NCSUCodeMonkey
Explorer
So, next weekend, I'm getting a second chance. The end of my last campaign was rather disappointing, but due to one of our players moving out of town, we are reviving the old characters and the old world for one last hurrah. We're going to do a day-long session, and this time I want to end on a high note. As I started to think through what I wanted the adventure to contain, I realized that I've never been in a campaign where the end was more memorable than the beginning (as a player or DM). Of course, I've only been in two campaign ends. I'm a monkey see, monkey do kind of guy
, so I'm looking for other people's experiences.
I'll go first. My worst end games have mainly been bad because they attempted to change the tone of the campaign in the last session. In both cases, the entire campaign was mostly a kick-down-the-door, crawl-through-the-dungeon game, but the last adventure didn't feature a big fight. At the end, all the players were left wondering where the big battle was.
I understand that a great end of the campaign has to be a great adventure as well, but I'm thinking that there must be some special sauce that makes it even better. So, what elements were part of your best, and worst, end games?

I'll go first. My worst end games have mainly been bad because they attempted to change the tone of the campaign in the last session. In both cases, the entire campaign was mostly a kick-down-the-door, crawl-through-the-dungeon game, but the last adventure didn't feature a big fight. At the end, all the players were left wondering where the big battle was.
I understand that a great end of the campaign has to be a great adventure as well, but I'm thinking that there must be some special sauce that makes it even better. So, what elements were part of your best, and worst, end games?