I'm currently running the Phandelver and Below: Shattered Obelisk for my friends. We started it as a continuation of Waterdeep: Dungeon Heist (with a fair amount of tangents and small adventure add-ons along the way) and are currently in Chapter 6: Shattered Obelisk, after playing thru Chapter 5 (skipping all of the Lost Mine of Phandelver content). Long story short - the theme of this campaign isn't sitting great with me or my players as we get deeper into the 'Far Realm Influence' stuff, so I'm looking for a satisfying off-ramp.
At this point, the party of 4 7th-level characters has just made it into the Crypt of the Talhund and is on their way towards finding the 2nd obelisk shard. I'm cool with going thru the crypt (the hauntings seem kind of fun) and then checking out Gibbet crossing, but I want to pull the plug after that before Phandalin gets really weird and they need to head to the Far Realm. But I don't know of a good way to tie things off. I'm thinking of maybe a big encounter where the bad guys (one/some of the Mind Flayers involved in the plot) attempt to perform some ritual with the partially-constructed obelisk and the characters can interrupt it?
I'm open to any ideas you all have to end the campaign in a semi-satisfying way. And if it's with a cool final encounter, any details you'd throw out there about how to make that a cool final fight and come to a decent resolution. Thanks DM's!
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I'm currently running the Phandelver and Below: Shattered Obelisk for my friends. We started it as a continuation of Waterdeep: Dungeon Heist (with a fair amount of tangents and small adventure add-ons along the way) and are currently in Chapter 6: Shattered Obelisk, after playing thru Chapter 5 (skipping all of the Lost Mine of Phandelver content). Long story short - the theme of this campaign isn't sitting great with me or my players as we get deeper into the 'Far Realm Influence' stuff, so I'm looking for a satisfying off-ramp.
At this point, the party of 4 7th-level characters has just made it into the Crypt of the Talhund and is on their way towards finding the 2nd obelisk shard. I'm cool with going thru the crypt (the hauntings seem kind of fun) and then checking out Gibbet crossing, but I want to pull the plug after that before Phandalin gets really weird and they need to head to the Far Realm. But I don't know of a good way to tie things off. I'm thinking of maybe a big encounter where the bad guys (one/some of the Mind Flayers involved in the plot) attempt to perform some ritual with the partially-constructed obelisk and the characters can interrupt it?
I'm open to any ideas you all have to end the campaign in a semi-satisfying way. And if it's with a cool final encounter, any details you'd throw out there about how to make that a cool final fight and come to a decent resolution. Thanks DM's!