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Tyranny of Dragons

Tyranny of Dragons-cover.jpg D&D Logo.png D&D Title Callout.png D&D Cover Logo.png

Tyranny of Dragons
Fight against draconic tyranny in this adventure
for the world's greatest roleplaying game



Lead Designer/Producer. Kevin Kragenbrink
Contributing Authors. Arimia, Rob
References. Player's Handbook, Dungeon Master's Guide
Cover Illustrator.
Tyranny of Dragons-cover.jpg

On the Cover

Tiamat arises from the Well of Dragons.




The Tyranny of Dragons is an epic fantasy storyline set in Faerûn's Sword Coast North and the surrounding environs, during the Year of the Scarlet Witch, DR 1491 an audacious bid for power, the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seeks to free Tiamat from her prison in the Nine Hells and bring her to the Forgotten Realms.

The cult's forces are sweeping from town to town, laying waste to all who oppose them and gathering a hoard of riches for their dread queen. The threat is so dire, factions as disparate as the Harpers and the Zhentarim are banding together to battle the cult. Never before has the need for heroes been so desparate.


Throughout this story, there are several recurring themes which drive the plot. These themes form the core of the story, and set the tone for how it will progress from humble beginning to dramatic end.



One Step Behind


Year Events
15th Marpenoth The Cult of the Dragon, along with the Blue Dragon Lennithon, attack Yartar. They mostly loot and pillage, set some parts of the city on fire, and then withdraw after causing a great deal of chaos, but not much long-term damage.
16th Marpenoth Heroes from the attack on Yartar join with the Waterbaron's personal envoy and a noble from the city to investigate where the Cult has gone. They track the Cult back to their camp, and learn that they likely have a hatchery, there.
17th Marpenoth The heroes free Elosin Leonthar from the Cult of the Dragon and take him back to the city.

Welcome to the North

The Tyranny of Dragons takes place throughout Faerun's Sword Coast North. Most of the communities, nations, and governments of the North can be grouped into five categories, but only three matter for this campaign: the cities and towns that are members of the Lord's Alliance, the dwarfholds that have been built throughout the area, and the independent realms scattered throughout the area.

The Lord's Alliance

The Lords' Alliance is a confederation among the rulers of various northern settlements. The number of members on the Council of Lords, the group's governing body, shifts depending on the changing status of member cities and political tensions in the region. Currently, the Lord's Alliance counts these individuals as council members:

  • Laeral Silverhand, the Open Lord of Waterdeep
  • Dagult Neverember, Lord Protector of Neverwinter
  • Taern Hornblade, High Mage of Silverymoon
  • Ulder Ravengard, Grand Duke of Baldur's Gate and Marshal of the Flaming Fist
  • Morwen Daggerford, Duchess of Daggerford
  • Selin Ramur, Marchion of Mirabar
  • Dowel Harpell of Longsaddle
  • Dagnabbet Waybeard, Queen of Mithral Hall
  • Lord Dauner Ilzimmer of Amphail
  • Nestra Ruthiol, Waterbaron of Yartar

The Lords' Alliance includes the strongest mercantile powers of the North. In addition to providing military support and a forum for the peaceful airing of differences, the Lords' Alliance has always acted under the principal that communities with common cause that engage in trade are less likely to go to war with one another. By maintaining strong trade ties within the alliance as well as outside it, the Lords' Alliance helps to keep the peace.

Dwarfholds of the North

The various dwarven communities of the North are the heirs and survivors of Delzoun, the great Northkingdom of long ago. Despite continually warring over the centuries with the orcs and goblinoids of the region, and having to fight off assaults from below by duergar and drow, the shield dwarves have stood fast, determined to hold their halls against all threats--and when necessary, reclaim them.

Holds that survive from the days of Delzoun include Mithral Hall, Citadel Adbar, and Citadel Felbarr. The fabled city of Gauntlegrym, built by the Delzoun dwarves and recently taken back from the drow, stands as a gbeacon of resurgent dwarven strength in the North. Stoneshaft Hold and Ironmaster are lonely settlements continually girding themselves for threats real and imagined. Sundabar and Mirabar are also generally considered dwarfholds, despite their substantial human populations.

Until recently, many of the dwarfholds were members of the Silver Marches (also known as Luruar), an alliance of cities that provided mutual protection across the North. Disagreements and failed obligations during the war with the orc kingdom of Many-Arrows destroyed the remaining trust between members of the Marches, and that pact is no more. The dwarfholds still ally with one another, and individually with nearby human realms, but no longer pledge to stand unified with all their neighbors.

Independent Realms

Interspersed among the fortresses of the dwarves and the settlements protected by the Lords' Alliance are significant sites that have no collective character, except that they exist largely outside the protection or purview of the great powers of the region. Even the civilized locales among these places, such as Elturgard, exist, at best, in an uneasy tension with the denizens of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders.

A great variety of independent nations and notable locations is encompassed within the lands of the North. Among them are the great library of Candlekeep, home of the greatest collection of written lore in Faerun; the imposing, giant-scale castle of Darkhold; the fortified abbey of Helm's Hold; sites of great battles such as Boareskyr Bridge and the Fields of the Dead; realms of some security, such as Elturgard and Hartsvale; and the yuan-ti realm of Najara. The lands of the Uthgardt, the towns of frigid Icewind Dale, the quiet Trielta H ills, the cutthroat city of Luskan, and the legendary Warlock's Crypt, dominion of the great lich Larloch, are all independent realms, as are the High Moor, the Trollclaws, and the High Forest.

There is much danger and adventure to be had in the free places of the North, and a great deal of wealth and treasure as well. The ruins of ancient kingdoms and countless smaller settlements litter the countryside, waiting for the right explorers to happen upon them.



Sword Coast North.jpg


The hamlet of Longsaddle is little more than a row of buildings on either side of the Long Road, halfway along the lengthy journey from Triboar to Mirabar. Known for the family who established the place several centuries ago--the excentric Harpell wizards--Longsaddle is mostly a community of ranchers who have grown to appreciate the protection brought by those wizards, and the trade brought in along the Long Road.

An old inn on the western side of the road proclaims itself the Gilded Horseshoe, and serves fine food and drink, with comfortable beds and plenty of room. The Horseshoe is very close to the Harpell's Ivy Mansion, ensuring that none would dare disturb it or its guests. Across the street, the Ostever family serves as the local slaughterer and butcher for folks wishing to take meat, rather than live animals, away from Longsaddle.

See Also Sword Coast Adventurer's Guide, pg. 48-49


On the surface, Mirabar appears to be a human city at the base of the Spine of the World. While that is nominally true, the city sits atop numerous layers of dwarven mines that have delved so deep as to connect with the Underdark. Mirabar is ruled by its hereditary marchion, Selin Raurym, who in turn takes direction from the Council of Sparkling Stones--a collection of dwarves plus some few humans elected to set policy for Mirabar and Mirabaran trade.

The city on the whole boasts a vast wealth; enough to have established docks and ships among the islands in the Sea of Swords. That wealth does not go towards ostentatious displays of power and prosperity, but rather into funding the city's defense. Walls and buildings in the city are impressively maintained, and the gates close smoothly, swiftly, and strongly. The latest technology goes into the city's building techniques, weaponry and armaments, and the city's standing militia: the Axe of Mirabar.

Although there are more humans than dwarves in Mirabar by a small margin, almost all of its citizens, regardless of race, honor Moradin and the dwarven gods, making Mirabar a dwarven city in spirit and ethics, if not entirely by population.

See Also Sword Coast Adventurer's Guide, pg. 50-51


Situated at the for where the rivers Surbrin and Dessarin join near the Evermoor Way, Yartar is a fortified town that, were it not for its own petty, internal squabbling, might wield more influence among its fellows in the north. Currently, it is most remarkable for its barge-building operation, and its annual fairs.

Three out of every four summers, Yartar is host to a Hiring Fair where all sorts of undesirables look for work as guards, miners, farmhands, guides, or other unskilled laborers. On years when Shieldmeet falls, instead there is a great festival on that day sponsored by the local Temple of Tymora: the Happy Hall of Fortuitous Happenstance.

The city is ruled by a Waterbaron, who is elected for life. The current Waterbaron, Nestra Ruthiol, is known as a hot-tempered woman who is wickedly calculating and free with both her words and her insults, but is seldom seen taking action against her rivals.

To curb and control rowdiness, the Waterbaron employs the Shields of Yartar, a mounted force of guards who police the town, keep order, and chase off the Uthgardt raids that occasionally menace the lands nearby.

See Also Sword Coast Adventurer's Guide, pg. 57-58


House Rules

Dungeons & Dragons® is a game of Story first, Rules later. Although the system is generally considered very crunchy, the story must always be given priority over the rules. Most of the house rules on this page are designed with this goal in mind.

Table Rules

The following are rules of etiquette and the table. They have no bearing on mechanics, but do influence how you play and interact.

Challenging the Rules

Players are encouraged to call the DM on his mistakes. To do so, state clearly that you want to challenge a ruling, which ruling, and what you think the mistake was. The DM will then review the ruling a second time, probably taking some time to double check the books. Do not argue while the DM is looking things up, but do answer any questions. After review, the DM will make a revised decision. At this point, the ruling cannot be contested again during the game. If you wish to continue the discussion, please do so outside of game time.

Custom Content

Any custom content you wish to use should be copied onto this wiki for the DM's reference. The DM encourages custom content, and enjoys creating it himself, so if you wish to include something in the game, just ask!

Leveling Up

When you level up, you must roll to determine your new hit points. You may not take the average for your class.

Rules Changes

The following rules have been directly changed from those that appear in the PHB or DMG.


Characters may be attuned to a number of items equal to their proficiency bonus.

Character Death

When you reach 0 hit points, you gain a level of Exhaustion.

With DM Permission, if your character dies, you may instead choose to have your character live on with an injury (DMG pg. 272).


The DM may award Inspiration to a player at any time. A player either has or does not have Inspiration; it cannot be stacked.

Inspiration can be used to force a reroll of any single d20 in the game, whether it is the DM's, the player who has Inspiration's, or another player's.

Inspiration cannot be transferred to another player; the player who has inspiration must choose which d20 roll to use it on.

Potent Divinity

When you reach 8th level as a Cleric, you may choose between Potent Spellcasting (from the Knowledge and Light domains), or Divine Strike (from the Life, Nature, Tempest, Trickery, War, and Death domains).

Stacking Advantage

Advantage and Disadvantage only cancel one instance of the other. For example, if you have Advantage from two different sources, and Disadvantage from one source, you will roll with Advantage, because the Disadvantage cannot cancel both sources.

Rule Expansions

The following rule expansions are used in this game.

Rule Variants

The following rule variants are in effect:

  • Action Options: Climb onto a Bigger Creature (DMG 271)
  • Action Options: Disarm (DMG 271)
  • Action Options: Overrun (DMG 272)
  • Action Options: Shove Aside (DMG 272)
  • Action Options: Tumble (DMG 272)
  • Encumbrance (PHB 176)
  • Equipment Sizes (PHB 144)
  • Feats (PHB 165)
  • Hitting Cover (DMG 272)

New Race Options


Lythari.png The reclusive lythari (originally Ly-tel-quessir), known among the wood elves as silver shadows, are true lycanthropes: good-aligned elves capable of changing into lupine form.

In wolf form, lythari are beautiful, with pale gray or silver fur and intelligent, blue or brown eyes. Wolf form lythari leave no impression of danger or ferocity, but rather seem friendly and companionable. An adult is the size of a small pony and might carry a man-sized ally if the need is great.

In the rare times they assume elf form, the lythari are beautiful and otherworldly, even for elves. They dress in furs, hides, and other natural garb decorating themselves with feathers, bone jewelry, and similar objects in a fashion more ancient than the oldest wood elf tribes. Tall and pale skinned, they have light blue or green eyes and silver hair.

In wolf form, lythari communicate in the manner of wolves. In elf form, lythari speak elvish; some can speak Common, also.

Combat: Lythari dislike combat and prefer to flee rather than fight. If they aid in warfare at all, they serve as scouts and messengers, for physical combat is abhorrent to them. If cornered or defending their kin, they will fight with great skill. In elven form, lythari fight with normal elven weapons. In wolf form, their preferred form for fighting, lythari attack by biting.

Habitat/Society: Unlike ordinary werewolves, the lythari are a gentle, benevolent species and, although they hunt and kill in the same manner as ordinary wolves, they neither inflict wanton violence nor attack intelligent species.

The typical encounter with lythari is with a single hunter or pack. The larger tribal community might be as large as 30, with up to a dozen or so members too young to hunt. Most lythari live between worlds, not dwelling on the Prime Material plane, but living in forested places that can be reached only through special gates known only to themselves. They are a shy race, preferring to remain in the forest, far from civilization, and even from their own elven relatives. Their small bands are anarchic, communal societies, with no real leaders, and complete equality for all members.

The lythari do not produce metal objects of any sort. They build nothing more elaborate than brush shelters. Spellcasters are rare, mostly priests of woodland deities. Lythari revere Rillifane Rallathil and other wilderness Seldarine deities, but worship Oberon and Titania of the Seelie Court with the most devotion.

Lythari are inter-fertile and reproduce among themselves. They may also create new lythari from among normal elves in a special ritual of bonding that leaves a permanent scar resembling a wolf bite. Lythari status may only be conferred upon another elf if both the lythari and the elf agree to the transformation.

If lythari run with normal wolves in wolf form, they are accepted as pack members and treated with deference, while remaining outside the normal wolf pack hierarchy. Evil wolves and like creatures, such as worgs and werewolves (and most antherions, such as wolfweres) sense their difference and will try to drive them off or slay them.

A nomadic clan of lythari called the Vil Adanrath also inhabits the Endless Wastes.

Ecology: Small, independent bands of lythari live in the forests of Evermeet and a few still may linger in Faerûn. Most lythari, however, live in magical faerielands that touch only lightly upon the Prime Material plane.


In both their elven and lupine forms, lythari are hunters, but their relatively small numbers prevent them from having any real impact on prey populations. They prefer to hunt mammals such as deer, rabbit, and wild boar. They are as rarely seen by wood elves as wood elves are by humans. Only twice in the history of Faerûn have lythari taken part in greater events.

Lythari Subrace Traits

The lythari subrace has the elf traits in the Player's Handbook, plus the subrace traits below.

Ability Score Increase. Your Wisdom score increases by 1.

Shapechanger. You can use your action to polymorph into a wolf. You can revert to your true form, that of an elf, by using a bonus action on your turn. Your statistics, other than listed below, are the same in each form. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for a wolf to wear a piece of equipment, based on its shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the new form has no effect until you leave the form. You reverts to your true form if you die.

Bite Attack. While in wolf form, you can make a bite attack as an action. This is a light melee weapon attack which deals 1d6 piercing damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Keen Hearing and Smell. While in wolf form, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Natural Armor. While in wolf form, you have a +1 bonus to AC, +10 movement speed, and you gains a Strength of 15 if your score isn't already higher.

Damage Reduction. Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons that aren't silvered is reduced by 1.

Languages. You can speak and understand Canine in addition to your other languages, in either form. The Canine language, a strange combination of growls, howls, and body language, allows lythari to communicate with wolves and dogs of all forms. Lythari are born with the knowledge of this language. Any other languages you know cannot be spoken while in wolf form.



New Class Options


A fire to fight a fire...

A thief to catch a thief...

A beast to kill a beast...

Way of the Blue Mage

Azure Lore

When you choose this tradition at 3rd level, you gain the ability to cast spells or monster abilities. Blue mages refer to both spells and monster abilities as lore, and you must go out of your way to learn new lore during your adventures.

Basic Lore. You learn 3 cantrips selected from the Sorcerer spell list. You learn another cantrip of your choice at 10th level.

In place of cantrips, you can learn "basic monster abilities", which are weapon attacks taken from any beast with a CR less than 1*. When you take the Attack Action on your turn, you may choose to use a basic monster ability instead of your weapon or unarmed attack. Like cantrips, basic monster abilities can be used without expending any ki or spell slots.

Lore Costs. To cast a spell of 1st level or higher, you must expend a number of ki equal to the Spell's level. To use a monster ability, you must expend a number of ki equal to the monster's CR.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of a blue lore spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. The maximum number of ki points (its base ki point cost plus any additional points) that you can spend on the spell is 2. This maximum increases to 3 at 7th level, 4 at 13th level, and 5 at 17th level. You are never limited in the number of ki you can spend to activate a monster ability.

Lore Known of 1st-level and Higher. Blue mages do not automatically learn their lore; instead, you are required to seek out new experiences which grant access to lore as you level.

In order to learn a new spell or monster ability, you must first experience the effects of that spell or monster ability by being targeted by it, or by being in the spell or ability's area of effect. During a short or long rest, you may attempt to learn a new lore that you have experienced in the past 24 hours by making a Wisdom check with a DC equal to 10 + the spell's level or the monster's CR.

The Lore Known column of the Blue Mage Lore table shows how many spells or monster abilities you can learn. The Maximum Spell Lore column determines the maximum level of spell you may learn, and the Maximum Monster Lore column determines the maximum CR of a creature from which you can gain lore.

During any short or long rest, you may choose to forget a lore you already know and attempt to replace it with a new lore that you have experienced in the last 24 hours.

Casting Lore. Wisdom is your spellcasting ability for your lore spells. You use your Lore whenever a spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the saving throw DC for a lore spell or monster ability, and when making an attack roll with one.

Lore Save DC = 8 + your proficiency bonus + your Wisdom modifier
Lore attack modifier = 8 + your proficiency bonus + your Wisdom modifier
Blue Mage Lore
Blue Mage Level Basic Lore Known Lore Known Infusions Known Maximum Spell Lore Maximum Monster Lore
3rd 3 3 1st 2
4th 3 4 1st 2
5th 3 4 2nd 3
6th 3 4 2 2nd 3
7th 3 5 2 2nd 4
8th 3 6 2 2nd 4
9th 3 6 3 3rd 5
10th 4 7 3 3rd 5
10th 4 8 3 3rd 6
11th 4 8 4 3rd 6
12th 4 9 4 3rd 7
13th 4 10 4 4th 7
14th 4 10 5 4th 8
15th 4 11 5 4th 8
16th 4 11 5 4th 9
17th 4 11 5 5th 9
18th 4 12 5 5th 10
19th 4 13 5 5th 10
20th 4 13 5 5th 10

Azure Affinity

You gain proficiency with scimitars and tridents, and your scimitars and tridents count as monk weapons.

Your proficiency bonus is doubled for any ability check you make to identify monsters and their special powers or vulnerabilities. If you lack proficiency in the required skill, you are treated as having it only for the purposes of these monster knowledge checks. (Proficiency bonus would not be doubled in this case).

Azure Infusion

At 6th level, you gain the ability to consume the monsters you fight to gain even more of their power. You can attempt to learn a monster's passive abilities (movement, natural armor, damage resistances, senses, save or skill proficiencies, languages, and special traits) in a manner similar to how you gain Lore.

To gain an Azure Infusion, you must first experience that ability by attempting to consume a part of the monster who possesses it. You must eat enough of the monster to constitute a meal, and then make a Wisdom check with a DC equal to 10 + the monster's CR. On a successful save, the Blue Mage learns one of the monster's passive abilities as an infusion.

The Infusions Known column of the Blue Mage Lore table determines how many infusions you may know, and you are still limited to creatures whose CR does not exceed your Maximum Monster Lore.

The blue mage's form often changes to reflect the abilities learned. If you gain the natural base armor 14 of the Galeb Duhr, then your skin can take on a rocky appearance.

Azure Consumption

By 11th level, through your study of spells and monsters, you gain the ability to consume the magic thrown against you, and turn it back on its creator. If you are targeted by a spell, or in its area of effect, you can use your reaction to make a Wisdom check against a DC equal to 10 + the spell's level. On a success, the spell fails and has no effect.

Until the end of your next turn, you know the spell that you have consumed and can cast it with your own ki, even if the spell requires more ki to cast than you are normally allowed to spend on a spell at your level.

Once you have used Azure Consumption, you cannot do so again until you have completed a long rest.

Azure Assimilation

At 17th level, you have learned to absorb not only a monster's powers, but the monster itself. As an action, you can touch a creature and attempt to absorb it. The creature must make a Charisma saving throw against your lore save DC. On a failed saving throw, the target is banished to a demiplane associated with your existence, and you are transformed into that creature.

The target remains there for up to ten minutes, or until it escapes or you fall unconscious. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes and the spell ends. When the spell ends, the target reappears in the nearest unoccupied space next to you.

While transformed into the target, you gain the target's appearance and all of its equipment, and your statistics and ability scores become those of the target, except for your Hit Points, Intelligence, and Wisdom scores. You may use any of the creature's abilities or powers as if you were that creature.

Once you have used Azure Assimilation, you must complete a long rest before you can use it again.

Blue Mage Organizations

The Immortal Lions

It is said that they have forsaken the very essence of mortality in exchange for untold power...

Soulless beasts, free to act with the blessings of the Empire...

The Immortal Lions, more commonly known simply as the Immortals, are a group of Blue Mages that serve in the employ of the Empire of Aht Urhgan as an elite guard. They are stationed around areas controlled by the empire, including in Aht Urhgan itself as well as at each of the various staging points controlled by the Empire.


The Immortals were founded after the Chimera Rebellion, an occasion on which the Emperor's son was assassinated. The Emperor then confronted the alchemists responsible with making the Chimerae, charging them with finding a means to defeat the creatures. The Alchemists, after many failed attempts, concluded that the guards themselves would have to become monsters.


At first, it was a disaster. Attempts to graft animal parts and limbs to humans resulted in gruesome and horrific outcomes when most of the test subjects' bodies rejected the grafts. Finally, the Alchemists found a brutal way to bind the essence of a monster directly to the human spirit. Thus, Blue Magic was born, and so were the elite Immortal Guards.

It came with a price, however: no known Immortal lived to the end of his natural lifespan. Also, using Blue Magic put enormous strain on the user, usually putting them through a great deal of pain.

Another ghastly side effect is when the spirit of the beast bound to the Blue Mage's soul begins to corrupt the mage's mind. Gradually, the Blue Mage goes mad, and then loses all human behaviors and qualities. Finally, it becomes a mindflayer.

Weaknesses aside, the Immortals are an extremely powerful and elite force of guards serving the Empress. While they may be powerful warriors, it is only because they are no longer human.

The Immortal Lions, more commonly known simply as the Immortals, are a group of Blue Mages that serve in the employ of the Empire of Aht Urhgan as an elite guard. They are stationed around areas controlled by the empire, including in Aht Urhgan itself as well as at each of the various staging points controlled by the Empire.

The Qu: Way of the Gourmand

Why do you care about the small things? The world only has two things: Things you can eat and things you can't eat.

This rare sect desires to discover and eat new foods, materializing in a study called the "Way of the Gourmand". They take the Azure Consumption ability to new heights, preparing their prey in delicate meals and banquets, eating every part of the monster--or person. Focusing almost entirely on the passive abilities offered by the Blue Mage path, their bodies grow to reflect the magic, often taking grotesque and twisted forms. One of the earliest transformations they undergo always seems to be an enlarged tongue, which they let hang from their mouths.

The Qu enjoy dressing as traditional chefs, even as a battle uniform. Contrary to the lowered life span of the Immortals, a Gourmand can expect to life well past even the normal lifetime granted a regular member of their race.



New Armor and Shields

New Armor
Name Cost AC Strength Stealth Weight
Buckler 5 gp +1 2 lb
Tower Shield 30 gp +3 Str 13 Disadvantage 20 lb

New Armor

Buckler. This small shield is fitted around the arm and made of metal, wood, or boiled leather. It takes the same action to don and doff as a normal shield, and a character cannot benefit from a buckler and another type of shield at the same time. Unlike a shield, a character can still use the hand on which the buckler is equipped. If during a character's turn they use an item with this hand, attack with a weapon in this hand, or attack with a two-handed weapon, then the character does not gain the buckler's bonus to AC until the start of their next turn.

Attacking with a one-handed weapon or thrown weapon using the hand on which the buckler is equipped causes the attack roll to suffer disadvantage. When using a ranged two-handed weapon with a buckler, reduce the normal and long ranges by half. The hand wielding the buckler does not count as a free hand for the purposes of spellcasting, grappling, or unarmed attacks.

A character proficient with shields is also considered to be proficient with bucklers. A buckler does not benefit from rules or abilities that specifically refer to shields, such as the Protection fighting style or the Shield Master feat.

Tower Shield. This large wooden shield is nearly as tall as its bearer and is reinforced with metal. Donning and doffing a tower shield takes 1 action. A character cannot benefit from a tower shield and any other type of shield at the same time.

While a tower shield is equipped, its bearer takes a disadvantage on attack rolls unless they are attacking with a light weapon. A character cannot cast any spells with somatic components, even if the wielder is proficient and has their other hand free.

A character proficient with both shields and heavy armor is also considered proficient with the tower shield. All other rules and abilities that affect shields, such as the Protection fighting style or the Shield Master feat may be applied to tower shields.

New Weapons

Several additional weapons have been added to fill in holes in the available weapon options presented in the Player's Handbook. Additionally, the stats for the Scimitar have been revised, and the Kukri has been given the stats of the old Scimitar.

New Weapon Properties

In addition to the weapon properties listed in the Player's Handbook, the following weapon properties also apply.

Ki. This weapon is considered a Monk weapon.

Light Thrown. This weapon is considered both a light weapon, and a thrown weapon; however, you cannot apply special effects (such as the benefits of the sharp-shooter feat) when thrown as an off-hand attack.

New Weapons
Name Cost Damage Weight Properties
Simple Ranged Weapons
Shuriken 1 sp 1d4 piercing 1/4 lb. Finesse, ki, light thrown (range 20/60)
Martial Melee Weapons
Estoc 15 gp 1d8 piercing 3 lb. Versatile (1d10)
Kukri 15 gp 1d6 slashing 2 lb Finesse, light
Scimitar 25 gp 1d8 slashing 3 lb. Finesse
Elven Fullblade 30 gp 1d10 slashing 4 lb. Finesse, two-handed




Non-player Characteres

The Cult of the Dragon

Frulam Mondath

Frulam Mondath was a priest of Tiamat who oversaw a hatchery of black dragons near Yartar. She was defeated by the heroes on 9th Uktar 1491.

Langdedrosa Cyanwrath

Langdedrosa Cyanwrath is a blue half-dragon, and the leader of a large cell of cultists. There are hints that he might be one of the Wearers of Purple--the elite leaders of the Cult of the Dragon, but even if he is not he still commands a large force of cultists.

Langdedrosa Cyanwrath lead the attack on Yartar, as well as several other smaller villages in the north. He took the body of Samantha Arol after the battle of Yartar, preventing her from being properly buried.

His current whereabouts are unknown, but he is believed to be leading the cult to the Mere of Dead Men.


An Adult Blue Dragon from the sands of Calimshan, Lennithon is participating in the Cult's activities in this region only because he seems to fear Tiamat's wrath should he fail to do so. His actions have thus far been made with great reluctance, and he has knowingly allowed the heroes to escape his attention on more than one occasion.


A highly charismatic member of the Cult of the Dragon, Malguant serves as Lennithon's coercer and handler, and serves Langdedrosa Cyanwrath.


Rezmir was a half black dragon, and the local military leader at the Hatchery near Yartar. He was defeated by the heroes on 9th Uktar 1491.


Vhirsjach is an unknown white dragon who lairs somewhere in the Spine of the World Mountains near Mirabar. The Cult of the Dragon had intended to send cultists to woo Vhirsjach into their cause. The heroes have a map to Vhirsjach's lair, but know little about the dragon's motives or desires.

Other Factions

Flynn Arol

As a Harper, Flynn Arol believes it is his duty to protect Faerûn from the dangers of evil. Flynn Arol is a member of the Lord Advisors of Yartar, but he spends as much time out working as a Harper as he does actively managing daily affairs in Yartar. Most of his household issues are attended to by family who remain closer to town.

Jamna Gleamsilver

Jamna Gleamsilver is a gnomish spy who claims to be a member of the Harpers, but her blackened pin has earned her some confusion. At the very least, she seems to be working towards the same goals as the heroes ... for now.

Ontharr Frume

Ontharr Frume is a Paladin of Torm, and a prominent member of the Order of the Gauntlet.

Sir Arjhan

Sir Arjhan is a silver dragonborn Paladin of Bahamut, and taught Leone Bane everything he knows about being goodly and righteous. Sir Arjhan is a member of the Order of the Gauntlet, and actively seeks to oppose evil dragons. He was last seen in a duel against Lennithon. His current whereabouts are unknown.


Alitha Tanner

The sixteen year old serving wench at the Silver Penny, in central Mirabar. She has a fiery tongue, a clever wit, and some kind of agreement with Marn the Stout.

Bitten Barrager

A local miner who frequents the Silver Penny. He loves contests, especially drinking contests, and doesn't particularly care if he wins or loses so long as they're fun.

Dalras Waymorn

A prominent member of the Axe of Mirabar, Dalras Waymorn is also a member of the Order of the Gauntlet.

Malhew Thorne

Malhew Thorne is one of the lead auditors for the library of commerce in Mirabar.


Marn the Stout

Marn the Stout is a drunkard who frequents the Silver Penny. In truth, he is also a Harper Agent who uses his web of contacts at the Penny to keep tabs on everything going on within Mirabar.

Shalbas Girthy

Shalbas Girthy is a grizzled dwarven veteran of the Axe of MIrabar. He pretty much hates everyone and everything that isn't a perfectly law-abiding citizen of Mirabar.


Baeladar Evanara

The head of one of the cadet branches of the Evanara Family, Baeladar Evanar is an accomplished war mage as well as politician, and oversees a vast mercantile empire in northern Faerûn. He serves as an advisor to Lady Nestra Ruthiol.

Leosin Erlanthar

A researcher of the Cult of the Dragon, and ostensibly a Harper Agent, Leosin Erlanthar is somewhat distant, distracted, and aloof. When the Cult of the Dragon attacked Yartar, Leosin allowed himself to be captured so that he could study them up close and personally, and he was quite cross with the party when they rescued him.

Nestra Ruthiol

The Waterbaron of Yartar, Lady Nestra Ruthiol is known to be petty, jealous, and selfish, but she cares immensely about the safety of Yartar (probably because it lines her pocketbooks).
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