Entering the Temple: Looking for Plot Advice

Kryndal Levik

First Post
I’m starting a new campaign soon, and would like some feedback (and, more specifically, some advice) if folks are willing. While I don’t believe in railroading my players, I do prefer to have an overall goal or outline for what it’s in store for them in a new campaign. Not only does it help me to plan, but I like to foreshadow future events and include hints about what to come in the lore the players encounter.

I’ve plotted out the arc in general terms, up to higher-level play. Ultimately, the PCs will enter an evil temple, sealed long ago by the forces of good, in which lies a portal allowing entry into an evil god’s extra-dimensional prison. My dilemma: why “must” the PCs enter the temple in the first place, especially since they will at least suspect that doing so may increase the risk of releasing the god? Some of my ideas:
  • They are tricked into unsealing the temple by a secret follower of the god. They must then continue into the temple to undo the damage.
  • The seals on the temple are weakening, and they must enter to stop the god from escaping.
  • The seals have already been broken, and the PCs have to enter to stop the big bad evil.
  • More specifically, the seals have already been broken by an evil party “competing” with the PCs, and the PCs have to enter to stop the big bad evil.
  • There’s something in the temple that the PCs want/need.
Some of these ideas are more clichéd than others; the “tricked by a secret follower of the god” idea, for example, seems somewhat overdone. I’d like to drop some hints about what’s to come even at early levels of play, so I’d appreciate any creative ideas on this particular plot element. If anyone wants more detail about the campaign, the temple, the god, etc., let me know.
 

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Something along the lines of the seals weakening might be good or the competing "evil" party (perhaps a party they encounter at various points of the arc to make it less contrived sounding).

But another suggestion is since this sounds like it is at the end of the campaign arc, quite some time down the road, I would consider waiting to come up with something. Wait and see what seems important to the party (important NPCs, motivations as a whole, a particular object, etc.). Once you have a better idea of that you may have a perfect hook to get them to the temple.
 

I think it would be cool if you could do it in the first couple of adventures. The PCs go exploring for gold/missing kids/bat guano for the local sorcerer in this really ancient temple. No big deal; goblins might hang out there, but the PCs can take care of them.

That's when they set the evil guy free. Or wake him up so he can communicate with his few remaining worshippers via dream, or whatever.

Anyway, that's probably not what you need. I'd try to do something like a false dillema. Something happens to the PCs, or something bad is going to happen, or something happens to an NPC. This event drives the PCs into the temple and they have to figure out what to do in there - summon evil or fulfill their own needs. Give them the rules and let them try to figure out a loophole, and have that loophole work only if they have a kick-ass combat.

Hope you can get something from that.
 

Kryndal Levik said:
  • More specifically, the seals have already been broken by an evil party “competing” with the PCs, and the PCs have to enter to stop the big bad evil.
I adore this idea, and have used it myself. In my experience, nothing gets the players' blood up quite like a competing party of adventurers -- especially if the evil party is not only, y'know, evil, but also clever and played with panache. I've used an evil, but charming, bard-led party of NPCs to good effect.

The only problem is what to do if your PCs finally get fed up and wipe out the evil party before you're ready to use your plot? You can let the evil party escape a few times, but you shouldn't frustrate the players endlessly by bending the rules so the NPCs always escape.

Sometimes, just knowing that the rival party intended to visit a certain location can spur the PCs to go there... especially if, when they kill the evil party, they discover a map or note on the leader's corpse....
 

Joshua Randall said:
Sometimes, just knowing that the rival party intended to visit a certain location can spur the PCs to go there... especially if, when they kill the evil party, they discover a map or note on the leader's corpse....

I have done this myself. The lure of some mystical treasure or perhaps an ability increase from an altar inside is a sure fire way to get my players into a situation of my choosing. Once I had an item that each player wanted in a chest inside a massive monument to a god. I was strapped for ideas after a 3 year campaign so I turned to Indiana Jones and the Last Crusade. You know, the bit where they cannot take the cup past the seal on the floor. Each item in the chest could not be taken out. When they tried, the entrance collapsed and a new way out must be found or they themselves would be a permanent addition to the monument.

It is good to give the PC's a challenge that seems impossible.
 

This is where good character background comes in handy and while it may be seen as railroading it works.

1. Family member is bad guy.
2. Home village is plot element - location of item or such.
 

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