I mentioned last year that I’ve been running Tyranny of Dragons for my table. I used the module once before – back when it and 5e were in their infancy, and I was a much younger DM. I held onto a lot of lessons from running that game, and now, revisiting the module, I’ve made many changes to improve on what WOTC published.
Because, frankly, the module is written as a pretty sloppy railroad.
That doesn’t mean there’s not the potential for a good game in it, though.
Improving Greenest
As the module is written, the game opens with the party arriving while Greenest is under attack. From the road, they can see the smoke from the fires rising skyward and the blue blur of the cult’s dragon ally swooping overhead. There’s powerful imagery there, absolutely, but it also leaves a little too much to chance, doesn’t it? It wouldn’t be unreasonable for a party of level 1 adventurers to see the ongoing raid and think, This is too much for us. We’re nobodies. To assume that to intervene will end only in their own deaths – and the module is printed to begin at first level.
I imagine WOTC hoped that this immediate, dynamic set of encounters would help onboard players into the campaign, but unless you run a really good session zero that impresses upon your players that they’ll be expected to play incredibly heroic to meet the module where it is, it leaves a lot open.
I did two things to improve this.
Starting on the Road
I started with a much lower stakes first session, having our party all be part of a caravan journeying to Greenest from an undisclosed elsewhere. I left it up to each of them to decide why their characters were part of this caravan – perhaps Greenest wasn’t their final destination, perhaps they’d been following the trail of destruction left by the Cult of the Dragon as they raided Greenfields. (As part of our session zero, I encouraged the players to build PCs that would oppose the Cult of the Dragon’s activity and let them know they’d fight a fair amount of dragons throughout the campaign, inviting them to build characters with that style of encounter in mind.)
We had a new player join the table for this campaign, so this slower start also helped them ease into character and the style of table we have. As part of this session, we had a small roadside ambush encounter and an investigation to discover that one of the travelers was a member of the Cult of the Dragon who’d drawn the guard and ambush drakes to attack the caravan. The death of an NPC guardsman ally with family in town gave them a reason to care about at least one group of potential survivors in the upcoming raid on Greenest, and delivering his belongings served enough of a quest to keep them together. (This was all emergent from the play of the first session – if I were to run this module again, I’d consider trying to lean on this further. Maybe I’d make this NPC the captain of the caravan and have them speak to the PCs individually, especially if they were not yet a group, just as mine weren’t.)
(Also, I’d made some tweaks to the ambush drake statblock, but more on that in a later post.)
The other major change – they leveled up from this encounter and investigation. Now at level two, they’d feel at least slightly more powerful for the incoming “dungeon.”
Arriving at Greenest

Map of Greenest from the module.
Time is the most potent tool in the GM toolkit. See, I’d planned to kick off the assault on Greenest at night and I wanted the party to start in the center of town, inside the inn. However, the party was a group of particularly active characters, so I needed to ensure they stayed in Greenest overnight. Thus, After a long day of travel, just as twilight strikes the skies, you finally arrive at Greenest, exhausted and road-weary.
I still had them propose leaving town after delivering the guardsman’s sword to his family to camp, to get that one hour of travel they could still swing based on the time of day. So, even this wasn’t perfect – but it did work.
They ran a few errands in town, bought some supplies, and settled in at the tavern for some character RP. After a few minutes, I, despite having the information available surreptitiously, asked them outright for their passive perception scores. As they handed them in, I paused, then told the PC with the highest total that they began to hear something unusual – a slow thwump… thwump… thwump, muffled not only by the walls, but by distance. However, they were growing steadily louder: Thwump, Thwump, Thwump.
And then, an unconscious stillness shattered against the dragon’s roar.
The Raid on Greenest
I opened with the blue dragon blasting a line of lightning through the town that struck the walls of the inn. Everyone in the party failed a Constitution save and were stunned as the inn trembled and lost one of its walls. They recovered after a few moments – had it been minutes, seconds? And heard the sounds of violence outside!
In the town square, the cultists had swarmed into the market and were swiping goods from abandoned stalls and menacing townspeople. Our heroes erupted into action!
I left many of the scenarios of the raid unchanged, though I adjusted the encounters in some areas. With all the people they rescued from the town square (including their guardsman ally’s family), they delivered them into the keep through the secret passage, then they held off against the cultists trying to breach into the fort, used the ballista to scare off the blue dragon (which required some doing! It had been in disrepair and the fighter literally braced the arms of the ballista on her back to allow the ranger to fire it), then ventured out into the town to reach the chapel of Chauntea to rescue the townspeople trapped within. (Here, I borrowed a little from Ebonskar. While the town burned, the chapel hadn’t caught fire despite the cultists’ attempts to set it ablaze.)
And, finally, as they worked their way back to the keep with these townspeople in tow, they encountered the cult’s lieutenants: Langderosa Cyanwrath and Frida Maleer. (Yes, I changed their names from the module, I didn’t like them much.) As we’ll discuss in the next post in the series, I’d made some MAJOR changes to these characters, including ones I thought would make Cyanwrath more likely to allow the heroes to rescue the people within the chapel – though he still demanded a duel. Our melee-focused sorcerer accepted, got torn apart, and Cyanwrath held to his word (despite Frida’s jeering) and allowed them to escort the townspeople to the keep.
However, there were many other townsfolk who did not benefit from the party’s intervention, and they were carried off to …
The Cultist Camp
I preserved the encounter with some lazier members of the raid lagging behind from the rest, and our party elected to steal their robes to infiltrate the camp. Within, the party was able to see the cult preparing for a mass sacrifice later in the evening – the reason they’d captured the townsfolk to begin with. There were more prisoners than just those taken from Greenest; the cult had taken some hostages from the other towns they’d raided, and it was going to take some serious finesse to rescue them all before the pyre burned.
Luckily, they had an ally within. I made major changes to the module’s character or Leosin Erlanthar – namely, I changed him into an orc monk named Brok Stonebrow. He’s still a member of the Harpers, but one of the members of the party was his protégé, and had come to Greenest with Brok to try and infiltrate the cult.
Surreptitiously, they met in the small caves that wind through the walls of the gulch, and they were able to work with him to devise a plan to rescue the townsfolk. This was almost entirely player-directed – I gave them the scenario, they worked it out from there. They knew they needed to handle the cultists in the watchtowers, and lead the townsfolk around the edges of the gulch to avoid the eyes of the celebrating cultists and mercenaries.
I recognize this amount of freedom might not work with every table, but that’s the benefit of Brok / Leosin not getting himself captured. If your party needs more direction, he can give them more straightforward ideas; at a minimum, he can point their thoughts to the problems they need to solve, to save them from getting stuck on a tangent or lost in the weeds.
The players ultimately succeeded, and this gave me another opportunity to display the cult’s ruthlessness. Rather than cut their losses, when the party later returned to investigate the Hatchery (some more on that in the next post), they discovered the cultists substituted their sacrifice of the villagers with the mercenaries who’d aided them in their assaults. Such savagery would only hint at the things to come …
Wow! That was a long one. Before you go, I wanted to direct anyone looking for further reading right now to the subreddit dedicated to discussing this module. It certainly gave me many ideas that I’ve been using in my game.
As always, thank you for reading! I hope this series of posts will be of use to someone – maybe even just as an example of how we might improve upon the ideas we find within the pages of a module. But, that’s certainly enough out of me; see you in the next one. Good luck out there, heroes.













