So, I’ve been playing in an online D&D game since mid-October. Every Tuesday night at 5, I get on Skype with 3 guys from Minnesota, Tennessee, and New York. We play until about 10, which is 1 AM for the guys on the East Coast. I am always the first one off the line, so I find myself wondering when these boys sleep.
Anyway, we started in October at 4th level, on a planet where the god of the sun had been slain and all of the world was cast into darkness and ice. Last night, at level 21, we finished the campaign, culminating in an epic fight to save the god of the sun.
There were surprises along the way. One particular session broke the campaign so badly, the DM threw away 3 MB of text files he’d pre-written, because none of it was useful any more. The villain turned into a hero. My hero turned into a villain. At one point last night, I asked “If I attack the sun god right now, how fast could I kill him?” While everyone was prepared for the possibility that I might turn (we established last week that she had been very, very evil in her dark past), nobody expected that she might still hold those thoughts.
My allies destroyed the big-bad. I saved the sun god. Because even if she used to be a villain, she was also, always, a servant, and her deepest wish for several character levels now has been to serve Pelor. Our heroes survived– something none of us really anticipated. Order was restored to the universe, and we were left with the question “what happens to you next? Where do you go from here?”
The barbarian awoke near a town, where he had woken up in the first adventure. His story came full circle, and he decided to remain there and stop leaving “home.”
The warlord (a sanguine fellow with a caustic sense of humor) awoke in a lake in the feywild, the goddess of nature flirting with him as she has been known to do.
My character? Awoke in the Sigil, city of doors. At first, she was about to go out and walk around, but she was immediately reminded that there are a hundred or so refugees from the ice planet milling about the city. She sent out a proclamation– anyone wanting to go back needed to be there by dawn. She’s powerful enough at this level to open the pathways to that land and lead these people home.
And besides, she has a friend back on the former ice who she’d like to say “told you so” to. And… there’s work to be done. Lives to rebuild.
She destroyed a world in her distant past. She’d like to fix that.
And maybe she can convince a grumbling barbarian and a sardonic warlord to go with her on one last ride.