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1. So how does this all end?

2. Because we’ve created an open-ended campaign where the PCs’ choices and actions matter,
I can’t really tell you how your campaign is going to end. I can’t just script a big, dramatic scene,
because all the details of that scene will depend on what’s happened at your table. Ultimately, the
end of your campaign will be unique. It will belong to you and your players. You’ll have built it
together, and what you experience will be something your group and only your group will
experience.
3. But here are a few key things to think about as you’re crafting your ending.
4. First, the broad outlines of this ending were laid out in Part 6B: The Avernian Quest. In
order to save Elturel:
5. Bellandi’s pact with Zariel must be broken.
6. The chains holding Elturel must be severed.
7. Elturel must be returned to the Material Plane. (Or, alternatively, the people of Elturel can be
evacuated.)
8. There are many different ways for the PCs to achieve these goals, but this does mean that
the finale of your campaign will almost certainly be the moment at which the PCs free the planetar
from the Companion and the planetar literally lifts the entire city out of the Nine Hells.
9. As you’re figuring out what this scene looks like, think about:
10. What’s going on in Elturel? Is the city stable or is it about to sink into the Styx? Have the
PCs forged an alliance between the city’s factions or have things boiled over into a civil war?
11. Who might oppose whatever it is that the PCs are doing? That might be an unredeemed
Zariel. It might be Yeenoghu showing up with a demon army to confront Zariel once more. It might
be Bel betraying the party and seeking to strike down Zariel to demonstrate to Asmodeus that he
should once again rule in Avernus.
12. What’s happening with the allies the PCs have made? Do they have favors they still owe, so
that the PCs might choose to remain in Hell to fulfill their oaths, watching the city disappear into
the heavens above? Is Tiamat flying nearby, having just severed the chains?
13. The trick to a good ending is, first, to tie off the important loose ends (although it can be
okay if a few are left dangling) and, second, to reincorporate elements from throughout the
campaign to make it feel a like a cohesive whole. The Avernus Remix roughly breaks down into
three acts:
14. Baldur’s Gate and the Vanthampur conspiracy
15. Elturel in Hell
16. Exploring Avernus
17. Look back at what happened in each of those acts in your campaign and think about ways in
which those events can be reflected in your finale. You’ll also want to think about the important
themes which have been established in your campaign and find ways to put those themes in the
crucible one last time.
18. For example, maybe themes of betrayal vs. loyalty have particularly resonated with your group. Is there someone who can betray the PCs at the eleventh hour? Or, more powerfully, is there a way that the PCs will be forced to choose between remaining loyal to one of their allies or betraying them in order to save the city?

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