The Super Campaign



Send comments and/or criticism to Simon E. Phipp
Created On 28 March 1999
Last Updated On 28 March 1999
Copyright (c) Simon E. Phipp 1999

For several years I ran a High Level campaign set in Glorantha, and before that I ran as part of a multiple GM game and thoroughly enjoyed both. However, I could not help feeling that the campaign had been inherited as it had been running for several years before I started playing/GMing. There were many things which had happened that I would perhaps had handled differently had I been the GM and I would certainly have moved the campaign towards a more Heroic campaign far sooner than I did, had I been in sole charge.

Since I started GMing in the mid-eighties, during the Golden Age of RuneQuest, I had access to the best of the Scenarios and Supplements. These, of course, ran out forcing us to create our own campaigns and settings. Then the Resurrection of RuneQuest occurred with new supplements and Packs appearing. This meant that some of our ideas had been superseded and somewhere wrong. However, I adapted the new material and continued regardless.

What would it have been like to start a new Campaign from scratch using the best of the RuneQuest supplements, knowing all that had gone before?

I started to think of what kind of Campaign I would run if I could start again with a fresh batch of players. It had to begin at low level and had to progress to high level. It would be Gloranthan and would use published sources. It would follow the Gloranthan timeline and would progress beyond the timeline. After much thought, I came up with my "Super Campaign" which sounds as though it would be good fun to run, to play and to detail. Unfortunately, it will never be run by me, but maybe someone else will give it a go.

The Start

The PCs are Light or Fire/Sky cultists from Pavis, probably Yelmalians but hopefully including a Yelornan, maybe a Yelm cultist, a Lodril cultist, maybe a follower of Polaris, son of a soldier, and perhaps even a nomad or two, worshipper of Sun Hawk or one of the Stars, probably from the Zebra, Ostrich or Pol Joni.

The campaign starts in Pavis, just before the Lunars invade the Holy Country. The PCs are associated with the Pavis Street Gangs and run with the Sun County factions, they may even make up a gang of their own. A Lunar Agent tries to take control of the gangs and gain some power in Pavis. The Agent persuades the PCs to liberate a Lunar Artefact from Duke Raus' quarters in Pavis. They are also taken to the Rubble to visit the Yelornan Temple there, possibly by the farther of one of the Yelmalians or maybe even by the Yelornan cultist if one is present. Whilst in the Rubble they will be attacked by Chaos and shown how weak they really are.

The Lunar Agent persuades the PCs to attack another gang, one highly connected, or persuades another gang to attack them. The PCs kill one of the gang members, who is linked to an important family in Pavis. As punishment, and to get them out of the way, the PCs are sent upcountry to serve as militia in the Sun County area.

The PCs join the Militia squad in Sun County, with Mello Yello, the Ballet dancing Yelmalian from the Garhound Contest and other assorted misfits. They run through the scenarios of Sun County, gaining in skill and prestige until they are seen as competent initiates. Finally, they perform the "Unbearable Lightness of Yelm" scenario which may, or may not, be their first HeroQuest. Having acquitted themselves well, they are released from their service and asked to deliver a message to a cult member in Corflu. On the way, they are drowned and are swept up in the Big Scenario from the River of Cradles pack. This means they advise the Sun Dome Templars, enter the Puzzle canal and fight Trolls when allied with a Sorcerer. At the end, of this HeroQuest, they are Friends of the River and are well-known through Prax.

Towards Fame

Duke Raus asks them to become mercenaries in his employ. Here they try the scenarios in the Borderlands pack. First they Scout the Land and, being Light cultists friendly to the River, they probably annoy the Morokanth. Then they rescue Jezra from the Tusk Riders. This is a good time for the Garhound Contest (unless it was performed as part of the Sun County episode). When they encounter the Five Eyes Temple they will probably act friendly to the Newtlings and be badly punished for this. If one of the party is a Yelornan who qualifies for Unicorn Rider status, this is a good time to Quest for a Unicorn. Also, they could look at the Thanatar Temple in the Wilds and maybe could even meet the Coders - how would Duke Raus react to a bunch of Lunar Agents on his lands? After the Duke's wife dies, the PCs can try the Muriah's Revenge Scenario. Having climbed Condor Crags they are asked to take the Condor Eggs to Giant Land to be passed to the King of Dykene. At this stage they should be nearing Rune Level, certainly they should have a few Acolytes amongst them. They could well have performed a number of HeroQuests, maybe against Muriah and the Thanatari and would be famous throughout Prax and Pavis.

At Gonn Orta's Castle, they would be met by the King of Dykene's man and would be persuaded to join him as mercenaries. As Duke Raus has released them from his service, they should try this as steady employment is always a good thing, especially as they would be taken on as officers and elite.

Now, things become interesting. The King of Dykene wishes to expand his territory at the expense of the Kings of Trilius and Elkoi, the Elves and Trolls of the Elder Wilds and even the Hunters of Balazar. However, Dykene could be overthrown by an experienced band of adventurers, especially Fire/Sky cultists of a Heroic bent. Will the PCs free Firshala and HeroQuest to spread her cult? Will they drive Yalaring Monsterslayer from Trilius? Will they help the Elven Yelmalians? Are they politically astute enough to cope with the Lunars of Trilius? Is it possible to complete Balazar's Quest and become King of Balazar? What about the Pentian threat as they attack the Empire? Could the PCs even cross the mountain and attack trolls or find treasures in Snake Pipe Hollow? What about using their Water Connections to sail the Black Barge through the Hollow into the Rainbow Mounds and maybe into The Upland Marsh and link in to the Duck Pond? They could even help Gonn Orta and become Giant Friends, maybe even being able to rebuild Dykene.

At some point, Zola Fel asks her friends for help in guarding a Giant Cradle. Gonn Orta's daughter must be helped pass down the River into the Ocean. Will the PCs help her and if so, would they be able to cope with fighting the Lunars, the Coders and their own friends the Sun Domers? What would they do afterwards with their treasure?

What Next

Where to now? They may be enemies of the Lunars and have to become outlaws. They may be able to shelter under Dykene's Wing or may have their own kingdom by this stage. They could perform the Hill of gold Quest and complete Balazar's Quest, proving their rulership over Balazar. What about their friends in Pavis and Sun County? Will they be drawn back to the Big Rubble or even exiled to the backwoods of Dorastor? Whatever happens, they have exhausted the published scenarios and will have to make their own way in the world.

Here, the campaign really starts and moves towards Herodom.

If only I could run it!

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