New Neverwinter game - advice requested

Post/Author/DateTimePost
#1

kahluah

Nov 10, 2011 7:22:39
I'm gonna be running a New Neverwinter game in the next week or so, and am looking for a little advice as to which of the many main plot arcs to hone in on as the main arcs for the game. I plan on having 2 or 3 of the main arcs running as the overall game arc and letting the players decide which their characters would rather follow (knowing that the other arcs progress at pace alongside the characters' actions, affecting future sessions and options at a later time), but am wanting to make sure that the characters are at least a little bit interested in them.

So far, the characters are as follows:
* Dragonborn Sorcerer (Storm), Devil's Pawn - not following the theme background give, the character was being tutored in storm magic by a catastrophic tempest dragon, and opened a diabolic tome, opening the way for the branding by Asmodeus.
* Eladrin Bladesinger, Spellscarred Harbinger
* Halfling Warlock, Dead Rat Deserter
* Human Battlemind, Scion of Shadow
* Human Invoker of Selune, Neverwinter Noble
* Elf Cleric of Mielikki, Harper Agent (and has amnesia to boot, which I am planning on having fun with)

One of the major plot arcs that I want to run with is the Netherese infiltration of the city and attempting to raise the fallen mythallar to begin their domination of the Sword Coast region - this should entice the Battlemind, the Invoker, and the Cleric by virtue of either their deity or their theme. But I am having trouble trying to figure out which of the other major enemy activities to have as alternative plot arcs for the characters to pursue.

My thoughts so far:

The Ashmadai will feature as potential allies and enemies at the same time - insidious and hard to get rid of, especially once Mordai Vell and his faction of connivers enters the picture. The Thayans likewise will feature as allies or enemies, depending on if the characters play the Netherese and the Thayans off against one another. Not sure if either of these interactions would be big enough to use as a major plot arc, but could be interesting to have as mid-term plots to play with for a series of adventures.

Any other suggestions about the major setting elements to use as major plot arcs for the game??
#2

Mr_Miscellany

Nov 14, 2011 12:54:57
I think Lord Neverember and his various machinations is a great tool to use when you want a break from the regular campaign arc.

I notice you have a Dead Rat Deserter in the group, as well as a Neverwinter Noble and Spellscarred Harbinger. These are three individuals who could find themselves on Neverember's bad side, by virtue of their existence alone.

Not sure if you've seen it, but myself and one other user have put together a timeline of possible events a DM could use when running neverember. It's on this sub-forum and called Current Clack: Neverwinter Edition.

Hopefully you'll find some useful plot ideas there to throw into your game.
#3

kahluah

Nov 15, 2011 1:22:16
You know, it never occured to me to use Neverember and New Neverwinter in an antagonistic way to the PCs because of those 3 themes. It makes a lot of sense to do it though, especially with the path the first couple of levels of adventure will travel. Am using the Encounters season adventure set in Neverwinter as the first major story for the characters to chew through.

The fact that the Dead Rats, Plaguechanged, and Sons of Alagondar are all featured in the events surrounding the Encounters adventure (and in a pretty negative light by the end of it), and I think it will certainly act as a catalyst for Neverember to start hitting hard on the rebel factions as well as the spellscarred. One of the characters (the Devil's Pawn dragonborn sorcerer) has leanings towards Neverember as the current ruler of the city, having even gone so far as to accuse Seldra of treason against the city (she has been pressured into revealing to the party that she is not 100% loyal to Neverember after the Harper Agent revealed his allegiances to her), and agreeing to keep her secret in exchange for favours to be paid later (yes, my first session has already been that intrigue laden).

So I think I'll use that suggestion, as it fits in nicely as an added major complication to the Netherese plots I have lined up (just have to get them interested in keeping in contact with a couple of magic item merchants and traders, and go from there).
#4

Mr_Miscellany

Nov 15, 2011 17:59:04
Awesome.

I like that Lord Neverember's machinations allow for the DM to always have an ace up his or her sleeve for those times when the PCs are in between major portions of the adventure or when the DM wants to change things up a bit, because Neverember's minions can harass the PCs and otherwise be used to goad the players into a side trek composed of a few encounters.

As to your last comment: I've found it's easy to keep PCs going back to one magic item merchant by having that merchant give the players a discount or offering to pay 5% more for magic items the players want to sell.
#5

kahluah

Nov 16, 2011 5:01:20
Yeah, that's very true, and because very few of his minions would actually be considered evil (rather, they're just antagonistic), the heroes can't really go about town mowing them down with spell and sword either. They'll have to play creatively to be able to deal with them, and maybe cut deals they otherwise wouldn't in order to distract them, or else their troubles will just get worse as they are painted as murderers who destroy the lives of innocent guards and upholders of law.