• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Hoard of the Dragon Queen Errors

Originally posted by TheLyons:

Huscarl wrote:*Explanations*
 
Steve
 
I also am a big fan of you clearing these things up for us. I, like several here, will ALWAYS buy the first run of Next since we love it so much. Hearing the corrections from one so close to the project gives the corrections a more "official" feel, at least to me. I'll make sure to make your corrections in my book
smile.gif

 
I sincerely hope you or one close to the project also informs us on corrections in first print of The Rise of Tiamat when it comes out, of course, if there are any (and I doubt any book written to that scale can have an error free first printing!)
 

log in or register to remove this ad

Originally posted by CitizenKeen:

Huscarl wrote:
  • 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").
 
 
Steve,
 
Thanks so much for your responses!
 
My one concern above: IIRC (don't have Hoard in front of me) the Castle episode refers to Azbara's presence at the cultist camp, episode 2. I know where he can be found in the castle.
 
But again, thank you!
 

Originally posted by Huscarl:

CitizenKeen wrote:My one concern above: IIRC (don't have Hoard in front of me) the Castle episode refers to Azbara's presence at the cultist camp, episode 2.
 
At the camp (episode 2), Jos would stay in Rezmir's command tent (2). 
 
I noticed two other things while searching for answers to some of these questions.
  • The bodyguards outside Rezmir's tent in episode 2 are meant to be impossible for PCs to overpower. At one time, Guards filled that role, but they were since downgraded to challenge 1/8. Those guards should be replaced with Veterans (challenge 3). 
  • On the Level 2 map of Castle Naerytar, key letters H and K should be transposed. The arsenal is above the forge, and the three vacant rooms are in the NE tower. 
Steve
 

Originally posted by Huscarl:

Lady_Auralla wrote: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.
 
The rules on surprise at one time contained this: 
 

Each creature and character makes a Wisdom saving throw against a DC that corresponds to its readiness. The readiness DC for characters is determined by their travel pace.
For monsters, it depends on their degree of alertness, as shown below.    

Alertness / Readiness DC    Low = 15    Normal = 10    High = 5
 Steve  
 

Originally posted by Lady_Auralla:

Huscarl wrote: 
Lady_Auralla wrote: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.
 
The rules on surprise at one time contained this: 
 
 
Each creature and character makes a Wisdom saving throw against a DC that corresponds to its readiness.
The readiness DC for characters is determined by their travel pace. For monsters, it depends on their degree of alertness, as shown below.    

Alertness / Readiness DC    Low = 15    Normal = 10    High = 5
 Steve  
I take it that a failed roll meant discovery or suspicion?
 
Thanks muchly for your time and effort Steve. Most appreciated.
 

Originally posted by Osgood:

Glad I found these clarifications. Any chance we will see an erata document with updated maps and the like Steve?
 

Originally posted by dipplayer:

In episode 6, I don't see where the NPC Dralmorrer Borngrey is expected to be, except the limited time when he is in his sleeping chambers.  And there is a conflict between some text that seems to indicate that Rezmir will be in the castle (page 48) and then some text that seems to indicate she won't be (page 46).
 
Any guidance?
 
There is also a lack of direction on how the overall situation at the castle might develop, especially what the denizens thereof might do if the PCs are holed up somewhere taking a long rest, for instance.  
 

Originally posted by Huscarl:

I take it that a failed roll meant discovery or suspicion?
 
A failed roll meant the monster or NPC was surprised. 
 

Glad I found these clarifications. Any chance we will see an erata document with updated maps and the like Steve?
 
That would be a question for Wizards of the Coast. Wolf and I wrote the adventure and Kobold Press packaged it, but WotC is the publisher. 
 
In episode 6, I don't see where the NPC Dralmorrer Borngrey is expected to be, except the limited time when he is in his sleeping chambers.  And there is a conflict between some text that seems to indicate that Rezmir will be in the castle (page 48) and then some text that seems to indicate she won't be (page 46). 
Any guidance?
 
There is also a lack of direction on how the overall situation at the castle might develop, especially what the denizens thereof might do if the PCs are holed up somewhere taking a long rest, for instance.
 
The situation in episode 6 is entirely open-ended. We didn't want to script NPCs' locations or motions. Guidance is given in certain cases; where nothing is said, it's up to the DM. When Rezmir is at the castle, she's in charge, and she could be anywhere the person in charge might go: in the library, in her chambers, in the Great Hall supervising the sorting of loot, outside the castle dealing with bullywugs or lizardfolk, in her office consulting with Borngray and Jos, in the dungeon watching loot being transported to the Lodge, in the courtyard watching lizardfolk at drill. As SiC, Borngray has most of the same options. The castle is meant to be a site in motion, not a store window display where everything and everyone is frozen in place until PCs come to attack them. 
 
Rezmir is definitely at the castle when characters arrive, but she might not be around for long. She evacuates immediately if an attack develops. She leaves within a day or two if characters drag things out. 
 
Until castle denizens become aware of the characters' presence, they go about their normal routine. Once they become aware of non-Cult infiltrators in the area, they'll react in whatever manner the DM thinks is most appropriate and most exciting for the players. There are too many possibilities for us to enumerate all of them. That's one of the facets of D&D that makes it so brilliant; there's a human brain behind the screen, constantly reacting to the changing situation and intelligently guiding NPCs by weighing far more factors than any remote author or programmer can account for.
 
So my guidance is, internalize the personalities of the principal NPCs and the factions, look at the developing situation from their viewpoints, and have the NPCs do what it makes most sense for them to do.
 
Steve
 

Originally posted by JesterOC:

I have a question about the Bullywug caverns. I can't figure out where the mist in "The Mist Room" is coming from. It mentions that the mist room has 3 feet of mist pooling there until it goes to the lake. It even mentions it comes from 2 to 9, but 2 is down hill from the room with a very steep cliff separating it. Area 9 is in the other direction and does not mention mist. (going from memory here but I think I have the numbers right). I am going to assume that the mist comes from the portal and make every room from the portal to the lake misty, but it would be nice to know the original intent.
 
 
 
 

Originally posted by Huscarl:

JesterOC wrote:I have a question about the Bullywug caverns. I can't figure out where the mist in "The Mist Room" is coming from. It mentions that the mist room has 3 feet of mist pooling there until it goes to the lake. It even mentions it comes from 2 to 9, but 2 is down hill from the room with a very steep cliff separating it. Area 9 is in the other direction and does not mention mist. (going from memory here but I think I have the numbers right). I am going to assume that the mist comes from the portal and make every room from the portal to the lake misty, but it would be nice to know the original intent.
 
I bolded part of your post because that's the chief misconception I want to correct. Areas 1 and 2 are higher than areas 9 and 10. The steps from 1 to 9 descend 5 feet. Area 9 is 15 feet above area 10, with the cliff separating the two. The map is confusing on this point. Sadly, this is a common problem on 'artistic' maps like this; there are times when I miss the simpler but clearer maps of old that were done in B&W and used arrows and symbols. They weren't as pretty, but they were easy to interpret. For clarity, the elevation changes are listed below.
 
3 down to 4
5 down to 6
1 down to 9
9 down to 10
11 down to 10
1 to 3 goes up 5', then down 5'
 
The mist arises where cool, humid air seeps down from the mere above and encounters the colder water in area 2 and in the lake. 
 
Steve
 

Into the Woods

Remove ads

Top