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D&D 5E Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)

pukunui

Legend
Finally got around to writing down some advice on Episode 8 - at last, I've finished them all! :)
Thanks for doing that series of posts, Merric.

A question: I was just reading through your post on Episode 4, and in it you talk about how important it is that the PCs know they shouldn't follow the loot all the way to the Well of Dragons. I don't really feel like you revisited that in your discussions of Episodes 7 and 8. How did you make that point clear to your players?
 

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jayoungr

Legend
Supporter
Thanks for doing that series of posts, Merric.

A question: I was just reading through your post on Episode 4, and in it you talk about how important it is that the PCs know they shouldn't follow the loot all the way to the Well of Dragons. I don't really feel like you revisited that in your discussions of Episodes 7 and 8. How did you make that point clear to your players?
Yes, agree, thank you, [MENTION=9342]merric[/MENTION]! And if you have any tips on how to be sure they know they don't have to follow the loot all the way to the Well of Dragons, I'd appreciate them. My group is about to embark on chapter 5 (tomorrow), but I'm tossing in a chance to meet with some of the NPCs from The Rise of Tiamat, so this is my last chance for NPC advice/guidance.

***

Also, [MENTION=6790472]vandaexpress[/MENTION], just curious--did you ever redo Captain Othelstan's stat block?
 

vandaexpress

First Post
Also, [MENTION=6790472]vandaexpress[/MENTION], just curious--did you ever redo Captain Othelstan's stat block?

I did, yeah. I'll see if I can dig it up, but off the top of my head I know that I gave him the mounted combat feat, a ring of feather fall, a shield, and a +1 Lance. I think I gave his wyvern some barding as well and the saddle that gives advantage against getting dismounted or what have you. The idea was that he's extremely skilled at aerial combat, he would ready an attack for when the wyvern got within reach of the target, then on the wyvern's turn, the wyvern would swoop down, attack with the tail (10ft reach, I think) and Othelstan would strike with the Lance as well, before pulling out of the party's reach.

I found he made for a pretty terrifying opponent, especially when he enters the combat as "reinforcements" on round 2 or so, when the party has already spread out and assumed a battle formation.

The party was pretty scared when they fought him, the wyvern poison is insane, and he was able to force PCs to target him instead of his wyvern thanks to his feat. They were able to bring him down by using sleet storm from Talis's wand of winter, forcing a flying creature to be prone is a fast way to drop that creature to the ground, fast. ;)
 

jayoungr

Legend
Supporter
Having just wrapped up chapter 4, I thought I'd share some of my suggestions and experiences in running it. Here, for what they're worth, are my thoughts on handling the large numbers of NPCs:

Introduce the NPCs a few at a time. My group met some of them in a tavern in Baldur's Gate where they were looking for Harper contacts, before the caravan even formed. Several more new characters joined the caravan at the first major roadhouse, and a few more joined at Daggerford along with Jamna Gleamsilver and Azbara Jos.

Make a list of NPC roleplaying traits for quick reference. I divided the caravan NPCs into four sections: merchants, teamsters, travelers, and guards. I tried to keep my roleplaying notes to three words for each character. Just thinking about which words to use helped me to fix the characters firmly in my head. In the case of the merchants, I also added a note on what they were hauling.

Keep a "cheat sheet" of who's with each wagon. At minimum, be sure you know which PCs are with which wagon owner, as well as any other guards, teamsters, or travelers who are in the same group.

Don't neglect the cultists. Figure out how many cultist wagons are in the caravan and what they're ostensibly hauling. An idea I borrowed from the Begging for XP podcast that greatly amused my group was to have two of the cultists posing as newlyweds setting out to start a new life in Waterdeep, with the wagon supposedly holding their household possessions. Another group had one of the cult wagons pretending to carry artworks to an exhibit hall in Waterdeep--great cover for hauling treasure. Also, it's easy to miss in the book, but there are supposed to be nine cultists posing as guards and travelers. Have names and roleplaying notes ready for at least a few of them--especially the wagon drivers, who are most likely to attract attention. You may find the Cultist Generator handy for this purpose. One of the caravan cultists could be Larion Keenblade, the thief mentioned in chapter 5. Also, be sure that you introduce the female veteran who is going to challenge a PC to a duel in chapter 5.

Give each PC an NPC who targets him/her for interaction. This will give you ready-made material for roleplaying interludes and suggest things that can happen during the planned encounters. It also means that if some characters have little to do in a given session, you can give them some spotlight time by bringing in their designated NPCs. If you're having any inter-party romance or UST, having NPCs hit on one or both halves of the couple can create some drama. (We had two PCs go from awkward flirtation to official couple in this way.)

Be very careful in introducing Jamna Gleamsilver. A lot of groups really seem to hate her; I think it's because they know she's not telling them everything. It's difficult to play her convincingly as a master of manipulation/misdirection, unless the DM is good at that sort of thing IRL. I had some success by having her stress, "Hey, I'm on your side, even if I can't tell you who I work for," but I might just have her spill the beans if I were to run this again. Alternatively, just be prepared for the possibility that your players may dislike her and may even attack her if they catch her manipulating them.
 
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aramis erak

Legend
Yeah. I've found the vitriol thrown at this adventure to be so silly. Are their issues? Sure. So what? I read the description of the adventure path,liked the overarching idea, and went with it. Have things been altered/fixed by me? Yeah... But that happens with every adventure I buy.

Finally get to play our next session in a few weeks. Yay!

It's a really good adventure with a handful of issues. Knowing that Berserkers got shifted - OK, cut the HP in half, delete the muti-attack, and reduce the CR. Heck, this is a case where, in a few more years, I can see a revised edition fixing things like that being a viable product.
 

jayoungr

Legend
Supporter
A few more comments on chapter 4 and how it played out for my group, including some tweaked and alternative encounters. Here they are, in the order they happened in my game.

The Golden Stag: I used the "prophecy" variant and transferred this to earlier in the game, while the party was in Elturel. Our cleric has the "former gold dragon" background, so I made the stag a messenger of Bahamut. It said that Bahamut was pleased with the cleric's work so far, delivered the prophecy, and gave him a Periapt of Wound Closure.

Stranded: Happened in the Fields of the Dead. I made sure to mention that there were other hobgoblins fighting the rest of the caravan guards, and that the part we were playing through was just where the PCs happened to be. The book doesn't say what the wagon was hauling or why the merchant was traveling without a caravan. I said they were hauling barrels of cider, which Beyd Sechepol promptly purchased. Fortunately, the group didn't ask why they were traveling alone, but I did have the merchant say they were foolish to do so. It's a good way to illustrate the need for the caravan travel.

Contraband: While crossing a river in the Trollclaw Mountains. This encounter was useful because the PCs didn't know who the cultists were when they started out, so they identified one wagon this way.

Adventuring Life: Picked up at the first inn after Dragonspear. Our PCs were spread out in different wagons, so it didn't make sense for them all to be fired. Instead, I had merchant fire an NPC friend of theirs because he could get more experienced adventurers for less pay. She came to them in tears, and they had to help her find a new job. The fakes eventually became obvious, of course. Still, when they got to Waterdeep, our party's wizard was persuaded to invest 100 gold pieces in their attempt to start up a new theatrical company. I think I'm going to have them write plays about the group's adventures.

Bane of the Mountains: Soon after picking up the fake adventurers (who hid under their wagons during the fight). Not much to say except that those peryton dive attacks are wicked.

Fungus Humungous: Near the High Moor. I set it up by having it rain for several days leading into it. I don't usually use sound effects/music at the table, but I played this for the mushroom screams: https://www.youtube.com/watch?v=BFqHyCoypfM. It went over very well.

No Room at the Inn (alternate version): Happened within a day or so of Fungus Humongous. I really played up how cold, wet, and miserable everyone was after all that rain and how they were looking forward to staying at the inn. I decided to try out the version with the homebrewed young slaads (see post 42 on page 5). My party was pretty strong, and several members have high AC, so I tossed in one or two extra slaads; the party could handle them, but the slaads have a lot of hitpoints, so the combat went on for a while. If I were to run this again, I'd modify a few to be weaker but hit harder. Also, my group likes to play with a battlemap, so I used one I found at dundjinni, here. Tip: make sure you work out what the innkeeper's attitude is and how far he/she is willing to go to help the party. In my game, the innkeeper occasionally participated in the fight by throwing beer mugs.

Payback: Just before Daggerford. Carlon has become the PCs' main Harper contact in Waterdeep, and he introduced them to Remallia Haventree just before they left for Carnath Roadhouse.

Who's Your Friend? Be ready in case your group asks who's doing the cooking and serving that day, because they'll probably want to confront whoever they think put those bone splinters in the oatmeal. If you don't want them to get too sidetracked by trying to find and punish whoever did it, consider having Jamna advise them to pretend nothing's happened and talk to her later.

Spider Woods: Three or four days out from Waterdeep. I made the spiders target Samardag the Hoper's wagon, which had made it all that way with the pottery intact. The Ettercaps knocked it over as they dragged the horses away, causing a very loud crash and much breakage. (One of our PCs has the Mending cantrip, so he made some good money by mending the broken pottery.) For the fight, I used this map and said the silver bit was a giant web, rather than water.

High Holy Day: I tossed this in as the caravan approached Waterdeep, using Steve Winter's description of it as summarized at Sly Flourish. It was somewhat amusing as a pure roleplay encounter, but I wish I had figured out a way to work more of a challenge into it--either by adding a spokesman for them to negotiate with, or maybe asking the PCs to make a will save if they tried to oblige the cultists by whipping them.

Events I Didn't Run: Animal Abuse (couldn't find a good spot for it), Everything Has a Price (no one had a suitable item in a noticeable place), Roadside Hospitality (didn't want to split the party).

I also didn't run Murder Most Foul because the party really disliked and distrusted Jamna after they realized she tricked them about the bone splinters, and I wanted to keep her around for a bit. I did sort of get a chance to work it in in Waterdeep. The PCs fed Jamna some information, hoping to start a war between the cultists and the Zhentarim, but she just quietly killed a particularly annoying cultist by defenestrating him and then brought the PCs a note she found in his pocket directing him to contact Ardred Briferhew.
 
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jayoungr

Legend
Supporter
Waterdeep

I found this fun resource for helping to flesh out the town. Since we were playing over Roll20, my players had a great time deciding where to stay and eat using the guide to restaurants, taverns, inns, and festhalls.

The players followed the cultists to an inn where they were all gathering, but the PCs decided not to stay there. I had decided that a letter would be waiting for the cultists when they arrived; the PCs might bluff or bribe the innkeeper into showing it to them, find it in a cultist's room if they snooped, etc. As it turned out, they talked Jamna Gleamsilver into killing one of the cultists, and she shared the letter with them. Here's what it said:

Greetings, bearers of the glorious Hoard of the Dragon Queen!

I have gone ahead to Naerytar, so I will be unable to greet you when you arrive. However, I have arranged for your lodging here.

Consolidate your wagons and sell any you do not need. Then seek out Ardred Briferhew of the High Road Charter Company and join the next supply convoy bound for the work camp. This will reduce the risks of travel. When you reach the roadhouse, Bog Luck will show you where to unload. Your shipment will be collected from there. You may then return to Waterdeep and await further instructions.

The Queen of Dragons will reward you for your aid in bringing about her return. To this I add my own thanks for your work.

Wyrmspeaker Rezmir

I also borrowed Mike Shea's idea of the Council Quiet, although I didn't use that name; as it played out for me, it was more of an informal discussion meeting than a formal council. In addition to the PCs and Ontharr Frume, who had traveled by ship from Baldur's Gate to meet them, the others present were Carlon Amoffel, the guy they dug out of the road; Remallia Haventree, present as a high-ranking Harper, although she hinted that she had connections to "other interested groups"; and Elia, the silver dragon, introduced as a friend of Remallia's who also had "connections." I tweaked the missions the group was given, just to make things clearer: instead of "Continue following the trail of the hoard of the Dragon Queen as it travels north," they were told to "Continue following the trail of the hoard of the Dragon Queen until you know its final destination; once you learn this, try to prevent it from getting there." (The second part was Elia's suggestion.) Then they were directed to return to Waterdeep and report once they had accomplished this mission.

I did have the meeting take place in the Yawning Portal, which was fun. Most of my players go back to 1E, so they knew about Undermountain.

I also let the group go shopping in Waterdeep. For each day they were there, they could roll to see if they could find a given item of up to "Rare" level, using the following table:

Common consumable: No roll.
Common permanent: No roll.
Uncommon consumable: 1 in 2 chance (roll evens on any die)
Uncommon permanent: 1 in 4 chance (roll a 4 on a D4)
Rare consumable: 1 in 4 chance (roll a 4 on a D4)
Rare permanent: 1 in 6 chance (roll a 6 on a D6)

I may tweak the shopping percentages, but they seemed to work reasonably well, considering that Waterdeep is a large city with lots of shopping opportunities.
 
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jayoungr

Legend
Supporter
Carnath Roadhouse

Be ready in case your players decided to do what mine did: once they found out where the supply convoy was headed, they bought horses and rode on ahead to Carnath Roadhouse. They figured they would be able to see whoever came to collect the treasure, so they staked the place out. They eventually went in and talked to Bog Luck, passing themselves off as "extra guards hired by Frulam Mondath to guard the treasure." On the day the convoy arrived, they found an excuse to go out hunting so that they wouldn't be there when the wagons arrived (they were worried about being spotted by cultists from the Baldur's-Gate-to-Waterdeep caravan). They watched the roadhouse from a distance, but they didn't see where the treasure was stowed.

Since none of my PCs had the background that wants revenge on Bog Luck, I changed his characterization somewhat. Up to this point, they have been dealing with committed and fanatical believers in the return of Tiamat. I made Bog Luck someone who isn't actually a member of the cult, just willing to store some crates in exchange for a bit of extra money. He knows Dralmorrer Borngray, who sends him periodic payments by messenger. Beyond that, all he knows is that he locks the cult's crates up in the strongroom and eventually they disappear.

I also stressed that the lizardfolk were little better than slaves, which made the players feel a bit bad about slaughtering most of them on sight as soon as they came to collect the crates. I hope that will encourage them to remember that combat shouldn't be the go-to solution for every situation. They kept two alive (Snapjaw and another that I named Greentail) for questioning.
 


pukunui

Legend
We just played last night. Sadly, I now have to wait a month before we get to play again because two of my players are going overseas for three weeks. But that gives me plenty of time to beef up Episode 4, since I want to add more stuff for the PCs to do in both Elturel and Baldur's Gate.
Unfortunately, my other campaign crashed and burned with a TPK, so I spent most of the last month setting up a new one for that group.

I'd still like to flesh out Elturel and Baldur's Gate a bit, but I'm not entirely sure *how* exactly.

Yes, I could just have some sort of festival in Elturel, and I'm thinking of adding Delaan Winterhound to the meetings so that the druid PC can have a chance to join the Emerald Enclave while the others are being offered the chance to join either the Harpers or the Order of the Gauntlet.

As for Baldur's Gate, while I identified a number of interesting things from the MiBG campaign guide, I'm not entirely sure how to go about using them. What would be achieved by having the PCs go on a hunt for cultists in Little Calimshan or wherever? What would be the goal? What would they learn? They already know that the cultists will eventually show up in Blackgate to hire new wagons and such, so there's no real reason for them to go snooping around.

I could just throw a completely random and unrelated city-based mini-adventure in to give them a chance to do a bit of sightseeing in the Gate or something, I suppose.

I *have* arranged for one of the PCs in the group to actually be from Baldur's Gate. The player had established that her character was a noble but had never actually chosen anywhere specific for her to be from, so I suggested she make her character be a member of one of the Gate's minor noble houses. She liked that idea, and is going to read up on the city. But I'm still not entirely sure what that will achieve. A sightseeing tour could potentially be quite boring. I need to whip up some potential for real conflict.

Maybe her family has fallen on hard times and her family home is all boarded up and she has some reason why she needs to break in, but she and the other PCs need to make sure the Watch doesn't catch them and so on and so forth?

I suppose I could also make the Baldur's Gate scenes be about the hunt for Talis. The PCs hadn't left Greenest yet when we last played, so I can still have them encounter Talis' house with some clues pointing to the Gate. When they get there, they can ask around to see if anyone's seen Talis. But I dunno. That still sounds like it could be somewhat boring.

Anyone got any ideas?
 
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