[I should preface that my party and I play online, a combination of Maptool and mIRC for roleplaying. It is very helpful, especially in combats, tracking conditions, damage, and even just the names of NPCs and enemies. I can have more fun, especially with naming and characterizing monsters, which would otherwise be nondescript tokens on a tabletop.]
The party continued their trials in the Purgatory Siege...
While the party continued researching both the sphere-summoning ritual and information on the brutal pantheon and cowed worlds of the preceding Creation, the seminary imps returned with a vengeance. They came with fourteen unnerving, completely soundless beings of dense shadowstuff standing around ten feet, wearing over-sized and decomposing ram's heads like full-helms, with names such as 'Without Eyes', "Anti-Librarian', 'Slaughterer of the Learned', and 'Mindlock'. They had a modified phasing ability, able to move freely through the walls of the Siege (but not through PCs or their summoned/created obstructions). They also each had a unique mechanic that, should they be the last abomination standing, a battlefield-wide effect would result. For instance, had Anti-Librarian been the last standing, all the party's ritual books would be destroyed. If Without Eyes was the last, all the party would be permanently blinded until a proper Remove Affliction could be cast. Slaughterer of the Learned would have forced every PC to roll a save for each Intelligence modifier or incur 1 point of necropotence. And so on...
The party identified these beings as undead demons of Orcus converted to the cause of the Exgod. Previously in the campaign, undeath had been a fate reserved for mortals, but now it seemed angels, devils, and demons were also susceptible. Furthermore, the Exgod had cured his creations of all radiant vulnerability, so the light edge many of the PC's considered themselves having in future fights vanished. This also implied that Orcus, previously suspected to be an ally of the Exgod, may in fact be an enemy of their enemy.
I used a portion of 0one's Citadel map for the seminary with a few modifications to represent the statue of Orcus' sister-lover Anat, the lectern which had held the Necronomicon, etc. I absolutely love their maps, and some of the players mentioned getting an old school vibe they inspire (we'd previously used realistic maps such as LordZseze, but there simply aren't enough out there to represent the places my party treads, nor do I have the patience to make new ones in Photoshop like I once did). The map provided a main seminary level (if you recall with a floor of chipped glass several dozen feet thick, below which was a lake of boiling blood and tormented souls). There was also the balcony level which held the lectern and, beyond, hallways and chambers beyond sight which the imps originally fled down last session. There were also several ancillary chambers, like the one with the succubus/marilith mural and a separate room with the confessional (once housing the mysterious and not altogether unfriendly Confessor of Orcus).
The combat was dynamic, and I say that because objectives kind of evolved between rounds and everyone was busy and thinking throughout. Initially, the party was all about combating the abominations [re-skinned Forsaken Slaughterers, standard level 28 brutes with extremely reduced hp to prevent grind]. They had auras which halved healing, a bloodied trigger which inflicted a healing surge worth of damage, and their attacks did enough on their own [6d8+18] to concern the party if cornered. PCs were able to shine using forced movement, smart positioning, healing, and big damage.
On the second round, the fight started to lean the party's way, thanks in part to a house rule we've had a LOT of fun with, called collision damage. Basically, if a PC has a power that pushes, pulls, or slides an enemy into something without give (a wall for instance) and they have squares remaining in the push, they can convert them to d10's in damage, not unlike a fall. In this way, controllers get some beef in the damage department, and it's just fun. Despite being potent, it's never spoiled anything in my games, rather its empowered our PC movers. And if I feel adequate damage has been dealt, the obstruction might break.
We also use something similar when we decide where enemies end up if they're pushed into each other. If there are any remaining squares of a forced movement, you can spend 1 on each enemy in contact, then whatever's left over to move them. For instance, if a power was used with Push 5, and the PC spent 2 moving one enemy into another, he could spend 2 more to target them both, then his remaining 1 square to push them both 1. It's worked out nicely in the past tiers, and continues to in Epic.
Some of the PCs shifted focus to chasing down the four imps going separate directions so they couldn't inform anything or anyone else. I also introduced the Lord of Ignorance, a huge-sized ram's head abomination that startled the nearest PCs. Our warlock immediately reacted, dropping Web of something or other which kept it rooted and dealt a solid 112 psychic damage. It was enough to trigger the Lord's bloodied effect, and if not for the Archdruid's sacred earth zone (part of a homebrew story-based prestige class element I designed for my game called a 'mantle') everyone on the battlefield (I define this in my game as on the map), instead of only 2, would have suffered losing a fourth of their hp.
I experimented here with a mini-boss whose triggers and attacks could potentially effect the entire battlefield, and its auras stretched to within line of effect. In my estimation, the Lord of Ignorance was a complete success. I'd gotten the controllers' attentions, and they used what they had to great effect mitigating what the Lord might have done. It upped the ante, added another facet to the combat, threatening but not so big a bomb all their previous work was undone, or they were so outmatched they simply had to flee. It worked particularly well as a second round introduction, too.
On the third round, Tomeburn was the last abomination standing, triggering an effect which basically dropped a huge fireball down in the main seminary chamber. It injured a few PCs, nothing very serious, but the real price paid was in the seminary library, which was utterly destroyed in moments. Whatever treasures, lore, and rumors that might have been gained were now lost. The party, after learning some of the other effects of the other abominations, were grateful, but mostly in their ignorance (irony) of what they didn't realize they lost.
Later in the round, the Lord of Ignorance was blinded and slowed, and the druid was preparing to stake it to the wall with a well-placed oak skewer. He'd also... healed. The party feared regeneration, but the secret to his renewal (and the opportunity to trigger multiple healing surge damages across the battlefield) wasn't so arbitrary. Though the party never discerned it, whenever one of the smaller abominations died, it evaporated and fed the mini-boss. There were further clues, also, when one of them died by massive ice damage and became trapped and didn't heal the big guy. Neither here nor there, but I thought it was cool that there was an explanation and a synergy.
The party's angel tried to recognize with a self-initiated History check (which I thought clever) the identity of the Lord of Ignorance. Given her vast lifetime, it seemed a fair approach. She'd no doubt use the information to play at a weakness of ego or physiology. But instead she recognized there were several souls trapped within the amalgam, two angels she once knew, two demons, and a mortal soul- the late father and former vampire king of the party warlock. Appealing in a very, very creative way to each of them (and their times together, be it battles, arguments, or shared vision) she freed the angels and demons as the Lord receded behind a wall, ultimately reducing the Lord to his remaining soul out of sight.
Things were just about coming to a close, when the NPC companion of the druid, seeking to put out all the fires and save some scraps by expanding his aura with a Nature check, crit. In my games, natural 20s are sometimes more scary than natural 1's, only because I play a natural 20 as something being overly successful, and depending on the nature of the task delving too deep or pushing too far. The NPC extinguished everything with a blast of cold, but I wasn't so rat bastard that I had it damage the party, rather it soothed burns and created a gentle snowfall. Given that the room was, moments ago, super-heated and ablaze, the glass floor developed a crack from the drastic temperature change. The crack veined and expanded rapidly, releasing super-heated air from below. That lake of boiling blood would soon open wide to welcome the party, which in and of itself wasn't so frightening to a group that could almost all fly, but which promised unknown complications involving heat and anything lurking down there (forsaken souls) they did not want to face unnecessarily.
Things fell apart, the party fled back the way they came, and in a very Last Crusades moment, the warlock looked back to see her father with the last remaining imp dead in his hands waving back to her with a look of utmost pride, appreciate, and of course sadness. She vowed to free him and continued up with the rest of the group.
I could go on much longer about how the party psion discovered the Siege was in fact a new breed of alien ship subverted by the Exgod, how it was tied to the Abyss and, unlike the psion's own alien ship which was mindless and obedient, seemed alive, wounded, angry, and hateful. When she tried to interface with it, the vessel tried to kill the group by clamping shut the stairwell back up to the watchtower, which they just barely survived. There is a strong theme throughout the campaign involving alien technology from all kinds of civilizations and star systems with only one thing in common- all were destroyed by the Yth (aberrations) whose lords are pretty much the Lovecraftian Old Ones.
Anyway, when the psion tried to appeal to the Siege a second time, she was struck by a blood red beam. I felt I had every right to lay massive damage, maybe even kill her. She'd repeatedly poked the sleeping bull knowing the potential consequences. However, I'd decided no save vs death. And I'm glad I did... Again, background on the character, her mantle as psionic Oversoul, and her aura/efforts to bring about hope and unity in opposition to her psion father (The Overmind) who inspires progress and conquest would be helpful here. Suffice to say, the Siege's intentions were to eradicate her, open a portal to the Abyss, and flood the chamber with high-level demons. INSTEAD, the psion's powerful aura of hope and psionic will seemed to balance the attack, and she ended up with a slow-spiraling portal of bloody red, fringed with black, about the size of a dinner plate in her chest. Investigation and shock ensued, especially from her love interest, the assassin. In the end, they decided to wrap it in gauze and hope for the best. Hope, the party ardent suspected, would be the only medicine. So long as she maintained her field of inspiration and psychic power, she was safe. Should the character ever truly despair and lose heart, it would consume her utterly. This poses a very interesting element for the psion going into the final stretches of the game where she'll be facing no less than four Ythlords (Old Ones) and potentially the destruction of several planets. It also proves a fun allegory for her character in relation to the setting.
As if things couldn't get worse, waiting in the watchtower was the Confessor of Orcus with an invitation to treat with his lord and master. The angel refused and truly could not be swayed (and there were attempts by nearly every party member). It was no secret Orcus wanted the death spark in the angel's possession and the Gate in the Exgod's possession to become the god of death and undeath. Discussion exploded, lines were drawn, and the confessor didn't have to say very much, only affirm (and Insight proved he believed what he said) that the party would need the demon prince's help if they were to succeed. Worse, if the party refused, they invited a second powerful enemy to oppose them who already had a presence in the Siege. If there was one glimmer of promise in all this, it was that Orcus "was detained" by the Exgod, meaning the demon prince was not able to simply manifest and attack them, or the Exgod. Perhaps that is why he summoned the party in the first place.
It's often said, "Never split the party". They split the party. Initially, the confessor wanted all of the party or none of them, but when it became apparent nothing on heaven or earth would budge the angel into treating, he opened a portal and welcomed any who wished to join him. The warlock, assassin, and swordmage (remember a budding demon lord himself) followed. The druid, ardent, psion, and of course angelic bladesinger remained. And that's where we ended.
I must say, I admire my players for playing true to their characters. Obviously, none of the players wanted to split, but they knew they simply had to. I think that's awesome. I'm not going to punish them for that, but...