Aust, Grageon, Izz, Jaric, Jorund, Merric. Avert your eyes, in the name of Neverember!
Hey folks,
I guess this is a fairly straightforward question on the surface but I'd appreciate as much depth as you can muster. Our campaign is just reaching the third tier of play (11-16) and I'm wondering how to make this: a) clear to the players; b) memorable. The first tier of play was Lost Mines of Phandelver which concluded as written, followed by the party setting off for Neverwinter to follow up on some hooks I inserted myself. The second tier is now reaching its conclusion with the party slaying a dragon which has been the (implicit) focal point of much of the second tier. The plot of the third tier is already fairly established as the party are well aware that the dragon was far from the real villain.
My question, then, is how to telegraph to the players that their role in the world is changing. Which new responsibilities of them, how to tweak the way the world interacts with them, how the threads of intrigue change to suit their power level - political and military alike. They have risen from petty sellswords in tier one to instruments of Lord Neverember in tier two... so what is tier three? It seems strange for them to continue their role as-is, yet the only way up appears to be them becoming the rulers of Neverwinter... which of course is a little silly. Do they somehow ascend to sit on his council as advisors? Is there an organisation for which Neverember secretly works which reaches out to them to operate as his equal?
Any advice on handling this - be that a specific story suggestion or just vague pointers - would be extremely helpful. I am officially at a loss.
Consider that at the fourth level of play they are dealing with issues that might save the world and often involve dealing with forces on other planes.
At third level, they are dealing with issues that could save nations or overthrow them. So they would be by level 15 at the level of national ruler, or at least a most prominent national hero, with more public popularity than the monarch or whatever.
To begin this transition, I would have a small band of riders led by a prince (the prince and his loyal bodyguard) come to the heroes and request that they join them in a journey to the monarch to discuss matters of utmost importance involving the fate of many. So you are beginning to treat them as peers to the national rulers. They are no longer sent on quests or errands but are asked or even implored to take up the quest for the people's sake, not as a matter of obligation or intimidation. They are given gifts just for agreeing to take the journey to see the king. They are provided with everything they need for the journey such as mounts, lodging & food, all of the best variety available.
I hope this gets to the point of your question. Good luck and enjoy the game.
Aust, Grageon, Izz, Jaric, Jorund, Merric. Avert your eyes, in the name of Neverember!
Hey folks,
I guess this is a fairly straightforward question on the surface but I'd appreciate as much depth as you can muster. Our campaign is just reaching the third tier of play (11-16) and I'm wondering how to make this: a) clear to the players; b) memorable. The first tier of play was Lost Mines of Phandelver which concluded as written, followed by the party setting off for Neverwinter to follow up on some hooks I inserted myself. The second tier is now reaching its conclusion with the party slaying a dragon which has been the (implicit) focal point of much of the second tier. The plot of the third tier is already fairly established as the party are well aware that the dragon was far from the real villain.
My question, then, is how to telegraph to the players that their role in the world is changing. Which new responsibilities of them, how to tweak the way the world interacts with them, how the threads of intrigue change to suit their power level - political and military alike. They have risen from petty sellswords in tier one to instruments of Lord Neverember in tier two... so what is tier three? It seems strange for them to continue their role as-is, yet the only way up appears to be them becoming the rulers of Neverwinter... which of course is a little silly. Do they somehow ascend to sit on his council as advisors? Is there an organisation for which Neverember secretly works which reaches out to them to operate as his equal?
Any advice on handling this - be that a specific story suggestion or just vague pointers - would be extremely helpful. I am officially at a loss.
Consider that at the fourth level of play they are dealing with issues that might save the world and often involve dealing with forces on other planes.
At third level, they are dealing with issues that could save nations or overthrow them. So they would be by level 15 at the level of national ruler, or at least a most prominent national hero, with more public popularity than the monarch or whatever.
To begin this transition, I would have a small band of riders led by a prince (the prince and his loyal bodyguard) come to the heroes and request that they join them in a journey to the monarch to discuss matters of utmost importance involving the fate of many. So you are beginning to treat them as peers to the national rulers. They are no longer sent on quests or errands but are asked or even implored to take up the quest for the people's sake, not as a matter of obligation or intimidation. They are given gifts just for agreeing to take the journey to see the king. They are provided with everything they need for the journey such as mounts, lodging & food, all of the best variety available.
I hope this gets to the point of your question. Good luck and enjoy the game.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt