Here is the scenario. I want to retool my campaign setting to be more "points of light" by shattering my human-dominated world in a magical cataclysm. Basically, a powerful lich whose people were dominant in the planet's last ice age wants to trigger a massive epic spell that not only causes a super-caldera to erupt, but shatters the main continent into several pieces. This in turn causes a fimbrulwinter which causes the ocean levels to drop and reveals ancient cities on the ocean floor.
I would like the players to be there for ground zero to fight the fire giant runecasters and get fleeting glimpses of the main villain, but I don't want them to succeed at stopping the ritual. I'm generally fine with the PC's upsetting or defusing my plots, but if they were to succeed I would have to blow up the world later off-screen. My PC's have been in this campaign world for awhile, so I want them to be there for the changes, rather than having to explain everything upfront in the next campaign.
So how do I make the villain's success an organic part of the adventure, rather than a frustrating railroad event that is forced upon the PC's?
I would like the players to be there for ground zero to fight the fire giant runecasters and get fleeting glimpses of the main villain, but I don't want them to succeed at stopping the ritual. I'm generally fine with the PC's upsetting or defusing my plots, but if they were to succeed I would have to blow up the world later off-screen. My PC's have been in this campaign world for awhile, so I want them to be there for the changes, rather than having to explain everything upfront in the next campaign.
So how do I make the villain's success an organic part of the adventure, rather than a frustrating railroad event that is forced upon the PC's?