Jack99
Adventurer
First of all - Bønne, Bedet, BC, Molin og Jensen - smut 
So.. My players are about to hit 20. They are working on some sort of ritual that will allow them to enter the mind of a god. In order to do just that, they are told (by the magical shopping list they have acquired) that they need the Heart of a Demon Lord. So, in order to get that, they will be heading to the Abyss and pay a visit to Grazz't.
This adventure should take about 25-30 hours of game time, stretching over the next weekend where my group and I leave the wives (temporarily) and head out into a cabin in the woods in order to play D&D.
Below is my plan so far, but I am stuck on a few points, so if anyone has a few ideas, it would be lovely.
The players travel to the Elemental Chaos, where they find (acquire) a spelljammer and fly out over the Abyss, going down into the maelstrom heading to the Plain of Thousand Portals.
Non-combat encounters:
I imagine some haggling in Sigil over the price of a spelljammer, as well as perhaps a skil challenge to avoid crashing on the Plain of Thousands Portals.
Combat encounters:
As they descend into the maelstrom, they are attacked and bordered by a crew of rogue Githzerai monk/psions. Basically just a random encounter to show off what kind of creatures live in the Elemental Chaos.
The players arrive to the Plain of Thousand Portals and find an NPC who knows which way they should head - ie where they can find a portal to the 45th layer.
Non-combat encounters:
Negotiation with yet undetermined NPC in order to convince him to show the players the way to the Iron Fortress that hides a portal to the 45th.
I also think that the players should find an interesting captive in the iron fortress that could possibly accompany them, maybe as an ally?
Combat encounters:
1 during traveling, 3 during the break-in of the fortress - with "final battle" against the leader being a "young" balor who tosses manes into a cauldron of evil essence, transforming them into something more powerful).
The players enter Grazz't's domain on the 45th layer and head through the bleak and desolate place for the capital.
Non-combat encounters: traveling merchant? Maybe even Vistani-like planar caravan. They should have a potion that will prove very useful later, but at an exorbitant cost. Fortune reading is possible too!
Combat encounters: 1 encounter (in the Viper Forest, perhaps by the Viper Forest?)
The players arrive and enter the capital and investigate.
Non-combat encounters:
Learn about Grazz't love for the drow demonbinder high-priestess in town.
Introduction of at least 2 longterm NPC's.
Find info about Grazz't.
The players decide to go after the drow high-priestess and capture her.
Non-combat encounters: As they defeat the drow and is heading home, Grazz't (or rather his aspect) will arrive and greet the players. He will congratulate them on winning the battle, but also make clear that war isn't over. He will come for his love before they can complete the ritual that will (might) kill her.
Combat encounters: 3 encounters as the players slaughter their way through the temple (a good amount of drow (demonbinders) and demons, culminating with the high priestess who summons demons every round.
Problem is, what then? The players get the girl and flee either to Sigil or the the Mortal World.
Obviously Grazz't won't sit by idly and let this happen, but I really want to involve Demogorgon and Orcus (via their aspects of course) - I imagine that maybe they want to use to their advantage that the love of Grazz't is no longer within the protective walls of Zelatar, but instead in a place where she is pretty much up for grabs!
But will they team up against the players and/or Grazz't or will they both do their own thing? Or maybe one will ally with Grazz't in order to strike at the other one?
I am not sure, and we are leaving in exactly 4 days (95 hours at the time of writing) and as you can see, while I do have a few lines, I still have some work to do in order to fill out 30-ish hours of gaming over a weekend.
But most importantly, I am not sure it feels epic enough. And as we should ideally finish the weekend by dinging 21, I really want the adventure to have a strong epic feel.
Thanks in advance
Cheers

So.. My players are about to hit 20. They are working on some sort of ritual that will allow them to enter the mind of a god. In order to do just that, they are told (by the magical shopping list they have acquired) that they need the Heart of a Demon Lord. So, in order to get that, they will be heading to the Abyss and pay a visit to Grazz't.
This adventure should take about 25-30 hours of game time, stretching over the next weekend where my group and I leave the wives (temporarily) and head out into a cabin in the woods in order to play D&D.
Below is my plan so far, but I am stuck on a few points, so if anyone has a few ideas, it would be lovely.
The players travel to the Elemental Chaos, where they find (acquire) a spelljammer and fly out over the Abyss, going down into the maelstrom heading to the Plain of Thousand Portals.
Non-combat encounters:
I imagine some haggling in Sigil over the price of a spelljammer, as well as perhaps a skil challenge to avoid crashing on the Plain of Thousands Portals.
Combat encounters:
As they descend into the maelstrom, they are attacked and bordered by a crew of rogue Githzerai monk/psions. Basically just a random encounter to show off what kind of creatures live in the Elemental Chaos.
The players arrive to the Plain of Thousand Portals and find an NPC who knows which way they should head - ie where they can find a portal to the 45th layer.
Non-combat encounters:
Negotiation with yet undetermined NPC in order to convince him to show the players the way to the Iron Fortress that hides a portal to the 45th.
I also think that the players should find an interesting captive in the iron fortress that could possibly accompany them, maybe as an ally?
Combat encounters:
1 during traveling, 3 during the break-in of the fortress - with "final battle" against the leader being a "young" balor who tosses manes into a cauldron of evil essence, transforming them into something more powerful).
The players enter Grazz't's domain on the 45th layer and head through the bleak and desolate place for the capital.
Non-combat encounters: traveling merchant? Maybe even Vistani-like planar caravan. They should have a potion that will prove very useful later, but at an exorbitant cost. Fortune reading is possible too!
Combat encounters: 1 encounter (in the Viper Forest, perhaps by the Viper Forest?)
The players arrive and enter the capital and investigate.
Non-combat encounters:
Learn about Grazz't love for the drow demonbinder high-priestess in town.
Introduction of at least 2 longterm NPC's.
Find info about Grazz't.
The players decide to go after the drow high-priestess and capture her.
Non-combat encounters: As they defeat the drow and is heading home, Grazz't (or rather his aspect) will arrive and greet the players. He will congratulate them on winning the battle, but also make clear that war isn't over. He will come for his love before they can complete the ritual that will (might) kill her.
Combat encounters: 3 encounters as the players slaughter their way through the temple (a good amount of drow (demonbinders) and demons, culminating with the high priestess who summons demons every round.
Problem is, what then? The players get the girl and flee either to Sigil or the the Mortal World.
Obviously Grazz't won't sit by idly and let this happen, but I really want to involve Demogorgon and Orcus (via their aspects of course) - I imagine that maybe they want to use to their advantage that the love of Grazz't is no longer within the protective walls of Zelatar, but instead in a place where she is pretty much up for grabs!
But will they team up against the players and/or Grazz't or will they both do their own thing? Or maybe one will ally with Grazz't in order to strike at the other one?
I am not sure, and we are leaving in exactly 4 days (95 hours at the time of writing) and as you can see, while I do have a few lines, I still have some work to do in order to fill out 30-ish hours of gaming over a weekend.
But most importantly, I am not sure it feels epic enough. And as we should ideally finish the weekend by dinging 21, I really want the adventure to have a strong epic feel.
Thanks in advance
Cheers