded by barbarian warriors.  The battle is short, as the PCs blast and trick their way through the enemy lines, and escape home through the gate.
</P>

<P>
<B>Dragon Hunt, Part I</B><BR>
<B>Date:</B> April 27, 2000<BR>
<B>Location:</B> A small unnamed demiplane, formerly belonging to the archmagi Rothandue<BR>
Seeking fame and fortune, the PCs research the location of the green wyrm Alvin.  They depart for his usurped realm and discover it to be a lush jungle in a huge chasm.  Things go badly from the start as an unidentified disease rips through the party.  The sickened and weakened PCs are assaulted by thri-kreen and even dinosaurs and must turn back for the portal after only a week's time.  They discover the portal has been destroyed from the other side, but luckily find a cure among the native plant life.  Following clues and leads, they enter a settlement of primitive humans, who worship the party wizard as a god.  This draws the wrath of the dragon himself, as the spiritual power starts to go to the PC instead of him.  The first encounter goes poorly for the party, who do not even engage in combat, choosing instead to hide and fast talk.  His worshipers restored, the dragon then leaves them and the village.  The party leaves the village to raise their combat abilities fighting the other denizens of the jungle before confronting the dragon again.  Unfortunately an encounter with three T. Rexs result in them becoming even more weakened, as well as the death of a party member.  They proceed to a small shrine where they try their luck with a deck of many things.  The dead are restored, and on the whole the party grows stronger.  An unfortunate PC however has his mind stolen by the deck, and several more results await the party when they exit the cave.  Continued in <B>Dragon Hunt, Part II</B>
</P>

<P>
<B>Dragon Hunt, Part II</B><BR>
<B>Date:</B> May 6, 2000<BR>
<B>Location:</B> A small unnamed demiplane, formerly belonging to the archmagi Rothandue<BR>
Upon exiting the cave, the PCs are assaulted by a villain from the past, who succeeds in temporarily crippling the party.  They prevail in the nick of time, and continue onwards in their quest.  Thinking the stolen mind of one of their comrades might be in Rothandue's tower the journey there.  Unfortunately, the tower itself is guarded by 4(?) supernatural guardians.  They are finally overcome, but at a terrible cost to the party.  They enter the tower only to discover that further keys are needed to travel within it.  Disheartened, they proceed back in the jungle, following past leads on treasure.  There they encounter Rothandue's former fairy dragon familiar, in a meeting gone bad.  The fairy dragon is slain by some party members over the objections of others.  Fighting spreads within the party resulting in an explosion that utterly destroys one of them.  In the aftermath, some find themselves rich, and some must attempt to atone for the slaughter.  The bruised party continues onwards, and the adventure continues on in <B>Dragon Hunt, Part III</B>
</P>

<P>
<B>Dragon Hunt, Part III</B><BR>
<B>Date:</B> May 13, 2000<BR>
<B>Location:</B> A small unnamed demiplane, formerly belonging to the archmagi Rothandue<BR>
The party meets with reinforcements in the jungle, and head north in search of the dragon's lair.  Unfortunately, they instead encounter the Thri-Kreen nation, and are forced to retreat before taking heavy loses.  During their retreat, Alvin harries the party with spells, causing them to become even more weakened.  Recuperating in a cave system near the human encampment, they meet and talk to a savage shaman, who acts as a catalyst to a conflict.  During the party infighting, their archenemy Vho is invoked, who then gains a foothold in each PCs mind and soul.  During this time, the dragon ambushes the party's sentry, nearly killing him and stealing all of his possessions.  Knowing they cannot wait any longer without endangering themselves further, they undertake a forced march to the true lair of the dragon.  After making their way through the elaborate surrounding defenses, they are set upon by a dragon turtle.  The party obliterate the beast, but in the process expend most of their powerfull magics.  The true dragon chooses this moment to attack, and wreaks havoc with spell and breathweapon, staying well away from the group's warriors.  During the attack, the parties henchmen are reveled as shapechangeing minions of the dragon, and turn upon the PCs.  After a long protracted battle involving many player casualties, the dragon is finally destroyed, mere moments before he would have escaped to fight again.  Enriched and empowered by their adventures, the party needs only to tie up a few loose ends and then return to Sigil for a much needed rest.  Continued in <B>Dragon Hunt, Aftermath</B>.
</P>

<P>
<B>Dragon Hunt, Aftermath</B><BR>
<B>Date:</B> May 27, 2000<BR>
<B>Location:</B> A small unnamed demiplane, formerly belonging to the archmagi Rothandue.  Also Sigil.<BR>
Seeking to finish the destruction of the dragon, the PCs travel back to the native village in an attempt to convert them from dragon worship to another divine being.  In the village, they are ambushed by both the weakened ghost of the dragon as well as one of his shape shifting minions.  The battle quickly turns ugly, but the party manages to prevail with only a few casualties.  To ensure that the dragon had completely lost his hold upon the natives, the party manages to bring forth an avatar of Kos, securing their loyalties.  Finally successful, they return to Sigil and spend most of the accumulated treasure in the creation of a small demiplane of their own.  Celebration and recuperation are disrupted when the vampire mercenaries known as the Hounds of Darkness assault the PCs causing grievous wounds to many.  Fortunately for the party, reinforcements were availible, allowing them to prevail over their undead foes.
</P>

<P>
<B>Barbed Chain Blues</B><BR>
<B>Date:</B> June 3, 2000<BR>
<B>Location:</B> Jangling Hitar, 3rd layer of Baator.<BR>
Many games back, a naive half-ork played with a deck of many things.  On the up side, he became amazingly handsome.  On the downside, his brain was stolen and imprisoned far away.  That party finally discover the location of the pilfered organ, and make a deal with a Tanar'ri spy to get unseen to Jangling Hitar in order retrieve it.  The search goes well until the Kyton masters of the city begin to harry the party.  Further complicating the search is a vacationing Baatezu commander, who considers hunting the PCs a recreational activity.  Many heated battles introduce the PCs to the horrors involved with fighting fiends.  The bloodied party retrieve the missing brain and escape through the portal home to Sigil.  The spy is payed off, and the PCs are wiser for the encounter.  The future will tell how much they have become entangled into the Blood War by their actions in a seemingly simple raid...
</P>

<P>
<B>Return to the Caverns of Earth's Blood</B><BR>
<B>Date:</B> June 10, 2000<BR>
<B>Location:</B> Caverns of the Earth's Blood, Plane unknown<BR>
The party decides to scout the complex of the new Temple of Vho in Sigil.  Unfortunately, the scouting mission goes sour quickly, and the retreating PCs are arrested by the following Harmonium patrol.  An almost surreal trial ensues, where the bribes are only outnumbered by the legal evasions.  Both accused party members escape execution, but are still bound by promises and orders to future tasks.  It's decided that the group as a whole should make themselves scarce for a week or two, and so they attempt to return to the Blood of the Earth.  From the beginning, the expedition goes badly, as traps and monsters wear away the group's stregth.  The party reaches the central chamber, only to find it's guardian slain by the insane Solar known as God's Assassin.  This being one of the creatures the party has been avoiding at all costs, they attempt to run.  As they discover, trying to outrun Arrows of Slaying down a long straight corridor is a mistake.  With the Solar between them and their prize, they are forced to battle back and forth.  Many are slain by their foe, before a daring suicidal assault destroys the Solar's current body.  As before, the party has taken heavy losses in the Caverns and only a single of them gains the benefits of the magic elixir found there.
</P>

<P>
<B>The Price of Salvation</B><BR>
<B>Date:</B> June 17, 2000<BR>
<B>Location:</B> An unnamed village in the 4th ring of the Outlands.<BR>
The Abyssal Lord Vho has long been a thorn in the side of the party.  Now it becomes time to make a strike back at him, as the party tracks suspicious rumors of a village full of magic where no magic should be.  They find a prospering town, where everyone has been 'given' a magic item by an unknown wizard, with a finial spell to be cast in short time.  Learning that the spell is designed to cover the whole village, they set off to find the markers for the boundary.  There they are ambushed by minions of Vho, who succede in repelling the party.  As a last ditch effort they attempt to stop the actual casting, and with the aid of their sometime wild mage employer they succede...barely.  Having for once saved a town, the party begins to relax, and even begins to call in their various churches in an effort to convert the citizens.  This turns out to be a mistake, as all the wrong elements from each church arrive, and a volatile situation ensues.  Shadow possessed priests of the Nameless God of Eternal Conflict begin to run amok in the town, spreading their gift of possession and transformation.  The Nameless One's proxy attempts to call for help, but succeeds only in calling the Light, and entity even more dangerous than the Shadow.  Fighting and bloodshed escalate, as the infection grows to quickly to contain.  In a desperate gamble, the PCs use the Box of Wishes, a malicious artifact that will grant any desire it's holder has...but in a way that turns it against him.  The box sends one PC back in time with only a tinny chance of stoping the soon to be chaos.  In a desperate race, she attempts to derail the temporal inertia and save the town.  The finial option becomes to use a land killer device to destroy all life within miles.  The multiverse at large has been saved, but at a terrible price.
</P>

<P>
<B>Shaken, Not Stirred</B><BR>
<B>Date:</B> June 24, 2000<BR>
<B>Location:</B> City of Vho, Deep Ethereal(?); Realm of the Goddess of Evocation, Plane Unknown<BR>
It's a good plan, to save the villagers souls the party previously lost to Vho.  Unfortunately, good things rarely ever seem to work out right for them.  5 minutes after the raiding party enters the city, the militia of Maraliths descends upon them.  The party is forced to scatter and regroup later, or suffer heavy casualties.  (Or at least heavier than usual...)  In a suprise turn around, the PCs force their way into the throne room of the city and confront Vho's high proxy in a battle to the death.  Suprisingly, the PCs defeat the proxy and manage to escape with his treasure, the god killing sword Thornn, and the first of four parts to a powerful potion.  Seeking another of the four parts to the potion, the party journeys to the Realm of the Goddess of Evocation.  Initially this proves to be a safer quest.  Unfortunately the predominantly male party soon becomes entangled in the politics and culture of the radical feminist wizards who make up the majority of the petitioner population of the realm.  Questions are however answered, and the second part of the potion is uncovered.
</P>

<P>
<B>Worm in the Bottle</B><BR>
<B>Date:</B> July 1, 2000<BR>
<B>Location:</B> The demiplane Sanctuary, (aka Asylum)<BR>
Having become fed up with their inability to cast magic in Vho's realms, the party goes in search of a spell key that would let them get around the problem. After an exhaustive search, they come up with a lead:  The former owner of Vho's realms might have been buried with a key they could use.  A little further research allows them to find the location on his tomb/prison, and they set off through the ethereal for it.  Along they way they are accosted by the ghost of Alvin, who stays only long enough to goad a party member into drawing the cursed god-killing sword Thornn.  Thornn possesses the wielder, and inflicts heavy damage on everyone nearby before it can finally be sheathed.  Once inside the small demiplane, the sword once more possesses a party member and continues it's rampage, passing from hand to hand in an orgy of destruction and bloodshed.  Once it's bloodlust is sated, it returns to dreaming, leaving the party to pick up the peaces and continue on their quest.  At the bottom of the decaying city they find the tomb and break inside, only to discover the deposed Abyssal Lord is still very much active, despite the handicap of being dead.  A battle ensues, and only through the leathel sword do the PCs win, and in doing so discover the key to magic: The true name of the deposed lord.  Among the treasurer is also found the third part of the potion, along with enough money to heal themselves from the trials.
</P>

<P>
<B>Devas Don't Drink</B><BR>
<B>Date:</B> July 8, 2000<BR>
<B>Location:</B> Mount Celestia, layers 1 through 3<BR>
In search of the final part of the potion, the party journeys to Mount Celestia, bastion of Law and Goodness.  Before even passing through the gate town, mistakes are made and the party divided.  An ally turned enemy turned ally again once more turns to an enemy and leaves the group, taking with him the Box of Wishes, the sword Thornn, and the entire demiplane with everyone else's possessions.  Once inside Mount Celestia, the group discovers all is not tranquil as they are continually diverted by holy wars, crusades, and pushy preachers. Finally they do make it to the shrine housing the finial part, only to discover that God's Assassin has regenerated early, and has been waiting from them. In the showdown, heavy casualties are taken by the group until a suicidal charge down the valley brings them close enough to finally end the Solar's insane reign of terror, and claim the final part of the potion.
</P>

<P>
<B>After Taste</B><BR>
<B>Date:</B> July 15, 2000<BR>
<B>Location:</B> Sigil<BR>
Back home in Sigil, the party camps in their old employer's home.  Using Feranon's lab, they mix the potion together and discover that a single drop is enough to magnify their abilities greatly.  A demented halfling wizard has unfortunately also learned of their possesion of the completed potion, and seeks to kill the party and take it for his own.  At each stop of what should have been an ordinary shopping trip, they are assaulted.  In a small tavern, refreshment turns deadly as armed thugs attack.  In a dress shop, the merchandise animates and begins to strangle the customers.  A pit fight is rigged to go on forever getting more difficult each time.  The Harmonium guards deeply a full battalion to 'guard' the group, however it's more an accepted truth that they are there to arrest them the moment a foot is misplaced.  The 50 guards and the party decide to take the initiative and seek out the the wizard.  A small parade ensues as bards also follow the party, as well as an amused and insulting Pit Fiend, and the party's new Deva minder.  On the third floor penthouse suite of the wizard and his hirelings, a fight breaks out...and for once it wasn't the PC's fault!  Even the Harmonium are forced to admit the Pit Fiend was the cause of the ensuing carnage.  Two poorly timed earthquake spells bring the entire building down to rubble, and combat continues amidst the wreckage.  Due to depletion on both sides, each withdraws with the understanding that the war is far from over.
</P>

<P>
<B>The Eyes Have It</B><BR>
<B>Date:</B> July 23, 2000<BR>
<B>Location:</B> Underneath Waterdeep, Prime Material Plane; The Alley of Sighs, Universal<BR>
Seeking money to finance their various private armies as well as more power and experience, the party journeys back to the Prime to enter the complex known as Undermount.  There they find adventure, danger, and death, before even leaving their rooms at the Inn.  Once within Undermount itself, the odds grow long against them as they blunder into a colony of 20 Beholders and their controlling Hive Mother.  With the aid of their Deva minder and sometime companion monk, the PCs obliterate the foul menace of these monsters.  Drunk on victory, the party returns to Sigil and encounters the bizare cosmic entity known only as Three.  Three invites them to game, with the wagers involving everything from their evolution and devolution to items of power and their lose.  Much changed by the encounter, the party emerges, ready to face their destiny...
</P>

<P>
<B>V-Day</B><BR>
<B>Date:</B> July 30, 2000<BR>
<B>Location:</B>  Teeth of Vho, Deep Ethreal; Nox Arcanian, 438 Layer of the Abyss<BR>
Part 1.<BR>
The time has come to take the offensive once again.  At the head of nearly 80,000 troops, ranging from archmagi and dragon riders all the way down to simple spear wielding humans, the party blasts a hole into Vho's gateway realm.  The initial supprise allows them to gain a foothold in the vast city, and begin expanding.  Using the acquired power key, the group summons Cayox, former lord of Vho's usurped realms, into the city.  The two Abyssal lords via for control of the realm, causing magic to work normally for the invading army.  Following the intellegence gathered by their spies and sages, they begin severing Vho's power links, slowly depriving him of his godly abilities.  As supprise wears off however, there advance is forced to a virtual standstill as all the horrors of the Abyss begin to pound at their lines.  Dragons are forced from the sky by massed Vrocks, Maraliths seal the gates, Hydroliths attack out of sewers, the dead rise to battle former friends, and the city itself begins separating and devouring entire platoons.  Realizing their only chance is to reach Vho himself, the army makes a desperate push for the central tower.  In the meantime, separated elements of their own army also battle inwards.  Cayox spreads a spiral path of destruction with his possessed fiendish minions.  Cardre solders lead by the returned Legion harry all sides.  Opportunistic Baatazu hammer unsuspecting parts of the city.  Finally the remains of the army enter the tower, and with a desperate magical gambit hurl themselves into Nox Arcanian itself to confront Vho.<BR>
Part 2.<BR>
Once inside Vho's realm proper, the remaining army falls prey to the first of Vho's tricks and are crushed in a massive reverse gravity field and lightning storm.  The surviving party reaches the throne room, and begins the finial conflict.  As the depleted party makes it's way from covered area to covered area, Cayox charges the throne and is destroyed a second time.  Legion fires opportunistic shots at any exposed back.  God's Assassin proves to be not as dead as everyone had hoped, possessing the party's thief and attacking all sides.  As combat rages, all sides slowly come to the agreement that Vho must die first, and combine their efforts.  Vho resorts to massed volleys of Bale Fire, reducing many of the survivors to less than ash.  Finally a lucky strike with the God Slaying sword Thornn drains away the soul of Vho, and brings the realm crashing down around the survivors.  A quick wish brings all party members back to Sigil, as the remaining 5000 some troops escape back through the portal.
</P>

<P>
<B>Sudden Death Overtime</B><BR>
<B>Date:</B> August 5, 2000<BR>
<B>Location:</B>  Lady's Maze, Deep Ethreal; The Astral Plane; Land of Falor, Maker's World<BR>
The Lady of Pain, ruler of Sigil, can be called many things.  Tolerant is not however among them.  When a band of known trouble makers wish themselves back into her city carrying a weapon of mass destruction, the smuggled soul of a lesser god, and many villains she had thought herself long ride of, she acts.  In the instant the battle weary PCs arrive in Sigil, they are mazed.  Normally a maze containes only a single person, but in this case the Lady wished to make a point.  All of the PCs, all of their past party members, and many of the troubles they brought with them are cast into the same maze along with a message: Only one group can leave.  The first personalities to clash is a divided Legion against the entire of the group.  Still wielding Thornn, Legion pushes the party into a retreat.  Harrying both flanks are the shadow spawn minions of the Nameless God of Eternal Conflict.  A bunker strategy is adopted, with all but the shadow spawn fortifying their position except for the occasional foray and skirmish.  An unexpected wrinkle develops when the soul of Vho possesses the first Legion and begins a rampage.  The survivors of all sides band together to permanently defeat the Usurper.  With the sword, Vho devastates the allied force, travailing from host to host.  Only through the malicious and diabolical Box of Wishes is the party able to hold out for any legth of time.  The second Legion falls, triggering a hidden Singularity Bomb into life.  The last living PC desperately sets the bomb off early, hoping to destroy the menace once and for all.  Unfortunately a loose Staff of the Magi contacts the Singularity a bare nanosecond before the few survivors, catapulting them into the Astral.  As a dimensional rift opens beneath them, the last PCs and Vho struggle to escape while trying to deny their opponent the same chance.  The solid form of one of the PCs souls sacrifices himself to push Vho back down into the rift, trapping him in nothingness.  Time passes, and the last PC discovers a plan that might bring back her lost companions.  Traveling to a distant world, she learns magic that can return them.  All the lost characters are returned to life, emptying the pocket of nothing Vho is trapped in of all but Vho himself.  Even the victims of Thornn are returned, deactivating the artifact in the process.  Now the party can finally rest, secure in the knowledge they have dealt with the menace of Vho, and regained the lost portions of their own souls.
</P>

	<!-- End Body Header -->
	</td>
    <td align="right" valign="top" bgcolor="#FFFFFF"><img src="gui/cornertopright.gif" width="36" height="36" alt="" border="0"></td>
    <td rowspan="2" align="right"><img src="gui/10x10clear.gif" width="10" height="10" alt="" border="0"></td>
</tr>
<tr>
    <td valign="bottom" bgcolor="#FFFFFF"><img src="gui/cornerbottomleft.gif" width="36" height="36" alt="" border="0"></td>
    <td valign="bottom" bgcolor="#FFFFFF">
<!-- Footer -->	
<h6><HR size="1" color="#960000" width="100%">
<a href="http://www.greylight.com/main.html" target="_top"><img src="gui/glismallblackonwhite.gif" width="60" height="25" alt="GreyLight Internet and Multimedia" border="0" align="left"></A>
All HTML and text is copyright&copy; 2000, Edward Hall and <a href="http://www.greylight.com/main.html" target="_top">GreyLight Internet and Multimedia</a>, unless otherwise noted.</h6>
<!-- End Footer -->
	</td>
    <td align="right" valign="bottom" bgcolor="#FFFFFF"><img src="gui/cornerbottomright.gif" width="36" height="36" alt="" border="0"></td>
</tr>
<tr>
    <td colspan="5" align="center"><img src="gui/10x10clear.gif" width="10" height="10" alt="" border="0"></td>
</tr>
</table>
</body>
</html>