I am a DM running a high lvl campaign (they are lvl 18 now) for 5 players set in a multiverse of my creation combined with official multiverse, heavily inspired by Norse mythology (we are norwegians). We have played this campaign for years, and we have a heavy focus on roleplaying. I am a Rules as Fun DM, and bends the rules quite often if it provides us with more fun. In other words, I am open to weird stuff that is not in any of the books, and my players know it.
In my last session they finally arrived at Mimes well, at the bottom of one of Yggdrassils roots (which was a huge mountain in Jotunheim). They have been clearly warned that the only one being allowed to drink from it before them was Odin, which sacrified an eye. So they knew their sacrifice had to mean a lot to their characters. And wow, they did not disappoint! 2 of the sacrifices however provides me some challenges I hope maybe someone here can help me with.
One character (a warcleric dedicated to Ty (norse god of war)) sacrified his belief... Which basically meant he sacrified his class. We have talked afterwards and he has this idea that he wants to be a god himself. Understandable, cause all the gods this pious religious warcleric has met since his adventure began has basically been raving mad ****heads that wants to take over the multiverse. I thought about this, and have suggested he is allowed to build a religion centering around himself, but then he has to choose something he wants to represent for people. And I'm gonna make a mechanic for him to gain worshippers. He starts with loosing all his spells, but keeping his fighting-skills (a mix of channel divinity, feats and perhaps a spell or two). And he will unlock his class by having more worshippers and building his religion. And eventually he will trancend lvl 20 by using epic boons/feats and become quite like a god. Does anyone have any tips here for making this a fun thing, and not just an annoying consequence, or something that even more than usually at this lvl breaks the game?
The second character (a warlock having a pact with a Great Old One) sacrified his.. Pact. Which ALSO basically meant he sacrified his class. While the cleric did this after serious consideration and role-playing purposes, this one did it as an impulse. We have later talked a bit and I am a bit more unsure here. I read here and there that a player should loose half his lvls as a warlock if he breaks his pact. I find this not very useful, as this will derail the campaign in a way that is no fun for anyone. I am thinking he could be "headhunted" by another patron, but this also diminishes his sacrifice a bit. So I want at least there to be a period where things goes a bit awry for him. I am thinking he could go a bit insane and maybe his old Patron wants to see him dead for the insult. I actually had an adventure planned for his character that centered around his patron, where this character was being fought over by his old Patron that wanted to keep him, and Yggdrasil (another Great Old One - but nice) that wanted him, but he derailed that by sacrificing his pact :P I have read on the madness-tables, but I find them wanting. There is no real consequence in having a flaw, unless the player decides he wants it to. I was considering making him keep being a warlock lvl 18, but now he leeches his powers unknowlingly from his old patron without the old patrons concent. This enrages the old patron that will do everything in his power to kill him, and maybe he even get some real consequence every time he tries to cast anything that draws on the old patrons power. For example crafting a d100 table wich is a combination of wild magic table and madness table, slowly making his character more and more insane and unpredictable while being very much hunted and tried killed, until he finds a new patron (he has himself suggested Mime, which in this world is one of the oldest and wisest beings of the multiverse and a superduper wizard) and maybe even kills his old patron.
Do you have any suggestions here? I like the opportunities this may present, but I need it to be fun and interesting, not just old boring punishment and reading of rules that say it won't work. Do you think my ideas here will work? Any suggestion on how to make the mechanics I need to build? Any experience from something similar you could share?
Just for info: They gained a lvl 9 ritual-spell after drinking from the well that gave them the ability to change time, so there is already lots of weird things going on here, so nothing is too out there
First of all... you're from Norway??? That's so cool! I've never met anyone from Norway. That's neat. Were your ancestors actual vikings? I'm from Massachusetts, so my ancestors were mostly alcoholic potato farmers. Aaaanyhow...
I'm also a DM who prefers to lean heavily on the Rule of Cool. And when I'm a player, I'm almost always a cleric. So the idea of a cleric giving up their belief is an interesting situation. But I would specify that the cleric did not actually give up his "belief", rather he gave up his "belief in Tyr". He still has faith, but that faith has shifted from his former god to himself. Frankly, that's the kind of hubris that will either go really really good or really really bad. Since the cleric has apparently already met (or at least observed) multiple other deities, he has had a bit of a "peek behind the curtain" regarding how the whole deity thing really works. So he knows what he's giving up, but he also knows the power he could gain if all goes well. The problem will be that he isn't just steeping on Tyr's toes, he's stepping on ALL the god's toes! So the entire dang pantheon is going to be none too pleased with this puny little upstart who thinks he can do their job better than them.
So how do we handle the game mechanics of this transition? Well, if he has already stood on the mountain and shouted down the gods and basically quit his job in epic fashion, then all his spells and divine powers would be stripped away instantly and he'd probably be targeted by a few well-placed lightning bolts too. Hopefully he didn't do that. The smart thing for him to do would be to continue to perform the basic functions of the job while secretly trying to gain followers for himself. He is basically trying to deceive Tyr, so maybe force him to make a Deception check, DC 20, once per week - PLUS whenever he uses his Channel Divinity - PLUS whenever he enters a temple dedicated to Tyr - PLUS whenever the heck you feel it's appropriate. Each time he fails a Deception check, he loses one level of cleric abilities. That means spell access, subclass abilities, Channel Divinity, etc. This represents the weakening of the bond between him and Tyr. He would retain all of his skill, armor, and weapon proficiencies, because those he gained through training, not through his faith. He would also retain his hit points and his full proficiency bonus. It's just the stuff he got from Tyr that he begins losing.
But while his bond with Tyr is weakening, his own inherent power will be growing. You could give him a list of tasks to perform and powers that will be gained through accomplishing the tasks. For example, for every 20 people who have faith in him and pray to him daily, he will regain one level of cleric abilities. For every temple that is built and dedicated to him, he will gain an Epic Boon/Feat. For every King who leads a successful war campaign in his name he will gain some big cool special ability. So he is basically in a race to try to build his own Domain and become powerful enough to confront (or usurp) Tyr before Tyr tears him to pieces. That sounds like an amazing role-playing opportunity for both of you! That is some truly epic stuff right there.
The warlock, however, is a bit more complicated. But it also presents a greater range of opportunities. Great Old One patrons are inherently beyond comprehension, so their goals, their methods, their very existence is unknowable. Which means you could do just about anything with it. Now, you could simply follow the same plan as the cleric and hope no one notices. But Great Old Ones, I think, deserve something more complicated and chaotic. Maybe the warlock has grown tired of his Patron and wants to be his own Patron. Maybe a different Patron has hijacked the warlock for their own reasons, so now the two Patrons are fighting over the warlock, so the warlock may have different powers from day to day depending on which Patron is in control that day. Or maybe the warlock's Patron has decided on a more direct approach to achieving its goals, so it has personally possessed the warlock! Maybe the warlock blacks out for periods of time and wakes up in strange places (some good, some bad). Maybe the warlock finds a McGuffin artifact that contains the spirit of some other extremely powerful extra-planar being, and it's trying to possess the warlock. There's a ton of cool ways to roleplay the transition from generic GOO-lock to something new and interesting. And it's a great chance to tear the character sheet apart and just throw together a bunch of different things from a bunch of different classes to create something that's truly unique.
You've got a great chance here to do some really epic roleplaying with your players. Just tell them to push the boundaries and not to feel constrained by the rules. You're going beyond the rules here, and that's a really great place to be.
If you want someone to answer your question in all detail, just keep quiet, in 99% of all cases theyll keep adding information just to fill the silencehttps://100001****/https://1921681254.mx/
For the GOOlock, maybe edit and lengthen one of the long-term madness effects, and maybe have the madness take over randomly. Since the warlock sacrificed their pact, that doesn't necessarily mean that their patron severed the connection with them, which might be able to lead to some weird stuff. I hope this helps!
Rollback Post to RevisionRollBack
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
Thanks for answers, and a special thanks to you AnzioFaro for the thorough answer. I hoped on something like that to trigger my ideas🙂 I go into the first session now after this happend and honestly don't really know where it's going, but that is fun😀 The players know they threw me off, and they know I play in a cocreating way, so I expect them to take some responsibility here. I've talked with each player and they seems up for the task. Exciting😁
In case anyone search for something similar at a later time, this is what I did:
The Warcleric: In my case he sacrificed his faith to Mime, which is a trusted advisor for Odin, which is Tys boss. So he did it in a fashion that made Ty very aware of the fact that the warcleric has broken his faith and is up to something. The day after he sacrificed his faith the cleric tried to use a spell and it worked. But less than 1 minute later two other warclerics of Ty came to his door and "asked" him to follow them. they took him into a temple amongst other gods dedicated to Ty. There they sat him down and told him that Ty is extremly angry at him, but that the leader of the warclerics had spoken on my players behalf (from his long and true service - the cleric is a 60 years old human and is lvl 18) and gotten him to accept he could get this one warning. He is not allowed to draw on Tys power, nor use anything related to his past as a cleric. If he ever tries anything, more will come and this time they come to kill. It was actually a really funny sequence because of the already mentioned warlock had a huge mishap with his spells when he tried to follow them, ending up with him walking around like a zombie, but not realizing it himself, and scaring the crap out of the whole temple and square outside.
I have made a set of rules for him to gain followers, and made the cleric state what the tenents in his religion should be. He lost all his spellslots (or, rather, he can use them, but he will invoke the rage of Ty if he do). For every 10th follower he regains the use of a spellslot, starting with lvl 1 slots, and going up. For every 25 follower there is a chance someone builds an altar in his honor, with higher likelyhood up to 100 followers, where an altar is 100 % guaranteed. Then it restarts. For every altar, he regains 1 channel divinity. To not completely ruin his fun he was allowed to keep 1 channel divinity/long rest as a starter. He will gain followers according to his own actions, a small action in according with his own tenets will gain 1d6 followers, up to an enourmous action that can give 6d12 followers. I will consider what lever each action is and if it's really in according to his tenets as a DM, and that is clearly stated. He does the action, I rule what dice he will roll. All this he knows.
What he does not now the mechanics of is the potential failure. If he does actions that goes opposite his own tenets he will loose followers. That is simple. But as he grows stronger, Ty will become more angry, and try to sabotage him at first, then outright attack him with his followers, and eventually they will probably come face to face. This is a campaign they will probably kill gods and demonlords, so I figure why not have them try kill Ty? Ty will also get help from Odin, an even stronger god the group has already has angered.
The warlock I do a bit more tentative. I honestly don't know where it's going to end. But I went for the solution where the warlock is leeching the powers of his old patron without himself realizing it. But as the power is now not freely given, he rolls a d20 every time he use a spell or an eldritch invocation. It's very simple, but if he rolls 11+ it works. If he rolls less some misshap happens. I have made a table with random happenings, ranging from misfiring the spell/invocation, maybe the spell/invocation has the opposite effect or just some other thing (like how Disguise self turned him into a zombie without him realizing it), or he maybe gets a bit insane. I have made my own insanity table. For every 5th successfull spell/invocation the warlock uses his old patron will be more angry, and start slowly by sending the rare follower to try to assassinate the warlock, and the difficulty of these encounters will be upped for every angerlevel, up until the warlock is constantly hunted by powerful assassins sent out from his old patron. At a certain point the Patron himself will try to kill him in various ways. Maybe by avatars at first, maybe by luring him into his realm at the end.
For every session the player don't try to get a new patron the difficulty of the base roll goes up with 1, basically making the chance for negative effects and misshaps to happen bigger and bigger, until eventually he is an insane warlock that never cast what he thinks he cast. Hopefully he catches on before that. I figure he has 2 options for a new patron, Yggdrasil or Mime, but it's not like the old patron will just simply accept him moving on. I had a huge mission planned, and I have found a way to rewrite it so I can use it. Basically they need to stop an inhabitated moon from ruining reality by crashing through the veils between different dimensions. And the moon turns out to be his old patron, and this entity tries to snuff out the players whole multiverse just to snuff out the players warlock. This Old One does not really care for proportionality.
Gonna be fun :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am a DM running a high lvl campaign (they are lvl 18 now) for 5 players set in a multiverse of my creation combined with official multiverse, heavily inspired by Norse mythology (we are norwegians). We have played this campaign for years, and we have a heavy focus on roleplaying. I am a Rules as Fun DM, and bends the rules quite often if it provides us with more fun. In other words, I am open to weird stuff that is not in any of the books, and my players know it.
In my last session they finally arrived at Mimes well, at the bottom of one of Yggdrassils roots (which was a huge mountain in Jotunheim). They have been clearly warned that the only one being allowed to drink from it before them was Odin, which sacrified an eye. So they knew their sacrifice had to mean a lot to their characters. And wow, they did not disappoint! 2 of the sacrifices however provides me some challenges I hope maybe someone here can help me with.
One character (a warcleric dedicated to Ty (norse god of war)) sacrified his belief... Which basically meant he sacrified his class. We have talked afterwards and he has this idea that he wants to be a god himself. Understandable, cause all the gods this pious religious warcleric has met since his adventure began has basically been raving mad ****heads that wants to take over the multiverse. I thought about this, and have suggested he is allowed to build a religion centering around himself, but then he has to choose something he wants to represent for people. And I'm gonna make a mechanic for him to gain worshippers. He starts with loosing all his spells, but keeping his fighting-skills (a mix of channel divinity, feats and perhaps a spell or two). And he will unlock his class by having more worshippers and building his religion. And eventually he will trancend lvl 20 by using epic boons/feats and become quite like a god. Does anyone have any tips here for making this a fun thing, and not just an annoying consequence, or something that even more than usually at this lvl breaks the game?
The second character (a warlock having a pact with a Great Old One) sacrified his.. Pact. Which ALSO basically meant he sacrified his class. While the cleric did this after serious consideration and role-playing purposes, this one did it as an impulse. We have later talked a bit and I am a bit more unsure here. I read here and there that a player should loose half his lvls as a warlock if he breaks his pact. I find this not very useful, as this will derail the campaign in a way that is no fun for anyone. I am thinking he could be "headhunted" by another patron, but this also diminishes his sacrifice a bit. So I want at least there to be a period where things goes a bit awry for him. I am thinking he could go a bit insane and maybe his old Patron wants to see him dead for the insult. I actually had an adventure planned for his character that centered around his patron, where this character was being fought over by his old Patron that wanted to keep him, and Yggdrasil (another Great Old One - but nice) that wanted him, but he derailed that by sacrificing his pact :P I have read on the madness-tables, but I find them wanting. There is no real consequence in having a flaw, unless the player decides he wants it to. I was considering making him keep being a warlock lvl 18, but now he leeches his powers unknowlingly from his old patron without the old patrons concent. This enrages the old patron that will do everything in his power to kill him, and maybe he even get some real consequence every time he tries to cast anything that draws on the old patrons power. For example crafting a d100 table wich is a combination of wild magic table and madness table, slowly making his character more and more insane and unpredictable while being very much hunted and tried killed, until he finds a new patron (he has himself suggested Mime, which in this world is one of the oldest and wisest beings of the multiverse and a superduper wizard) and maybe even kills his old patron.
Do you have any suggestions here? I like the opportunities this may present, but I need it to be fun and interesting, not just old boring punishment and reading of rules that say it won't work. Do you think my ideas here will work? Any suggestion on how to make the mechanics I need to build? Any experience from something similar you could share?
Just for info: They gained a lvl 9 ritual-spell after drinking from the well that gave them the ability to change time, so there is already lots of weird things going on here, so nothing is too out there
Thanks :)
First of all... you're from Norway??? That's so cool! I've never met anyone from Norway. That's neat. Were your ancestors actual vikings? I'm from Massachusetts, so my ancestors were mostly alcoholic potato farmers. Aaaanyhow...
I'm also a DM who prefers to lean heavily on the Rule of Cool. And when I'm a player, I'm almost always a cleric. So the idea of a cleric giving up their belief is an interesting situation. But I would specify that the cleric did not actually give up his "belief", rather he gave up his "belief in Tyr". He still has faith, but that faith has shifted from his former god to himself. Frankly, that's the kind of hubris that will either go really really good or really really bad. Since the cleric has apparently already met (or at least observed) multiple other deities, he has had a bit of a "peek behind the curtain" regarding how the whole deity thing really works. So he knows what he's giving up, but he also knows the power he could gain if all goes well. The problem will be that he isn't just steeping on Tyr's toes, he's stepping on ALL the god's toes! So the entire dang pantheon is going to be none too pleased with this puny little upstart who thinks he can do their job better than them.
So how do we handle the game mechanics of this transition? Well, if he has already stood on the mountain and shouted down the gods and basically quit his job in epic fashion, then all his spells and divine powers would be stripped away instantly and he'd probably be targeted by a few well-placed lightning bolts too. Hopefully he didn't do that. The smart thing for him to do would be to continue to perform the basic functions of the job while secretly trying to gain followers for himself. He is basically trying to deceive Tyr, so maybe force him to make a Deception check, DC 20, once per week - PLUS whenever he uses his Channel Divinity - PLUS whenever he enters a temple dedicated to Tyr - PLUS whenever the heck you feel it's appropriate. Each time he fails a Deception check, he loses one level of cleric abilities. That means spell access, subclass abilities, Channel Divinity, etc. This represents the weakening of the bond between him and Tyr. He would retain all of his skill, armor, and weapon proficiencies, because those he gained through training, not through his faith. He would also retain his hit points and his full proficiency bonus. It's just the stuff he got from Tyr that he begins losing.
But while his bond with Tyr is weakening, his own inherent power will be growing. You could give him a list of tasks to perform and powers that will be gained through accomplishing the tasks. For example, for every 20 people who have faith in him and pray to him daily, he will regain one level of cleric abilities. For every temple that is built and dedicated to him, he will gain an Epic Boon/Feat. For every King who leads a successful war campaign in his name he will gain some big cool special ability. So he is basically in a race to try to build his own Domain and become powerful enough to confront (or usurp) Tyr before Tyr tears him to pieces. That sounds like an amazing role-playing opportunity for both of you! That is some truly epic stuff right there.
The warlock, however, is a bit more complicated. But it also presents a greater range of opportunities. Great Old One patrons are inherently beyond comprehension, so their goals, their methods, their very existence is unknowable. Which means you could do just about anything with it. Now, you could simply follow the same plan as the cleric and hope no one notices. But Great Old Ones, I think, deserve something more complicated and chaotic. Maybe the warlock has grown tired of his Patron and wants to be his own Patron. Maybe a different Patron has hijacked the warlock for their own reasons, so now the two Patrons are fighting over the warlock, so the warlock may have different powers from day to day depending on which Patron is in control that day. Or maybe the warlock's Patron has decided on a more direct approach to achieving its goals, so it has personally possessed the warlock! Maybe the warlock blacks out for periods of time and wakes up in strange places (some good, some bad). Maybe the warlock finds a McGuffin artifact that contains the spirit of some other extremely powerful extra-planar being, and it's trying to possess the warlock. There's a ton of cool ways to roleplay the transition from generic GOO-lock to something new and interesting. And it's a great chance to tear the character sheet apart and just throw together a bunch of different things from a bunch of different classes to create something that's truly unique.
You've got a great chance here to do some really epic roleplaying with your players. Just tell them to push the boundaries and not to feel constrained by the rules. You're going beyond the rules here, and that's a really great place to be.
Have fun!
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
If you want someone to answer your question in all detail, just keep quiet, in 99% of all cases theyll keep adding information just to fill the silence https://100001****/ https://1921681254.mx/
For the GOOlock, maybe edit and lengthen one of the long-term madness effects, and maybe have the madness take over randomly. Since the warlock sacrificed their pact, that doesn't necessarily mean that their patron severed the connection with them, which might be able to lead to some weird stuff. I hope this helps!
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
My singular brain cell bounces around the inside of my skull like the Sony logo, and every time it hits a corner, it generates a coherent thought.
Thanks for answers, and a special thanks to you AnzioFaro for the thorough answer. I hoped on something like that to trigger my ideas🙂 I go into the first session now after this happend and honestly don't really know where it's going, but that is fun😀 The players know they threw me off, and they know I play in a cocreating way, so I expect them to take some responsibility here. I've talked with each player and they seems up for the task. Exciting😁
In case anyone search for something similar at a later time, this is what I did:
The Warcleric: In my case he sacrificed his faith to Mime, which is a trusted advisor for Odin, which is Tys boss. So he did it in a fashion that made Ty very aware of the fact that the warcleric has broken his faith and is up to something. The day after he sacrificed his faith the cleric tried to use a spell and it worked. But less than 1 minute later two other warclerics of Ty came to his door and "asked" him to follow them. they took him into a temple amongst other gods dedicated to Ty. There they sat him down and told him that Ty is extremly angry at him, but that the leader of the warclerics had spoken on my players behalf (from his long and true service - the cleric is a 60 years old human and is lvl 18) and gotten him to accept he could get this one warning. He is not allowed to draw on Tys power, nor use anything related to his past as a cleric. If he ever tries anything, more will come and this time they come to kill. It was actually a really funny sequence because of the already mentioned warlock had a huge mishap with his spells when he tried to follow them, ending up with him walking around like a zombie, but not realizing it himself, and scaring the crap out of the whole temple and square outside.
I have made a set of rules for him to gain followers, and made the cleric state what the tenents in his religion should be. He lost all his spellslots (or, rather, he can use them, but he will invoke the rage of Ty if he do). For every 10th follower he regains the use of a spellslot, starting with lvl 1 slots, and going up. For every 25 follower there is a chance someone builds an altar in his honor, with higher likelyhood up to 100 followers, where an altar is 100 % guaranteed. Then it restarts. For every altar, he regains 1 channel divinity. To not completely ruin his fun he was allowed to keep 1 channel divinity/long rest as a starter. He will gain followers according to his own actions, a small action in according with his own tenets will gain 1d6 followers, up to an enourmous action that can give 6d12 followers. I will consider what lever each action is and if it's really in according to his tenets as a DM, and that is clearly stated. He does the action, I rule what dice he will roll. All this he knows.
What he does not now the mechanics of is the potential failure. If he does actions that goes opposite his own tenets he will loose followers. That is simple. But as he grows stronger, Ty will become more angry, and try to sabotage him at first, then outright attack him with his followers, and eventually they will probably come face to face. This is a campaign they will probably kill gods and demonlords, so I figure why not have them try kill Ty? Ty will also get help from Odin, an even stronger god the group has already has angered.
The warlock I do a bit more tentative. I honestly don't know where it's going to end. But I went for the solution where the warlock is leeching the powers of his old patron without himself realizing it. But as the power is now not freely given, he rolls a d20 every time he use a spell or an eldritch invocation. It's very simple, but if he rolls 11+ it works. If he rolls less some misshap happens. I have made a table with random happenings, ranging from misfiring the spell/invocation, maybe the spell/invocation has the opposite effect or just some other thing (like how Disguise self turned him into a zombie without him realizing it), or he maybe gets a bit insane. I have made my own insanity table. For every 5th successfull spell/invocation the warlock uses his old patron will be more angry, and start slowly by sending the rare follower to try to assassinate the warlock, and the difficulty of these encounters will be upped for every angerlevel, up until the warlock is constantly hunted by powerful assassins sent out from his old patron. At a certain point the Patron himself will try to kill him in various ways. Maybe by avatars at first, maybe by luring him into his realm at the end.
For every session the player don't try to get a new patron the difficulty of the base roll goes up with 1, basically making the chance for negative effects and misshaps to happen bigger and bigger, until eventually he is an insane warlock that never cast what he thinks he cast. Hopefully he catches on before that. I figure he has 2 options for a new patron, Yggdrasil or Mime, but it's not like the old patron will just simply accept him moving on. I had a huge mission planned, and I have found a way to rewrite it so I can use it. Basically they need to stop an inhabitated moon from ruining reality by crashing through the veils between different dimensions. And the moon turns out to be his old patron, and this entity tries to snuff out the players whole multiverse just to snuff out the players warlock. This Old One does not really care for proportionality.
Gonna be fun :)