D&D 5E My characters want to take over the world...

Klaudius Rex

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So I am currently DMing Out of the Abyss.

And I've decided to allow a bit of free play, as a break from the written module once they get out of the Underdark and back home to the surface world. This should be about level 7 or 8. And while they are not incredibly powerful yet, they pack a good punch!

I have two main characters with a HUGE backstory bone to pick with Lord Neverember and the Lords Alliance in general. In the setting, Lord Neverember has become the King of Neverwinter and still the Open Lord of Waterdeep. For those unfamiliar with the setting, the Lords Alliance ruling political party of the region, lawful neutral, and led by Lord Neverember. The reasons for my characters wanting to overthrow Lord Neverember are personal, but also reinforced by the "madness" and paranoia that they experienced in the Underdark as a result of the demon lords coming to Faerun and being captured by the drow.

One of my characters (the rogue) is the illegitimate child of Lord Neverember's concubine, unrecognized and locked away at Helm's Hold before somehow winding up as prisoners of the drow in the Underdark. Another character (the wizard) was formerly a Waterdhavian guard before being framed for a crime he didn't commit which got him locked up at Helms Hold and subsequently waking up as prisoner of the drow as well. Both are evil characters who renounced their allegiances to the Lords Alliance and joined the Zhentarim as part of their backstories.

So after several levels of grinding through the Underdark, these puppies need a bone!

Ok, so im a cool DM. I'm down to let these guys try to fulfill their goals and aspirations. Sorry Ed Greenwood, but it doesn't bother me one bit that they want to tear up the Realms. Hey, its just a friggin' game right!?

My question is: how to go about doing it?

Should I just let them pull off a mildly tough but quick assassination coup? Let them rise to power relatively quick? Or should i drag this thin out over the course of several sessions, and have the full scale armies of the Zhentarim and Waterdeep go to war, sort of thing? Or, is this a bad idea overall, and i should deny them thier kicks (which i really dont think is fair to go as a DM)

How easy/difficult should i make my level 8 characters be able to overthrow a government, and rule the region?

(I have two other players who are neurtral about this issue, but willing to go along for the ride. Interestingly enough, one is a dragonborn paladin from Waterdeep, and the other is a dwarven cleric from Gauntlgrym.)

Thanks in advance!
 
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Sounds like you've got some players that are invested in their characters and their goals, nice! If you're open to them doing this, I say go for it!

As far as the level of difficulty, I'd say that something like that shouldn't be easy, but it shouldn't be outside the realm of possibility. Now, as far as how many adventures it should take, that depends on your campaign...if you've got PCs that are itching to get back to fighting the demons below, then a quick adventure makes sense (plus maybe an adventure or two afterwards dealing with them being the rulers). But if they've been really jonesing for more topside Realms adventure, then by all means, make it involved, make it a solid adventure arc.

One thing that might be a concern is the resources they'd have as rulers to leverage against the second half of Out of the Abyss.
 

Sounds like it could be a good campaign arc. SO a few consideration:

1: The zentarims will certainly back this plan. However, they need to be convinced that the characters are the ones to do it, and that they will remain loyal to the zentarims once they have taken power. The PCs must manage this without becoming complete puppets.

2: (and this is the most important) The other PCs and players must be on board. If they object, this could derail the campaign and ruin the fun.

3: This definitely should be hard. Rulers stay in power for a reason

4: Once the backing of the zentarim is secured, the players must also gain *local* backing. There has to be factions inside the city who are fed up with the current ruler and be willing to back up the PCs. Without this backing, any coup attempt will fail - they might be able to get rid of the current ruler, but won't be able to stay in charge afterwards.

5: If the Players leave to go back adventuring after this is all over, there is a significant chance they will lose control of the city. Rulers have to rule.
 

Sounds like it could be a good campaign arc. SO a few consideration:

1: The zentarims will certainly back this plan. However, they need to be convinced that the characters are the ones to do it, and that they will remain loyal to the zentarims once they have taken power. The PCs must manage this without becoming complete puppets.

2: (and this is the most important) The other PCs and players must be on board. If they object, this could derail the campaign and ruin the fun.

3: This definitely should be hard. Rulers stay in power for a reason

4: Once the backing of the zentarim is secured, the players must also gain *local* backing. There has to be factions inside the city who are fed up with the current ruler and be willing to back up the PCs. Without this backing, any coup attempt will fail - they might be able to get rid of the current ruler, but won't be able to stay in charge afterwards.

5: If the Players leave to go back adventuring after this is all over, there is a significant chance they will lose control of the city. Rulers have to rule.

Great points. I would add that further adventures should be related to maintaining that power. There is always a challenger. Either they must convince a wavering supporter, crush a potential rival or rebellion, or secure means to achieve the first two (the typical adventure to gain useful treasure).

Ask the players what their character goals are even after the rule the world. Hopefully, they have a purpose to execute there. It is unlikely that Evil characters can rule the world for long, but it would be ant-climatic if they were defeated (killed) after only a short rule. Their purpose for ruling the world could be an end goal more so than simply ruling the world. Perhaps they want revenge on those that mistreated them (typical evil backstory/plot line), or to rule Neverwinter or Waterdeep, or see the Lords Alliance crushed and driven before them (which will be replaced by a different group to fill the void afterwards).

If (and when) the players are dethroned, adherents to their rule may still remain long after, providing new factions and histories for future players. If you are up to it.
 

Even if they take down Neverember the Lords Alliance, Neverwinter and Waterdeep are not big fans of the might makes right thing. So if a leading member was killed by the party they would just make enemies all those fractions. The population of Neverwinter is also not going to easily accept your characters stabbing Neverember and taking control.

The biggest problem I would say is that Gauntlgrym is a member of the Lords Alliance and really close to Neverwinter. Doing this coup could ruin their possible relationship with Gauntlygrym and a major chapter of Out of the Abyss.

Pretty much they can't openly take power if you want them to continue Out of the Abyss.
 

I would give them a chance to kill the lord, but no chance of taking over. They don't have the allies, years of planning, political skill or even basic understanding of the politics of the city, let alone the region. People have Lord Neverember in power because he is the best of the options available, the status quo with him gone will be far worse. Why would the PCs not instantly be cut down when they say "look at me I killed that guy, now give me a crown for no particular reason!"?
 

I would give them a chance to kill the lord, but no chance of taking over. They don't have the allies, years of planning, political skill or even basic understanding of the politics of the city, let alone the region. People have Lord Neverember in power because he is the best of the options available, the status quo with him gone will be far worse. Why would the PCs not instantly be cut down when they say "look at me I killed that guy, now give me a crown for no particular reason!"?

This is point #4 in my post above. It is, by far, the most challenging part. And it has to be done before killing/deposing the current ruler, otherwise things will go down as you describe.

It's in fact more likely that the PC get manipulated into doing the dirty deed and then become scapegoats for the next ruler (who might have been doing the manipulation).
 

There is also the problem that, by pursuing this plan to take over Waterdeep, the machinations of the Demons below come to fruition.

Ruling Waterdeep is cool and all until Zugtmoy marries her betrothed.
 

5: If the Players leave to go back adventuring after this is all over, there is a significant chance they will lose control of the city. Rulers have to rule.

At that level, they have followers and henchmen to do that. Shame 5e does not go into that like 2e did but with not as much constraints as 3e did. They should have units of 1st level troops along with captains and lieutenants. Occasionally, the game would shift to the "B Team" to defend the city from a threat while the A team is off trying to get the Artifact of Big Bad Guy Smiting.

But, if they DO want to take over the world, you may be looking into mass combat, diplomacy, resource management, and stronghold building. I run such a game. It's much different than the typical bash in door/ dungeon crawl/ linear railroad lots run. More power to you.

And yeah, don't worry with fouling up the Realms. :D
 


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