campaign closer

unan oranis

First Post
So is anyone else closing their 3e campaing down in anticipation of starting your group all at 1st level in a new world/time in 4th?

How are you doing so?


My campaign arc is almost done, went something like this:


1. Whilst messing around in the astral plane on another quest, the pc's break a magical seal, which shatters all the imprisonment magic in the universe.

2. A super-diety prison, located on the pc's homeworld is in big trouble. Assorted Gods and epic leveled powers duel apacolyptic battle, the evil beings break and are chased all around the mega-verse, perhaps to be caught and imprisoned again in years to come.

3. The pc's come home. The entire world is dead. Only one holy site remains alive, a small garden that holds the spirit of the planet as well as the graves and monuments to all the npc's who died defending the planet, so that "x" amount of civilians and npcs could flee by magic means.
Because the ancient evils wanted to punish them for hosting the prison, this magical escape "noahs ark" had to go to a special dimension where they could never be found, even by the gods.

4. Shortly after the pc's have arrived at the garden, the scavengers come. An army of devils and demons assaults the garden. They want the spirit of the planet, which is in convenient gem form.

5. The pc's defeat the legions, and the pantheon of gods who formerly were the care takers of this world, give the pc's an epic quest to regenerate the planet.

6. They receive a time-bandits style map, with a list of 5 gods of each of the 9 alignments.

Their mission is to dip the planets spirit stone (aka lifestone) into the blood of two gods of every alignment on to the map. These new gods will shape the new world to come.

One of the pc's is given a special ability to open the portals that open to these gods realms, and there is a complicated set of "time bandit map" rules that make the decision of what order to go in tricky.

7. The pcs are approached by another, seperate diety. Once a wizard of great power and cunning, this god is on a mission to destroy all gods because he believes they impunge on mortals freewill.
With this lifestone artifact he could re-do the big-bang but this time with no real gods.
He makes his pitch to the pc's, they most likely reject (or you are ready for your 4th edition campaign to begin).

8. Unable to take the stone or act directly against a mortal withouth exposing himself to the good dieties wrath, he works his wily ways and creates a "death stone", and gathers unto him all the pc's regular villains (whichever ones escaped anyway) and puts them on the same quest, with the same map and so forth, but whose mission is to steal the lifestone from the pcs.

9. The pc's get to work. Each gods "blood" is some sort of symbolic thing that they have to arrange or find, such as the "ink from the quill of a loremasters final thesis" or "the blood of teachory" etc. Plus there are enviromental dangers/monsters of the gods given homes, some minor and some very brutal.

10. Big long campaign... about 6 months now... several near tpk, surprising amount of stealing the lifestone back and forth, wild urban/political missions and so on.

11. The heroes thwart the villains, regenerate their homeworld, advance to their epic destinies (more or less retired) and fastforward 500 years to the begining of a brave new 4th edition world, with heavy influences of the gods the players chose.

I'm nearing the end of stage 10, and considering some sort of crazy last bid by the evil wizard god to become a secret bonus god of the new realm... He's turned out pretty cool and it would be nice to have him as a "q" like character messing with the new pcs.


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unan
 

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Nice! That sounds like it's really fun. I like how you've developed the symbolic "blood."

I'm doing something similar, bringing a 16 year old campaign (started in '92 in 2e, then converted to 3e) to a close. The timing worked out nicely. It's sort of traumatic, but incredibly fun.
 

I'm trying to wrap up my 3.5 campaign right now too. I love the campaign and the world it's set in, but mid-high level 3.5 combat is a pain. In our last game, we had 4 PCs, 2 Cohorts, and 3 affiliation bodyguards vs 1 big baddie and 8 little baddies. It ended up taking 5 hours to run 6 turns of combat.

I had hopes they would actually make a lot of progress, but the one fight of the evening ended up taking the whole evening...

I thought the plot-related artifact(s) they have acquired would make the combats go faster, but it just adds more complications and stuff to look up in the middle of combat (quick, what does Storm of Vengeance do again? What level is it? What's the save DC since it's from an artifact? What's the caster level again for range and damage? Should I use it or fireball or channeled pyroblast?)

Looking forward to 4E so much at the moment, if for the improvements to DMability that I've noticed in my playtests if nothing else. If it can carry through to mid-high level play, I'll be happy because DMing isn't a nightmare and my players will be happy that we can actually finish a campaign without me getting discouraged, burnt out, and giving up on the system just when the campaign is starting to reach some sort of climax.
 

last time i told my players "let´s get finished with our 3.5 campaign" after playing a few 4e demos with the pregens they yawned and told me they´d never again play 3.5 , so i should not bother with endeing the campaign.... just get a 4e campaign put together....
and i wanted them all to die gloriously in a battle with my overbaddie god-avatar...

sigh
 

At first I wasn't going to worry about wrapping-up my 3.5 game, but I broke down and bought Elder Evils just to see what kind of campaign-enders I could come up with. I have to say, I really like the 'Atropus' chapter and found a way I could incoporate the finale of 3.5 with the beginnig of 4e.
The 3.5e guys won't actually encounter the Atropus Aspect or any of its minions, rather the game will be mostly informative, hinting at its existance. A little foreshadowing, if you will.
Then, I will bring it all full circle when the new 4e guys actually do encounter the aspect at 30th level. This literally gives me a few years to develop what will become the "last game" of 4e while doing a call-back to the last game of 3.5.
Should be interesting (as well as a bit of work).
 

Sounds like good stuff


As more and more information about 4e is being released I've been trying to incorporate it into the new world.

For example tieflings and dragon-men (whatever they are called) are going to be core races, so I'm going to put some reason for why that is right into the quest.

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unan
 

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