D&D 5E - The Rise of Tiamat
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F o l l o w - u p : M e t a l l i c D r a g o n s , A r i s e
The outcome of the support of the metallic dragons (as
allocated in the third council) is accounted for in this
fourth council. Factions that did not receive draconic
aid suffer terribly in the cult’s raids, and some delegates
resent the adventurers for withholding the service of
their dragon allies. Only Isteval, Connerad, and the
Harpers maintain their respect for the adventurers
regardless of how the dragons were assigned. Cormyr
remains largely untouched by the cult, whose operations
remain focused on the Sword Coast. The Harpers have
no strongholds, and so suffer less than other factions.
Ambassador Brawnanvil appreciates the value of dragon
guards, but his strongholds are deep underground and
hard for the cult to reach—and all dwarves know how
even good dragons covet dwarven gems and gold.
Sc o r i n g t h e Sessions
Every faction w ill donate troops and resources to the
struggle against the Cult of the Dragon. However, to
w in the battle requires the full, unconditional support
of multiple factions. The outcome of the Council of
Waterdeep is tracked on the Council Scorecard
(appendix C), which determines what resources are
available to oppose the Cult of the Dragon during the
final confrontation at the Well of Dragons.
W hich way a faction leans is determined by the
adventurers’ actions and accomplishments during
the adventure. Successfully completing an episode of
the adventure w ill usually gain support from multiple
factions. However, each faction has its own priorities,
and sometimes a heroic deed that pleases one faction
can anger or disappoint another. In some cases, a
faction might even prefer that the characters engage in
antiheroic acts—by executing certain enemies rather
than taking prisoners, for example. The adventurers
might also be seen to be favoring certain factions, if
metallic dragon allies are sent to defend the interests
and settlements of one faction over another.
Each faction has its own column on the scorecard.
Important events that occur during The Rise o f Tiamat
are noted along the side of the scorecard, beginning
with events that could have occurred in the previous
adventure, Hoard o f the Dragon Queen. If you didn’t
play Hoard o f the Dragon Queen, assume that events
marked with an asterisk (*) occurred and that other
events did not.
A plus sign (+) for a particular faction and event
indicates that the faction approves of the successful
outcome of that event, and that the characters gain
respect for that outcome. Each + counts as +1 in the
final tally. A negative icon (-) indicates that a faction
disapproves of an outcome and the characters lose
respect for it. Each - counts as -1 in the final tally. A
blank means that the faction either doesn’t consider the
event significant or that there’s no consensus within
the faction. Some events are especially important to
certain factions, and are marked double plus (+/+) or
double minus (-/-). They count as +2 or -2, respectively,
in the tally.
Whenever an event occurs as noted in the list, circle
or highlight the appropriate icons. You can usually mark
all the icons in a row at once. Icons that are marked off
are counted to determine each faction’s attitude, while
unmarked icons are ignored.
Three rows on the table have icons that can’t be
marked all at once. These are the decisions about which
factions receive metallic dragon guardians, which
factions had to make concessions to secure the metallic
dragons’ aid, and who takes possession of Xonthal’s
Tower. Only the factions that are affected have their
icons marked. For example, if King Melandrach and
Ulder Ravengard had to make concessions to win the
support of the metallic dragons, only their entries on
that line should be circled or highlighted.
Some attendees are easier to sway toward pledging
their full support, including Dagult Neverember. Others
are more difficult, such as Connerad Brawnanvil.
Additionally, securing S ir Isteval or Laeral Silverhand’s
full support provides one additional respect for certain
of the other factions, since both those senior delegates
hold great influence on the council.
The scorecard covers the events and outcomes that
are likely to occur over the course of the adventure.
However, The Rise o f Tiamat is an open-ended scenario,
such that decisions by the players might trigger events
that aren’t noted on the scorecard. Excellent diplomacy,
good roleplaying, and creative handling of events that
have the potential to impress or anger certain delegates
can be rewarded with additional respect, at your
discretion. Likewise, if the characters tackle episodes
in a different order from this list, just mark off icons for
events as they happen, then keep track of the subtotals
as you see fit.
At the end of each council, add up all the plusses and
minuses from that stage of the adventure and write
the subtotal in the provided space. At the end of the
fourth council, add up the subtotals. You can use the
subtotals as feedback to give the players an idea of how
the factions are reacting to their exploits and whether
the delegates treat them with respect, disdain, or
something between.
The scorecard is meant to be used only by the DM, but
there’s nothing wrong with sharing it with your players
if that suits the style of your game. If you don’t reveal
the specifics of the scorecard, convey the players’ and
adventurers’ goals through description and roleplaying,
providing good indications of how effectively the
adventurers are winning over the factions.
If a faction’s final tally equals or exceeds the “Score
Needed For Support,” the characters have won
that faction’s full support in the final battle. If the
tally is below the score required, that faction sends
only minimal support that won’t help in the final
confrontation. The benefits of each faction’s support are
determined in the final episode, “Tiamat’s Return.”