Cross-posted from JoeKGnusher's similar thread:
Why would lower level characters be sent to deal with world-threatening stuff? The threat to the world can gradually emerge, and it works much more smoothly, IMO.
First off, as this thread demonstrates amply well, the entire premise is silly anyway. Secondly, why in the world would you spoil the ending like that? You've just given up one of your best tools to make the game interesting.
The last campaign I ran, the patron hired the PCs to chaperone some textiles into a hot market. It later turned out that she was smuggling alchemical weapons in with the textiles. It later turned out that she was doing this so this army of talking gorillas that she was allied with could defeat the City of Naked Amazon Hotties Who Ride Dinosaurs (Into Battle, you pervs!) because they had a god-killing weapon stashed in their treasure stores. It later turned out that the god-killing weapon actually caused one of the signs of the End Times to occur every time it was used. It later turned out that their patron knew this quite well, and was actually going to sacrifice innocent patsies to cause the end of the world, because she would be elevated to the Goddess of the New World that replaced it.
Of course... that was her plan. The PCs kinda got all in the way of that when they saw the gorillas unloading the textiles (and jars of alchemical weapons), found the body of their patrons' brother stuffed in a cabinet, and realized something was wrong.
As the campaign evolved and each successive revelation added to the "Holy crap, we're in way deeper than we thought! Help!" moments kept piling up... I mean, c'mon! That's priceless. Why would I have wanted to tell the PCs up front, "hey, there's this artifact that can cause the end of the world. Go find it. Here's where it is. I'll sit here and wait for you."?
As an aside, the PCs themselves ended up causing the end of the world, paving the way for demonic armies to sweep across the face of it. Fun, huh? I always get the real winners.
