they wanted to take an extended rest before taking the fight to Orcus.
They rested up, and in this time it also became clear how much the sorcerer had changed: not only had he lost his Cloud of Darkness power (becoming less drow-ish and more elven!) but his demonskins sloughed off - no longer a Demonskin Adept drawing power from the Abyss in order to defeat Lolth, he has become a Voice of Thunder in the service of Corellon; and the eyes on his Robe of Eyes (which protected him from his Paragon Path feature of becoming blinded when delivering a critical hit) had permanently opened like iridescent peacock feathers - it was now a Robe of Scintillating Colours (from Mordenkainen's Magnificent Emporium). Having lost the variable resistance feature from his former paragon path he now had to roll to determine his chaotic resistance, and got a necrotic result! - thereupon declaring that there are to be no more rests (and, hence, no more rerolls of that resistance) until Orcus is dead!
The PCs (and players) then pondered how to get to Thanatos, on the 333rd layer of the Abyss. The invoker/wizard remembered that
they had an Aspect of Orcus trapped back in the duergar hold that had been invaded by demons, and thought that it might have information about a secret way in.
The PCs therefore teleported to Phaevorul (the nearest portal that they knew) and travelled through the Underdark to the duergar hold. This provided a chance to introduce a bit of colour illustrating the effects that their godslaying had had upon the world: with
Torog dead the Underdark had reverted to roiling chaos, and in combination with the death of Lolth dead this meant that the drow civilisation had virtually collapsed.
In the small skill challenge to travel to the duergar hold and deal with the Aspect:
* The wizard/invoker maintained the PCs' phantom steeds (with a +40-something Arcana bonus this was an auto-success that didn't need to be rolled for);
* The player of the ranger-cleric made a successful Dungeoneering check, aided by the dwarf, to steer a path through the now everchanging, roiling Underdark;
* The sorcerer made a successful Diplomacy check (he had retrained Insight to Diplomacy and succeeded against a Hard DC) to persuade the wandering and raving drow that now was the time to return to the surface and dance once more under the stars, as they had with their elven kin in the times of old;
* Once they arrived at the duergar hold, the paladin made a successful Diplomacy check to persuade the duergar to let them gain access to the trapped Aspect of Orcus so that they could take the fight to the Abyss;
* The duergar - who had always felt comfortable dealing with a fellow bearer of diabolic taint (the paladin is a tiefling) - explained that Asmodeus was now calling upon them to join him in an assault upon the Abyss, and sought advice as to what they should do;
* The paladin cautioned them against becoming bound to devils, instancing the downfall of the tieflings as an indicator of the possible costs and pointing to the fact that the drown were now freed from Lolth's yoke - I asked, to clarify, whether he was trying to persuade the duergar not to go along with Asmodeus, and he said yes, so I called for the Diplomacy check against a Hard DC;
* The invoker/wizard indicated that he would help, and made a successful check as he cautioned the duergar against being manipulated by Asmodeus into being his fodder in a futile war; but together with the paladin player's rather dismal roll this wasn't quite enough (from memory, 6 (roll) +32 (skill) +2 (aid another) for 40 rather than 41);
* Back in the game rather than the metagame, the PC could tell that his imp was itching to speak;
* So the player spent his action point to let his imp speak to the duergar, thereby giving an extra bonus to make the roll succeed - mechanically, this was the imp granting its +4 Diplomacy bonus vs devils and their friends (from the invoker/wizard PC's variant Devil's Pawn theme) to the paladin; and in the fiction, the imp explained to the duergar that it was Levistus who, of the archdevils, had the backs of mortals, and they should not let themselves be tricked by Asmodeus into a foolish sacrifice;
* The players weren't entirely sure that switching the duergar from Asmodeus to Levistus was maximum progress - the dwarf fighter/cleric was mumbling "What about Moradin?" somewhere in the background; but at least Asmodeus will not have his duergar army when he assaults the Plain of One Thousand Portals;
* Attention now turned to the Aspect of Orcus - it had been trapped by channelling power from Vecna, and the player of the invoker/wizard had already pointed out that Vecna would be alerted if the PCs tried to steal secrets from it; now, a successful Religion check (made easily against a Hard DC, with a +40 bonus) allowed the invoker/wizard to make contact with Vecna and ask him to rip information of a secret entrance into Thanatos from the mind of the Aspect;
* Vecna indicated a willingness to do so, but only on conditions - that the
trapped Aspect of Vecna (whom the invoker/wizard and the paladin had bound drawing upon the power of the Raven Queen) be released;
* The invoker/wizard would only do this if the paladin agreed, and the latter was not keen; I told the players that with a successful Insight check vs a Hard DC the invoker/wizard could read the secret from Vecna without needing to be overtly told - so the PC said to Vecna "We'll find another way" and then rolled the check, which missed by 1, but then he activated his Memory of One Thousand Lifetimes and rolled a 6, which was enough for a success and, he hoped, enough to mean that Vecna may not know that his mind had been read;
* With the secret entrance into Everlost, Orcus's palace of bones on Thanatos, now acquired, all that was required was to cast the Planar Portal to teleport there: I read out to the players the description of Thanatos and the palace from the MotP, and they were glad they hadn't tried for a frontal assault; this also described Thanatos as being "inhospitable even by the standards of the Abyss", and so - although the PCs had Endure Primordial Elements up - I called for the 8th check of the skill challenge - a group Endurance vs Medium DC (ie 31);
* The dwarf has a +34 bonus, and so the player of the dwarf asked if he could try to shelter someone else - I said he could grant a +2 in return for facing a Hard DC (41), which he did - and he succeeded; the paladin also succeeded, as did the ranger-cleric once the bonus from the dwarf was factored in; the sorcerer failed by with an Easy success, so I docked him a healing surge; the invoker/wizard failed with a result below an Easy success, and so I rolled damage for him - about a healing surge's worth.
The session ended there, with the PCs stepping through their portal into the secret way into Orcus's throne room. I now have to find a suitable map for this - one of the players has a copy of Bloodstone which he will loan me, and I have some maps of my own from various modules which might have something suitable.
I told the players that Orcus doesn't fail forward! - so if they win, they will be 30th level, but if they die then it will be game over at 29th. This is the culmination of 6 years of play.