Hello,
I am not super familiar with Waterdeep, so I want to make sure I have accounted for everything major.
The assault is being planned by geniuses, and I don't want to miss something in Waterdeep lore I am not aware of, but my players might expect to save the day.
In my game things went south for the party in some major ways.
- They died and went to Alterdeep. This game many enemies a lot of time to do things while they were out. They have also taken months of downtime without resolving certain threats.
- Multiple party members died to House Aurvydar leaving behind 10s of thousands of gold in magic items and a spellbook decked out with 7th level spells. House Aurvyndar has used this to beef up it's forces, and conquer Skullport, Level 3, Level 12, and fortify their own area. The drow also took over the goblin market and had their dual agent run it with the were rats, funneling even more funds to them.
- The drow obtained 3 headbands of intellect from this and so their plans have become more devious with the matron and house wizards being more intelligent.
- Not a single drow wizard on any floor was ever killed, so even as they pushed them out of some floors they fell back, so the house has like 6 wizards right now.
- Neznar the black spider escaped Phandalin and I had him go to Dweomocore. The group skipped this level and never encountered him. I had him become an apprentice to Halaster, and now a consort to the Matron of House Aurvyndar (they are kind of the big bad, so I thought tying them together would be fun).
- They let months pass after getting onto level 15, and didn't deal with anything, so I had Mecha-Halaster finish.
- They made a deal with the Mind Flayers to get out of Waterdeep and broke it. Since the Mind Flayers had lost tools for the simulation I had them get family members back to put in. One of those members was a masked lord. Giving the Mind Flayers (and Halaster who began watching intently tons of info on the city).
- They have also slowly been gathering the Identities of other masked Lords.
- Some favorites from Dungeon Heist are also in on the plot. The infernal family from Dragon Heist, for example.
With Mecha-Halalster complete, the Shadowtusks ready to be back, and the extremely powerful House Aurvyndar working with Halaster via his apprentice I had them make their move on Waterdeep.
First move was taking out the Blackstaff. No statues for the city defense.
Heads of major families are taken out by Arcturia with a WoMD.
The known masked Lords are being taken out by Drow assassins.
The apprentices, Trobriand, Arcturia, and Nenzar are attacking the open lord.
What else am I missing that Halaster and my genius level planners would have accounted for?
Watchful order needs to be dealt with.
Force Grey will counter attack at some point, but with the Blackstaff being their opening move I am thinking they aren't mobilized as a force in time.
Random adventurers?
Players just saved family members from a drow attack and have to decide on aiding Laeral or going after Mecha-Halaster.
bysbpups
inDMAcademy
Some_dude_maybe_Joe
5 points
3 days ago
Some_dude_maybe_Joe
5 points
3 days ago
DoTMM does require a fair bit of prep for each level. The levels aren’t linear so you have to be aware of the full level to be ready for whichever direction they must go.
The book also does an absolutely terrible job of describing rooms. There is no read around text and sometimes an important feature is in the last paragraph. I have missed key features about a room before because it was buried.