We play-tested this adventure at Gencon last weekend. Unfortunately, I'm very disappointed.
The group consisted of five veteran players and one veteran DM, all with 30+ years experience. We have totally embraced the new edition, which in my opinion, is the best edition of D&D to date. People play D&D for all different reasons, and 5th is exactly to my taste.
For what it's worth, I'm also the owner of Battleground Games & Hobbies, two retail game stores in Massachusetts in the towns of Abington and Plainville, so I have a vested interest in these products too. I want them to do well, for obvious reasons.
My main gripe with Hoard of the Dragon Queen is that it seems VERY obvious to me that it was written specifically for D&D Encounters and/or Adventurer's League play. After all, the first three episodes of the adventure are pretty much verbatim as they appear in the Hoard of the Dragon Queen Encounters PDF. Why is this obvious? Well, if you run the adventure as written, and your players are trying to complete all the missions that the adventure throws at them in Episode 1, it seems extremely likely that they will fail, and probably TPK (as my group did). When you play D&D Encounters at your FLGS, characters come fully refreshed to every session, as tables can change from week to week.
[sblock=HUGE SPOILERS BELOW
In Episode 1 of the adventure, you are tasked with saving the town from a series of attacks that are occurring throughout the night. The Governor requests that the party help out. Of course, this means the players will do so. The adventure states that you have from 9 pm until 4 am to complete the missions as presented. Here is a list of the encounters my group faced leading up to their TPK. Please keep in mind that in running the adventure as written you will not have time to take a full rest or level up in Episode 1. The group has 7 in-game hours to deal with the missions, so maybe they could squeeze in two short rests at most. It should also be noted that the list below
DOES NOT include several random encounters my group circumvented using stealth.
1. Random encounter (as dictated by the adventure): with 3 guards + 1 acolyte.
2. Seek the Keep encounter (main): 8 kobolds.
3. Seek the Keep encounter (1 of 3 encounters on way to keep): 2 cultists + 4 kobolds.
4. Seek the Keep encounter (2 of 3 encounters on way to keep): 3 cultists + 1 kobold.
5. Seek the Keep encounter (3 of 3 encounters on way to keep): 3 cultists + 3 kobolds.
6. The Old Tunnel mission: 2 swarms of rats.
7. Save the Mill: 5 cultists + 5 guards.
8. Random encounter (as dictated by the adventure): 3 guards + 1 acolyte.
9. Dragon Attack encounter: If you are kind to your players, as I was, you won't have the dragon attack them as they fire at it from the battlements. If you do choose to attack them with the adult blue dragon, you will kill them for sure. This leaves you a little torn, because having the dragon choose NOT to attack the party (basically the only ones doing any damage to the creature at all) interferes enormously with the game's necessary verisimilitude. Why
wouldn't the dragon attack the only creatures hurting it? Ridiculous.
10. The Sally Port encounter part 1: 1 acolyte + 4 kobolds + 1 ambush drake.
[This is the point that my party TPK'd. Had they not TPK'd, they would still need to face the following line items before being able to take a long rest. The following also assumes the DM does not roll for any additional random encounters even though the adventure clearly states they should.]
11. The Sally Port encounter part 2: 1 guard + 3 cultists + 4 kobolds.
12. Sanctuary encounter: The party WILL need to fight at least one or two of the following groups to complete the mission: 1 dragonclaw + 2 cultists + 6 kobolds AND/OR 3 cultists + 10 kobolds + 2 ambush drakes AND/OR 2 cultists + 6 kobolds.
13. Half-Dragon Champion encounter: this is the last fight in the episode and one party member is very likely to face a challenge 4 half-dragon champion in single combat. The encounter is designed for the character to lose in order to set up a future villain. But seriously, at this point who cares? There's no way a group is still standing after all that if you played this adventure as written in a typical "campaign style."
Most parties will be out of juice and badly wounded somewhere around the sixth or seventh encounter. Expecting them to get through the rest is absolutely absurd (without huge help from a generous DM).
Now if you are running this for your Wednesday Night D&D Encounters group at your FLGS, the party will be "refreshed" each week. As anyone who plays in D&D Encounters before will know that there is plenty of hand-waving that goes on in order to make the sessions make sense from week to week. With the possibility of new players showing up any time, or DMs being switched out, or any other such thing, D&D Encounters is very much "fast-food D&D." And that's okay! It's built to be that way to facilitate in-store game play and accommodate new players. I'm just really disappointed to see this first big adventure being WRITTEN with that play-style in mind. For those of us who prefer a "steak dinner D&D game" as opposed to the fast-food style, this product comes up way short.
It seems like I might be in the minority, considering how many positive reviews I've seen of the adventure but I figured it was important for me to share my personal experience with it. I have to wonder how these other DMs ran Episode 1, considering how brutal it is as written.[/sblock]