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Hoard of the Dragon Queen Errors
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<blockquote data-quote="MerricB" data-source="post: 6721920" data-attributes="member: 3586"><p><strong>Originally posted by Huscarl:</strong></p><p></p><p>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.</p><p> </p><p></p><p>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").</p><p> </p><p></p><p>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.</p><p> </p><p></p><p>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.</p><p> </p><p></p><p>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.</p><p> </p><p></p><p>The small room in the upper left corner of level 1 should be labeled 7. It should also have a door.</p><p> </p><p></p><p>Correct in both cases.</p><p> </p><p></p><p>The error is in the the last sentence of the first paragraph. It should state, "If you are _not_ attuned to <em>Hazirawn</em>, you deal an extra 1d6 necrotic damage when you hit with the weapon." Then everything else falls into place and makes sense.</p><p> </p><p></p><p> </p><p>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. </p><p> </p><p>* 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.</p><p> </p><p>Steve</p><p> </p><p> </p></blockquote><p></p>
[QUOTE="MerricB, post: 6721920, member: 3586"] [b]Originally posted by Huscarl:[/b] 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. 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"). 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. 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. 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. The small room in the upper left corner of level 1 should be labeled 7. It should also have a door. Correct in both cases. The error is in the the last sentence of the first paragraph. It should state, "If you are _not_ attuned to [i]Hazirawn[/i], you deal an extra 1d6 necrotic damage when you hit with the weapon." Then everything else falls into place and makes sense. 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 [/QUOTE]
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