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D&D The Rise of Tiamat
Wizards of the Coast



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Avert the Cataclysmic Return of Tiamat in this Adventure for the World’s Greatest Roleplaying Game.

An adventure for characters level 8 through 15.

The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again.

Dungeon Masters purchasing this module can use it to run the adventure with very little prep, other than reading through the adventure in advance. The contents of the story are indexed and linked, where appropriate. Combat encounters and boxed text are preloaded and ready to drop onto maps and into the chat window with a few clicks. Nearly everything has been optimized and streamlined for ease of play online.

This Module Includes

Requirements: The 5E Ruleset and one of the following modules: D&D Basic Rules, D&D Comple Core Class Pack or D&D Character Customization Pack

Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, the dragon ampersand, all Wizards titles, the fifth edition rules, and Wizards’ character names and distinctive likenesses are property and copyright of Wizards of the Coast LLC in the USA and other countries. Used with permission.

Released on June 04, 2015

Designed for Fantasy Grounds version 3.1.0 and higher.

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