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
-
Opening Statements (5 min)
- Silverhand sets the stage, calls for unity.
- Neverember immediately criticizes her leadership, starting tension.
-
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).
-
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.
-
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.
-
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.
-
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.
-
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.
-