RangerWickett
Legend
Old-timers here might've recalled me b****ing and moaning a few years ago that my players weren't doing what I wanted them to, ruining the end of the campaign that I'd planned. In the past two years, I've learned quite a bit, and my friends are together again here at home for Christmas break, so I want to finish the unresolved story. (Last time around, the group ditched the game to go see Jay & Silent Bob Strike Back).
I'm hoping for help figuring out how to run the ending of this campaign. I think my players are interested to figure out what was going to happen, and they've learned that I'm not quite as pigheaded as I was way back when. But how does one get back into the groove of a story two years old?
Campaign Background
Finale Plot Summary
And here's the plot that we had in the finale before it ended prematurely.
So, I want to finish the campaign, and I have the opportunity now, but how should I go about it? I'll put up an additional post detailing the characters and giving a few more specifics, but aside from the plot (which I think I've got a good idea for), I'm more concerned with how to get the group to care again about what happens to characters they haven't played for two years.
I'm hoping for help figuring out how to run the ending of this campaign. I think my players are interested to figure out what was going to happen, and they've learned that I'm not quite as pigheaded as I was way back when. But how does one get back into the groove of a story two years old?
Campaign Background
- Part One:
- The party made themselves famous by delving into the Underdark, finding the remains of an Elvish culture that had escaped subjugation by Illithids, and defeating one particularly old Illithid's plot to drive everyone in the world insane with rage, letting humans, elves, etc. kill themselves so that the Illithids could take over. One PC got her body taken over by the Illithid momentarily, but she managed to force her mind back into her own body before the party hacked the Illithid to bits. The PCs became friends of local Elves, and one PC set up a trade agreement between the surface and the dark Elves.
- Part Two: The party later got involved with a Dragon's plot to use the magic of an elementalist's order to set the world on fire. One of the PCs was a member of this elementalist order, the water mage. The party actually managed to convince the Dragon of the error of his ways, but his henchDragon tried to go through with the plot anyway, and they nearly killed the henchDragon before he escaped.
- Part Three: The first dungeon the party ever cleared out was the tomb of this ancient immortal king. They ended up collapsing the tomb to trap the king.
- World Info: The nation of Nau-Hereth is descended from the Ragesian Empire, which conquered the world thousands of years ago. The rulers of that empire were impossible to kill, so they were imprisoned in tombs. The tombs formed a trail, one by one, until the final ninth tomb, which holds the Torch of the Burning Sky. This artifact has the power to teleport anyone who sees its flame to any point where the sun is shining. It also could be used as a focus for numerous spells to make their effects world-spanning. The Ragesian Empire used it to deliver armies around the world, but it was deemed too dangerous, so it has been hidden away for thousands of years. The Nau-Hereth nation wants the Torch, but they could never find the location of the last few tombs. One of the PCs' villains tips off the Nau-Hereth that the PCs had found Tomb #7 of 9, and thus we get to this adventure's plot.
Finale Plot Summary
And here's the plot that we had in the finale before it ended prematurely.
- Basic Premise: An army working with an old villain the party knew try to reclaim an artifact that will help them conquer the world. But the villain actually wants the artifact for himself to help him finish his own fiendish plot.
- The PCs were at a party at a wizard's school when word came that a fleet of Nau-Hereth ships were approaching the city. The group first chased after a band of Nau-Hereth thieves who'd snuck into the magic school to steal a few items, and the party figures out that the Nau-Hereth are on the trail of the Torch. The reason finding the last tomb (the one that holds the Torch) is so hard is that it was built in an area of stones that absorb magic and disrupt scrying and teleportation, so you have to directly follow the path from point to point, and the Nau-Hereth have bizarre steam-powered flying ships, like zeppelins.
- The army attacking the city is far too much for the party to take on directly, but not enough to hold the city when reinforcements arrive. The Nau-Hereth are banking on finding the Torch, teleporting in reinforcements of their own, and starting on a tour of world conquest. Planning to beat the Nau-Hereth to the final tomb, the party flees the city, an air mage ally using magic to give a sailing ship the power of flight.
- Over the ruins of the tomb the party once explored, the PCs' old-fashioned flying ship and one of the zeppelins battle, and the PCs cripple the zeppelin. During the fight, they learn that Serrakar, the henchDragon from a few adventures (and years) before, is working with the Nau-Hereth, but again, the Dragon manages to escape.
- Following the clues of tomb 7, they set their course for Tomb #8. This Tomb, they discover, is in an Elvish forest they once visited. One PC has a treasure of the Elvish people, a magical sword that belonged to a prince of those Elves, so the party is welcome there. They fly swiftly.
- Meanwhile, Hera 'Harley' Fyana, the owner of that sword begins to act a little strangely, suggesting things that seem a little out of character. She complains of bad dreams disturbing her.
- When they reach Tomb 8, they explore it and fight their way through it to find the location of Tomb 9. They confront the immortal king there, an ancient Elf who recognizes Harley's sword and seems horribly frightened of it. Getting out of the tomb, they quickly try to research the history of the sword, and discover it can trap souls (see ENWorld Player's Journal, issue 4, Ghostbrand article for more information). Apparently the sword was once evil before the Elvish prince redeemed it. In the past, the sword has shown strange powers, but the group never worried enough to ask why. Now they're worried.
- The group continues to fly on the airship, knowing the Nau-Hereth can't be too far behind. They know this tomb will be very dangerous, and they wonder what they'll do with the Torch once they get it.
- Plunging into the tomb, the party experiences a bad adventure run by a frustrated GM, and they grow frustrated as well. They reclaim the Torch, but are almost railroaded into a tough-to-win situation where the party is low on HP, spells, and gear, facing a huge number of tomb guardians. When they finally escape the tomb, Harley takes the Torch, then activates it (which no one in the party knew how to do). A pillar of fire falls from the sky, striking the party's airship overhead and surrounding Harley. A voice impresses itself into their minds, thanking them for handing over the Torch, and chiding them for not disposing of him properly before. It's the Illithid, the original master villain of the campaign.
- Harley vanishes into the flame, carried off by the power of the Torch. The airship crashes around the party, flaming and useless, leaving the party in a wilderness. Teleportation doesn't work here so they can't chase after, they're injured and weak already, and they've got only a vague idea of how the Illithid could still be around. Pissed off at their GM for railroading and 'conspiring with another player,' the majority of the group leaves to go watch a movie, and the campaign ends here.
So, I want to finish the campaign, and I have the opportunity now, but how should I go about it? I'll put up an additional post detailing the characters and giving a few more specifics, but aside from the plot (which I think I've got a good idea for), I'm more concerned with how to get the group to care again about what happens to characters they haven't played for two years.