First and foremost, thanks for running 4 games straight giving 20+ people a chance to play and, in a way, work together. Overall, I thought it was awesome. A handful of modular encounters that can be picked/handled at the player's discretion was legit. Giving groups the agency to decide how to impact the following groups situations really gave meaning to their decisions, and that's great. For instance; Group 1's Artillery and Group 2's Reinforcements really saved our skins (in Group 3). I don't know the context behind the adventure series outside of what was on the tin; and given the nature of guild play (time management, combat-focus, etc) a lot of my issues are probably trivial and might only apply to like, a home campaign setting, etc.: In general, I wouldn't have minded a couple less-combat oriented options (was disabling enemy artillery like that? or the portal?) As a player in Group 2; I would have liked an option to further elaborate upon the encounter choices outside of just the general description given. There was no way to tell which may have been a bigger threat between, say the portal and the beacon (though the portal was already partially taken care of, but I mean if it hadn't been.), or the elite demons and the demon caster, etc. Perhaps like quick, and limited, skill checks to gather additional reconnaissance info? I dunno if extending the analysis paralysis for having a little bit more intel would be a viable trade off, but yeah. I'm happy that there were options that were quite clear regardless (busting in through the front to make way for the next group, being one of them). As a player in Group 3; having been in the previous group and hearing a little bit from group 1; honestly I have no issues. If anything, I would like to see that encounter ran again with any number of different combinations of the previous encounters cleared. (How would it have gone if the enemies still had their artillery? if we had air support? etc.) A minor suggestion, I would have liked a little more info on what our own reinforcements could have done. Not knowing how they would function sort of threw us in a loop when we delayed the call until after things got hairy. I only expected them to come in and kill a couple mobs and I was relieved when the clerics came with them. Given the session, the heals were perfect but I would have liked if they could have provided a different option, had we not been in dire need of healing. (maybe an option to return an encounter power? so as to reduce it from feeling like we're just slogging through blocks of monster hp with at-wills.) That aside, this was hella fun and I'm pumped to utilize the Story Award. All of us who had the opportunity to play in the series will be reminded of it each time we heal each other. Thanks again man, good shit.