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D&D 5E Hoard of the Dragon Queen Errors

Originally posted by thorbardin:

Hey Fallstorm, thanks for being an adult.
smile.gif
Sometimes these boards can be very opinionated, with little to no chance of anyone accepting another's views. Everything you've said makes sense, and I cannot disagree, as it is what your group experienced. Which sucks.
 
Sorry you had a rough experience, only because I know how it can totally suck the fun out of the whole endeavour. Recently my group decided to do a throwback to the great Dragonlance modules. I remembered them fondly from highschool 25 years ago, and half our group had never played older versions of D&D. It's funny how nostalgia can make things appear better than they ever were. Anyway, we all played the premade famous characters (I was Raistlin), and finished the first module DL1 in about 8 session. It was so railroady, and randomly punishing, and silly in places (making multiple alternate dex and str saves to cross a stream), with unimportant and unclimactic PC deaths, little to no NPC interaction, incredibly costly random monster encounters followed immediately by big set piece encounters, and a dragon at the end that killed two PCs. It was so much unfun... we've officially disbanded as a roleplaying group to enjoy some board and card games for a while. (We're also waiting for the 5e DMG, and for me to prepare our next rpg campaign, but we're a bit burnt by that experience). It wasn't any single players (or even our DM's - I've been taking a break) fault... the adventure was designed to follow the books, and our DM followed the module text to the letter, and with the end point known ahead of time... all the the players can do is climb aboard the train and hope for a good time. If they strayed from their course, there were groups of 20 draconians to point us in the right direction, uncrossable rivers, marching armies and even clouds in the sky pointing the way. Sadly, it wasn't all that much fun. So, I can commiserate. 
 
I have armchair (as in haven't played it but have read it) problems with HotDQ... most of which are about it being too railroady. All the motivation seems to come from outside the group by NPCs the players just happen to meet moments before they are needed to do something that progresses the story - and usually with a bag a gold just in case. Even if the mayor doesn't like the players because they are all cowards, he does point them towards the raider's camp for example, and there they find a monk, who points them to a cave, and then the mayor points them to a town, and that monk meets them to point them to a caravan, and so on. If you have railroady and instakill player issues this early on, I'm afraid it doesn't "improve" as it progresses imo. Having read the whole thing, I'm not going to run it. It will take quite a bit of work from me to make it appear that the player's have free choice, by following the adventure through their own motivations, and by placing hooks that they want to follow up on, without needing an npc to tell them "do this now, pretty please - there's some gold in it for ya'".  ;)
 

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Originally posted by Fallstorm:

thorbardin wrote:Hey Fallstorm, thanks for being an adult.
smile.gif
Sometimes these boards can be very opinionated, with little to no chance of anyone accepting another's views. Everything you've said makes sense, and I cannot disagree, as it is what your group experienced. Which sucks.
 
Sorry you had a rough experience, only because I know how it can totally suck the fun out of the whole endeavour. Recently my group decided to do a throwback to the great Dragonlance modules. I remembered them fondly from highschool 25 years ago, and half our group had never played older versions of D&D. It's funny how nostalgia can make things appear better than they ever were. Anyway, we all played the premade famous characters (I was Raistlin), and finished the first module DL1 in about 8 session. It was so railroady, and randomly punishing, and silly in places (making multiple alternate dex and str saves to cross a stream), with unimportant and unclimactic PC deaths, little to no NPC interaction, incredibly costly random monster encounters followed immediately by big set piece encounters, and a dragon at the end that killed two PCs. It was so much unfun... we've officially disbanded as a roleplaying group to enjoy some board and card games for a while. (We're also waiting for the 5e DMG, and for me to prepare our next rpg campaign, but we're a bit burnt by that experience). It wasn't any single players (or even our DM's - I've been taking a break) fault... the adventure was designed to follow the books, and our DM followed the module text to the letter, and with the end point known ahead of time... all the the players can do is climb aboard the train and hope for a good time. If they strayed from their course, there were groups of 20 draconians to point us in the right direction, uncrossable rivers, marching armies and even clouds in the sky pointing the way. Sadly, it wasn't all that much fun. So, I can commiserate. 
 
I have armchair (as in haven't played it but have read it) problems with HotDQ... most of which are about it being too railroady. All the motivation seems to come from outside the group by NPCs the players just happen to meet moments before they are needed to do something that progresses the story - and usually with a bag a gold just in case. Even if the mayor doesn't like the players because they are all cowards, he does point them towards the raider's camp for example, and there they find a monk, who points them to a cave, and then the mayor points them to a town, and that monk meets them to point them to a caravan, and so on. If you have railroady and instakill player issues this early on, I'm afraid it doesn't "improve" as it progresses imo. Having read the whole thing, I'm not going to run it. It will take quite a bit of work from me to make it appear that the player's have free choice, by following the adventure through their own motivations, and by placing hooks that they want to follow up on, without needing an npc to tell them "do this now, pretty please - there's some gold in it for ya'".  ;)
 
Thank you Thorbardin.  I try to stay as civil as possible on these forums but I agree some people can be overly opinionated and sensitive.    My group thus far is sticking with this adventure mainly because it is the main one out for 5E right now and as we all busy with adult lives our DM doesn't really have time to come up with his own stuff, but he has expressed some concerns with the module as well.  Like he didn't realize how overpowered  Cyan was for a first level PCs until he read his description in the challenge.   This is not to insult Steve or say we aren't having fun but there are some issues we have seen in the module.
 
Most people in our group are undecided about 5E as of yet.  We all pretty muched liked 4E (and again we are old old school gamers so that breaks the stereo type of old timers not liking 4E), but we want to play it pretty hard and give it a whirl before saying Yes or NO to it.  Also, like  you we are waiting for the DMG and the "dials" it will offer before we make a final decision.
 
P.S.  I agree I think nostalgia is an overrated thing that makes a lot of things appear better than they were, which is why I am not a retro fan because a lot of stuff in OD&D was stuff that people complaiined about but how easy history is to forget eh?
 

Originally posted by thorbardin:

Well let us know how the adventure plays out, if you run into any more sore points, and what - if anything - you're DM does to address some of the issues. I for one am curious.
 
I am the stereotypical oldtimer who didn't fall in love with 4e, but it was all good... I found Dark Heresy, Rogue Trader, Star Wars, Burning Wheel, Torch Bearer and Dungeon Crawl Classics as a result. I'm looking forward to playing 5e, and I'm mostly positive about what they've done. But the proof they say is in the eating. There are a couple of weird things I don't understand (Primeval Awareness), but for the most part I applaud the effort.
 
Our last great 2-year campaign as a group was 12 years ago with 3e, and it'd be great to have a similar experience, where the rules get out of the way of the greater story.
 
When I was a teenager there was little to no playing of a role - let's say we weren't nuanced (angry dwarf, snooty elf, irritating cleric, mischevious halfling, etc...). There were monsters, dice rolls, keyed dungeon areas and random loot tables. Making a dungeon on graph paper was a great way to spend 4 hours. It was a game first, and a way to live a story a distant second. The modules back then were mostly written for this play style. Room by room dungeon clearing. Listen at door checks. One module that wasn't like (at least in my memory it stands out to be more story than dungeon crawler) was the original Ravenloft. That adventure opened my eyes to creating a superstructure that contains the episodic adventures of the heroes; the campaign. As I've grown older, in the pie of roleplaying love... less of the pie is strictly from the game systems, and more is from the collaborative narrative that develops. For me, the modules that shine are ones that deliver story and motivation, before introducing wandering monster tables, and keyed dungeon areas. Although, I should probably reread Ravenloft and see if it lives up to my nostalgia. chuckle.
 
As an aside, the two adventures Murder in Baldur's Gate and Legacy of the Crystal Shard are really well put together, with lots of help for the DM to manage their structure. 
 
 
 

Originally posted by konomike:

Not an error, per se, and please point me to a more appropriate thread if you're aware of one: Where are characters selling loot?
After leaving Waterdeep, the characters don't seem to have a convenient place to fence their goods until Parnast. There were some particularly unweildy goods in the intervening chapters. Can any other DMs point out what I've missed or suggest a solution? Thanks.

Originally posted by Somarin1:

I've looked back and forth, and I can't find -any- information on treasure for Sandesyl Morgia. Really? She's a legendary creature, a vampire that makes for one hell of a boss fight...and she hasn't squirreled a wand or a ring in her coffin? I know that too much treasure can spoil a game, but players like to be rewarded for overcoming a significant threat...

Originally posted by Zardnaar:

Just got this adventure and even I noticed a few of the issue raised her on this thread like the map of the 1sttown and how rail roady the adventure is. Kind of mifed at the amount of mistakes in this adventure as I expected more from Wolfgang as I have liked his work from Dungeon magazine backin the day. 

Originally posted by AndrewDru:

Hi,
Has anyone found an assembled errata? Flicking through various threads and posts to find bits and pieces is a bit tedious. I appreciate WotC haven't done it but maybe a forum member has? If not, I guess I need to start working on one for my home game.
 
Cheers
Dru
 

Originally posted by trystero11:

AndrewDru wrote:Has anyone found an assembled errata?
I've posted a compilation of all the issues I know about (and the suggestions offered by Mr Winter) over at RPGGeek:
 
http://rpggeek.com/filepage/109184/errata-and-clarifications-fan-compiled
 
 

Originally posted by Rillithis:

DahUnder wrote:Very interesting to read everyone's concerns. I'm an old gamer having the interesting experience of a party that includes just one vet and three new, young players. Completely agree with the notion that the DM has to get a feel for the party and adjust a bit on the fly. I had to ease the hatchery a little bit and I strengthened the party for future combat by making the relations with Frume and Erlanthar stronger. Thus, the two of them just bequested the party with some needed, character targeted, simple magic items.
 
Here is my bemusement with the adventure and I'm hoping I just missed a line or two of explanation- The Well of Dragons is at the northern edge of the Sunset Mountains.  That being the case, why are these cultists taking their treasure all the way north of Waterdeep? Is there a necessity of delivering via Skyreach Castle? Is it impossible to travel ENE from where the adventure begins?
 
Mr. Winters, 
Would you be able to explain this now that Rise of Tiamat is out? Why take the treasure all over the Sword Coast if its final destination is less than 500 miles to the northeast of Greenest? I could find no explanation in either book. Was it misdirection?
Thanks. 


Originally posted by sfHeath:

Not seeing this on the list, but on p. 9, the Sally Port door can be repaired "with five castings of mending (taking five minutes)."  I'm not seeing the rules for this cantrip in any of the free online supplements; does it appear in the PHB?  Or is this just a super-familiar cantrip from earlier editions and I should look it up in an earlier rulebook?

Originally posted by Lady_Auralla:

sfHeath wrote:Not seeing this on the list, but on p. 9, the Sally Port door can be repaired "with five castings of mending (taking five minutes)."  I'm not seeing the rules for this cantrip in any of the free online supplements; does it appear in the PHB?  Or is this just a super-familiar cantrip from earlier editions and I should look it up in an earlier rulebook?
It is in the PHB.
 

Originally posted by MonsterEnvy:

Small problem. Character is unconscious; any melee hit auto-crits, and crits vs 0HP do 2 failed death saves. So Cyanwrath, RAW, does TWO failed death-saves. Which means the player must save or die on their next turn. (See PHB p. 197 & 292, or PBR v0.2 p. 77 & 107) Note that this changed from the playtest.


Originally posted by akaramis:

He doesnt have to kill the character just take him down, call it a win and leave.


Originally posted by BRJN:

Lady_Auralla wrote:He (Cyanwrath) doesnt have to kill the character just take him down, call it a win and leave.
The point of the final blow is NOT to mechanically roll it out (although I would still make a final to-hit roll for dramatic effect).  The point is to transition back into narration mode.  That final blow should ring and echo resoundingly that the time of fighting is over.  It is not supposed to kill anybody.
 

Originally posted by samstockdale:

Has anyone spotted the problem with the Parnast map? The text provides details for locations 1 through 5, but the map has location 6 and location 7, neither of which are detailed in the text. I'm assuming location 7 is supposed to be the main gates of Skyreach Castle but location 6 looks like another inn.


Originally posted by trystero11:

samstockdale wrote:Has anyone spotted the problem with the Parnast map? The text provides details for locations 1 through 5, but the map has location 6 and location 7, neither of which are detailed in the text. I'm assuming location 7 is supposed to be the main gates of Skyreach Castle but location 6 looks like another inn.
This issue is mentioned in my fan errata document (see above), though I'd missed the presence of the "7". I think these numbers on the map are just oversights: location 6 is detailed as part of the castle, so I'd ignore 6 and 7 on the Parnast map.
 

Originally posted by jazman13:

I have been running this adventure for my weekly group and I have to admit sometimes it is hard for me to get into the world because of how many errors are present.  It is sad because the story is very epic and full with lots of places to expand and bend encounters to suit the DM and the players.  It is a little on the railroady side as far as plot and timing. With little to no room to deviate from the written story and so many places where the players could just get there too late or where they feel like they just have to go with the flow to not derail the train.  
 
Overall, great story.  Very poor editing.  It would be nice to see an official errata in the near future.  None of this makes me like it any less.  We are all having a blast playing it.  Just hard to follow and wish it would have been read through a few more times by the editiors. 
 
Thanks, Steve, for time to answer questions here and fill in the blanks.  Has to be hard on you to see your work not be quite what it should be.  I think WotC owes you, your team and us (the fans) at least a nicly put together errata for the book. 
 
I bought Rise of Tiamat and have started reading it.  I hope its was looked through a bit longer and is easier to follow.  
 

Originally posted by Bumamgar:

P.48 There is reference to Voaraghamanthar and it states that "Characters should not encounter either of these dragons face to face in this adventure (they are likely to meet in The Rise of Tiamat)" but now that Rise of Tiamat is out, I searched and was unable to find any reference...

Originally posted by MonsterEnvy:

Bumamgar wrote:P.48 There is reference to Voaraghamanthar and it states that "Characters should not encounter either of these dragons face to face in this adventure (they are likely to meet in The Rise of Tiamat)" but now that Rise of Tiamat is out, I searched and was unable to find any reference...
 
A few things were cut from the book. Galvan the Blue's chapter was cut and the chapter featureing the giants and the crashed castle was cut. Artwork and a map are still around for that cut stuff.

Originally posted by thorbardin:

I was wondering about that reference to the giant's crashed castle. thanks. a pity. 
 

Originally posted by vanadium322:

Rillithis wrote:Mr. Winters, 
Would you be able to explain this now that Rise of Tiamat is out? Why take the treasure all over the Sword Coast if its final destination is less than 500 miles to the northeast of Greenest? I could find no explanation in either book. Was it misdirection?
Thanks. 
 
I've had this same question while running the adventure myself...  it really seems to make no sense.  If my players ever ask, and are ever in the unlikely position of actually getting an answer (speak with dead on Rezmir, maybe?), I think I'll be forced to take the "Rezmir doesn't trust her subordinates" route- none of the attackers at Greenest were to know about the Well at all, and if that one particular shipment didn't make it, there were plenty of others contributing to the hoard anyways.  Also, Rezmir wanted to deliver it all personally in a single stroke, to have the greatest impact on her reputation within the cult.  It's kinda a weak explanation, but it'll have to do.

Originally posted by Manaknight:

Not quite a mistake, but I was wondering how you guys handle the last big-boss-fight of the Hoards vs the first big-boss-fight of Tyranny...

I mean... fightig an Adult White Dragon is cool... twice in a capagain is "so-so"... but "back to back" is meh...

Also, Am I crazy or does the XP value for both boss-fight are  WAY above the  4 X level 7 players "deadly cap" (see DMG p.82) [ex : 4 X 1,700 = 7,600 < the adult withe dragon's 10 000 XP]

Originally posted by MonsterEnvy:

Manaknight wrote:Not quite a mistake, but I was wondering how you guys handle the last big-boss-fight of the Hoards vs the first big-boss-fight of Tyranny...

I mean... fightig an Adult White Dragon is cool... twice in a capagain is "so-so"... but "back to back" is meh...

Also, Am I crazy or does the XP value for both boss-fight are  WAY above the  4 X level 7 players "deadly cap" (see DMG p.82) [ex : 4 X 1,700 = 7,600 < the adult withe dragon's 10 000 XP]
Well with Glazhael you are likely to have help. WIth Old White Death, He is actully supposed to be able to use magic and unlike Glazhael can use lair actions. 

Originally posted by kaitoujuliet:

MonsterEnvy wrote:A few things were cut from the book. Galvan the Blue's chapter was cut and the chapter featureing the giants and the crashed castle was cut. Artwork and a map are still around for that cut stuff.
Those sound cool.  Do you know if the maps are available anywhere for purchase?
 

Originally posted by MonsterEnvy:

kaitoujuliet wrote: 
MonsterEnvy wrote:A few things were cut from the book. Galvan the Blue's chapter was cut and the chapter featureing the giants and the crashed castle was cut. Artwork and a map are still around for that cut stuff.
 
Those sound cool.  Do you know if the maps are available anywhere for purchase?
http://theredepic.bigcartel.com/ You can find all the maps for Rise and Hoard here. These are the characters that were cut.
http://bryansyme.deviantart.com/art/Galvan-492764568
http://bryansyme.deviantart.com/art/Brunvild-492762859
 
 

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