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Wrapping Up a Ptolus Campaign
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<blockquote data-quote="JediSoth" data-source="post: 3551907" data-attributes="member: 13882"><p>Just FYI, I cross posted this at OK -- Your Turn...just trying to use as many resources as possible here...</p><p></p><p>There's no escaping the fact that I'm a little burned on DMing in general and D&D in particular. I have a Ptolus Campaign (you can read about it <a href="http://p222.ezboard.com/fokayyourturnfrm38.showMessage?topicID=180.topic" target="_blank">here</a>). I'm using parts of the Night of Dissolution. Basically, the adopted son of one of the PCs has been abducted by The Bad Guys and is being taken to the Surgeon in the Shadows. The PCs followed the kidnappers, but we ended the last session with them losing the trail.</p><p></p><p>I'd like the last session (or last couple of session, but I'd really like to wrap it up in one session) to really be super-climatic, but since I'm ending it really early, I haven't really thought much about where I was taking the campaign...plus I had players drop out, characters switched around...basically, the campaign has no momentum and the characters have no investment in the resolution of my original plot.</p><p></p><p>How I was going to try to have things go was this:</p><p>The PCs rescue the boy from the Surgeon in the Shadows and find clues that lead them to the Machine underneath that brothel. The PCs battle the cultists at the Machine and shut it down. I wasn't sure where to go from there: the PCs had the dragonshard that the cultists need to bind their chaos "god" to their will. I hadn't worked out yet quite why the Forsaken and the Cultists were both trying to get their hands on the shard. I do know the Cultists want to free the Galchutt Tchernobog from his watery grave (it's Cthulhu by another name, basically...maybe not as powerful). Perhaps the Cultists want to bind him to the shard to control what he destroys. Maybe the Forsaken want the shard for the same reason, but want Tchernbog to destroy different stuff.</p><p></p><p>I need to work out some way to use my Cthulhu miniature in a climatic campaign-ending battle and rescue the kid. Maybe the cultists are going to offer him as a sacrifice, but I don't want to just discard the dragonshard, since they spent so much time and energy securing it (I also don't want to fall back on the old "Oh by the way, while you were running around, cultists broke into your vault and stole the dragonshard...particularly since the PCs left it in the safekeeping of House Dallimothan).</p><p></p><p>So, basically I'm just looking for suggestions on how to wrap it all up in one neat little package so I can step down as DM without leaving the campaign in Limbo. I don't want it to feel like a rushed cop-out, either; it needs to feel like a logical conclusion.</p><p></p><p>Any advice?</p></blockquote><p></p>
[QUOTE="JediSoth, post: 3551907, member: 13882"] Just FYI, I cross posted this at OK -- Your Turn...just trying to use as many resources as possible here... There's no escaping the fact that I'm a little burned on DMing in general and D&D in particular. I have a Ptolus Campaign (you can read about it [URL=http://p222.ezboard.com/fokayyourturnfrm38.showMessage?topicID=180.topic]here[/URL]). I'm using parts of the Night of Dissolution. Basically, the adopted son of one of the PCs has been abducted by The Bad Guys and is being taken to the Surgeon in the Shadows. The PCs followed the kidnappers, but we ended the last session with them losing the trail. I'd like the last session (or last couple of session, but I'd really like to wrap it up in one session) to really be super-climatic, but since I'm ending it really early, I haven't really thought much about where I was taking the campaign...plus I had players drop out, characters switched around...basically, the campaign has no momentum and the characters have no investment in the resolution of my original plot. How I was going to try to have things go was this: The PCs rescue the boy from the Surgeon in the Shadows and find clues that lead them to the Machine underneath that brothel. The PCs battle the cultists at the Machine and shut it down. I wasn't sure where to go from there: the PCs had the dragonshard that the cultists need to bind their chaos "god" to their will. I hadn't worked out yet quite why the Forsaken and the Cultists were both trying to get their hands on the shard. I do know the Cultists want to free the Galchutt Tchernobog from his watery grave (it's Cthulhu by another name, basically...maybe not as powerful). Perhaps the Cultists want to bind him to the shard to control what he destroys. Maybe the Forsaken want the shard for the same reason, but want Tchernbog to destroy different stuff. I need to work out some way to use my Cthulhu miniature in a climatic campaign-ending battle and rescue the kid. Maybe the cultists are going to offer him as a sacrifice, but I don't want to just discard the dragonshard, since they spent so much time and energy securing it (I also don't want to fall back on the old "Oh by the way, while you were running around, cultists broke into your vault and stole the dragonshard...particularly since the PCs left it in the safekeeping of House Dallimothan). So, basically I'm just looking for suggestions on how to wrap it all up in one neat little package so I can step down as DM without leaving the campaign in Limbo. I don't want it to feel like a rushed cop-out, either; it needs to feel like a logical conclusion. Any advice? [/QUOTE]
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