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<blockquote data-quote="Falkus" data-source="post: 5509364" data-attributes="member: 22634"><p>Well, as of a few hours ago, the DnD Fourth campaign that I've been running for the last two and a half years has come to it's dramatic conclusion. The Company of the Seven Stars infiltrated the Ice Fortress of the Society of the Hand, and in a tight, and close battle, rescued the Heirs of the Kingdoms of the East and put Mauthreign the Prophet to the sword; ending his plans to use the artifacts of creation and a massive sacrifice to rewrite the rules of the planar boundaries, giving Vecna dominance over all divine magic.</p><p></p><p>It's given me something to think about really; given that this is the first campaign I've ever brought to a successful conclusion. I've run them before; but the group always broke up before things ended.</p><p></p><p>It feels good. Me and my players told an amazing story that stretched out for two and a half years. The characters grew from simple caravan guards to world saviors; and changed the world for the better.</p><p></p><p>Taking inspiration from Fallout, after the finale, I read out a brief document for the epilogue, outlining the effects the PCs actions had on the various people they met and locations they visited.</p><p></p><p>Next week, I start running the Shadowrun campaign. Got to get to the next one!</p></blockquote><p></p>
[QUOTE="Falkus, post: 5509364, member: 22634"] Well, as of a few hours ago, the DnD Fourth campaign that I've been running for the last two and a half years has come to it's dramatic conclusion. The Company of the Seven Stars infiltrated the Ice Fortress of the Society of the Hand, and in a tight, and close battle, rescued the Heirs of the Kingdoms of the East and put Mauthreign the Prophet to the sword; ending his plans to use the artifacts of creation and a massive sacrifice to rewrite the rules of the planar boundaries, giving Vecna dominance over all divine magic. It's given me something to think about really; given that this is the first campaign I've ever brought to a successful conclusion. I've run them before; but the group always broke up before things ended. It feels good. Me and my players told an amazing story that stretched out for two and a half years. The characters grew from simple caravan guards to world saviors; and changed the world for the better. Taking inspiration from Fallout, after the finale, I read out a brief document for the epilogue, outlining the effects the PCs actions had on the various people they met and locations they visited. Next week, I start running the Shadowrun campaign. Got to get to the next one! [/QUOTE]
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