Avert the cataclysmic return of Tiamat in this adventure for the world’s greatest roleplaying game.
In an audacious bid for power, the Cult of the Dragon leads the charge in an unholy campaign to bring Tiamat back to Faerûn. Alongside their dragon allies and the Red Wizards of Thay, they sweep from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen.
The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together to fight the cult. The heroes must succeed, or Faerûn will succumb to draconic tyranny. In the end, the world will never be the same.
FEATURES Two adventures (Hoard of the Dragon Queen and The Rise of Tiamat) are bound together with a fresh new cover with spectacular art by Hydro74. Features concept art providing insight into the creative process when crafting this fantastical adventure. Complete with errata and a reworked opening chapter.
Wolfgang Bauer, geboren 1970, arbeitet für die Wochenzeitung DIE ZEIT. Für seine Reportagen wurde er u. a. mit dem Katholischen Medienpreis und dem Prix Bayeux-Calvados des Correspondants de Guerre ausgezeichnet.
I’m running this adventure and it feels very uneven. There just isn’t enough description of any of the factions or places to really make them interesting. This has forced me to read other supplements, like Volos guide to the sword coast, The Cult of the Dragons, Draconicon, etc.
Chapters 1 and 3 are extremely combat heavy and have to be toned down to prevent TPK. Chapter 4 requires a lot of research about all the places to make it interesting at all.
3 stars as an adventure module - there’s a lot that is asked of the DM to make it work. Rise of Tiamat provides more sandbox solutions which redeem the first half of the adventure.
4 stars as inspiration and scale though! I could easily see combining the second half of this with Red Hand of Doom to build an epic tier 3 & 4 finish to a campaign!
This adventure is way too long, and features too many gaps. I wish these adventures would be written in a way to showcase that they are frameworks. Instead they are written as though you are supposed to walk you way through them, but that is not even the intent of the authors. So why not structure the book as a framework - a skeletal structure with charts and flow charts, instead of big blocks of text that must be parsed apart and organized in the DM's notes - essentially re-writing the book to be a tool instead of a thick text?
Art's great, book's great, adventure is amazing, don't get me wrong. But thanks to reading this after reading so much about game design made me realize why I stepped away from D&D for a while. Let's just say every D&D adventure is a tribute to the first D of the name, but in a different setting.
This is an insanely long and complicated double campaign and our group didn’t get far in before we decided to make a change of pace but reading through the story - it’s definitely a classic.
If you like Dragons this is the campaign for you. If you like making your party walk further than Frodo and Sam, this is also the campaign book for you