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What Makes a good ending to a campaign?
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<blockquote data-quote="brun" data-source="post: 632300" data-attributes="member: 7100"><p>I just ended my first 3e campaign. </p><p></p><p>Some of the players were grumpy for a week about it and how it came to be, but now, they either accept it and are getting into their new characters or plainly love the ending.</p><p></p><p>I'll try to make it short. TPK, almost.</p><p>Here is the "a bit less short" version.</p><p></p><p>It was the end of an apocalyptic scenario, where an Evil (30 HD) Balor seeking revenge tried to destroy Everything, by killing the Goddess-Planet of Nature-Cycle of life. One gate remained, from where he gathered an army of Tanar'ri (PC's had destroyed every other gate on the continent). The PC's, knowing this, gathered their own army of proud warriors. And a climactic apocalyptic battle ensued. Everyone but the wizard, who got trapped on an other plane, got either their head chopped or were plainly killed by the Balor.</p><p></p><p>But after every one got killed, it was time for revelation and lessons.</p><p>1. Never, EVER make a deal with a 30 HD Balor to doom the planet and everyone on it to get something in exchange</p><p>2. Never try to double-cross the Balor you made a deal with</p><p>3. Dispel. As often as you can.</p><p>4. Stay close together when you know of a teleporting 30 HD Balor roaming the battlefield</p><p>5. Share. Help each other out and share everything you know with the others, in order to see the "big picture"</p><p>6. Never free a Balor from imprisonment when you have a hint it will seek revenge</p><p>7. Be very scared when the freed Balor doesn't slay you then and there.</p><p></p><p>So the PC's have failed. They doomed the world. But now we're starting a new campaign 170 years ahead in time, and the players do not fully understand how and why there still is a planet. And their original PC's are either seen with disgust, cursed, blamed for the current state of things or labelled as incompetent fools... It'll be a lot of fun!</p></blockquote><p></p>
[QUOTE="brun, post: 632300, member: 7100"] I just ended my first 3e campaign. Some of the players were grumpy for a week about it and how it came to be, but now, they either accept it and are getting into their new characters or plainly love the ending. I'll try to make it short. TPK, almost. Here is the "a bit less short" version. It was the end of an apocalyptic scenario, where an Evil (30 HD) Balor seeking revenge tried to destroy Everything, by killing the Goddess-Planet of Nature-Cycle of life. One gate remained, from where he gathered an army of Tanar'ri (PC's had destroyed every other gate on the continent). The PC's, knowing this, gathered their own army of proud warriors. And a climactic apocalyptic battle ensued. Everyone but the wizard, who got trapped on an other plane, got either their head chopped or were plainly killed by the Balor. But after every one got killed, it was time for revelation and lessons. 1. Never, EVER make a deal with a 30 HD Balor to doom the planet and everyone on it to get something in exchange 2. Never try to double-cross the Balor you made a deal with 3. Dispel. As often as you can. 4. Stay close together when you know of a teleporting 30 HD Balor roaming the battlefield 5. Share. Help each other out and share everything you know with the others, in order to see the "big picture" 6. Never free a Balor from imprisonment when you have a hint it will seek revenge 7. Be very scared when the freed Balor doesn't slay you then and there. So the PC's have failed. They doomed the world. But now we're starting a new campaign 170 years ahead in time, and the players do not fully understand how and why there still is a planet. And their original PC's are either seen with disgust, cursed, blamed for the current state of things or labelled as incompetent fools... It'll be a lot of fun! [/QUOTE]
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