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1286380-Tyranny of Dragons DM Guide - Printer Friendly

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Samuel Araújo
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Tyranny of Dragons: DM

Guide

How to rule a Dragon Cult and Terrorize the Sword Coast

1
Tyranny of Dragons: DM Guide

How to rule a Dragon Cult and Terrorize the Sword Coast

The first adventure to be published for 5th edition Dungeons & Dragons, Tyranny of
Dragons is a great adventure but requires a greater amount of DM planning than others.

That is where this guide comes in – it cuts down on the planning with updated and simple
descriptions, fixes and suggestions to make each chapter come alive for you and your
players with minimal effort from you – the DM.

by Mark Comfort

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

2
Table of Contents
Initial DM Preparation ........................................................................................................................................................................................... 4
Rumors in 1489 DR ................................................................................................................................................................................................. 5
Factions ......................................................................................................................................................................................................................... 5
Faction Advancement for Player Characters ................................................................................................................................................ 6
Key Factions ............................................................................................................................................................................................................... 7
The Cult of the Dragon Expanded ..................................................................................................................................................................... 8
Cult Hierarchy: DM Copy .....................................................................................................................................................................................10
Cult Hierarchy: Player Copy ...............................................................................................................................................................................11
Treasure .....................................................................................................................................................................................................................12
Forging Dragon Armor & Weapons ................................................................................................................................................................15
Adventure Activities..............................................................................................................................................................................................16
Writ of Emergency Investigative Powers (Appendix 1)........................................................................................................................17
Council Score Card – First Council (Appendix 2) .....................................................................................................................................18
Council Score Card – Second Council (Appendix 3) ................................................................................................................................19
Council Score Card – Third Council (Appendix 4) ...................................................................................................................................20
Council Score Card – Fourth Council (Appendix 5) .................................................................................................................................21
Running Intrigue Crib Sheet (Appendix 6) .................................................................................................................................................22
Running Warfare Crib Sheet (Appendix 7) .................................................................................................................................................23
Unit Cards – United Council of The Sword Coast (Appendix 8) .........................................................................................................24
Unit Cards – Cult of The Dragon (Appendix 9) ..........................................................................................................................................26
Unit Cards – NPC Realms (Appendix 10) .....................................................................................................................................................28
Dragon Research Handouts (Appendix 11) ................................................................................................................................................29
Dragon Research Handouts – Metallic Dragons (Appendix 12) ........................................................................................................30
Dragon Research Handouts – Chromatic Dragons (Appendix 13) ...................................................................................................40

3
Initial DM Preparation
This Tyranny of Dragons: DM Guide should be used, Make it your Own
adapted and ignored dependent on what would suit Approach any perceived lack of detail in Tyranny of
your campaign and players best. It can be used for in- Dragons as an opportunity to develop a game better
person or online campaigns; if running this campaign tailored to your group. Against the exciting backdrop
online, copy and paste relevant sections from the guide of the Sword Coast being ravaged by dragons and the
to adapt to suit your campaign. If you are running this Cult, you can make character-themed quests that will
campaign in person, just print out specific sections to tie into the wider narrative of the adventure and
support running the campaign from the book. provide a fuller experience for you and your table.
To introduce the setting and foreshadow the campaign,
share the below with your players for your session 0. Other Key Points
❖ Levels 1 to 20 This guide suggests adjusting the
A shadow is falling across the Sword Coast, land of campaign such that player characters advance
heroes and adventure. Word is spreading of a cult that at the rate below (levels are at start of chapter).
preys on the weak, infiltrates the ruling class and
Chapter Original Level Adjusted Level
silences dissent. Little is known of them, but one thing is
for sure: with their growing power, the land will soon 1 1st 1st
fall to their claws if no one stands in their way… 2 2nd 2nd
3 3rd 3rd
4 4th 4th
Character Motivation 5 5th 6th
The adventure expects player characters to be heroes 6 5th 6th
already, willing to risk their lives. This automatic 7 6th 7th
assumption of characters wanting to save the world is
now perhaps a little dated (despair for the lawful good 8 7th 8th
paladin of yore). If the players feel they are in a story Recommended Interim 9th
that is not their own, this can lead to disengagement. 9 8th 11th
Here are a few key points to combat this: 10 8th 11th
❖ Use the campaign's background bonds to tie 11 9th 12th
them into the world. This could be in addition 12 10th 13th
to a character's other bond. 13 11th 14th
14 12th 17th
❖ Use the campaign’s optional background
features (Cult of the Dragon Infiltrator or 15 13th 18th
Dragon Scholar) to build player character’s 16 14th 19th
ties to the story. 17 15th 20th

❖ Telegraph this assumption to your players


❖ Side quests incorporate other adventures and
and work together to establish the party homebrew to flesh out the adventure and create
members’ motivation as a group. This is a side quests for a break from the main story quest.
collective responsibility – not just the DM’s.
❖ Downtime despite the pressing race to defeat the
cult's goals, this will 100% improve the adventure.
Railroad vs. Sandbox Establish downtime rules in session 0 and check
As written, the party travel from point A to B to C... what each character does in their spare time.
To introduce more variety, present players with
multiple paths to achieving the same goal and do not ❖ Lore and Art many locations in the campaign are
shy away from player plans. Various points in this well-known in the Forgotten Realms. Search for
guide detail player options but only you will know lore and art online to supplement the adventure's
your players and be able to adjust accordingly. descriptions of locations and characters.

4
Rumors in 1489 DR Factions
For session 0, roll or select a rumor from the table The rules from the DMG (p. 21) regarding factions can
below to share with each player, to introduce them to be incorporated into the campaign from session 0
the current tense state of play on the Sword Coast. onwards. This helps players become invested with the
campaign’s stakes and provides mechanical benefits to
D20 Rumor completing missions through the form of renown.
1 A splinter sect of red wizards defected from Some suggestions can be found in the chapter guides.
Thay and seek vengeance against Szass Tam. Below are further ideas for ways to incorporate other
2 Dragons are growing bolder and more violent, mechanical advantages into your campaign.
laying claim to more riches and territory.
3 A fell cabal of mages trying to animate a dragon Harpers
skeleton at Dragonspear were foiled by paladins Characters who are a member of the Harpers are
from Elturel a 100 years ago. already aware of who Leosin Erlanthar is and some of
4 A shadowy group known as the Scaled Fist has the Cult of the Dragon’s activities and modus operandi.
been abducting and indoctrinating the Other benefits may include:
vulnerable.
5 There are tales of unrest and family strife in the ❖ The ability to secure information from an
elven court of the misty forest. informant in any civilized outpost or city.
6 Homesteads in the Greenfields have been
massacred, destroyed, and abandoned. Emerald Enclave
7 The kobold tribes have united behind a single Characters who are a member of the Emerald Enclave
charismatic leader and are on the warpath. understand the dangers of the wild and gain benefits
8 Several eminent dragon scholars have been for travelling (e.g., on the road in chapter 4). Other
assassinated but nobody can figure out why. benefits may include:
9 The libraries of Candlekeep were burgled for
arcane research on the origins and properties of ❖ The ability to cast the Animal Messenger spell
dragons. once every 5 days.
10 A powerful relic rests within the temple of
Chauntea at Greenest useable only by a "true
Zhentarim
defender and hero of Greenest".
Characters who are a member of the Zhentarim
11 A powerful dragon artifact was uncovered in the
already know Jamna Gleamsilver from chapter 4 as
Kryptgarden forest.
another agent investigating the cult and may request
12 The Zhentarim have been involved in skirmishes
assistance from her. Other benefits may include:
with another shadow organization.
13 Efforts to rebuild trade between Neverwinter
❖ The ability to use their connections to gain
and Waterdeep have been hindered by
advantage on an intimidation check once
lizardfolk raiders.
every 5 days.
14 Mercenaries all over the realms are answering the
call of gold on the Sword Coast but who is hiring
them? The Lords’ Alliance
15 With the end of the era of upheaval, the gods’ Characters who serve the Lord’s Alliance likely serve a
influence has lessened – some say that they have particular Lord of the Alliance and gain more benefits
even abandoned us! when within their domain. Other benefits may include:
16 New religious orders are being formed across
the realms to adapt and interpret the teachings ❖ The ability to secure meetings with a leader of
of the gods. any civilized outpost or city that is a member
17 Nobles in Baldur’s Gate are consorting with of the Lords’ Alliance.
devils and devil-worship.
18 One of the frost giants’ floating fortresses has Order of the gauntlet
gone missing – presumed stolen. Characters who are a member of the Order of the
19 Devilish abishai have been unleashed with Gauntlet already know Ontharr Frume and can gain
greater frequency, causing carnage and mayhem. military assistance. Other benefits may include:
20 It is said that the great sage Alaundo foresaw a
duel between Bahamut and Tiamat in 1489 DR. ❖ The ability to secure shelter and support from
other members of the Order of the Gauntlet.

5
Faction Advancement for Player Characters

The Order of the The Emerald Enclave The Lord's Alliance Faction Levels
The Harpers The Zhentarim
Gauntlet

Master of the Rank 5


High Harper Righteous Hand Dread Lord Wild Lioncrown
(50 renown)

Wise Owl Rank 4


Vindicator Ardragon Winterstalker Warduke
(25 renown)

Brightcandle Rank 3
Whitehawk Viper Autumnreaver Stingblade
(10 renown)

Harpshadow Rank 2
Marcheon Wolf Summerstrider Redknife
(2 renown)

Watcher Rank 1
Chevall Fang Springwarden Cloak
(0 renown)

Player characters gain faction membership responsibilities and benefits according to their renown.
Completing various faction-related assignments, missions, and downtime activities earns greater renown.

Responsibilities include assignments, secret missions, mentoring.


Benefits include training, magic item procurement, apprenticeship.

More faction rules to apply in your campaign are available online here.

6
Key Factions

The Lord's Alliance


Metallic Dragons

Lord Dagult
Neverember
The Order of the The Emerald Enclave Red Wizards of Thay
The Harpers The Zhentarim Nymmurh
Gauntlet Neverwinter
Bronze
Lady Laeral
Silverhand
Remallia Ontharr Rian Delaan
Protanther Szass Tam
Haventree Frume Winterhound Waterdeep
Nightshade
Wise Owl Vindicator Ardragon Winterstalker Zulkir
Gold
Connerad
Carlon Brawnanvil Eseldra
Jamna Leda
Clementine Tazmikella Yeth
Amoffel Mount* Clawbirth* Mithral Hall
Gleamsilver
Harpshadow Viper Autumnreaver Copper Tharchion
Whitehawk
King
Melandrach
Leosin Erlanthar Biff Witt Borea
Misty Forest lleuthra Nyh Ilmichh
Longsteel* Strayson* Candles*
Harpshadow Marcheon Wolf Summerstrider Brass Red Wizard
Taern
Hornblade
Silverymoon Otaaryliakarnos
*Author Additions Silver
Marshall Ulder
Ravengard
Baldur’s Gate

Loosely Affiliated Members


Sir
Isteval
Maccath Blagotkus, Wigluf, Lord Volmer et al. Dala Silmerhelve Daggerford
Arcane Hulde & Harshnag Devils Waterdhavian
Brotherhood Giants noble
7
The Cult of the Dragon Expanded
A Cult by Any Other Name Members of the Cult of History of the Cult the Cult was founded in the 10th
the Dragon are unlikely to refer to themselves as a Century DR by the archmage Sammaster the Mad; they
“cult” due to its negative connotations. Other ideas originally worshipped undead dragons due to
for replacement names include: Sammaster’s translation of a prophecy in Chronicles of
Years to Come. They were a considerable threat before
 The Scaled Fist Sammaster was defeated. Severin Silrajin translated
 Draconis Veritas the Chronicles of Years to Come differently (the world
 The Five Flames would be ruled by living dragons), setting in motion
 Keepers of the Secret Hoard* his leadership of the cult. Currently, the Cult is not so
 Followers of the Scaly Way** well-known: it is a relic of history to most people.

*According to canonical Forgotten Realms lore, this Why Be a Cultist? It can help to consider any NPC’s
was an upper tier of the Cult, made of spellcasters motivation for joining the Cult when roleplaying
devoted to the cause; they had the magical means cultists. Cult recruiters target those searching for new
necessary to serve dragons more effectively as meaning in life or those in a precarious situation with
well as create dracoliches. seemingly few avenues of recourse. Alternatively, they
are using their ties to the Cult for their own gain.
**According to canonical Forgotten Realms lore, this Below is a table of cultist NPCs for your use. You can
was a lower tier of the Cult – comprised of martial use the stock NPCs of each line or generate random
fighters and stealthy operatives to further the cultist NPCS by rolling. New cultist NPCs are also
cult’s goals. They fulfilled the security and introduced in the subsequent chapters at convenient
espionage requirements of the Cult. moments to support the adventure.

D10 Name Appearance Responsibility Reason for joining


1 Assan Male human - tanned skin, Mage – provides arcane Loneliness – they had no friends
Witt loose robes, bald. reinforcement and or family until the cult.
solutions.
2 Orthis Male gnome – olive skin, Forager and chef – Grief – they lost a friend or family
Mont woodsman leathers, bald. provides and cooks food member, and the cult was there.
for the cult.
3 Eryth Female elf – mahogany skin, Dragonclaw – leads Lost – they sought a meaning in
Lanar heavy armor, greatsword. cultists in raids and life which the cult provided.
attacks.
4 Brekken Male dwarf – ruddy skin, red Politician – obfuscates Power - they sought political
Stonefist beard/hair, formal clothes. investigations into the power through the cult.
cult.
5 Lyrix Female tabaxi – grey fur, Stealth operative - Revenge – they want revenge for
Arcell black leather jerkin. assassinates key a perceived slight of civilization.
opponents of the cult.
6 Shai Female tiefling – blue skin, Stealth operative - Greed – they sought material
Opt simple hempen dress. steals research and wealth through the cult.
magical items.
7 Tenzig Female half-orc –purple Hunter - provides game Survival – they were starving, and
Han skin, leather armor. for the cult members. the cult offered food and a bed.

8 Amon Male half-elf – pale skin, Researcher - researches Love of Dragons – they want to
Sorr acolyte robes, chin fuzz. dragon lore and tends to see them rule over the realms.
dragon eggs.
9 Bjar Male human – golden, Mercenary - guards Misanthropic – they want the
Ken tattooed skin, brown furs. cultist wagons and raids world and everyone in it to burn.
towns.
10 Dire Male elf –albino skin, long Laborer - maniacal Self-gain – they are a dragon in
Dyer robes, smiles. murderer and hunter of disguise (high level party only).
mortals.

8
Cultist Operations The Cult organizes a variety of
operations which have been split into three
categories below:

Funding
 Lawful mercantile activities
 Raiding caravans and homes
 Forced donations of members

Reconnaissance
 Gathering information on enemies
 Researching dragon lore
 Making alliances with dragons

Combat
 Assassinating opponents/investigators
 Guarding dragon lairs, hoards and eggs
 Assaulting known enemies

What would the cultists know? Below is example


information available to cult members for each
level of the Cult. Each rank has the knowledge of Members of the Cult Worshipping a Dragon
the rank preceding it. E.g., a Dragonwing has their
own knowledge as well as the knowledge of a Cult of the Dragon Infiltrator players who have
dragonclaw and an initiate. chosen this background feature should vaguely
understand the ranks, hierarchy, and cell-like
Rank Knowledge structure of the Cult. As the table suggests, their
second identity as an initiate of the Cult should
Initiate* Cult symbols & signs.
grant them knowledge of the Cult’s secret signs as
The identity of a superior officer.
well as the name and location of a superior officer.
Dragonclaw The closest cultist camp.
Dependent on the situation, this may also grant
A location of treasure.
them advantage on deception checks with the Cult.
Dragonwing The nearest dragon lair.
Different points in the following chapters have
Their cell’s next target.
suggested mechanics to bring this background
Dragonfang The skillset and identity of a
feature into play.
Wearer of Purple.
Dragonsoul The identity of a Wyrmspeaker.
Dragon Scholar players who have chosen this
The next stage of the cult’s plans.
background feature understand the cosmology of
chromatic dragons led by Tiamat and metallic
*Assume that a kobold, mercenary or other cult
dragons led by Bahamut. They understand dragon
ally has the same knowledge as an initiate.
behavior and know of regions inhabited by famous
dragons. Locations to research lore relating to
Cult Signals the adventure lists these cult signs:
dragons could be Candlekeep or a city on the
❖ Hand out with all five fingers extended.
Sword Coast. Dragon research handouts are in
❖ "All hail Tiamat!" and "They shall rise!" are
appendices 11, 12 and 13. Different points in the
frequently used pass phrases.
following chapters have suggested mechanics to
❖ A five-colored band/a band of a specific color.
bring this background feature into play.
A single color refers to the type of chromatic
dragon they have an affinity for.
Hierarchy of the Cult the Cult is split into several
Author Additions: a vertical triple bar (III) to
cells operating independently across the Sword
indicate safe harbor. “In her name/For her glory”
Coast. Overleaf is a loose summary of the Cult’s
to indicate enthusiastic agreement. “Let them see
hierarchy with a breakdown of the key ranks and
the light” – translation: burn them all.
the associated named NPCs in the adventure. The
first handout is purely for the DM’s reference
How are Dragonborn viewed by the Cult? The
while the second handout can be handed to the
Cult specifically favors chromatic dragonborn
players. As players learn more about the cult, their
while despising and hunting metallic dragonborn.
handout could be filled in at the DM’s discretion.
9
Cult Hierarchy: DM Copy
Mere of Dead Men Greypeak Mountains
Greenfields Cell Cell Oyaviggaton Cell Misty Forest Cell Xonthal Tower Cell Well of Dragons Cell
Cell

gVoaraghamanthar Jorgen
Lennithon Glazhael Arauthator Chuth Hoondarrh
Waervaerendor Pawl
Stormrage* Black Death Cloudchaser Old White Death Emerald Assassin Dragonsoul Red Rage

Rezmir Severin
Talis Varramzord Neronvain
Galvan Styl* Silrajin
Orogoth Kasterel
Wyrmspeaker Wyrmspeaker Wearer of Purple Wyrmspeaker Wyrmspeaker Dragonfang Wyrmspeaker

Frulam Dralmorrer Naergoth


Captain Godric* Rhamiel* Garek*
Mondath Borngray Othelstan Bladelord

Wearer of Purple Wearer of Purple Dragonsoul Dragonfang Dragonfang Wearer of Purple


Wearer of Purple

Langdedrosa Cheela Flegsteel


Cyanwrath Ravenwood* Caemon* Craggnor Elthariel* Corvant*

Wearer of Purple Dragonsoul Dragonfang Dragonfang Dragonfang Dragonfang Wearer of Purple

Khalira* Larion Clemara* Brutus*


Kusphia Orhan* Jumellith*
Keenblade
Dragonfang Dragonclaw Dragonclaw Dragonfang Dragonfang Dragonfang Dragonfang

Loosely Affiliated Members *Author Additions


Dragonfang

Kobolds Azbara Jos Pharblex Maelgot, Sorvic Grunda-Gurga


These 4 Serving Rezmir, Red Wizard of Splattergoo and Wessic Ettin Servant
Dragonwing ranks can “The Dragon Lady” Thay Bullywugs Leader Mercenaries
be found in
each cell of
the cult. Blagothkus, Rath Modar Marfulb Galin *Nydra
Dragonclaw
Wigluf and Hulde Red Wizards of Ice Toads Yeti Elf Warden of the Elven Assassin
Cloud Giants Thay Leader Leader Misty Forest.
10
Initiate
Cult Hierarchy: Player Copy

Loosely Affiliated Members


Dragonfang

These 4
Dragonwing ranks can
be found in
each cell of
Dragonclaw the cult.

11
Initiate
Treasure
The Tyranny of Dragons adventure sometimes grants a
great deal of treasure all at once rather than spreading
it out. It can also be light on magical items but heavy-
handed with granting coin and gems (occasionally
causing carrying capacity problems). Below are some
ways counter this:

• Use the treasure tables in the DMG (p.133) at


opportune moments in the adventure.

• Develop transportation methods for the party,


e.g., a cart or a bag of holding.

Below is a selection of magical items to be placed at


appropriate junctures in the campaign when suitable
to the party’s level at the DM’s discretion. Suggested
locations are also in the subsequent chapter guides.
Shopkeepers and shops for magical items have also
been provided in different cities with recommended
inventory lists and prices. The DM should vary all of
this according to the level of magic and magical items
they prefer in their campaign.
Personality. Scatterheart seeks to defend the people
Scatterheart of Greenest and the Sword Coast from harm. If its
wielder acts in a manner opposed to this purpose,
Weapon (Warhammer), rare, requires attunement by a Scatterheart makes a Charisma check contested by the
true hero of Greenest. wielder's Charisma check. If Scatterheart wins the
contest, they make one or more of the following
When her grandfather Balor Scatterheart died, Dharva demands:
promised that she would grant his dying wish – for his
spirit to imbue his trusty warhammer and continue • Scatterheart demands their wielder atone for
fighting to protect the Sword Coast. She toiled for 3 their transgression.
days and 3 nights to create her masterpiece creation • Scatterheart demands to be given to someone
known as Scatterheart – it resides in the temple of else.
Chauntea, awaiting a true hero of Greenest.
If its wielder refuses to comply with Scatterheart’s
You gain a +1 bonus to attack and damage rolls made wishes, Scatterheart may:
with this magic weapon. It has the thrown property
with a normal range of 20 feet and a long range of 60 • End its attunement and make it impossible for its
feet. When you hit with a ranged attack using this wielder to attune to it.
weapon, it deals an extra ld8 damage. Immediately • Suppress one or more of its activated properties.
after the attack, the weapon flies back to your hand. It
has the following additional properties. DM NOTE: Scatterheart is designed to be easy to roleplay
for any DM: their lack of speech means you only need to
Sentience. Scatterheart is a sentient Lawful Neutral share simple emotions as need be dependent on the
weapon with an Intelligence of 10, a Wisdom of 14, and situation. They can also be used as a DM mouthpiece to
a Charisma of 20. It has hearing and darkvision out to share any information which may have gone unnoticed
a range of 60 feet. It feels old and reassuring like an to the player characters. (e.g., they feel a blast of warm
experienced grandfather who has seen everything. air from the corridor on the right).
Scatterheart communicates by transmitting emotion
telepathically to the creature carrying or wielding N.B. If players become overly reliant on Scatterheart’s
them. While you are attuned to it, Scatterheart senses opinions, roleplay Scatterheart as evidently unreliable
your thoughts and emotional state. in some situations (e.g., they suggest an unwise frontal
assault for greater glory!)
12
Claw Finger of Potency
Wondrous item, uncommon (requires attunement by a spellcaster).

This claw finger is etched with draconic runes and can be used as an
arcane focus. While you use the claw finger as an arcane focus, you gain
a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you use the claw finger as an arcane focus, you can use an action
to cast the Chromatic Orb spell with it. When you make the spell's
attack, you do so with an attack bonus of +5. The claw finger cannot be
used this way again until the next dawn.

Pendant of Tiamat
Wondrous item, uncommon.

A pendant crafted by a zealous mage in the service of the scaled


tyrant, it will unleash the fury of Tiamat in the element desired.

While attuned to the pendant of Tiamat, you can use an action to


cast the Burning Hands spell with it. You can choose the type of
damage dealt: acid, poison, fire, lightning or cold. The pendant
cannot be used this way again until the next dawn.

Cursed – on the 5th time (and on any subsequent occasions) that


the pendant is used by a non-believer of Tiamat, the spell turns
inwards and targets the caster instead – bathing them in the fury
of Tiamat. Roll randomly to determine the type of damage dealt.

Moon Dragon Robes


light armor (wondrous item, very rare), requires attunement by a
spellcaster.

This elegant garment is made from the scales of a moon dragon and
adorned with silvery runes. It is said that the dragon Hayliatharix slew
a rival moon dragon and crafted this robe from their corpse to disgrace
their memory and celebrate their victory forever more.

You gain these benefits while wearing the robe:

• If you are not wearing armor, your base armor class is 14 +


your dexterity modifier.

• Your spell save DC and spell attack bonus each increase by 1.

13
Redscale Bracers
Wondrous item, rare (requires attunement).

While wearing these bracers, you gain resistance to fire damage and
you can speak, read and write Draconic.

Armring of Jörmungandr
Wondrous item, rare, (requires attunement).

An armring crafted by a storm giant for their human ally, this


armring wraps around the arm of a warrior and empowers their
strikes when commanded.

You can use an action to offer a weapon of your choice to the


armring. Its head will animate and bite down on the blade,
imbuing it with a thick, blue poison. The poison remains for 1
minute or until this weapon hits a creature.
.
That creature must succeed on a DC 15 constitution saving throw
or take 2d10 poison damage and become poisoned for 1 minute.
The armring cannot be used this way again until the next dawn.

Drakestaff
Staff, very rare, (requires attunement by a sorcerer, warlock or wizard).

This staff has 10 charges for the following properties. It regains 1d6 +
4 expended charges daily at dawn. If you expend the last charge, roll a
d20. On a 1, the staff becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges
to cast one of the following spells from it, using your spell save DC: fly
(3 charges), fireball (3 charges), cone of cold (5 charges), lightning bolt
(3 charges), Melf’s acid arrow (2 charges) or cloudkill (5 charges).

Updated Dragon Mask


Wondrous item, legendary, requires attunement.

The following feature should be applied in addition to the effects listed


for the dragon masks in the adventure:

Dragonlink. A creature attuned to a dragon mask can cast scrying (DC


15) once per day and without the need for any components to target
the attuned wearer of one other dragon mask. A creature attuned to a
dragon mask can also send a telepathic message to any other creature
attuned to a dragon mask at will.

14
Forging Dragon Armor & Weapons

Harvesting parts of a dragon carcass requires a medicine check as per the DC in the table below. If a member of the
party holds the dragon scholar background, they can add +2 to the roll. Only young, adult and ancient dragons can be
harvested in this way – wyrmlings are too immature to provide the necessary components.

These parts can be sold for the amount mentioned underneath or used to craft an item if the party has the formula for
the item. Example locations for each item’s formula are spread throughout the chapters of this guide. If a party member
holds the associated tool/proficiency, they can attempt to craft it. Otherwise, they will require an NPC to do so.
Example NPCS are spread throughout the chapters of this guide who can offer this service.

Part DC This can be used to craft Crafting requirements Time Cost (gp)
Scales 14 Dragon Scale Mail Smithing tools/proficiency 25 Enchantment
100 gp workweeks service* - 2,000
Blood 10 Potion of Healing** Herbalism kit/proficiency 2/10/25** Enchantment
75 gp workweeks service**
Claws 14 +1/+2/+3 Weapon*** Smithing tools/proficiency 2/10/25** Enchantment
100 gp workweeks service***
Eyes 18 Eyes of the Eagle Jeweler’s tools/proficiency 2 Enchantment
400 gp workweeks service* - 1,500
Heart 18 Periapt of Wound Closure Jeweler’s tools/proficiency 2 Enchantment
400 gp workweeks service* - 2,500
Gland 16 Potions of Fire Breath x5 Herbalism kit/proficiency 10 Enchantment
600 gp workweeks service* - 125

*This fee can be halved if a willing party member or friendly NPC is an artificer or enchantment wizard.
** If young: greater (2 weeks/50 gp), adult: superior (10 weeks/125 gp), or ancient: supreme (25 weeks/500 gp).
*** If young: +1 (2 weeks/500 gp), adult: +2 (10 weeks/2500 gp), or ancient: +3 (25 weeks/5000 gp).
15
Adventure Activities

The brewing titanic conflict between the Cult and the The United Sword Coast Council
Sword Coast in Rise of Tiamat offers many chances for
epic adventure on a grander scale. Below are some Skills Defenses
suggestions for game mechanics to portray other types Diplomacy: +2 Communications: 10
of action during this pivotal war. Mix and match the Espionage: +0 Resolve: 13
below to find something that works for your table.
Lore: -1 Resources: 11
Using Downtime Operations: +2
Each of the chapters of Rise of Tiamat generally take a The characters become officers after the first council
lengthy amount of time to complete. If you want to session. They lead units in battle, they share equal
incorporate downtime activities but don’t want to get status with the council members and command NPC
bogged down in calculating days elapsed during these agents (Jamna, Leosin, Borea, etc.) for domain actions.
chapters, assume that each chapter takes roughly 30
days to complete (this synchronizes well with 10 days The Cult of the Dragon
being a domain turn – see below).
Remove the number of days that the party actually Skills Defenses
spends adventuring during this period (usually ~5 Diplomacy: -1 Communications: 10
days). This usually leaves you with 25 days or 5 work Espionage: +0 Resolve: 11
weeks during which the player characters can
complete downtime activities as per the DMG and Lore: +2 Resources: 13
XGTE. Consider where the characters are during these Operations: +2
workweeks to decide on which downtime activities
are possible and which need adapting (e.g., whether Severin is the leader of the domain. His lieutenants
they are in hostile territory, travelling, or in a relatively are the Wearers of Purple, Dragonsouls, and recently
safe environment like Waterdeep). promoted Wyrmspeakers who can take control of any
domain actions and lead the Cult’s units in battle.
Using Kingdom & Warfare Rules
If you wish to expand your Rise of Tiamat campaign to Using Rules for Units & Warfare
include rules for gathering allies and waging war on It’s best to start small with this ruleset to ease the table
the cult, consider using some of the mechanics from into their use. Start with a simple skirmish between 2-
Kingdoms & Warfare by MCDM. Below are suggestions 3 units in an early chapter of Rise of Tiamat before
for how to incorporate these mechanics into Rise of progressing to larger battles in later chapters. A
Tiamat while maintaining simplicity in your game. warfare crib sheet is in appendix 7.

Using Rules for Domains & Intrigue ❖ As each domains has access to many units, it
The United Sword Coast Council best conforms to a is fine for some to perish during intrigue or
Noble Court domain specializing in the Court of War. warfare as consequences for failure.
while the Cult best conforms to a Draconic Empire
domain. An intrigue crib sheet is in appendix 6. ❖ Don’t use every unit type in battles, aside from
the final battle at the Well of Dragons when
❖ Ignore the rules for levelling up domains with both sides bring everything they can muster.
development points, the use of domain titles,
domain powers and power dice. ❖ Ignore the rules for levelling up units whether
through upgrading equipment or experience.
❖ Conflict has already begun - each chapter is a
separate intrigue with 3 domain turns. Each ❖ For the Noble Court of War domain feature
turn, each side takes a domain action. “Prepare the Steeds”, replace the Lancers unit
with the players’ choice of a faction unit.
❖ The outcome of domain turns can either have
mechanical effects (in combat, or warfare) or ❖ NPC realms to recruit units from could include
narrative effects, or both. giants, dragons, devils, Thay and Icewind Dale.

❖ There are unit cards based on and adapted


❖ The 4 units the characters can muster initially from the K&W equivalent for the United
come from whichever factions or NPC realms Sword Council, the Cult of the Dragon and the
favor them the most. NPC realms in appendices 8, 9 and 10.
16
Writ of Emergency Investigative Powers (Appendix 1)

17
Council Score Card – First Council (Appendix 2)

The Order of the Emerald Dagult Connerad King Ulder Taern Sir
Harpers Gauntlet Enclave Neverember Brawnanvil Melandrach Ravengard Hornblade Isteval
Duelled Langdedrosa
+ + + + + + + + +
Smashed Dragon Eggs*
- + - - + + + +
Sold Dragon Eggs
+ - - + - -
Gave Eggs to Borea Candles
- - +/+ - - - - -
Caused Trouble in Baldur's Gate
- - - -/- - -
Defeated Cultists in Baldur's Gate
+/+
Warned Ulder Ravengard’s Family
+/+
Caused Trouble in Daggerford
- - - - - -/-
Caused Trouble in Waterdeep
-/- - - - - -
Defeated Cultists in Waterdeep
+/+
Slaughter at Carnath Roadhouse
- - - - - - - - -
Let Talis Kasterel Go
+ - + - - - - - -
Killed Talis Kesterel
+ - + + + + + +
Killed Rezmir Orogoth*
+ + + + + + + + +
Crashed Skyreach Castle*
- + + - -/- - - -
Kept possession of Skyreach
+/+ +/+ - +/+ + + +/+ + +
Skyreach returned to Giants
+ - + -/- + + +
Lied to the Council
- - - - - - - - -
Joined the Harpers
+/+
Joined the Order of the Gauntlet
+/+
Subtotal - First Council

18
Council Score Card – Second Council (Appendix 3)

The Order of the Emerald Dagult Connerad King Ulder Taern Sir
Harpers Gauntlet Enclave Neverember Brawnanvil Melandrach Ravengard Hornblade Isteval
Rescued Maccath & Snowspears
+ + + +
Killed Arauthator
+ + - + + + + + +
Driven Arauthator Off
- + - - -
Defended Luskan
+ + +
Arcane Brotherhood joins Alliance
+ + + + + +
Rescued Elturgardian Patrol
+ + + + + + + +
Used Divination Pool
+ - - +
Killed Yuan-Ti
+ + + + + + +
Killed Varram
- + + - + -
Captured Varram
+ + + +
Lied to the Council
-/- -/- -/- -/- -/- -/- -/- -/- -/-
Joined the Harpers*
+/+
Joined the Order of the Gauntlet*
+/+
Joined the Emerald Enclave
+/+
Joined the Lord’s Alliance
+ + + + + +
Subtotal - Second Council

*Unless previously accounted for in the first council session.

19
Council Score Card – Third Council (Appendix 4)
The Order of Emerald Laeral Dagult Connerad King Ulder Taern Sir
Harpers the Enclave SIlverhand Neverember Brawnanvil Melandrach Ravengard Hornblade Isteval
Gauntlet
Alagarthas executes Galin
- + + + +
Alagarthas exiles Galin
+ + +/+ -
Killed Neronvain
- + + + + + -/- + - +
Captured Neronvain
+ + - + + + + + + +
Alagarthas died
- - - - - - -/- - - -
Chuth killed
+ + - + + +/+ +/+ + + +
Chuth driven off
+ + +
Defeated Daurgothoth
+ + +/+ +
Rallied metallic dragons
+ +/+ +/+ + + +/+ +/+ + + +
Concessions to metallic
- - - - -/- -/- - - dragons
Metallic dragons aid faction
+ + + + + + + + + +
Lied to the Council
-/- -/- -/- -/- -/- -/- -/- -/- -/-
Joined the Harpers*
+/+
Joined the Order of the
+/+ Gauntlet*

Joined the Emerald Enclave*


+/+
Joined the Lord’s Alliance*
+ + + + + +
Joined the Zhentarim
-/- - - -/- - - - -/-
Subtotal - Fourth Council

Final Tally (All Councils)


Score Needed for Support

*Unless previously accounted for in the first or second council session.

20
Council Score Card – Fourth Council (Appendix 5)

The Order of Emerald Laeral Dagult Connerad King Ulder Taern Sir
Harpers the Enclave SIlverhand Neverember Brawnanvil Melandrach Ravengard Hornblade Isteval
Gauntlet
Beat Cult at Xonthal’s Tower
+ + + + + + + + + +
Rescued Iskander
+/+ + + + + + + + + +
Won Battle of Magehaven
+ + + + + + + + + +
Lost Battle of Magehaven
- - - - - - - - - -
Refused to Travel to Thay
- - -
Made Deals with Devils
- - - - - - -
Accepted “Dark Gift” Openly
- - - - - - - - - -
Killed Eseldra Yeth
- +/+ +/+ - - - - -
Brought Thay to the Table
+ - - + - + - + -
No Draconic Aid Received
- - - - - -
Lied to the Council
-/- -/- -/- -/- -/- -/- -/- -/- -/- -/-
Joined the Harpers*
+/+
Joined the Order of the
+/+ Gauntlet*

Joined the Emerald Enclave*


+/+
Joined the Lord’s Alliance*
+ + + + + +
Joined the Zhentarim*
-/- - - -/- - - - -/-
Subtotal - Fourth Council

Final Tally (All Councils)

Score Needed for Support


7 10 5 7 10 5 8 10 7 10
*Unless previously accounted for in the first, second or third council session.

21
Running Intrigue Crib Sheet (Appendix 6)

Optional Rules
At the start of each chapter
The level for all defenses starts Each round, both domains take a The below are other rules used in
(each chapter is ~30 days), at 0 but can vary from -3 to 3. domain action to either Kingdoms and Warfare that you
hold 3 rounds of intrigue These levels carry over between strengthen themselves or may want to consider using.
each chapter. weaken the opposing domain.
(each round is ~10 days).
❖ At the DM’s discretion,
domain actions may have
consequences beyond
affecting defense levels.

The DM decides which of the 4 ❖ An officer assigned can add


The party discuss how they want skills their plan fits best into: The party nominate a player their proficiency bonus to a
to damage the enemy or Diplomacy, Espionage, Lore or character who rolls a d20 and skill roll if proficient.
strengthen themselves. They Operations. The DM decides adds the domain skill modifier
Diplomacy:
describe what they want to do to which of the 3 defenses their for that skill (in chapter 9 guide)
the DM. plan affects: Communications, to their roll. Insight,/Persuasion
Resolve or Resources. Espionage:
Investigation/Stealth
Lore:
Arcana/History/Religion
Operations:
Athletics/Insight
The DC to weaken a domain's
defense is given in the domain's The DM reveals the purpose of ❖ A domain can also take a
stats. The players (or DM) narrate how the enemy’s domain action,
domain bonus action
the party's success or failure deciding which of the 4 skills and
The DC to improve a domain's translates into the story. 3 defenses their plan fits best during a round if granted
defense is 13 + the defense's with. one by their domain’s
current level. features or other effects.

❖ An officer can take a 1


domain reaction during an
intrigue if granted one by
their domain’s features or
The defense levels of both other effects.
domains affect their ability to
The DM rolls a d20 and adds the The DM narrates how the
field an army in warfare.
domain skill modifier (in chapter enemy's success or failure ❖ A domain action can
Whenever a battle takes place
9 guide) for that roll. translates into the story. muster units through
(including the final battle), check
what effects the levels have. operations (no roll).

22
Running Warfare Crib Sheet (Appendix 7)

Optional Rules
Set up the Grid. Each side in the Roll Initiative. The commanding Deploy Troops. Infantry can be
battle has a 4 × 5 grid on which to officers on each side roll initative (as placed in any rank. Artillery can only Below are other rules you may
place their infantry and artillery normal, d20 + DEX). Deploy in be placed in the Centre. Flying Units want to consider using.
units. Cavalry and aerial units do not reverse initiative order with the and Cavalry are not placed on the
use the grid. lowest rolls deploying first. grid but are placed to one side.
❖ Before battle, each side
makes an opposed
Operations test. Winner
decides to attack, defend,
or meet elsewhere. If a tie,
both armies meet at a
Attack. D20 + unit's ATK against neutral location.
Attack. Infantry can attack any target’s DEF score. If success, 1
Command your Units. Each turn,
adjacent units. Artillery and Flying casualty and roll D20 + unit's POW ❖ Defender can gain
your units can: Move, use an Action
Units can attack units anywhere. against target's TOU score. If success,
(Move, Attack, Battle Magic, or fortifications while
Cavalry can attack exposed units. casualties equal to unit’s DMG. If
Maneuvers), and use a Bonus Action if attacker gains Seize the
Units have a number of attacks they diminished (reduced to 50% of
a unit has one.
can make per activation. casualty die) it succeeds on a DC13 Initiative (Vanguard units
MOR test or takes another casualty. get 1 starting activation).

❖ Units can be assigned


wands or scrolls to bolster
their abilites and benefit
Maneuvers common to all units: Maneuvers common to all units: from Battle Magic.
Maneuvers. make a Command test
against that maneuver's DC. Some Rally. DC13 MOR test for a broken Retreat. DC8 COM test for any unit. If
maneuvers are specific to unit type unit (no action required). If success, success, unit removed and casualties
it reforms with 1 casualty. If natural recorded. If failure, unit takes 1 ❖ Ranks collapse at the start
or traits, or may be assigned based
on martial advantages. 20, it reforms with 2 casualties. If casualty; if it is not broken, unit is of any turn if they contain
failure, it is disbanded. removed and casualties recorded. no units or fortifications.

❖ Units can be “stacked” in


the reserve rank. Only the
top unit can then be
activated or targeted.
Winning. After each round, check Morale Surge. As a bonus action, the
Morale Surge. On the turn of combat
each army's point value (Tier 1=1 character can move half their speed ❖ If a commanding officer
that the battle is won, the winning
point, T2=2 points etc.). If a side has and take one additional action, on loses a combat, their troops
officers each gain a Morale Surge
twice as many as the other, they have top of their regular action and
which they can use at any time begin Retreat maneuver.
won. Losing troops automatically movement. The character can use
before taking a long rest.
begin Retreat maneuver. this benefit only once.

23
Unit Cards – United Council of The Sword Coast (Appendix 8)

24
Unit Cards – United Council of The Sword Coast

25
Unit Cards – Cult of The Dragon (Appendix 9)

26
Unit Cards – Cult of The Dragon

27
Unit Cards – NPC Realms (Appendix 10)

28
Dragon Research Handouts (Appendix 11)

29
Dragon Research Handouts – Metallic Dragons (Appendix 12)

30
31
32
33
34
35
36
37
38
39
Dragon Research Handouts – Chromatic Dragons (Appendix 13)

40
41
42
43
44
45
46
47
48
49
Hoard of the Dragon Queen
Chapter 1: Greenest in Flames

Coming Next…

How to Avoid a Total Party Kill and Rescue a Town.

by Mark Comfort

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
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All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
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