As a participant, I'd say the changes Jim made were excellent and worthwhile. The adventure felt big and dangerous, and while the original material sounded fun, it also seemed by-the-numbers. Our adventure, on the other hand, turned out to be unique. Long live the ranger Highhawk!
I loved the more Jim talked about what he changed, pruitt would kind of go "oh" then scratch through a question. Like "That's not going to make sense for me to ask about now!"
I also made some MAJOR changes to this module, not unlike what Jim did in taking out some of the stuff that made no sense or didn't fit or added things that weaved them together and gave the players a sense of a larger overarching threat to deal with. For the ritual I made it so that the 5 dragon masks were required to both start the ritual to summon Tiamat AND are the only things that could stop it from occuring, therefore I had Severin send each of the masks off with a different dragonspeaker once the ritual was enacted and now the players have a limited amount of time to hunt each dragonspeaker down before the ritual finishes and Tiamat is summoned.
-I liked that bit -I made that up -oh... *scratches out notes* I feel ya tho. I read a module and then proceed to change just about everything. Partly because I like and dislike parts of it and partly because I want to keep players on their toes, I never want to be predictable. All hail the god of chaos
I started Dming since like 2 months, I made up my own One-shot (4 sessions of 3/5 hours) but without a world around it. It was just a village with some quest and plots in it. Players really liked it, it was smooth, fun just perfect (level 1 to 5) ! Now they finished to "complete" the village I'm so scared, I don't know what to do, I didn't made a world with deity connected to it, with history ect... I don't know what to do and where to go, it seems impossible to make an entire world :-/ So I was thinking about doing an adventure books (Out of the Abyss or HotDQ) but it seems really hard too, to learn the whole world and deyties in it, the link between villages, towns, races ect.. English is not my native language so it's really hard to learn DMing and read those books. Your videos is a huge help for me and I hope I will be able to create / learn a whole world and then make stories and campaign into it. Keep up guys ! Sorry for my bad english, I really apologize !
Found it kinda funny how much Jim changed the module (which is what you should do) and how Pruett (new here, guessed on how to spell it) was from the get go saying "Yeah this was great... oh you changed that...cool" how he did love it but he kinda deflated the more he saw how crazy good and creative his DM is. (not saying he didn't know but didn't seem to EXACTLY know HOW good)
So I've gotten a few games in of Out of the Abyss, and I must say, it's a BLAST! There is a bit linear style of play around it, but it still gives you choices on where to go. The reason for linear part, which seems to be fully at the start, is that the Drow are after your players, and you need to drive that home of "you get caught, you will get tortured...again! And it will be worse!" There are lots of neat random encounter charts for monsters and places the players will run into, but they're brutal! My one player died outright on our second game from a cave-in! My players are having lots of fun with this new module, and there are more ways to role-play out of encounters than just fighting through it like HotDQ, RoT and PotA kinda forced on you and your players. There are lots of NPCs at the start, which is a bit overwhelming, but some can be very memorable and one will be a beloved NPC if player right! I love this module, it's so much fun to run and I'm sure both of you James and Pruitt will have so much fun with it. Prince was great, but this one right now is the pinnacle of 5e. Worth every penny!
Once stopping Tiamat, my party took Stormreach Castle and had it converted into a Spelljammer vessel with the remains of the horde from HotDQ. Now they’re going after Space Tiamat.
You know these guys have been playing together forever... and Jonathan seems surprised every time Jim says he changed something about the module. HAHAHAHAHA... I changed it too for my party, but not as bad as Jim. But Jonathan's expressions though HAHAHAHA
I completely swapped out The Sea of Moving Ice for an arc that I pulled straight from Warcraft. I moved it from the north to the east with Anaroch and a Blue Dragon who has struck a deal with a Mummy Lord who is in control of an army of Orcs, Orgres, Trolls and Hobgoblins.
I see the council less following the party and more “you’re the only ones who know precisely what’s up so UNFORTUNATELY you’re the best team for the job”. Also means that if the party fails they can say “The Lord of Waterdeep (or whoever) have done all we could, unfortunately the adventurers, nay heroes, were no match for a god. The army will be here defending you fine people for as long as possible.” It’s politics plain and simple, best case you win and everyone wants to be in the best possible spot when that comes. I think this explained pretty well in the first 10 page section on all the factions that most DMs likely skimmed over.
My DM let me and another PC roll up characters that were spies for the Cult of the Dragon. It was a brilliant scheme since another PC was an evil vampire lich wizard who hated the cult but was planning on usurping the party with his thralls and the eye and hand of Vecna. Unbeknownst to him; his most loyal thrall: yours truly; who by then had been discovered, murdered and resurrected as his thrall was freed by his warlock patron that just so happened to be Tiamat herself (not all this stuff was entirely legal but it was the DM's last campaign before he moved so he went all out)! This wizard on the other hand sure felt a sorry suprise when he found out his most loyal thrall had the Sword of Kos! It was a hell of a way to to a module and it introduced the name Petyr Baelish as verb which was amazing hahaha!
New DM here, thanks for this as I'm looking to run Rise of Tiamat with my family once we've completed our starting campaign. I've decided to use Dragon of Icespire Peak to kick things off for us and will transition from that directly into Rise of Tiamat. I've already started customizing and making changes to it (Icespire Peak) so it will have a more cohesive story arc. I'm pulling the Thundertree encounter from Lost Mine of Phandelver and adding it into the story. I'm also pulling the Redbrand hideout encounter as well, replacing the Black Spider with the dragon cultist Favric from the Thundertree encounter to tie it all together better. I'm leaving the mines themselves out, with Favric's motivation being he hired the Redbrands to run off any adventurers that could potentially kill the dragons, and he wants to secure resources and treasure from the mining town to offer as tribute to the dragons that he's trying to align with. Favric gets a bit of a boost as well, making him a tougher mini-boss fight. Venomfang and Cryovain are aware of each other but are competing against one another for this territory, to add another layer to the situation. All in all I think it should work well with the Rise of Tiamat plot and any ideas to make that better is always helpful, so thanks again!
I had Tiamat pissed at the Cult of the Dragon trying to summon Dracoliches, at the end of the Adventure she comes in and kills most of the Cult of the Dragon, claiming true dragons are the only dragons.
I'm near the very start of a campaign using HOTDQ and Rise but the players are all kobolds and are playing from the side of cult. I am seeding them info of "heroic" kobolds that will ultimately bring back tiamat. So they must complete the ceremony themselves. Five players, five masks to find in the world. Some are protected by good, some are lost, some are held by evil.
This is why I dont run premades, they're good sources for inspiration, but you end having to fine-tune so much, you mas as well just make your own campaign.
Hey, I am about to start running RoT myself for my group and trying to get enough fill-in quests and encounters for the campaign. I came across this video which has amazing ideas! Yet I am wondering if I could get a list of changes he made to RoT. Mainly the quests, aka "fires", that he had around the Evermore? Thank you for all your wonderful videos!
I probably should have watched this BEFORE choosing Tyranny of Dragons as my first adventure to DM. I am having to change SOOOO MUUUCH. Should a Level 8 party really go up against Old White Death??????
Hey stumbled upon these short vids. Nice and also informative. I agree almost totally re The Rise of Tiamat. My own group has just started it after completing HoTDQ, which also needed a little fine tuning. That said it is still an epic adventure. I alos like the conflicting aims of the various Cult factions which we worked into the first part of the story re the Rezmir and Talis dynamic .
So I'm pretty new for the most part in dming for Hoard of the Dragon Queen, and eventually Rise of Tiamat. A little late to the party, yes I know, but I was eyeing these campaigns for a whilee without really realizing what I'm getting myself into I guess. I feel I can explain the module as it is to my players from the module, but I feel I want more inspiration on how to create the world around the. Like I thought for an example that I could implement Bahamut in someway, secretely aiding the players, or the players need to do some sort of action to bring him forth. Again, pretty new to dming so I was sorta wondering if I could see any examples of how people played the campaign, or even tips on how I should run these games
Hey Guys! You should revisit these early reviews of the first campaigns and go into much more details on the stuff you added back then. it would make for a great show :)
I like the Sea of Moving Ice too. I think it's playable with the Inuit as unwilling accomplices to the white dragon. Serpent Hills works ok too as written. I see them as having stumbled upon the divination pool and, since thewy are always scheming to overthrow humans, carving out a place there to use it. Dragonmoot is neat. The book states that the Bronze (or was it Brass?) who wants the magic item will give it back, and that it doesn't have to be a major item- that Staff of the Magi is safe. Of course, our party has a rogue, dwarf and elf so we are pissing off a lot of them. The final battle has me shaking my head though- do you just narrate all the factions fighting? Is it just a 1 (Tiamat) vs. five (party) melee at the end? What do the wizards of Thay do in the final battle? As a "lazy" DM running our gane for my 9 year old daughter, I like the linear type of adventure
For now, yes. It was released while we were still finishing HotDQ so we never got around to playing PotA. I'd like to return to it one day but as is it'll probably be early 2016 before we start Out of the Abyss. Not enough time for all this gaming.
Speaking of customizing prewrittens do you have an tips for adapting these official adventures for settings outside of Faerûn? My group has it's own homebrew setting but I still wanna run a lot of these modules.
Very late, sorry. It’s a bit of both. If you’re running a module, like Rise of Tiamat, typically you don’t have to. If you’re making your own campaign, then you would make your own world, cities, people, missions, etc.
Really like these ideas since both modules, as written, are essentially Raiders of the Lost Ark where the hero(es) actually have no effect on the progression of the story. There are some good locations but a lot of the logic of the campaign needs to be rewired. (He says, three years after the release of the campaign and this video.)
Jim seemed to have a lot of the same criticisms I had. My main bugbear was the gaping plot hole of Bahamut. His entire thing is about contesting Tiamat's attempts to do anything pernicious, and her threatening to pop into the mortal realm and bugger everyone and everything is kind of up there. Having no obvious influence from him is like the star quarter back not turning up to the superbowl, just cause he had better things to do? The least he could have done was tell the metallics, "Yo, don't let petty shit get in the way of this. Work with the small people." You could possibly argue he was behind the scenes quietly maniuplating things. Literary tradition kind of demands that there be at least a hint but with not a single one, to the reader/player he might as well not be. Otherwise it's just a baseless assumption. I always wanted to make a mod for RoT. Jim and Pruit, you guys interested in codifying/colaborating on any such project?
See I think the whole Bahamut thing needs to be up to the DM how he will incorporate it. In my current campaign, one of my players wanted to be a Dragonborn and one of the "suggested" backgrounds in HotDQ was that the player used to be a dragon but something happened and he was punished by Bahamut to the life of a mortal to atone for his mistakes (or something to that affect), so I gave him the background but slightly altered it and his character to be that he is a platinum dragonborn (super rare, blessed by Bahamut, and only happens in times of great need yada yada) and he was destined to help lead a team of adventurers to prevent Tiamat from taking over. Thereby allowing Bahamut to use him as conduit so to speak to prevent it from happening
This adventure needs a cavalier death knight pirate with a ghost boat. Want a ride? Edit he needs a masquerade mask and no face just a flaming hole and a big floppy hat with a peacock feather and gold spurs.
The name of the video is literally "Customizing Rise of Tiamat". Here's a short review that applies to HotDQ and RoT both: they're okay but require mid to heavy modifications to be great.
Literally with all the stuff you felt you needed to change is why i simply refuse to DM modules, i find them boring and far less interesting than telling my own story, plus they arent always written as clearly as some people seem to think
See I use the modules to get the basis for the story I want to tell. I have always wanted to run a Tiamat centric campaign and absolutely love the HotDQ and RoT modules because I don't have time to create everything from scratch. But I also play with very close friends and love having a ton of magic items in play so I can use more difficult monsters. I also let my friends use homebrew classes and the like. So when the players are way overpowered for their level, I don't have a problem substituting one of the encounters from the long caravan ride in HotDQ to them having to fight a Medusa instead. And if my players think they are getting off easy, BAM!!! I start incorporating the Storm King's Thunder module into the story so now they are being attacked by Dragons and Giants and must find a way to survive and end both threats.
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The entire video:
Pruitt: So yeah I liked that part...
Jim: I made it up
Pruitt: Oh... ok
Jim you are a legend
Jim: 'What, that old thing? I just threw it on.' The disappointed looks Pruitt gave were great.
I just ran the whole Tyranny of Dragons and I felt the same way. There is just so many things you, as a DM, need to flesh out.
As a participant, I'd say the changes Jim made were excellent and worthwhile. The adventure felt big and dangerous, and while the original material sounded fun, it also seemed by-the-numbers. Our adventure, on the other hand, turned out to be unique. Long live the ranger Highhawk!
I loved the more Jim talked about what he changed, pruitt would kind of go "oh" then scratch through a question. Like "That's not going to make sense for me to ask about now!"
Ha-ha! Yeah, I noticed that too.
I also made some MAJOR changes to this module, not unlike what Jim did in taking out some of the stuff that made no sense or didn't fit or added things that weaved them together and gave the players a sense of a larger overarching threat to deal with. For the ritual I made it so that the 5 dragon masks were required to both start the ritual to summon Tiamat AND are the only things that could stop it from occuring, therefore I had Severin send each of the masks off with a different dragonspeaker once the ritual was enacted and now the players have a limited amount of time to hunt each dragonspeaker down before the ritual finishes and Tiamat is summoned.
forsakenprogeny it's a moudle you can change and add it every dm is different
For some reason I decided to DM rise of Tiamat in a different world, I haven’t slept in weeks. SO MANY LOCATIONS!
-I liked that bit
-I made that up
-oh... *scratches out notes*
I feel ya tho. I read a module and then proceed to change just about everything. Partly because I like and dislike parts of it and partly because I want to keep players on their toes, I never want to be predictable. All hail the god of chaos
Pruitt‘s acting after every „i made that up“ cracked me up multiple times xD
In my game the copper dragon cried when the party didn't want to give her the magic item. It was super awkward and they caved.
Cidthulhu haha
Cidthulhu Did you turn into a normal human so that it would be more affective perhaps a lien on the very heavily
I started Dming since like 2 months, I made up my own One-shot (4 sessions of 3/5 hours) but without a world around it. It was just a village with some quest and plots in it. Players really liked it, it was smooth, fun just perfect (level 1 to 5) !
Now they finished to "complete" the village I'm so scared, I don't know what to do, I didn't made a world with deity connected to it, with history ect... I don't know what to do and where to go, it seems impossible to make an entire world :-/
So I was thinking about doing an adventure books (Out of the Abyss or HotDQ) but it seems really hard too, to learn the whole world and deyties in it, the link between villages, towns, races ect..
English is not my native language so it's really hard to learn DMing and read those books. Your videos is a huge help for me and I hope I will be able to create / learn a whole world and then make stories and campaign into it. Keep up guys !
Sorry for my bad english, I really apologize !
A year has passed since you wrote this and I'm wondering if you ever did build a world around that little town of yours. I hope you did.
Found it kinda funny how much Jim changed the module (which is what you should do) and how Pruett (new here, guessed on how to spell it) was from the get go saying "Yeah this was great... oh you changed that...cool" how he did love it but he kinda deflated the more he saw how crazy good and creative his DM is. (not saying he didn't know but didn't seem to EXACTLY know HOW good)
I cracked up each time he just crossed something out on his notepad after each time
So I've gotten a few games in of Out of the Abyss, and I must say, it's a BLAST! There is a bit linear style of play around it, but it still gives you choices on where to go. The reason for linear part, which seems to be fully at the start, is that the Drow are after your players, and you need to drive that home of "you get caught, you will get tortured...again! And it will be worse!" There are lots of neat random encounter charts for monsters and places the players will run into, but they're brutal! My one player died outright on our second game from a cave-in!
My players are having lots of fun with this new module, and there are more ways to role-play out of encounters than just fighting through it like HotDQ, RoT and PotA kinda forced on you and your players. There are lots of NPCs at the start, which is a bit overwhelming, but some can be very memorable and one will be a beloved NPC if player right! I love this module, it's so much fun to run and I'm sure both of you James and Pruitt will have so much fun with it. Prince was great, but this one right now is the pinnacle of 5e. Worth every penny!
Once stopping Tiamat, my party took Stormreach Castle and had it converted into a Spelljammer vessel with the remains of the horde from HotDQ. Now they’re going after Space Tiamat.
You know these guys have been playing together forever... and Jonathan seems surprised every time Jim says he changed something about the module. HAHAHAHAHA... I changed it too for my party, but not as bad as Jim. But Jonathan's expressions though HAHAHAHA
Seeing Pruitt without a beard is really weird after two years.
I completely swapped out The Sea of Moving Ice for an arc that I pulled straight from Warcraft. I moved it from the north to the east with Anaroch and a Blue Dragon who has struck a deal with a Mummy Lord who is in control of an army of Orcs, Orgres, Trolls and Hobgoblins.
I see the council less following the party and more “you’re the only ones who know precisely what’s up so UNFORTUNATELY you’re the best team for the job”. Also means that if the party fails they can say “The Lord of Waterdeep (or whoever) have done all we could, unfortunately the adventurers, nay heroes, were no match for a god. The army will be here defending you fine people for as long as possible.”
It’s politics plain and simple, best case you win and everyone wants to be in the best possible spot when that comes. I think this explained pretty well in the first 10 page section on all the factions that most DMs likely skimmed over.
My DM let me and another PC roll up characters that were spies for the Cult of the Dragon. It was a brilliant scheme since another PC was an evil vampire lich wizard who hated the cult but was planning on usurping the party with his thralls and the eye and hand of Vecna. Unbeknownst to him; his most loyal thrall: yours truly; who by then had been discovered, murdered and resurrected as his thrall was freed by his warlock patron that just so happened to be Tiamat herself (not all this stuff was entirely legal but it was the DM's last campaign before he moved so he went all out)! This wizard on the other hand sure felt a sorry suprise when he found out his most loyal thrall had the Sword of Kos! It was a hell of a way to to a module and it introduced the name Petyr Baelish as verb which was amazing hahaha!
FOOLS!!!!! No one can thwart the Great TIAMAT!!!! The dragon queen shall not be stopped!
The tension between old and new factions is mentioned in both HOTDQ and ROT
New DM here, thanks for this as I'm looking to run Rise of Tiamat with my family once we've completed our starting campaign. I've decided to use Dragon of Icespire Peak to kick things off for us and will transition from that directly into Rise of Tiamat. I've already started customizing and making changes to it (Icespire Peak) so it will have a more cohesive story arc. I'm pulling the Thundertree encounter from Lost Mine of Phandelver and adding it into the story. I'm also pulling the Redbrand hideout encounter as well, replacing the Black Spider with the dragon cultist Favric from the Thundertree encounter to tie it all together better. I'm leaving the mines themselves out, with Favric's motivation being he hired the Redbrands to run off any adventurers that could potentially kill the dragons, and he wants to secure resources and treasure from the mining town to offer as tribute to the dragons that he's trying to align with. Favric gets a bit of a boost as well, making him a tougher mini-boss fight. Venomfang and Cryovain are aware of each other but are competing against one another for this territory, to add another layer to the situation.
All in all I think it should work well with the Rise of Tiamat plot and any ideas to make that better is always helpful, so thanks again!
how would you guys change hoard of the Dragon queen? I'd like to see your guy's opinion on it
I had Tiamat pissed at the Cult of the Dragon trying to summon Dracoliches, at the end of the Adventure she comes in and kills most of the Cult of the Dragon, claiming true dragons are the only dragons.
I changed the whole Yaun-ti quest to the Drow and the underdark.
I'm near the very start of a campaign using HOTDQ and Rise but the players are all kobolds and are playing from the side of cult. I am seeding them info of "heroic" kobolds that will ultimately bring back tiamat. So they must complete the ceremony themselves. Five players, five masks to find in the world. Some are protected by good, some are lost, some are held by evil.
I too made some MAJOR changes when DM:ing this adventure.
This is why I dont run premades, they're good sources for inspiration, but you end having to fine-tune so much, you mas as well just make your own campaign.
You guys are awesome. I dream about playing D&D with you two!
Hey, I am about to start running RoT myself for my group and trying to get enough fill-in quests and encounters for the campaign. I came across this video which has amazing ideas! Yet I am wondering if I could get a list of changes he made to RoT. Mainly the quests, aka "fires", that he had around the Evermore? Thank you for all your wonderful videos!
they remade this quest did you guys ever review it to see how it changed?
Jesus, Pruitt looks so freaking young in this video.
I probably should have watched this BEFORE choosing Tyranny of Dragons as my first adventure to DM. I am having to change SOOOO MUUUCH. Should a Level 8 party really go up against Old White Death??????
Hey stumbled upon these short vids. Nice and also informative. I agree almost totally re The Rise of Tiamat. My own group has just started it after completing HoTDQ, which also needed a little fine tuning. That said it is still an epic adventure. I alos like the conflicting aims of the various Cult factions which we worked into the first part of the story re the Rezmir and Talis dynamic .
So I'm pretty new for the most part in dming for Hoard of the Dragon Queen, and eventually Rise of Tiamat. A little late to the party, yes I know, but I was eyeing these campaigns for a whilee without really realizing what I'm getting myself into I guess. I feel I can explain the module as it is to my players from the module, but I feel I want more inspiration on how to create the world around the. Like I thought for an example that I could implement Bahamut in someway, secretely aiding the players, or the players need to do some sort of action to bring him forth. Again, pretty new to dming so I was sorta wondering if I could see any examples of how people played the campaign, or even tips on how I should run these games
How about a SKT review bro?
Hey Guys! You should revisit these early reviews of the first campaigns and go into much more details on the stuff you added back then.
it would make for a great show :)
The fungus queen is zuggutmoy. These modules all go together of you think about it
when jim decribes the entire internet by accident
I like the Sea of Moving Ice too. I think it's playable with the Inuit as unwilling accomplices to the white dragon. Serpent Hills works ok too as written. I see them as having stumbled upon the divination pool and, since thewy are always scheming to overthrow humans, carving out a place there to use it. Dragonmoot is neat. The book states that the Bronze (or was it Brass?) who wants the magic item will give it back, and that it doesn't have to be a major item- that Staff of the Magi is safe. Of course, our party has a rogue, dwarf and elf so we are pissing off a lot of them. The final battle has me shaking my head though- do you just narrate all the factions fighting? Is it just a 1 (Tiamat) vs. five (party) melee at the end? What do the wizards of Thay do in the final battle?
As a "lazy" DM running our gane for my 9 year old daughter, I like the linear type of adventure
So I don't see it on your other channel but have a game to watch playing this campaign?
What’s the process of raising her if you were to raise her in your own campaign (not rise of Tiamat)
Ya hoard of thedragon queen and rise of tiamat is like a concept of getting rid of your immaturity then doing what you need to once your pissed
you guys skipping having any thoughts on princes of the apocalypse?
For now, yes. It was released while we were still finishing HotDQ so we never got around to playing PotA. I'd like to return to it one day but as is it'll probably be early 2016 before we start Out of the Abyss. Not enough time for all this gaming.
Speaking of customizing prewrittens do you have an tips for adapting these official adventures for settings outside of Faerûn? My group has it's own homebrew setting but I still wanna run a lot of these modules.
Great use of altering the game to make it more fun!
Ok so im very new to d&d... Does the DM have to create a map with citys or is there a world already made?
both you should read the dungeon masters guide
Very late, sorry. It’s a bit of both. If you’re running a module, like Rise of Tiamat, typically you don’t have to. If you’re making your own campaign, then you would make your own world, cities, people, missions, etc.
Metallic dragons aren't greedy, they would get upset about dwarves killing them or turning them into raging beasts
Really like these ideas since both modules, as written, are essentially Raiders of the Lost Ark where the hero(es) actually have no effect on the progression of the story. There are some good locations but a lot of the logic of the campaign needs to be rewired. (He says, three years after the release of the campaign and this video.)
I got the blue D&D shirt that red one is better tho
Jim seemed to have a lot of the same criticisms I had.
My main bugbear was the gaping plot hole of Bahamut. His entire thing is about contesting Tiamat's attempts to do anything pernicious, and her threatening to pop into the mortal realm and bugger everyone and everything is kind of up there. Having no obvious influence from him is like the star quarter back not turning up to the superbowl, just cause he had better things to do?
The least he could have done was tell the metallics, "Yo, don't let petty shit get in the way of this. Work with the small people."
You could possibly argue he was behind the scenes quietly maniuplating things. Literary tradition kind of demands that there be at least a hint but with not a single one, to the reader/player he might as well not be. Otherwise it's just a baseless assumption.
I always wanted to make a mod for RoT. Jim and Pruit, you guys interested in codifying/colaborating on any such project?
See I think the whole Bahamut thing needs to be up to the DM how he will incorporate it. In my current campaign, one of my players wanted to be a Dragonborn and one of the "suggested" backgrounds in HotDQ was that the player used to be a dragon but something happened and he was punished by Bahamut to the life of a mortal to atone for his mistakes (or something to that affect), so I gave him the background but slightly altered it and his character to be that he is a platinum dragonborn (super rare, blessed by Bahamut, and only happens in times of great need yada yada) and he was destined to help lead a team of adventurers to prevent Tiamat from taking over. Thereby allowing Bahamut to use him as conduit so to speak to prevent it from happening
He looked dissapointed every time he told he made it up
You, you I like.
Lol that council is hypocrites haha
E3 leeks brought me here.
This adventure needs a cavalier death knight pirate with a ghost boat.
Want a ride?
Edit he needs a masquerade mask and no face just a flaming hole and a big floppy hat with a peacock feather and gold spurs.
Your fuccin stupid af
I’m not gonna lie, I find it hard to trust a review of a module you heavily modified. You should’ve ran it how it was intended and then reviewed it
The name of the video is literally "Customizing Rise of Tiamat". Here's a short review that applies to HotDQ and RoT both: they're okay but require mid to heavy modifications to be great.
1:23 look at our real world political leaders, of course they are going to be petty. It’s realistic.
Albino snow orcs... guess no need to watch other videos.
Literally with all the stuff you felt you needed to change is why i simply refuse to DM modules, i find them boring and far less interesting than telling my own story, plus they arent always written as clearly as some people seem to think
iksar121 Ya for me, Princes of The Apocalypse is confusing af.
See I use the modules to get the basis for the story I want to tell. I have always wanted to run a Tiamat centric campaign and absolutely love the HotDQ and RoT modules because I don't have time to create everything from scratch. But I also play with very close friends and love having a ton of magic items in play so I can use more difficult monsters. I also let my friends use homebrew classes and the like. So when the players are way overpowered for their level, I don't have a problem substituting one of the encounters from the long caravan ride in HotDQ to them having to fight a Medusa instead. And if my players think they are getting off easy, BAM!!! I start incorporating the Storm King's Thunder module into the story so now they are being attacked by Dragons and Giants and must find a way to survive and end both threats.