Semi-veteran DM here, I'm currently playing in a DoIP campaign together with 5 friends who have never played D&D before. My character is a Divine Soul Sorcerer. His background story is that he is in fact a fallen demigod who is slowly regaining his divine powers and discovering his past and history.
When we started, one of my friends kindly volunteered to take on the role of DM to give me a chance to play but now we are wrapping up, we want to move on to the next adventure. We decided to give Rime of the Frostmaiden a try so we are now swapping seats (I'm going to DM, he's starting a new L5 character).
An issue I have is that I need a compelling reason for the players to start RotFM, right now they are in Phandalin. Icewind Dale is "a long way from home" and none of them have backgrounds with ties to anything in Icewind Dale. So I came up with the idea to have my character (who needs to be phased out anyway) be abducted to Icewind Dale and thus give the players enough motivation to go on a rescue mission to the Far North, ending up in Ten Towns and starting RotFM.
So my question is "Who would have abducted my character, how and why?"
One idea I had was that he's abducted to be sacrificed to Auril in the hopes sacrificing a divine being is going to be more impactful. That might work but who would then abduct my character, how would they know of my divine background, and how would they manage to find and abduct me hundreds of miles away from their home.
All of what I'm going to say will be full of spoilers,.so reveal at your own risk. Forgive me, it's been a while since I read the beginning chapters, but it's accurate to what I remember.
The idea that integrates yours to RotFM:
In a few of the quests, there are references to a Frost Druid that serves Auril, and in one quest you go and investigate her lair and even fight her. you could rewrite it that said Frost Druid was instructed by Auril to abduct that character for the reasons you propose. That give a dimension of investigation of the Ten-Towns as they seek out your character. You could either have him sacrificed, traumatised by his experience to continue, or have him being held by Auril herself.
Alternatively, if you would like a different motivation:
You could take the character secret that makes the PC the true heir the throne of Neverwinter, use it to build an NPC that has fled to Ten-Towns, and have Lord Neverember hire the party to track them down and bring the fleeing heir back to him. Depending on the alignments of the party, you may have to be a bit tricky, perhaps Neverember wants to clear up the misunderstanding or something (or at least, that's what he's telling the party) and it could lead to some interesting plot developments if played right later on.
Those are my two thoughts, at any rate.
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Hi all,
Semi-veteran DM here, I'm currently playing in a DoIP campaign together with 5 friends who have never played D&D before. My character is a Divine Soul Sorcerer. His background story is that he is in fact a fallen demigod who is slowly regaining his divine powers and discovering his past and history.
When we started, one of my friends kindly volunteered to take on the role of DM to give me a chance to play but now we are wrapping up, we want to move on to the next adventure. We decided to give Rime of the Frostmaiden a try so we are now swapping seats (I'm going to DM, he's starting a new L5 character).
An issue I have is that I need a compelling reason for the players to start RotFM, right now they are in Phandalin. Icewind Dale is "a long way from home" and none of them have backgrounds with ties to anything in Icewind Dale. So I came up with the idea to have my character (who needs to be phased out anyway) be abducted to Icewind Dale and thus give the players enough motivation to go on a rescue mission to the Far North, ending up in Ten Towns and starting RotFM.
So my question is "Who would have abducted my character, how and why?"
One idea I had was that he's abducted to be sacrificed to Auril in the hopes sacrificing a divine being is going to be more impactful. That might work but who would then abduct my character, how would they know of my divine background, and how would they manage to find and abduct me hundreds of miles away from their home.
Any ideas or suggestions greatly appreciated!
All of what I'm going to say will be full of spoilers,.so reveal at your own risk. Forgive me, it's been a while since I read the beginning chapters, but it's accurate to what I remember.
The idea that integrates yours to RotFM:
In a few of the quests, there are references to a Frost Druid that serves Auril, and in one quest you go and investigate her lair and even fight her. you could rewrite it that said Frost Druid was instructed by Auril to abduct that character for the reasons you propose. That give a dimension of investigation of the Ten-Towns as they seek out your character. You could either have him sacrificed, traumatised by his experience to continue, or have him being held by Auril herself.
Alternatively, if you would like a different motivation:
You could take the character secret that makes the PC the true heir the throne of Neverwinter, use it to build an NPC that has fled to Ten-Towns, and have Lord Neverember hire the party to track them down and bring the fleeing heir back to him. Depending on the alignments of the party, you may have to be a bit tricky, perhaps Neverember wants to clear up the misunderstanding or something (or at least, that's what he's telling the party) and it could lead to some interesting plot developments if played right later on.
Those are my two thoughts, at any rate.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.