So, I was running a modified version of Princes of the Apocalypse, where each elemental prince of evil was imprisoned and, in their imprisonment, their power worked as a seal to hold an elder evil god imprisoned (like Tharizdun). The adventure had started when the PCs inadvertently destroyed the first of five seals on the evil god's prison, and when they realized what had happened, they ventured out to prevent the evil god from rising.
One of the PCs had started as a rogue and wanted to multiclass into warlock. His character was basically a child, like 17 years old, but very naive and easily influenced; very desirous of doing good. The PC--not the player--felt that he needed to have some access to magic of his own, instead of having to rely upon the other PCs (a wizard, a druid, and a paladin). In their adventures thus far, they had met an Archfey who had helped the druid PC and who they had a good relationship with, but they had also accidentally (they do this kind of thing a lot) freed an Archdevil from an ancient binding spell in a dungeon. The PC indicated that he wanted a Fiend patron, so I had the Archdevil reach out to him in his dreams to offer him the pact. I wrote up a whole contract and sent it to the player to read over and agree to.
Over the course of their following adventures, the PC fulfilled multiple contracts for each new level of warlock that included, a) copying a key that allowed the PCs to freely travel to the evil god's prison, b) stealing and delivering a cursed orb that summoned and attracted demons, c) giving access to a rune-covered altar that--with proper manipulation--allowed travel to the land of the dead, and d) perhaps most importantly, traded the Codex Incabulum (from Matt Colville's Strongholds and Followers; a book that allows control of demons and devils, and manipulation of portals to and from the Abyss and the Hells). The last, he traded for a Wish. He eventually used the Wish, and suffered the weakened condition as a result. Then, because there was only a few days to avert the rising of the evil god, he made another deal with the Archdevil, that he "would serve her for the rest of his life" if she got rid of the weakened condition. By this point, he was already 17th level, and a very worthy prize. I should note, unlike the other contracts and deals, this deal was completely unprompted on my end. I knew he was going to use the Wish, but I had no idea how he was going to deal with the repercussions.
So, the PCs eventually averted the immediate crisis, and prevented the evil god from rising. But in his bargains with the Archdevil, the warlock PC had made her a powerful devil in Hell, rival to almost all but Asmodeus himself. Here's where I'm not sure what would be a more satisfying campaign for the players to make. In theory, if this Archdevil coordinated with Asmodeus, Hell could actually win the Blood War and then eventually dominate the Material Plane. Alternatively, she might try to use her newfound power to try to take over the Hells or just a layer of Hell, and might try to use the PCs again to forward her plans.
So in the first instance, the PCs would be trying to hold back the Apocalypse of the Material Plane, while in the second instance, they would be unknowingly (at first) supporting or thwarting the plans of a demigod-like power. Or something else altogether.
We just finished the modified PotA campaign and the players wanted to start a new campaign in the same universe about 100 years in the future. The last campaign they felt like they were always on a time crunch, and the fate of the multiverse was on their backs. So for the new campaign, they wanted to be just "regular" adventurers. So I was leaning towards the second instance.
I'm interested in your thoughts as to what kind of campaign you would enjoy, as well as any big plot ideas you might have.
I mean, It seems like the main conflict for that one campaign is over. I, personally, am not a fan of crossover stuff because it murks up the players knowledge about the characters and world. If Player X met NPC Y with their previous character, it could murk up the interactions with that NPC with their new character.
It would be interesting if the players were to go to hell and meet said Archdevil, or if the archdevil was acting as a patron for a smaller religion that the players run into.
Other then that, I dont know enough about your homebrewed version of the world to really be able to advise anything. I think adding in some small things like an Inn they stayed at in the first game became a chain of inns in the second one, or other smaller things like that.
Well, that's why it's 100 years in the future. Most of the NPCs they interacted with are human or short-lived like humans, so most of them are dead. They're also in a different province than most of the previous campaign was in.
But there's small throwbacks to the previous campaigns. Including the Keep their PCs reestablished has expanded into an entire city-state now that trades with the province they're starting in.
I do really like the idea of there being a new religion, that's cool.
So in the first instance, the PCs would be trying to hold back the Apocalypse of the Material Plane, while in the second instance, they would be unknowingly (at first) supporting or thwarting the plans of a demigod-like power. Or something else altogether.
So for the new campaign, they wanted to be just "regular" adventurers. So I was leaning towards the second instance.
Neither option 1 or 2 is appropriate for players who want to be regular.
If your players have specifically asked (after what sounds like a long campaign with a huge high-level element) to just be 'regular' adventurers, sorting out this and that around a region, then I'd say that you should give them that. This means no apocalypse, no vast sweeping landscape changes, and probably don't want to be unknowingly supporting/thwarting demigods. They probably want adventures like "The hobgoblins have stolen all the pegasus eggs, get them back, earn some gold from the mayor" with enough downtime to pursue the things that they want.
I would suggest that both you and they would enjoy a big old sandbox to roam around in. That's a lot of work for a DM, but basically come up with a region, give it one major settlement, 3 small settlements, enough dungeons and enough small missions to take the characters from level 1 to level 6. Put a potential quest in each settlement, throw in some random ones around the woods and hills if they just go exploring, and then let them roam.
I have a similar situation - my players freed a lich when they were level 4, and I have an ongoing plot about a coup. The players really aren't bothered about it, and mostly want to build houses, look for lost relatives etc. Try to find a balance so that you get to enjoy an overarching story whilst the players get the freedom not to feel that they're forced to follow it.
If the players aren't interested in a "Save the World on a timeline" style of game, I would suggest avoiding introducing any sort of grandiose story arc until much later and only if the players express an interest. There are many exciting adventures to be had just by thwarting the local warlord and preventing them from overthrowing the local government. Shutting down (or establishing) the local criminal organizations that could be involved in smuggling or other more nefarious activities. Stopping a local cult from summoning up part of their GOO patron in the body of a sacrificial prisoner. There are a huge number of plot lines and ideas for things the character could become involved with ... without having to resort to world ending story lines even for high levels of play.
One thing to keep in mind though is that there is no such thing as an average adventurer. Unless your world is full of people who make a living from adventuring, learning magic, succeeding at empowering themselves ... then the characters are at least somewhat unique or rare. The players/characters need to understand that ... they may start as a bit above average but they very soon become much more (which is part of the level system design).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So, I was running a modified version of Princes of the Apocalypse, where each elemental prince of evil was imprisoned and, in their imprisonment, their power worked as a seal to hold an elder evil god imprisoned (like Tharizdun). The adventure had started when the PCs inadvertently destroyed the first of five seals on the evil god's prison, and when they realized what had happened, they ventured out to prevent the evil god from rising.
One of the PCs had started as a rogue and wanted to multiclass into warlock. His character was basically a child, like 17 years old, but very naive and easily influenced; very desirous of doing good. The PC--not the player--felt that he needed to have some access to magic of his own, instead of having to rely upon the other PCs (a wizard, a druid, and a paladin). In their adventures thus far, they had met an Archfey who had helped the druid PC and who they had a good relationship with, but they had also accidentally (they do this kind of thing a lot) freed an Archdevil from an ancient binding spell in a dungeon. The PC indicated that he wanted a Fiend patron, so I had the Archdevil reach out to him in his dreams to offer him the pact. I wrote up a whole contract and sent it to the player to read over and agree to.
Over the course of their following adventures, the PC fulfilled multiple contracts for each new level of warlock that included, a) copying a key that allowed the PCs to freely travel to the evil god's prison, b) stealing and delivering a cursed orb that summoned and attracted demons, c) giving access to a rune-covered altar that--with proper manipulation--allowed travel to the land of the dead, and d) perhaps most importantly, traded the Codex Incabulum (from Matt Colville's Strongholds and Followers; a book that allows control of demons and devils, and manipulation of portals to and from the Abyss and the Hells). The last, he traded for a Wish. He eventually used the Wish, and suffered the weakened condition as a result. Then, because there was only a few days to avert the rising of the evil god, he made another deal with the Archdevil, that he "would serve her for the rest of his life" if she got rid of the weakened condition. By this point, he was already 17th level, and a very worthy prize. I should note, unlike the other contracts and deals, this deal was completely unprompted on my end. I knew he was going to use the Wish, but I had no idea how he was going to deal with the repercussions.
So, the PCs eventually averted the immediate crisis, and prevented the evil god from rising. But in his bargains with the Archdevil, the warlock PC had made her a powerful devil in Hell, rival to almost all but Asmodeus himself. Here's where I'm not sure what would be a more satisfying campaign for the players to make. In theory, if this Archdevil coordinated with Asmodeus, Hell could actually win the Blood War and then eventually dominate the Material Plane. Alternatively, she might try to use her newfound power to try to take over the Hells or just a layer of Hell, and might try to use the PCs again to forward her plans.
So in the first instance, the PCs would be trying to hold back the Apocalypse of the Material Plane, while in the second instance, they would be unknowingly (at first) supporting or thwarting the plans of a demigod-like power. Or something else altogether.
We just finished the modified PotA campaign and the players wanted to start a new campaign in the same universe about 100 years in the future. The last campaign they felt like they were always on a time crunch, and the fate of the multiverse was on their backs. So for the new campaign, they wanted to be just "regular" adventurers. So I was leaning towards the second instance.
I'm interested in your thoughts as to what kind of campaign you would enjoy, as well as any big plot ideas you might have.
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
I mean, It seems like the main conflict for that one campaign is over. I, personally, am not a fan of crossover stuff because it murks up the players knowledge about the characters and world. If Player X met NPC Y with their previous character, it could murk up the interactions with that NPC with their new character.
It would be interesting if the players were to go to hell and meet said Archdevil, or if the archdevil was acting as a patron for a smaller religion that the players run into.
Other then that, I dont know enough about your homebrewed version of the world to really be able to advise anything. I think adding in some small things like an Inn they stayed at in the first game became a chain of inns in the second one, or other smaller things like that.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Well, that's why it's 100 years in the future. Most of the NPCs they interacted with are human or short-lived like humans, so most of them are dead. They're also in a different province than most of the previous campaign was in.
But there's small throwbacks to the previous campaigns. Including the Keep their PCs reestablished has expanded into an entire city-state now that trades with the province they're starting in.
I do really like the idea of there being a new religion, that's cool.
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
I think that you answer your own question:
So in the first instance, the PCs would be trying to hold back the Apocalypse of the Material Plane, while in the second instance, they would be unknowingly (at first) supporting or thwarting the plans of a demigod-like power. Or something else altogether.
So for the new campaign, they wanted to be just "regular" adventurers. So I was leaning towards the second instance.
Neither option 1 or 2 is appropriate for players who want to be regular.
If your players have specifically asked (after what sounds like a long campaign with a huge high-level element) to just be 'regular' adventurers, sorting out this and that around a region, then I'd say that you should give them that. This means no apocalypse, no vast sweeping landscape changes, and probably don't want to be unknowingly supporting/thwarting demigods. They probably want adventures like "The hobgoblins have stolen all the pegasus eggs, get them back, earn some gold from the mayor" with enough downtime to pursue the things that they want.
I would suggest that both you and they would enjoy a big old sandbox to roam around in. That's a lot of work for a DM, but basically come up with a region, give it one major settlement, 3 small settlements, enough dungeons and enough small missions to take the characters from level 1 to level 6. Put a potential quest in each settlement, throw in some random ones around the woods and hills if they just go exploring, and then let them roam.
I have a similar situation - my players freed a lich when they were level 4, and I have an ongoing plot about a coup. The players really aren't bothered about it, and mostly want to build houses, look for lost relatives etc. Try to find a balance so that you get to enjoy an overarching story whilst the players get the freedom not to feel that they're forced to follow it.
If the players aren't interested in a "Save the World on a timeline" style of game, I would suggest avoiding introducing any sort of grandiose story arc until much later and only if the players express an interest. There are many exciting adventures to be had just by thwarting the local warlord and preventing them from overthrowing the local government. Shutting down (or establishing) the local criminal organizations that could be involved in smuggling or other more nefarious activities. Stopping a local cult from summoning up part of their GOO patron in the body of a sacrificial prisoner. There are a huge number of plot lines and ideas for things the character could become involved with ... without having to resort to world ending story lines even for high levels of play.
One thing to keep in mind though is that there is no such thing as an average adventurer. Unless your world is full of people who make a living from adventuring, learning magic, succeeding at empowering themselves ... then the characters are at least somewhat unique or rare. The players/characters need to understand that ... they may start as a bit above average but they very soon become much more (which is part of the level system design).