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D&D 5E Rise of Tiamat Delayed

You know, bottom line...

If Tiamat wants to hit snooze a few times before rising, are you gonna tell her to get her butt out of bed?
We haven't started the Tyranny of Dragons yet so my group is not affected. We are still trying to decide whether to play this in Forgotten Realms or DragonLance. Bringing Tiamat back in DragonLance can solve a lot of problems that the setting was left in. Paladine could/would get restored as a balancing factor... there are possibilities there.
 

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Does not really effect me at all, as the only 5e Im playing currently is Adventurers League: Both Encounters and Expeditions.

Can someone please explain to me all these 'Pseudo 5e' adventures and supplements that are coming out? Are they legal? I thought there was no OGL and WIzards were now simply licensing specific people to do stuff.

Im confused.
 


Does not really effect me at all, as the only 5e Im playing currently is Adventurers League: Both Encounters and Expeditions.

Can someone please explain to me all these 'Pseudo 5e' adventures and supplements that are coming out? Are they legal? I thought there was no OGL and WIzards were now simply licensing specific people to do stuff.

Im confused.
 

Lord, please make Rise of Tiamat turn out to be a mid-level adventure about unplugging a sleeping dragon goddess' alarm clock. Amen.
Unlikely, the Neverwinter Mmo already announced that in their RoDQ module you fight Tiamat in the end.
The same will probably happen in the print adventure.
 



I'm glad they didn't find a reason to since I'm having great fun every Thursday night playing it

I'm glad you are but, as a relatively inexperienced DM I find the adventure EXTREMELY confusing. The more experience I get the more I see that this is my fault from a lack of understanding, but HotDQ has quite a few mistakes (see link) that amplifies that confusion.

http://www.enworld.org/forum/conten...e-Winter-Clarifies-A-Few-Points!#.VC7nKvldWSo

I just wish there was a little more quality control to smooth out the rough edges prior to release.

If this is par the course for adventure modules I'll just have to learn to wing it when things aren't clear to me.
 

I'm glad you are but, as a relatively inexperienced DM I find the adventure EXTREMELY confusing. The more experience I get the more I see that this is my fault from a lack of understanding, but HotDQ has quite a few mistakes (see link) that amplifies that confusion.

http://www.enworld.org/forum/conten...e-Winter-Clarifies-A-Few-Points!#.VC7nKvldWSo

I just wish there was a little more quality control to smooth out the rough edges prior to release.

If this is par the course for adventure modules I'll just have to learn to wing it when things aren't clear to me.

You know that is a totally fair comment. Our DM has been running D&D for over 30 years and he said that a lot of the encounters are left very open as to how they should be resolved. We just finished episode 2 and he had to think on the fly on how the enemies would react to our actions with very little guidance as to how we would complete our mission. I would agree it seems far from easy for a newish DM but winging it is par for the game.

I wouldn't say its a feature of a Wizards adventure to be like this - more a feature of these particular adventure writers. I have other adventures for 4e and pathfinder from Kobold Press, and they are written in a similar way. I happen to like this style but it does require more work and possibly experience. Even with a bit more time before release I would say this module would still run the same way with admittedly a few stat and rule corrections included. The next set of adventures could be far more defined and easier to DM as they are by a different company

Hope it goes well for you
 

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