Session 10: Epilogue
Where the Story Ends... and Begins Again
Session Overview
Summary
With the ancient evil defeated and the conspiracy exposed, the rogues enjoy the aftermath of their victory. This session wraps up character arcs, resolves faction relationships, and sets up potential future adventures. It's a celebration of what the players accomplished - from simple thieves to heroes of Hollowspire.
Session Objectives
- Resolve the fate of the Gem of Vhal'Zar
- Receive recognition and rewards from the Duke
- Wrap up NPC relationships and faction consequences
- Allow players to narrate their characters' futures
- Set up potential sequel hooks (optional)
Scene 1: The Duke's Gratitude
Read Aloud
Three days after your emergence from the catacombs, you find yourselves in the one place you never expected to stand again: the Duke's manor. But this time, you enter through the front door. This time, there are no masks, no stolen invitations, no hasty plans.
Duke Orlond Haverfort waits in his throne room, looking considerably humbler than when you last saw him. Captain Arden stands at his right hand - an elevation from her previous position, you notice. The room is filled with nobles, guards, and servants, all watching as you approach.
"So," the Duke says, clearing his throat. "These are the... heroes... who saved my city from the cult that had infiltrated my own household." He seems to struggle with the words. "The same ones who... also robbed me. At my own party."
The Duke's Proclamation
Despite his discomfort, the Duke has been convinced (by Arden and advisors) that a public pardon and reward is politically necessary.
The Official Pardon
"By my authority as Duke of Hollowspire, I hereby grant full pardon to..." he consults a scroll, "...the individuals before me, for any and all crimes committed during what we shall officially refer to as 'The Hidden Hand Affair.' Furthermore, in recognition of their service in exposing the conspiracy and defeating... whatever that thing in the catacombs was... I bestow upon them the following honors..."
Rewards from the Duke
| Reward | Description |
|---|---|
| Gold (500 gp each) | "Compensation for services rendered to the city" |
| Title: "Defenders of Hollowspire" | Grants VIP status, free lodging at noble establishments |
| Duke's Signet Ring | Proves they act with Duke's authority (one per party) |
| Choice of Equipment | One item from the Duke's armory (see table below) |
| Property Deed | A small townhouse in the Merchant Quarter |
Duke's Armory Options
| Item | Properties |
|---|---|
| Cloak of Elvenkind | Advantage on Stealth checks to hide |
| Boots of Elvenkind | Advantage on Stealth checks for silent movement |
| +1 Rapier | Elegant blade with gem-studded hilt |
| Ring of Protection | +1 to AC and saving throws |
| Gloves of Thievery | +5 to Sleight of Hand checks |
Roleplaying the Duke
The Duke is genuinely grateful but also embarrassed - his advisor was a cultist, his security was breached, and he was saved by the same thieves who robbed him. Play him as:
- Stiff and formal during the public ceremony
- More relaxed in private afterward ("Off the record, that was impressive work")
- Still vain but chastened by the experience
- Eager to move past the whole affair
The Gem's Fate (Player Choice)
If the Gem was contained rather than destroyed, the Duke asks what should be done with it:
Scene 2: Resolving NPC Relationships
Give each major NPC a moment to interact with the PCs and provide closure.
Captain Yelena Arden
Captain Arden finds you after the ceremony, a rare smile on her stern face. "I owe you an apology," she says. "When you first came to me with talk of conspiracies, I didn't believe you. If you hadn't persisted..." She shakes her head. "The Duke has appointed me Chief Advisor until a proper replacement can be found. I intend to use that position to clean house - starting with the corrupt elements in the Watch."
Her Future: Becomes a major reforming force in Hollowspire. Remains an ally the PCs can call upon.
Duke Orlond Haverfort
In private, the Duke is more candid. "I was a fool," he admits, swirling wine in his goblet. "Voss played me for years. The taxes, the policies I thought were mine... half of them were his ideas, weren't they? His way of weakening the city for... whatever he planned." He looks at you with something approaching respect. "I won't pretend I'm suddenly a good ruler. But perhaps... I could learn to be a better one. If you have any suggestions on where to start, I'm... listening."
His Future: Slowly improves as a ruler. Still vain but more aware. May seek the PCs' advice on matters.
Selise Montclair (if ally)
Selise approaches you shyly, no longer wearing servant's clothes but a simple but quality dress. "The Duke granted me my freedom," she says. "And Captain Arden offered me a position - liaison to the Weeping Lady, helping coordinate relief efforts for the poor quarters." She laughs, still surprised. "Me! A former servant! But I wanted to thank you first. Without you, I'd still be trapped in that house. Or worse."
Her Future: Becomes a bridge between noble and common classes. May lead the Weeping Lady faction one day.
Gideon the Gadgeteer
"YOU DID IT!" Gideon practically bounces with excitement when he sees you. "Heard all about it - demon-fighting, catacomb-collapsing, the whole thing! And my smoke bombs worked, didn't they? I KNEW they would!" He thrusts a package into your hands. "Present. No charge. Well, maybe a small testimonial for my stall? 'Heroes of Hollowspire use Gideon's Gadgets' - think of the business!"
Gift: 3 more Smoke Bombs and a prototype "Escape Spring" (one-use item: triggered when grappled, automatic escape)
His Future: Business booms. May become official supplier to city guard.
Marcel Silvertongue (if alive)
You find Marcel in the city jail - or rather, he finds you. The guards step aside at your approach (perks of being heroes). Behind bars, Marcel looks... diminished. The silver cane is gone, the fine clothes replaced with prisoner's rags. But that smile remains.
"Well, well. The conquering heroes. Come to gloat?" He laughs, but there's no humor in it. "I suppose I deserve it. For what it's worth... I'm sorry. The double-cross wasn't personal. It was business." He meets your eyes. "But what happened after? The cult, the demon? That wasn't part of any plan. I got in over my head. We all did."
Player Choice: PCs can recommend leniency, harsh punishment, or let justice take its course.
- Recommend release: Marcel is banished from Hollowspire. Owes PCs a major favor.
- Let justice proceed: 5 years in prison. May emerge reformed... or vengeful.
- Harsh punishment: Life imprisonment or worse. Marcel's allies may seek revenge.
The Weeping Lady Faction
A hooded figure approaches you in the street - a member of the Weeping Lady you recognize from earlier encounters. "The Council sends its thanks," they say quietly. "With the Hidden Hand exposed, our work can finally proceed openly. Reforms are being discussed. Relief for the poor quarters. Accountability for the corrupt." They press something into your hand - a silver brooch shaped like a veiled face. "If you ever need us, show this. The Lady remembers her friends."
Future: The faction transitions from underground resistance to legitimate reform movement.
Scene 3: The Celebration
Read Aloud
A week after the Duke's proclamation, Hollowspire throws a festival - officially celebrating "the defeat of corruption" but everyone knows it's really about the two rogues who pulled off the greatest heist the city has ever seen... and then saved everyone from its consequences.
The Drunken Dragon tavern - where this all began - has been rented out for a private party in your honor. Familiar faces fill the room: Gideon demonstrating his latest invention (it promptly catches fire), Captain Arden looking uncomfortable but present, rescued prisoners raising toasts to their saviors. Even the Duke makes a brief appearance, nodding awkwardly before escaping to more familiar surroundings.
As the night wears on and the ale flows freely, you find yourselves at the same back table where Marcel first offered you the job. It feels like a lifetime ago.
Celebration Encounters (Optional Roleplay)
Let players engage with these light moments as desired:
| Encounter | Description |
|---|---|
| The Drunk Noble | A minor lord who was at the masquerade insists on buying rounds and regaling everyone with increasingly exaggerated tales of "that terrifying night" |
| The Grateful Parent | Mother of one of the rescued prisoners tearfully thanks the PCs, pressing homemade food on them |
| The Aspiring Thief | A young pickpocket asks for "tips" from the legendary thieves. Do they mentor, discourage, or report? |
| The Bard's Song | A local musician has written "The Ballad of Hollowspire" about their exploits. It's... not entirely accurate. |
| The Arm Wrestling | Some off-duty guards challenge the heroes to drinking games or arm wrestling |
Tone Check
This is the players' victory lap. Keep it light, fun, and player-directed. If they want to be celebrated, let them bask. If they're more reserved, let them observe quietly. The point is catharsis after the intense previous sessions.
Scene 4: Character Epilogues
Give each player a chance to narrate what their character does next. Prompt with questions if needed:
Epilogue Questions
- Do you stay in Hollowspire or move on?
- What do you do with your reward money?
- Do you continue your life of crime, go legitimate, or something else?
- Is there anyone from this adventure you stay in contact with?
- What's the one thing from this experience you'll never forget?
- If someone asked you about "The Hollowspire Job" in a tavern, what would you say?
Example Epilogue Paths
| Path | Description | Future Hook |
|---|---|---|
| The Reformed | Uses skills for good - private investigator, security consultant | Hired for legitimate but dangerous jobs |
| The Legend | Continues heist career, now famous and selective | Only takes "impossible" jobs |
| The Leader | Takes over/reforms the Night Cloaks with ethical code | Guild politics, rival factions |
| The Wanderer | Leaves Hollowspire to seek new adventures | Tales from other cities |
| The Keeper | Dedicates to guarding the Gem (if not destroyed) | Cult remnants, other seekers |
Scene 5: The Story Continues?
Final Read Aloud
The celebration winds down in the small hours of the morning. You step outside the Drunken Dragon, breathing in the night air of Hollowspire. The city looks the same as it did when this all started - crooked streets, flickering lanterns, gargoyles watching from the eaves. But you're different. And because of that, maybe the city is too.
Somewhere, bells toll the hour. A cat yowls in an alley. The eternal fog of Hollowspire rolls between the buildings like a living thing.
Just another night in the city of shadows. But for two rogues who pulled off the greatest heist in history and saved the world from an ancient evil... it's a night they've earned.
Optional Sequel Hooks
If you want to continue the campaign or leave doors open for future adventures:
The Gem Whispers
If the Gem was kept or left with the PCs in any form:
That night, as you're falling asleep, you hear it - faint, distant, almost imagined. A familiar voice in your mind:
"Well played, little thief. Well played indeed. Perhaps... we'll work together again someday. Sweet dreams."
The voice fades, leaving only the ordinary silence of the night. But somehow, you don't think you've heard the last of Vhal'Zar.
A New Offer
A mysterious letter arrives:
The envelope appears on your breakfast table - no one saw who delivered it. Inside, a single card with elegant script:
"Your work in Hollowspire has not gone unnoticed. There are others who would value your particular talents. If you're interested in opportunities beyond petty local politics, meet us at the Crossroads Inn in Silverdale, one month hence. Come alone. Come prepared. And bring an appetite for adventure.
— A Friend"
Cult Remnants
Not all of the Hidden Hand were in the catacombs:
Captain Arden finds you with troubling news. "We've been interrogating the captured cultists. Most were low-level fanatics who know nothing useful. But one mentioned something before dying - there's a second chapter of the Hidden Hand. Not in Hollowspire. Somewhere in the southern provinces." She hands you a crude map with a location marked. "I can't spare the resources to investigate. But if you were planning any travel..."
Marcel's Revenge
If Marcel was treated harshly:
Word reaches you through underworld channels: Marcel Silvertongue has escaped prison. More troubling, he's been seen meeting with known assassins from the southern guilds. A message was left at the Drunken Dragon, addressed to you:
"You made me look like a fool. You took everything from me. Now I'm going to take everything from you. Starting with your reputation. Then your friends. Then your lives. Sweet dreams.
— M"
Campaign Wrap-Up
Final Experience Total
| Session | XP Awarded |
|---|---|
| Session 1: The Job Offer | 150 XP |
| Session 2: Casing the Manor | 200 XP |
| Session 3: Acquiring Tools | 250 XP |
| Session 4: The Heist | 500 XP |
| Session 5: Aftermath | 400 XP |
| Session 6: Shadows in the City | 350 XP |
| Session 7: Unmasking | 450 XP |
| Session 8: Descent | 750 XP |
| Session 9: Soul of Vhal'Zar | 850 XP |
| Session 10: Epilogue | 100 XP (roleplay) |
| TOTAL | 4,000 XP |
With starting Level 5 (6,500 XP) + 4,000 XP earned = 10,500 XP total, characters end at Level 7.
Campaign Achievements Checklist
Post-Campaign Discussion
After concluding the campaign, consider discussing with your players:
- Favorite moments: What scenes or encounters stood out?
- Character growth: How did the characters change over the campaign?
- Surprises: What did the DM/players not expect?
- Regrets: Anything they wish they'd done differently?
- The Gem: Do they feel they made the right choice?
- Future: Would they want to continue these characters' stories?
Congratulations!
You've completed "The Heist of Hollowspire" - a campaign that started with a simple thievery and ended with the foiling of an ancient evil. Your players experienced intrigue, betrayal, dark magic, and ultimately triumph. Whether the story continues or ends here, you've created something memorable together.
Thank you for playing!