DM-Controlled Council Members & Narrative Pacing


Primary NPCs Under DM Control

Laeral Silverhand (Open Lord of Waterdeep)

  • Role: The voice of reason and stability, but politically vulnerable.
  • Key Traits: Wise, diplomatic, idealistic but pragmatic.
  • Primary Function: Keep the council together and focused on the bigger picture.
  • Push Points:
    • Unite the factions despite their differences.
    • Remind the council that defeating the Cult is more important than personal conflicts.
    • Keep Neverember’s power plays in check without alienating him.
    • Express genuine faith in the adventurers, encouraging them to speak when needed.
    • Highlight Waterdeep’s immediate security concerns, pressing for quick yet coordinated responses.

King Melandrach (Elven King of the Misty Forest)

  • Role: The reluctant leader, balancing elven interests with the war effort.
  • Key Traits: Conservative, hesitant to commit forces, diplomatic.
  • Primary Function: Represent the elves’ concerns, ensuring their lands are protected.
  • Push Points:
    • Express skepticism about dragging the elves into another war.
    • Hesitate to commit troops unless absolutely necessary.
    • Privately distrusts Neverember’s ambitions and watches him closely.
    • Requires proof of the Cult’s long-term threat before fully committing.

Ulder Ravengard (Grand Duke of Baldur’s Gate, Leader of the Flaming Fist)

  • Role: The hardened warlord, pushing for swift and decisive military action.
  • Key Traits: No-nonsense, strategic, experienced in warfare.
  • Primary Function: Push for a military-first approach to dealing with the Cult.
  • Push Points:
    • Demand immediate troop commitments rather than delays or diplomacy.
    • Express frustration at Silverhand’s careful approach, preferring bold action.
    • Propose preemptive strikes against known Cult strongholds.
    • Willing to work with the Zhentarim if it means securing victory.

Taern Hornblade (Representative of Silverymoon, High Mage)

  • Role: The magical expert, concerned with arcane implications.
  • Key Traits: Knowledgeable, patient, focused on magical strategy.
  • Primary Function: Ensure magic plays a role in the council’s strategies.
  • Push Points:
    • Insist that arcane research is necessary before major action is taken.
    • Warn about magical repercussions of the Cult’s rituals.
    • Support Silverhand’s leadership, but advocate for a more calculated approach.
    • Press for covert missions to gather intel before large-scale military movements.

Narrative Control & Key Story Beats

  1. Opening Statements (5 min)

    • Silverhand sets the stage, calls for unity.
    • Neverember immediately criticizes her leadership, starting tension.
  2. Security Concerns & The Winterscrest Attack (15 min)

    • Ravengard demands military response.
    • Silverhand pushes for a measured approach.
    • King Melandrach questions intelligence failures, reinforcing Harpers’ vulnerability.
    • Zhentarim’s role is questioned (Rian defends).
  3. The Cult of the Dragon’s Threat (10 min)

    • Taern warns about the magical dangers.
    • Neverember dismisses over-reliance on arcane strategy.
    • Silverhand tries to mediate but is overshadowed.
  4. Faction Contributions & Preparedness (20 min)

    • Ravengard pledges Baldur’s Gate’s military.
    • Neverember offers limited support, angling for more power.
    • Melandrach refuses to commit until more proof is presented.
    • Zhentarim offer resources, but their motives are questioned.
  5. The Role of the Adventurers (10 min)

    • Silverhand praises them, asks factions to support their operations.
    • Neverember doubts their reliability.
    • Ontharr Frume (if included) calls on them to take up a righteous crusade.
    • Zhentarim may offer “alternative” opportunities to them.
    • Set clear objectives for the adventurers:
      • Investigate Cult strongholds in the Misty Forest.
      • Secure intelligence on a suspected Cult safehouse near Baldur’s Gate.
      • Recover stolen artifacts tied to the Cult’s rituals.
  6. Final Deliberations & Voting (20 min)

    • Silverhand tries to finalize a joint military strategy.
    • Neverember insists on strategic leadership over idealistic unity.
    • Ravengard wants decisive action but will follow leadership.
    • Melandrach holds out unless directly convinced.
    • Zhentarim push for advantageous terms.
  7. Closing Statements & Next Steps (10 min)

    • Final agreements made.
    • Silverhand insists on continued cooperation.
    • Neverember, whether satisfied or not, makes his power plays clear.
    • Next meeting set in six weeks, based on travel time between objectives.

Key DM Push Points to Control the Narrative

  • Keep Silverhand as the central figure, ensuring players understand the stakes.
  • Neverember must feel like an immediate challenge to unity, forcing players to engage in politics.
  • Ravengard ensures the military approach remains present, even if diplomacy wins out.
  • Melandrach should be resistant but swayable, ensuring the players feel the weight of negotiations.
  • Taern adds an element of arcane strategy, making sure magic isn’t overlooked.
  • Zhentarim’s presence complicates matters, presenting morally grey options.

Points of Conflict Among Players

  • What to do with the Dragon Eggs?

    • Neverember, Ontharr, and Delaan push for destruction.

    • Althaea wants observation first.

    • Rian wants to control and use them.

  • How to deal with Rezmir?

    • Ontharr wants swift execution or divine interrogation.

    • Neverember wants intelligence extraction.

    • Rian wants to ransom her for Cult secrets.

  • How to handle Rath’s escape?

    • Althaea and Delaan prioritize tracking him immediately.

    • Neverember sees this as proof of Waterdeep’s failure.

    • Rian offers Zhentarim assistance… for a price.


How This Drives the Next Session

  • Adventurers will be pushed to:

    • Make a choice regarding the dragon eggs.

    • Lead the interrogation (or fate) of Rezmir.

    • Track Rath before he regroups with the Cult.

    • Negotiate with or manipulate the giants to ensure future cooperation.