Scrivener of Doom
Adventurer
I can see why you're drunk: that's rather Epic! 

My Notes said:When the pcs approach the corrupted bywater, they find that the water becomes a snake of yellow wider than they can see, but more and more of it floats like little flumphs in the air. Soon, they have their first encounter with 3d6 farspawn invaders. Every few minutes, there is a 1 in 10 chance that 3d6 more attack the pcs. After 10 checks, the pcs can see a sudden brightness ahead, a pinprick of coruscating wrongness. Strange feelings begin to assail them- bursts of anger, gloom, terror and desire all compete. The corruption grows thick, as if they are sailing on a sea of fat. One more attack of 3d6 farspawn invaders occurs, then the ship grinds to a halt, held by the corrupt Styx. By now, it is thick enough to walk on, and no longer bears the Styx' normal memory- stealing effects. The pcs should go onto 'battlemat mode' at this time, starting at one end of the map.
My Notes said:Far Realm Gate: The gate itself is a 2 x 2 square area of brilliant, ever-shifting light and color. Any non-aberrant within 3 squares of it is blinded and dazed. See Closing the Gate, below, for details on the skill challenge involved. Each round, one more farspawn invader appears in the gate for every non-aberrant creature on the battlemat; new arrivals appear at the start of the farspawn invaders' turn and act immediately.
...snip...
Monsters: 8 farspawn invaders
1 uvuudaum friend (level 25 elite controller)
1 uvuudaum yellow (level 25 elite soldier)
1 uvuudaum haiku (level 27 controller)
Note that each round, one more farspawn invader appears in the gate for every non-aberrant creature on the battlemat; new arrivals appear at the start of the farspawn invaders' turn and act immediately.
My Notes said:CLOSING THE GATE TO THE FAR REALM (Skill Challenge; XP 44,000)
Closing the gate is no mean feat. As more farspawn invaders pour out, the pcs must manage to both fight them off and close the gate simultaneously. To make any kind of attempt to close the gate, a creature must be within 5 squares of it. Note that non-aberrant creatures within 3 squares of it are blinded and dazed, but can still work on closing it with their only action.
Closing the gate is a complexity 4 skill challenge (requiring 10 successes). Once the characters have achieved 5 successes, the gate only summons one more farspawn per two non-aberrant creatures on the map each turn. Once the characters have achieved 8 successes, it only summons one more farspawn each turn. It is impossible to “fail out” of the challenge, but each failed check causes the gate to spew forth 2 more farspawn invaders in random spaces within 3 squares of the gate. The following methods of closing the gate are effective:
Arcana: A character may attempt to use arcane power to close the gate. This is very difficult and requires a successful DC 39 Arcana check.
Athletics: An especially bold character that moves adjacent to the gate can attempt to force it closed physically. If the character succeeds at a DC 30 Athletics check, it earns one success; if it succeeds at a DC 39 Athletics check, it instead earns two successes. In either case, it suffers 10d6 points of acid and psychic damage from contacting the gate.
Nature: A character can try to use its own connection to nature to close the gate. A successful DC 30 Nature check results in a success.
Religion: A character can try to use its faith and knowledge of religion to close the gate by making a DC 35 Religion check against it.
Success: When the gate closes, each aberrant creatures on the battlemat suffers 10d10 force damage (this automatically destroys all the farspawn invaders), and each non-aberrant creature on the battlemat regains 1 healing surge, recharges an encounter power and gains 1 Wyrd.
My Notes said:“The entity you call Tenebrous was once something else entirely: a demon prince, worshiped as a god on several worlds. He was known as Orcus, Prince of the Undead. Long ago he was tricked and murdered by the Drow goddess of thieves, Kiaransalee. She stole not only his life, but his portfolio, thereby becoming the goddess of undeath as well as theivery. She took a powerful artifact, the Wand of Orcus, and used it to cast the Stygian oblivion ritual that erased all memory of it. Then she cast the wand itself into the River Styx to be forgotten forever.
“But though a god may die, some spark, some vestige, often remains. This vestige was awoken by the fervent prayers of a mad half-ogre, who you knew as Quah-Nomag. The power of Quah-Nomag's faith was such that this shade, calling itself Tenebrous, returned from the furthest reaches of oblivion. Yet, in its journey to the edge of existence, it had learned something, a terrible secret from the earliest days of the multiverse, when even the planes had not settled into a stable configuration: the Final Word.
“Tenebrous knew that to return to life, it must regain its wand, yet even it could not remember the lost artifact's nature, so great was the power of Kiaransalee's ritual. It knew also that it could not survive long with the power of the Final Word eating it away from within. Tenebrous had to move quickly, on the scale of the powers, or be destroyed.
“Move quickly it did. First it stole into the Clockwork Nirvana of Mechanus. Like a shadow it slipped unseen through the modron watchers, until it found Primus, the One and the Prime, in the chamber in which the energy pool from which all modrons are born lay. Pronouncing the Final Word, Tenebrous destroyed Primus and corrupted the pool, then assumed the identity of Primus and set the Great Modron March off early, demanding that the modrons scour the planes for what he had lost.
“Meanwhile, Quah-Nomag and his cabal hatched a plot to find the identity of Tenebrous' lost artifact via the Mountain of Ultimate Winter, but your group intercepted and destroyed him first, causing the frozen memory of the Wand of Orcus to fall in a great avalanche, lost beyond recovery.
“But Quah-Nomag's fellow worshipers of Tenebrous eventually deduced that he had failed, and came up with another plan. They would seek out the Ferryman, the only being who might recall what was lost. And so they did. They, too, bargained with me, and offered payment in larvae and souls of rare quality. I agreed to their request and told them where to find what they sought. So they did, and departed to join those of their fellows already at the corpse of Tenebrous, petrified in the Astral Sea.
“The body lies not far from the realm of Shom. Reach Shom, and search from there, and you shall find the corpse. But beware. It is well-defended, and until nigh unto the moment of completion of the dread ritual that will restore Orcus to life, there will be too many guardians and defenders for you to possibly defeat. Only when the Final Word unlocks the power of the Wand of Orcus, slaying all nearby, will your enemy reveal herself, to gather the unleashed energies for her own purpose.”
Okay, so tonight's game was AWESOME.