D&D 5E Rise of Tiamat with a mostly not-Good party - looking for hooks

The characters might not be invested in "fighting against evil" for its own sake, but they must be invested in something.
What do they want, and how might the cult activity be interfering in that?

They might not oppose the cult just because it is evil, but they aren't going to allow it to stomp all over their turf just because it is evil either.
It's John Wick's dog - have the Cult interfere or seriously damage things the party wants or has planned. Make it personal, make it dirty and nasty and the players will have every desire to wipe the Cult off the planet. Doubly so for loot and power
 

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mellored

Legend
Money, fame, political power, staying alive. All things that can be gained by defeating world ending dragon.

Have the cult steal money from the players, insult the players, find empty treasures chests already looted by the cult, be defamed by the cult, and I'm sure they will seek revenge.
 

evilbob

Adventurer
Fame and power are abstract - I'm looking for more specific ideas related to the adventure.

Revenge is fine as well, and certainly that will happen with the assassination attempts anyway.
 

Brainwatch

Explorer
Revenge is a powerful motive and can go both ways.

PC don't want to go after the cult, fine. Have the cult go after the players.

For example, in the last adventure, somebody the PC killed was a relative/loved one/special friend/etc. to the cult boss. Now that boss is bent on (not only the Tiamat thing) but on getting revenge on the PCs.

Can you "slow down" the timeline of the module and allow the PCs to do some short side quests? During these side quests the cult keeps intervening against the PCs. The PCs clear out the lost tomb of Bob, only to be attacked by the cult on their way back to town.

The cult just doesn't go after the PCs though, anybody associated with them is a target also. The inn they stayed at 3 nights ago is burned to the ground with a note left that states a similar fate awaits all who help, do business with, etc. the PCs. The PCs may easily be surviving the direct attacks, but these indirect ones will pressure them to do something. How long will merchants continue to deal with the PCs when anybody who does is themselves attacked? What will happen when inn keepers start turning them away because they fear their inn will be destroyed simply because the PCs stayed there?

The cult has declared war on the PCs. The PCs can either try to flee, die, or take the war to the cult (which leads back to the adventure).
 

If they're treasure-motivated, there is the titular Hoard of the Dragon Queen. That's a powerful lever to use to get them to play ball with the factions if they want to find out where it is and how to get it.
 

Argyle King

Legend
Well, being that "failing" the adventure means Tiamat begins her tyrannical rule over the world, I imagine that is undesirable for anyone serving someone else.
 





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