D&D 5E Rise of Tiamat Questions

jayoungr

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1. Is the Draakhorn supposed to be blowing every few minutes for all the weeks between the first Council of Waterdeep and the final showdown? If not, how long does it make sense for it to continue?

2. Does the mummy lord Diderius cast wizard spells instead of or in addition to cleric spells?

EDIT: See further down the thread for more recent questions!
 
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1) The cult "intends to use the ancient draconic artifact known as the Draakhorn to rally the chromatic dragons to Tiamat’s cause." So while it doesn't say (and has a pretty big effect on a wide region) it's DM 's call, I have it sounding just a few times, no more than once a week, leading up to the big ritual.

2) Not clear: "he is unusual because he casts wizard spells." I took this (RAI) that he casts wizards spells and NOT cleric spells because of his role in life.

Hope this helps!
 

1. Is the Draakhorn supposed to be blowing every few minutes for all the weeks between the first Council of Waterdeep and the final showdown? If not, how long does it make sense for it to continue?
IIRC the Well of Dragons write-up, the Draakhorn is guarded by an Air Elemental (and a few other things as well). I've assumed that it is essentially continuously blowing. There are no mechanical effects given, so it's really just immaterial. If you want to give this effect, I'd suggest disadvantage to all good-aligned dragons (and maybe all giants).

2. Does the mummy lord Diderius cast wizard spells instead of or in addition to cleric spells?
Instead of; his stat block makes this clear.
 

I'm preparing to run the Neronvain portion of the adventure next. The description of the assault on Altand mentions that the dragon was backed up by a large number of masked cultists, but these cultists are not present at the dragon's lair. Did I miss a reference to where they are all supposed to be? Has anyone done anything with the missing cultists?

Also, Chuth's lair is described as a "suicidal" assault for players who try a frontal attack when the dragon is aware of them, but I can't see what makes it so hard. Dragon, dragonrider, three ettins, a bunch of 16-hp cultists who will probably not do any damage to the PCs at all and will drop with one good AoE spell ... what am I missing that will make this tough? I'd like it to challenge my players. Do I need to add more combatants? How did it work out for other groups?
 

I'm preparing to run the Neronvain portion of the adventure next. The description of the assault on Altand mentions that the dragon was backed up by a large number of masked cultists, but these cultists are not present at the dragon's lair. Did I miss a reference to where they are all supposed to be? Has anyone done anything with the missing cultists?

Also, Chuth's lair is described as a "suicidal" assault for players who try a frontal attack when the dragon is aware of them, but I can't see what makes it so hard. Dragon, dragonrider, three ettins, a bunch of 16-hp cultists who will probably not do any damage to the PCs at all and will drop with one good AoE spell ... what am I missing that will make this tough? I'd like it to challenge my players. Do I need to add more combatants? How did it work out for other groups?
Don't let the PCs sneak in quietly; mine did, talked the elf guards / cannon fodder into abandoning their posts, tricked the ettins into squabbling, then assaulted the awake Cultist squad (which woke up the sleepers) and artillery'ed the mob in a narrow hallway with our Paladin plugging the end, took on Neronvain alone (my mistake) and have only Chuth to deal with. Penny packets always lose.

Instead, whenever the PCs get into a battle - say with the ettins - have everybody else HEAR IT and call for reinforcements and come to investigate TOGETHER. Neronvain should spend 1 round checking out the situation (are your PCs Famous Dragonslayers? how about Famous Captors of Wyrmspeakers?) then go get Chuth ASAP.

If you have 3e sources for the Cult, use some of those cells. An L11 Necromancer Wizard should be able to AoE the PCs right back, with a tough Fighter (or paladin of Tiamat?) and some rogues to keep the PCs out of his face. Bring along a Youngling Dracolich from the MM if you think Chuth would tolerate it in his lair (my Chuth will - he's alone and needs reinforcements).

My Neronvain wears his Purple like a royal robe. A few Wearers (Othelstein, Cyanwrath) cut theirs like a military uniform; most wear nobles' garb or a purple dragonwing cape. One upcoming criminal cell leader will wear a purple pinstripe suit (he's The Godfather).
I have set up Neronvain as the usurper prince, using the Cult's criminal cells to take over turf in his father's kingdom. He expects to claim all ex-Elven kingdoms of the North as his desmense once Tiamat comes and the Cult replaces the current order. After all, he IS the rightful heir (once his older brother is dead).

Looking ahead: in 3e Lords of Darkness, the Cult was planning to bring in an old red dragon to help protect the Well of Dragons fortress. Have the PCs fight that dragon on the way in to the Final Boss Battle.
 

Thanks for the suggestions, [mention=6803337]Eltab![/mention] Unfortunately, I don't have any of the 3E resources (5E is the first edition that I've bought much of). Could you summarize briefly how the cult cells work, so that I could try creating my own?
 

My understanding of the horn was that it was making a constant noise, that fades like a background noise, but interrupts Dragon behavior if they aren't moving towards the well.
 

My understanding of the horn was that it was making a constant noise, that fades like a background noise, but interrupts Dragon behavior if they aren't moving towards the well.
The description of it in the final chapter definitely makes it sound like it's blowing all the time once the ritual to summon Tiamat starts. The first time it blows, though, it seems like it stops after a few seconds--everything pauses and then goes back to normal.
 

jay -
The 3e Cult of the Dragon is more of a criminal organization (with a few high-powered and near-religious-crazy/devoted mages at the top) than anything else. Of course they have the ultimate Muscle to win fights - they can call a Dracolich as reinforcements, then crash down your front door. A typical cell would have a necromancer boss, 1-2 tough fighters as his bodyguards, and 5-10 lower-level rogues / whatever to punch out enemies. The necromancer either is normal artillery for his cell, or calls in a dracolich (if he has access to one) and directs it. If you have any material at all for a mafia-style family or similar Organized Crime, it can be adapted to fit the Cult. In most cases, set the level of the group so they can equal the PCs' capability or maybe with a tendency towards anti-Hero tactics.

For Rise of Tiamat, the traditional cell might be reinforced with a dozen kobolds or something that obeys orders from a live dragon, plus the live dragon replacing the dracolich. They should have a wide variety of rogues and rangers to fill the normal Mob jobs that need done. If the PCs are going on the offensive, also make the cell into a local gang; the residents will rat out the PCs for fear of the Cult, but not vice versa.

edit: PS If you have a well-stocked Public Library, you might be able to borrow some D&D material; also see if they can call books &c from other libraries for you.
 

Not having played or read RoT....

So you're telling me there's this horn blaring continuously, that effects an entire REGION, & attracts chromatic dragons???
And only our handful of heroes notice/intervene???
 

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