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Hoard of the Dragon Queen
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<blockquote data-quote="Warmaster Horus" data-source="post: 6447662" data-attributes="member: 6785438"><p><strong>3 out of 5 rating for Hoard of the Dragon Queen</strong></p><p></p><p>[Some spoilers]</p><p></p><p>My party of 5 did were well challenged by most of the adventure but it is very scripted with little space for PC roleplay development or 'downtime'.The book is nice but has issues as noted in previous reviews. </p><p></p><p> The 'Wagon Train' portion drags on and on. Also once if its' established that the PCs are hostile to the Cult their presence in the caravan becomes difficult to rationalize. Post-Waterdeep they decided to just trail the wagons from a distance because it was just too much of a coincidence that they were still tagging along.</p><p></p><p>My favorite part was the swamp castle. The PCs were able to ally with the Lizardfolk (after displaying their prowess to a significant NPC) to drive out the Bullywugs. A night-time foray into the castle involving seizing the barbican & capturing the Bullywug leader was exciting where pre-planning and tactics paid off nicely.</p><p></p><p>The ending involves several CR 12+ creatures where the party are supposed to be ~7th level. This is a significant issue as surviving that unevenly matched an encounter is likely a TPK. There are ways to finesse some creative work arounds but if they don't work out the party is in trouble. I still haven't run my group through the final chapter and inserted my own tangent to give them additional experience and downtime before throwing them to the final battle (which I won't allow until I feel they can handle it).</p></blockquote><p></p>
[QUOTE="Warmaster Horus, post: 6447662, member: 6785438"] [b]3 out of 5 rating for Hoard of the Dragon Queen[/b] [Some spoilers] My party of 5 did were well challenged by most of the adventure but it is very scripted with little space for PC roleplay development or 'downtime'.The book is nice but has issues as noted in previous reviews. The 'Wagon Train' portion drags on and on. Also once if its' established that the PCs are hostile to the Cult their presence in the caravan becomes difficult to rationalize. Post-Waterdeep they decided to just trail the wagons from a distance because it was just too much of a coincidence that they were still tagging along. My favorite part was the swamp castle. The PCs were able to ally with the Lizardfolk (after displaying their prowess to a significant NPC) to drive out the Bullywugs. A night-time foray into the castle involving seizing the barbican & capturing the Bullywug leader was exciting where pre-planning and tactics paid off nicely. The ending involves several CR 12+ creatures where the party are supposed to be ~7th level. This is a significant issue as surviving that unevenly matched an encounter is likely a TPK. There are ways to finesse some creative work arounds but if they don't work out the party is in trouble. I still haven't run my group through the final chapter and inserted my own tangent to give them additional experience and downtime before throwing them to the final battle (which I won't allow until I feel they can handle it). [/QUOTE]
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