Showing posts with label Best Bits. Show all posts
Showing posts with label Best Bits. Show all posts

The Fives of Volo's Guide to Monsters


Book by book, I’m retreading, reanalyzing, and relearning old ground. Ensconced with a new mindset, my Dungeons & Dragons reread is well underway. This article delves into Volo’s Guide to Monsters, explaining the Fives of the first major Dungeon Master and monster expansions of fifth edition D&D.

The Fives of Volo’s Guide to Monsters are:
  • The five most interesting combatants
  • The five most compelling creatures
  • The five most gorgeous pieces of art
  • The five best slices of the Volo’s Guide to Monsters pie
  • The five worst slices of the Volo’s Guide to Monsters pie
Page numbers are present with everything I review and provide new ideas about. Monsters are bolded the first time they are mentioned, while actions and abilities are always italicized.

By this article’s conclusion, you will have a firm hold on the best pieces of Volo’s Guide to Monsters (called VGTM henceforth), and whether or not you should pick the book up. You should also step away with novel concepts developed from or alongside the book's content.

I’ll preface the Fives with this:

VGTM is well-worth the money for all Dungeon Masters and for players who want to play and immerse themselves in the lore of core “monstrous” races, but it contains a few duds that sap a small portion of its potential. More on that near this article’s end. Overall, it is an excellent addition for many D&D troves.

Onward, to the Fives!

Five Most Interesting Combatants in VGTM


These five creatures stand out as interesting combatants. Reasons vary, from wielding a plethora of actions to possessing unique traits and abilities that can be utilized to create cooler battles.

Number 1: Flail Snail (pg. 144)


Funky, somewhat comical, and surprisingly potent, the flail snail wields an array of abilities to scatter and scare parties of tier one and two play. Evolved with an Antimagic Shell, casters who don’t know this fact will consequently discover the flail snail is a devastating enemy, capable of reflecting spells and turning them into bursts of destruction.


In addition, the flail snail may attack with as many tentacles as it possesses (rules as written, the flail snail starts with five and must attack one target), which allows it to smack one PC into submission.

The powerful Antimagic Shell and interesting Flail Tentacles abilities engineer a fascinating foe, and its defensive and single-target potential elevate it to a top-five combatant in VGTM.

Consider the following to further spice up the flail snail in combat encounters:
  1. Allow its Shell Defense action to be a reaction instead, allowing it to emerge as a bonus action on its turn.
  2. Grant it additional tentacles depending on the size of the group and allow them to attack more than one target.
  3. Pair it up with brutes and snipers like ogres and gnolls to turn the flail snail into a truly deadly encounter. A creature of elemental earth, perhaps these ogres or gnolls are under the employ of a greedy elementalist or a domineering galeb duhr.

Number 2: Orc Variants (pgs. 183-185)


Wizards of the Coast decided to vary up the action economy and orc power level with their set of orcs in VGTM. Despite their terrible chapter in the book (more on that soon), their stat blocks are inspiring and powerful in the hands of a proper tactician AND a novice DM.

There are five orc variants in VGTM (not including the tanarukk), and four of the five are interesting foes to face and craft an encounter around. Here’s the run down of why they’re great.

Three of the four variants carry the Aggressive ability, a bonus action that allows movement toward a foe. Love it, movement options are usually limited for monsters.

Orc Blades of Ilneval boast an extra damage die on longsword hits and, similar to a dragon’s breath, have a rechargeable ability called Illneval’s Command that allows them to, as an action, command up to three orcs within 120’ feet to make an attack with their reactions. Intermonster play is excellent, I use it in my games, and WOTC should use it more too, more of this, WOTC! To be fair, the original orc war chief in the Monster Manual has a similar ability, granting nearby allies advantage, but I think the addition of reactions to the orc's allies is far superior. This orc also has Aggressive.

Orc Claws of Luthic know a few powerful spells, have the Aggressive ability, but most importantly, once they are below half hit points (something I call Bloodied, a condition from fourth edition D&D), they double the number of claw attacks they make. That means if they’re below half life (usually 22 hit points), they can make four attacks on a turn. Paired with an evoker or sniper from the back and bolstered by their own spells, these orcs stand as horrifying foes on the front lines of a battlefield. The ferocity of foes increasing as a battle progresses is a killer piece of drama, and I’m glad these orcs capitalize on it.

Orc Nurtured Ones of Yurtrus are Aggressive, suicidal siege weapons capable of inflicting massive damage and the Poisoned condition upon foes with their special Corrupted Carrier/Corrupted Vengeance ability/action. Upon death or suicide, they explode and shower the battlefield in their diseased bits. Before a battle truly begins, they can be sent in to weaken enemies, a tactic any intelligent foe will gladly utilize.

Finally, Orc Red Fangs of Shargaas act as orc rogues, armed with Cunning Action, a massive sneak attack in Hand of Shargaas (two extra damage dice when it hits with a weapon), the ability to see in magical darkness, an action that allows them to cast darkness, and essentially an assassinate on the first round of combat. Carving out a space to annihilate foes from is their specialty, and in conjunction with the other orc variants, they can inflict massive harm on even a powerful tier two party.

Altogether, these orc variants, if used together with all their special abilities and actions in tow, will gormandize many unprepared groups. I’m a fan of these oft-used variants of fourth edition, and these orcs seem like a return to that concept. I’d deeply enjoy a book filled cover-to-cover with these for goblins, kobolds, orcs, gnolls, vampires, liches, dragons, kuo-toa, elementals, and more. Or a book with set archetypes that could be applied to creatures like this. Maybe that’s an idea for another day.

If you’re lacking ideas for using these orc variants in combat, I have you covered:
  1. Pair an Orc Blade of Ilneval with three Orc Red Fangs of Shargaas. Using the Orc Blade’s command action, each of the Orc Red Fangs can eviscerate opponents as a reaction, and still attack again on their turn!
  2. Orcs often use giant bats to their advantage, especially Orc Red Fangs of Shargaas. Arm the giant bats with Orc Nurtured Ones of Yurtrus in their stringy digits. As a battle begins, they can torpedo the poison bombs upon foes and render them Poisoned and injured.
  3. Start Orc Claws of Luthic off at half hit points, Bloodied and inflicting double damage already; as a surprise, though, grant them the Relentless Endurance ability, allowing them to stand back up after they’re killed/knocked out, ensuring they’ll likely get a few sets of swipes out before they fall or are captured.

Number 3: Gauth (pg. 125)


One of the more interesting beholder variations, the gauth adds an element of foreboding danger, especially to parties rich in magic items. Its Stunning Gaze might freeze an unaware group, and its Death Throes might catch a struggling one off guard in a battle's ultimate moments. Alongside its potent Eye Rays, the gauth is truly as terrifying as it looks.



Try out these situations with the gauth:
  1. The gauth targets the character with the most powerful or most used magic item, sensing its value. If the gauth thinks it cannot win the battle, it will try to steal the item with its tentacles and float away.
  2. Three gazers accompany the gauth. They carry its valuables on their tiny eyestalks, mewling in the gauth’s wake. They’ll die for it, taking any projectiles sent its way and activating any magic items the gauth might be saving for safe eating when it grows hungry.
  3. As suggested with other beholders, vary the gauth’s eye rays. Perhaps the gauth is angelic in appearance shoots radiant beams. Or maybe its creature of noise and deals thunder damage and deafens/stuns foes with sonic shots.

Number 4: Catoblepas (pg. 129)


An odd amalgamation of multiple beasts, the catoblepas will violently change the battlescape when they enter the fray. These monsters are terrifying mounts for your big bad evil villains, whether they are a blackguard, sinister archmage, or even a goblin warlord. Capable of launching an instakilling Death Ray from its eyes, the catoblepas can also inflict the Stunned condition on foes with a hit from its massive tail. With a plethora of deadly abilities raveled into this beast, there are many ways to use it to great effect.


Here are a few ways to insert these pyretic beasts into your D&D combats:
  1. Before it charges into combat to release its Stench, always launch a long-range Death Ray. Perhaps, if the catoblepas has a rider, the rider can somehow impose disadvantage on this crucial save, weakening the party before the combat ever begins.
  2. Consider granting a lone catoblepas an extra ability once it is Bloodied (below half hit points): it instantly recharges its Death Ray ability and uses it on the creature who Bloodied it, friend or enemy!
  3. Death trap dungeons are excellent locales for these stinking beasts, place one or two within in a surprising vantage point, somewhere with an eye-wide slit designed by a fiendish mastermind to devastate foes. Reaching the catoblepas should be difficult, it might get off multiple Death Rays and other traps may be revealed.

Number 5: Korred (pg. 168)


Masters of stone manipulation, combat possibilities for the korred are endless. They’re peculiar, lesser known creatures who thrive in hand-crafted arenas and have the potential to seriously surprise a second or third tier adventuring party. While on the ground, they deal substantially more damage, which is quite the unique trait, and they’re able to summon a variety of earthy beasts, force foes to dance, and literally meld into stone.

Be vile when wielding korreds in combat:
  1. Hide korreds in stone walls. When the party passes by, korred flank the group and approach from the front, trapping them!
  2. Team up a korred with a flail snail, gorgon, or pod of earth elementals. In conjunction, these earthen masters can quake a battlefield, and the flavor is perfect!
  3. Hint toward their weakness when raised off the ground, but ensure the korred do all they can to remain on stone.

Five Most Compelling Creatures in VGTM


These five monsters are the entries I found evoked the most ideas in my mind.

Number 1: Neogi (pgs. 179-180)


It’s difficult to pinpoint, but there is something evocative about alien eel-spiders out to get rich and steal away innocents across myriad realms. In VGTM, the neogi are not dissected, which leaves plenty of room to fill in the details and steal away from previous editions (like from Lords of Madness), but their art, relatively simple motivation, sinister abilities, and wicked aesthetic cement them as one of the book’s most compelling, open-ended creatures.

Did I mention they sail plane-hopping spider ships?


Unconvinced? Let me spurn your neogitivity:
  1. Neogi are the sole-survivors of one of your world’s moons, bringing with them a host of alien abilities, technology, and unhuman motives.
  2. An unsteady alliance of neogi and illithid form and forge a fleet of flying ships. This fleet conquers a swath of territory and gazes over even more civilized lands.
  3. A semi-normalized neogi oversees a local crime syndicate, although she has a taste for poor dragonborn children, fresh from the egg. Her enslaving eyes ensure no one backstabs her, though she oft does unto others what cannot be done to her.

Number 2: Yuan-Ti (pgs. 92-102)


The entirety of the yuan-ti chapter enraptured me, even though the race is adjacent to my complete disdain for the way orcs are depicted. While yuan-ti originate from gods, those gods do not drive every action, desire, or motivation, which is key.

Yuan-ti instead are literal snakefolk attempting to slither into governments across the globe, only to manipulate and swallow these supple folk from the inside. Not to mention yuan-ti can evolve into higher forms of their kind, which is an interesting facet and path for a yuan-ti villain to take in a campaign. A villain who began as a yuan-ti malison can, by the campaign’s climax, hiss at the party as a yuan-ti anathema!

Here are a few cool ideas that sprang to mind while reading about yuan-ti in VGTM:
  1. Secretly, the chiefs of every major government are yuan-ti. However, they’ve grown decadent and no longer wish to forward the agenda of yuan-ti civilization, preferring to rule their lessers from great palaces and lofty mansions.
  2. A yuan-ti anathema was cursed to slowly devolve into the most basic form of yuan-ti until she enacts a prophecy passed down by Dendar the Night Serpent.
  3. One of the PC’s family members falls prey to the thoughts and ideals of yuan-ti and performs the rites to become one of the snakefolk. How does the PC react?

Number 3: Alhoon (pgs. 172-173)


A mix of wizard, hag, lich, and mind flayer, the alhoon is peak monster mashing in D&D. The alhoon originated as group of nine illithids who sought immortality without the necessity of lichdom, so they crafted a ritual that turned them into timeless entities. All who followed called themselves by the cabal’s name: alhoons. This ritual involves the forging of a magic item called a periapt of mind trapping that stores the souls of those consumed by the alhoon. This item alone provides plenty of plot threads, for those who wield it can communicate with the souls of the unliving.

These select three ideas popped into my head while reading the alhoon section:
  1. The original Alhoon emerge from a void, armed with a fleet of nautiloids and unhuman monstrosities.
  2. A nefarious cabal of nine illithids calling themselves the Emergent Alhoon breaks into the Material Plane, each illithid practicing a different school of magic—including dunamancy.
  3. A rare storm giant illithid becomes an alhoon through freakdom and chance, still from her cloud castle she terrorizes, studies, and consumes.

Number 4: Neolithid (pg. 181)


An illithid abomination spawned from a tiny tadpole consuming all others in a free-for-all that catapults the winner into a purple worm sized psionic beast? Really, need I say more? This is the pinnacle of wicked & monstrous.


This concept is incredible and conjures myriad stories and possibilities in my mind:
  1. A neolithid manages to break into and destroy multiple mind flayer colonies, leading to the largest neolithid ever burrowing through the Underdark.
  2. A powerful psion manages to dominate a neolithid. With the abomination, he plans to attack a nearby elder brain.
  3. Some crazed mind flayer discovers a method of halting the maturing process of neolithids, allowing it to raise a small flock of medium-sized, equally psionic and terrifying neolithids.

Number 5: Vegepygmies (pgs. 196-197)


Speechless, hissing plant people who can raise the dead, including the corpses of beasts and monsters are compelling creatures in my eyes, and I use vegepygmies any time I can. From the Cursed Jungles of Yatar to my current Rise of the Giants campaign, they show up—and it’s mostly thanks to their entry in VGTM. They’re deadly and certainly mysterious. Their D&D-canonicity says they might have emerged from a crashed vessel in the Barrier Peaks. It beckons me to answer where they emerged from in Eldar.

I’ve used vegepygmies a few times, here are some of the more interesting concepts I conjured:
  1. A vegepygmy chief who leads because he found, infected, and raised a thorny tyrannosaurus rex.
  2. Caverns laced with russet mold that grows vegepygmies. As the party explores this dungeon, these wailing little moldfolk drop from ceilings and step from the walls. It’s creepy and maddening.
  3. Vegepygmy who use blowguns and russet mold darts to harass and eventually finish off targets as their velociraptor thornies tear them apart.

Five Most Gorgeous Monsters in VGTM


Here are my five favorite art pieces in VGTM, in ascending order.

Number 1: Vegepygmy (pgs. 196-197)


The howling rictus on the vegepygmy’s unnerving face and the terrifying cuteness of its thorny companion enrapture me. How about you?

Some vegepygmy may grow thorns on their bodies as their bestial pets do, an extra bit of flair.

Number 2: Firenewts (pgs. 142-143)


The near-translucent orange slime-skin and the innocent look across the firenewt’s face: priceless.


Do you want to personalize your firenewt? Let me help:
  1. Not all firenewts need to be orange, go wild. Neon green, blood red, and burning sun blue will all do!
  2. Some firenewts can be larger and hulking, perhaps even crawling on the ground. Emphasize their enlarged features.
  3. Some firenewts are warlocks of Imix, perhaps a spectre of smoke follows behind them in battle, clouding the field and frightening foes.

Number 3: Yuan-Ti Anathema (pg. 202)


Hissing with all its heads, the yuan-ti anathema inspires fear into any player or DM who gazes upon it.


Remember, not all yuan-ti need be fashioned after cobras. Search for spicier serpents!

Number 4: Draegloth (pg. 141)


Slightly hulked over, the draegloth’s menacing glare and rippling musculature reminds any onlooker it's a foe to be frightened of.

Number 5: Froghemoth (pg. 145)


Slightly silly, scaled way up, and horrifying in its own way, the froghemoth is my favorite piece of art from VGTM. Its prehensile tongue, sinewy eyestalk, and undulant tentacles, altogether they form a foe that sends shivers down my spine and inspiration straight to my mind.


Not every froghemoth is identical:
  1. Instead of four tentacles, this froghemoth has one massive band surging from its belly.
  2. Your special froghemoth is the "god" of a bullywug tribe and armored in the bones of fallen foes.
  3. Twisted by a mad mage, this froghemoth has no legs. Instead, its lower body is that of a slug. All other features remain the same.

Five Best Slices of VGTM


These five pieces are my favorite parts of VGTM, again in ascending order.

Number 1: Beholder Roll Tables (pgs. 8-9)


Beholders are one of my favorite D&D creatures, with all their concomitant variations. I also love roll tables. A combination of both, stretched over multiple pages? I’m in one of the Seven Heavens, thank you, VGTM!

Canonically creatures crafted in dreamscapes, random features and flamboyant appearances fit beholders quite well. With the roll tables in VGTM, you can mold infinite combinations of beholders, each with a unique personality, appearance, motive, and, of course, name. When I first read VGTM, I crumped as I reached this chapter. The same thing occurred on my second perusing.

These roll tables highlight one of VGTM’s biggest strengths: its ability to endlessly inspire DMs while crafting their stories and worlds. I think that’s why they rank high on my list of personal favorite items in the book.

Number 2: Nautiloids (pgs. 78-79)


Described as massive, tentacled conch shells flying propelling through the sky and across the planes, nautiloids are soaring ships created by illithids. Reading about them inspired me in myriad manners. Do they exist in my world? If so, where are they now? How many are there? Do illithids still control them? Perhaps a darker force has them...How are they powered?

A nautiloid from second edition D&D.

Again, this is VGTM at its best: providing thought-provoking chunks to mull over and inspire us. A nautiloid might form the basis for an entire adventure as a dungeon, sought-after artifact, or home-base for an enemy faction. I recently introduced nautiloids into my world. When the players realized the magnitude, the scale of the enemy before them, the red slaad Arkzel perched at the bow of the huge nautiloid, they were excited and floored.

Their exultation is all thanks to VGTM.

Number 3: Yuan-Ti Society (pgs. 92-102)


Again, the portrayal of yuan-ti in VGTM oozes inspiration and compelling questions. Are the yuan-ti manipulating the governments of my world? If so, what’s the end goal? Do their gods play a role? How isolated is their culture? Are people aware of the snakefolk? If yes, why aren’t they dealt with?

The questions are endless and if you think long enough, you might end up with a world slithering with yuan-ti in every corner. Tread carefully.

Number 4: Lizardfolk Playable Race (pgs. 111-113)


After my reread, I immediately fleshed out the lizardfolk of Eldar—their entry in VGTM fulfilled its task. These are truly alien creatures in my world, creatures from a frozen moon. VGTM (and Dune) inspired me to put aliens into my world, and I cannot thank it enough for that.

Lizardfolk from the fifth edition Monster Manual.


When a book causes you to enact major change in your world because of a short passage, you know it must be a tad riveting. I think WOTC did a great job communicating the coldness, the out-of-touch nature of the lizardfolk, especially with the bit about how they speak. They don’t say “I am cold.” They say “this wind brings cold.” Minutia, but interesting.

Most of the playable races in VGTM are interesting, with strata beyond them being monstrous or bestial in appearance. I've incorporated all of them into my world and enjoy when players choose to play them. Except firbolgs, I've never liked them and their portrayal in VGTM is a tad awkward.

Number 5: NPCs Section (Appendix B)


Arguably the most versatile and useful slice of VGTM, the NPCs section in Appendix B provides a host of moldable characters to place in our games at a moment’s notice, stats fleshed out and ready to go. Being able to snatch a statted out NPC is a god-send, especially since many of them are of higher-power levels. With these blocks and a bit of imagination, you can create limitless allies, enemies, and patrons of the party.

The section includes a wizard of every core subclass, as well as warlocks of the Great Old One, Fiend, and Archfey Pacts, and a variety of martial creatures. The art of this section is also superb, notably the staves of the schools of magic.

Five Worst Slices of VGTM


Here they are, the five worst chunks of VGTM, from the best of the worst to the absolute worst.

Number 1: The Orc Section (pgs. 82-91)


In recent times, lots of folks across the TTRPG/D&D space have debated over the typical portrayal of orcs in fantasy works. This chapter in VGTM explores the lore behind the canon D&D orc in the Forgotten Realms, depicting their culture and society in exquisite detail. I hate it. After reading the chapter, I set down the book, uninspired, and had to take a walk.

The chapter can quite literally be described as “This orc god wants this type of travesty enacted, these orcs do it for them because they want to please said god.”

That’s it. That’s orcs, stereotypically. They commit evil for their gods and because it's all they've ever known.


I’m all for innately evil creatures, I don’t think they fit the bill. Gnolls? Should be fiends. Rakshasa? Already fiends. Goblins? They have more compelling reasons to act as they do. Orcs? Their gods want them to pillage, so they pillage, and continue pillaging. That's too boring and uninspiring.

I wish more Obould Many-Arrows existed, orcs who fought against type. Those are interesting stories, and blatantly evil orcs who will be evil regardless of other situations shaping their lives are utterly dreadful.

Orcs against type, like those in Eberron, are how I prefer them.

After further contemplation on this section, I diverged the orcs in my world. Thousands of years after their creation, a schism occurred between their kind. Some followed Luthic and remained true to the wilds and upholding nature and benign values. Others charged off with Gruumsh and began a war path for an unforgivable wrong against their people.

If anything, I can say VGTM's orcs gave me the inspiration to mold my orcs as a unique species, a decent, farraginous bunch of traits from many settings and my own mind.

Number 2: Xvarts (pgs. 199-200)


Ugly, unnerving, and with a strangely convoluted backstory that will not be added to the vast canon of my own world, xvarts are my least favorite monster in VGTM. Every time I near “X” in VGTM, I purposely skip straight to the yuan-ti and avoid these blue monsters. Succinctly, they are replications of a little blue devil god that steal stuff and try to please their god by giving said stuff to him.

Number 3: Animals, So Few


I adore and consistently use the animal section in the Monster Manual. When VGTM hit, I expected oodles more beasties to choose from, but unfortunately I was mistaken. VGTM only includes a few variants of cattle, nothing else. I would have loved to see more wild beasts, potential mounts, and their accompanying art (more on lack of beast art in a moment).

I understand it's possible to reflavor almost any of the animals of the Monster Manual, but I would like more D&D art and stat blocks to reflect on!

Number 4: Volo’s and Elminister’s Notes


While I enjoy the concept of the supposed authors of this adventurous work leaving scrawling throughout it, scarcely did these notes spurt a laugh, excitement, or intrigue out of me. There are a few I can remember, but none match the scraps in the Monster Manual. The longer ones seemed to drag and the short ones from Elminister carried an air of smug superiority, which I understand is how the Sage of Shadowdale sometimes acts. 

Regardless, none of the notes hooked me.

Number 5: NO DINO ART


Where’s the dinosaur art, Wizards of the Coast? Almost every other creature gets art, but not the dinosaurs? I know I can merely search “dimetrodon” on Google and receive a result, but I want to describe this sail-backed, large reptile, flip the book, and show my players a piece of art in the recognizable D&D style. 

Dino racing from Tomb of Annihilation.

With no dinosaur art in VGTM, despite seven dinos living inside, I cannot pursue this fantasy.

Actionable Advice

  • Volo’s Guide to Monsters is a great book for Dungeon Masters searching to expand on the lore of certain monsters in their world, or build on their menagerie with official foes
  • Volo’s Guide to Monsters is not a book written for players, though those who wish to play and learn more about certain monstrous playable races may find use in the book
  • The book contains heaps of inspiration for adventures of all types
  • The book showcases a few new types of abilities and explores foes that are, in general, more compelling than the base D&D monster set
  • Rip the monster actions and abilities from Volo’s Guide to Monsters and layer them atop existing monsters or foes of your own design
  • Volo's Guide to Monsters is at its best when providing roll tables, new abilities, and evocative plot threads for Dungeon Masters to wield in their games
Thus concludes my review of Volo’s Guide to Monsters, a monster book expansion for the world’s greatest roleplaying game: Dungeons & Dragons fifth edition.

Let me know if it helped you decide whether or not to grab the book, conjure new ideas, or inspire fascinating story beats in your world or campaign.

What’s next? Do I go back to the Player’s Handbook, take a trip to Ravenloft, or try and halt the apocalypse? We’ll see in due time.

Until the next encounter, stay creative!

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Examining Rise of Tiamat


The pre-written modules and adventures for fifth edition Dungeons & Dragons aren’t for everyone. Some people love, play, and swear by them. They use them because they enjoy them, don’t have enough time to create a story of their own, or they don’t want to. And that’s okay. For those of us who do enjoy weaving tales of our own, in our free time or on slow days at work, these modules are fountains of lore, plot hooks, characters, monsters, twists, and fantastic locations. They can be used by us for the betterment of our hand-crafted stories. However, they can be long and some folks might not want to read them if they’re not running the adventure. Well, that’s where Best Bits comes in.

Welcome to the second Best Bits article, a series in which we pick through the pre-written adventures of Dungeons & Dragons, mining the coolest pieces of them for use in our own games and worlds. Previously, we went over Hoard of the Dragon Queen, the first hardcover module for fifth edition. This time, we’re continuing with its second part: Rise of Tiamat.

Rise of Tiamat continues the Tyranny of Dragons saga as heroes of the Sword Coast race to stop the Cult of the Dragon from summoning Tiamat onto the Material Plane. They bolster their forces with allies, battle dragon cultists and dragons, fly across Faerun’s favorite region, and finally confront the leaders of the draconic cult and, maybe, Tiamat herself at the Well of Dragons. If this sounds interesting to you, I recommend you buy Rise of Tiamat or just Tyranny of Dragons and run the actual modules. However, if you like to build your own campaigns, go ahead and proceed.

So, without further ado, let’s look at the four best bits of Rise of Tiamat to steal for our own D&D campaigns and adventures!

Number One: A Council of Possibilities


Rise of Tiamat is a massive step in the right direction when compared to its predecessor, Hoard of the Dragon Queen, because of its freeform nature. Much of this stems from the narrative mechanic that is the Council of Waterdeep. The party participates in a gathering of the Sword Coast’s greatest organizations, each of them keen on preventing the Cult of the Dragon from bringing Tiamat onto the face of Faerun. However, although they all share that common interest, each of them brings different ideas and opposing views on the region’s politics to the table and the group is charged with navigating this slippery political landscape. They gain allies, forge enemies, and prepare for the assault on the Cult of the Dragon’s headquarters: the Well of Dragons.

This can easily be inserted into any high-stakes campaign. A council of influential players in the region makes an excellent site for resting between adventures, gathering more magic items, and receiving more quests. In addition, it can help build up to a massive encounter that involves all of the various factions. By that time, the characters will be emotionally invested in the council members — and some of them might be enemies, too!

Number Two: Snake Horrors


Reskinning monsters is a lot of fun. In this adventure, the designers decided to create a spectacular monstrosity in the depths of a yuan-ti inhabited tomb. When the characters see lifeless husks of armor standing before them and snakes slithering along the ground, their mind won’t immediately jump to the two teaming up. However, this combination proves lethal and haunting. The snakes ascend into the armor, bring it to life, and even create a sword of venom! The designers show us, for the first time in 5E, how to successfully reskin one of their monsters — a helmed horror — to become a terrifying abomination. This monster is one we can steal and reskin over and over again for ourselves. Is your group delving into aquatic ruins? Maybe that school of piranha brings a massive statue to life. Are the characters about to storm a cloud giant’s keep? Their raven flocks take flight and bring the hollow statues around to life!

Number Three: The Dragon Masks


Scattered throughout the module are five dragon masks, powerful magic items that give their wearer the ability to commune — and even command — some of the mightiest creatures of the multiverse. In Rise of Tiamat, they’re worn or being searched for by the leaders of the Cult of the Dragon: the wyrmspeakers. Each dragon mask represents one of the core chromatic dragons: red, blue, green, black, and white. With a little bit of tweaking, these artifacts can be dropped in our own world. In addition, we can easily create more of them, perhaps for the scarcer yellow, purple, and brown dragons — maybe even dragon masks for metallics as well. They make great campaign cruxes, with the adventure revolving around finding them or stopping those who are using them. And if the party does get their hands on them...who doesn’t think it’s badass to control a dragon?

Number Four: Tiamat as a Villain


Tiamat is done dirty in Rise of Tiamat and the Tyranny of Dragons storyline as a whole. Although she’s the mastermind behind the Cult of the Dragon finding the various Wyrmspeaker Masks, she appears to play the role of the enraged beast at the only moment she appears in the module: the end. Of course, the party finds idols, minions, and worshipers of her, but the Dragon Queen never actually manifests in front of the group. She’s a great villain to steal, though. Her stats are laid out in Rise of Tiamat, as are a few of her motivations. Plus, there’s incredible art of her and a variety of inferiors who can serve her.

We can steal all the aspects laid out above but completely change how she’s viewed as a villain in our own campaign. Why have Tiamat be a vicious beast when she’s obviously as crafty as an ancient red dragon? Why not let her assail the party with visions from her prison on Avernus? Or, if we’re feeling particularly crazy, we can place her someone else, free of the infernal chains keeping her in the Nine Hells. Unbound, she becomes a far more threatening villain with the ability to make a real, lasting mark on our campaign.

In Summary


After my reading, these are the best bits of Rise of Tiamat:

  1. A council of influential people. They can become allies or enemies and serve as a base of operations between adventures. In addition, they can serve alongside the group in the final conflict.
  2. Snake horrors or reskinned helmed horrors in general are fantastic. Reskinning is powerful!
  3. The dragon masks make for unique artifacts. Our players will love them.
  4. Tiamat is a grand, frightening villain. Rise of Tiamat wasted her. We won't.

Until next time, farewell!

Eager for more RJD20? Begin here, subscribe to the RJD20 newsletter, and explore RJD20 videos on YouTube.

Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.

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5E's Premiere Adventure Book: What's Up With Hoard of the Dragon Queen?

By RJ on 3 March 2018.


Friday night. A group of adventurers approaches the farming village of Greenest, prepared to stay at the local inn for a night of merry making. But alas, as they crest an especially high hill, they spot Greenest under attack! From the dark, cloudy skies above, a terrifying blue dragon swoops low, breathing electric death upon the village’s militia. In the village’s streets, vagabonds dressed like devout cultists defile any building they see, steal any materials they find, and kill anyone they happen upon. Knowing this is their time to become heroes of the Sword Coast, to become Saviors of Greenest, the adventuring party charges down the hillside and into the devastated village.

Wizards of the Coast’s first fifth edition adventure book was Hoard of the Dragon Queen. The adventure assumes the characters wish to be heroes of the Sword Coast and Faerun as a whole, as they fight to stop the vile Cult of the Dragon and their plan to release Tiamat from her prison in the Nine Hells.

The above description is how the adventure opens; the party is walking down a road when they happen upon a village under attack. They’re expected to help these poor villagers, which kick starts their quest against the Cult of the Dragon.

I hold the opinion that HOTDQ was a lackluster premiere adventure book. It assumed too much, preferring players to follow the direct narrative and NOT roam the Sword Coast, as players often have their characters do. Thus, following the adventure as written leads to a poor experience for both the dungeon master and the players. However, there is a fantastic story buried beneath the book’s sturdy rails.

Today, we’re briefly discussing HOTDQ, how to run it well, and four amazing pieces from fifth edition D&D’s first adventure that can be utilized in your own campaigns!

Reskinning the Adventure

HOTDQ has the potential to be an incredible adventure that takes a group of adventurers from the farmlands surrounding Greenest to the floating Skyreach Castle. However, it assumes they’ll follow a format.

As anyone who’s played D&D knows, the players rarely do this.

If you would like to run HOTDQ, I suggest that you read through the adventure, and then use the basic storyline to inspire you to mold your own adventure. If you want to run a published Wizards of the Coast adventure by the book, I’d run Curse of Strahd, Storm King’s Thunder, or Tomb of Annihilation instead (we’ll talk about these soon enough). Each of these are far better adventures than HOTDQ and set up absolutely amazing adventures for your group to go on.

Back to HOTDQ. So, how can we fix this adventure’s issues?

For example, HOTDQ’s beginning is jarring. The adventure assumes that the PCs happen upon Greenest under attack by the Cult of the Dragon and their blue dragon ally. I find that regular players will not be too attached to Greenest and will not want to step in to save these poor people. Thus, I suggest starting the adventure off in a different way.

Instead of travelers, all of the PCs are residents of Greenest or have been in the village for a few weeks. They’re attached to certain people and places. They understand the layout of the village. Thus, when Greenest is attacked by the cult, they are bound to leap into the action and actually care about the destruction wrought by the evildoers.

That’s all it takes to make HOTDQ a good adventure. Take the main story beats and slightly alter them to make the adventure better and less on the rails. In the end, you’ll have a far more interesting adventure and far more invested players.

Reusing Awesome Ideas

A myriad of awesome ideas populate the pages of Hoard of the Dragon Queen that can be used in campaigns around the globe.

I’m not afraid to say it: The main reason I pick up Wizards of the Coast adventure books is to lift ideas from them. Therefore, as I pored over HOTDQ, I made notes of the best encounters, villains, and story beats I saw, and am sharing them with you all in this article.

1: The antagonist is a group, not a singular entity.

It’s quite common to use a singular antagonist throughout the course of a campaign. Whether you’re pitting a cold, calculated vampire lord, or a maniacal, bloodthirsty demon prince against the party, having a single villain that everything in the campaign leads up to is usual. It’s expected. However, HOTDQ surprises us. The adventure sets up the big bad evil folks to be the Cult of the Dragon as a whole, from their lowest warlord to the greatest wyrmspeaker among them.

This is a great idea. In your own campaigns, pit the party against a cult or other organization with many different moving parts and ranks. At first level, the fight low-ranking members of the faction over menial matters, but by eight, ninth, or tenth level, they’re on the verge of breaking the organization apart or seriously shaking its foundations.

It allows the players to slowly build antagonism against not just the individual villainous characters, but an organization as a whole.

2: The villains are unique.

This isn’t the craziest revelation, but most of the villains in HOTDQ are distinctly different from each other. This should be the standard in D&D.

It’s not too fun to fight the same villain archetype twice in a campaign. Going against the vengeful daughter of a nobleman whose pursuit for power has gone awry is interesting the first time, but then fighting her brother who is exactly the same might put some dents in your campaign.

The villains of HOTDQ, while most are a part of the Cult of the Dragon, do not have this issue. Each villain has unique characteristics, a distinct personality, and individual motivations.

Make sure this is the same in your campaign. Each villain, and even NPC should be unique. I’m a strong believer that characters are the greatest part of D&D, not the plot. The players will care about the plot somewhat, but they’re far more likely to become attached and invested in individual NPCs, whether they’re allies or enemies.

3: Skyreach Castle is a great base.

Including the absolutely incredible Skyreach Castle was a fantastic idea, especially since it can be used to the party’s advantage in the next adventure book, Rise of Tiamat, and all future adventures that they go on. In general, there needs to be more floating fortresses in D&D.

4: All facets of D&D are explored.

Being the first D&D adventure book, Wizards did ensure that the adventure hits every major pillar of the game, something I believe most campaigns, especially those with first-time players, should do.
HOTDQ provides big battle scenes, dungeon delves, stealth missions, iconic locations, and interesting antagonists. Everything that makes a great D&D campaign is in the adventure.

However, as I stated before, the book relies on the PCs going from quest to quest, with no room for roaming or changing up the story. The book provides a skeleton for you, the dungeon master, to explore and use. It’s up to you to make a compelling campaign uses these various pieces.

In Summary

Wizard of the Coast’s premiere adventure book, Hoard of the Dragon Queen, was a lackluster adventure, but:

  • Once a bit of work is done to reskin the adventure, HOTDQ can turn into a compelling story for everyone involved.
  • The adventure contains a plethora of great ideas that can be used in your own D&D campaigns, such as the floating fortress of Skyreach Castle, or the fact that the villain of a campaign can be an entire organization.
That’s it for this week, folks. I hope you enjoyed this little discussion about Hoard of the Dragon Queen.

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