The Alexandrian

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 35C: AMBUSH IN THE BANEWARRENS

January 5th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

JEVICCA AWAITS

Jevicca & the Ghostly Minstrel - Ptolus (Monte Cook Games)

When they returned to the Ghostly Minstrel late that night, they found Jevicca drinking in the common room. They greeted her with friendly cheer and, a short while later, went up to Elestra’s room.

Once they had reached that (relatively) secure privacy, they turned quickly to the business before them: They told her about the warding generator, the sealing properties of the walls, and the presence of the bone-ring wearers who were apparently responsible for breaching the Banewarrens.

Jevicca inspected the ring they had given her. “There are binding magicks, warding magicks, and geas magicks at work here. But they are all intertwined and well obscured. May I take this with me to have it properly studied?”

“Sure,” Tee said. “I’ve got plenty of them.”

“I wouldn’t recommend trying any of them on.”

“Yeah, we figured that out for ourselves.”

Jevicca paid each of them the 1,000 gold pieces she had promised. Then she made them a new offer: “The Inverted Pyramid wants the Banewarrens sealed.”

“I don’t know if we can do that,” Ranthir said. “It would take me weeks to work out how to repair the warding generator… if it’s possible at all.”

“I’ll see if I can get help from the Pyramid for that,” Jevicca said. “But the important thing is the creature that penetrated the inner door. If she’s still inside, she could break the seals again and escape – leaving the Banewarrens open behind her.”

Jevicca offered each of them a payment of 2,000 gold pieces or a custom-made mage-touched item worth twice that much if they could track down and remove or kill the invader. After a brief discussion, they agreed. (In many ways it was an easy decision: They wanted the Banewarrens closed just as much as the Inverted Pyramid did. They might as well get paid for doing it.)

Jevicca had also been busy researching. She was able to tell them of three significant historical efforts to penetrate the Banewarrens: Alchestrin, a former Lord of Castle Shard, studied the Banewarrens extensively. He was almost certainly the most knowledgable person in the modern era when it came to the subject.

Sokalahn was a powerful sorcerer of pre-history who spent years or possibly even decades attempting to breach the wards around the Banewarrens. In the casting of a powerful ritual towards that end he met with a spectacular failure – great energies were spun forth which twisted into pools and eddies called the Pits of Insanity. “These pools of pure chaos,” Jevicca said, “Were scattered throughout the subterranean areas around the city, playing havoc with physical laws and magical powers.”

Elestra shuddered.

“Ghul also made many attempts, few of which were documented – but all of which failed. He eventually came to believe that the secret of overcoming the magical wards might lie with the arts of chaositech.”

AMBUSH IN THE BANEWARRENS

They returned to the Banewarrens to renew the spell of alarming they had placed on the door. On the way, they realized they had become careless: The Ghostly Minstrel lay outside the range of the spell, and yet they had gone there several times that day. At the thought, their hearts became ill at ease.

Fortunately, Kalerecent greeted them cheerfully in the excavated antechamber.

“Is everything all right?”

“All has been quiet here.”

“Are you sure?”

“Yes. Why? Has the alarm been triggered?”

“Err… No. Not at all.”

And, in fact, it had not. With their fears temporarily allayed, they headed down into the Banewarrens themselves. Ranthir cast a new alarm on the sealed door and they began chatting idly about their affairs: They decided to go to Mahdoth’s Asylum the next day to follow-up on the letter Ranthir had received. They considered different ways of fulfilling Jevicca’s new assignment. (“We should just lay siege here. She has to come out eventually.”) They also considered what should be done about the chaos temple in Oldtown and the other two temples they knew of in the Temple District.

And then Tee’s sharp ears caught it: “My friends! To arms! To arms!”

“There’s something wrong!” Tee took off running down the hall.

Agnarr and the freshly boot-enhanced Tor both passed her easily in the race out of the Banewarrens. Coming back up the tunnel leading to the antechamber, however, they came up short in front of a wall of seemingly impenetrable darkness. A few moments later, the others caught up to them. Even Tee’s elven vision couldn’t penetrate its unnatural depths. And everything beyond it was eerily silent.

They fidgeted, unsure of what they should do. Tor was skilled in the arts of blind-fighting – having practiced his swordcraft on many moonless nights – but without any idea of what might lay within the darkness it didn’t seem wise to go rushing in. (Although Agnarr firmly endorsed the “rushing in with both eyes shut” plan.)

Then Tee heard heavy footsteps approaching them from out of the darkness… but as those footsteps emerged into the passage, there was still nothing to be seen. Tee whipped her dragon pistol up and fired.

The shot missed.

A blue-skinned ogre with dark runes etched across its temples appeared out of thin air, swinging its massive sword. It caught Tee flat-footed and sent her stumbling backwards down the passage.

Dominic was completely exhausted by this point (it had been an impossibly long day), but he somehow dredged up the strength to draw once more upon his divine power and let it flow into Tor. Tor was gleeful to feel himself grow in the same way that he had seen Agnarr do so many times before, and even before the transformation was complete his sword had lashed out, striking the ogre with two quick blows.

Dazed and surprised, the ogre raised his sword to parry and cried out—“Yuinthu! They’re stronger than we thought! I need—“

And then Tor, with one last plunging thrust of his blade, killed the creature.

The ogre fell.

And the darkness fell with it.

To one side of the antechamber, another half-leonid creature crouched – seemingly shocked by the sudden return of the light. She had a slightly different countenance than the others they had fought, but was clearly of similar nature.

And to the other side of the chamber stood a tall, purplish-skinned humanoid with a mouth of frothing tentacles and slitted, milky-white eyes.

Ranthir recognized this latter creature as a “flayer” from vague references in ancient texts – and something about “feasting upon the brains of the living”.

Mind Flayer“Don’t let it eat your brains!” Ranthir cried out in warning.

“That doesn’t sound good,” Dominic muttered.

Tee moved forward to get a better shot at the betentacled creature, but as she moved into the antechamber two huge spiders dropped from the ceiling.

“Look up! Why do we never look up when it matters?!” Tor cursed in frustration.

Tee, for her part, barely managed to roll backwards down the tunnel – although she still received a nasty, slashing cut that burned painfully from the spider’s venom.

“Yuinthu!” the leonid cried. “We need to get out of here!” She bounded forward, leaping through the air and landing atop Tor – all of her claws raking painfully into this chest while her jaws sank deep into his shoulder. Her claws dug into his flesh as she bunched her legs and leapt back into the room, sending Tor staggering backwards.

While Tor was still trying to recover, Yuinthu – with a strange and alien gait – shambled forward and laid his hands upon the leonid. The leonid, in turn, laid her paws upon the ogre and the spiders both reached forth claws to touch the sphinx—

And they vanished.

RANTHIR AND THE DREAMING APOTHECARY

Dominic rushed to Kalerecent’s side, finding the knight still breathing shallowly. With a burst of holy energy, he got him back on his feet.

“You drove them off?”

“More or less,” Tee said.

“The ogre appeared out of thin air.”

“They disappeared that way, too.”

Ranthir had detected a slight aura of planar magic in the flayer’s escape spell. He suggested that they might be able to trace their teleport and proposed that they ask Jevicca to do it for them…

… which is when they realized they had no way of contacting her.

Knowing that Jevicca had contacts with the Dreaming Apothecary (because she had given their token to Elestra), Ranthir took the Apothecary’s token from Elestra and raced back to the Ghostly Minstrel. When he failed to find Jevicca in the common room there, he headed up to his room and placed the token under this pillow. In his excitement it took him some time to drift off to sleep, but he finally managed it.

When he awoke to find the representative of the Dreaming Apothecary in his room – dressed in cloth-of-gold and with her long, blond locks drifting through the air – and explained that he was trying to contact Jevicca.

The representative of the Dreaming Apothecary was unamused. “We are not a messenger service.”

Ranthir rapidly backpedaled, instead placing an order for a magical headband that would aid his arcane researches and making arrangements for payment.

The representative agreed to the commission, but then she raised her finger. “However, for your impudence, tonight your dreams shall be plagued with discontent. Do not forget this lesson, mage. We are not to be trifled with.”

The room was instantly swallowed in blackness and Ranthir felt himself thrown heavily backwards into his bed.

When he opened his eyes again, he found himself standing upon a crowded street at high noon. But there was something wrong with the faces of the people around him – they seemed indistinct, blurred, warped. His eyes could neither focus on them nor ignore them. The entire scene was deeply unsettling…

And then there were gasps of fear and cries of terror. His head snapped up. The surface of the sun was… festering. Green and black sores were spreading across its surface like cancerous growths. The sun was dying. And then a whisper, like a long-dead voice snatched by the wind, caught at his ear—

“…an age of endless night has come…”

He lurched awake to find himself in his own bed once again.

Running the Campaign: Ambushing Your TimelinesCampaign Journal: Session 36A
In the Shadow of the Spire: Index

Waterdeep: Draogn Heist - The Alexandrian RemixDragon Heist Remix - Chinese Translation

Due to the prodigious efforts of 子奇, the complete Alexandrian Remix of Dragon Heist is now available in a Chinese translation.

I can’t read a word of it (more’s the pity!), but I am simply blown away by the stupendous effort which went into this project.

子奇 – 的龙金劫
Alexandrian Remix – Chinese Version

Briefcase with Euros - Angelo D'Amico

In Night’s Black Agents, the PCs are considered to be operating under one of three levels of funding:

  • Insufficient Funds
  • Steady Funds
  • Excessive Funds

As described on p. 95 of the Night’s Black Agents rulebook, their level of funding determines what types of supplies they can easily obtain. (For example, agents with Steady funds can buy same-day plane reservations, while those with Insufficient funds can’t. If you’ve got Excessive funds, on the other hand, you can just charter a plane.)

If you don’t have the funds for the op you’re trying to put together, then you’ll need to figure out some way around your constrained funds. (And the game gives you plenty of tools for doing this, ranging from hitting up the black market, reaching out to friendly contacts, making it for yourself, or stealing it.) You can also, of course, try to figure out how to improve your funding, which usually means doing some sort of job.

(You can also find details on this in the Night’s Black Agents system cheat sheet.)

The great thing is that all of this encourages the players to dig in: Whether it’s stealing what they need, sourcing from a black market dealer (who may betray them to the conspiracy), or taking an iffy job that pays well enough to keep them swimming in silver bullets for a few months, all of it fuels the complexity, paranoia, and tough choices at the heart of the espionage genre.

As I’ve been running Night’s Black Agents, though, I’ve found myself wanting a little more structure for tracking and making rulings on the PCs’ current funding status. Partly for my own sake, but also because I think having some structure will help the players feel in control… which will drive further strategic decision-making and create interesting choices and dilemmas in play.

PATRONAGE

If the PCs are supported by a patron — an intelligence agency, occult billionaire, etc. — the patron will provide either Steady or Excessive funds.

This funding will only change if their patronage is endangered (e.g., their patron is killed or the PCs are blacklisted).

Note: If you don’t want to worry about fluctuating funding, just give the PCs some form of the patronage. If you don’t necessarily want it to come with a string (or even a face attached), consider some sort of trust fund. I would generally recommend having patrons offer Steady funding, thus encouraging the PCs to occasionally have to figure out how to get their hands on Excessive funding when the occasion calls for it.

STRAINED FUNDING

If the PCs are providing their own funding, then they begin each op with a Funding pool of 5 points.

Each time the PCs make a significant purchase, they have to spend one point from this pool. The GM ultimately decides what constitutes a significant purchase, but they should remember that Funds should still effortlessly cover regular expenses and typical lifestyle. (And, of course, they should try to be consistent in these rulings.)

Tip: I’ve found hotels to be a useful way to think about this. A group with Steady funds, according to the rulebook, can stay in a normal hotel. So if they want to book a four-star hotel? Or simultaneously rent rooms at multiple hotels? Those are probably significant expenses.

On the other hand, a group with Excessive funds can regularly stay in four-star hotels, so that wouldn’t be a significant expense for them. If they want to rent a $10 million mansion, on the other hand? Spend a point of Funds.

The group with Steady funds, however, couldn’t rent the $10 million mansion from Funds. (If they need such a mansion, they’ll either need to improve their funding or they’ll need to create a bespoke solution for using the mansion.)

If the group needs to make a significant purchase, but they don’t have a Funding point to spend, then the op has strained their Funds. They can continue making significant purchases, but they will begin their next operation with strained funds.

If the group has strained funds — e.g., Steady (strained) — then they begin each op with a Funding pool of only 3 points. In addition, if a group with strained funds once again needs to make a significant purchase when they don’t have a Funding point to spend, they’ve exhausted their funds and their funding level drops by one level (e.g., a group with strained Steady funds would now have Insufficient funds).

Repairing Strained Funds: If a group has strained funds, they can take action to repair it — e.g., doing a well-paid job or robbing the payroll for a black ops mercenary team. If that happens, simply remove the strained condition from their funds.

Optional Rule — Strong Funding: In addition to strained funding, you could also introduce a class of strong funding — e.g., Steady (strong). This doesn’t increase the group’s Funding pool, but if a group with strong funding strains their funding, they only lose their strong funding status. (So it gives them some protection from strained funds.)

Optional Rule — Out of Cash: There’s no funding level below Insufficient, so if a group with Insufficient (strained) funds runs out of Funding points, they can no longer make significant purchases for the remainder of the op.

Note: This can easily doom an op. They can’t travel, get a car, or even rent a hotel room. In some campaigns, that can easily be a feature (and strongly motivate them to solve the problem). But if that doesn’t sound interesting, just don’t use this optional rule. Insufficient funds are punishing enough all by themselves.

Optional Rule – Insufficient Funding Crisis: Alternatively, if a group with Insufficient (strained) funds strains their funding again, this will trigger a funding crisis: Their car gets repoed. They get kicked out of their hotel room. A source of stability badgers them about unpaid child support (and they can’t use that source of stability to refresh until they solve it).

Note: Remember, there are already rules in the game for improving your current funds.

OPTION: STRAINED PATRONAGE

As another option, even if the PCs have a patron, you can still choose to track funding strain: The agents won’t necessarily find their funding pulled, but they might have to do one or two “budget ops” while their accounts are being audited or deal with some other logistical or bureaucratic consequences for taking advantage of their patron’s generosity / abusing the tax payers’ money.

Night's Black Agents - Pelgrane Press

FURTHER READING
Review: Night’s Black Agents
Review: The Zalozhniy Quartet
Review: The Persephone Extraction
System Cheat Sheet: Night’s Black Agents

Modern Mythos

I join Seth Skorkowsky and Jon Sumrow for Episode 35 of the Modern Mythos podcast!

We’re chatting about So You Want to Be a Game Master, but with a unique slant through the eyes of Mythos gaming and beyond!

Listen Now!

Warriors at Dawn - lobard

Go to Table of Contents

Broadly speaking, there are three different types of factions that the PCs could become allied with: the organizations (which the book refers to as factions), the giants, and/or the dragons.

The core organizations are detailed on p. 12 of Storm King’s Thunder:

  • Harpers
  • Lords’ Alliance
  • Emerald Enclave
  • Order of the Gauntlet
  • Zhentarim
  • Kraken Society

In addition to these factions, it’s not hard to imagine PCs opportunistically forging similar alliances with other groups in the campaign. For example, perhaps they could convince the warriors of Citadel Adbar (SKT, p. 78) to march forth to war once more.

The giants, of course, are the primary antagonists of Storm King’s Thunder:

  • Grudd Haug (Hill Giants)
  • Deadstone Clef (Stone Giants)
  • Svardborg (Frost Giants)
  • Ironslag (Fire Giants)
  • Lyn Armaal (Cloud Giants)
  • Maelstrom (Storm Giants)

Additional giant factions could be added by creating new giant lords, several options for which are also described on page 12 of Storm King’s Thunder. (The PCs might even try to seek out these alternatives to the primarily villainous lords found in the campaign, perhaps as viable alternatives for a Path of Conquest or Draconic Crusade.)

Finally, there are the dragons. These are, of course, the ancient foes of the giants, and at least some of the evil dragons have been conspiring to free Tiamat from her prison and return her to the Material Plane, an act which would end the truce forged at the end of the Thousand Year War.

A number of dragons have already been seeded into Storm King’s Thunder:

  • Iymrith (p. 225)
  • Claugiyliamatar (p. 95)
  • Isendraug & Cryovain (p. 155)
  • Klauth (p. 95)
  • Arauthator (p. 106) & Areivaturace (p. 92, also Rime of the Frostmaiden, p. 105)
  • Red Dragons of Tuern (p. 111)

If you wanted to expand the draconic influence in your campaign, a good resource might be the Wyrms of the North, a column that Ed Greenwood wrote for Dragon Magazine from 1996-99. These columns were collected and updated for D&D 3rd Edition on Wizards of the Coast’s website from 2001-04, and you can peruse that archive here. This included “By Dragons Ruled and Divided,” an overview of the whole series written by Sean K. Reynolds which originally included this map of dragons’ territories:

Wyrms of the North: Dragon Territories - Sean K. Reynolds (Wizards of the Coast)

Each of these potential types of alliances have important distinctions, and we’ll take a closer look at the details of the specific groups later, but all of these alliances can be handled with some common structures that will make it easier for you to streamline and simplify the juggling of so many complicated, intersecting relationships during your campaign.

RECRUITMENT OPPORTUNITY

Since our goal is for the PCs to be able to join — or, at least, ally with — each of our factions, you’ll want to create a recruitment opportunity for each of them. If it’s helpful, you can also think of this more in terms of an introduction to the faction.

This is the big, upfront prep task you have to tackle if you want all of this to work. I would often recommend adhering to the Three Clue Rule when prepping content like this — i.e., seeding three different hooks for each faction into the campaign — but given the number of factions involved in Storm King’s Thunder and the structural function we want them to perform, you can probably get away with just having one recruitment opportunity per faction.

A few things to keep in mind:

  • There are a bunch of recruitment opportunities already built into the campaign. (Consider how Darathra’s quest on SKT, p. 60 hooks the PCs up with the Harpers. Or Naxene’s quest on p. 52 leads to the dragons.)
  • If a recruitment opportunity is proactive — i.e., it’s an encounter that the PCs could have anywhere in Faerun; or it’s actually aimed at the PCs — then it becomes a lot easier to make sure it reaches the table.
  • Once the PCs have started working with a faction, either formally or informally, you can use the antagonism between factions as the opportunity to introduce them to new factions. For example, if the PCs are working for the Zhentarim, maybe a Harper agent targets them.
  • On a similar note, don’t be afraid to improvise additional recruitment opportunities that arise naturally from the events of actual play.

When it comes to the giants, in particular, note that the structure of the campaign and the remix have already taken care of this: The hooks are framed in an antagonistic fashion, but there’s nevertheless plenty of material designed to bring the players up to speed on all six giant factions, their goals, and their circumstances.

If you did want to prep some other introductions that would show the less antagonistic side of the giants, that would not be misguided, but in this regard you might get a lot of mileage by looking for opportunities to reincorporate characters like Harshnag or Zephyros.

RELATIONSHIP

The next thing you want for each faction is a way of tracking the PCs’ relationship with them.

There are three broad approaches for doing this.

First, you can make ad hoc rulings. Basically, play it by ear: If the PCs have done something that would seem to piss a faction off, then the faction is pissed off and will take appropriate actions to target or hinder the PCs. If it seems like a faction would feel that the PCs have proven themselves or if the PCs have ingratiated themselves in some way, then the faction will take positive actions towards them.

Second, use a pair of progress clocks: One clock tracking the faction’s Enmity towards the PCs; the other tracking their Favor. (For more info on progress clocks, check out Failure for the Beginning DM, Blades in the Dark, and/or So You Want To Be a Game Master. Progress clock graphics and fonts can be found here.)

Progress Clocks

I recommend using clocks with 4 segments. You tick a segment of the Favor clock when the PCs’ actions or accomplishments are appealing to the faction. You tick a segment of the Enmity clock when the PCs’ actions oppose the faction’s goals, hurt its members, or otherwise antagonist them. (Note that the PCs don’t necessarily need to be working directly for a faction in order for their factions to gain them Favor with the faction.)

When an Enmity clock fills up, the faction takes a hostile action aimed directly at the PCs and/or their allies. Each time a Favor clock fills up, it unlocks one benefit in a progression:

  • Recruit: The organization offers the PC(s) a formal position in their ranks.
  • Resource: The faction will respond positively to PC requests for Resources (see below).
  • Major Resource: The PCs can request significant resources from the faction (e.g., a large strike force or magic item).
  • Leadership: The PCs are given a significant position of leadership within the faction. This presumably isn’t Leader of the Entire Faction, but it likely involves command over other members of the faction and perhaps a voice in the highest counsels of the faction, with access to and the ability to influence the decision-makers.

In other words, when the Favor track fills up for the first time, the faction offers to recruit the PCs. The second time it fills up, the faction will grant access to Resources, and so on.

It is possible to have slots ticked in both a faction’s Enmity and Favor clocks at the same time. If the PCs trip an Enmity clock after having advanced significantly through a faction’s Favor clocks, the “hostile action” is likely akin to busting them back a rank. Mechanically, you might model this by emptying their Favor clock, or even forcing them to restart the previous Favor clock.

Third, you can use a relationship meter. Actions and accomplishments of the PCs that are appealing to the faction will grant them an increase of +1 to +4 points on the meter. Actions that oppose the goal’s of the faction, hurt its members, or otherwise antagonize them will inflict a -2 to -8 penalty. (The disparity is intentional: When you burn your reputation with someone, it’s harder to dig yourself out of the hole.)

In order to gain a faction’s aid (see Resources, below) when using a relationship meter, PCs will need to succeed on social skill checks. Their relationship meter will act as a modifier on these checks, and when setting the DC you should consider:

  • The scale and size of the request. (The bigger the ask, the higher the DC.)
  • Whether or not the request is consistent with the faction’s ideals and goal. (If the PCs are trying to do something the faction agrees with and wants to do, it should be easier to convince the faction and the DC should go down.)

This means that PCs can succeed at bigger asks if they either (a) choose the appropriate faction to ask, (b) figure out how to convince a faction that the course of action they’re suggesting is a high priority, and/or (c) spend time building a rep and relationship with the faction.

For every 4 negative points, trigger a hostile action (as per the progress clocks described above). When the PCs reach 4 positive points, you’ll probably want to treat that as a trigger for the faction to offer membership to the PCs (if they haven’t already).

Whichever system you choose to use, the ultimate function of tracking Relationship is to know:

  • Which factions will be opposed to the PCs and the PCs’ goals.
  • Which factions will be willing to ally with the PCs and grant them Resources.

Either way, obviously all of this should be reflected in the narrative and roleplaying of the game: It shouldn’t just be numbers ticking up on a tracker.

Note: The relationship meter is quite similar to the Renown system from the Dungeon Master’s Guide (p. 22). The Renown system, however, comes with a curious mix of vagueness and specificity that creates a lot of baggage which, in my opinion, makes it a poor fit for Storm King’s Thunder. It also lacks the ability to track negative relationships with a faction. If you’d prefer to use the Renown system, you certainly can. Alternatively, you can just use the relationship meter described above and refer to it as Renown if you find that convenient.

RESOURCES

Remember that the structural goal of forming alliances with various factions in Storm King’s Thunder will generally be to gain the resources necessary to wage war against the giants and/or dragons. (In practice, of course, there’ll be lots of other reasons for doing this, ranging from the personal to the idealistic.)

Broadly speaking, we’re going to think of the resources a faction can provide as being divided between minor resources and major resources. (The latter obviously being more difficult to obtain than the former.) Minor resources give the PCs a benefit from forming alliances early in the campaign, while major resources will generally be the stuff that fuels the endgame of the campaign.

Equipment: Minor equipment likely includes any mundane, personal items. (Within reason, and the PCs may also need to justify their need.) Major equipment could include an expensive vehicle (e.g., a ship) or magic item. The faction is likely to consider such items to be on “loan” to the PCs, and are unlikely to grant more than one such item per PC.

Strike Force: As a major resource, the PCs can obtain a small strike force (perhaps 4-6 level-appropriate NPCs; or, alternatively, a large number of less powerful NPCs). A minor equivalent of this might be a single guide or some minor hirelings to accompany the PCs.

Run a Mission: If the PCs need something done (presumably because they’re busy doing something else), a faction may be able to run that mission for them as a major favor. (This mission might be resolved completely off screen using whatever method seems appropriate to you. Alternatively, you could do a spin-off one-shot where the players take on the roles of the NPCs. Or maybe other players you know could run the mission for them!)

Provide Intel: Factions can often provide vital intel to the PCs. Sometimes these will serve as scenario hooks (in which case, the PCs may not need to actually ask for the favor). In other cases, the PCs may need some vital piece of information — e.g., the floorplans of a location they’re planning to target with a heist. (“Many Bothans died to bring us this information…”)

GOALS

It will probably also be valuable to make a short list of each faction’s goals:

  • What is their long-term objective?
  • What are the immediate, short-term agendas they are currently pursuing?
  • Are there any disagreements within the faction over what goals should be pursued and/or should be prioritized?

This will help you understand how the faction (and its members) might react to the actions of the PCs and/or the evolving situation in the campaign.

MISSIONS

Finally, when the PCs join a faction, you’ll want to prep missions that they can ask the PCs to carry out. (Some of these missions might also be recruitment opportunities; i.e., they would be opportunistically offered to the PCs even if the PCs haven’t formally joined the faction yet.)

I wouldn’t recommend preparing these missions for every single faction ahead of time. (That’s likely a lot of wasted prep for all the factions that the PCs don’t end up engaging with.) But once the PCs are engaged, these missions:

  • Give a de facto relationship between the faction and the PCs.
  • Help establish what the faction’s agenda is (and how the PCs fit into it).
  • Give the PCs an opportunity to build Favor with the faction.

The published campaign already features a number of these missions for some of the factions.

Go to Part 5E: Waging War

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