We finished a level 1-3 module and my brother is taking over DM'ing from 3-5. I set him up to transition to Waterdeep Dragon Heist, but he just reminded me that one of the player's is a Drakewarden Ranger and the city of Waterdeep has a ward against drakes/dragons with Ahghairon's Dragonward...
AHGHAIRON'S DRAGONWARD
Waterdeep is blanketed by an undispellable magical effect called Ahghairon’s dragonward. The effect originates from somewhere under Ahghairon’s Tower in the Castle Ward and is permanent. Dragons and all other creatures of the dragon type are physically unable to enter the city (or its sewers) as long as the dragonward persists. The effect doesn’t extend to the harbor or into Undermountain.
So does the Drakewarden not get his dragon/drake during these sessions in Waterdeep?
I thought this was particularly confusing when the Drakewarden was originally announced, D&D Beyond made a sample Drake Warden named Talren who was from Waterdeep (See here)
Hmmm, sounds like the person who made that character didn't consider the dragonward. I recall something similar with the Storm Kings Thunder campaign where a researcher in Waterdeep is keeping a silver dragon wyrmling as a pet/subject.
Hmmm. They cannot ‘enter’. Can they be ‘brought in’? Could we consider ‘enter’ to imply action on their part, while something that didn’t require them to take action (like being carried in while unconscious) might work?
I don’t think that’s what was intended, but it might clear up the silver wyrmling plot hole and it could allow a drake warden to get his pet inside.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
The Drakewarden does not actually manifest a drake--it channels its Ranger's connection to nature into the form of a draconic spirit and that draconic spirit manifests itself as a drake. This provides you a sufficient loophole to avoid the ward--you simply have to say that the Ward does not protect against this kind of nature-and-spirit-based manifestations, and thus does not protect against the corporeal manifestation of the drake either.
The Waterdeep Dragonward is an essential part of Waterdeep. I strongly suggest you do not remove it.
The Waterdeep Dragonward is not 100%. It is specifically designed to allow for exceptions: "any draconic creature that touched the Dragonstaff of Ahghairon was able to bypass the dragonward for as long as the staff's wielder allowed or until the creature was struck by the staff."
I see no reason not to declare the "Drake" to count as an elemental (like the Dragons of Stormwreck Island Ashdrake) or a beast (like the planeshift drakes)
Tasha's Cauldron was published after Waterdeep: Dragon Heist...it's this kind of stuff with is completely ignored by the writing team behind the game.
My instinct in general is to limit players to only the subclasses, feats, and spells released prior to the adventure's publication unless it's a homebrew game. It entirely eliminates this kind of query.
But with that said, I'd be consistant with my rulings. If you've already made a call that it is actually a summonable drake (even if it's a drake spirit) then it's not getting into Waterdeep. If you've made the call it's a fey spirit or other such creature then it's fine to go in. However, that ruling should stand from then onwards.
However you call, give the players the option to have their characters track down the person in charge of the staff and convince them to all your Drakewarden their drake companion while in the city.
Given the dragon summoned by the drake warden is of the dragon creature type, it would be effected by the ward but the effects of the ward are psychological and the drake is completely under the rangers control. So the drake will be very unhappy but will ultimately still obey the ranger.
It would be a good way to hint at the existence of the dragon ward to have the drake wardens companion be irritable and restless in role play.
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We finished a level 1-3 module and my brother is taking over DM'ing from 3-5. I set him up to transition to Waterdeep Dragon Heist, but he just reminded me that one of the player's is a Drakewarden Ranger and the city of Waterdeep has a ward against drakes/dragons with Ahghairon's Dragonward...
So does the Drakewarden not get his dragon/drake during these sessions in Waterdeep?
I thought this was particularly confusing when the Drakewarden was originally announced, D&D Beyond made a sample Drake Warden named Talren who was from Waterdeep (See here)
Hmmm, sounds like the person who made that character didn't consider the dragonward. I recall something similar with the Storm Kings Thunder campaign where a researcher in Waterdeep is keeping a silver dragon wyrmling as a pet/subject.
Hmmm. They cannot ‘enter’. Can they be ‘brought in’? Could we consider ‘enter’ to imply action on their part, while something that didn’t require them to take action (like being carried in while unconscious) might work?
I don’t think that’s what was intended, but it might clear up the silver wyrmling plot hole and it could allow a drake warden to get his pet inside.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The Drakewarden does not actually manifest a drake--it channels its Ranger's connection to nature into the form of a draconic spirit and that draconic spirit manifests itself as a drake. This provides you a sufficient loophole to avoid the ward--you simply have to say that the Ward does not protect against this kind of nature-and-spirit-based manifestations, and thus does not protect against the corporeal manifestation of the drake either.
Honestly I wouldnt punish a player id just make it to where this thing doesnt exist.
Tasha's Cauldron was published after Waterdeep: Dragon Heist...it's this kind of stuff with is completely ignored by the writing team behind the game.
My instinct in general is to limit players to only the subclasses, feats, and spells released prior to the adventure's publication unless it's a homebrew game. It entirely eliminates this kind of query.
But with that said, I'd be consistant with my rulings. If you've already made a call that it is actually a summonable drake (even if it's a drake spirit) then it's not getting into Waterdeep. If you've made the call it's a fey spirit or other such creature then it's fine to go in. However, that ruling should stand from then onwards.
However you call, give the players the option to have their characters track down the person in charge of the staff and convince them to all your Drakewarden their drake companion while in the city.
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Given the dragon summoned by the drake warden is of the dragon creature type, it would be effected by the ward but the effects of the ward are psychological and the drake is completely under the rangers control. So the drake will be very unhappy but will ultimately still obey the ranger.
It would be a good way to hint at the existence of the dragon ward to have the drake wardens companion be irritable and restless in role play.