Any idea for the last adventure of my campaign please?

Turanil

First Post
Well, I have been running a campaign for one year now, but I am tiring of it, and it has been decided that next gaming session will be the end of it. Yet, this isn't the definitive end for the PCs, as they will continue in a different campaign (in the same world but far away) run by another DM (one of the players, whose character died last session).

So, I want to finish the campaign in a meaningful manner... but I lack ideas! So, if you could give me some, it would be great! Thanks.

About the campaign:

It was meant to remind both of LotR and Thomas Covenant's Chronicles. So, one of the PCs was a Blood Guard (monk) with mission to go after a missing Lord from Stonehaven. The characters entered the underdark, which was meant to really look like the Moria, with lots of orcs, lost clans of dwarves, and in the end a Balrog.

Thus the PCs had numerous adventures in which they learned that a cult of orcs (in this campaign, orc is just another word to say hobgoblin) was intending to break a sealed gate to hell to summon the Deep Lord.

The funny thing was that the hobgoblins needed three specific magical items, and that the PCs had found two of them. Then, near the end of the campaign they learned that a profecy had foretold the orcs that the items would be brought to them. One of the PCs wondered that it is themselves who were bringing the magical items to the cult (as they were heading to the temple to destroy it); yet the other PCs didn't bother. That PC chose to abandon the group for some time (mainly because the player could not come to a gaming session) and rally an army of goblins (who hated the domineering hobgoblin cult). Meanwhile, the others PCs attacked the hobgoblin temple, and it was a disaster: two of them were killed, and the two important magical items were caught by the hobgoblins...

Finally, during the last adventure, the PC and his army of goblins (he commanded them with his magical "Helm of the Warlord"), plus the surviving PCs attacked the hobgoblins when they were about to conduct the ritual to open the gate. At the end of the fight, the hobgoblin High Priest who was about to be killed by the PCs summoned a demon (using a magical item). That demon wasn't powerful enough to vanquish his enemies obviously, so the high priest ordered the demon to get him out of there. The demon flew away carrying the hobgoblin, but was followed by the flying sorcerer who casted some spells and killed the high priest while the demon carrying him was not affected (high Spell Resistance). Then, seeing that its master was dead, the demon (freed from any obligation) took the magical items from the dead hobgoblin high priest, then threw away its corpse (plus teleported away).

So now, there is three things to take into account to make the last adventure of this campaign:
1) A demon bounded to nobody is now roaming the underdark with the three magical items who could break the seal that keeps the gate to Hell closed. This demon has very few chances of learning what these items' purpose is however.
2) The adventurers want to finish the temple: going into its underground maze and get back the staff (from the missing Stonehaven Lord) which is kept inside the treasure room.
3) Once the adventure is finished, it should be obvious the adventure is finished, and that they have some reason to leave for far away, where the other campaign (unrelated to this one) will begin.

Thanks! :)

Note that those really interested in it, can go and see my website where the campaign is recounted. Note that there is a bunch of new magical items available, as well as three of them with nice pictures, including an Eye of Vecna! So, you could be interested in getting a look... : Highlands Campaign Setting (see "adventure" link, then various links for magic items)

...
 
Last edited:

log in or register to remove this ad

I think they should have to bargain with the demon for the items, maybe in exchange for getting it something it wants from deeper in the maze. Then it can teleport them randomly a long ways away as a "screw you" sort of thanks.
 

Or you might have them negotiate with one of the various UD races: in exchange for help in finding the demon, the PCs must complete [insert task of GM's choice here].
 

Also check with the Other DM to see if there is a plot thread you can tie into that he needs. Also maybe introduce your character via the session as well some how.
 

Ah, thanks for your comments.

No I can see it taking shape like this:

1) The demon (who can teleport) is already in the treasure room when the adventurers get there (see thereafter for the treasure room). He cannot retrieve the treasure however, because it is kept in an area of Protect from Outsiders kind-of-magic. So, he will bargain with the adventurers for something in the chest; the will give them the magical items back. Unpleasant twist: the demon devoured the magic of the items, so he will give them back items who don't have any power (so it ends the threat about breaking the seal with them).

2) The Blood Guard will get in the chest the magic staff of the missing Lord. As the staff is linked to its owner, he will thus learn where the Lord is (i.e.: far away where the other campaign begins), so will have a reason to go there.

3) about the treasure room: It happens that I own a special item (I mean: in real life!), that I must describe to you, for I have no idea about its name in english. It is a soft and small plastic container containing a chemical fluid, plus a small metal piece inside. So you hold the container in your hand, activate the metal chip, and then a chemical reaction does occur: the fluid becomes solid, and in doing so it releases a great amount of heat. (It is intended for getting heat while outdoor on a cold winter.)
Well, none of my player knows about this thing I guess. Hehehe... ;) So, the treasure chamber will contain a vast pool filled with a strange oil, and the (metal) treasure chest resting on its bottom. So, one player will have to swim inside the liquid and open the chest. In doing so, he will release the magic of the liquid that will quickly solidify and burn him. I see it as a most devious and horrible trap. Then, I will not only describe it to them, but while doing so will show them the real item and its effect. I think they will be baffled :D Anyway, if you see a way to bypass this trap easily, tell me, otherwise my trap won't work...

Anyway, if you have other ideas, or ideas to improve the above, it would be great.

Thanks
 


Of that I was aware, and although they don't have the spell, it will clearly appear that the chest is chained to the pool's floor.

There is also that item that can summon an earth elemental... However, as already said, the place is protected by magic that prevent outsiders to enter. Then, as when they get here they find the demon in one corner, unable to move closer, they won't tell me that I made this on the spot to not let them have it the easy way.
 

Pets & Sidekicks

Remove ads

Top