So I ran the my first session of HotDQ last night and only had 3 players (Human War Cleric, Half Ork Barbarian, & Wood Elf Monk) and it seemed to put a little real fear into the players that the characters could actually die. It seems to me that the fear of character death somehow got lost between 2nd Edition till now but when they ran into the second batch of roaming monsters (3 Kolbolds & Ambush Drake) the monsters dropped the Cleric right before they got into the keep. I had run them on Lost Mine of Phandelver which was rough (but had a 4th player who didn't show last night) but this really kicked it into high gear. Because they had saved a good bit of townsfolk I added a cleric in the keep to help save the Cleric as a good gesture, which later I used to coerce them to do the Sanctuary mission.
We started late so all they got through was the Old Tunnel & the Sanctuary missions but were really challenged and on edge the whole time.From the Kobold tactics to the actual look on their faces when they approached the town seeing the Blue Dragon flying overhead I thought it went well and it was a lot of fun to run overall. I see why everyone says this is a deadly game and after the Cleric dropped they players are very cautious and using more tactics of their own then I've seen in a D&D game in a while.
We started late so all they got through was the Old Tunnel & the Sanctuary missions but were really challenged and on edge the whole time.From the Kobold tactics to the actual look on their faces when they approached the town seeing the Blue Dragon flying overhead I thought it went well and it was a lot of fun to run overall. I see why everyone says this is a deadly game and after the Cleric dropped they players are very cautious and using more tactics of their own then I've seen in a D&D game in a while.