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<blockquote data-quote="THEMNGMNT" data-source="post: 9262570" data-attributes="member: 6809274"><p>My Dragon Heist/Deck of Many Things mashup campaign has concluded after 60 sessions. How did it go? Read on!</p><p></p><p>The three player characters started this final session at 12th level: Half-orc cavalier fighter, halfling swashbuckler rogue, and half-elf evoker wizard/grave cleric. With them was an NPC drow mage, the love interest of the evoker.</p><p></p><p>This session was focused fully on drawing from the Deck of Many Things. I really struggled with that. Was it better to have more action and conflict? Or to focus on the Deck and hope the drawing provided the necessary drama? I decided to go with the Deck.</p><p></p><p>The campaign premise was that the lost Vault of Tymora held a fortune gathered by a successful group of adventurers that had ultimately been destroyed by the Deck of Many Things. Over the course of the campaign, the characters gathered the scattered cards of the Deck. Now with the cards in their possession, they returned to the abandoned manor of the adventurers and descended beneath the manor to where the Temple of Tymora was located.</p><p></p><p>Awaiting them was the old woman who had hired them in the first session to find the first card. They finally realized she was the last survivor of the cursed adventurers. And she was addicted to drawing from the Deck. She pleaded with them for another chance to draw, and cackled and cursed with each card they drew.</p><p></p><p>The half-elf wizard drew first. The Flames. He was now hunted by a demon. I selected one that had appeared earlier in the campaign to menace him in the future.</p><p></p><p>The drow mage. The Euryale. A curse giving her -2 to all saving throws. Forever.</p><p></p><p>The rogue. The Fates. He now had the ability to rewrite reality. Once.</p><p></p><p>The fighter. The Key. A magic item. The player selected a weapon from a previous campaign--the Bow of Second Chances. Yeah, basically does what it says on the tin.</p><p></p><p>The wizard decided to draw again. The Sun. 50,000xp! And a wondrous item--Amulet of the Planes. What a turn in fortune!</p><p></p><p>Finally, the characters agreed to let the old woman draw a card. The Idiot. With perfect dramatic irony, she was reduced to a drooling, gibbering, mindless dolt.</p><p></p><p>With the cards drawn, the magical entrance to the Vault of Tymora opened. Inside was one million gold. To be split four ways. Not a bad way to end the campaign.</p><p></p><p>I granted the fighter and rogue 13th level. The half-elf ended as a wizard 11/cleric 5.</p><p></p><p>Inspired by the Lazy DM/Sly Flourish, I asked the players to narrate the conclusion to their character's story. The drow became the representative of the Arcane Brotherhood in Waterdeep. The wizard rebuilt his parents' arcane scriptorium and repaired his relations with the Blackstaff. The fighter started a warrior academy for orphans and such. The rogue transformed the Shadow Thieves into a vigilante group operating outside the law to protect the city and its citizens.</p><p></p><p>Final sessions always induce anxiety. It was a relief that it ended in such a dramatically satisfying way. This was a great campaign.</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 9262570, member: 6809274"] My Dragon Heist/Deck of Many Things mashup campaign has concluded after 60 sessions. How did it go? Read on! The three player characters started this final session at 12th level: Half-orc cavalier fighter, halfling swashbuckler rogue, and half-elf evoker wizard/grave cleric. With them was an NPC drow mage, the love interest of the evoker. This session was focused fully on drawing from the Deck of Many Things. I really struggled with that. Was it better to have more action and conflict? Or to focus on the Deck and hope the drawing provided the necessary drama? I decided to go with the Deck. The campaign premise was that the lost Vault of Tymora held a fortune gathered by a successful group of adventurers that had ultimately been destroyed by the Deck of Many Things. Over the course of the campaign, the characters gathered the scattered cards of the Deck. Now with the cards in their possession, they returned to the abandoned manor of the adventurers and descended beneath the manor to where the Temple of Tymora was located. Awaiting them was the old woman who had hired them in the first session to find the first card. They finally realized she was the last survivor of the cursed adventurers. And she was addicted to drawing from the Deck. She pleaded with them for another chance to draw, and cackled and cursed with each card they drew. The half-elf wizard drew first. The Flames. He was now hunted by a demon. I selected one that had appeared earlier in the campaign to menace him in the future. The drow mage. The Euryale. A curse giving her -2 to all saving throws. Forever. The rogue. The Fates. He now had the ability to rewrite reality. Once. The fighter. The Key. A magic item. The player selected a weapon from a previous campaign--the Bow of Second Chances. Yeah, basically does what it says on the tin. The wizard decided to draw again. The Sun. 50,000xp! And a wondrous item--Amulet of the Planes. What a turn in fortune! Finally, the characters agreed to let the old woman draw a card. The Idiot. With perfect dramatic irony, she was reduced to a drooling, gibbering, mindless dolt. With the cards drawn, the magical entrance to the Vault of Tymora opened. Inside was one million gold. To be split four ways. Not a bad way to end the campaign. I granted the fighter and rogue 13th level. The half-elf ended as a wizard 11/cleric 5. Inspired by the Lazy DM/Sly Flourish, I asked the players to narrate the conclusion to their character's story. The drow became the representative of the Arcane Brotherhood in Waterdeep. The wizard rebuilt his parents' arcane scriptorium and repaired his relations with the Blackstaff. The fighter started a warrior academy for orphans and such. The rogue transformed the Shadow Thieves into a vigilante group operating outside the law to protect the city and its citizens. Final sessions always induce anxiety. It was a relief that it ended in such a dramatically satisfying way. This was a great campaign. [/QUOTE]
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