This article is a sequel to Starting a module in the Moonshaes
Similar to starting an adventure, I like having an actual encounter to conclude of our modules. Like the intro, it allows me to expand on some themes and have many, clear and detailed section each with its own header. Yes, I’m a sucker for headers and easy to find information…
If the end of an adventure is simple and does not require much, there may not be a need for this encounter. If that is the case, then the conclusion can be tucked under the last encounter, like most other regions do. However, being a fan of good and more detailed ending, I find that to be a bit short. Many DMs seem to throw the ending at the players with a “you get paid and get the F**K out”. Because a number of Moonshae adventures take the PCs on different paths depending on decisions they made during in the game, copying the conclusion in a number of places makes the text clunky, hard to follow and, from an editing point of view, nearly impossible to update when you have to run through three or four encounters.
So, the Conclusion "encounter" exists for all those reasons. All the ending boxed texts and Epilog (if any) are kept in one place, all the rewards summary are held in one place and any last-minute instruction to the DM are given here... I STRONGLY encourage any DM running a Moonshae adventure to read those entries to prevent issues later on.
One of the reason I am so intent on having those section and making sure the DM follows them comes from one event in the LG days where only human or half-elf PCs could receive a wedding invitation into a noble family for their good deeds. All other races could not receive such a reward. I was surprised when this gnome player came to me and said "Wow I never thought I’d marry a human noble!" I hated having to tell him that he was NOT a noble and that he would have to cross off the reward. The player was annoyed at me and at his DM. Had the DM not give him that award, the player would not have been so annoyed.
Finally, adding a "conclusion encounter" is a good way to easily arrange information for the DM and advance some points of storytelling. But like any boxed text, keep it short, simple and to the point. By that time, most players are packing and begging for rewards and other goodies. Sad thing that good prose is often lost amongst paperwork and minute details (like player rewards).
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