Relatively newbie DM needs help with plot execution...

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First Post
First off let me lay down the basics, my players are not heavily into hack and slash. They need solid narrative reasons for going on quests, going into dungeons, killing and the like. To accomodate this very reasonable request I am trying to fashion a campaign filled with political and personal intrigue (they want a little o' both).

The locale: The ancient port of Farhaven (pop. 300 000ish), founded as an elven colony about 1000 yrs ago, now inhabited by a good mix of humans, elves, and halflings (no interbreeding IMC). This city is one of the largest in the world and a hub of international trade as it lies on the tip of a peninsula, eastern most edge of one continent, within sailing (and trade route) distance from another continent. Crowded, but reasonably clean, cosmopolitan, and in a warm climate.

The problem: 100 years ago the city declared itself independent from the Dolphitic Empire, which lead to huge civil war in the multi-ethnic empire, which eventually lead to its collapse. In the present, the city is being threatened with capture by two powerful adjacent nations. The city's high council recently hired a large mercenary army from the other continent to protect them. Of course, they plan on pulling the same trick the Saxons pulled on the Britons 1500yrs ago - demanding more and more pay and eventually attacking the city. Furthermore, the general of the mercenaries is a powerful cleric (lvl ???) who plans on double crossing his own forces by contacting demonic forces to claim the area after his troops complete the first treachery. They numbers won't be wasted, of course, he plans on obtaining an artifact from the wizard's academy (one of the few outside of elven lands) that will allow him to make massive amounts of undead - ie. he'll kill, kill, kill and then raise his army from the remains. If the campaign ever gets this far I was thinking that the demonic forces may try to double cross him to gain a toehold in the prime material plane.

The PCs (we've been playing a while with these characters; they've finished one FR campaign and several games I've found on the web. We're starting a new campaign on a homebrew - they really wanted to keep these characters so I let them)

Darvin Human LG Ftr2/Clr4
Ielenia Elven CG Brd6 (alt.bard, though)
Nialla Halfling N Wiz6
Halandar Halfling N Ftr2/Rog4

Ielenia, Darvin, and Nialla are all members of the city's aristocracy. Halandar is Nialla's lower class love interest, and is a somewhat well known swashbuckler. Darvin, a cleric of the god of duty, has sworn to protect Ielenia with his life as a debt his family owes her's. The main thing is he has to keep her safe because she's supposed to marry into another major aristocratic family; there's a potential love interest between these two as well. Ielenia and Nialla are well-respected members of the city's bardic college and wizardry academy, respectively. It would be these familial and career ties that will serve as the impetus to go on the adventure - ie. a powerful political figure could asks them to get proof that the mercenary general is planning a coup d'etat.

Other factors: Druids and Clerics are the priests of two competing religions. Clerics have, for ages, been the dominant one, despite being a newer religion. There is a general hysteria against druids and non-good clerics tend to try to kill them on sight or at least drive them out of town.
Farhaven's thieves' guild is incredibly powerful. They have international reach and are a sort of mafia. The leader is an evil dragon that resides in human form, the plans of the mercenary general don't include the dragon and he is most displeased.
The armies of Gelaveth or Droremeth may mobilze at any time.
The nearby Dwarven clan, the Bladebenders (Dwarves all live underground à la Moria IMC) are trying to remain as neutral as possible on all front to maximize profits.

How do I present this to the PCs? What story arc should the game follow? General Comments, or plot suggestion are also welcome.
 

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It sounds like you have a good beginning. First off, start small. You know the way the campaign going to go, that is a huge plus. This sounds as if it's going to be mostly in the one city. THat is good as you can define many characters and places. THat will help you define the players (the city, the 2 nations, the cleric leader of the army).

So, introduce a Pc that will be the PCs friend. Someone they can trust and that will never betray them. Pcs need to have NPCs they can trust. THis way they will be willing to help the NPC and allows you to easily put in plot devices through the NPC.

Through the NPc you can show what;s going on overall by how it effects him or them. The building of a merc army and having 2 nations fighting for the city has got to cause some panic in the town. Are the 2 nations fighting each other as well? THat could be interesting.

I'm not sure how much that ramble will help, but the intent is to get you thinking a bit more. :D
 

Well my advice is this. Perhaps there's a small resistance faction forming inside the city. The Players get to meet one of their scouts a Dwarven druid/ranger that is NG and believes in his people favoring a natural order to their lives. Of course this puts him at odds with many of his fellows, as well as his own clan/family. But he want help, so he might enlist the PCs. That way, maybe he and the PCs can convince the dwarves to come to their side or at least hold the line.

That help any?
 

Your ideas are a great start.

I'd begin by fleshing out the families of the players, since they are in town and they are aristocracy. Seems like some arranged marriages might give the players some real trouble.

Talk about that foreign mercenary presence. Some locals would see them as saviors and other more wise and prudent souls wouldn't trust the mercs one bit.

The Dragon in charge of the Thieves' Guild might want to know some more about the mercenary leader. Mayhaps the players save the dragon from a savage beating. Of course he was just about to destroy the footpads who were whacking him with no effect but they don't need to know that.

Perhaps he sends them out of the city, to a neighboring kingdom where the mercenary captain last served in a war to keep a barbarian horde out of a keep. The dragon wants to know what kind of man is in charge of so many soldiers in his city.

I am rambling, just throwing shtuff out there.

Or ignore all of this and go off in your own direction.

I'd make up a few NPC's around the city, particularly the player's families and then I'd think of a few possible directions and lean...

Have fun.
 

good suggestions thus far...

I really like the idea of a resistence movement. That'll be a great way of keeping their actions organized and introducing plot swings.
The Act 1, scene 1 will involve them personally, witnessing assaults by the mercenaries on old ladies, children, etc. Maybe I'll even do this separately or in pairs because their not an adventuring group yet. Hopefully they'll rush to aid the victim (they are usually good like that) or at least be put off by the attacks (maybe if one of them responses with violence I'll have them incarcerated :D ). The common element in all these attacks will be that they are approached by a member of the underground who will try to get them to join the resistence (and organize a jail break if any of them end up in jail). His name, of course will be Gavroche (the players love Les Misérables). He'll ge them to go on missions looking for information/proof that will allow his contacts to prove that the mercenaries plan take over.
On their info hunting exploits I can introduce them to another NPC, who seems to know everything in advance/helps them out, who is actually a member of the Thieves' Guild trying to make the guild indispensible to the heros in order to secure aid/operatives that can show their face in public. The dragon has a good thing going, the guild brings in lots of treasure, so he would want to keep the status quo. How this for the first few adventures?
 

Sounds good to me. Just make sure not to get TOO complicated, as you don't want to lose your players by the complicity involved in the plots. Still I'm glad you like my resistance movement thing. I do hope it works out for you.
 

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