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D&D 5E The Return of Tyranny of Dragons: First Impressions

Gamers don't usually ask for a revision to an existing adventure unless it's to adapt it to a new edition, yet that's exactly why Wizards of the Coast produced the new edition of Tyranny of Dragons. Fans online have been asking for an updated edition for some time. The fact that Tiamat and the Cult of the Dragon, especially one very prominent Tiamat follower, factors into the newest adventure...

Gamers don't usually ask for a revision to an existing adventure unless it's to adapt it to a new edition, yet that's exactly why Wizards of the Coast produced the new edition of Tyranny of Dragons. Fans online have been asking for an updated edition for some time. The fact that Tiamat and the Cult of the Dragon, especially one very prominent Tiamat follower, factors into the newest adventure, Baldur's Gate: Descent Into Avernus, probably helped.

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Tyranny of Dragons contains a revised versions of the previously released adventure books Hoard of the Dragon Queen and Rise of Tiamat, packaged with extra material, errata and a brand new cover by Hydro74 that gorgeously displays the five heads of Tiamat. While our accompanying image shows off the cover accurately you really have to see it in person to get the full effect of the metallic inks, especially the metallic red artwork contrasted with the black matte background. Unlike Hydro74's cover for Xanathar's Guide to Everything the matte portion is not a soft touch black cover they use on limited editions but it still looks terrific..

Reissuing Tyranny of Dragons in its combined form is not an insult to the original version or, in my opinion, a cash grab. Hoard of the Dragon Queen was produced by Kobold Press, but the team had the disadvantage of creating the adventure while the rules for 5th Edition were still being finalized, and the book was released with before the 5th Edition Monster Manual was released so it was designed to work with the Basic Rules that were online at that time and monsters in the appendix. Logistically, it made sense – give players a chance to start immediately with a new adventure. I don't envy Wolfgang Baur, Steve Winter and their team putting together an epic adventure without a finalized rule set for most of the development time.

As the first official 5th Edition adventure, Tyranny of Dragons, the official name of the two adventures when taken as a whole, is as epic as they come. WotC clearly wanted to kick off with a bang, and Kobold Press delivered. New leadership in the Cult of the Dragon has shifted its focus from undead dragons to plotting to free the dragon goddess Tiamat from her prison in Avernus and acquire a hoard of gold to welcome her return to Faerun (she is greedy, and dragons love a hoard). The plot takes the players through large chunks of the continent as the Red Wizards of Thay scheme with the cult to free Tiamat and a separate conspiracy seeks to shape the world in its image. From Baldur's Gate and Waterdeep to the Sea of Moving Ice and much more, Tyranny of Dragons provides an overview of the world that worked well for new and lapsed players as well as to introduce Faerun to the new edition.

Baur and the Kobold Press team also deftly worked in not just an introduction to factions but weaved them well into the plot as information sources, support and potential thorns in the characters' side, depending upon what the players decide to do. Within the story opportunities arise for rival sides like the Harpers and Zhentarim (as well as groups like the Lords Alliance who frequently disagree with both of those) to work together against a common enemy – but that doesn't mean it will smooth sailing.

The original Hoard of the Dragon Queen and Rise of Tiamat are fan favorites for a reason. It's a rollicking good adventure whether you're completely new to D&D (and role-playing in general) or just new to 5th Edition. Starting at 1st level and taking the players to 15th level before the final confrontation in the Well of Dragons, it gives players a chance to sink their teeth into the adventure, and they can fail. The final battle isn't hopeless, but victory is far from assured.

I do wish that in revising HotDQ and RoT to unify Tyranny of Dragons that they had adopted some of the conventions the more recent D&D adventures have added. Clearly defined adventure trees, dramatis personae, pronunciation guides, etc. are small things individually but make life much easier for busy DMs.

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The concept art is a lovely addition. Unfortunately Tyranny of Dragons does not follow the convention of the more recent D&D adventures where the artist's name is listed on the page seam so you can tell who did what illustration. Still, in addition to the original art, ToD contains epic new images, details on the dragon masks, the cult's decorative regalia, etc. I especially like the sketches for the types of chromatic dragons with details next to them as if a zoologist was taking notes.

If you don't already own HotDQ and RoT, and are interested in the plot, purchasing Tyranny of Dragons is a no-brainer. You'll be getting a proven, popular adventure in a spiffy new edition with a gorgeous new cover and additional art.

If you do already HotDQ and RoT, purchasing Tyranny of Dragons is more of a judgment call, especially depending upon your budget. While it does incorporate the errata to fix prior mistakes and omission, that and the supplemental material for Rise of Tiamat are still available online so purchasing the new version isn't necessary. If you're a completest, then buying it is an easy choice.

Original edition or revised, Tyranny of Dragons is a terrific adventure. It definitely set a high bar for launching the 5th Edition D&D adventures and well worth a look if you haven't already played it.
 

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Beth Rimmels

Beth Rimmels

Care to share any details an experiences on doing this? How did you do it, what got cut and so on? Thanks.

So my original post above got posted under another username. Strange. Either way, as I mentioned, the two campaigns combine really well. Tyranny has a near total lack of Giants, beyond one who is helping the dragons for very obscure reasons. This is strange because, as per the MM and other background stuff, the Giants are mortal enemies of the Dragons. Meanwhile, in Storm King’s Thunder, there is a really strange issue with the main storyline - resolving the events in the book doesn’t really solve anything. This is because the central thing the players do (rescue the Storm King) doesn’t seem to relate to the issue set out in the introduction (the gods are mad at the Giants). Combining the two adventures lets you have the Giants vs Dragons theme, and you can remove the gods hate giants bit from SKT and simply have rescuing the Storm King be the required element to get the Giants on side. It also allows you to fix the central issue of SKT, namely the weak connection between the paper-thin plot and the massive sandbox, by making these both parts of the much stronger Tyranny storyline.

Furthermore, combining the two also gives you some very useful tools to expand Tyranny. The adventure goes all over the Sword Coast, but gives the DM virtually no setting fluff to actually make that work; SKT has a whole chapter purely on that. Tyranny lacks in repeating adventurer-style NPCs that are interesting, and SKT provides Harshnag, who as a Frost Giant who works for the Waterdeep SWAT equivalent is a really fun NPC to play, and after he dies you get Hekaton who rides around on a massive flying dragon skull throne like an actual boss.

So, that’s the ‘why’. How did I actually do it?

I just had Harshnag introduced to the players in the first or second Council of Waterdeep. Here it was explained that the Lords’ Alliance had tried to reach out to Hekaton, the Storm King and head of the Giants, for an enemy-of-my-enemy arrangement. However, their calls were not returned, so to speak, and it also appears that the Giants are collectively going bananas. The players are then tasked with going up to the Oracle and finding out what the score with Hekaton is. The players went there, got told to get a giant item, and then got given the option of the different giant strongholds from SKT. I removed the flying castle, since there is already one of those in Tyranny; my players picked the Hill Giants, but in hindsight I kind of wish I’d pre-selected the Fire Giants, as they are the coolest. Anyway, the players also get an airship at this point; I simply had them steal it from some Dragon Cultists, rather than messing around with Klauth giving it to them.

The biggest change that I made to Storm King’s Thunder overall was to remove Iymrith and replace her with Klauth. He’s so much cooler than her, for starters, and also Tyranny mysteriously lacks a big fight against a Red Dragon. I also removed the Kraken and replaced it with a Dragon Turtle, also part of the Cult of the Dragon. The players finished out the SKT storyline by fighting Klauth - who is an Ancient Red Dragon who dual-wields wands - and then returned to the main storyline with the giants on hand as allies. Worked really well, like I say.

Oh, I also replaced the entire Thay chapter in Tyranny. I liked the idea, but the chapter in the book is total mince, so I just created my own thing on the players going to Thay and being trapped in an illusory world designed to test whether they were good allies.
 

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dave2008

Legend
... and poorly presented in wall-of-text fashion. But to each his/her own.
Man that is the primary reason I skipped 3e/3.5e/PF completely. Everything was, to me, an unreadable wall of text. I just couldn't get into anything. I much preferred 4e in that regard and that is the edition that brought me back to D&D. I don't have the wall-of-text reaction as much with 5e, but it is still there some. Of course I have never seen a published adventure from WotC, TSR, Pazio, or anyone that I liked. I just don't like them. I can, however, realize it is a me issue and not an issue of the adventure itself. Just because I think something is terrible, doesn't make it terrible.
 

Salthorae

Imperial Mountain Dew Taster
The biggest change that I made to Storm King’s Thunder overall was to remove Iymrith and replace her with Klauth. He’s so much cooler than her, for starters, and also Tyranny mysteriously lacks a big fight against a Red Dragon. I also removed the Kraken and replaced it with a Dragon Turtle, also part of the Cult of the Dragon. The players finished out the SKT storyline by fighting Klauth - who is an Ancient Red Dragon who dual-wields wands - and then returned to the main storyline with the giants on hand as allies. Worked really well, like I say.

So, uhh... did you tone down Klauth at all? I mean, I'm all in for challenging my players, but a CR 25 Ancient Red Dragon with 14th level Wizard casting, Innate Dragon casting, dual-wand wielding (fireball & lighting bolt), with a Ring of Cold Resistance is up there in terms of a challenge for mid-tiered players.
 


dave2008

Legend
So, uhh... did you tone down Klauth at all? I mean, I'm all in for challenging my players, but a CR 25 Ancient Red Dragon with 14th level Wizard casting, Innate Dragon casting, dual-wand wielding (fireball & lighting bolt), with a Ring of Cold Resistance is up there in terms of a challenge for mid-tiered players.
Were is the stat block for this guy! And how the hell does it dual-wield wands?
 






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