D&D 5E - The Rise of Tiamat
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Alliance, however, and they are the only group with the
resources to pay the Black Network’s price. The heroes
can attempt to sway the opinions of the other factions—
and have a chance to buy the Zhentarim’s allegiance
outright in the follow-up to episode 7.
In the end, too much is at stake to sit this fight out,
and the Zhentarim pitch in against the cult regardless
of whether their price is paid. However, if the other
factions want a voice in how the Zhentarim go to war
against the cult, it w ill cost them. If the Zhentarim fight
on their own, they strike when and how they choose.
At least one Black Network mission is carried out
regardless of payment. Without the knowledge of anyone
outside the Zhentarim, one of their agents has infiltrated
the cult and gets close enough to Wyrmspeaker Varram
to steal the White Dragon Mask. This theft sets off a
sequence of events that culminates in Varram’s portion
of the “Death to the Wyrmspeakers" episode.
U s i n g t h e Z h e n t a r i m
Black Network agents are useful N P C s that you can
introduce at appropriate times during the adventure.
Characters who played Hoard o f the Dragon Queen have
already met one member of the Black Network—the
female gnome Jamna Gleamsilver. If the characters
need information or gear they can’t obtain any other
way, seeking out or being approached by a Zhentarim
agent is an easy way for you to provide it.
A typical Black Network agent is a highly capable
adventurer with no scruples. Some Zhentarim have
winged snake companions that carry messages on
scrolls as they fly, allowing agents to keep in contact
with one another.
Although the Zhentarim as a whole oppose the cult’s
plans, not everyone in the Black Network shares that
view. A number of Zhentarim agents believe that the
cult’s victory is inevitable, and that by standing against
the cult, the Zhentarim risk losing everything. If events
are going too smoothly for the heroes, you can introduce
a few rogue Black Network agents to throw a wrench
into the characters’ plans at the worst possible moment.
R i a n N i g h t s h a d e
Law ful evil female tie fling warlock
Ideals: Logic, greed (“I’m certain we can come to an
agreement that all parties w ill favor. But if not, we
have other means of settling the issue.”)
Interaction Traits: Polite, mercantile, ruthless
Pledged Resources: Assassins and mercenaries
Rian is a member of the Zhentarim and the Black
Network’s envoy during the third Council of Waterdeep.
She is seated at the table as a special adviser to Lord
Neverember, and her affiliation with the Zhentarim
w ill not be mentioned. However, neither she nor Lord
Neverember try to deny or conceal that affiliation if the
characters question why Rian is present.
The Black Network backs any plans that increase the
likelihood of defeating the cult. Any and all alliances
are fine, as are any outcomes that add to the council’s
strategic resources. Rian doesn’t have any particular
interest in morality, and dark acts have no impact on
her attitude toward the party. She disapproves of taking
any wyrmspeakers alive, though, fearing the power of
such dangerous figures and questioning the chance of
success for attempts to turn or interrogate them. She
favors discreet execution, interrogation of the corpse
with appropriate rituals, and destruction of the body to
prevent resurrection.
The Black Network remains uncommitted until the
final council when pledges are made. If the party has
earned the Zhentarim’s respect, they provide their
services at only a nominal cost. However, such action
almost certainly alienates most of the other factions
from the adventurers. Unlike the other factions, the
Zhentarim’s loyalty can be purchased regardless of their
respect for the characters, if the party can negotiate
terms to be paid by the other factions.
M e t a l l i c D r a g o n s
The good dragons of Faerun hear the Draakhorn’s
call and know what it portends. With the fate of the
world hanging in the balance, the good dragons w ill
take action to oppose the return of Tiamat. However, it
remains to be seen whether they do so in concert with
the humanoid factions of the Sword Coast, or whether
they strike on their own with no thought or concern for
the fate of the lesser races.
U s i n g M e t a l l i c D r a g o n s
The metallic dragons w ill strike against the cultists at
the Well of Dragons, but they are much more effective
if their attacks are coordinated as part of the overall
plan of battle. Moreover, if they can be brought into the
alliance represented by the Council of Waterdeep, they
can help defend humanoid territories from the cult’s
devastating raids. This is covered in greater detail
in episode 6.
G ia n t s
Though many giants have thrown their lot in with
the Cult of the Dragon, most remember the ancient
dragon-giant wars with bitterness and hatred. Tales of
feuds, bloodletting, and death fuel the giants’ hatred of
dragons, but the giant races are their own masters. As
such, they don’t easily cooperate with the small races.
Even when good giants see the need and wisdom in
joining forces with lesser folk, they often resist the idea
out of pride until someone or something can command
their respect.
U s i n g G i a n t s
Engaging the giants in an alliance against the Cult of
the Dragon can be handled by N P C s (most likely by
members of the Harpers or the Emerald Enclave). If
the characters completed Hoard o f the Dragon Queen
in possession of Skyreach Castle, offering to return
it to the giants (either behind the scenes or in a side
trek episode of your own creation) is sure to guarantee
their support of the factions against the Cult of the
Dragon. The presence of giants at the final showdown
w ill be an enormous advantage for the forces fighting
against the cult.