The Next Ten Sessions

Edited from the Discord note:

Definitely looking for fun. I think the nature of the characters calls for that – big drama, potentially, as well, as we’ve seen tastes of, but “fun adventures with friends and magical companions” is a biggie.

“Undertaking tasks to right some important wrong” is also, if nebulous, on target. The TBs really want to be heroes (even if they are a bit vague on what that actually means, good and bad).

As far as their big mission (and opportunity for heroism), the TBs are still scoping out possibilities for folk from their homeland to move to. It seems like we found a place here, but they don’t quite yet feel confident to send a message clearly saying “C’mon down!” let alone taking point on coordinating the whole thing. (Also, that doesn’t necessarily sound like fun.)

(I can envision a final scene in the campaign where, having reunited with their family on some shore, and eaten a good meal with them, the TBs climb back into the clank for more adventures; I suspect, as much as they are homesick, they can’t go home again and be whatever it was they were in the old days – like Frodo, though for less tragic reasons, their road has to go forever on.)

For more specific stuff – I think the classic elephant trope in the room is something brewing about the Archmagus and their fall and either their return or someone looking to pick up the reins / tap into their long-lost magic stuff, etc. That might be our Mummy tie-in. Depending on how long we (and Mike in particular) want to be doing this, that would be a more-than-ten-session arc. Long-term clues could start pointing to something portentous and dire arising. (The QK cut scene could fit in nicely there.)

It also doesn’t have to be a straightforward “Archmagus 2: FabU Boogaloo” reboot.

Maybe we find we’ve enabled something to start happening by restoring the power grid.

  • Maybe something’s been powered up by that which ran down long ago, which ought to have been left run down.
    • (“There’s this huge army of clanks that’s come out of caves in the mountain, and they seem to think we’re all in rebellion against the Archmagus …”)
  • Or maybe someone now can tap into that power for their own purposes – good and/or bad.
    • (“We’ve been able to turn back on the food irrigation system, so no more starvation, and also we can feed the army we’re building!”)
    • (“With the power grid back on, I can reverse the ice cap increase that took out Thule and is taking out Trishenko – but only if you swear fealty here on the dotted line!”)
  • As noted, being electrical repair folk per se doesn’t sound fun. The consequences are.

All that said, Mike, you’ve given us a number of plot elements and twists I would never have expected, so I’m not worried much about whatever you throw our way. If I had to sum up the above, I’d say:

  1. Being Big Damn Heroes.
  2. Dealing with unexpected consequences of who we’ve already met and what we’ve already done.

All of Mike’s ideas sound good, too (that’s just the way I pictured Tel, too). As far as other locations to visit, I’ll also bring up again Telegrod:

A city Senator Adra recommended our heroes visit in their quest to gather allies for the island of Harmony, little is known about Telegrod other than it was once an important center of power and influence in the Hundred Counties.

I don’t recall if she provided a reason for that place specifically, but dealing with a once (and future?) center of power and influence could be walking into a land mine. I seem to recall there was part of the power network up there (now back online), and a couple of the Saraid-kin.

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