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Tell me about your best (and worst) campaign endings
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<blockquote data-quote="Atavar" data-source="post: 3756602" data-attributes="member: 7136"><p>I ended a long-running Planescape campaign with a longish, high-level (18-20) adventure that I wrote myself (I had almost exclusively used published modules before then). The main quest was to find and safely destroy the campaign's long-elusive main villain. Through a pre-destination paradox, the villain actually created himself via time travel, and in the process of doing so launched the characters on their plane-spanning adventuring careers. If the characters destroy him, would they break the pre-destination paradaox and erase him from existence? Would this end up changing the timeline such that their own adventuring careers had never happened, erasing all of the good they've done over so many years?</p><p></p><p>I was able to add a lot of interesting elements to the quest. There was a demiplane consisting of a small portion of a character's now-dead home world caught in a never-ending time loop. The main quest was multiverse-spanning in scope and reunited the characters with several NPCs met over many years of game time. The party ended up sacrificing much of their hard-won gains from over the years in order to complete their quest. And, before leaping off the edge if Sigil in an attempt to enter the Far Realm, many surviving NPCs the party befriended during their careers assembled nearby, said their goodbyes, and watched the party take their leap, possibly never to be seen again.</p><p></p><p>Unfortunately, the final fight was a little anti-climatic. The main villain was essentially an amalgam of the party members themselves, sort of like a gestalt character who was the equivalent of a 25th level character in every base class. In the end, though, the party cleric cast antimagic field from a safe distance, went in with the party monk, and the monk proceeded to grapple and slowly kill the now-defenseless villain while the rest of the party fought the flunkies.</p><p></p><p>Antimagic and grapple suck when used together against a powerful magic bad-guy.</p><p></p><p>Anyway, despite the last battle the campaign still ended well, and the players all had a great time.</p><p></p><p>Later,</p><p></p><p>Atavar</p></blockquote><p></p>
[QUOTE="Atavar, post: 3756602, member: 7136"] I ended a long-running Planescape campaign with a longish, high-level (18-20) adventure that I wrote myself (I had almost exclusively used published modules before then). The main quest was to find and safely destroy the campaign's long-elusive main villain. Through a pre-destination paradox, the villain actually created himself via time travel, and in the process of doing so launched the characters on their plane-spanning adventuring careers. If the characters destroy him, would they break the pre-destination paradaox and erase him from existence? Would this end up changing the timeline such that their own adventuring careers had never happened, erasing all of the good they've done over so many years? I was able to add a lot of interesting elements to the quest. There was a demiplane consisting of a small portion of a character's now-dead home world caught in a never-ending time loop. The main quest was multiverse-spanning in scope and reunited the characters with several NPCs met over many years of game time. The party ended up sacrificing much of their hard-won gains from over the years in order to complete their quest. And, before leaping off the edge if Sigil in an attempt to enter the Far Realm, many surviving NPCs the party befriended during their careers assembled nearby, said their goodbyes, and watched the party take their leap, possibly never to be seen again. Unfortunately, the final fight was a little anti-climatic. The main villain was essentially an amalgam of the party members themselves, sort of like a gestalt character who was the equivalent of a 25th level character in every base class. In the end, though, the party cleric cast antimagic field from a safe distance, went in with the party monk, and the monk proceeded to grapple and slowly kill the now-defenseless villain while the rest of the party fought the flunkies. Antimagic and grapple suck when used together against a powerful magic bad-guy. Anyway, despite the last battle the campaign still ended well, and the players all had a great time. Later, Atavar [/QUOTE]
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