Reoccurring Themes (or Gregory, Don’t go There Again)

I’ve been working on where I expect or hope my Pellham campaign is going and I’ve found myself looking at some familiar territory.  There are types of stories that I like.  I like alternate dimensions stories.  I like time travel stories.  I like Faery stories.  I like to use them in my games, too.  I like them a lot.  In addition to ideas and themes for my games, these stories also connect to places in Rhillmoran; places I have used again and again.  My Pellham campaign has seeds of these stories it and they are leading me back to my favorite, but possibly overused, stories and places.  I wonder if I need to break away from my favorite stories.

Castle Timeless has been a staple of my games since the 1980s.  It has been a rare campaign that did not see at least one trip to Castle Timeless.  During the Giants in the Earth and the Tasque Elzeny campaigns, Castle Timeless got a makeover.  I’ve been thinking about using Castle Timeless, because of a few throw away lines and plot point in the backstory of C5: Llywelyn’s Bane.  It, also, doesn’t help that C2: The Ghost Tower of Inverness (one of the other modules slated for use in the Pellham campaign) has an often missed time travel component.  Going to Castle Timeless certainly places Pellham in Rhillmoran, but it opens up a whole can of wyrms in that it will tempt me to run a time travel mini campaign and I’ve done that time and time again.

Faery locales are going to be part of this campaign.  I’ve already placed Ardenmore in Adran Silverleaf’s back story.  So, how do I keep from retreading old ground?  My fey folk and fey realm should be different than they have been before.  This is going to be hard, since I like my fey to have a Celtic sensibility and Pellham is a Celtic-style setting.  It doesn’t help that I’ve got a “Hollow Hills opening on the Night of a Full Moon” idiom running with this, too.  I guess I’ll just have to turn these fey “up to 11” and go full bore with them.  Make them the Fey of the Fey and play it for all that it is worth.  They are capricious, enigmatic, and dangerous benefactors and patrons.  They are brave, valiant, and noble allies and villains.  Their plans and their beliefs are not easily understood by mere mortals, even if those mortals are their elven descendants and cousins.  It should be great fun, if I can play it right; I’ve misplayed this style of NPC multiple times before.

I don’t see how I can get away from alternate dimensions in this campaign.  If the PCs follow through the entire plot as devised by the modules, then they must enter an alternate dimension.  I’ve did a lot of development on this alternate dimension for a failed campaign (outside forces pulled Players away), so I may be able to make this work for me.  The provided storyline only has the PCs there for a relatively short time and the alternate dimension is completely unlike the rest of the setting, so this could easily work to my advantage.  I’ve got an “alien,” but not lethal environment into which the PCs can adventure.  It plots well and is part of the module collection, so if I use it and it alone, then I should not get caught up in a plane hopping campaign, which can really be fun.

Having covered my “big” flaws in the previous three paragraphs, I must now move on and discuss a harder drive in my gaming themes.  I want to connect this game to other games that I have run.  I’ve been thinking about placing a connection to the Shadowfell Road in Pellham or Inverness; this would open up a connection to Moytonia and I would be tempted to pull things from Barovia and the Walking Wood into Iolta and that might dilute this setting.  I really want to place a connection to Castle Timeless and I’ve already explained why that is a bad idea.  While I have not yet designed them, I know there are magical trees in Pellham and they could easily be connected to the Quan.  Even though this campaign takes place over a thousand years after Giants in the Earth and Tasque Elzeny, a connection to the Quaan would let me access Feldspar, E3 Trading Company, and Spellguard.  While a link on Thrain to the World of Terah would allow me to bring threats from the Caves of Chaos and possibly connect the PCs to the Isle of Celestia and the Dreamers, it would be bringing in alternate dimensions.

Want to know what reeks in all of this; writing out this post has given me a half dozen or more ideas that I now am interested in dropping into the Pellahm campaign.  What do you think I should do?

Game On!

Advertisements

The Last Hurrah

E3 is officially retired.

The threat posed by the Giants in the Earth is abated.  Feldspar divides his time between wandering the multiverse, seeking more Trees of Power to link to the Quan, and his Primal Forest home.  Surana has completed the restoration of Castle Timeless and defeated Linden; she now rules as the Chronarch of the Castle.  Belvar has transformed the Black Manor in Quan from a staging area for monsters seeking the destruction of all hominid species to an interdimensional trade moot.   Ghul has returned to the Nine Hells to continue his rise to power in the Infernal Hierarchy.  Aktara,once the Far Realm Breach was closed, found that her patron, Ulban, had stripped her of her Star Pact  powers.  Undaunted, Aktara retires to Arkosia to allow the ancient dragon soul within her to manifest.

The End.

These are the final fates of the Members of E3, but it was not the end of the Giants in the Earth campaign.

The last game began with a bang.  We started the game in the middle of a fight.  I told the players to drop half their hit points, half of their healing surges, and half of their encounter powers.  My brother-in-law and nephew could not make it, but Hil and my daughter Nicki could; so Blackwood (my nephew’s PC) accepted help from the Book of Vile Darkness and he and Vondal were sucked up a vortex that spit out Ghul (Hil’s PC) and Aktara (Nicki’s PC).  They defeat the yochlol and headed on toward the first of “giants” Titan.

It was nice to have Ghul and Aktara back in the party, since they filled out the roster of the original members of E3.  The party made it through three difficult fights and one not as difficult skill challenge and won the day.  We epilogued the big threads still unresolved (Belvar was freed of the Verdis implant and not consumed by his ring Al-Bari.  Surana defeated Linden and merged the Centre of Time and Castle Timeless.  Feldspar traveled to Divlos and Thegnland and connected the trees of the Land beyond the Wind and Azenwrath to the Quan.  E3 Trading Company continued to turn a profit and Spellguard grew into a prosperous city-state.) and ended the campaign.  It was a fun night.

Christina and I got to talking about the campaign and we believe that the campaign may have begun in March or at the latest April of 2009.  It started as a game for Surana, Beryl (my daughter Lisa’s PC), and Aktara in the city of Refuge.  They played three or four sessions before the others arrived.  Lisa dropped out of the game before the rest of the crew that would become infamous as the E3 Trading Company appeared on the scene.  So, I ran this campaign for five years.  It was Christina’s first full campaign.  She had never played a character from newbie adventurer to legendary hero.  Ending the game carried a special weight for her.  I have found a similar weight in my soul.

I write out secrets on index cards for things in my world.  I got this idea from Ray Winnigar’s “Dungeoncraft” articles.  Everything that I create gets a secret that the PCs may or may not find out.  Each time the party finds out a secret, I give them the index card.  After the game, we compared their stack against all undiscovered secrets from previous campaigns, the Tasque Elzeny campaign, and the ones they never learned in this campaign.  Their stack was bigger.  They encountered and learned more about Rilmorin than I have left to reveal at this time.  Wow.

I’ve got more ideas and campaign plans, but building a new campaign seems more daunting in some undefinable way, than it did before and I do not know why.  This is not my first rodeo.  I ran the “War of the Dragons;” I set up and set down the final battles with the Overlord and Babylon.  “Berbalang, Tabok, and the Fairies” ran for a number of years and ended epicly (with two epilogue sessions).  My four 3E campaigns rose and fell in a grand fashion and after each of those I was not heavy in my soul.  What was different about this campaign?

I don’t know what makes this campaign’s end different.  What I do know is that the repercussions from this campaign will echo through many of my games to come.  Castle Timeless, the Quan, and Spellguard are going to be sites to which PCs will adventure.  Aktara will show up as the “Only Tiefling in Arkosia.”  Surana is the Chronarch, she will play the role of Nimsûl and guide PCs to Castle Timeless.  Ghul is a Prince of Hell (or a lich or a Spellscarred Savant) and will surely reappear as gadfly or villain.  Belvar and Feldspar are both dragons and I love throwing in dragons.  The Giants in the Earth will provide hooks and stories for years to come.

Maybe the heaviness at this particular ending comes from what is going on outside game.  One friend is moving away, but will be back for his wedding.  One friend is looking to buy a house with his S.O.  One friend is dealing with a a great and profound grief.  My daughter will be a mother in five months.  Also, this is my last 4E game; from this point forward all games are going to be DnD Next playtest rules.  Are extra-game events making this ending more profound?

I hate leaving this post on a hanging note, but I don’t have any answers.  If any of you out there do, please offer me some ideas.  Until next time, GAME ON!