Sunday, February 1, 2015

[S918.Ebook] Download The Rise of Tiamat (D&D Adventure), by Wizards RPG Team

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The Rise of Tiamat (D&D Adventure), by Wizards RPG Team

The Rise of Tiamat (D&D Adventure), by Wizards RPG Team



The Rise of Tiamat (D&D Adventure), by Wizards RPG Team

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The Rise of Tiamat (D&D Adventure), by Wizards RPG Team

Avert the Cataclysmic Return of Tiamat in this Adventure for the World’s Greatest Roleplaying Game
 
The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again.
 


• The second of two adventures in the Tyranny of Dragons™ story arc, The Rise of Tiamat provides everything a Dungeon Master needs to create an exciting and memorable adventure experience. 
• Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program.
• Adventure design and development by Kobold Press.

  • Sales Rank: #5821 in Books
  • Brand: Wizards of the Coast
  • Published on: 2014-11-04
  • Released on: 2014-11-04
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .50" w x 8.60" l, 1.28 pounds
  • Binding: Hardcover
  • 96 pages
Features
  • Wizards of the Coast

Most helpful customer reviews

10 of 10 people found the following review helpful.
Great Standalone
By J. Clarkson
The second part in the tyranny of dragons. Unlike Hoard of the Dragon Queen this one is more sandbox giving your players more freedom to roam the sword coast. It is playable without doing the first instalment giving player hooks and explains events that happened. The book itself is as you would expect from wizards quality with beautiful pictures and we'll written descriptions. The maps are clearly laid out and the sandbox feel gives the DM more freedom then the first book.

18 of 20 people found the following review helpful.
though a fun adventure, this is not for novice DMs
By Steppenwolf
A common theme among the reviews is that, though a fun adventure, this is not for novice DMs. I agree with the assessment--This adventure has some wonderful, exotic elements--Xonthal's Tower, an encounter with the Red Wizards of Thay, etc.-- but it's also very burdensome for the DM. So, after having run it myself, I'd like to offer some suggestions on how to tame this beast. First, acquire a cheat-sheet for the Council members--one page that briefly summarizes all the council members--and distribute it to your players. I created my own, but I've since discovered that multiple DMs have shared their own council cheat-sheets online, and some of them are quite good. There's no way your pcs will be able to effectively role-play the council sessions without such an aide. Second, the encounter at Neronvain's stronghlod might require you (the DM) to run an ungodly amount of "monsters" in the battle, making over 20 attack rolls/round. Here, I would suggest that you assign each of your players a set of monsters to run. That way, they remain engaged since they're doing most of the dice-rolling, and you can focus on running the head hanchos, which will be burden enough. I would also recommend that you make many of the monsters in this encounter "minions," where one or two successful attack rolls will take them out. That way, you don't have to keep track of hit points for the minor combatants. Third, dramatically simplify the mechanics in the Red Wizard encounter. Do what works best for you, but keep it simple. There's a wonderful opportunity here for captivating role-playing that might be spoiled by burdensome mechanics. Fourth, despite all the emphasis on getting the council members to cooperate, their cooperation doesn't play much of a role in the finale, at least as the adventure is written. I would recommend that the full cooperation of council members does have a role in weakening Tiamat (see p. 88). In my game, the metallic dragons were able to hinder the Dragon Cult ritual by interfering with the human(oid) sacrifices, and other forces of the council were able to damage Tiamat's temple. These interruptions conferred the first two penalties on Tiamat found on p. 88. The pcs were then able to confer two more penalties on Tiamat before her arrival in the material plane.

One final suggestion--The Tiamat mini is expensive, roughly $65, but it's really cool, and it adds a lot to the final encounter. In my group, we all split the cost and then threw dice for it at the end of the adventure. (The individual who won the mini, however, kindly gave it to me in gratitude for having run the adventure.) In any event, I'd recommend that you suggest the price-sharing/dice throwing strategy to your gamers. They'll probably accept the proposal with enthusiasm.

Good luck, and have fun!

104 of 116 people found the following review helpful.
Great story, difficult to run
By The Haynals
I like the overall idea of this campaign, but the execution could be a lot better. The storyline is interesting and the start of the book provides enough background to use as a starting point should the characters start to veer off from the main plot. The magnitude and intensity of challenges and battles builds up to an epic confrontation. However, much like Hoard of the Dragon Queen (D&D Adventure), the odds are stacked against the party and there is actually text suggesting that you shouldn't be afraid to kill party members since they should have access to raise dead. The difficulty of many encounters seems likely to lead to at least a few memorable deaths along the way. I do think its interesting that failure of the overall campaign is a real possibility and some explanation of what that outcome would mean is provided (in addition to the success scenario).

The level of detail in which the campaign is described varies throughout the book. Some dungeon areas are described in great detail with flavor text while others are just quick overviews. Some encounter locations have great maps and room-by-room descriptions, while other seemingly important locations lack maps and are only described in a few paragraphs of text, notably the village at Oyaviggaton. The council events also seem to be lacking in detail, despite the council having a large significance in the later parts of the campaign.

The introduction tries to sell this book as a standalone campaign, but without the background story and context from Hoard of the Dragon Queen and having had the characters complete various events in Hoard of the Dragon Queen which heavily influence the outcome of the first council meeting, the players would end up at a severe disadvantage late in the campaign. Additionally, without the Player's Handbook (Dungeons & Dragons), only a small number of races and classes are available to characters, so I can't realistically imagine running this module without both Hoard of the Dragon Queen and the current Player's Handbook.

There is a downloadable supplement which details items, monsters, and spells used in the campaign. Unfortunately it's just organized like the alphabetical listings found elsewhere in the 5th edition books. Running combat smoothly requires a lot of prep work or doing a lot of quick lookups of stats across multiple sources. If you're going to provide an online supplement, why not organize it in a way that reflects how it will be used: by combat encounters? Perhaps the DungeonScape software was imagined to fill this gap, but now that Wizards is no longer working with Trapdoor Technologies, that seems unlikely.

Overall, the story is great, but this adventure requires a lot of effort to run, as the presentation is not very dungeon master friendly.

See all 96 customer reviews...

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