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How to kill eight gods? (seeking help towards epic campaign ending)
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<blockquote data-quote="Ydars" data-source="post: 4571555" data-attributes="member: 62992"><p>Jack99; I think you need to simplify your story a little to make it digestible to the players, but otherwise it looks very solid. Why don't you make the Usurpers demons who have taken god-like form and power to heal their wounds after the titanic struggles between primordials and demons, if you like demons and want to include them. If you want to answer why they have not shown their demonic nature, perhaps they have been forced to rest to heal their wounds after the battles with the Primordials in ages past. Also have the Usurpers act directly against the PCs otherwise they will seem good or passive and the players will have no reason to confront them.</p><p> </p><p>The part you still are struggling with seems to be how the PCs discover the true nature of the world and the enemy they face. Well if you give them a reason, they will look for it themselves.</p><p> </p><p>Have the aspect of Yeenogu branded with some kind of mark that the PCs cannot identify. If they don't look for this symbol immediately, then have the next major foe they face have the same mark. Now they will pull out every ritual they know to find out information on the mark. </p><p> </p><p>The usurpers would control all divination attempts that relate to them and hence these rituals will fail but maybe you could introduce a seer into your game much earlier (as foreshadowing) who can pierce all attempts at interferance. This seer knows of a place where visions always succeed. Getting to this place, harried by the minions of the usurpers will not be easy and should come in for some iconic battles. I would suggest that perhaps the seer can call upon the spirits of the water at a certain lake and that the PCs can ask these spirits questions, but they will receive only cryptic answers. They will be told to seek the visions of Cassandra</p><p> </p><p>Cassandra is a heretic who was burned by the followers of the usurper gods a hundred years ago. She was driven mad by visions of the gods as evil monsters. Her prophecy was written down but is hidden in the fortress of some Holy Inquisition. The PCs have to get in and steal the blood stained book of her confession extracted under torture before the poor woman died. Her ravings will let the PCs know that the gods are not what they seem and the symbol from the aspect should also appear in this book as the mark of the usurpers. Now the PCs know who their foe is. The book also speaks of the Cardinal Plane and of whatever artefacts are required to reach it.</p><p> </p><p>Now you have set-up for the end-game. Just an example of how to do it but hopefully if gets your mind buzzing.</p></blockquote><p></p>
[QUOTE="Ydars, post: 4571555, member: 62992"] Jack99; I think you need to simplify your story a little to make it digestible to the players, but otherwise it looks very solid. Why don't you make the Usurpers demons who have taken god-like form and power to heal their wounds after the titanic struggles between primordials and demons, if you like demons and want to include them. If you want to answer why they have not shown their demonic nature, perhaps they have been forced to rest to heal their wounds after the battles with the Primordials in ages past. Also have the Usurpers act directly against the PCs otherwise they will seem good or passive and the players will have no reason to confront them. The part you still are struggling with seems to be how the PCs discover the true nature of the world and the enemy they face. Well if you give them a reason, they will look for it themselves. Have the aspect of Yeenogu branded with some kind of mark that the PCs cannot identify. If they don't look for this symbol immediately, then have the next major foe they face have the same mark. Now they will pull out every ritual they know to find out information on the mark. The usurpers would control all divination attempts that relate to them and hence these rituals will fail but maybe you could introduce a seer into your game much earlier (as foreshadowing) who can pierce all attempts at interferance. This seer knows of a place where visions always succeed. Getting to this place, harried by the minions of the usurpers will not be easy and should come in for some iconic battles. I would suggest that perhaps the seer can call upon the spirits of the water at a certain lake and that the PCs can ask these spirits questions, but they will receive only cryptic answers. They will be told to seek the visions of Cassandra Cassandra is a heretic who was burned by the followers of the usurper gods a hundred years ago. She was driven mad by visions of the gods as evil monsters. Her prophecy was written down but is hidden in the fortress of some Holy Inquisition. The PCs have to get in and steal the blood stained book of her confession extracted under torture before the poor woman died. Her ravings will let the PCs know that the gods are not what they seem and the symbol from the aspect should also appear in this book as the mark of the usurpers. Now the PCs know who their foe is. The book also speaks of the Cardinal Plane and of whatever artefacts are required to reach it. Now you have set-up for the end-game. Just an example of how to do it but hopefully if gets your mind buzzing. [/QUOTE]
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