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    GreenSorcererElf

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    Default Help Stopping a Demonic Cult

    As the GM of my current Tabletop group, I have started a plotline in my campaign where basically a group of demonic cultists have started opening up Hell Gates all across the Mortal Realm, causing squadrons of vicious demons to attack the populace. The players (and their characters) are on board to stop them (for one reason or another) but I feel I have bit off a bit more than I can chew with this one, so to speak.
    The demon cultists, who call themselves the Tartumians, are a relatively new faction in the world (they have only been around for about 50 years or so) but they have somehow managed to get their fingers in many important other factions and groups across the world. They do not worship the demons, but are instead a group of powerful sorcerers and rich men who seek to control the power of demons for their own gain and advancement of power. They also believe that the world has become too overpopulated with "the weak" and those they consider weak must be purged from existence. They're in it for more money and power, basically. Demons are just their preferred weapon to get it.
    I'm just having trouble figuring out how the players will ever hope to stop them. One big base where all of them huddle together and can be blown up? Nah, too simple and easy. But I want to give the players some sort of an "out" ...a way they can find and destroy them before it's too late and the world is totally screwed. Any ideas?

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    Default Re: Help Stopping a Demonic Cult

    if this is a huge organization that the players can't hope to destroy on their own, maybe have them rally their own faction. after all, i'm pretty sure the majority of people would not want demons around, so they'd rather side with the pcs.

    introduce into the world other powerful people that could become allies with the pcs. give them some goals that are independent from it, possibly spurring some sidequests, or possibly giving a more political side to your campaign (depending on your table's tastes). have the party gradually form their own power group. eventually, the tartumians will be outpowered
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    Default Re: Help Stopping a Demonic Cult

    There are a bunch:

    Find and publish their membership roster. These other organizations can purge their own members.

    Destroy their demon controls, so the demons go eat their summoners.

    Summon angels to fight the demons.

    Go to hell and convince the demons not to work with the cabal.
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    Default Re: Help Stopping a Demonic Cult

    Isn't figuring out how to stop the bad guys the players' job? Why do you feel the need to come up with a solution of your own?
    Last edited by InvisibleBison; 2021-07-29 at 08:42 PM.
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    Default Re: Help Stopping a Demonic Cult

    Pyrrhic victory option: disable the Hell Gates by cutting the Mortal Realm off from the planes entirely. Exact consequences TBD depending on the details of your cosmology, and undoing the damage may be the next adventure.

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    Default Re: Help Stopping a Demonic Cult

    Convince the demons to help. The last thing demons want is to be ruled by a bunch of humans. Wouldn't it be funny if the first things the demons killed when they entered the mortal realm was the people who summoned them?
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    Default Re: Help Stopping a Demonic Cult

    As was already mentioned, the Players should be making suggestions about how they think they could stop things, and you can base ideas/solutions on that.
    Other suggestions:
    - Get a demon (captured/compelled/trade of information/offer of freedom, etc) to explain how/where or who summoned them
    - Use divination or mundane means to get ideas on who would profit (person or group), who's acting differently, etc to identify at least one member
    - Locating or defeating one member can give clues or actual information on other members
    - Introduce an ally who suspects a group member or location used for summoning, but needs assistance to prove their suspicions or take on the person
    Last edited by Tarmor; 2021-07-30 at 02:34 AM.

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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by TheStranger View Post
    Pyrrhic victory option: disable the Hell Gates by cutting the Mortal Realm off from the planes entirely. Exact consequences TBD depending on the details of your cosmology, and undoing the damage may be the next adventure.
    Oh look, the concept behind my first campaign world.

    The simplest progression looks to be:
    1. Fight off local demons
    2. Smash one portal
    3. Deal with one big maker of portals
    4. Arrange the big thing that can deal with portals for the foreseeable future
    If all rules are suggestions what happens when I pass the save?

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    Default Re: Help Stopping a Demonic Cult

    These are some great suggestions, guys. Thank you!
    At first I thought I would let the players figure things out for themselves, as I usually do. For example, I never tell my players to roll Insight or Sense Motive checks against NPCs who might be lying or telling the truth, they have to think of it and declare it themselves.
    But as a GM, sometimes you have to extend a helping hand to your players and maybe give them a hint or two. But I don't believe in giving them too much help.
    I thought about introducing some powerful NPCs and/or Factions to help the players with this Hell Gate/Tartumian crisis, but I don't want NPCs outshining the players and "taking them along for the ride" so to speak, because this campaign is the players' story. They're the stars of the show, not the world or its NPCs. And besides, we already have a witch in the party who is an expert on demons and their weaknesses, and who is sworn to kill any demon she encounters (with a gun).
    Still, very helpful ideas, guys. I think this might go from an almost-botched plotline to a good one, possibly even a memorable one
    Last edited by HumanFighter; 2021-07-30 at 11:52 AM.

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    Default Re: Help Stopping a Demonic Cult

    If this isn't an organization of "true believers," and instead is mostly just full of people trying to exploit powerful evil beings for their own personal gain, how much internal cohesion does it have?

    Seems like it's not too much of a logical leap for people to go "I will exploit this powerful evil creature, the foul demon Ak'gyxoth, for money and power, for I am better and cleverer than him" to "I will exploit this powerful evil creature, my buddy Steve...."

    You could even have a cult member directly hire the party to bump off his superior in the cult and "make it look like an accident, er, make it look like a heroism," that sort of thing.

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    Default Re: Help Stopping a Demonic Cult

    Depending on what your players already know, you could have it turn out that the cult is much smaller than they claimed. If you've already shown the players conclusively that it's a huge organization, have it turn out that the "purge the weak" group is actually a small splinter faction, while the main body of the cult wants to rule from the shadows, Illuminati-style. The main cult might even be an ally of convenience to the PCs.

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    Thumbs up Re: Help Stopping a Demonic Cult

    Quote Originally Posted by oosman View Post
    Isn't figuring out how to stop the bad guys the players' job?
    Yes, but I am the kind of GM who does not want his players to be totally left in the dark, otherwise the players may become frustrated and give up, and the plotline goes nowhere.
    I was simply looking for advice on how to properly throw them a bone here

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    Default Re: Help Stopping a Demonic Cult

    I'd like to recommend an online webfiction where the main character is opposed to a faction trying to do quite a lot of what you describe. It could be worth mining for ideas.

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    Mother of Learning

    Although stopping the cult is far from the only thing going on in that story
    Last edited by paddyfool; 2021-08-18 at 06:03 AM.

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    Default Re: Help Stopping a Demonic Cult

    Fifty years is a long time, and it sounds like the members might have been well established before forming the group. This makes it pretty difficult to take down.

    Side note, how do other organisations in the same field feel about this organisation? You don't make a play for occult power without annoying somebody else who wants or has occult power, and the same applies to other kinds of power. If the party isn't overly picky about their allies they could give some slightly more wholesome underground groups who are against this group.

    It's also probably better to attack power bases rather than to fight directly. Damage reputations, plant evidence that the cult members have been ordering that milk be watered down, start political movements, create proof that they're sleeping with the mayor's husband, summon a demon* to rob the bank vaults of every other member (just make sure to have enough souls to pay them). And be as anonymous as possible, you don't want the demons getting too you out anybody who associated with you.

    This honestly might be easier to pull off than with people doing this because of faith. If I have faith in the demons I'm serving I'll continue even when my back's to the wall. If I'm doing this for profit I'm going to stop if using demons isn't profitable. If you have long enough you could work out how the demons are being used, devise countermeasure, and then spread the counters.

    * Using the same means as your opponents isn't for every game. But such things can be really fun.
    Last edited by Anonymouswizard; 2021-08-14 at 05:57 PM.

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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by HumanFighter View Post
    Default Help Stopping a Demonic Cult. Any ideas?
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    Default Re: Help Stopping a Demonic Cult

    *Summoning the heavenly host
    *Bringing in an opposed Blood War faction
    *some kind of macguffin artifact, possibly the Rod of Seven Parts
    *fight the cult leader for control like in The Chronicles of Riddick
    *Train the populace to fight demons
    *inquisition
    *witch trials
    *pay them off
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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Anonymouswizard View Post

    It's also probably better to attack power bases rather than to fight directly. Damage reputations, plant evidence that the cult members have been ordering that milk be watered down, start political movements, create proof that they're sleeping with the mayor's husband, summon a demon* to rob the bank vaults of every other member (just make sure to have enough souls to pay them). And be as anonymous as possible, you don't want the demons getting too you out anybody who associated with you.
    Hey now, be careful when spreading rumors like that. You don't want the party to be just as bad as the cult they're fighting against
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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Bohandas View Post
    *inquisition
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    Avatar by linklele. How Teleport Works
    a. Malifice (paraphrased):
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    b. greenstone (paraphrased):
    Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by KorvinStarmast View Post
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    Thumbs up Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Anonymouswizard View Post
    Fifty years is a long time, and it sounds like the members might have been well established before forming the group. This makes it pretty difficult to take down.

    Side note, how do other organisations in the same field feel about this organisation? You don't make a play for occult power without annoying somebody else who wants or has occult power, and the same applies to other kinds of power. If the party isn't overly picky about their allies they could give some slightly more wholesome underground groups who are against this group.

    It's also probably better to attack power bases rather than to fight directly. Damage reputations, plant evidence that the cult members have been ordering that milk be watered down, start political movements, create proof that they're sleeping with the mayor's husband, summon a demon* to rob the bank vaults of every other member (just make sure to have enough souls to pay them). And be as anonymous as possible, you don't want the demons getting too you out anybody who associated with you.

    This honestly might be easier to pull off than with people doing this because of faith. If I have faith in the demons I'm serving I'll continue even when my back's to the wall. If I'm doing this for profit I'm going to stop if using demons isn't profitable. If you have long enough you could work out how the demons are being used, devise countermeasure, and then spread the counters.

    * Using the same means as your opponents isn't for every game. But such things can be really fun.
    There was something of a demonic cult already, before the Tartumians came around, known as Nathilza's Brotherhood, who were using blood magic to create magical items and eventually their goal was to summon a giant colossus fueled by the pain of mortals, to destroy a city that spurned Nathilza, their leader. However, the Tartumians had so much wealth that they eventually assimilated the entire brotherhood into their own ranks, ousting Nathilza, who ended up in hell. I was thinking Nathilza would be a great ally for the party against the Tartumians, since he hates the Tartumians so much for stealing his cult, and he is a powerful warrior, if the party can free him.

    There is another evil faction of great power, the Court of Villainy (the name is a little on the nose, I know.) At first these two factions hated each other, and were bitter rivals. There was a great battle (in which it was a draw) between them and this caused them to have a truce and begin to develop mutual respect for each other. They work together on occasion, but the truce might be broken any day now.

    There once was an artifact used long ago, the Ciridon Staff, that sent all the demons back to hell when they tried invading the mortal realm. This was centuries ago, however, and the staff has since been split into 7 pieces. If the party can find all 7 pieces of this staff, they can send all the demons away and end this invasion before it even really becomes a huge problem.

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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by HumanFighter View Post
    As the GM of my current Tabletop group, I have started a plotline in my campaign where basically a group of demonic cultists have started opening up Hell Gates all across the Mortal Realm, causing squadrons of vicious demons to attack the populace.
    Quote Originally Posted by HumanFighter View Post
    But I want to give the players some sort of an "out" ...a way they can find and destroy them before it's too late and the world is totally screwed. Any ideas?
    How are they doing the bold bit? I'm not sure what system you're playing, but in D&D, opening free-standing planar Gates all over the place would mean an extremely powerful cult, with multiple members capable of 9th-level spells all spread out across the continent or planet. That is, unless they're using a macguffin (e.g. artifact or ritual) of some kind, in which case the PCs course of action is clear.

    In short - figure out how the cult can do this and the PCs' means of stopping them should become apparent, even if it's difficult.
    Last edited by Psyren; 2021-08-17 at 11:33 AM.
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    Default Re: Help Stopping a Demonic Cult

    Maybe also ask yourself what your players would enjoy.

    If they'd enjoy a game of intrigue and alliance forging, let them forge an alliance of disparate individuals powerful enough to take on this cult and the hordes of hell they can summon.

    If they'd enjoy heroically questing for macguffins, let them quest for them, such as seeking out the pieces of the staff or saving Saint Macguffin from the very sacrificial alter of the cult to stymie their opening up the hellgates.

    (If they just want to have a power trip where their heroes progress in level to such an extent that they can take on the hordes of hell directly in person without macguffins or allies, you may have a bit of a problem on your hands).

    Maybe try them out on a bit of both of the first two approaches, and see what works for your table.
    Last edited by paddyfool; 2021-08-17 at 12:49 PM.

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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Psyren View Post
    How are they doing the bold bit? I'm not sure what system you're playing, but in D&D, opening free-standing planar Gates all over the place would mean an extremely powerful cult, with multiple members capable of 9th-level spells all spread out across the continent or planet. That is, unless they're using a macguffin (e.g. artifact or ritual) of some kind, in which case the PCs course of action is clear.
    IIRC both Tome of Foes and Book of Vile Darkness mention the possibility of rifts opening to the lower planes if enough messed up stuff happens in one area

    Found it: "If the first stage of the infection continues long enough, a portal opens in the corrupted environment that connects to a random location in the Abyss." -Mordenkainen's Tome of Foes pg24

    (I think I was wrong about Book of Vile Darkness though. The section I thought mentioned it only mentioned mundane rifts forming in the landscape)
    Last edited by Bohandas; 2021-08-17 at 02:48 PM.
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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Bohandas View Post
    IIRC both Tome of Foes and Book of Vile Darkness mention the possibility of rifts opening to the lower planes if enough messed up stuff happens in one area

    Found it: "If the first stage of the infection continues long enough, a portal opens in the corrupted environment that connects to a random location in the Abyss." -Mordenkainen's Tome of Foes pg24

    (I think I was wrong about Book of Vile Darkness though. The section I thought mentioned it only mentioned mundane rifts forming in the landscape)
    Putting aside that those books are from different editions of the game though, that passage seems to be referring to a very long period of corruption and depravity weakening the space between those worlds in a highly localized area. It's not really the kind of thing a bunch of cultists can effect spontaneously/simultaneously all over the map, unless they've had this plan in motion for a very long time uninterrupted and unnoticed. I'd expect this method to be used for a single portal in their backyard, somewhere they've been conducting routine sacrifices for instance.
    Quote Originally Posted by The Giant View Post
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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Psyren View Post
    Putting aside that those books are from different editions of the game though, that passage seems to be referring to a very long period of corruption and depravity weakening the space between those worlds in a highly localized area. It's not really the kind of thing a bunch of cultists can effect spontaneously/simultaneously all over the map, unless they've had this plan in motion for a very long time uninterrupted and unnoticed. I'd expect this method to be used for a single portal in their backyard, somewhere they've been conducting routine sacrifices for instance.
    Depends on what the horrible thing entails. My current setting Atlo runs on basically that idea. Human sacrifices can be used to pierce the afterlife and pull through demons, which are used for a variety of things (like powering magic items.) They used mass human sacrifice to accomplish it (its rare now because it contaminates the world for long periods of time like Evil radiation.)

    But the type of sacrifice could certainly be smaller and more specific. Getting a twin to murder the other, say, could immediately accomplish it because it is so horrible an atrocity. Or maybe the rules are really weird, like a Halfling woman killing an orc man on their birthday if they share one. Then its a matter of coming the world for esoteric circumstances and setting the plot in motion.
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    Quote Originally Posted by Tvtyrant View Post
    But the type of sacrifice could certainly be smaller and more specific. Getting a twin to murder the other, say, could immediately accomplish it because it is so horrible an atrocity. Or maybe the rules are really weird, like a Halfling woman killing an orc man on their birthday if they share one. Then its a matter of coming the world for esoteric circumstances and setting the plot in motion.
    I like that! That would make a great set up for a mystery. Like there's all these murders occurring under bizarre conditions and the PCs have to find out why.
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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Bohandas View Post
    I like that! That would make a great set up for a mystery. Like there's all these murders occurring under bizarre conditions and the PCs have to find out why.
    You could even add something like.the Elder Evil signs in as reality starts to crack.
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    Default Re: Help Stopping a Demonic Cult

    I personally like the idea of it being relatively easy to tear open a massive hole to another plane, the problem is making sure it closes again (either immediatelty or when you no longer need said hole).

    Although if you're just using the demons as tools it's almost certainly easier to summon up one or two via standard means and then bind them to your will than to open the gates of hell. So why has this group decided that that price is too much to pay compared to tearing multiple holes in reality?
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Anonymouswizard View Post
    I personally like the idea of it being relatively easy to tear open a massive hole to another plane, the problem is making sure it closes again (either immediatelty or when you no longer need said hole).

    Although if you're just using the demons as tools it's almost certainly easier to summon up one or two via standard means and then bind them to your will than to open the gates of hell. So why has this group decided that that price is too much to pay compared to tearing multiple holes in reality?
    Those summoning spells don't last very long. I don;t know about 5e, but in 3.5e Summon Monster topped out at 2 minutes duration, unless you were epic level.

    You don't start getting longer lasting spells like Halaster's Fetch until you get access to fourth level spells

    EDIT:
    And conversely, simple murder can be accomplished just with Ray of Frost
    Last edited by Bohandas; 2021-08-18 at 01:02 AM.
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    Default Re: Help Stopping a Demonic Cult

    Quote Originally Posted by Bohandas View Post
    Those summoning spells don't last very long. I don;t know about 5e, but in 3.5e Summon Monster topped out at 2 minutes duration, unless you were epic level.

    You don't start getting longer lasting spells like Halaster's Fetch until you get access to fourth level spells

    EDIT:
    And conversely, simple murder can be accomplished just with Ray of Frost
    You're jumping to conclusions. No system has been specified, and in many stunning are either shines to be for extended periods of in combat and or of combat summoning spells different durations. And that's not even getting into the realm of NPC-only spells and rituals.
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    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
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