Ending my RHoD game - HELP!


3.5/d20/OGL


Okay, here's the current situation: players are in chapter four at the beginning of the Battle of Brindol. They began the game with seven players/characters and are now down to four. All are either 7th or 8th level. And all are getting tired of this game (at least from what I can tell from our posts - this is a pbp game that has been running for well over a year); even the DM (me) is getting tired and looking forward to the end.
My dilemma: I want the game to end at the Battle of Brindol, NOT at the Fane of Tiamat where the PC's battle Azurr Kul where the Aspect of Tiamat is released upon the world. I want the game to end at Brindol. And yet I don't know how to do that without a complete TPK and ruining the game for everyone. You know what I mean?
I'm going to run chapter four pretty much as it is laid out in the module but where do I bring in Kul and his minions from the Fane? Or do I even use him as the final encounter?
Perhaps the Fane of Tiamat is located underneath the Cathedral of Pelor? Perhaps the PC's only need to stop the horde and forget about Kul?
And on and on I could ramble - but the point is, I am torn as to what to do and how to wrap this game up with some satisfaction.
Thus...I turn to the Paizo community for help, Help, HELP!
(I'll check back in on this thread in the mornings and evenings - my work blocks this site - freakin' tech mother......)
Thanks in advance!
-g-


I'm just wrapping up RHoD in PBP after a little over 2 years. We had several lulls in enthusiasm, partly corresponding, I think, to my own--a week or two break is sometimes good for a PBP game for everyone to recharge, though longer can lead to people drifting away. I would say that I got to the point where I was sick of more beating up on hobgoblin units, but I made up for that by throwing tougher stuff at them for the boss encounters. Also, I had long periods of roleplaying between each of the chapters, so that the players were pretty ready to get back into the fight when the time came. But, sometimes it's good to arrange an earlier ending.

If you haven't already dropped any significant hints that Azarr Kul is out there, I'd just conclude the campaign with a victory on the Cathedral Steps, assuming they win.

If the players know about Azarr Kul, but you haven't told them about the sacrifice to bring on the diabolical army, then I'd skip the Fane. Instead, have Azarr Kul come to Brindol, perhaps with Franchesca, Luchia, and/or Terilanyx in tow. Then, you can watch how the battle goes. If they look like they are about exhausted, say after the big street battle, or after taking out Skather, then have the Red Hand pull back and give them a chance to rest, heal, level up, and prepare spells. Then, you can bring in all the bad-guy leaders for a final throw down in front of the Cathedral (eliminating some of the guards or bringing in some friendly NPCs if necessary). Or you can run that battle as written, but have a substantial army still remaining outside of Brindol. Lord Jarmaath orders his army to attack this remnant (perhaps with reinforcements that have just arrived from Dennovar, if necessary to make it believable)--then you can have a big Pelennor Fields-type charge in which the heroes head straight for the big Red Hand banner and fight Azarr Kul and whatever escort you think he needs to make the fight fun.

If you've already know about the sacrifice to open the gate, then you probably better run at least part of the Fane. I don't think it makes much sense to put the Fane anywhere east of Vraath Keep. You could put it in the mountains just west of there, or north of Skull Gorge Bridge. Since Immerstal knows teleport, all you have to do is have some captured hobgoblins reveal the Fane's whereabouts to Jarmaath's men, have Immerstal teleport them to Vraath Keep or the north side of Skull Gorge (he's probably traveled the Dawn Way before), and have them enter the Fane. The upper level of the Fane is superfluous--if you're looking to cut time and encounters, I'd eliminate the entire upper level (kitchen, barracks, etc.), and possibly also the cavern room on the lower level. You could cut even further so that the Fane is merely a shrine, staffed from a camp that is nearby, but far enough away from the entrance so that the PCs can sneak past it rather than fighting through it. This eliminates the need for barracks, prisons, kitchens, and the like.

If I were designing a minimalist Fane, I'd have the Grand Temple be a half-open grotto cut into the cliff face and station maybe 1 warpriest and two blue abishai there (modify to suit party level). The secret door in the north wall of the Grand Temple leads directly to the Outer Sanctum by means of a short corridor--you can station another small group there--maybe four blackspawn or doom-fist monks and two warpriests. Have one erinyes instead of two in Azarr Kul's bedroom, and have the treasury guarded only by a trap. This should allow the party to get through in one foray--vice two or three.

For a super-minimalist Fane, just have the shaft to the Inner Sanctum lead straight up from the Grand Temple (in grotto form as above).

It sounds like your party may only be around 10th level after Brindol. Azarr Kul (at CR 13) with a couple of abishai should be a pretty good challenge for them if you run a minimalist version of the Fane. If you need something bigger and better, I've got a CR 17 Azarr Kul statted up, along with a CR 16 Aspect. I'm happy to e-mail them to you.

And, of course, you can always cut the last encounter with the Aspect, though for us that turned out to be a super-cool battle.

Hope this helps! Good luck!


Peruhain of Brithondy wrote:

If you haven't already dropped any significant hints that Azarr Kul is out there, I'd just conclude the campaign with a victory on the Cathedral Steps, assuming they win.

If the players know about Azarr Kul, but you haven't told them about the sacrifice to bring on the diabolical army, then I'd skip the Fane. Instead, have Azarr Kul come to Brindol, perhaps with Franchesca, Luchia, and/or Terilanyx in tow. Then, you can watch how the battle goes. If they look like they are about exhausted, say after the big street battle, or after taking out Skather, then have the Red Hand pull back and give them a chance to rest, heal, level up, and prepare spells. Then, you can bring in all the bad-guy leaders for a final throw down in front of the Cathedral (eliminating some of the guards or bringing in some friendly NPCs if necessary). Or you can run that battle as written, but have a substantial army still remaining outside of Brindol. Lord Jarmaath orders his army to attack this remnant (perhaps with reinforcements that have just arrived from Dennovar, if necessary to make it believable)--then you can have a big Pelennor Fields-type charge in which the heroes head straight for the big Red Hand banner and fight Azarr Kul and whatever escort you think he needs to make the fight fun.

Awesome! Thanks Peruhain - this is exactly the kind of advice I was looking for! As far as I can remember, the PC's don't know much of nothing about Kul or his devilish plan. (I'll check back through my posts just to make sure.) I really like the idea of Kul and a few minions showing up for a final showdown at the Cathedral! Thanks again for your help.

-g-

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