HELP! Need to fast-forward my Plot

timbannock

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I need help badly!! And I'll try to make this easy to follow:

I need help fast-forwarding my game's plot in order to bring the campaign to a close much quicker than intended.

I have no idea how to do this, simply because a major plot-point was revealed that by all rights should lead to its own little subplot, but now that's going to get in the way of getting to the finale before I have to move.

The details: (spoilers for Lost City of Barakus, so please stay out if you're playing that!)

1. The players are in the dungeons of a place called Barakus, and they know that imprisoned here is the vile lich, Devron, who has been behind several bad things that befell the group earlier in the campaign.

2. It was just revealed to them that they need to collect 3 artifacts that will help them activate a powerful weapon (which they do not have yet -- the Sword of Kel) that will ignore most of the Lich's defenses (damage reduction, resistances, etc.).

3. The PCs also know that one of Devron's lackies has control over an artifact that can warp other's minds, and has been sort of the behind-the-scenes reason for a lot of bad things the player's faced (this would be the Stone of Madness).


So, to sum up, the players are expecting to:
- find 3 keys to unlock the power of a sweet weapon (they've already found 1 or 2 of the keys)
- find that sweet weapon (they have a vague idea where it is, but no specifics)
- destroy the thing warping people's minds (they have no clue where this is)
- go fight Devron and finish the job once and for all


All of that was planned for another 15 or 20 sessions, but the reality is because of school and sudden plans to move, I only have maybe 3 sessions to handle this.

Do I ignore the player's expectations, and just kind of dump them into the final area? Do I ignore the powers of the Sword of Kel and the Stone of Madness, and just give them the ability to fight the Lich (on easier terms, anyway, which is what the Sword would have given them), and maybe ignore the Stone of Madness entirely? Is there a way to give them this stuff without being anticlimactic?

I'm not sure what other details might be useful to you folks, but I definitely need your help in figuring how to get them to the final encounter and make the previous 6+ months of play come to a satisfying conclusion for my players!

As an aside, a TPK might be fun, if done right, but I still want it to be climactic, not just a cop-out.

Help me ENWorld, you're my only hope!
 

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Well some of these can be combined. For example the Lich has the stone of madness on his person.

And perhaps the last item to activate the sword is found with the sword of Kel.

Next session brings them to the last item, and allows them to activate the sword.

Session after that deals with them finding the Lich, perhaps destroying the Stone of Madness in his stronghold.

Final session leads to battle with Lich.

Alternatively, perhaps the Lich's lackey appears and attempts to use the stone on the PCs. This would allow them both to finish this plot thread, and interrogate the lackey to find out where the Lich is holed up. Perhaps the lackey even carries the phylactery. Perhaps the Stone of Madness is the phylactery.

Maybe throw a time limit on it to make the hurried pace seem more possible. I.e. In just 2 weeks, the Lich is going to tap into the power of the dead god Ooga-Booga and destroy all life on this continent!

Good luck!
 
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I'm thinking... training montage! I'd probably say that time passes, find out how the players handle various challenges (You find out that X has Y. How do you get it from him?"), and you start the PCs near the final adventure. If you do this, be lenient about what they have or haven't done, so they don't feel railroaded. This may involve asking "Hey, this is where your adventures are leading you, are you okay if we fast-forward to it?"
 

Have any one of the keys unlock the power of the weapon and have that also negate/destroy the warping thing. Have that cause the Lich to bring the fight to them. That puts you in control of the time table.
 

Possible hand-wave some of the action in narrative ("you go through immense cavern tunnels and find ways to bypass doors, you even fight several kobolds along the way ..." etc etc. maybe even give them some xp along the way (enough to get them up a level). And just take them right to the fight to get the sword.

Possibly just have the enemy come to THEM (they've seen the progress that the PCs are making, and so why would the lich let them get as far as the sword that can hurt him -- so, he comes to them, to stop them once and for all... meaning, they have to deal with him without aid of the sword).


A combo... handwave them up to the gaining of the sword. but, at the swords location is the lich, he knew they were coming and wanted to stop them. so the pcs will have an epic fight to get the sword and stop the lich at the same time!
 


Handwave all encounters that are not the big encounter to find the plot coupons. Adjust the big encounters to be challenging for a party entering completely fresh and knowing that they have no other encounters that day. Session one: big battle with the baddie guarding the sword coupons. Session two: big encounter with the baddie guarding the sword. Session three: big encounter with lich.
 

Could the lackey that has the Stone of Madness turn on Devron and join the PCs? This could make Devron mad and come for the PCs. Or, perhaps using the Stone of Madness on Devron could make him (it?) more vulnerable (ie same effect as if the Sword was used on the lich)?

AR
 

Don't forget the Eclipse, can't go wrong with a good eclipse.

The party can always arrive to the Great Dungeon of Mega Doom to retreive the sword, only to meet the Slightly Less Powerful Adventurnig Party just leaving having retreived the sword.
 

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