I'm a new DM going to run a game for new players. Looking at the Phandelver book, the first part goes from Lvl. 1-5 and the second part continues to Lvl. 12. I don't really want to run a mind flayer campaign though. As such, for a BBEG I instead want an adult green dragon polymorphed into a human form working behind the Neverwinter city guard to turn the king into a figurehead as the dragon rules the city from the shadows. The dragon would slowly take over the city guard while the Lost Mine part of the campaign goes on, and after the Spider is defeated, the party would be arrested on false charges of property destruction ( a burnt down church just outside Phandalin). A kangaroo trial will be held and the party will be imprisoned in Neverwinter under orders of the dragon. Once the party gets out, they can investigate a number of suspicious scenes in Neverwinter, Phandalin, and a hamlet or two nearby to discover that someone important in the city is behind it. Eventually, the dragon will arrange for the party to be murdered, but that won't go well for the assassin. There will be something on the assassin affirming that the captain of the guard is behind the crimes, and the party will investigate, accosting him and chasing him through the catacombs under the castle. If they don't pursue him, the dragon will handle the party himself. Is this a good plan? Is there anything I should add or change?
This seems like a fun premise! I just have two pieces of advice:
1. Maybe try a blue dragon?
In the D&D canon, green dragons are excellent manipulators, while blue dragons are masters of illusion. Honestly, either one could work for this idea.
2. Avoid the railroad.
As a general rule, DMs should try to avoid taking away player agency. It's more than okay to have an end goal in mind, as well as some steps to get there. But try to avoid situations where player input simply doesn't matter. An example of this could be the kangaroo trial, where no matter what the players do, even if they roll a 30+ on a Persuasion check, they'll be thrown in jail. In that instance, it's essentially just the players waiting around while the DM jumps between the roles of judge, jury, and executioner, leading to feelings of frustration and boredom.
If I were running this, here's what I'd do:
Some Downtime has passed since Nezzar was arrested (or killed), and the party has come to Neverwinter to put Nezzar into a proper prison, celebrate, run errands, or whatever other task would bring the party to the City of Hands. After the party's been in the city for a day or two, the dragon (or one of the dragon's minions) creates a magical effect that can be blamed on the party. Perhaps an illusion of the party stealing valuables, or maybe just a good 'ol Fireball on the street. In any case, the party would then have to run from the authorities, using the Chase rules in the DMG. If they're caught, they can have a prison-break session, not as a punishment, but as a reward. But regardless if they escape or are caught, wanted posters and flyers spread through the city, alerting the party that somethings up. They'll feel incentivized to investigate the city. Let them search for and track down some of the dragon's goons, or spring an assassin on them if they don't go looking.
Critically, let the players make choices, and be involved in the game. Instead of just watching and waiting as the DM drags out a railroaded arresting and court trial scene, give the players the ability to take action, and involve them in the action.
I didn't think of using illusions; that'll make the framing of the party much easier. As for the trial, I was thinking that the better the party can defend themselves in court of law, the better the populace will think of them, this still granting agency. Perhaps the trial only happens if they're caught?
The main thing that the dragon will have going for it is a devoted following of elite soldiers and mages it has in its service (blue dragon, then?) and spells to charm otherwise unwilling citizens or guards; or potentially courtiers of the king?
As for the trial, I was thinking that the better the party can defend themselves in court of law, the better the populace will think of them, this still granting agency. Perhaps the trial only happens if they're caught?
That could work, so long as the trial has a real impact on the disposition of the public. I'd keep the trial brief, and make it very clear to the players how unjust it is. Then, when the players run into NPCs on the streets, make sure that the NPCs mention the trial, and how it made them feel. Addressing that something the players did had an impact is one of the best ways to make sure the players feel as though their choices matter.
And again, the trial should only happen if the players are arrested! Make sure the city's "on-lookout" no matter what, but the trial needn't occur if the players successfully escape. The trial itself, and especially the prison-break are not punishments, but drama.
This could be really fun!
EDIT:
Oh! And one more idea: Perhaps you can tie the Black Spider into the story. Maybe the Spider is working for the dragon, trying to find the Spell Forge for them? His failure brings the party to the dragon's attention.
You might want to look at the dragons of Icespire series (DoISP, Stormlords wrath, sleeping dragons wake, divine contention and integrate them Int both Phlandelver and your succeeding campaign. They all take place around Phandalin/Neverwinter, involve dragons ( and deities) and could make for interesting side quests and/or portions of the main quest.
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I'm a new DM going to run a game for new players. Looking at the Phandelver book, the first part goes from Lvl. 1-5 and the second part continues to Lvl. 12. I don't really want to run a mind flayer campaign though. As such, for a BBEG I instead want an adult green dragon polymorphed into a human form working behind the Neverwinter city guard to turn the king into a figurehead as the dragon rules the city from the shadows. The dragon would slowly take over the city guard while the Lost Mine part of the campaign goes on, and after the Spider is defeated, the party would be arrested on false charges of property destruction ( a burnt down church just outside Phandalin). A kangaroo trial will be held and the party will be imprisoned in Neverwinter under orders of the dragon. Once the party gets out, they can investigate a number of suspicious scenes in Neverwinter, Phandalin, and a hamlet or two nearby to discover that someone important in the city is behind it. Eventually, the dragon will arrange for the party to be murdered, but that won't go well for the assassin. There will be something on the assassin affirming that the captain of the guard is behind the crimes, and the party will investigate, accosting him and chasing him through the catacombs under the castle. If they don't pursue him, the dragon will handle the party himself. Is this a good plan? Is there anything I should add or change?
This seems like a fun premise! I just have two pieces of advice:
1. Maybe try a blue dragon?
In the D&D canon, green dragons are excellent manipulators, while blue dragons are masters of illusion. Honestly, either one could work for this idea.
2. Avoid the railroad.
As a general rule, DMs should try to avoid taking away player agency. It's more than okay to have an end goal in mind, as well as some steps to get there. But try to avoid situations where player input simply doesn't matter. An example of this could be the kangaroo trial, where no matter what the players do, even if they roll a 30+ on a Persuasion check, they'll be thrown in jail. In that instance, it's essentially just the players waiting around while the DM jumps between the roles of judge, jury, and executioner, leading to feelings of frustration and boredom.
If I were running this, here's what I'd do:
Some Downtime has passed since Nezzar was arrested (or killed), and the party has come to Neverwinter to put Nezzar into a proper prison, celebrate, run errands, or whatever other task would bring the party to the City of Hands. After the party's been in the city for a day or two, the dragon (or one of the dragon's minions) creates a magical effect that can be blamed on the party. Perhaps an illusion of the party stealing valuables, or maybe just a good 'ol Fireball on the street. In any case, the party would then have to run from the authorities, using the Chase rules in the DMG. If they're caught, they can have a prison-break session, not as a punishment, but as a reward. But regardless if they escape or are caught, wanted posters and flyers spread through the city, alerting the party that somethings up. They'll feel incentivized to investigate the city. Let them search for and track down some of the dragon's goons, or spring an assassin on them if they don't go looking.
Critically, let the players make choices, and be involved in the game. Instead of just watching and waiting as the DM drags out a railroaded arresting and court trial scene, give the players the ability to take action, and involve them in the action.
I didn't think of using illusions; that'll make the framing of the party much easier. As for the trial, I was thinking that the better the party can defend themselves in court of law, the better the populace will think of them, this still granting agency. Perhaps the trial only happens if they're caught?
The main thing that the dragon will have going for it is a devoted following of elite soldiers and mages it has in its service (blue dragon, then?) and spells to charm otherwise unwilling citizens or guards; or potentially courtiers of the king?
That could work, so long as the trial has a real impact on the disposition of the public. I'd keep the trial brief, and make it very clear to the players how unjust it is. Then, when the players run into NPCs on the streets, make sure that the NPCs mention the trial, and how it made them feel. Addressing that something the players did had an impact is one of the best ways to make sure the players feel as though their choices matter.
And again, the trial should only happen if the players are arrested! Make sure the city's "on-lookout" no matter what, but the trial needn't occur if the players successfully escape. The trial itself, and especially the prison-break are not punishments, but drama.
This could be really fun!
EDIT:
Oh! And one more idea: Perhaps you can tie the Black Spider into the story. Maybe the Spider is working for the dragon, trying to find the Spell Forge for them? His failure brings the party to the dragon's attention.
You might want to look at the dragons of Icespire series (DoISP, Stormlords wrath, sleeping dragons wake, divine contention and integrate them Int both Phlandelver and your succeeding campaign. They all take place around Phandalin/Neverwinter, involve dragons ( and deities) and could make for interesting side quests and/or portions of the main quest.
Wisea$$ DM and Player since 1979.