The final session delivered the ending in the only way this campaign could have ended: with everything poured into one impossible shot. The party committed the Diurna Varun’s remaining strength to the chest laser while the mech still had only a sliver of life left, and the charge count crept upward to 101 on the final roll. It was barely enough. Two points less and the weapon would not have fired at all, and the notes make clear how narrow the margin truly was.
With Dendar defeated, the surviving heroes turned from apocalyptic battle back toward the world they had saved. The airship was given to the Fisher family, Vogun took the ordinary ship, and the monkey’s-paw wishes were spent in ways that reflected each character rather than the grandeur of the war. Philomena wished for friendship with all dinosaurs, Bart wished away his crippling indecisiveness, Jewel wished for lives of happiness, prosperity, and peace, Vogun wished that Soggy Wren could drink forever, and Pizza wished for a Tim Hortons. It was absurd in exactly the right way after such a long and brutal campaign.
The session closed not on tragedy but on release. The Death Curse had been broken, Dendar had fallen, and the heroes were left not with one solemn coronation but with gifts, departures, and strange little wishes that made the ending feel human again. After all the tombs, prophecies, flashbacks, betrayals, and engines of death, the campaign finished with survival, victory, and the right to want ordinary things.