D&D 5E - The Rise of Tiamat
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J o u r n e y t o t h e
N e t h e r M o u n t a i n s
The journey from Waterdeep to the Nether Mountains
is more than six hundred miles. Otaaryliakkarnos is
w illing to grant the characters the special boon of flying
them there on her back in only two days. However,
this offer is extended only if the adventurers leave
directly from the council, rather than first pursuing any
other business.
The journey takes the characters through areas
suffering under the cult’s attacks. Whether from
horseback or by air, they see the ruins of isolated
settlements and smoke hanging on the horizon. If the
characters travel overland, they might pass through some
of these ruined settlements, or encounter cult marauders,
brigands, refugees, and chromatic dragons bent on
destruction. Use your own discretion when choosing how
many combat encounters the journey should encompass.
C o u n c i l o f D r a g o n s
Five ancient dragons make up the council charged
with deciding their metallic kin’s response to the
cult. Though they are not necessarily the wisest
or most powerful specimens of dragonkind, all
are well respected. Any decision made by these
dragon councilors w ill be accepted by the metallic
dragons as a whole.
The dragons have no need to judge the different
factions of the Sword Coast, for they know of their
reputations and actions already. The dragons’ attitudes
are effectively fixed in that regard. However, they know
also that among all the humanoid races, leaders often
determine the character of societies. Though they
understand that the adventurers are not the nominal
leaders of any faction, the dragons already know that
the heroes’ actions have set the course of the factions’
battle against Tiamat. As such, if the dragons side with
the humanoids, it w ill be as a statement of personal faith
in the party—and in the party’s ability to bring all the
factions into the fight.
Attitudes. Each dragon councilor has one of four
attitudes in this episode, ranging from unfriendly
to cautious, neutral, and friendly. To secure the
cooperation of the metallic dragons as a whole, the
party must conclude this episode with at least three
dragon councilors having a friendly attitude and with
none unfriendly. If the characters make a promise or
perform an act aimed at a specific dragon, they gain a
two-step improvement in the attitude of that dragon (for
example, from unfriendly to neutral, or from cautious
to friendly). A general concession grants a one-step
improvement to a single dragon of your choosing.
Metallic dragons are exceedingly wise, but they
sometimes have difficulty distinguishing individual
humanoids from each other. As such, an individual
dragon’s initial attitude depends on the party’s racial
makeup—and on ancient interactions and past wrongs.
See the “Council of Waterdeep” episode for
information on the effects of the concessions
offered by the adventurers to secure the metallic
dragons’ allegiance.
P r o t a n t h e r
Male Gold Dragon
Protanther is the leader of the council. A former King
of Justice—a royal title among the gold dragons—he
does not care for humanoids, particularly humans and
elves. Though he sees both good and bad in the lesser
races, he believes that their capacity for attaining great
power despite their physical limitations makes them
dangerous. For all their capability, humanoids have little
time to learn the wisdom to direct that capability.
The gold dragon knows that many of the world’s
most blighted creatures descend from humans who
bargained with dark forces for power, including yuan-ti
and tieflings. He considers the cycle of failed human
civilizations across Faerun as a sign of a quintessential
flaw in human nature. Moreover, he is quick to point out
that humans make up the majority of evil archmages
and liches—including Sammaster, who founded the Cult
of the Dragon, and Szass Tam’s Red Wizards. Even the
current leader of the Cult of the Dragon, Severin, and a
majority of the cult's members are human.
Protanther can at least appreciate that the crimes of
the humanoid races are usually directed against each
other. He knows that the short lives of many humanoids
means they might not even recognize their own evil.
The elves, however, live for long years and possess
great knowledge—and have used that knowledge to the
detriment of dragonkind in the past. It was the elves
who shaped the magic of the Dracorage mythal, causing
dragons across Faerun to go mad with rage. Convincing
Protanther to trust humanoid factions that include elves
is a difficult task.
Desire. Protanther would prefer that the dragons rally
their forces with no regard for the humanoid factions,
striking immediately and decisively before the cult
and its chromatic dragon allies can muster their full
strength. If this puts the humanoids at risk, so be it.
Attitude. Neutral. If there are humans or tieflings in
the party, Protanther is instead cautious. If there are
elves in the party, he is unfriendly.
Concession. Protanther wants a formal apology from
one who speaks for elvenkind for the abomination that
was the Dracorage mythal. He is w illing to trust that
the adventurers can wring such an apology from King
Melandrach on the council.
I l e u t h r a
Male Brass Dragon
Ileuthra is an ancient brass dragon who travels
the planes in search of knowledge and ever more
challenging games. Legend has it that he resides with
Oghma, god of knowledge, but the dragon is cagey on
that point.
Seeing good and bad in equal measure among the
lesser races, Ileuthra recognizes that helping the
humanoids is less a case of deciding whether they are
worthy of aid, and more about deciding whether these
adventurer ambassadors can be trusted to properly lead
the factions.
Desire. Ileuthra has no preconceived sense of what
might be the best course, and he is w illing to hear all
sides of the discussion.