PCs kill Ometh, leading to open season on the Raven Queen's name

pemerton

Legend
Three of the PCs in my 4e game are Raven Queen cultists of some form or other. The most fanatical is a tiefling paladin/Questing Knight/Marshall of Letherna.

For most of the Heroic tier of the campaign, the PCs' principal enemy was a mage called Paldemar (adapted from module H2), a worshipper of Vecna who was doing deals with various other factions (or trying to): Orcus; gnoll Yeenoghu cultists; hags in exile from the Feywild; and a cult of Far Realm worshippers called "Those Who Hear" (adapted from the 3E module The Speaker in Dreams).

Early in the life of the campaign I wrote the following notes on the last faction:

Paldemar has a theory that the Raven Queen forfeited her name by engaging in a strange pact with the Far Realm. Hence, he has supported a cult of Far Realm lunatics – Those Who Hear.​

The PCs duly defeated the Far Realm cultists, and Paldemar also. I don't think it ever came out, in play, why Paldemar was working with the cultists.

Not long after defeating Paldemar, the PCs explored an ancient necromancer's tower (the Bloodtower on the Moorland, from Open Grave). Therein they found:

an imposing statue carved in the likeness of some ancient, alien creature with too many eyes in its head and a body type similar to a cross
between a dwarf and a skinned corpse.

An inscription in the statue’s base reads in the Rellanic script, “Ometh watches from beyond the grave.”

. . .

Runes etched on the sanctum walls reveal that this chamber was once a chapel to an entity known as Ometh, once an exarch of a deity of death.​

In the course of play, this got elaborated on somewhat: Ometh was an exarch of Nerrul who was taken by the Raven Queen into her service when she overthrew the former death god. At the time, the paladin was suspicious of any exarch recruited in such circumstances, moreso when a statue to it is found in a Vecna-ites tower.

Ometh recurred from time to time as a subject of conversation among the players, and an object of the paladin's hostility, but only came to prominence again when the PCs reached Epic tier. At that point, the paladin had a dream of a part of the Shadowfell he had not heard of before - the Bridge that may be Traversed but Once. He saw the wailing souls of the dead trudging across it, into some unknowable distance, under the cruel supervision of Ometh. The paladin then became more convinced than ever that Ometh was no good, and resolved that he would somehow remove Ometh from his role as keeper of the bridge.

A couple of levels later, and the PCs are debating whether to continue through the Underdark to find and liberate Torog's Soul Abattoir (this is the paladin's quest) or instead to travel to Mal Arundak, a fortress of Pelor on another plane, to liberate it from siege. The Mal Arundak faction wins the debate (in the end I made them roll dice to settle an argument that seemed interminable and had carried over two sessions), and so the PCs find themselves on The Barrens riding towards Mal Arundak on conjured steeds. (The Barrens is the Abyssal realm of Oublivae, from Demonomicon. Mal Arundak is described in The Plane Below. I am merging the two setting elements, and also borrowing from the description of the Deadhold Wasteland from module P2.) En route they find a deep pit, which - upon inspection - turns out to have been an oubliette trapping the spirit, or some other remnant, or Elidyr, the last king of Nerath. The paladin says a prayer to help Elidyr's spirit to rest, and in the process sees (in a vision) Elidyr's spirit at the Bridge that may be Traversed but Once. A further prayer frees Elidyr from that fate and sees him off to a happier afterlife, much to the chagrin of Ometh. Further en route they find a buried Nerathis castle - all ruins of civilisation and things lost end up in The Barrens - and discover skeletons of the dead within it. The paladin says prayers over them, and frees both from Ometh and the (uncertain, but unpleasant) fate of the Bridge.

The player of the paladin was enjoying the repeated thwarting of Ometh, and so I decided it was time for Ometh to appear! I had statted this creature up on the model of a levelled-up Bloodkiss Beholder (from Open Grave) - a 23rd level solo, with a 22nd level solo soulstorm (based on the bonestorm in module E1) as a hanger-on. I had been planning to have them appear in the Soul Abattoir, as part of a treacherous plan involving Vecna, but opportunity knocked in a different context.

The fight itself was furious but not too hard (a 26th level encounter for a 23rd level party at full strength but for a few surges lost from travel; both defenders went down for brief periods, but were brought up easily enough). The highlight for me came when Ometh was bloodied, and the paladin confronted him as to his motivations and (suspected) treachery. And Ometh explained the basis on which he had entered into the Raven Queen's service - he had helped her hide her name "with beings beyond the stars", and in return had been allowed to continue serving as an exarch of death. And he warned that, were he to be killed, the pact would be broken and the Raven Queen's name no longer safe.

This decision to link Ometh to the idea of a pact with the Far Realm to hide the Raven Queen's name wasn't quite spontaneous - I had come up with the idea at the same time I statted up Ometh as an aberrant undead - but it did catch the PCs (and the players) by surprise. The paladin wanted to reach some sort of accommodation, but the ranger-cleric of the Raven Queen was still up for killing Ometh, and the fighter-cleric of Moradin, who is increasingly fed up with the Raven Queen and her cultists, was even keener to finish off Ometh once he realised that doing so might hurt the Raven Queen. So negotiations broke down after only a round, and Ometh was killed - the paladin striking the killing blow in the end.

I had some ideas for Vecna hijinks in mind (inspired in part by an encounter in E1), leading up to the Ometh treachery, but the sequencing of all that will nw have to change. And I had been wondering how I might incorporate Star Spawn and the like in my campaign, because I enjoy the flavour but they didn't really seem to have any logical place in the story; but that should be easy now, as Heralds of Hadar and Emissaries of Caiphon enter the world bearing word of the Raven Queen's name.
 

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MerricB

Eternal Optimist
Supporter
That sounds fantastic! I love what you've done with the mythology of the campaign!

How long have you been running it?

Cheers!
 

TwoSix

"Diegetics", by L. Ron Gygax
This decision to link Ometh to the idea of a pact with the Far Realm to hide the Raven Queen's name wasn't quite spontaneous - I had come up with the idea at the same time I statted up Ometh as an aberrant undead - but it did catch the PCs (and the players) by surprise. The paladin wanted to reach some sort of accommodation, but the ranger-cleric of the Raven Queen was still up for killing Ometh, and the fighter-cleric of Moradin, who is increasingly fed up with the Raven Queen and her cultists, was even keener to finish off Ometh once he realised that doing so might hurt the Raven Queen. So negotiations broke down after only a round, and Ometh was killed - the paladin striking the killing blow in the end.

I had some ideas for Vecna hijinks in mind (inspired in part by an encounter in E1), leading up to the Ometh treachery, but the sequencing of all that will nw have to change. And I had been wondering how I might incorporate Star Spawn and the like in my campaign, because I enjoy the flavour but they didn't really seem to have any logical place in the story; but that should be easy now, as Heralds of Hadar and Emissaries of Caiphon enter the world bearing word of the Raven Queen's name.
Hmm. If the Raven Queen has been consorting with beings from the Far Realm, even indirectly, I can see some of the gods beyond Moradin being rather upset, Erathis and Pelor being the ones that most come to mind. (Although maybe something else is going on with Pelor, I seem to remember The Plane Above alluding to a possible connection there.) Is/Could the siege on Mal Arundak be connected to the Far Realm?

With Ometh's death, it also seems to open up the land beyond "The Bridge that may be Traversed but Once" as a possible adventure site. Do you have some sort of end game for the campaign for mind? A Raven Queen corrupted by the Far Realm seems like a strong possibility, especially for a party with so many ties to her.
 

pemerton

Legend
That sounds fantastic! I love what you've done with the mythology of the campaign!

How long have you been running it?
The campaign is in its 5th year (Jan 2009 start). We play around 20 sessions a year (every two to three weeks), so gain about 5 levels per year. Currently the PCs are 23rd.

If you're interested, here are some links to some other actual play reports that I have posted.

As far as the mythology is concerned, I tend to find the 4e sourcebooks are pitched at a pretty good level - enough information to generate ideas and flavour, but not so tightly locked down that actual play makes no difference. Some get a little bit into exploration for explorations's sake (eg the islands in The Plane Above; some parts of The Plane Below and Demonomicon) but I just ignore them.

I'm also a big fan of following the players' leads. Ometh went from being some fill-in narration in a necromancer's tower to a major plot element because the player of the paladin picked up on it.

If the Raven Queen has been consorting with beings from the Far Realm, even indirectly, I can see some of the gods beyond Moradin being rather upset, Erathis and Pelor being the ones that most come to mind. (Although maybe something else is going on with Pelor, I seem to remember The Plane Above alluding to a possible connection there.) Is/Could the siege on Mal Arundak be connected to the Far Realm?
I'm using a variant of the "official" version of Mal Arundak - the Crystal of Ebon Flame and the Ebon Stone are the same thing, and (at least as far as the PCs know) contain the essence of the Elder Elemental Eye. I won't say more because I have players who read these forums from time to time.

It's interesting that you mention Erathis, because one of the Raven Queen cultists is also an Erathis worshipper too (an invoker currently in the service of Erathis, Ioun, Vecna, the Raven Queen, Bane and Levistus) who wields the Rod of Erathis/Sceptre of Law/Rod of 7 (currently 5) Parts. There is a degree of tension in the group over the proper balance between life and death, order (eg to be achieved by restoring the Lattice of Heaven) and chaos, heavens and the mortal world, gods and primordials. How the Far Realm fits into that isn't clear yet, but I think all the PCs are fairly hostile to a takeover from the Outer Void.

With Ometh's death, it also seems to open up the land beyond "The Bridge that may be Traversed but Once" as a possible adventure site.
I came up with the idea for the bridge on a long thread on these boards - the one with Hussar and Celebrim about crossing an Abyssal desert on a huge centipede. At the moment it's more a motif than anything very well developed, but I think it is likely to be explored in due course, along with the Soul Abattoir.

Do you have some sort of end game for the campaign for mind? A Raven Queen corrupted by the Far Realm seems like a strong possibility, especially for a party with so many ties to her.
I don't think I'd go as far as a corrupted Raven Queen - I feel that could push too far in terms of invalidating player choices around the PCs devoted to her. But she will certainly stay in the foreground, and be a focus for intraparty tensions and external action.

One of the other Raven Queen cultists in the party is a demon and undead hunter (ranger-cleric/Battlefield Archer/Demigod) whose destiny is at present unclear, but could head in an interesting direction, particularly with power vacuums arising within Letherna!

The chaos drow, who worships Corellon and also Chan (patron of good air elementals) has a long term goal of defeating Lolth and undoing the sundering of the elves. And also has an odd alliance with the invoker who wields the staff of law, and the fighter/cleric of Moradin. Plus the PCs earlier swore an oath to Kas, after giving him back his sword, to track down Jenna Osternath (a Vecna worshipper whom they met in the past when they had a little time travel adventure).

So the endgame is not clear, but is likely to involve star spawn, Letherna, the Bridge, Kas vs Vecna, Torog and his Soul Abattoir, law & lattice vs chaos & primordials, Lolth and elves! I'm also trying to get Ygorl, the lord of entropy who travels backwards in time from the end of the universe, into the mix. And also would like the idea of a "journey into deep myth" as The Plane Above calls it, or a Heroquest to use the Gloranthan terminology.

Given the way that I've been using it, I'm not sure about the replay value of 4e and its backstory, but for me that's fine - when this game finishes, I'm hoping to start a Burning Wheel campaign.
 

Storminator

First Post
Given the way that I've been using it, I'm not sure about the replay value of 4e and its backstory, but for me that's fine - when this game finishes, I'm hoping to start a Burning Wheel campaign.

Aside here: I like how your campaign leaves such vast marks on the world you're not sure you can play there again. I'm on a smaller scale - we're low paragon - but I'm not seeing how I could play Eberron again without rebooting from my current campaign. The PCs are just tearing the place apart . . . :D

PS
 

@pemerton How much does your background in philosophy/ethics permeate the content you challenge your players with? Obviously the founding myths of Greek Mythology are pretty ripe for epic level D&D play. I'm assuming those tropes and questions have, in part, thematically guided a lot of your historical play at high level.
 

pemerton

Legend
I like how your campaign leaves such vast marks on the world you're not sure you can play there again. I'm on a smaller scale - we're low paragon - but I'm not seeing how I could play Eberron again without rebooting from my current campaign. The PCs are just tearing the place apart
Sounds like a good game!

In my earlier GMing days I think I was more influenced by ideas about the integrity of the gameworld, and the idea of the setting as a "vessel" in which the action took place.

Now I'm much more influenced by an approach that I associate with The Forge and modern gaming trends - even though I'm not sure that I could pin it down to anything explicit in the Forge-y games - which sees the setting as a resource for the action to draw on, and that can't be expected to survive actual play as something pristine to be used again for new campaigns.

Having said I can't pin it down, here's one idea from Ron Edwards that does inform my current thinking about settings:

Pitfalls of Narrativist game design . . .

Karaoke. This is a serious problem that arises from the need to sell thick books rather than to teach and develop powerful role-playing. Let's say you have a game that consists of some Premise-heavy characters and a few notes about Situation, and through play, the group generates a hellacious cool Setting as well as theme(s) regarding those characters. Then, publishing your great game, you present that very setting and theme in the text, in detail. . .

[Quoting from Jonathan Tweet in Over the Edge: ] The first time I played OTE, I had a few pages of notes on the background and nothing on the specifics. I made it all up on the spot. Not having anything written as a guide (or crutch), I let my imagination loose. You have the mixed blessing of having many pages of background prepared for you. If you use the information in this book as a springboard for your own wild dreams, then it is a blessing. If you limit yourself to what I've dreamed up, it's a curse.​

All I see, I'm afraid, is the curse. The isolated phrases "mixed blessing" and "(or crutch)" don't hold a lot of water compared to the preceding 152 extraordinarily detailed pages of canonical setting. I'm not saying that improvisation is better or more Narrativist than non-improvisational play. I am saying, however, that if playing this particular game worked so wonderfully to free the participants into wildly successful brainstorming during play ... and since the players were a core source during this event, as evident in the game's Dedication and in various examples of play ... then why present the results of the play-experience as the material for another person's experience?​

I think quite a bit of RP setting, including in D&D (eg look at the actual history of how Greyhawk was developed) is presenting the result of one group's actual play as the starting point for another group's play. And I'm becoming a bigger fan of working out my setting in play with my own group, with these characters and these ideads in mind. Which tends to mean a new setting for a new campaign, but that's fine. We don't need to karaoke ourselves anymore than we need to karaoke the WotC designers.
 
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pemerton

Legend
How much does your background in philosophy/ethics permeate the content you challenge your players with? Obviously the founding myths of Greek Mythology are pretty ripe for epic level D&D play. I'm assuming those tropes and questions have, in part, thematically guided a lot of your historical play at high level.
I'm an academic lawyer and philosopher who publishes mostly in just war theory, human rights theory and constitutional theory. So I have fairly well-developed and fairly strong views on a wide range of political, legal and ethical questions.

That said, those views don't really influence my game directly (except in certain minor ways - eg my games are mostly free of overt sex, race, sexuality etc based discrimination, even though such discrimination is ubiquitous in pre-modern (and many modern) societies, just because it makes it easier for me to enjoy the game if I don't have to deal with those sorts of things in it). I'm a fairly strong believer in the view that aesthetics and morality don't track one another too tightly - and for me, at least, part of the aesthetic appeal of fantasy (and this applies to it's pseudo-modern form in 4-colour superheroics as well as its overtly romantic forms in Tolkien, Wagner etc) is its invocation of and dealing with pre-modern values like loyalty, honour, rulership, the symbolic and magical connections between glorious individuals and broader social/historical trends, etc (and putting off to one side modern concerns like efficiency, the general welfare, why is Storm not ending droughts the world over rather than wasting her time fighting Magneto?, etc). And this is what my games tend to default towards.

What I would say is that while my academic background doesn't influence my game too much in terms of content, it does influence it in terms of structure and technique: it shapes how I think about the themes and values in play, and how I can push the players (via their PCs) in engaging with them.

Also, my games aren't very S&S in flavour, and I think my background informs my own understanding of why that is: namely, despite its tropes S&S is very modernist in its themes, and I fairly self-consciously steer my game away from those themes towards the romantic/pre-modern.
 

and for me, at least, part of the aesthetic appeal of fantasy (and this applies to it's pseudo-modern form in 4-colour superheroics as well as its overtly romantic forms in Tolkien, Wagner etc) is its invocation of and dealing with pre-modern values like loyalty, honour, rulership, the symbolic and magical connections between glorious individuals and broader social/historical trends, etc (and putting off to one side modern concerns like efficiency, the general welfare, why is Storm not ending droughts the world over rather than wasting her time fighting Magneto?, etc). And this is what my games tend to default towards.

This is pretty much what I was getting at. When I read your posts concerning your game, its a bit of a bridge to your takeaway of, typically, those specific values questions above; how you've framed the content with respect to them and your interpretation of your players' engagement (or manipulation away from) of those values questions vis a vis their propulsion of the game in the moment and thereafter.

Its a very interesting post you have here but I don't have time to comment on more than that.
 

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