D&D 5E - The Rise of Tiamat
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C h r o m a t i c D r a g o n s _____________
Severin and his supporters intend to use the ancient
draconic artifact known as the Draakhorn to rally
the chromatic dragons to Tiamat’s cause. However,
chromatic dragons are notoriously arrogant, territorial,
greedy, and suspicious of any creatures begging favors—
especially if those creatures might be a threat. Getting
dragons to cooperate is a monumental task, even when
bringing the Queen of Dragons into the world is the
ultimate goal.
The Cult of the Dragon has a secret weapon for
dealing with chromatic dragons, in the form of the five
dragon masks. Even with a dragon mask, the process of
influencing a dragon remains arduous and dangerous—
though the payoff is enormous. These relics give their
wearers the ability to communicate with dragons, but
more importantly, they impart a subtle influence over
dragons that cannot be detected. Dragons cannot be
controlled by the masks, but they can be swayed by
ideas and proposals that they would not normally find
persuasive.
U s i n g C h r o m a t i c D r a g o n s
The power of the chromatic dragons is a motif running
through every aspect of Tyranny o f Dragons: The Rise
o f Tiamat. As the events of the adventure unfold, more
and more dragons respond to the Draakhorn’s rumbling
moan and journey to the Well of Dragons—a migration
that inspires alarm and panic in people across Faerun.
Characters and players should seldom be allowed to
forget that the evil dragons are on the move. Whenever
the adventurers are outside, they might see a dragon
winging overhead in the distance. The shadow of a
dragon could fall across the adventurers in the daytime,
and dark draconic wings might momentarily blot out
the moon at night. When the characters arrive in a
settlement, they should hear stories about dragon
sightings and attacks. When they travel, burned-out
hamlets and demolished caravans line the road.
Dragons are among the oldest, most intelligent, and
most powerful monsters in Faerun and the D ungeons
& D rago ns game. Chromatic dragons are evil and
merciless, and every battle against these creatures
should be a life-or-death struggle. No dragon should
ever fall without the heroes suffering during the battle.
Chromatic dragons use every possible advantage with
no regard for fairness, and their chief advantage is flight.
A dragon never fights on foot where enemies might
hack at it when it can soar majestically out of reach and
slaughter foes with its breath weapon. Only in its lair
w ill a dragon typically engage in melee, and then only if
its hoard is threatened.
Characters who can tackle the challenges of this
adventure are high enough level to have allies raised
from the dead when those allies fall to a draconic foe. If
the characters can’t do so themselves, their allies in the
Order of the Gauntlet or the Harpers should be w illing
to help out.
With lifetimes of a thousand years or more to lose,
chromatic dragons have no interest in dying in battle
against mere humanoids, and they don’t sacrifice
themselves nobly for any cause—Tiamat included. A
dragon caught in a losing battle takes any escape that
presents itself, most often simply soaring away. This
changes during the final showdown at the Well of
Dragons, however, when Tiamat can be seen clawing
her way through the portal from the Nine Hells.
G i a n t s
If the characters claimed Skyreach Castle in Hoard of
the Dragon Queen, they might well hear from a frost
giant diplomat who shows up to reclaim it as property
of the giants who built it. A frost giant named Harshnag
lives on Mount Sar north of Waterdeep, and he is
sometimes called upon when the Sword Coast faces
dire threats. The player characters could fly the citadel
to him or—in a more dramatic interlude—he might come
to a council meeting and demand the citadel’s return
on behalf of his kin so that he might rally them against
their ancient foes.
If the player characters did not claim the citadel (or
crashed it), this option is not available to them.
U s i n g G i a n t s
Giants are unlikely to appear side by side with dragons
anywhere before the final showdown at the Well of
Dragons. However, characters who gain any insight into
the giants’ alliance with the dragons should understand
its apocalyptic significance.
A l l i e s
Several powerful organizations battle the Cult of the
Dragon even as the party does. The characters are key
players in the drama, but everyone in Faerun has a
stake in the outcome of the battle against Tiamat and
her allies. Each faction has a presence in the Council
of Waterdeep, and all factions are ultimately on the
adventurers’ side—even if some of them occasionally
hinder the characters more than they help.
This section describes each faction’s goals and
driving concerns, its leading delegate or delegates to the
council, and what resources it can contribute to the final
battle against the Cult of the Dragon.
T h e H a r p e r s
The secret society known
as the Harpers has been
disbanded and rebuilt several
times over its long history. The
latest incarnation of the group
retains its focus on gathering
information, keeping a close
watch on the balance of power
in Faerun, and promoting
fairness and equality in quiet,
unobtrusive ways. Harpers try
to keep out of the public eye,
preferring secrecy to fame and
using knowledge to win the
day over brute force. However,
as the Cult of the Dragon grows more brazen and
destructive, the Harpers are forced to act more openly
in their opposition.