Destroying a god! Help needed!

Asmor

First Post
Hey, been a while since I've posted here... Haven't really been doing much D&D as of late, but that's starting to change...

ANYwhoo, here's the plot I'm working on... Any critique would be appreciated, and any suggestions appreciated even more.

Oh, 2 of the PCs will be siblings.

It starts with the PCs (who're around level 5) being asked by the king to investigate a recent increase in attacks by Kobolds living to the north. The kobolds have lived up there as long as the kingdom has existed and while they've never been allies, the kobolds also have never been more than a slight nuisance requiring little more than increased watches along the northern edge.

Recently, however, the Kobolds have started attacking the kingdom in earnest, and seem to have some organizing force to them. At first people scoffed at the idea, but in their last attack they were using siege weaponry that should be well beyond them, putting any doubts to rest, and making people suspect someone else may be behind it.

The PCs investigate and make it deep into the caves up north with comparitive ease, where they find a thin humanoid of average human height. He wears a crimson cloak and the hood obscures his face, so the PCs can't tell what race or even what gender he is. He also floats about 6 inches off the ground. As the PCs approach him, he doesn't acknowledge them at all, but they all get a sense of foreboding evil, particularly any spellcasters. If they try to cast a spell on him it fails and if they try to attack him they find there is a solid, impervious wall of force around him in a 5 foot radius.

Not long after they enter his chamber, one of the kobolds they killed comes walking in and stands in front of the figure, within his wall of force. If the PCs try to attack it while it is walking up, their weapons bounce ineffetually off of it like it was made of steel.

When the dead kobold stands in front of the figure, it begins speaking in a clear, very un-kobold-like voice, in the common tongue. The figure basically speaks through the kobold, and is curious who these intruders are and what they want. He allows them to refer to him as Johanus. He makes it very clear that he could destroy them easily, but for some reason doesn't (the reason will be revealed later...).

If they try to tell anyone in authority of him, they find themselves tonguetied, they can't bring themselves to describe anything that occured in the caves.

The PCs are no longer able to enter the forest, caves or mountains to the north. They can't even set a foot outside the norther gates.

After asking about a bit, they're eventually referred to an old fortune teller (divination magics are limited in my campaign for PCs). She tells them of an ankh they must fine to restore this being's mortality, and that it is located somewhere deep within a forest located on a completely different continent. She tells them that it is imperative they complete their quest, but cannot reveal anything else. She is obviously quite disturbed as she tells them everything.

After finally making it to said forest, they find themselves on the wrong end of several spears, and are captured by a community of high elves, which are not found at all on their continent (only wood elves on their continent). After explaining their story, they are released and told of where to find the ankh, in a deep cavern under the largest and one of the oldest trees in the forest.

When they retrieve the ankh, they find a scroll with it. The scroll is in an odd form of Elven which none of the PCs can understand, not even any elves that may be in the party. They take it back to the elves, who can read it easily. The scroll tells them how to use the ankh, and that to restore life to someone you must know their true name and have one of the same blood (a descendant) sacrifice their life willingly. The elves advise them that one of such power would not likely allow his true name to be known, for they hold great power. They say there is an ancient golden dragon in a mountain range not too far to the north who is rumored to be as old as the very world itself. If anyone knows Johanus's true name, he does.

They trek to the mountain range and eventually find the dragon's cave. Inside the cave, they find an old man, who claims to be the dragon's guardian. He tells the PCs that before they may see the dragon, they must complete a quest for it. I don't know what that quest is yet, that's one thing I need help on. Any ideas?

Anyways, the PCs complete the quest and return, and the old man reveals that he is the dragon (betcha never saw that one coming ;)). After thinking a while, he recalls one many thousands of years ago who sought immortality, but retched at the idea of lichdom. Instead, he followed a path towards godhood, and through ruthless, relentless, bloodthirsty tactics he eventually achieved it, striking a pact with an evil god of this world to usurp the power from a god in another world. The dragon believes this being to be that man, and that man's name was Temris something-or-other. His surname will change depending on the PCs who are siblings... They are his descendants (which is why he didn't kill the PCs before).

The dragon warns them that when they use the ankh, there are several possibilities. It might just plain out fail, or it may work as intended. Of course, if it does, they're going to be face to face with a likely-pissed off mortal with near god-like powers. Best case scenario is that after being restored, the years will take their toll and he will be reduced to a pile of ash.

Armed with the ankh, a descendant and his true name, the PCs begin their trip back to their home continent. But no ships will take them, they must buy one on their own and go it alone, perhaps adding a couple experienced seamen who seek revenge. While they were gone, the kingdom had fallen, and now every city above ground was being raided by kobolds, while elves have add to deal with increased pressure from gnolls and the subterranean races were being assaulted by orcs and goblins. The whole continent had been enveloped in war.

They finally arrive, and it's even worse than they heard. Not only are the "civilized" races losing badly, the goblins have begun creating warships to attack other continents. The PCs' ship is destroyed, but they're rescued by some merfolk rebels (who waging a guerilla war against the sahuagin) and are escorted to land.

When they finally locate Temris, who has taken the castle of the city he was assaulting in the beginning as his citadel, they use the ankh (and, consequently, one of the PCs sacrifices his/her life). Enraged, Temris, now a level 20 Sorcerer/10 Fighter, begins attacking them. He brutalizes them (I don't plan for the PCs to be very high level by this time, maybe 15 tops), but after 5 rounds he begins losing 10 HP and one point from each of his stats every round as his body decays, until finally he drops dead and decays into a pile of ash.

From here, any PCs that were lost are replaced by members of the underground rebel groups, who've amassed a good deal of experience and are justifiably at a level near the survivors (if any). They can either fight to retake and rebuild their lands or choose to pursue Temris's return.

If they choose the latter, they discover that when he supplanted a good god in the world he went to, he unbalanced the power, and he used that to his advantage to destroy a second god. This was too much, and the world began to die. He fled to this world while he still had his powers to try and build a base of followers on it, and he chose to achieve that by leading the evil races to world domination. He was outside the influence of the gods of this world, and so was able to do it with little struggle.

Wow, that's a long post. Tell me what ya think!
 

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Good ideas! I'm going to try and pull it apart, though.

Asmor said:
It starts with the PCs (who're around level 5) being asked by the king to investigate a recent increase in attacks by Kobolds living to the north.

Why the PCs, and not a large force of the King's men? The answers to that question could be interesting... maybe the King wants the investigation to fail.

Asmor said:
If they try to cast a spell on him it fails and if they try to attack him they find there is a solid, impervious wall of force around him in a 5 foot radius.

Sounds like a Cube of Force.

Asmor said:
Not long after they enter his chamber, one of the kobolds they killed comes walking in and stands in front of the figure, within his wall of force. If the PCs try to attack it while it is walking up, their weapons bounce ineffetually off of it like it was made of steel.

Just have the bad guy cast Magic Mouth on a nearby dead kobold (or Ventriloquism & Silent Image, if you want to interact). That way they can hack the kobold to bits, and it will still keep talking. They won't feel like they are being held back from using their abilities.

Asmor said:
If they try to tell anyone in authority of him, they find themselves tonguetied, they can't bring themselves to describe anything that occured in the caves.

This sounds like a Curse (from Bestow Curse). That might be too easily dispelled, though... a Limited Wish would probably work.

Asmor said:
The PCs are no longer able to enter the forest, caves or mountains to the north. They can't even set a foot outside the norther gates.

This sounds like an Antipathy effect, but considering that spell's short duration, Geas/Quest would probably work better. Although it would be difficult to ensorcelle the entire group...

Maybe a Wish would work best for all the effects.

Asmor said:
After asking about a bit, they're eventually referred to an old fortune teller (divination magics are limited in my campaign for PCs).

That's pretty cool. Although the PCs might just forget about the whole thing...

Asmor said:
After finally making it to said forest, they find themselves on the wrong end of several spears, and are captured by a community of high elves

Captured = bad. Run the encounter depending on the PC's actions. Have the elves try to talk to the PCs first. That way, they'll feel as though they are in control of their own actions. The obvious way to find the ankh is to ask the elves where it might be, but maybe the PCs want to find it themselves.

Asmor said:
When they retrieve the ankh, they find a scroll with it. The scroll is in an odd form of Elven which none of the PCs can understand, not even any elves that may be in the party. They take it back to the elves, who can read it easily.

Is it really important to have the NPC elves decipher the scroll? The PCs should be able to do it with Comprehend Languages. This way, you don't steal any of the PC's thunder.

Now the PCs are going to wonder what the True Name of this guy is... you can drop hints and let them figure it out for themselves. You could run with the first plan they come up with ("Maybe that fortune teller would know"), or just try and point them to the dragon.

Asmor said:
They trek to the mountain range and eventually find the dragon's cave. Inside the cave, they find an old man, who claims to be the dragon's guardian. He tells the PCs that before they may see the dragon, they must complete a quest for it. I don't know what that quest is yet, that's one thing I need help on. Any ideas?

What happens if the PCs try to kill the old man, or the dragon? Maybe they think they can "force" the dragon into helping them out. Hmmm... you know your players better than I do; what do you think they would enjoy more: a "side quest" or a "dragon hunt"?

Asmor said:
The whole continent had been enveloped in war.

Cool. I'd let them know that this is developing throughout the campaign. It will give them more of an incentive to crush the evil guy.

Asmor said:
(and, consequently, one of the PCs sacrifices his/her life).

It is possible that they get a blood relative (a no-good cousin or some such) to die instead. Depending on your players, you've got two options. It could be a cool moment, watching the wretched good-for-nothing NPC that's bothered them for a looong time decide to change his ways in the end and sacrifice himself.

After they destroy the big bad guy, the campaign will have lost its prime motivation. You will probably want to wind things down quickly, depending on what the players want. I'd probably let the PCs carve out lands for themselves.

Anyways, cool stuff.
 

Thanks for all the advice. I am of a slightly different mind when it comes to Gods than a lot of other people... They play by a whole different set of rules, and can quite literally do whatever they want. No rolls, no spells, it just happens. I'm trying to impress this on the players.

Why not the king's men? Well, because the king's men aren't PCs. :) Seriously, though, I didn't think of that. I've got a couple ideas for why... Perhaps the kingdom was founded in peace, and it's against their charter (or whatever a kingdom would have?) to mobilize any group of soldiers outside the city walls except during an actual war. Or maybe on the flipside the king's own men don't trust him because of many losses in a recent series of petty attacks and raids for no reason other than to fill the royal coffers a bit more. He can't risk any more ill-will from his people. Or maybe with training and equipment figured in, it would be cheaper to hire a band of adventurers. What do you think?

The high elves are xenophobic (not overly, but not just a bit either), which is why they immediately try to capture the PCs and find out what they want. The port the PCs landed in is the first settlement on their continent (besides the high elf cities), and they've earned the elves ire by immediately harvesting a great deal of lumber to build their town.

Now that you mention it, it's not really important, and the PCs would probably seek the elves for some advice anyways... I'd hope... :)

Yeah, my PCs are smart enough to know that ancient dragon != cannon fodder. :)

And finally, with the war and all, the PCs are probably the only ones of that family left. If they both seem like they wouldn't want to do it, I'll let them find another survivor among the rebel groups.

One thing I realized is that I can't really see it taking more than 3 months between the PCs leaving the kingdom and returning to the continent. A week from the kingdom to the pork, 3 weeks to a month on the sea, 2 or 3 weeks to find the ankh and do the dragon's quest (still need ideas for what that might be), then another 3 weeks-a month on the sea. Any ideas how I can stretch it, or make it more believable that all the evil races were able to conquer that quickly? Maybe a magical plague?
 

Asmor said:
Or maybe on the flipside the king's own men don't trust him because of many losses in a recent series of petty attacks and raids for no reason other than to fill the royal coffers a bit more.

I like this idea best, because it gives you a chance to put some kind of political plot into the city. Who will take power if the King loses it?


Asmor said:
The high elves are xenophobic (not overly, but not just a bit either), which is why they immediately try to capture the PCs and find out what they want.

The problem with this is that you're going to have some combat. And Players hate anyone they lose to. If they win the first encounter, the elves will probably just want to kill them (at least they won't worry about capturing all the PCs, which will mean dead PCs).

Asmor said:
Any ideas how I can stretch it, or make it more believable that all the evil races were able to conquer that quickly? Maybe a magical plague?

You can do a whole lot of magical stuff. Maybe there are stone circles spread out all over the world. They are actually teleport circles that have been disabled. If somebody powers them up again, armies will be able to move around the world quickly.

You can have evil agents in place already all over the world, ready to welcome the evil forces. Maybe some of the formerly "good" kingdoms have been (or will be) taken over by these evil forces. Rakshasa are good at this.
 

I like the idea of rakshasas. Thanks!

When I said stretching it, I meant time... The way I see it, traveling is a non-issue; It would take a great deal of time for all the evil races to mobilize and then successfully defeat the well established good races.

I do like the idea of magical portals, though... Perhaps these portals are remnants from even before Temris's generation, but he knew how to use them... Unfortunately, it had become the tradition of many of the larger cities (at key points which would always be home to large cities, such as along a large river or a rich gold mine. These dormant portals were then used by the newer civilization as a traditional place of worship and possession of one was a major thing, for they were (rightly) believed to be remnants from the earlier peoples. As such, cities would be built with the portals at their hearts, virtually undefended, allowing Temris's legions to walk right into the city and destroy it from the inside out. With the biggest cities gone, it was just a matter of mopping up smaller ones.
 

Asmor said:
When I said stretching it, I meant time... The way I see it, traveling is a non-issue; It would take a great deal of time for all the evil races to mobilize and then successfully defeat the well established good races.

Ahh, but the evil races are already mobilizing their forces! This could be a good plot hook, too: the PCs come across an orc lair (or whatever) and find a whole army there! "Guys, that's a lot of orcs..."
 

No, they haven't began mobilizing yet (as I see it, anyways. I'm open to any ideas about that, just like anything else). Temris is the sole motivating force behind all of them. He has to take that first kingdom to establish a base of operations first, not to mention capture one of the magical portals and gain influence with the evil races.
 

Originally posted by Asmor
One thing I realized is that I can't really see it taking more than 3 months between the PCs leaving the kingdom and returning to the continent. A week from the kingdom to the pork, 3 weeks to a month on the sea, 2 or 3 weeks to find the ankh and do the dragon's quest (still need ideas for what that might be), then another 3 weeks-a month on the sea. Any ideas how I can stretch it, or make it more believable that all the evil races were able to conquer that quickly? Maybe a magical plague?

You've got a great time-stretcher: the weather. That three week trip over the ocean could easily be stretched into 6 weeks by inclement weather. Better yet, if there's no wind, the ship isn't going anywhere.

Overland travel could be hampered by the weather as well. Blizzards really suck when there are no snow-plows. This gives a chance for PC's to hear rumors of war as they travel from inn to inn.

The Golden Dragon's quest could have something to do with a precise day of the year (summer solstice, autumnal equinox etc.). Perhaps the gate to a labyrinth will only open on this day. The dragon needs artifact X from said labyrinth. Or a rival red dragon whose lair has a secret entrance that only opens on day X. The gold dragon wants the party to distract the red so the gold can come in for the kill.

Just a couple of ideas for ya.
 
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