karpad |
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Here's my take on this:
We start with a custom prime material plane where the epic heroes were born and made a name for themselves.
For a feeling of epic scale we will borrow the Blood War.
Our epic adversaries will be:
Zoroth chaotic evil god with a realm on the 3933rd layer of the Abyss.
His titles include: Harbinger of Utter Despair, Unscheming Devourer, Volatile One
Zoroth will not be faced directly. He's here to provide an ever-present element of danger.
Vex'Yurieth, nascent demon lord(lady), favored general of Zoroth in his quest to extend his realm to Acheron through the river Styx.
When I say quest I of course mean idle fancy. He is a power of the planes after all.
Vex'Yurieth is a Marilith-based demoness beefed up to provide a challenge for the party. She can be thrown at them eventually.
Degohet, infernal duke, leader of an army of devils on Acheron.
He has a firm grasp on the territory which Vex'Yurieth aims to capture.
Degohet is a Pit Fiend, leveled up according to the bestiary guidelines. He also can be defeated at some point.
Zeluvithiel, undead dragoness in the service of Zoroth.
She is a Ravener with a lair in Zoroth's realm. Also Zoroth's Proxy so she might deserve a few levels.
Zeluvithiel will be the harasser. Zoroth has plenty of her kind in store.
First, run a few sessions where the players get comfortable with their characters and their world.
Let them enjoy their power for a while. Let them bond with the setting and get a feel for their place in it.
Remember, if you have no attachment to a world you won't feel the impact when it's threatened.
This would be a good starting point to weave in our big guns with some name dropping.
Throw in a cult worshipping Vex'Yurieth. The cultists should mention that "the shadow of Zoroth has fallen over this world".
Then run an adventure involving extraplanar agents gathering souls for Degohet's war effort.
While the party wraps up their operation, have Zeluvithiel pay the devilish agents a visit as well.
The characters shouldn't meet the Ravener at this point, they should only hear her, smell her and feel her presence as a disturbing force.
There should be enough stragglers left over from the infernal agents to keep things fun.
One or more of the stragglers should inform the party that "the War is already here" and that "soon they will be forced to choose a side".
The characters might engage in a conversation. In this case they should be offered a deal. Offer anything they could want for their soul.
"You'll need all the power you can get to survive what is to come."
The deal doesn't change much whether it is accepted or not.
Depending on your deviousness, the most the characters can get is immunity from Degohet's armies (above the boons).
Of course then Degohet will hire assassins from all over the planes and let the demons know about the characters allegiance with him.
If you can broker a really infernal deal then the characters get some boons at the cost of their souls and they still have to contend with both sides.
The next adventure could include Ukku, a Sensate from Sigil. She wishes to witness as the Blood War descends upon a new world.
She bring a bunch of artists with her, who will record the events in various forms of expression.
Many of them will want to use materials found on the world itself for authenticity, so they'll visit cities, causing no small amounts of commotion.
Ukku is an invaluable source of information, but she is also demanding of those who "waste her time with endless questions".
There should be many quirky requests that send the party across the planes, getting stuff for her and her artist friends.
A short list: Styx water from Arborea for a painter, living flame from the Elemental Plane of Fire for a potter, a feather from a deva's wings from Mount Celestia for a writer.
Don't make them too easy.
This is the part where you can put in anything you like involving agents from either side.
During or after dealing with Ukku and whatever you decide to add after that, the host of Zoroth arrives in style.
Zoroth throws an extra bend into the riverbed of Styx, making it temporarily flow through the party's home world. Choose a large river.
Stories of people on a riverbank losing their memories (perhaps a whole city for drama) as well as scores of rampaging demons abound.
Zeluvithiel begins feasting on the souls of anyone unfortunate enough to be in her path.
Vex'Yurieth enters on a massive battleship with an endless stream of smaller ships in tow, intent on crossing through the river into Acheron.
At this point Degohet is unaware of this maneuver. He will soon figure it out and launch a counter-attack.
Depending on the tone you and the players prefer, their world could be saved through various ways:
- A power with enough local followers could be asked to revert the Styx (risks leaving the outsider armies stranded)
- The 3 big guns could be defeated one by one, forcing some pretty grim choices regarding what to save and what to let die.
- Ally with one side to get the whole thing done sooner (Ukku can tell them that this is feasible and while it won't get rid of the danger it will get the big guns and most of the armies out).
- Introduce a third side (depending on the world the Higher Planes might be interested in helping).
- Any creative way the players come up with, roll with it.
At this point the party is either orphaned to the planes or celebrating their victory among the ruins of their world.
Whichever it is, the planes are not done with them.
Whoever is left from the big guns will keep hounding the party until they kill him/her.
If nobody is left then Zoroth raises Vex'Yurieth from the dead to fill the void.
All the party has accomplished is giving one or more powerful beings a new obsession.
If the world was saved:
Every society is now corrupted by infernal agents. Every male ruler tempted by succubi.
The outsider influences drive the world's nations together in an orgy of conflict.
Cults are working on opening gates for the armies and generals of both sides.
If one side gains the upper hand, the world slides into either the Abyss or Baator.
This allows for plenty of hard choices and unlikely alliances.
If the world was lost:
Here's your chance for a Planescape campaign. The Planes can handle epic level adventurers.
If that's not your cup of tea, then the characters can gather allies (provide plenty of clues about where to look) and lay siege to either side's fortress.
The big guns will be aware of this and will make every attempt to foil the party's plan.