the Jester
Legend
You can have gnarly, epic level problems that don't threaten the world. Here are a few epic adventure ideas, many drawn from things I've run over the years in various editions.
- In 4e, phoenixes were changed from smart outsiders, but had become dumb elemental firebirds. Nobody knew why, but one true phoenix remained. The pcs in my game went on a quest to free the Final Phoenix from where Torog, the god of torture and the underworld, held it caged in one of his dens of torment deep in the Underdark. No real consequences for failure, but success might reinvigorate a powerful force for Good.
- The pcs set out to conquer the world. Failure doesn't destroy the world, but rather maintains the status quo (or close to it).
- The pcs seek to gain control of a moon and turn it into a spaceship. Not a world-ender.
- A plot is afoot to resurrect a powerful dead entity of godlike power (see Dead Gods, from 2e's Planescape line). The pcs must decide whether and how to get involved. The world doesn't end if they fail, but it does grow another powerful villain.
- One or more pcs quest to become (a) god/s. Not a world-ender/
- The pcs are swept up in political maneuvering in Hell and are forced to choose sides, dealing with legal battles in diabolic court, treachery, elements of the Blood War, etc. The situation won't even affect the Prime Material Plane directly if the pcs don't get involved, but will empower one diabolic faction over another.
- The pcs' adventure centers around a plague sweeping over a whole continent and more. They must somehow arrest its progress and prevent it from doing enough damage to throw civilization into tumult. The disease won't end the world, just hurt it.
- The pcs must stop a heretical and fast-spreading faith that has already gained considerable political power. Simple violence isn't an option, for the cult has indoctrinated the leaders of the land already. The cult won't end the world, just brainwash the majority of it.