Letting your world burn can be a lot of fun.
Hear me out.
There's a good reason why the threat of an apocalypse is commonly used in Dungeons & Dragons campaigns (and stories in general). It instantly creates simple, yet high, narrative stakes. As a Dungeon Master, when you foreshadow a world-ending event, your players may naturally assume that saving the world is the campaign's end goal. And while there's nothing wrong with that assumption, it is possible to have a gratifying and memorable experience while letting your heroes fail, or even pitting them against an unavoidable apocalypse.
Let's explore how to have fun with the end of the world in D&D.
- Picking the Perfect Apocalypse
- What Role Do Your Players Have in the Apocalypse?
- The Catalyst for Your Apocalypse
Picking the Perfect Apocalypse
Here are six possible events to kickstart the end of your world as you know it and some D&D sourcebooks that contain helpful material on these subjects.
End of the World Scenarios
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Fiends and Fire
Fire rains down from the sky while armies of fiends rise from below. Solemn prayers go unanswered. Demons gorge themselves on the innocent, while devils subjugate others in service of foul deities.
Consider this: The chaotic nature of demons can be diametrically opposed to devils, who tend to follow laws. In the Forgotten Realms, the Blood War between devils and demons has been raging for eons. If you choose to end your world with fiends and fire, consider how your players can exploit this divide. After all, devils can be reasoned with, but demons … maybe not so much.
Inspiration
- "What Is Avernus?" and "Roleplaying Devils" in Baulder's Gate: Descent into Avernus
- "Demon Lords" in Out of the Abyss
Divine Wrath
Malevolent gods locked away for eons have been unleashed, thirsting for vengeance. Or perhaps the dire warnings of benevolent deities have gone ignored for too long. How far can mortals venture toward godhood before their divine pantheon chooses to wipe the cosmic slate clean?
Consider this: In this apocalypse scenario, all events tied to it are DM fiat. If you want to end your world via divine wrath, consider what ominous events will herald this doom, such as the Thirteen Warnings in Dragonlance: Shadow of the Dragon Queen and the Cataclysm that followed.
Inspiration
- "The Cataclysm" in Dragonlance: Shadow of the Dragon Queen
- "The Calamity" in Explorer's Guide to Wildemount
Aberration Invasion
Unknowable entities from beyond have invaded your world. Whether mind flayers, aboleths, star spawn, or something else, these alien creatures view the inhabitants of your world as nothing more than fodder for their unknowable agenda. Aboleths dominate towns, bodytaker plants supplant everyone they digest with podlings, and Dyrrn the Corruptor twists and sculpts living flesh like an artist molds clay. Whatever their method, they are here for a reason.
Consider this: While their agenda may be unknowable to players, it's helpful for the DM to know. And what's truly horrifying about these invaders is that their agenda doesn't have to make logical sense. They could simply be ravaging resources like a swarm of locusts, or they could see twisting other lifeforms as an expression of love.
Inspiration
- "Daelkyr" in Eberron: Rising From The Last War
- "Body Horror" and "Cosmic Horror" sections in Van Richten's Guide to Ravenloft
Note: Ensure all your players are on board with horror, particularly body horror. This is a good topic to bridge during a session zero.
Elemental Tumult
Oceans can envelop entire continents, gale-force winds can wipe a city off the map, and a single volcano can choke the world in ash. An elemental apocalypse can be ripe with encounters that require creative problem-solving rather than just hacking and slashing a bad guy. How will your players respond if an undersea earthquake triggers a titanic tidal wave that'll wash away an entire town in an hour?
Consider this: If you're using elemental tumult to end your world, even something as simple as traveling from one location to the next becomes increasingly more dangerous. Let the environment around them be an enemy they can't defeat with combat. That said, you also can't go wrong with an elemental kaiju attacking a city. Maegera the Dawn Titan is a personal favorite of mine.
Inspiration
- "Weather" in the Dungeon Master's Guide
- "Elemental Cults" in Princes of the Apocalypse
Undeath Unleashed
The cycle between life and death has been irrevocably altered, creating hordes of zombies and rendering resurrection spells useless. Your players may need to find, or establish, a stronghold to repel this hungry herd. But as resources dwindle, the living may become even more dangerous than the dead. Using undead to end your world gives you access to a great mix of gripping combat, dramatic tension, and strong narrative hooks.
Consider this: To keep your story focused, it may be helpful to pick a single type of undead and tailor your campaign around them. Are they zombies? Vampires? Specters? Additionally, establish the rules for your particular undead apocalypse. For example, do your zombies run fast or slow? Are these undead creatures mindless or capable of complex problem-solving?
Inspiration
- "Preparing for the Drowned Ones" in Ghosts of Saltmarsh
- "Death Curse" in Tomb of Annihilation
Cosmic Chaos
A cosmic force from the Far Realm draws near, disrupting the fabric of reality in its wake. Ordinary people are plagued with visions or gain weird powers. Strange substances with unknown properties fall from the sky and alter whoever comes in contact with them. Whatever this cosmic force is, it is rewriting the laws and nature of magic too fast for your world to adapt.
Consider this: Cosmic chaos and an invasion of aberrations both dip into cosmic horror, but there is one key difference between them: A cosmic force has no agenda. A forest fire doesn't burn to create a new home for itself; it burns because fuel made contact with an ignition source. Cosmic chaos is no different. If you choose to end your world with cosmic chaos, consider how your world is being altered and make one or more of your player characters connected to it. Perhaps you have a warlock that unknowingly made a pact with a Great Old One, a sorcerer born with unexplained lunar powers, or an Alchemist artificer experimenting with novel compounds.
Inspiration
- "Ruidium" in Critical Role: Call of the Netherdeep
- "The Spellplague" in Sword Coast Adventurer's Guide
What Role Do Your Players Have in the Apocalypse?
Your players' roles in this apocalypse will greatly affect their power levels, goals, and tools at their disposal. Here are four possible roles your players' characters could fill in this apocalypse.
Characters' Role
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Commonfolk
Examples: Merchants, farmers, low-ranking soldiers, hermits
Level recommendation: 1-4
Commonfolk allow you to narrow the scope of your story because your players likely lack the power to save the world. They may not even know anything is amiss until fire starts raining down. Your campaign could center around a band of dogged townsfolk defending their home from undead or a family trying to escape their village after it's been taken over by podlings.
Champions
Examples: Seasoned adventurers, knights, scholars, acolytes
Level recommendation: 5-9
These capable, mid-level characters have access to a broad array of abilities, which can widen the scope of your story. A party made up of champions would undoubtedly have a group patron assigning important missions to them. They could be tasked with keeping a powerful artifact away from a demon lord or rooting out a cabal of cultists.
Leaders
Examples: Nobles, generals, archdruids, spymasters, high priests
Level recommendation: 10+
Leaders give you carte blanche to go as big as you want with your apocalyptic campaign. They may know the apocalypse is coming long before anyone else, giving them time to prepare. They could be brokering deals with pirate lords to provide a means of evacuation or uncovering a dastardly dark bargain struck between a monarch and an archdevil.
Participants
Examples: Anyone who knowingly, or unknowingly, brought about the apocalypse
Level recommendation: Any
Your party could actually be responsible for the apocalypse in some way and are working to correct their mistakes. Contrarily, if you're feeling spicy, maybe ending the world is your party's end goal! Running an "Oops! All bad guys!" campaign can be fun! It can also serve as a spicy prologue to your main campaign, establishing the who, what, when, where, and why behind your apocalypse.
The Catalyst for Your Apocalypse
What was the inciting incident that triggered your world's doom? Here are six possible catalysts for your perfect apocalypse. Choose one or two:
Apocalyptic Catalyst
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Contacting the Beyond
Someone somehow came in contact with something they shouldn't have, and in doing so, alerted an entity to the presence of your world and that it is ripe for conquering.
War
The drums of war have stirred something ancient and primeval, and it is very angry. Or perhaps a novel arcane engine or ancient artifact was used on the battlefield and had unintended consequences.
Ascension
A mortal has ascended to godhood, an act of hubris so unspeakable that it's caught the attention of the entire pantheon. Can the gods trust that other mortals won't follow in their footsteps?
Industry
A greedy consortium's mining operation stumbles upon an unknown element from another world. Or maybe an alchemist's new "miracle elixir" starts turning every bird in the world into a furious, feathered menace.
Dark Bargains
A powerful leader makes a pact with an archdevil, promising them souls in exchange for the power to crush a rival nation. If only this leader had read the fine print…
Prophecy
Perhaps the apocalypse is triggered by someone misunderstanding a certain prophecy and attempting to stop it. If you want to use prophecy in your apocalypse, check out how it's used in Eberron with the Draconic Prophecy. It functions more like a mathematical "if/than" equation rather than a definitive statement, making prophecy easier to use as a story hook.
Make the End Meaningful
While there is no way to win D&D, if your party fails to avert an apocalypse and dies in the process, your players may feel like they've lost. That's why it's important to thoughtfully craft a meaningful death scene for your players.
The best endings always take us back to the beginning. You could think of a way to callback to how the player characters were introduced and illustrate their growth. Maybe the former runaway urchin sends a message of forgiveness to their family, or the stoic knight finally confesses their undying love for the flighty alchemist.
The characters may fail to save the world, and they may die in the process, but you can still give them tons of ways to "win" overall. Just because an apocalypse occurs doesn't mean the world won't bounce back. Maybe the fact that the world does bounce back is solely because of the sacrifices the characters made. They could safeguard ancient records of the old world or ensure enough people survive to repopulate. The fallen characters could be remembered as legends who inspire hope for generations.
Hope should always be the core of your apocalypse campaign; that's why stories about the end of the world are worth telling in the first place.
Also, letting your world burn can be lots of fun.
Kyle Shire (@kyleshire) is a contributing writer to D&D Beyond and a producer for Critical Role. In the past, he worked as a producer, writer, and host for Machinima Studios and Warner Brothers Interactive Entertainment. He's appeared on HyperRPG as the Mayor of Kollok and the Saving Throw Show. He currently lives in Los Angeles.
Great article, this definitely helps me out with making a world ending apocalypse for my players to deal with.
Apocalypse idea: One of the Overlords (Rak Tulkhesh, Sul Khatesh, or one of 28+ others) gets released from their prison. Or all 30(?) get released, making it impossible* for the heroes to win.
*(homebrew) artifacts may be needed
Cool article! The Champions text was very generic and could be unrelated to the point of the article though.
If/then not if/than. Interesting article. I may use the apocalypses mentioned here but my players aren't in it to see the world destroyed. They'll save the day at the end.
Nice Article.
Apocalypse ideas:
-Fey: A large force of fey has broken through the barriers that separate their world from ours. They now overrun the land and spread chaos. Anybody you meet could be disguised faerie who is trying to enslave you through trickery. Any grove you walk through or field you cross could cause you to become utterly lost with no hope of finding your home. Any food you eat could send you into a hundred year slumber. Any music you hear could cause you to dance to death. (See Helena Sorenson's "The Door On Half-bald Hill" for another fey related world ending event that is much more grim and somber.)
- For any who have watched Moonknight. When Layla found the big shelf covered in imprisoned gods and she was searching for Khonshu, what would have happened if she had just unleashed them all by accident? What if something similar happened? What if all imprisoned supercreatures were unleashed suddenly and they all started to reach for power and control. Suddenly there would be a war of their avatars which could cause much destruction for the commonfolk.
-Lycanthropy: The deadly disease has spread and now any one you meet could be a bloodthirsty werecreature. It is now unsafe to travel through the wilderness because of the snarling hordes of hungry beasts. A clan of werepeople purposely spread the curse and send hidden werefolk into the last crumbling civilizations in an attempt to infect everyone and cause society to collapse.
-Dinosaurs: The prehistoric beasts have returned and are rising out of the earth where they have lain dormant for years. Now they stalk the land and rule as they once did thousands of years ago.
-Slaad: The space frogs have overrun the world and spread chaos and destruction. Maybe a tribe of bullywugs accidentally summoned them while trying to contact Gronk Splathop the Toad Lord and now the toad folk are the only ones who have the power to send them back.
-Dragons: These mighty monsters have come forth from out of their caves and are now terrorizing the land. They pillage any settlements and society is no match for these fearsome flying reptiles of destruction.
-Ooze: Bubbling up from the hidden acidic pools of the deep, slimes have begun to ooze across the land. Their very presence has corrupted their surroundings spreading acid rain, poisoned rivers and lakes, and toxic sludge. These creatures seem to want to envelop the world and they can drip out of anywhere causing no place to be safe from these liquid threats.
Love this. Bookmarking for later.
Be cool if there was like a war between gods and it was mirrored on the planet
You are a genius,
Back in the 90s, I ran a campaign that turned out to be the best campaign I've ever run. The players ended up triggering an apocalypse by successfully fending off a BBEG.
They didn't know "BBEG" was actually a front man for the real BBEG enacting his own plan for world domination. They appeared to be so powerful as a group thanks to some incredibly good dumb luck over multiple sessions that the the real BBEG got scared of them, causing him to release a type of undead that created more undead by killing the living.
The only way they could stop him was by using a teleport portal they had found and damaged in a lost dwarf city (think Moria). They had to figure out how to repair the portal and lead a suicidal commando-style raid through it, on their own, to attempt a surprise assassination attempt on the BBEG by finding and destroying an ancient magical item containing BBEG's soul.
And just before they left for the lost dwarven city, they received news that the largest walled city of the world, a shining metropolis of good and hope, their home city and sanctuary for their loved ones, had fallen.
They had one chance to reverse it all.
One.
And then Real Life broke the group apart before the last session could happen. But up to that point, it was GLORIOUS!
On the topic of Eberron, Keith Baker has written quite a few articles about his particular canon, and they're worth checking out. In particular, if you want an undead apocalypse, Eberron teeters close to that every year during the Nights of Long Shadows, when the plane of Mabar becomes coterminous. For these three nights (which fall close to the winter solstice), the radius of all light is halved, all creatures have disadvantage on saving throws against necromancy spells, and undead have extra hitpoints and advantage against being turned. Worst of all, any region suffused in darkness can potentially turn into a portal to Mabar, through which shadows can enter the Material Plane.
So, why hasn't the world ended yet? Well, just because shadows CAN come through doesn't mean they WILL. They only cross over or stray from their portal when there is prey nearby. Furthermore, any small amount of light, including metaphorical light such as happiness, will seal local portals. During the Nights of Long Shadows, people will gather together indoors and host cheerful celebrations. So if the Everburning Lanterns go out during the Nights of Long Shadows and you're in a building full of people who are your friends, you're fine. Still, this premise would make for an interesting horror campaign, especially if a warlock serving the Dark Powers who rule Mabar took this time period to summon the Mists that they use to capture pieces of worlds.
I've been working for years on an event where a single world was split in two several millennia ago, but now, the veil between the two is failing and they're starting to merge in horrific ways.
One of the best articles the site has seen in an admittedly long time! Please keep up the awesome work!
Sijqisnwins eks Jj
Hwkwn
My very first campaign with my brother was an Apocalyptic scenario where he played an Efreeti from the Monster Manual. It was the late 80's. It was then that I knew I was destined to be a DM.
Really cool ideas! Thanks for the great article.
Hakuna matata
Speaking of the apocalypse, the new OGL just leaked…
Also interesting: a campaign that begins with the apocalypse. Presents a rationale for misery, ever-present dangers, ratchets up PC anxiety, potentially presents a learning curve, provides fertile ground for heroism and tragedy.
There's a lot here that I had planned for already with some great tips XD