talien
Community Supporter
Worst Campaign Ending: We all decided to start an Oriental Adventures campaign, second edition. In the first adventure, one of the PCs has the possibility of falling into a pit during a battle with ninjas. The first PC fails his roll and falls in.
I feel bad, because it was just a bad roll. So I have this brilliant idea that I’ll let another PC save him. He fails his roll with a 1. He falls in.
At this point, there are two PCs left. One runs for his life, while the other tries to save his friends. He throws an arm out to catch his two comrades, rolls…and rolls a 1. He falls in. All three fall thirty feet or so and die.
The remaining PC tries to climb a wall, fails, and gets pinned by a spear. The end. That was also the last time I ever slavishly stuck to what the dice said, because the campaign was tragically cut short due to stupid rolls.
Best Campaign Ending: I used the Lichlords supplement from Mayfair Games to cap a seven year campaign. Five bad guys, one at a time, had to go down in a battle against the final Darklord. The druid PC rolls a 1 on his Finger of Death save and dies. That leaves the remaining six PCs, each there to sacrifice one of his artifact weapons to release the last five unicorns on the planet. The Gray Necromancer battles the Darklord by shapeshifting into a purple dragon and is torn apart in one round, buying the remaining five PCs a chance to put each of the weapons into the cages. The catch is that the mechanism that drains each artifact clamps down over your hands as well, leaving the PCs helpless as the Darklord (in dragon form himself) starts picking them off. One guy, the psionicist, warps in and out to prevent being eaten. There’s just one problem: the wild mage snapped his staff of the archmagi to kill a bad guy, so he HAS no weapon. As the Darklord-dragon closes in, the wild mage turns himself into a staff (I bent the rules to allow him to do it) and sacrifices himself as he is totally drained. The Darklord is buried, the unicorns are freed, and the remaining four PCs teleport out of there as the whole place collapses. A beautiful, epic battle!
Best Campaign Ending: (SPOILER ALERT if you read Gonnes, Sons, and Treasure Runs) D&D 3.5, using Black Sails Over Freeport with a few tweaks to make the final bad guy an avatar of Cthulhu. Man that was great. Only three PCs showed up though. Cthulhu was defeated, our psion/rogue was smashed to a pulp, and the dwarven defender and dark-kin sorcerer/warlock barely survived. And most of Freeport’s fleet, along with its ruling Council, was wiped out. It’ll take awhile before we get to that point in my story hour: http://www.enworld.org/showthread.php?t=103252
Although I wasn’t happy that over time, many of the players dropped out (we went from nine players to three over the years), I took that as an opportunity to kill them off one at a time. I think it reads rather well. And really makes the entire tale interesting when obviously the PCs are playing for keeps and some people DO die.
I feel bad, because it was just a bad roll. So I have this brilliant idea that I’ll let another PC save him. He fails his roll with a 1. He falls in.
At this point, there are two PCs left. One runs for his life, while the other tries to save his friends. He throws an arm out to catch his two comrades, rolls…and rolls a 1. He falls in. All three fall thirty feet or so and die.
The remaining PC tries to climb a wall, fails, and gets pinned by a spear. The end. That was also the last time I ever slavishly stuck to what the dice said, because the campaign was tragically cut short due to stupid rolls.
Best Campaign Ending: I used the Lichlords supplement from Mayfair Games to cap a seven year campaign. Five bad guys, one at a time, had to go down in a battle against the final Darklord. The druid PC rolls a 1 on his Finger of Death save and dies. That leaves the remaining six PCs, each there to sacrifice one of his artifact weapons to release the last five unicorns on the planet. The Gray Necromancer battles the Darklord by shapeshifting into a purple dragon and is torn apart in one round, buying the remaining five PCs a chance to put each of the weapons into the cages. The catch is that the mechanism that drains each artifact clamps down over your hands as well, leaving the PCs helpless as the Darklord (in dragon form himself) starts picking them off. One guy, the psionicist, warps in and out to prevent being eaten. There’s just one problem: the wild mage snapped his staff of the archmagi to kill a bad guy, so he HAS no weapon. As the Darklord-dragon closes in, the wild mage turns himself into a staff (I bent the rules to allow him to do it) and sacrifices himself as he is totally drained. The Darklord is buried, the unicorns are freed, and the remaining four PCs teleport out of there as the whole place collapses. A beautiful, epic battle!
Best Campaign Ending: (SPOILER ALERT if you read Gonnes, Sons, and Treasure Runs) D&D 3.5, using Black Sails Over Freeport with a few tweaks to make the final bad guy an avatar of Cthulhu. Man that was great. Only three PCs showed up though. Cthulhu was defeated, our psion/rogue was smashed to a pulp, and the dwarven defender and dark-kin sorcerer/warlock barely survived. And most of Freeport’s fleet, along with its ruling Council, was wiped out. It’ll take awhile before we get to that point in my story hour: http://www.enworld.org/showthread.php?t=103252
Although I wasn’t happy that over time, many of the players dropped out (we went from nine players to three over the years), I took that as an opportunity to kill them off one at a time. I think it reads rather well. And really makes the entire tale interesting when obviously the PCs are playing for keeps and some people DO die.