HELP! Adventure Plot in Skullport. I could use some clever plot twist help. Thanks! [Archive] - Wizards Community

Post/Author/DateTimePost
Airicx Velysian

08-09-04, 03:36 PM
I'll give you as quick a rundown as I can.

First the Players:
I switch off DMing with another player-we both have 10+ years exp.
My character is Sadyth Khesidrow, a NE drow elven female Rog 4, Fig 1, Rng 1, Asn 5
The other DMs char Amon Dross is (a general guess) a NE human male cleric of Bane Clr 11
The other player is Mortalis Khesidrow, a NE drow elven male Wiz 6, Elemental Savant 5

The story line for the group is that Sadyth and Mortalis are brother and sister for a drow elven house that has extended it's reach to the surface and is attempting to set up ties with the Zhents. To set up a meeting the siblings planned an ambush on Amon the Cleric of Bane and then convieniently arrived to save him. Through him they established ties and through a series of adventures have been working for the Zhents.

During one adventure from D&D (War of the Spider Queen) the cleric Amon dominated the vampire you fight in the beginning and has him under control. So now the vamp is an npc in the party.

Fast forward to the current campaign-and where I could use some ideas:

The Zhents have been unable to establish a strong base in Waterdeep or course so they are trying to build one in Skullport. They want to use the Xanathar Guild as a front but wish to depose of the strong willed Xanathar as leader. The current 2nd Hand of the Xanathar (in the FR book) is an 11th level Cleric of Bane named Colstun.

The plan from the Zhents is to have the PC's assist Colstun in a coup. Since Colstun is the third top ranked guy he has many allies within the guild. In addition Colstun is also the Master of Assassins within that guild. The first stage of the coup is to consolidate his base of power secretly within the guild. Once he has secured his own base of power the next step would be to start recruiting more followers for himself, and then begin secretly ambushing other members of the guild and demanding fealty. Being Head of the Assassins this part of the coup should be the easier part. Being a Cleric of Bane with his powers he would be able to tell whether or not the individual ambushed was being honest or not.
Also, being supplied by the Zhents for this important mission, Colstun will have a few Dopplegangers at his disposal for those few higher ranking members that would be missed and would send up a warning to the other Masters of the Xanathar guild. Replacing them after elimination with the Doppelgangers would help buy time for the next stage of the coup.

Enter the PC's. The next stage of the coup will be more difficult. By this time the higher ranked Masters of the Xanathar Guild may not be completely alert, but would likely have suspicions that something is going on. Higher members such as the First Hand of Xanathar would of course have to be eliminated as would be the Dwarven master of the slaves. Also-without saying-the Xanathar himself would have to be slain.

I am at this stage in the planning for this adventure. What would be some steps or plots that you would suggest to work towards this coup? I know it should not be simple hack and slash, the Xanathar Guild is very wily and embedded in a strong base within Skullport. Unseating them should be a difficult task and would require some great twists leading up to the final confrontations with the Xanathar and his Beholder kin.

Some plots I am stuck on are:

-At this stage in the coup the Xanathar's would likely be on the verge of getting a little suspicious at Colstun's many distractions lately. Of course he DOES handle the assassinations and such within the guild but in a guild such as this there are always mistrust and suspicions. What actions would the Hands of the Xanathar be taking at this point when all they know is that something may be happening.

-The second stage of the coup after consolidating Colstuns base of power and recruitment of allies would start focusing on subduing and/or eliminating the top members of the guild without alerting the Xanathar itself of the others in the leadership to their plot-at least not until the final blow was ready to fall.

-Where d the PC's (who are too pawerful at this point to be delegated to underling tasks in this process) fit in at this point? What job would be best for them?

-I want this final chapter in this campaign to be hard and I want it to last at least 2 or 3 gaming sessions. What should I do as DM to prolong this and make it a challenging and smart adventure?

I have many ideas at this point but with a strong guild like the Xanathar I want to view many options and ideas to make it as hard as it should be to complete a successful coup and install Colstun as the leader of the Zhentarim section within Skullport.

Thanks in advance for any great suggestions!

-Air
Airicx Velysian

08-09-04, 05:34 PM
No suggestions?
sophocles

08-10-04, 10:28 AM
[sophocles dons his gloves of swimming and climbing 'cause this plot's deep.]

I've read the post a couple of times.... and the biggest 'idea' that stands out in my mind is that the drow characters should be 'neutral' to both parties Zhents , and the Xanthar guild....until the perceived 'winner' is determined.... though they may "leaning" towards favoring the coup.... they wouldn't want to join the "losing" side.... and as they would want to gain as much as they can from either side..... they should play on both sides. Perhaps not in an effort to further either's side's goals... but initially to further their own. Then... when it appears that the coup is going to be successful.... have the drow make a deal w/ Xanathar in the premise that the drow want to help ... for a cost... and even have the drow eliminate some of the dopplegangers or others of Colstuns crew to further prove their "stand" to Xanathar..... ((this could draw the game out for a couple of sessions if the drow are unaware of which members are dopplegangers and which guild members are still ... er .. well... guild members )) or which of Colstuns members could be eliminated without drawing suspicion....and at the same time... have the drow on riot control for the those guild members that have become overly suspicious... for Colstun. And the clincher would be to have Xanathar realize too late the deception of the drow which leads to the success of the coup, the fall of the guild, and the death of Xanathar....

I agree that this shouldn't be a hack n slash. Intrigue and deception should be the biggest factors with a strong stealthy undertone.......

Hope it helps..... :)
Airicx Velysian

08-10-04, 11:53 AM
Originally posted by sophocles
[sophocles dons his gloves of swimming and climbing 'cause this plot's deep.]

I've read the post a couple of times.... and the biggest 'idea' that stands out in my mind is that the drow characters should be 'neutral' to both parties Zhents , and the Xanthar guild....until the perceived 'winner' is determined.... though they may "leaning" towards favoring the coup.... they wouldn't want to join the "losing" side.... and as they would want to gain as much as they can from either side..... they should play on both sides. Perhaps not in an effort to further either's side's goals... but initially to further their own. Then... when it appears that the coup is going to be successful.... have the drow make a deal w/ Xanathar in the premise that the drow want to help ... for a cost... and even have the drow eliminate some of the dopplegangers or others of Colstuns crew to further prove their "stand" to Xanathar..... ((this could draw the game out for a couple of sessions if the drow are unaware of which members are dopplegangers and which guild members are still ... er .. well... guild members )) or which of Colstuns members could be eliminated without drawing suspicion....and at the same time... have the drow on riot control for the those guild members that have become overly suspicious... for Colstun. And the clincher would be to have Xanathar realize too late the deception of the drow which leads to the success of the coup, the fall of the guild, and the death of Xanathar....

I agree that this shouldn't be a hack n slash. Intrigue and deception should be the biggest factors with a strong stealthy undertone.......

Hope it helps..... :)


Thanks for the ideas! This is definately something that I will consider. I don't think there is any doubt that the Zhents could defeat the Xanathar, it's just a matter of not wanting to ruin the guild. The Zhents want to keep all of the Xanathar's connections to other guilds and traders rather than simply destroy them outright. The drow in the party believe they are on the winning side and also-as part of the mission directed by their matron mother-are supposed to further their relations with the Zhents.
However, I do not see a reason they couldn't work both sides toward their own personal intrests-as long as there is little risk as they do not want to destroy their relations with the Zhents. And with the Cleric's of Bane, they can tell when you lie to them...
sophocles

08-10-04, 12:25 PM
Excellent... I hoped it helps... of course it's just an idea... certainly pick and choose what works for you....

The great thing, I think, is that the drow, as defined by racial trends/traits, would want to make the absolute most of any situation using deception and guile... without jeapordizing house goals or existing relations....

And as a result you can really hand craft the level of intrigue in the game.... the drow may not outright LIE to the Cleric of Bane members... but I'm sure they can certainly control the information that they release, and the actions that they take.... allowing the ties to the Zhents remain intact.... and depending on the requirements for the coup to be successful... using power, and superiority, and stealth, the Xanathar Guild could be overthrown.... leaving it largely intact for the Zhents......

In fact as I type this message... I'm think that Xanathar as well as a few "key" leaders could be removed.... Inserting a new Hierarchy, without the lesser guild members knowing of the coup....or anyone else for that matter.... so the Zhents will benefit from the ties of Xanathar..... oh this is gonna get really good.........

It sounds like it's really gonna be a great adventure.....
Tarus

08-11-04, 04:57 PM
What?

Why would either side even talk with the drow if they were riding the fence. They have no pull in the city.


One, the Xanathar uses ESP on everybody to determine their thoughts. Right there the drow are uncovered unless they have mind shielding magics.

If the Xanathar actually deemed them a worthy ally and met with them, he'd just charm them. There'd be no reason for him not to.


From Cloak & Dagger:

Avaereene, the Xanathar's top lieutenant, has been losing her desire to run the guild, instead seeking to further her magical studies. She has a desire to surpass Khelban as the top mage in Waterdeep. She is currently in Westgate.

Colstan, your boy. Nothing needs to be said here.

Ahmaergo, the Xanathar's number three man who runs the slaving operations. Has been testing the waters for a break with the guild. Wants to work with the Iron Ring as an independent operative.

Shindia Darkeyes is closely tracked by the Xanathar, who knows she hates him and is working against him. If the PC's deal with her, the Xanathar is almost immediately know.

Slink Monteskor, the master of information. He too is watched rather closely by the Xanathar through ESP.

Randulaith, the Master of Magical Defense. He is known to have a hankering for mermaids. You could set up an adventure session where you lure him into the ocean on a rendezvous and replace him with a doppleganger or whatever.

Ott Steeltoes is the head of the smuggling. The dwarf is good friends with Ahmaergo, so he would undoubtedly join the him if he broke with the Xanathar.

Slan Thurbel, the enforcer, who has the Xanathar's army of thugs under his command. Is the most loyal to the Xanathar, but would break if he thought he could (and get away with it). Is extremely arrogant. Avaereene was keeping a close eye on him. I'd leave him allied with the Xanathar in the coming coup (maybe attempt to change sides once the coup is successful).

"Nool", a Hand Leader who commands a group of 10 slavers. Is really the doppleganger Cheg, who works for the Unseen (who kind of want to assassinate the Xanathar). The Unseen could be brought into the web somehow.


All of the leaders of the Xanathar want mind shielding magics and spell-absorbing magics. The Zhentarim, one of the largest collections of wizards in the Realms, could undoubtedly supply them with these magics. If I was Amon, that is what I would offer.

Out of the eight top lieutenants listed above, one is already joined with you, one is out of the city, and I'd guess that three could be turned fairly easy with the right offers/gifts.


Just my thoughts after skimming through Cloak and Dagger real quick.


As for plot twist, what better than to have Colstan eventually turn on them?


Plus there's the other minor slaving guilds in Skullport that could fit in somehow. Also the beholders/flayers that roam there. But, I haven't read through all of Skullport in a long, long while, so I don't remember any of that.



But anyways, the Xanathar constantly watches over his underlings through his magics. ESP + Scrying + Paranoia = Difficulty.
Airicx Velysian

08-11-04, 08:44 PM
Tarus, thanks for that abundance of info, it will really help! The gaming session isn't for a couple days so I have plenty of time to go over all of this info and advice to make this a really interesting adventure! Thanks again!

Anyone else want a shot?
sophocles

08-12-04, 08:26 AM
yes, all very good points, Tarus.... but it's my belief that for the campaign to be possible... certain allowances would need to be made...... else the characters would be walking into certain doom....