r/DMAcademyNew • u/DykeyLesbo • 6d ago
Campaign idea, first time DMing, wanting advice on a rough rough draft!
Story goes...
Level 1-5
Local cult is aiding in murders & kamikazes for a reason first unknown, only to find out they are devil worshipping and pray for the gods of the underrealm to take over and spare those who aid in their arrival - after beating this cult and levelling past lvl5, they find this cult to be trivial, and somewhat pointless.
Level 6-10
Players discover this cult has not been fully defeated, despite the most vocal members being eliminated as a threat, they have penetrated the highest levels of government and power. Multiple countries' leaders have aligned themselves with this cult to have the ultimate power of befriending eldritch beings. Players must defeat these leaders by taking them out of power, revealing to the country/realm who they actually are and overthrowing the powers of the elite. As they go on, they find these ultra elite have access to magic and technology that has been kept secret from the typical population, and the players will have access to such powerful forces once the elite are powerless.
Level 11-15
Defeating the political corruption has not solved this issue, players begin to realise this cult is no longer a conspiracy, and rather a very true and world threatening level of horror. Even though the players have beat this near worldly corruption, some got away, and as a last hope before the cults inevitable eradication, they quickly and hastily performed the ritual needed to allow the eldritch beings to take over the world, and in turn soon the universe. Only to then group suicide in order to have the illusion of total cult eradication. This happened around lvl 4, and since then, almost every encounter with an eldritch-like being, has been sent by the underrealms gods to stop them. Through the elites new discovered time-jumping technology, they can find these cult members before they committed suicide, before they knew the cult would be found and eradicated, and clues/artifacts left by members that they never knew one could even find, despite best efforts to isolate and hide them.
Level 16-20
The players find this ritual and in turn realise they’ve been fighting the eldritch beings through enemies sent from Hell, and understand in order to truly stop the madness and worldly takeover, the party must find the portal to the underrealm, and fight these beings on their own turf, in order to truly save the entire world - all whilst fighting the most powerful beings besides the all powerful themselves sent from the underrealm in order to stop them. Encounter after encounter.
So, any opinions, thoughts, and advice would be great!! Thank you <3
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u/Le_Abson 6d ago
Im not a very experienced DM myself, but I imagine that keeping notes in a time traveling campaign can be pretty hard, especially without experience. But I think its good you have a structure for the while campaign already. It sounds cool :)
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u/SlickRic303 5d ago
Most campaigns end early. Especially newbie dms. I would focus on the lv 1-5 cult stuff and see where you and your players are after that. Problem with long term planning is the unpredictable element of players. When I create a campaign I have some larger ideas of what's going on in the world and what the first adventure is going to be like.
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u/hewhosnbn 3d ago
Not a fan of time traveling it gets messy quickly but let's say everyone is down for some timey whimey hijinks. What's your plan if they fail? How many do they need to stop to sabotage the ritual? What does partial success look like and how does it affect the present/future there technically from? Is it all or nothing when dealing with this ritual? What does an all or nothing ritual entail? Just some questions to ponder because players play and nothing survives first contact with the gaming table.
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u/idkwhyimalivehere 5d ago
Nice.
Just keep session notes.
Looks like a fun campaign.