So I had an idea for a campaign. It begins in a post-apocalyptic world of Aetheris (this is a filler name, still haven't decided what the actual name is). And the story is something I made (very lore heavy) where the world, thousands of years ago, the world was in its prime. Aetheris was thriving and the land was in its golden age. The entire kingdom was co-ruled by fifteen Paragons. Each Paragon belonged to each class (including the two official-but-not-official classes, Blood Hunter and Artificer) and each ruled a separate part of the land. These are the Paragons:
Isael Veritas Blackwood – The Artificer Paragon (Hubris, Lust)
Downfall: After Marguerite rejected him, Isael pushed his craft to new heights, creating wonders beyond mortal comprehension. However, he refused to accept the limits of flesh and sought immortality through his work. His final creation—his ultimate suit—was meant to make him invincible, but the process of binding his soul to it went horribly wrong. His body decayed within, leaving only his intellect and will behind.
Transformation: Now an undying mind encased in unbreakable armor, Isael continues his work, but all of his creations inevitably decay. He builds false bodies to feel human again, but they rot away within hours or days, forcing him back into his cursed prison. He is both feared and pitied, a genius who surpassed death but lost everything that made life worth living.
Marguerite – The Blood Hunter Paragon (Wrath)
Downfall: She was too ruthless, too consumed by the Hunt. She purged the wicked, but in the end, she could not contain the fury within herself. She lost control in a final battle, unleashing a blood curse so powerful that it wiped out an entire land, reducing it to an ashen wasteland soaked in cursed blood.
Transformation: Death did not claim her. Instead, her being dissolved into the bloodstained earth, her soul bound to every drop spilled in battle. She can rise from any pool of blood, a crimson specter, able to take on her former shape at will. The wasteland whispers with her voice, calling to hunters who dare tread upon it.
Vordran – The Barbarian Paragon (Wrath, Sloth)
Downfall: Vordran fought like a god but led like a beast. When his people needed him most, he ignored them, waiting for battle instead of guiding them. In his absence, his homeland was razed, his people slaughtered. When he finally rose to take revenge, his fury was too great—he became a storm of destruction, cutting down enemy and ally alike until there was nothing left but fire and blood.
Transformation: His body was lost, but his rage endured. His very soul was bound to his mighty axe, and now, when wielded, he manifests as a shadowy avatar of wrath. He is no longer a man—only an undying fury waiting to be unleashed.
Emelia – The Bard Paragon (Hubris)
Downfall: She believed her voice could shape the world, and in a way, it did. Her songs could twist hearts and minds, turn lovers into enemies and foes into friends. But when she attempted to enchant a god, she overreached. The divine being shattered her mortal form, but her song—her voice—refused to die.
Transformation: Now, Emelia is everywhere and nowhere, a whispering presence that lingers on the wind. She can seduce, deceive, or torment anyone who listens too closely. Her music still haunts the world, a melody too beautiful to be ignored and too cursed to be forgotten.
Derian – The Cleric Paragon (Gluttony, Sloth)
Downfall: Once a holy man, Derian grew too comfortable in his temple of luxury. He feasted while his followers starved, prayed for salvation while others bled for him. Eventually, his faith crumbled, and when the gods abandoned him, his hunger became monstrous. He devoured everything—food, faith, even people—until he was no longer a man.
Transformation: Now a bloated, eldritch beast of endless consumption, Derian is imprisoned deep within his own temple, chained by sacred wards. His gluttony cannot be sated, and if he were to ever escape, he would consume the land itself.
William – The Druid Paragon (Wrath, Hubris)
Downfall: His hatred of civilization became an obsession. He saw cities as blights, kings as parasites, and mortals as unworthy of the natural world. In his final act of defiance, he performed a ritual to erase a kingdom from existence, calling forth nature’s wrath. But nature does not forgive hubris.
Transformation: He was bound to a single, massive tree—the last remnant of his failed ritual. He cannot move, cannot die, cannot decay. His voice still whispers through the leaves, his power still felt in every storm, but he will never again walk the earth he sought to save.
Richela – The Fighter Paragon (Envy)
Downfall: No matter how strong she became, it was never enough. She challenged gods, dueled dragons, sought forbidden power to surpass her rivals. But the cost of her ambition was a curse that stripped her of victory. She could never stay in one place, never rest, never find peace.
Transformation: Richela became a wanderer, cursed to forever walk the earth. She is neither alive nor dead, a figure glimpsed on distant roads, eternally searching for a fight she can never win.
Gershon – The Monk Paragon (Sloth)
Downfall: He sought enlightenment not through hardship, but through avoidance. When the world burned, he retreated into meditation. When his people cried out for guidance, he remained silent. Eventually, his body withered, but his soul lingered, bound by the regrets he refused to face.
Transformation: Now, he is a ghostly figure, eternally meditating yet forever haunted by the voices of those he ignored. He seeks true peace, but his past will never let him rest.
Saint Arelith – The Paladin Paragon (Wrath, Envy)
Downfall: She envied those who had true faith, for hers was built on doubt. She fought not for righteousness, but to prove herself worthy. In the end, her fury overtook her, and she became a tyrant rather than a protector.
Transformation: She now rules a hidden, underground kingdom of outcasts and faithless souls. She welcomes those abandoned by the gods but punishes any who claim divine favor. Her city is a refuge for the lost—and a prison for the pious.
Serah – The Rogue Paragon (Envy, Gluttony)
Downfall: She stole for the sake of stealing, hoarded treasures she would never spend. Even as she aged, she refused to stop, refusing to part with her stolen riches.
Transformation: Now, she is a twisted, ancient creature, hunched and hoarding. She exists only to guard her hoard, a Gollum-like wretch who would rather die than let go of her stolen wealth.
Ferran – The Sorcerer Paragon (Lust)
Downfall: His passion was uncontrollable, his desire for connection leading him into dangerous pacts. He loved too freely, bound himself to beings beyond mortal comprehension, and was ultimately torn apart by the conflicting forces he had sworn himself to.
Transformation: Now, he is a madman locked in his tower, speaking only in riddles and paradoxes. His mind is fractured, his power immense, but his words make no sense to any but the insane.
The Warlock Paragon – ???
Downfall & Transformation: No one knows. They were forgotten, erased, or perhaps they never truly existed. The being that remains is wrapped in shadows, its face unseen. Some say it was once a hero. Others say it was never human at all.
Zayden and Zen – The Ranger Paragons (Wrath, Envy, Gluttony, Sloth)
Downfall: When the world turned on them, they attempted to escape into a demiplane of their own making. But the portal was imperfect, and instead of reaching paradise, they became trapped.
Transformation: Now, they are echoes of themselves, forever trying to escape, forever failing. They exist in a half-realm, able to influence the world only in fleeting moments.
Oali – The Wizard Paragon (Gluttony, Hubris)
Downfall & Transformation: She consumed knowledge without restraint, learning secrets not meant for mortals. When she died, her soul refused to move on. Now, she is believed to be the guiding spirit of a newly risen magic college—but none can say for sure.
Each Paragon had a sin that led to their downfalls and each sin is part of the Seven Deadly Sins. They are still living and the whole point of the campaign is to go and somehow claim the Paragon's soul. To heal and fix the land, they must claim the status of Paragon from their predecessors. Each member of the party would get the status of Paragon of their class and they must be the one to land the final blow (if it is a trial of combat) or they must be willingly gifted the soul of their predecessor by the old Paragon.
I need help with the following questions
Should the party members get a bonus when they become a Paragon? If so, how should that be done? Do they get a special item, do they get some really cool homebrewed system? Should they just get a boon or free feat?
What side quests should I input into the story?
Should I make it a open world sandbox or a railroad?
Any help would be appreciated! If you need more information, I'll give what I have.
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In the words of the great philosopher, Unicorse, "Aaaannnnd why should I care??"
Best quote from a book ever: "If you love with your eyes, death is forever. If you love with your heart, there is no such thing as parting."- Jonah Cook, Ascendant, Songs of Chaos by Michael R. Miller. Highly recommend
- I would probably offer a feat of your own creation that feels relevant to the paragon. Or you could create a spell/ability that only they have access too. In one of my campaigns I created spells that could only be accessed by wielding a weapon of the gods. They were effectively a once per week spell that was far, far stronger than a level 10 spell. It meant that using it would be WAY overpowered but was still limited enough. - In my experience it's best to tailor side quests to the party and not go in with a specific list. Work out what the players respond best to and tailor the side quests to that. - What you've got so far I'd say is going to be a railroad.
Questions I'd suggest considering: - What if a player wants to multi-class their character? - What if a player acts in a way that is out of character for their 'paragon'/class as you've described? For example, what if the paladin is particularly gluttonous? - What if the players don't care about the paragons? Or what if they don't want to become the new paragons? - What happens if a player character who has already become a paragon lands the killing blow on one of the other paragons? - What if the player characters like the world as it is now? (i.e. What is the risk involved in not proceeding with this quest?) - Will there be any competition? Is there another group out there trying to do the same, or are the party just fine to kick back in a tavern for a week doing downtime activities?
I’d give them a boon. You can build it here as a homebrew item if you don’t want to mess with the rest system. As martintheactor says, I’d tie it to the various paragons.
I’d get away from the killing blow thing. Unless you’re going to make it more cinematic and when the bad guy drops to 0 they’re still alive, so the necessary person can actually land the blow. Though you better hope the wizard doesn’t disintegrate them if you go that route. You could always go with something tangible, like an item, or something more metaphysical like a ball of light. Then just have the appropriate person pick it up.
Also, practically speaking, 15 is a lot. I’d pare the number down to close to the number in the party. Maybe even smaller. Doing 15 will take a long time. And untie it to class. What do you do if there’s no ranger in the party? Do they have to find some NPC to give the power to? Maybe just stick with your 7 deadly sins.
Side quests I’d say base on player backgrounds. Or let them arise organically.
I mean, in some ways, the plot overall is already a railroad — you are telling them this is what you will do in this campaign. I guess, to a degree, that’s unavoidable, but in this case, it just seems especially acute. It’s basically an 15-step fetch quest. Even if you allow them to choose the order they go after the paragons, that’s just shuffling the deck, but it still playing cards — there’s no chance to go spin the roulette wheel. (For reference, a sandbox would be more like, besides this paragon stuff, there’s a dragon over here causing trouble, a lich trying to raise an undead army over that way, an Aboleth about to release a kraken, the thieves guild just stole the Crown Jewels, and somewhere there’s cultists (there’s always cultists) also, a couple of major countries going to war. With all that going on, what does the party want to deal with?)
Also, I’m unclear on why they will do this. If it’s been post-apocalyptic for so long, seems like everyone will have adjusted to the new normal. Why, after all this time, does someone, suddenly, think of this idea?
This is 100% a railroad campaign, there is far too much lore for your party to remember and so many different quest arcs that you'll need plan out ahead of time what order they will do it because they will be at very different levels for the 1st vs the last Paragon. So create some NPC(s) who will tell the players which Paragon they should go after at what levels.
You don't need any side quests, 15 Paragons is more than enough to fill a campaign since defeating each one is likely to take at least 5 sessions when including traveling to find the Paragon, defeating their minions, then getting to the paragon themselves.
Last blow / 1-vs-1 combat will be problematic and will get super boring if every Paragon is just a boss fight, you should come up with different possible solutions for each Paragon and different rewards depending on which solution they use - e.g. if they redeem a Paragon they get X, if they defeat/kill a Paragon they get Y, if they trap or trick a Paragon into defeating themselves they get Z, if they inspire/help someone else defeat the Paragon they get M. Note that because these Paragons will fill the entire campaign you'll need to tailor whatever reward they give for different player levels - you can't give a legendary Avenger sword to the Paladin at level 3 just because they defeated the Paladin Paragon.
You won't have 15 players all of different classes, so you should figure out how this will work if you have a party of 2 fighters, a wizard, and a rogue-wizard MC. Also I wouldn't limit it so that the Barbarian has to be the one to defeat the Barbarian Paragon, because the narrative behind each Paragon might appeal to a PC of a different class - e.g. the Wizard might be fascinated with what happened to the Warlock Paragon and really be the one driving that story, the Bard might really identify with the Sorcerer Paragon and have a long heart felt discussion trying to redeem them, etc... etc... So whatever the rewards make it generic enough that it can be adapted to whichever PC takes the most interest in that Paragon's story.
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So I had an idea for a campaign. It begins in a post-apocalyptic world of Aetheris (this is a filler name, still haven't decided what the actual name is). And the story is something I made (very lore heavy) where the world, thousands of years ago, the world was in its prime. Aetheris was thriving and the land was in its golden age. The entire kingdom was co-ruled by fifteen Paragons. Each Paragon belonged to each class (including the two official-but-not-official classes, Blood Hunter and Artificer) and each ruled a separate part of the land. These are the Paragons:
Isael Veritas Blackwood – The Artificer Paragon (Hubris, Lust)
Downfall: After Marguerite rejected him, Isael pushed his craft to new heights, creating wonders beyond mortal comprehension. However, he refused to accept the limits of flesh and sought immortality through his work. His final creation—his ultimate suit—was meant to make him invincible, but the process of binding his soul to it went horribly wrong. His body decayed within, leaving only his intellect and will behind.
Transformation: Now an undying mind encased in unbreakable armor, Isael continues his work, but all of his creations inevitably decay. He builds false bodies to feel human again, but they rot away within hours or days, forcing him back into his cursed prison. He is both feared and pitied, a genius who surpassed death but lost everything that made life worth living.
Marguerite – The Blood Hunter Paragon (Wrath)
Downfall: She was too ruthless, too consumed by the Hunt. She purged the wicked, but in the end, she could not contain the fury within herself. She lost control in a final battle, unleashing a blood curse so powerful that it wiped out an entire land, reducing it to an ashen wasteland soaked in cursed blood.
Transformation: Death did not claim her. Instead, her being dissolved into the bloodstained earth, her soul bound to every drop spilled in battle. She can rise from any pool of blood, a crimson specter, able to take on her former shape at will. The wasteland whispers with her voice, calling to hunters who dare tread upon it.
Vordran – The Barbarian Paragon (Wrath, Sloth)
Downfall: Vordran fought like a god but led like a beast. When his people needed him most, he ignored them, waiting for battle instead of guiding them. In his absence, his homeland was razed, his people slaughtered. When he finally rose to take revenge, his fury was too great—he became a storm of destruction, cutting down enemy and ally alike until there was nothing left but fire and blood.
Transformation: His body was lost, but his rage endured. His very soul was bound to his mighty axe, and now, when wielded, he manifests as a shadowy avatar of wrath. He is no longer a man—only an undying fury waiting to be unleashed.
Emelia – The Bard Paragon (Hubris)
Downfall: She believed her voice could shape the world, and in a way, it did. Her songs could twist hearts and minds, turn lovers into enemies and foes into friends. But when she attempted to enchant a god, she overreached. The divine being shattered her mortal form, but her song—her voice—refused to die.
Transformation: Now, Emelia is everywhere and nowhere, a whispering presence that lingers on the wind. She can seduce, deceive, or torment anyone who listens too closely. Her music still haunts the world, a melody too beautiful to be ignored and too cursed to be forgotten.
Derian – The Cleric Paragon (Gluttony, Sloth)
Downfall: Once a holy man, Derian grew too comfortable in his temple of luxury. He feasted while his followers starved, prayed for salvation while others bled for him. Eventually, his faith crumbled, and when the gods abandoned him, his hunger became monstrous. He devoured everything—food, faith, even people—until he was no longer a man.
Transformation: Now a bloated, eldritch beast of endless consumption, Derian is imprisoned deep within his own temple, chained by sacred wards. His gluttony cannot be sated, and if he were to ever escape, he would consume the land itself.
William – The Druid Paragon (Wrath, Hubris)
Downfall: His hatred of civilization became an obsession. He saw cities as blights, kings as parasites, and mortals as unworthy of the natural world. In his final act of defiance, he performed a ritual to erase a kingdom from existence, calling forth nature’s wrath. But nature does not forgive hubris.
Transformation: He was bound to a single, massive tree—the last remnant of his failed ritual. He cannot move, cannot die, cannot decay. His voice still whispers through the leaves, his power still felt in every storm, but he will never again walk the earth he sought to save.
Richela – The Fighter Paragon (Envy)
Downfall: No matter how strong she became, it was never enough. She challenged gods, dueled dragons, sought forbidden power to surpass her rivals. But the cost of her ambition was a curse that stripped her of victory. She could never stay in one place, never rest, never find peace.
Transformation: Richela became a wanderer, cursed to forever walk the earth. She is neither alive nor dead, a figure glimpsed on distant roads, eternally searching for a fight she can never win.
Gershon – The Monk Paragon (Sloth)
Downfall: He sought enlightenment not through hardship, but through avoidance. When the world burned, he retreated into meditation. When his people cried out for guidance, he remained silent. Eventually, his body withered, but his soul lingered, bound by the regrets he refused to face.
Transformation: Now, he is a ghostly figure, eternally meditating yet forever haunted by the voices of those he ignored. He seeks true peace, but his past will never let him rest.
Saint Arelith – The Paladin Paragon (Wrath, Envy)
Downfall: She envied those who had true faith, for hers was built on doubt. She fought not for righteousness, but to prove herself worthy. In the end, her fury overtook her, and she became a tyrant rather than a protector.
Transformation: She now rules a hidden, underground kingdom of outcasts and faithless souls. She welcomes those abandoned by the gods but punishes any who claim divine favor. Her city is a refuge for the lost—and a prison for the pious.
Serah – The Rogue Paragon (Envy, Gluttony)
Downfall: She stole for the sake of stealing, hoarded treasures she would never spend. Even as she aged, she refused to stop, refusing to part with her stolen riches.
Transformation: Now, she is a twisted, ancient creature, hunched and hoarding. She exists only to guard her hoard, a Gollum-like wretch who would rather die than let go of her stolen wealth.
Ferran – The Sorcerer Paragon (Lust)
Downfall: His passion was uncontrollable, his desire for connection leading him into dangerous pacts. He loved too freely, bound himself to beings beyond mortal comprehension, and was ultimately torn apart by the conflicting forces he had sworn himself to.
Transformation: Now, he is a madman locked in his tower, speaking only in riddles and paradoxes. His mind is fractured, his power immense, but his words make no sense to any but the insane.
The Warlock Paragon – ???
Downfall & Transformation: No one knows. They were forgotten, erased, or perhaps they never truly existed. The being that remains is wrapped in shadows, its face unseen. Some say it was once a hero. Others say it was never human at all.
Zayden and Zen – The Ranger Paragons (Wrath, Envy, Gluttony, Sloth)
Downfall: When the world turned on them, they attempted to escape into a demiplane of their own making. But the portal was imperfect, and instead of reaching paradise, they became trapped.
Transformation: Now, they are echoes of themselves, forever trying to escape, forever failing. They exist in a half-realm, able to influence the world only in fleeting moments.
Oali – The Wizard Paragon (Gluttony, Hubris)
Downfall & Transformation: She consumed knowledge without restraint, learning secrets not meant for mortals. When she died, her soul refused to move on. Now, she is believed to be the guiding spirit of a newly risen magic college—but none can say for sure.
Each Paragon had a sin that led to their downfalls and each sin is part of the Seven Deadly Sins. They are still living and the whole point of the campaign is to go and somehow claim the Paragon's soul. To heal and fix the land, they must claim the status of Paragon from their predecessors. Each member of the party would get the status of Paragon of their class and they must be the one to land the final blow (if it is a trial of combat) or they must be willingly gifted the soul of their predecessor by the old Paragon.
I need help with the following questions
Any help would be appreciated! If you need more information, I'll give what I have.
In the words of the great philosopher, Unicorse, "Aaaannnnd why should I care??"
Best quote from a book ever: "If you love with your eyes, death is forever. If you love with your heart, there is no such thing as parting."- Jonah Cook, Ascendant, Songs of Chaos by Michael R. Miller. Highly recommend
To answer your questions:
- I would probably offer a feat of your own creation that feels relevant to the paragon. Or you could create a spell/ability that only they have access too. In one of my campaigns I created spells that could only be accessed by wielding a weapon of the gods. They were effectively a once per week spell that was far, far stronger than a level 10 spell. It meant that using it would be WAY overpowered but was still limited enough.
- In my experience it's best to tailor side quests to the party and not go in with a specific list. Work out what the players respond best to and tailor the side quests to that.
- What you've got so far I'd say is going to be a railroad.
Questions I'd suggest considering:
- What if a player wants to multi-class their character?
- What if a player acts in a way that is out of character for their 'paragon'/class as you've described? For example, what if the paladin is particularly gluttonous?
- What if the players don't care about the paragons? Or what if they don't want to become the new paragons?
- What happens if a player character who has already become a paragon lands the killing blow on one of the other paragons?
- What if the player characters like the world as it is now? (i.e. What is the risk involved in not proceeding with this quest?)
- Will there be any competition? Is there another group out there trying to do the same, or are the party just fine to kick back in a tavern for a week doing downtime activities?
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
I’d give them a boon. You can build it here as a homebrew item if you don’t want to mess with the rest system. As martintheactor says, I’d tie it to the various paragons.
I’d get away from the killing blow thing. Unless you’re going to make it more cinematic and when the bad guy drops to 0 they’re still alive, so the necessary person can actually land the blow. Though you better hope the wizard doesn’t disintegrate them if you go that route. You could always go with something tangible, like an item, or something more metaphysical like a ball of light. Then just have the appropriate person pick it up.
Also, practically speaking, 15 is a lot. I’d pare the number down to close to the number in the party. Maybe even smaller. Doing 15 will take a long time. And untie it to class. What do you do if there’s no ranger in the party? Do they have to find some NPC to give the power to? Maybe just stick with your 7 deadly sins.
Side quests I’d say base on player backgrounds. Or let them arise organically.
I mean, in some ways, the plot overall is already a railroad — you are telling them this is what you will do in this campaign. I guess, to a degree, that’s unavoidable, but in this case, it just seems especially acute. It’s basically an 15-step fetch quest. Even if you allow them to choose the order they go after the paragons, that’s just shuffling the deck, but it still playing cards — there’s no chance to go spin the roulette wheel. (For reference, a sandbox would be more like, besides this paragon stuff, there’s a dragon over here causing trouble, a lich trying to raise an undead army over that way, an Aboleth about to release a kraken, the thieves guild just stole the Crown Jewels, and somewhere there’s cultists (there’s always cultists) also, a couple of major countries going to war. With all that going on, what does the party want to deal with?)
Also, I’m unclear on why they will do this. If it’s been post-apocalyptic for so long, seems like everyone will have adjusted to the new normal. Why, after all this time, does someone, suddenly, think of this idea?
This is 100% a railroad campaign, there is far too much lore for your party to remember and so many different quest arcs that you'll need plan out ahead of time what order they will do it because they will be at very different levels for the 1st vs the last Paragon. So create some NPC(s) who will tell the players which Paragon they should go after at what levels.
You don't need any side quests, 15 Paragons is more than enough to fill a campaign since defeating each one is likely to take at least 5 sessions when including traveling to find the Paragon, defeating their minions, then getting to the paragon themselves.
Last blow / 1-vs-1 combat will be problematic and will get super boring if every Paragon is just a boss fight, you should come up with different possible solutions for each Paragon and different rewards depending on which solution they use - e.g. if they redeem a Paragon they get X, if they defeat/kill a Paragon they get Y, if they trap or trick a Paragon into defeating themselves they get Z, if they inspire/help someone else defeat the Paragon they get M. Note that because these Paragons will fill the entire campaign you'll need to tailor whatever reward they give for different player levels - you can't give a legendary Avenger sword to the Paladin at level 3 just because they defeated the Paladin Paragon.
You won't have 15 players all of different classes, so you should figure out how this will work if you have a party of 2 fighters, a wizard, and a rogue-wizard MC. Also I wouldn't limit it so that the Barbarian has to be the one to defeat the Barbarian Paragon, because the narrative behind each Paragon might appeal to a PC of a different class - e.g. the Wizard might be fascinated with what happened to the Warlock Paragon and really be the one driving that story, the Bard might really identify with the Sorcerer Paragon and have a long heart felt discussion trying to redeem them, etc... etc... So whatever the rewards make it generic enough that it can be adapted to whichever PC takes the most interest in that Paragon's story.