The campaign restarts in earnest next week so I've been thinking about the principal threats and the ultimate destinies of the PCs. This is not to transform the campaign into yet another railroad but simply a way of getting my thoughts straight and, most importantly, ensuring I am giving each PC a chance to shine in a story-sense.
If you have been reading this blog, this might be a good way to see where the campaign is actually heading. A lot of my posts are disjointed and leave out a lot of things I have in other notes that don't make their way to the blog.
Edit: Sorry for those who are reading and seeing random formatting. One of the things I hate about blogger is that it randomly formats paragraphs in terms of font type and font size and then randomly inserts and deletes line spaces.
Principal Threats & Their Goals
Valindra Shadowmantle, Mistress of the Dread Ring of the Neverwinter Wood
Elite controller 10; eladrin lich wizard
Goal: Valindra wishes to activate the Dread Ring to provide Szass Tam with the power he desires. Of course, this will end all life in Neverwinter and across much of the North....
I have already posted about Valindra already but I see defeating her as the end of the Heroic Tier and, in effect, the end of the campaign in terms of the bare minimum I would like to see achieved. Ideally, Valindra's defeat will give the PCs enough XP to reach 11th-level and thus the Paragon Tier. I think this is the perfect break point.
Faendarra, Goldeye of the Counting House
Solo controller 11; half-succubus harpy cleric/warlock
Goal: "Faendarra" simply wishes to deliver the city and its souls to Graz'zt to form another layer (along with two others unrelated to this campaign) as the Dark Prince seeks to double the size of his realm from three layers to six.
After Valindra has been defeated, the PCs will likely return to Neverwinter. At this point, they are seen as a true threat to New Neverember and the rule of Lord Neverember so Neverember and his masters in the Heretics of the Harlot's Coin will seek to assassinate them. This should result in an urban campaign involving sewers and a hidden temple of Graz'zt/heretical temple of Waukeen.
(My original plan was for Faendarra to be a lamia but I thought a harpy would be a better match for the bard in terms of providing him with a specific nemesis. The original Tyralandi was not part-harpy but was, instead, part-nymph. That was also tempting but, again, I wanted the "grand melee" involving her to be a combat where the bard would really shine.)
When the PCs loot the Counting House, they will discover information about the fate of Sharandar that will be of interest to the Iliyanbruen Guardian, in particular, and that will put them on a collision course with the next principal threat, Treerazer.
Treerazer, Keeper of Sharandar
Solo skirmisher 12; unique demon
Goal: Treerazer's soul task is to keep Sharandar imprisoned in the Barrens of Oublivae. In return for his eternal servitude, he is able to enjoy himself by brutalising the eladrin and elven inhabitants.
Armed with information from the Counting House, gathered after the PCs defeated Tyralandi and her forces, they head toward the ruins of Sharandar and seek to unravel the mystery of the city's loss.
The short version is this: servants of Lolth - drow from House Fey-Branche, to be specific - used a ritual granted by Oublivae, the Monarch of the Barrens, to summon the fey-hating tanar'ri, Treerazer, to assault the city of Sharandar. When the eladrin high mages performed a ritual of banishment, the true trap was triggered: the drow had carefully prepared eight pillars of abyssal stone - the Eight Legs of Lolth - so that the ritual of banishment not only banished Treerazer but it took the city and its inhabitants with it.
In the Feywild, this resulted in a great circular spiral pit beign formed and the twisting and corruption of the trees around this pit for several miles around. Only a renegade fomorian tainted by the Abyss (elite controller 13), and his cyclops servants, dare live in this rare wasteland which is nothing but a wound in the Feywild.
What the PCs will eventually discover is that the city and its inhabitants can be freed simply by defeating Treerazer: this tanar'ri is the key.
Restoring Sharandar to the world and repairing the reflected wound in the Feywild would be a singular major accomplishment for the Iliyanbruen Guardian PC.
When Sharandar is returned to the world, the PCs will soon find that the true threat to Neverwinter and the North is revealed: the balor, Grintharke, and his Scourged Legion of tanarruka and fey'ri and the orc horde he has whelmed with the power of the Bloodbone Throne of Uruth Ukrypt which is now located in the depths of Gauntlgrym.
Grintharke, Lord of the Scourged Legion
Solo brute 13; balor warlord
Goal: Grintharke simply wishes to raise the North under the feet of the tanarukka and orcs that he controls. This is pure chaotic evil: it is nothing more than destruction.
I realise that the visuals of a balor leading an orc horde seem like something out of Lord of the Rings, especially when his lair is in the ruins of an ancient dwarf city. Well, it may be completely unoriginal but it's something I have never done... until now.
For me, this is the true end of a campaign. The history of the region simply known as The North in Faerûn is replete with the destruction wrought by orc hordes. Neverwinter itself has been a target many times in the past. It somehow seems appropriate that a campaign set in Neverwinter end with the threat of an orc horde, albeit one with a few differences inspired - at least subconciously - by Lord of the Rings (and the "demands" of the Heir of Delzoun character theme!).
I expect that the adventure that will ideally conclude with a battle between the PCs and Grintharke in the depths of Gauntlgrym in front of the Bloodbone Throne of Uruth Ukrypt will also include an attack by part of the horde on the walls of Neverwinter. I can draw on Rich Baker's 3.5E Red Hand of Doom and 4E King of the Trollhaunt Warrens for inspiration.
After defeating this mini-horde, the PCs - and this is obviously of particular interest to the Heir of Delzoun PC - will learn than even larger horde - possibly the largest orc horde ever whelmed - is forming in the Crags and seems to be controlled from Gauntlgrym (I'm writing this as if the PCs know where Gauntlgrym is: they do not at present but may do by the time they reach his point in the campaign).
Lorragauth, the Dracolich of Castle Never
Solo lurker 14; black dragon fettered dracolich
Goal: Lorragauth is simply a menace who threatens all of Neverwinter from his perch high on Castle Never.
While I certainly believe that Neverwinter is a great setting - it's like a well done version of the ruins of Phlan from 1E/2E's Ruins of Adventure minus, of course, the really silly fourth wall-breaking names - I sometimes think that the real reason I am running a campaign in Neverwinter is simply because of the cover art. Seriously, is there any DM who looks at Ralph Horsley's magnificent picture and doesn't immediately think, "I must run that!"
For my part, I want the final encounter of the game to involve a battle with Lorragauth using the Gargantuan black dragon miniature I bought six or so years ago. If we end the campaign after Valindra's defeat - an option I alluded to above - I still want to run one final battle in 3D involving Lorragauth and this particular miniature. I can just change his level to something more appropriate.
This battle won't necessarily involve a large story - although exploring the ruins of Castle Never and recovering the Crown of Neverwinter could certainly turn this into an entire adventure rather than a single encounter - I just want to end the campaign on a high note that reflects the cover art. It's something I have never done before.
And that way, anytime anyone in my group - including me - looks at this picture in the future, we will be reminded about what is turning out to be my favourite campaign of the past 30+ years.
Destinies of the PCs
Of course, I realise some who read this might immediately silently counter that it's not the DM's role to determine the destinies of the PCs. I agree.
A more accurate - but longer-winded - way of putting it would be to phrase it as this question, "Knowing the player, the character, the events of the campaign so far, the various hooks and situations that are in place and the character theme that has been chosen, what do I think will be both a logical and satisfying conclusion to a particular PC's story arc?"
Please read these comments - and this post - in that context.
Dead Rat Deserter
Half-elf Valorous Bard
I think rooting out the Heretics of the Harlot's Coin and their spies and assassins - leaving room for a new organisation of spies to assist Neverwinter's ruler - would be a suitable "end game" for this PC.
Also, the bard is going to be key to defeating Tyralandi for two reasons:
1. The Dead Rats will be needed to find the secret entrances from the sewers to the Counting House. It's too well-protected otherwise in terms of both guards and wards.
2. Tyralandi is going to have a really potent song-based power and only the bard will be able to counter it. This will be something like a skill challenge but, hopefully, a lot less boring.
Key Battle: The half-succubus harpy, Tyralandi. Song vs song.
Heir of Delzoun
Dwarf Weaponmaster Fighter
My players are fans of R A Salvatore so I think the thought of a dwarf reclaiming his heritage will be really appealing. I also think being the one responsible for the defeat of the balor that controls an orc horde threatening the whole of the North is something that will ensure that the name of this dwarf will live on for hundreds of years in the tales of the dwarves of the North.
For this reason, the battle with Grintharke before the Bloodbone Throne of Uruth Ukrypt is this PC's "end game".
Final Battle: The balor, Grintharke. Much as the bard will be key to the defeat of Tyralandi, I think the dwarf will be given extra bonuses by the dwarven ghosts of Gauntlgrym that will see him become the key to the defeat of Grintharke.
Iliyanbruen Guardian
Eladrin Bladesinger Wizard
Finding and restoring Sharandar? This will be an even bigger achievement than finding Gauntlgrym and cleansing it of its demonic taint. After all, what the inhabitants of Sharandar have been experiencing over the past centuries has been literally (and I am, unusually for the internet, using the word "literally" correctly) a fate worse than death and this PC is going to put an end to that torment.
Yes, that's definitely this PC's "end game".
Final Battle: The tanar'ri, Treerazer. Obviously the eladrin will be key in this battle and will be able to harness the powers of Sharandar's mythal (if it didn't have one, it has one now) to perform various effects to aid the rest of the party. At a bare minimum, fey step is going to be an at-will (minor: 5 squares; move: 15 squares; standard: anywhere) and the eladrin will be able to bring every adjacent ally with him.
Neverwinter Noble
Human Thaneborn Barbarian
There can be no other "end game" for this PC than simply finding the Crown of Neverwinter and taking the throne as Neverwinter's ruler. However, first he needs to deal with the other threats - threats that prove to be the "end games" for the other PCs - before he can fulfil his own destiny.
And, somehow, that seems really appropriate.
Final Battle: The dracolich, Lorragauth, on the spires of Castle Never. This is it. In front of the city that he is destined to rule, the PC - with his friends, of course - takes the battle to the final threat of the campaign. Morale will be high and reflected mechanically. I suspect the Neverwinter Noble will end up being granted various warlord-like powers for the duration of this battle: he's going to be the key to Lorragauth's defeat. I also think that Lorragauth will have a trait that ensures that the Neverwinter Noble is the one who lands the final blow.
Further Developments
I've basically ignored the threat of the Netherese and their werewolf servants but there's potential there for continuing the campaign... or starting a new one a year or so later where Neverwinter is undergoing a boom but there is a threat lurking in the shadows and the Neverwinter Wood. Of course, if the PCs leave off following the current hooks to pursue the Netherese then, obviously, I am going to have to make some changes.
Assuming the PCs end the campaign with the defeat of Grintharke - Lorragauth is, more or less, a bonus encounter simply to tidy everything up - the PCs will have defeated the Red Wizards, stopped the tarrasque from being awakened, stopped Graz'zt from absorbing Neverwinter into the Dark Prince's realm in the Abyss, freed the city of Sharandar and the souls of its inhabitants from their abyssal imprisonment and stopped a demon-led orc horde from rampaging across the North in an orgy of death and destruction.
And the final battle will bring us back to the cover art of the book that inspired the campaign.
I think that's enough for one campaign.
Anyway, taking the time today to organise my thoughts has been helpful. I know where I should be focussing my time and creative energies and I have a really clear sense of the direction of the rest of the campaign.
I'm excited!