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dnd-unikampagne-notes/Prep Notes/Cormyr Kultpolitik Arc Outline.md

1.6 KiB
Raw Blame History

  • During the celebration, the party overhears a discreet conversation between a well-dressed courier and a cloaked figure.
  • A Perception/Insight check reveals phrases like:
    “…the House will support your petition in the Court of the Dragon Throne…”
  • If they follow up, they might discover the courier wears the colors of a real Suzail noble house.
  • This immediately raises the stakes: the Cult isnt just in alleys, its in the court.

Act 1: Rumors and Whispers

  • Tavern leads → players catch wind that at least one noble house is entertaining strange “advisors.”
  • A Purple Dragon Knight or War Wizard might quietly ask the party to investigate — since official channels are too slow/political.

Act 2: Court Intrigue

  • Players get dragged into a noble ball, council session, or masquerade where the Cult is lobbying for influence.
  • They might need to duel in wit, politics, or even blades. (This is where your bard shines — persuasion, performance, deception.)
  • Evidence gathering: cultist correspondences, coded ledgers showing smuggling, or dragon-scale tokens in noble hands.

Act 3: Stormhorns Tie-In

  • The Cults political push isnt just hot air: theyre backed by the red dragon in the Stormhorns.
  • Nobles sympathetic to the Cult argue the dragon can be “appeased” or “bargained with” — but in reality, tribute is already being smuggled to it.
  • The climax could involve a choice:
    • Expose and ruin the corrupted noble house in Suzails court, or
    • Confront the cultists delivering tribute to the dragon before the alliance cements.