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Jasper DMs Hoard of the Dragon Queen
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<blockquote data-quote="jasper" data-source="post: 9661425" data-attributes="member: 277"><p>Hoard of the Dragon Queen Review</p><p></p><p>TLDR Okay adventure but has first adventure problems. 3 Stars.</p><p></p><p>After Play review using Adventure League 15.1 guidance with a mixture of 2014 and 2024 monsters and pc classes.</p><p></p><p>I had a group with a total of eight players. The sessions were running around 3 to 3.5 hours each, with 3 to 8 players. I ran each chapter by tier instead of suggest chapter level but most pcs where chapter level.</p><p></p><p>First as always with the first couple of adventure hardcovers, the maps suck. They were drawn as art and not with use in mind.</p><p></p><p>Chapter 1 needs a location change as it opens with the party outside the city and with idea the pcs are going to go help. I created a tavern inside the city and started the pcs there. This chapter has both what the DM wants to throw at party for openers, and choose your quest selections. You will need to put some recurring NPCs out of harm’s way.</p><p></p><p>Chapter 2 is setup to be a series of combat or skill checks. Mainly combat. The skill challenges are not well defined and I suggest DMs look online for how to run good skill challenges. It does have a rescue VIP mission which depending on the players could be difficult to pull off.</p><p></p><p>Chapter 3 Returns the group to bad guys camps and gives you a dungeon to explore. But it assumes the rooms rarely communicate with each other. Depending on the how the group tries to enter the dungeon will set the tone from spying to dying.</p><p></p><p>Chapter 4 can be the most role playing heavy of the chapters. It is a road trip with various set and floating encounters. But the DM will have to juggle over a dozen npcs. And a few wagons. I suggest you take notes in this chapter. The wandering encounters and set encounters are nice but will need DM flavor to spice them up.</p><p></p><p>Chapter 5 Tries to redo the road trip but has less NPCs and a small road side inn as the main plot area. It requires the pcs to be proactive in investigation certain NPCs.</p><p></p><p>Chapter 6 assumes the pcs are part of enemy forces and gives no guidance if the group is going to do the kill them all method. Most rooms assume forces in other parts of castle don’t react to loud battles.</p><p></p><p>Chapter 7 The Hunting Lodge introduces a new NPC who is there to point the way to the next chapter. And combat is an afterthought.</p><p></p><p>Chapter 8 has a small town which is an excuse for a bar. The Skyreach Castle is interesting but the setup in the court yards assumes the group has their cult badges. And I would promote the Griffon in the kitchen to Awaken status. The other encounters are locked closets with little suggestions on how they would react to an alert or near by battle.</p><p></p><p>Warning Big power level difference in 2024 Classes even if you upgrade to 2024 monster suggestions.</p></blockquote><p></p>
[QUOTE="jasper, post: 9661425, member: 277"] Hoard of the Dragon Queen Review TLDR Okay adventure but has first adventure problems. 3 Stars. After Play review using Adventure League 15.1 guidance with a mixture of 2014 and 2024 monsters and pc classes. I had a group with a total of eight players. The sessions were running around 3 to 3.5 hours each, with 3 to 8 players. I ran each chapter by tier instead of suggest chapter level but most pcs where chapter level. First as always with the first couple of adventure hardcovers, the maps suck. They were drawn as art and not with use in mind. Chapter 1 needs a location change as it opens with the party outside the city and with idea the pcs are going to go help. I created a tavern inside the city and started the pcs there. This chapter has both what the DM wants to throw at party for openers, and choose your quest selections. You will need to put some recurring NPCs out of harm’s way. Chapter 2 is setup to be a series of combat or skill checks. Mainly combat. The skill challenges are not well defined and I suggest DMs look online for how to run good skill challenges. It does have a rescue VIP mission which depending on the players could be difficult to pull off. Chapter 3 Returns the group to bad guys camps and gives you a dungeon to explore. But it assumes the rooms rarely communicate with each other. Depending on the how the group tries to enter the dungeon will set the tone from spying to dying. Chapter 4 can be the most role playing heavy of the chapters. It is a road trip with various set and floating encounters. But the DM will have to juggle over a dozen npcs. And a few wagons. I suggest you take notes in this chapter. The wandering encounters and set encounters are nice but will need DM flavor to spice them up. Chapter 5 Tries to redo the road trip but has less NPCs and a small road side inn as the main plot area. It requires the pcs to be proactive in investigation certain NPCs. Chapter 6 assumes the pcs are part of enemy forces and gives no guidance if the group is going to do the kill them all method. Most rooms assume forces in other parts of castle don’t react to loud battles. Chapter 7 The Hunting Lodge introduces a new NPC who is there to point the way to the next chapter. And combat is an afterthought. Chapter 8 has a small town which is an excuse for a bar. The Skyreach Castle is interesting but the setup in the court yards assumes the group has their cult badges. And I would promote the Griffon in the kitchen to Awaken status. The other encounters are locked closets with little suggestions on how they would react to an alert or near by battle. Warning Big power level difference in 2024 Classes even if you upgrade to 2024 monster suggestions. [/QUOTE]
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