I recently started a Waterdeep Dragon Heist campaign and was wondering how yall would approach players with factions and sending them on faction missions? One of my players knows a Harper agent so I'm gonna have their friend approach them. The other two players don't really have a connection to one already. Would you suggest offering Harpers to them as well (it does fit them loosely) or trying to give them a different faction to join?
Also if anyone has advice on how long to wait before moving onto the fireball? Also how would you run fixing up the tavern while making it interesting? Looking over the adventure I don't see a way for the players to open up the tavern for business really due to the costs of fixing the place up.
For the tavern, I found having some kind of trouble occur whenever they're out has been fun. They hired a boggle as an innkeeper of sorts, very good intentions but always screwing things up, so the cost for repairs/lost clients usually offset whatever the inn made, but with just enough profit for a few improvements. They renovated one room at a time, which you can pretty easily justify without much out of pocket expense from the players themselves (for my group, by level 7 they ended with a fairly nice inn that could pay for itself and they were just getting to the point where they could start pocketing profits - until of course the first floor was gutted by a fire). Even without much maintenance, you'll find some customers to come in for cheap beer. That can slowly fund cleaning up the bar, then a couple bedrooms on the 2nd floor for rentals, then on from there. Here's what their inn ended up looking like: Trollskull Manor - near final. The first thing they did was get the bar going, then the fight club in the attic (that was a good money maker).
For the factions, I treat faction missions as downtime 'jobs' because i usually have a variety of factions in the group and if I focused on all of them, that's all the group would do. I do toss in the occasional group mission though (usually Harpers as they've become friends with Mirt who usually drops a clue here or their when they get a bit lost on what to do next). I use the approach in this document - Three factions of waterdeep.
Ooh that is all really helpful. I like the idea of doing one room at a time and opening before it is all finished. From what I read I thought the adventure wanted you to finish renovations first and I was really unsure how they would make that much money before the adventure ends. Thanks
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I recently started a Waterdeep Dragon Heist campaign and was wondering how yall would approach players with factions and sending them on faction missions? One of my players knows a Harper agent so I'm gonna have their friend approach them. The other two players don't really have a connection to one already. Would you suggest offering Harpers to them as well (it does fit them loosely) or trying to give them a different faction to join?
Also if anyone has advice on how long to wait before moving onto the fireball? Also how would you run fixing up the tavern while making it interesting? Looking over the adventure I don't see a way for the players to open up the tavern for business really due to the costs of fixing the place up.
Thanks
For the tavern, I found having some kind of trouble occur whenever they're out has been fun. They hired a boggle as an innkeeper of sorts, very good intentions but always screwing things up, so the cost for repairs/lost clients usually offset whatever the inn made, but with just enough profit for a few improvements. They renovated one room at a time, which you can pretty easily justify without much out of pocket expense from the players themselves (for my group, by level 7 they ended with a fairly nice inn that could pay for itself and they were just getting to the point where they could start pocketing profits - until of course the first floor was gutted by a fire). Even without much maintenance, you'll find some customers to come in for cheap beer. That can slowly fund cleaning up the bar, then a couple bedrooms on the 2nd floor for rentals, then on from there. Here's what their inn ended up looking like: Trollskull Manor - near final. The first thing they did was get the bar going, then the fight club in the attic (that was a good money maker).
For the factions, I treat faction missions as downtime 'jobs' because i usually have a variety of factions in the group and if I focused on all of them, that's all the group would do. I do toss in the occasional group mission though (usually Harpers as they've become friends with Mirt who usually drops a clue here or their when they get a bit lost on what to do next). I use the approach in this document - Three factions of waterdeep.
Guide to the Five Factions (PWYW)
Deck of Decks
Ooh that is all really helpful. I like the idea of doing one room at a time and opening before it is all finished. From what I read I thought the adventure wanted you to finish renovations first and I was really unsure how they would make that much money before the adventure ends. Thanks