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So we have nearly all of our adventure pretty well fleshed out, and you are of course free to add and change whatever you like!
For this final part, we just want to put a nice bow on this to make sure we have some interesting rewards and potentially cliffhangers to end on.
While this is intended to be a one shot adventure, it never hurts to let your players end with having questions. If they really want to continue, then there is a natural throughline of what should follow and what you can prepare for!
If folks decide that the one shot was enough, then you can simply fill them in on the background info they might like to know about. With that in mind, here is what our final handout should look like, titled "The End"
Boss Encounter Loot 25 gold pieces 1 Iron Flask
1 Map outlining the location of another cultist cell 1 Electrum skull containing two rubies in the eye sockets.
Ending Results Following the defeat of the cultists, the party informs Calmsdale that the grave robbings should now cease and they are safe. They then proceed to the Adventurer's guild to inform them of the results and their findings. If the players wish to stop here entirely, then the adventure is pretty well wrapped up here. If the players want to keep these characters and follow this adventure, then the guild will send them out to keep tracking down this cult. They should also receive a level to increase to 4th level at the end of this. If the players don't want to keep these characters, but still want to follow the adventure, then the guild will send out a different group of adventurers. The players can then make new 3rd or 4th level characters to proceed with the adventure. |