In each of my seasons on the podcast, I keep in mind certain themes that I stretch out through the entirety of the campaign. Giving the randomness that Dungeons and Dragons can produce (because of the limitless player choice), maintaining a theme might be a far goal to achieve. However, I think that with enough mental focus and determination, I can find ways to weave the theme into every gaming session until the end.
For the Blood War, I chose the theme of redemption and forgiveness. This season began with Felthran (played by Ted) achieved his crown as he finally resurrected his home of Grovelore back to life. Now he was the defender of it, although greater evils had since risen in the world. These evils, while not focusing on Felthran’s home at the time, could possibly threaten it in the future, even after his death. Felthran spent all of his adventure trying to claim back his home and now a new challenge presented itself in the form of anticipated doom. While Feltrhan did apparently have many sins for atonement in that he was a genuinely pure soul, this next adventure led him into a confrontation with his own soul’s unwillingness to forgive himself for his lack of presence with led him to lose Grovelore in the first place. Felthran sojourned on his first adventure to retrieve his home, but in the Blood War, his adventure led him to reclaim himself.
In the Blood War, Garindan was also a key player (played by Patrick). Garindan throughout this season struggled with his former allegiance to the Archdevil overlord Zariel. He began the adventure with a renewed sense of empowerment and excitement for life, but quickly thrust into an adventure that led him back into the war that he fought in so long ago. However, now he was operating as his own entity within the party of sojourners, rather than in servitude to the devil. The knowledge that he had acquired throughout his years of military service now helped the sojourners maneuver through the war torn wastelands of Avernus. In this way, his past actions and allegiances redeemed themselves as helpful tools for Garindan’s more honorable quest.
In the end, the sojourner’s actions turn the tide of the war in Zariel’s favor. All of the powers of the universe deemed this neither a good or bad decision but one that was left up to the heroes fate. The forgiveness of an entire life culminated in one single decision which balanced the Blood War.
A strong theme is the weave that binds together seemingly disparate encounters within tabletop roleplaying games. The game master may take it upon themselves to ensure that every following session highlight the theme yet again in a way that rewards the players at the table.
May your story continue!