Dungeons & Dragons Adventure: The Rise of Tiamat (5th by Wizards RPG Team

By Wizards RPG Team

Avert the Cataclysmic go back of Tiamat during this experience for the World's maximum Roleplaying Game

The Cult of the Dragon leads the cost in an unholy campaign to carry Tiamat again to the geographical regions, and the placement grows extra perilous for stable individuals with every one passing second. The conflict turns into more and more political as possibilities to collect allies and achieve virtue current themselves. From Waterdeep to the ocean of relocating Ice to Thay, it's a race opposed to Evil. be triumphant or succumb to the oppression of draconic tyranny. Win or lose, issues seriously is not an identical again.

• the second one of 2 adventures within the Tyranny of Dragons™ tale arc, the increase of Tiamat offers every thing a Dungeon grasp must create an exhilarating and noteworthy experience event.
• enthusiasts of the Dungeons & Dragons® Roleplaying online game can get a pattern of what this product has in shop for them during the D&D Encounters™ in-store play program.
• event layout and improvement via Kobold Press.

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Extra resources for Dungeons & Dragons Adventure: The Rise of Tiamat (5th Edition)

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The crypt looks down over the ruins of the town that grew up around the magic pool to cater to those who came seeking D iderius’s wisdom. The town once nestled into a canyon between two bluffs, but only a few ruined stone structures and the slab foundations of administrative and temple buildings now remain. Cave entrances dot the bluffs, marking former residences and simple tombs. None of the ruins hold anything of value or interest, but the caves offer safe places for the party to rest. eneral F eatures Unless otherwise specified, the floor and w alls of the dungeon are sandstone blocks and flagstones.

Characters who chose well when speaking with the statues in area 1 are struck by a sudden thought when they enter this area: “Some secrets are not meant for mortal minds to know. ” Statue Trap. W hen the first adventurer passes the halfway point of the room, the sound of grinding stone announces the statues turning their cowled heads to follow the characters’ movements. The characters must not look into the darkness in the statues’ hoods. Any character who does must make a D C 15 Wisdom saving throw against a suggestion spell.

The dwarf headed into the Serpent H ills after killin g the yuan-ti. T h e Se r p e n t H ills Good weather and the fact that Varram and his large party were moving with haste makes their trail into the hills easy to follow. From Boareskyr Bridge, the adventurers pursue the dwarf into the Serpent H ills —a swath of badlands, mesas, and rocky plateaus sprinkled with trees and tall grass. Varram’s trail leads some sixty-five miles north-northeast. Lizardfolk and nagas, trolls and giants, and the treacherous yuan-ti all lurk in the Serpent H ills, amid the tombs and ruined settlements of more than one fallen civilization.

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