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Campaign Overview: The Band of Mercenaries

Campaign Context:

This campaign, titled The Band of Mercenaries, builds upon the events of Lost Mine of Phandelver (LMoP) and Tyranny of Dragons (ToD), focusing on the rise of the Cult of the Dragon as they amass power for their ultimate goal—the resurrection of Tiamat. With the cult’s plans moving quickly, it is up to the adventurers to unravel conspiracies, rally allies, and prevent catastrophe. But will they do it in time?

The Players are The Mercenaries


Why Publish These Notes?

The following notes:

  1. Offer insights into the campaign’s framework for players and Co-DMs.
  2. Provide guidelines for navigating both roleplay and combat-heavy encounters.
  3. Ensure alignment between DMs and participants, especially given the dual-DM approach.
  4. Help track progress through key arcs and acts, ensuring consistency and pacing.

Campaign Summary:

The Band of Mercenaries campaign is set before the rise of Tiamat, focusing on the Cult of the Dragon’s preparations to summon her. Waterdeep, once a beacon of stability, stands as a central battleground where hidden factions and cult agents work to bring their dark plans to fruition.

The adventurers must stop the cult’s rise by uncovering their schemes, fighting their agents, and rallying the fractured forces of Faerûn. Time is against them, and failure could mean the world’s doom.

The campaign unfolds across multiple acts, each exploring a different stage of the evolving threat and the group’s efforts to stop it.


Acts and Structure:

Act 1 - The Lost Mines of Phandelver

  • Focus: Establishing the party and setting the stage.
  • Key Moments: Discovery of lost treasures, confronting initial threats, and laying the groundwork for future alliances.
  • Goal: Introduce the players to the setting and major factions.

Act 2 - The Hoard of the Dragon Queen

  • Focus: Rising dragon cult activity and regional destabilisation.
  • Key Moments: Battles against dragon cult forces, uncovering their plans, and forming alliances to counter their schemes.
  • Goal: Transition from local threats to global stakes, preparing for larger conflicts.

Act 2.5 - Winters Crest Ball

  • Focus: Political intrigue and uncovering hidden plots.
  • Key Moments: Navigating the masquerade, forging alliances, and preventing an assassination attempt.
  • Goal: Shift focus to urban dangers and set up the transition to the final act.

Act 3 - The Rise of Tiamat

  • Focus: The final battle against the Cult of the Dragon.
  • Key Moments: Large-scale conflicts, defending major cities, and facing Tiamat’s rise.
  • Goal: Conclude the campaign with a climactic battle and determine the fate of Faerûn.

Campaign Themes:

  • Political Intrigue: Factions vie for control in Waterdeep, with players caught in the crossfire.
  • Urban Danger: Threats lurk within the city’s alleys and grand halls, forcing players to adapt.
  • Legacy of Dragons: The spectre of the Cult of the Dragon continues to influence events, hinting at deeper dangers.
  • Moral Ambiguity: Players must decide whom to trust, balancing personal gain with broader consequences.

Player Goals:

  • Build alliances and manipulate outcomes through roleplay.
  • Investigate conspiracies without drawing suspicion.
  • Protect Waterdeep from unseen threats.

DM Goals:

  • Maintain tension and suspense while encouraging improvisation.
  • Use the dual-DM structure to manage complex social and combat encounters.
  • Allow player decisions to shape the campaign’s direction.