Hoard of the Dragon Queen

mxyzplk

Explorer
2 out of 5 rating for Hoard of the Dragon Queen

I can see how they came to the decisions they made when devising this adventure. "It should have a dragon!" "It should be epic!" "It should have some old school feel, but you know, with some 4e style setpieces!" "New gamers will be playing it, don't confuse them!" Unfortunately, what results is a bit of a mess. Super railroaded to the point where they come out and say "it doesn't matter what they do here, this is what happens..." Weird repetitive grind. A barest nod to roleplaying, character hooks, etc. It could be converted into a good adventure. But it might be less work to convert a good adventure to 5e.
 

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Slamm-O

First Post
4 out of 5 rating for Hoard of the Dragon Queen

All the players had a great time. DM said he needed to read ahead and make plenty of notes but good adventure
 

JEB

Legend
3 out of 5 rating for Hoard of the Dragon Queen

This first half of Tyranny of Dragons tries to be both a series of standalone episodes and a continuous storyline, but doesn't quite manage either. Most of the segments are just OK, although there are some better bits in a few sections (the caravan, the swamp castle, and the finale).
 

scrubkai

Explorer
2 out of 5 rating for Hoard of the Dragon Queen

Over all this is at best an average adventure.The production value is very good, but editing errors abound and you can tell that it was developed while the rules were not locked down yet.There are numerous areas where the encounters are not well balanced, and some places make references to uses of skills that don't really match the way the final rule set uses them.However for me the most disappointing part of the book is that the story is just average at best. There's very little that is memorable outside of brief references to major Realms locations. However even those locations are never detailed, they rely on you having prior knowledge/books.Overall a disappointing entry to the 5E line and well below the Kobold Press standard I am used to.
 

Talmek

Explorer
3 out of 5 rating for Hoard of the Dragon Queen

There are quite a few editing errors within WotC's adventure, Hoard of the Dragon Queen. In order to circumvent these a DM will have to prepare in advance (approximately 2 hours dependent upon the DM's experience) per session in order to flesh out and catch them prior to actually playing the module. If your intent is a ready-to-play adventure straight out of the book then this will most likely leave you disappointed. If, however, you prefer to add and modify adventures then HotDQ will be right up your alley. Our group has started playtesting and have had a number of opportunities to customize and add to the overall experience.
 

Donny Rhye

First Post
5 out of 5 rating for Hoard of the Dragon Queen

Starts off with throwing the players right into the action. Alot of little things the DM can play with right at the start. Has great pacing never hit a part where I was like just have to get past this to get to the good stuff. Anyone could take bits and pieces of the adventure and just run those by themselves episode 4 gives a great example of things to do with caravan guard duty. Episode 5 and 6 could be rolled into a separate adventure about missing people. Episode 7 and 8 could be combine into another adventure. Was very pleased with this.
 

Dvaldin

First Post
3 out of 5 rating for Hoard of the Dragon Queen

4 Stars for Experienced Players, 2 stars for Beginners bring this to my 3 star rating. As our little group does not meet that often, we just finished this one recently. This adventure is apparently set up to be an introductory to tabletop and role-playing, but I don't know just how good of an introductory it is, judging by other things I've read. Any adventure is only as good as its DM and their improvisation reacting to what the players do. Hoard of the Dragon Queen (HotDQ) is great with a good DM, but for new DMs and players, I can see it being a nightmare. "Oh, there's a blue dragon. We obviously have to fight it..." No, at first level, you run and hide unless you've got some gimmick going on. Heck, even at higher levels you run and hide from adult dragons. I'd guess around level 8-10 you might have a chance of everyone living...maybe. Those of us who've played for a long time well know this, but video game mentality does not -- and should not ever -- translate to table-top RPG's. Then again, maybe deciding to fight a dragon and learning that it's a big deal is just what they need. The biggest problem with HotDQ is the layout, and I know I'm not the only one to say this. The book is so scattered, it's a real pain for the DM to have to be flipping back and forth between the pages, and I can see new DMs especially struggling with that. The module format works better for maps and all. I don't know why you change that. D&D 5E has so much going for it with the new rules, Monster Manuel and DM Handbook. I remember one comment from WotC that they were surprised most of the player input they received was for less rules not more. Which just goes to show how designers just don't seem to 'get it.' The DM is the game master. The rules should always take a backseat to their choices. Rules-laden rpg's take too much time. I don't want to have to be solving a freaking math equation when I'm playing. HotDQ has a lot of great encounters if the DM studies up beforehand, and Episode 8 is fantastic and a real Epic ending. It's the best session our group has had, and not everyone lived through it. So, if you're experienced, I'd say go for it. If not, you should probably wait until there's more agreement on "If you're new, buy this one." Otherwise, I'd recommend new DMs use their imagination and create their own little adventure. That's the best experience they'll get. If they can't do that, they need to reconsider being the Dungeon Master. If the old Keep on the Borderlands converts well to 5E, that's a good place to start also.
 

born2streak

First Post
3 out of 5 rating for Hoard of the Dragon Queen

It's a bit sparse, but overall not bad. Certainly not the friendliest adventure for the inexperienced DM. It's going to need some work to really get the most out of this product, but it gives a decent framework to hang things on.
 

2 out of 5 rating for Hoard of the Dragon Queen

This is a quick, partial review, as I reviewed this product alongside it's sister, Rise of Tiamat.

I wanted to like this product, but it was deeply flawed. Much of it is unlikely the fault of the authors and more the changing rule system, unfinished encounter design rules, and shifting monster statblocks. Regardless, the product provides some nice sources of inspiration and many episodes that could be pulled out of the narrative and effortlessly dropped into a larger campaign like a self-contained module.
Despite the complaints of being a railroad adventure, the episodes provide a lot of freedom for players to tacking the presented trouble however they want. A good DM could probably turn this into an excellent adventure and a lot of fun for their players with some moderate effort.

Read my full review of Tyranny of Dragons here:http://www.5mwd.com/archives/2890
 

Mercule

Adventurer
2 out of 5 rating for Hoard of the Dragon Queen

There are some fantastic ideas in this book. I mean really, really great ones. I wanted to like the adventure. I tried really, really hard. Ultimately, though, I couldn't even run it. Others have said it's a bit railroady. That's a huge understatement -- like saying a Micheal Bay movie "might require some suspension of disbelief". Hoard of the Dragon Queen is about as friendly with free will as Game of Thrones is with prudery and pacifism. Because of that, the adventure, as written is of little use to any group that doesn't love following the dots painted on the floor. A good DM could take the various encounters and other ideas out and reconstruct them into a great adventure, but they're connected by too fine of a thread, in the printed work. As a "Book of Lairs", it has reasonable quality of content, though very sparse quantity for that. As an adventure, it fails utterly, requiring enough work to spoil the whole point of buying a printed adventure (save on prep time). It gets no stars from me, for an adventure, but the encounters and story outline give it an unintended two stars. Even then, it's not worth more than a few bucks at the used book store. Save your money.
 

RadarMonk

Explorer
3 out of 5 rating for Hoard of the Dragon Queen

When I ran this adventure with my group, I found it a bit railroady. It kind of assumed the PC's would follow the adventure in a linear fashion, which of course my PC's didn't. I also think the monsters, especially unique ones and bosses, should be harder. My group of three moderately optimized PC's destroyed all the bosses easily, Overall not bad, but it could be improved.
 

SailorNash

Explorer
3 out of 5 rating for Hoard of the Dragon Queen

I liked how it starts off with a bang, and introduces some core thematic elements early. But a good portion of the story is riding along on generic caravan duty, and the vast majority of the monsters are "kobolds again?!?" I wasn't bored, but at points did feel like I was simply following the tracks.
 

Evhelm

Explorer
4 out of 5 rating for Hoard of the Dragon Queen

Hoard of the Dragon Queen is best thought of as a middle-man. Play it after the Starter Set (and carry the characters over), and use it to lead into Rise of Tiamat. As a stand-alone adventure, it fails to shine. Worth doing, but it does have its problems! The production values (artwork, binding, etc.) are what move this from an average product to a good one.
 

Shagamemnon

First Post
3 out of 5 rating for Hoard of the Dragon Queen

I ran this campaign shortly after it came out (including its sequel, Rise of Tiamat). There have been a lot of complaints written about it, but I think that it is a good starter adventure for gamers returning to the table after a long time away or for completely new players. It is not the best adventure I have played in or run, but it certainly not the worst. It is simple, fun and quintessentially D&D.
 

5Shilling

Explorer
2 out of 5 rating for Hoard of the Dragon Queen

I was rather disappointed with this book. Other than the various dungeons there is not a lot for a DM to work with. NPCs are given hardly any description or characterisation (the best descriptions appear in the wagon train chapter, for NPCs who are unlikely to appear anywhere else). Likewise little insight is given into the actions of the villains until the very end. Very little help is given to the DM for running the city and HQ sections of the adventure (it seems to have been written with the expectation that the DM would also buy the Sword Coast Adventurer's Guide). The individual dungeons have some nice layouts and set-pieces, but everything connecting them is very weak. While the larger illustrations and maps are attractive some of the individual character art is very poor.I would recommend this only for experienced DMs who can adapt and fill in the gaps, and who really want to run a heavily dragon-themed campaign.
 

Gradine

The Elephant in the Room (she/they)
4 out of 5 rating for Hoard of the Dragon Queen

Hoard of the Dragon Queen was much maligned in its day, and in some cases rightfully so. I hope to make the case, however, that it's actually a great product for new players and experienced DMs. Experienced players and new DMs, on the other hand, may wish to pass on this one.

For starters, this is a not a "run-this-right-out-of-the-book" module. It has a lot of holes and gaps that could easily be glossed over, but an experienced DM will know to fill with their own or adapted material. As a result, HotDQ is one of the most adaptable APs WotC has yet to produce. An incredibly popular choice is to add the Murder in Baldur's Gate adventure to Chapter 4 when the PC's arrive in that city, for instance. The module does not really hold the hands of the DM in any way; and newer DMs or DMs who are buying a module to avoid all of that extra work will understandably want to choose another AP. DMs that do put in that extra work, however, are sure to find themselves (and their players) greatly rewarded for the effort.

The module, at least in its first half (Chapters 1-4), does, however, hold the hands of the players. It's not quite as railroad-y as many of the AP's detractors like to claim, but it does provide a very firm structure that loosens up only slightly until the reins slip entirely by Chapter 5. Experienced players should still find plenty of opportunities to stretch out their limbs and accomplish their goals as they see fit during this period, but newer players will definitely not find themselves at a loss for what they're supposed to be doing and how they're supposed to accomplish it. This is actually part of the ingenius design of this AP for new players: each of the first four chapters presents a very different mode of play (combat-focused mission-based, infiltration/subterfuge, dungeon crawl, and primarily social encounters, respectively) that allows new players to experience a lot of what D&D has to offer, and enveloping all three pillars of play.

As I mention, the reins slip entirely by the time the players get to Chapter 5 (and certainly by Chapter 6). There's still a very definite trail of breadcrumbs to follow and it is, strictly speaking, a fairly straight line. But each of these four chapters are primarily site-based. Each one has a definitive goal (typically, find out where the Hoard went next) but it no longer holds the players' hands; they're free to use any of the skills they've learned (both as players and as PCs) to try to accomplish this. Players can choose to either fight or talk their way through each and every one of these chapters, with varying degrees of difficulty and outcomes. Naerytar and Skyreach (Chapters 6 & 8) in particular provide great playgrounds for new players to practice what they've learned about the game in the earlier chapters.

The plot, such as it is, is fairly bare-bones. A cult wants to resurrect an evil god and is raiding the countryside gathering a great treasure hoard with which to appease her. There's nits to pick to be sure. Their route is senselessly complicated, mostly out of subterfuge to throw off their enemies. Hardcore FR lore-nerds may bristle at the re-purposing of the Cult of the Dragon in completely changing their beliefs and methods (though the resulting schism does play a minor role in the story). There's some pretty major issues that should have been caught in editing: you'll at least want the official errata, if not the fan-compiled errata and clarifications document that's been floating around the web. The maps are not particularly useful and full of errors; there's game design and rules issues due to last-minute rules changes before all of the core books were published that shouldn't have made it to print; if you've done even a cursory bit of research about HotDQ you're aware of all these. Other quibbles you'll hear are merely matters of subjective play-styles, owing primarily to the nature of the first half of the book (you'll hear about how Chapter 1 or Chapter 4 are some folks' favorite or least favorite parts of the adventure, for instance). And that's bound to happen with any module that zips back and forth between such drastically different modes of play. But given the intent, to introduce new players to these playstyles, I think this has unfairly dragged down the overall opinion of the module.

So no, it's not perfect. But it's got combat, exploration, and social encounters in spades. It holds new players hands, but gives experienced players plenty of room to show off what they can do. It demands a lot out of DMs, more than most published modules certainly, but it has a lot to reward for the effort put in. The story might not make much sense to a diehard Forgotten Realms fan, but to a new player (or as an adaptation) it's a pretty classic setup with a good deal of payoff.

Ultimately, it's got dungeons, and it's got dragons. What more could you ask for?
 

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