Zenobia 2

Once that skyship docked, the party broke up. Kaamber had enough treasure to live comfortably for the rest of his life farming while Prince Ceril continued his quest to restore his lost throne, possibly with the aid of Noailles who was a free agent. Ramona, fully committed to Evil, began her own quest to kill her father and seize his power while Diega’s experiences had turned her toward Good and, having no desire to keep company with Evil, she began a long journey home, looking for her sister.

Raz, Elf Rogue, four-time dragon-slayer and last original adventurer left from Chapter One, decided to take a break. She had endured a whirlwind six months and needed time to herself far from adventure, at least for a little while.

In addition to Prince Ceril, Diega and Ramona’s individual quests, there is still the unfinished business of Diomedes and Sir Robb’s quest for the new Queen of Mira.

So, there are still story threads to be followed, should the desire arise. The problem with the Zenobia campaign was scheduling, but it has been one of the all-time great campaigns that I have run over the course of my D&D life. I have every player who ever contributed to thank for that:

  • Alexia
  • Bryan
  • Che
  • Jeremy
  • Lotta
  • Mark
  • Miles
  • Natasha
  • Talin

Thank you all for being great sports and giving me so much to work with to make it such a great game. Two and a half years is a long time to keep a game running, and we followed Raz from level 1 to level 8. I got to do a lot of things I’d always wanted to do (such as run an all-star reunion end-of-campaign adventure!) which makes a sustained campaign really worthwhile.

All good things must come to an end, but there will always be more adventures, just in different campaigns.