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My AE & Lords of Madness campaign...

EricNoah

Adventurer
The current arc of my nearly-three-years-old Arcana Unearthed campaign is drawing to a close. I will be transitioning to a new campaign model set in the same location but with a few twists:

1) Timeline advances by about two years to accommodate the return of the dragons as in Arcana Evolved, but with a different origin and purpose. The origin will involve the PCs over the next couple of sessions; the purpose you'll see below...

2) The heroes will all be members of or work for a magic guild. Within this guildhall will be a sort of "hall of many portals" type deal, which can take the heroes all around the world and to different planes as needed.

3) Each player can develop a small stable of PCs to use throughout this next part of the campaign. This will allow for folks to try out different races and classes and not feel trapped with one PC. I might ask them to stick with one character for an entire adventure, but they can then return to home base and swap in a different character if they want. One of my players has cleverly dubbed this the "Justice League" model and that's a great way of explaining it in a nutshell.

4) The thrust of the next campaign arc, as you can see by the title of the thread, merges key concepts from AU/AE and Lords of Madness. The "core story" is thus: To prepare the good folk of Terrakal (the lands of the Diamond Throne, AE's setting) for a future battle with invading aberrations from beyond space & time, the heroes must unearth lost arcana and other lore related to battling and defeating aberrations. They will undertake several related missions to uncover this lost knowledge. The foes in each mission will be aberrations and their thralls/servants; the MacGuffin in each will be a specific piece of lost lore. In one case, it might be uncovering knowledge of the lost spell, Invoke the Cerulean Sign (and a related Runethane rune that's slightly more powerful), from a powerful grell mind witch who has locked its secrets away deep in the earth. In another, the PCs might seek out the lore of special mental training that allows greater resistance to aberration mind-control (a feat like Partitioned Mind or Quick Recovery from LoM) from a captive of jungle cultists in a revised version of Rana Mor (Dungeon Mag).

5) To keep the players on their toes and present them with a twist, I will be avoiding two of the standard aberration "mastermind" races (beholders and mind flayers). Instead, I will focus mostly on aboleths (psionic variety), grell (with an AU/AE mind witch twist), koprus, nagas, and a few others.

6) In addition, to provide more variety I have slightly extened the definition of what an "aberration" is. In essence, the new definition includes all "aberration type" creatures, plus selected others -- basically, if it's got tentacles, or if it's bug-like, or if it's an unnatural/mutant mix of two creatures, or something like an intelligent ooze, it's probably an aberration by my campaign's definition). I've developed a "master list" from a few of my monster sources and will be adding more, as well as putting new twists on old monsters. Similarly, the thralls will be chaning a bit too (the thralls of the grell will be a bipedal version of the Grick; and the thralls of thea= aboleth will be various enslaved humanoids but especially Skulks).

7) In an effort to cut down on my prep time, I'm going to be running almost all published adventures, most of them from the pages of Dungeon magazine. I'm lumping a few adventures together in some kind of semi-logical format. I've got three main "groups" of adventures: Jungle adventures (the Isle of Dread update, Rana Mor, the grell lair from LoM which I'll jazz up a bit, and an updated version of the Temple of Demogorgon); the Frigid North and Underground (starts with an ancient frozen "far realms" type city near the north pole ala Lovecraft's At the Mountains of Madness -- I'll have to develop this a bit; then the heroes find their way underground to an aberration-dominated Underdark -- plenty of those types of adventures around to modify); and then finally to a temperate costal region where I will jazz up a few adventures such as the aboleth lair from LoM; and the recent aboleth/Tharizdun adventure published in Dragon Mag.

8) The ultimate purpose of the return of the dragons to Terrakal is related to the campaign's greatest secret.
The earth itself is a living being; it is the source of the akashic memory, and the source of the "pool" of spells from which all spellcasters can draw in AU/AE. It is sentient and aware, and using the heroes to uncover lost aberration-bane lore. It is, in fact, controling the "hall of many portals" -- opening some but not others to steer the heroes in the right direction. Only if dragons, giants, and the other races of Terrakal can put aside their differences can the good peoples of the land stand a chance of surviving the future war with the aberrations from beyond space & time.
 

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There are several good ideas in there, Eric. I also use the 'Justice League' style in my AE game, although only 2 players have exercised it to date (we're in year 2). I also have LoM, and it's such a cool book I'm wondering how to get more of it into my AE campaign. But no beholders? None?

How are you going to effect the lore in the game? Will they take the form of artifacts, story notes, ability bonuses, or something else? I struggle with how to give the players some unique reward without giving them an encounter crutch they use at every opportunity.

Thanks for sharing, good stuff, and a great storyline.
 

I might use the vallorians as a drow replacement for the Underdark segment of the campaign. The Arachtar makes a nice drider-like opponent. I've already thrown spelleaters and ghoul worms at them (they'd make nice repeat opponents though). That's probably about it.
 

SJ said:
There are several good ideas in there, Eric. I also use the 'Justice League' style in my AE game, although only 2 players have exercised it to date (we're in year 2). I also have LoM, and it's such a cool book I'm wondering how to get more of it into my AE campaign. But no beholders? None?

How are you going to effect the lore in the game? Will they take the form of artifacts, story notes, ability bonuses, or something else? I struggle with how to give the players some unique reward without giving them an encounter crutch they use at every opportunity.

Thanks for sharing, good stuff, and a great storyline.

I've gone through LoM and pulled out several things I want the PCs to uncover: selected feats, selected spells, selected magic items, and I've turned some PrC class abilities into feats as well. As for the actual form of the lore itself: sometimes it's pretty straightforward (a lost book of lore that, after studying it, allows one to take a previously unknown feat -- they still have to spend a feat slot if they want the power). Sometimes it's knowledge of a spell that wasn't in the AU/AE "spell pool" before -- it would start out as a "unique" spell, but since the heroes work for a magic guild their responsibility would be to bring that info back and it would eventually trickle down into the spell pool as probably an exotic spell). Sometimes the MacGuffin might even be a person who knows the lore, rather than a book or other recorded source. Or it could be a bit of memory that has been detached from the akashic record and needs to be re-inserted. The heroes don't necessarily have to take these new options if they don't want to, or they can spread them around in their character pools as they desire. Having PCs with some of these abilities will make it easier for them to continue hunting for similar lore as they battle stronger aberrations through the course of the campaign, but they'll be able to attempt the adventures without these special powers if they want to.

Edit: as far as beholders go ... one of the charms of AU/AE is that some of the D&D "classics" are no longer there to shape the setting. No magic missile, no cleric ... and (for me) no beholders or mind flayers (or orcs or goblins; and the "traditional" underdark races -- drow/kuo-toa -- get replaced by something different but similar in some ways). It's just a flavor thing.
 
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EricNoah said:
I might use the vallorians as a drow replacement for the Underdark segment of the campaign. The Arachtar makes a nice drider-like opponent. I've already thrown spelleaters and ghoul worms at them (they'd make nice repeat opponents though). That's probably about it.

let me now if u use the Arachtars, i have some pics i drew of 'em (though they're somewhat different than the pick in the book)---u could use the narleths & spider-eyed goblins as mentioned in the back of the AU book---of coursr then u would probably have to much of a spider theme that would take away from your aberration theme & such might distract your playuhs :heh:
 

Couple more comments:

1) I'm beefing up the grell enough that they really will work as a nice mid-ground between mind flayer and beholder.

2) For the aboleth, I'm going to be making heavy use of a new feat that was published in Dungeon mag (that Tharizdun/aboleth adventure) where aboleths can control people through their dreams, turning them into sleepwalking murderers and so forth.
 

Really good stuff Eric. A sort of fleshy Return of the Old Ones theme to the game? You've got a lot of good work laying it out. Please post updates from time to time. I'm going to be especially interested in how the JL model works out.

I particularly like the grell controlling people through their dreams idea.
 

The thing that might be a little cheesy is when I'm using published adventures, I might "AU/AE-ify" the major villains and NPCs, but I will probably leave the grunts as is. So there's a chance that my PCs may be encountering rogues, clerics, wizards, etc. from core D&D. They'll just have to deal with it. :D
 


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