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D&D 5E Hoard of the Dragon Queen Errors

MerricB

Eternal Optimist
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Originally posted by CitizenKeen:

Okay, I'm reading through Hoard of the Dragon Queen, and I'm noticing a not insignificant number of errors. (By which I mean proper errors, not merely typos.) I thought maybe as we read through it, we could consolidate them all here in this thread.
 
Errors
 
  • The Map of Greenest: As discussed elsewhere (I assume from the Encounters version of Hoard), the map of Greenest (page 10) lacks a [complete] key. It is numbered without anything referring to those numbers numbers three and four.
  • Camp: On page 48 in the Castle Naerytar description, it refers to the Red Wizard Azbara Jos being in the camp of the cultists, but there is no reference to him being in the camp.
  • Dragon Hatchery: The Cave Entrance (page 21) says that there are two dragonclaws guarding the entrance in section 1. However, in section 12, Guard Barracks (page 27), it says that any given time, four of the guards are keeping watch in section 1.
  • Trade Way Events: The table doesn't match the described events. While I assume "7. The Golden Hind" refers to "The Golden Stag" (though that means they changed the gender at some point), "8. High Holy Day" doesn't appear in the descriptions. "Payback" is the only mini-episode that doesn't appear on the table, and is described after the Golden Stag, but that's not a nothing error.
  • Roadhouse:
  • Strongroom: On page 40, the trap door requires a DC 10 Wisdom (Perception) check to find. On page 41, the trap door requires a DC 15 Wisdom (Perception) check to find.
  • Briferhew's Room: Listed as item 7 in the descriptions, it does not appear on the map.
  • Hunting Lodge Map: There are numbered rooms/areas 1-15 but no label for 12, even though it is described in text (page 67, map page 66). Surmised that area 12 is the top-right room with a window.
  • Castle Naerytar: Castle map (page 51) descriptions indicates 5 is a moat and 6 is a gate, but no 6 on map and 5 is where the gate is.
  • Hazirawn: The magic item (page 94) has inconsistent damage when attuned. In the first paragraph, it says that you deal an additional 1d6 damage when you are attuned with the weapon. In the second paragraph under Increased Potency, it says that when you are attuned, "you deal an extra 2d6 necrotic damage (instead of 1d6). 
Please feel free to share any other errors you find here.
 
Also, please feel free to discuss the lack of clarity regarding passive Perception in Hoard.

I've only read about half of the adventure, so I'll add any more errors I find, and will add any people have found and share in the comments. Overall, I have found that Hoard is a well-designed and well-written adventure, but I really hope Rise of Tiamat has a better editor.
 

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Originally posted by Huscarl:

I don't have an actual copy of the adventure yet, but when I get one, I'll do my best to address/clarify any issues people identify.
 
Steve
 
 

Originally posted by caecafortuna:

What do you mean by "proper errors" as opposed to typos?  I would classify your first item as a typo.  Clearly Area 3 is the temple and Area 4 is the mill.
 

Originally posted by Noon:

caecafortuna wrote:What do you mean by "proper errors" as opposed to typos?  I would classify your first item as a typo.  Clearly Area 3 is the temple and Area 4 is the mill.
Maybe typos are just spelling errors.
 

Originally posted by Daganev:

All these errors look like minor typos to me. Except Jo's, that's not an error at all, he isn't level appropriate.
 

Originally posted by CitizenKeen:

I use "proper" typo to refer to a spelling mistake or being off by one letter (like the room description of 1R) in the castle. Inconsistencies that could cause real confusion to newer DMs (and just aggravation to veterans) were what I was hoping to gather. The guards versus dragonclaws in the hatchery are the kinds of conflicts that aren't easily resolved.
 


Originally posted by Huscarl:

  • The Map of Greenest: As discussed elsewhere (I assume from the Encounters version of Hoard), the map of Greenest (page 10) lacks a [complete] key. It is numbered without anything referring to those numbers numbers three and four.
Once upon a time, certain mission headings included numbers to indicate which map keys they were associated with. Somewhere along the way, those numbers disappeared. 1 is the Keep, 2 is where the tunnel emerges along the stream, 3 is the temple, and 4 is the mill.
 

  • Camp: On page 48 in the Castle Naerytar description, it refers to the Red Wizard Azbara Jos being in the camp of the cultists, but there is no reference to him being in the camp.
The locations where Azbara Jos hangs out are noted on page 54, entry "1V, West Guest Rooms" (which should actually read "1V, W. Guest Rooms").
 

  • Dragon Hatchery: The Cave Entrance (page 21) says that there are two dragonclaws guarding the entrance in section 1. However, in section 12, Guard Barracks (page 27), it says that any given time, four of the guards are keeping watch in section 1.
This is a relic of the changes in stat blocks during writing. One entry refers to dragonclaws (challenge 1), the other to guards and cultists (challenge 1/8). When the episode was written, some if not all of those types had names and stat blocks that were different from what they have now. We tried to smooth all that out before the adventure went to press, but we undoubtedly missed a few spots, and this is one. Given what lies ahead, I'd go with two dragonclaws at the entrance and change entry 12 to indicate that the guards maintain a two-man watch at the entrance.
 

  • Trade Way Events: The table doesn't match the described events. While I assume "7. The Golden Hind" refers to "The Golden Stag" (though that means they changed the gender at some point), "8. High Holy Day" doesn't appear in the descriptions. "Payback" is the only mini-episode that doesn't appear on the table, and is described after the Golden Stag, but that's not a nothing error.
High Holy Day was removed from the adventure late in the development process and replaced with Payback. Obviously, the table should have been corrected, but wasn't.
 

  • Roadhouse:
  • Strongroom: On page 40, the trap door requires a DC 10 Wisdom (Perception) check to find. On page 41, the trap door requires a DC 15 Wisdom (Perception) check to find.
Ideally, characters will devote time to searching the room thoroughly and therefore will find the trapdoor without a die roll. If they talk to the stable boys or to Gristle Pete, they'll get the clue that makes them suspicious of this room. If they do none of those things but just rely on a quick die roll, then DC 10 probably is preferable to prevent them from hitting a dead end. My recommendation, though, is to make them think through the mystery and not just toss dice around.
 

  • Briferhew's Room: Listed as item 7 in the descriptions, it does not appear on the map.
The small room in the upper left corner of level 1 should be labeled 7. It should also have a door.
 

  • Hunting Lodge Map: There are numbered rooms/areas 1-15 but no label for 12, even though it is described in text (page 67, map page 66). Surmised that area 12 is the top-right room with a window.
  • Castle Naerytar: Castle map (page 51) descriptions indicates 5 is a moat and 6 is a gate, but no 6 on map and 5 is where the gate is.
Correct in both cases.
 

  • Hazirawn: The magic item (page 94) has inconsistent damage when attuned. In the first paragraph, it says that you deal an additional 1d6 damage when you are attuned with the weapon. In the second paragraph under Increased Potency, it says that when you are attuned, "you deal an extra 2d6 necrotic damage (instead of 1d6).
​The error is in the the last sentence of the first paragraph. It should state, "If you are _not_ attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon." Then everything else falls into place and makes sense.
 
Also, please feel free to discuss the lack of clarity regarding passive Perception in Hoard.
 
Like monster stat blocks, the Perception rules were not yet in their final form while we were writing. Several skills, but Perception and Stealth in particular, took an approximately 175-degree turn in how they work somewhere around the middle of the project*, necessitating significant, retroactive sweeps through the manuscript trying to keep everything up to date. Because we knew things would be missed in those sweeps, we also minimized our references to certain rules, to cut down on the amount of work, delay, and risk those searches and redesigns involved. 
 
* I saw another relic of this process while answering one of your questions on episode 3. The guards at the mouth of the dragon nursery are noted as having "normal readiness." When the episode was written, that phrase had a specific, rules-related meaning, according to the then-current DMG manuscript. I don't think that rule will exist anymore when the DMG is published. That's one of the many unavoidable hazards of simultaneous development.
 
Steve
 
 
 

Originally posted by Lady_Auralla:

Can you give us a run down on how the readiness was going to work so we can decide wether to include it or not in our own games please.
 
Oh and thanks for the clarifications.
 

Originally posted by Plaguescarred1:

Huscarl wrote:This is a relic of the changes in stat blocks during writing. One entry refers to dragonclaws (challenge 1), the other to guards and cultists (challenge 1/8). When the episode was written, some if not all of those types had names and stat blocks that were different from what they have now. We tried to smooth all that out before the adventure went to press, but we undoubtedly missed a few spots, and this is one. Given what lies ahead, I'd go with two dragonclaws at the entrance and change entry 12 to indicate that the guards maintain a two-man watch at the entrance.
Just want to say thanks Steve for chiming in here, its very insightful and help clear some confusions we might have!
 

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