Supreme Being's Tyranny of Dragons (5E) (Inactive)

Game Master scranford

The Tyranny of Dragons story arc using the new 5th Edition of D&D ruleset.


Through their contacts in Icewind Dale and Luskan, the Harpers and Zhentarim have both learned of the Cult of the Dragon’s secret excavation. The Cult of the Dragon is searching for five ancient Dragon Masks needed in a ritual to raise Tiamat’s temple from the Nine Hells. The cult leaders believe that the Red Dragon Mask is buried in Icewind Dale...

For years, the evil Cult of the Dragon has devoted itself to creating undead dragons in a vain attempt to fulfill an ancient prophecy. However, the cultists were misguided. They misunderstood. But now, under new leadership, the cult believes that the prophecy does not speak of undead dragons, but of a dragon empire that’s been extinct for 25,000 years. Tiamat, the queen of evil dragons, has languished in the Nine Hells for millennia. The cult believes that the time of her return is at hand.

The cult has a new face and a new mission. It seeks to free Tiamat from the Nine Hells and bring her into the Forgotten Realms. To accomplish its goal, the cult needs five ancient dragon masks and the support of evil dragons everywhere. The cult leaders—each one a "dragon whisperer"—have reached out to the evil dragons of the Sword Coast and earned their allegiance.

Meanwhile, evil dragons in partnership with the cult seek to amass a treasure hoard worthy of their dark queen, not by plundering their own hoards (of course) but by stealing money from cities, caravans, good-aligned dragons, merchant ships, and other sources. Their ravenous hunt for treasure throws the Sword Coast into upheaval. Neverwinter, Waterdeep, Baldur’s Gate—no city is safe from their depredations.

The situation is dire. However, the Sword Coast is far from defenseless. Powerful factions are ready to rise up and put an end to the tyranny of dragons. Adventurers throughout the Realms must join forces to face Tiamat, destroy the Cult of the Dragon, and prevent the rise of a new dragon empire. The Harpers have since shared their intelligence with the remaining factions. To combat the Cult of the Dragon, Lord Dagult Neverember of Neverwinter proposes that adventurers representing each of the five factions be sent north to investigate—and to report back with haste.

In their hands, the future lies.

CLASSES:

Spoiler:

Barbarian: A barbarian picks a primal path that reflects the nature of the character's rage. The two options in the Player's Handbook are the Path of the Berserker and the Path of the Totem Warrior. The berserker fights with an implacable fury, while the totem warrior channels the magic of beasts to augment his or her rage.

Bard: Each bard is inspired by a college—a loose affiliation of like-minded bards who share lore, stories, and performances. The Player's Handbook presents the College of Lore, which focuses on knowledge and performance, and the College of Valor, which focuses on inspiring bravery on the battlefield.

Cleric: Cleric domains reflect the nature of the gods and shape the magic a character wields. The domains in the Player's Handbook are Knowledge, Life, Light, Nature, Tempest, Trickery, and War.

Druid: A druid joins a circle—one of a number of loose alliances of like-minded druids who share similar outlooks on nature, balance, and the way of druidic magic. The Circle of the Land allows a druid to select a type of terrain from which he or she draws magic. The Circle of the Moon augments a druid's ability to transform into various beasts.

Fighter: All fighters select a martial archetype that reflects a specific approach to combat. The Champion is a mighty warrior who scores deadly critical hits in combat. The Battle Master is a flexible, cunning tactician. The Eldritch Knight masters magic that allows him or her to protect allies and devastate foes.

Monk: A monk commits to a monastic tradition, defined by a specific form of martial arts that helps channel and shape the use of ki energy. The Way of the Open Hand augments a monk's unarmed strikes and allows mastery of the deadly quivering palm technique. The Way of Shadow turns a monk into a stealthy warrior who manipulates darkness to confuse and confound enemies. The Way of the Four Elements allows a monk to channel ki into spells and blasts of elemental energy.

Paladin: All paladins take an oath—a pledge to a code of conduct that guides their lives and shapes their abilities. The Oath of Devotion binds a paladin to the ideal of justice, virtue, and order. The Oath of the Ancients pledges a paladin to protect the natural world and preserve hope across the land. The Oath of Vengeance turns a paladin into a deadly avenger who seeks out and punishes wrongdoers.

Ranger: A ranger selects an archetype that reflects his or her ideals and relationship to nature. The Hunter stands guard in the wilderness, stopping threats before they can menace civilization. The Beast Master cultivates a powerful bond to creatures, fighting alongside them to bring down enemies.

Rogue: A rogue selects a roguish archetype that reflects his or her approach to crime and chicanery. The Thief is an evasive, sneaky trickster. The Assassin is a focused and quiet killer. The Arcane Trickster uses enchantment and illusion magic to enact his or her schemes.

Sorcerer: A sorcerer's magic arises from a sorcerous origin—the event, ancestry, or quirk of fate that gifted the character with power. The Draconic Bloodline reflects a sorcerer's distant dragon ancestry, and grants powers that reflect a dragon's nature. Wild Magic imbues a sorcerer with the energy of raw chaos, producing unpredictable results from his or her magic.

Warlock: A warlock's patron shapes this class's power. The Archfey grants beguiling magic useful for trickery and quick escapes. The Fiend imparts the power of destructive fire and diabolic resistance. The mysterious Great Old One grants telepathic abilities and chilling glimpses into the nature of the multiverse.

Wizard: A wizard selects an arcane tradition—the specific approach to the study of magic that shapes his or her outlook and talents. Though many traditions exist, the Player's Handbook focuses on the established schools of D&D magic—Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

Races

Spoiler:

Dwarf
Elf
Halfling
Human
Dragonborn
Gnome
Half Elf
Half Orc
Tiefling

BACKGROUNDS:

Spoiler:

Acolyte
Charlatan
Criminal
Entertainer
Folk Hero
Guild Artisan
Hermit
Noble
Outlander
Sage
Sailor
Soldier
Urchin

Campaign Backgrounds

Spoiler:

1. Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt.
2. When an orc raid drove your family from your home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.
3. Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid and horrible fire. Each time the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.
4. Ontharr Frume, a crusading warrior, and champion of good is your friend and mentor. He has asked you to travel to Greenest in search of rumors of increasing dragon activity.
5. You have heard rumors that your close childhood friend, a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her.
6. Being a grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges. You’re hoping to lie low in a sleepy little town called Greenest until this blows over.
7. On his deathbed, your father confessed that he had become involved with a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged you to investigate the cult, and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.
8. The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
9. You and your family were members of the Cult of the Dragon, until you rivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest, knowing it’s next on cult’s list of targets.
10. You have a secret. You were once a Gold Dragon who served Bahamut. You were too proud and vain, to the point that Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life, but a dim shadow. You remember only one thing with perfect clarity: Bahamut’s command to go into the world and prove your devotion to the cause of good. If you prove worthy, on your death you will return to his side in your true form.

Bor Bursk

Spoiler:


  • Player : Ian RVA
  • Race : Human
  • Class/Level: Fighter / 1
  • Background: Folk Hero – Saved villagers from Gnoll Invasion
  • Campaign Background : Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt.
  • Feature : Rustic Hospitality – Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest or recuperate among other commoners unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
  • Personality trait : If someone is in trouble, I am always ready to lend help.
  • Personality trait : I’m confident in my own abilities and do what I can to instill confidence in others.
  • Ideal : Respect – People deserve to be treated with dignity and respect (Good).
  • Bond : I protect those who cannot help themselves.
  • Flaw : I have a weakness for the vices of the city, especially hard drink.
  • Notes :

Dorn Kindleheart

Spoiler:


  • Player : wicked_raygun
  • Race : Human
  • Class/Level: Bard / 1
  • Background: Criminal – Specialty (Fence)
  • Campaign Background:On his deathbed, your father confessed that he had become involved with a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged you to investigate the cult, and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.
  • Feature : Criminal Contact – You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  • Personality trait : I don’t pay attention to the risks in a situation. Never tell me the odds..
  • Personality trait : None
  • Ideal : Freedom – Chains are meant to be broken, as are those who would forge them (Chaotic)
  • Bond : Someone I know died because of a mistake I made. That will never happen again.
  • Flaw : When I see something valuable, I can’t think about anything but how to steal it.
  • Notes :

Tycandus

Spoiler:


  • Player : Kelarith
  • Race : Half-Elf
  • Class/Level: Eldritch Knight / 1
  • Background: Soldier / Folk Hero – Defeated a Troll singlehandedly
  • Campaign Background: Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid and horrible fire. Each time the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.
  • Feature : ?
  • Personality trait : I judge others by their actions, not their words.
  • Personality trait : None
  • Ideal : Freedom – Tyrants must not be allowed to oppress the people. (Chaotic)
  • Bond : I protect those who cannot protect themselves.
  • Flaw : Trolls leave me stunned with horror.
  • Notes :

Vanoe'adae

Spoiler:


  • Player : Sai Ling
  • Race : High Elf
  • Class/Level: Rogue / 1
  • Background: Urchin -
  • Campaign Background: You have heard rumors that your close childhood friend, a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her.
  • Feature : City Secrets - You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you and those you lead can travel between any two locations in the city twice as fast as your speed would normally allow.
  • Personality trait : I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
  • Personality trait : None
  • Ideal : People – I help the people who help me – That’s what keeps us alive. (Neutral)
  • Bond : I owe my survival to another urchin who taught be to live on the streets. (Possibly Talis?)
  • Flaw : I will never fully trust anyone other than myself.
  • Notes : Alignment: Chaotic Goodish. He's not chaotic random, but independent and too paranoid to trust easily, or at all. Life on the streets has made him too cynical and pragmatic to be troubled by the morality of lying, stealing or even killing. He won't steal from those who can't afford it, and he won't harm innocents or allow them to suffer, if he can help it.

Zennor Praze Sanjust

Spoiler:


  • Player : French Wolf
  • Race : Dwarf
  • Class/Level: Cleric of Life / 1 (Berronar Truesilver / Lathander)
  • Background: Soldier -
  • Campaign Background: Ontharr Frume, a crusading warrior, and champion of good is your friend and mentor. He has asked you to travel to Greenest in search of rumors of increasing dragon activity.
  • Feature : Specialty - Healer
  • Personality trait : Zennor will never leave a fallen or wounded in need without trying to save their life, even if that puts her in danger.
  • Personality trait : Her faith entails a calm demeanor and love of life.
  • Ideal : ?
  • Bond : She is bonded to her religion and faith. Comrades at arms become her family and clan so she will defend them to the hilt of her hammer.
  • Flaw : Nobility and authority must be tempered with practicality for it to be respected. Otherwise do not listen
  • Notes : Trinket: Zennor’s armor contains more than a dozen white silver rings, all made by her in the Temple Forge. On the chest are two silver circles with form the holy symbol of Berronar Truesilver, the Mother of Safety and Healing.

Phandalin

Spoiler:

Phandalin is about 75 mouths South of Neverwinter, in the foothills of the Sword Mountains. Take the Highroad South from Neverwinter, then go East on The Trilboar Trail about 18 miles then follow the trail south 12 miles into Phandalin.

The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly allied with the dwarves and gnomes of the Phandelver's Pact. However, the same orc horde that sacked the mines at Wave Echo Cave laid waste to the settlement, and Phandalin was abandoned for centuries.

In the last three or four years, hardy settlers from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. A bustling frontier settlement has grown up on the site of the old town, and is home now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains. Unfortunately, more than a few bandits and brigands have settled here as well, taking advantage of the fact that the area has no local lord or authority to chase them off. A gang known as the Redbrands has controlled Phandalin for the past two months, extorting and bullying everyone in town. The gang is led by a mysterious figure known to the townsfolk as Glasstaff.

Places of interest
Barthen's Provisions
Lionshield Costner
Stonehill Inn

Important NPC's
Toblen Stonehill - Innkeeper
Elmar Barthen - Owns a trading Post
Daran Edermath - Member of the Order of the Gauntlet
Limene Graywind - 'runs a trading post
Halia Thornton - Member of the Zhentarim
Quelline Alderleaf - Halfling farmer with a young son Carp
Sister Garaele - Elf Cleric of Tymora and Harper Agent
Harbin Webster - Townmaster of Phandalin
Sildar Hallwinter - Memvber of the Lord's Alliance

Initiative:

Initiative Rolls
[dice]1d20+3[/dice] Bors
[dice]1d20+2[/dice] Treggor
[dice]1d20+2[/dice] Tycandus
[dice]1d20+4[/dice] Vano
[dice]1d20+1[/dice] Dorn
[dice]1d20+2[/dice] Eiryn