Greybar
No Trouble at All
Haraiva players stay out
With the impending arrival of my first child, it become necessary for me to get to a good climatic end point for the game to go on hiatus. I have three game sessions from now until childbirth classes begin and the last of my time goes away. I didn't forsee this well enough, so I'm appealing to the ENWorld community to help me with ideas to fashion a good high point for the game to out on. Yes, this is my terribly un-updated story hour game.
So I'd appreciate any help. In exchange, I hope people will find this location interesting or at least some kernels for their own games.
The backstory:
The people of Haraiva were attacked suddenly by the evil forces of the Dark Shores 300 years ago. In the seige of a major city, the hero-god of Thunder (Tarranus) was defeated and cast down from the skies. His "body" was caught by another being and spirited away, but the axe that is the totem of his power fell to earth. The axe rent a chasm in the ground that has issued smoke and fire ever since.
The Goal:
Our heroes want to recover the Axe of the Thunderer. Part of this is to gain a weapon against the enemy of their people, and part of it is as a tool to reawaken Tarranus and thus return him as an active god.
The Heroes, mechanics wise:
Six PCs of which three will be ECL11 and three ECL10. They are not super-optimized by any means.
Arlissa Clr11 - actually some PrC, but that's good enough for understanding
Daphna Rog2/Pal6/Devoted Defender 2 - joined at the hip to Daphna
Berke Exp2/Wiz9 - was a smith before a Wizard, meaning the party's Sor/Wiz power is below standard levels.
Balius Rgr5/Brd5 - bit of a jack of all trades
Karrinkas Rgr/Mnk - fast moving grappler/fighter
Samus Ftr10 - actually Ftr6/PrC4, but consider him a heavy-hitting fighter type
With the impending arrival of my first child, it become necessary for me to get to a good climatic end point for the game to go on hiatus. I have three game sessions from now until childbirth classes begin and the last of my time goes away. I didn't forsee this well enough, so I'm appealing to the ENWorld community to help me with ideas to fashion a good high point for the game to out on. Yes, this is my terribly un-updated story hour game.

So I'd appreciate any help. In exchange, I hope people will find this location interesting or at least some kernels for their own games.
The backstory:
The people of Haraiva were attacked suddenly by the evil forces of the Dark Shores 300 years ago. In the seige of a major city, the hero-god of Thunder (Tarranus) was defeated and cast down from the skies. His "body" was caught by another being and spirited away, but the axe that is the totem of his power fell to earth. The axe rent a chasm in the ground that has issued smoke and fire ever since.
The Goal:
Our heroes want to recover the Axe of the Thunderer. Part of this is to gain a weapon against the enemy of their people, and part of it is as a tool to reawaken Tarranus and thus return him as an active god.
The Heroes, mechanics wise:
Six PCs of which three will be ECL11 and three ECL10. They are not super-optimized by any means.
Arlissa Clr11 - actually some PrC, but that's good enough for understanding
Daphna Rog2/Pal6/Devoted Defender 2 - joined at the hip to Daphna
Berke Exp2/Wiz9 - was a smith before a Wizard, meaning the party's Sor/Wiz power is below standard levels.
Balius Rgr5/Brd5 - bit of a jack of all trades
Karrinkas Rgr/Mnk - fast moving grappler/fighter
Samus Ftr10 - actually Ftr6/PrC4, but consider him a heavy-hitting fighter type