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Tell me about your best (and worst) campaign endings
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<blockquote data-quote="Evilhalfling" data-source="post: 3760159" data-attributes="member: 16991"><p>Best campaign ending a 2nd ed HS game, that was restarted with 2 old players and one new, six years later. It lasted about 15 months and ended gloriously! </p><p>PCs went to the layer of the abyss owned by the Indian Kali – revealed as the ‘power of chaos’ who gave the god Hextor his extra arms. While there the paladin (of Heronious) soaked his body (except one part) in liquid death, turning his skin gray and making him immune to pain (ref: Achllies & Lord of Light by Zeanly) </p><p></p><p>In escaping from the abyss they ended up on a alternate world, where the party had never existed and Demons had been overrunning the plane for eight years. (due to an 5th level quest from High School campaign) the party ended up in one of the last great cites to hold out. The wizard shrugged and planeshifted back to his home. His tower eventually sank into the ground to create a dungeon for later generations. </p><p></p><p>The paladin refused to abandon the people and calling upon his horse and his god, rode out with the dawn to face the demonic hordes. As the sunlight washed over his grey skin it turned the true gold of Heironus’ own. <end> </p><p>__ </p><p></p><p>More recently a campaign ended with a 300’ deep crater, a Kaorti archmage bound into magical slumber for 1000 years, and the PCs taking over the Tower of Decption (free WotC adventure from web) turning it into a wiz tower and a shrine to the elven godess of gateways. </p><p>The PCs had fought thier way through the primary Kaorti Cyst - killing off 5 of 6 of the 'Commitee' of mages, to plunge the 'Sword of Normality' into the heart of the far realm nexus. An NPC (an undead halfling looking for redemption) pushed the swordsman into the saftey of the parties antimagic shell. After the crater, and the decision to use an artifact on the last of the Kaorti, the rest was merely talked out, not played. It was not nearly as perfect as the previous, but still nice and final. </p><p></p><p>Its all about self sacrifice - dying while winning is more fun then talking out the rest of your PCs destiny. Although just leaving the game open can work to. </p><p></p><p>The worst? Games that fell apart due to player conflict, or that ended abruptly, with the intention of doing a final session.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 3760159, member: 16991"] Best campaign ending a 2nd ed HS game, that was restarted with 2 old players and one new, six years later. It lasted about 15 months and ended gloriously! PCs went to the layer of the abyss owned by the Indian Kali – revealed as the ‘power of chaos’ who gave the god Hextor his extra arms. While there the paladin (of Heronious) soaked his body (except one part) in liquid death, turning his skin gray and making him immune to pain (ref: Achllies & Lord of Light by Zeanly) In escaping from the abyss they ended up on a alternate world, where the party had never existed and Demons had been overrunning the plane for eight years. (due to an 5th level quest from High School campaign) the party ended up in one of the last great cites to hold out. The wizard shrugged and planeshifted back to his home. His tower eventually sank into the ground to create a dungeon for later generations. The paladin refused to abandon the people and calling upon his horse and his god, rode out with the dawn to face the demonic hordes. As the sunlight washed over his grey skin it turned the true gold of Heironus’ own. <end> __ More recently a campaign ended with a 300’ deep crater, a Kaorti archmage bound into magical slumber for 1000 years, and the PCs taking over the Tower of Decption (free WotC adventure from web) turning it into a wiz tower and a shrine to the elven godess of gateways. The PCs had fought thier way through the primary Kaorti Cyst - killing off 5 of 6 of the 'Commitee' of mages, to plunge the 'Sword of Normality' into the heart of the far realm nexus. An NPC (an undead halfling looking for redemption) pushed the swordsman into the saftey of the parties antimagic shell. After the crater, and the decision to use an artifact on the last of the Kaorti, the rest was merely talked out, not played. It was not nearly as perfect as the previous, but still nice and final. Its all about self sacrifice - dying while winning is more fun then talking out the rest of your PCs destiny. Although just leaving the game open can work to. The worst? Games that fell apart due to player conflict, or that ended abruptly, with the intention of doing a final session. [/QUOTE]
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