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Why is Hoard of the Dragon Queen such a bad adventure?
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<blockquote data-quote="KarinsDad" data-source="post: 6477569" data-attributes="member: 2011"><p>I can only relate my experience as a player since I did not read it. I was totally underwhelmed with the entire concept of Greenest. I'd give it a 2 out of 10. Our group spent the better part of a half hour discussing why we should even bother to go near Greenest with a dragon flying overhead. We did manage to take down the half dragon, but the DM told us that this was due to her giving us archer allies. Our actual tactics were not that good (due to how 5E non-intuititively handles advantage/disadvantage in heavily obscured areas).</p><p></p><p>After Greenest, we derailed part of the adventure and tricked the NPCs into attacking us multiple times at a place of our choosing. From a player's perspective, I'd give this part a 4 out of 10. One of the encounters was totally created by the DM (she wanted to experiment with creating an encounter and created one so tough that it was almost a TPK). And that was the most memorable encounter of the bunch.</p><p></p><p>Next, we presumably had a smaller contingent of NPCs in the caves due to our previous actions (or at least, that was the plan). We then infiltrated and used divide and conquer tactics to mop that up. I suspect that the module took that into account. There were some interesting encounters in the caves. I'd give the caves a 6 out of 10.</p><p></p><p>I think that the DM dropped the next section completely since she said that this was a terrible section and we apparently went off on a totally unrelated sidequest (that has a bunch of benign ghosts in it). The feel is totally different and there has not been a single mention of dragonic creatures or the cult of the dragon, so I doubt any of it is in the module. Due to schedule conflicts, we have had limited playing time the last few months, but that changes in January and I'm hoping that we'll get back to the adventure, just to see if the latter chapters are any better. I suspect that we will stay on our sidequest until we catch up with enough XP to get to level 5.</p><p></p><p>If the DM drops a section because she thinks it's terrible, I have to give it a 1 out of 10.</p><p></p><p>Like I said, this is totally from a player's perspective from someone who has not read the adventure. It might actually be better than my experience dictates. But, I haven't actually been wowed by anything in the adventure yet. The Roper fight was the best thing we've encountered (shy of the tough encounter the DM created which was actually pretty interesting). The exploration has been meh (walk through woods to get to encounter x, walk through woods to get to encounter y, etc.) and the NPCs uninspiring. The Monk was annoying (forcing a higher level NPC to be rescued and then temporarily part of the party is often annoying, but if stats for the monk were not available, that might be on our DM) and the worthless governor was nearly as annoying.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6477569, member: 2011"] I can only relate my experience as a player since I did not read it. I was totally underwhelmed with the entire concept of Greenest. I'd give it a 2 out of 10. Our group spent the better part of a half hour discussing why we should even bother to go near Greenest with a dragon flying overhead. We did manage to take down the half dragon, but the DM told us that this was due to her giving us archer allies. Our actual tactics were not that good (due to how 5E non-intuititively handles advantage/disadvantage in heavily obscured areas). After Greenest, we derailed part of the adventure and tricked the NPCs into attacking us multiple times at a place of our choosing. From a player's perspective, I'd give this part a 4 out of 10. One of the encounters was totally created by the DM (she wanted to experiment with creating an encounter and created one so tough that it was almost a TPK). And that was the most memorable encounter of the bunch. Next, we presumably had a smaller contingent of NPCs in the caves due to our previous actions (or at least, that was the plan). We then infiltrated and used divide and conquer tactics to mop that up. I suspect that the module took that into account. There were some interesting encounters in the caves. I'd give the caves a 6 out of 10. I think that the DM dropped the next section completely since she said that this was a terrible section and we apparently went off on a totally unrelated sidequest (that has a bunch of benign ghosts in it). The feel is totally different and there has not been a single mention of dragonic creatures or the cult of the dragon, so I doubt any of it is in the module. Due to schedule conflicts, we have had limited playing time the last few months, but that changes in January and I'm hoping that we'll get back to the adventure, just to see if the latter chapters are any better. I suspect that we will stay on our sidequest until we catch up with enough XP to get to level 5. If the DM drops a section because she thinks it's terrible, I have to give it a 1 out of 10. Like I said, this is totally from a player's perspective from someone who has not read the adventure. It might actually be better than my experience dictates. But, I haven't actually been wowed by anything in the adventure yet. The Roper fight was the best thing we've encountered (shy of the tough encounter the DM created which was actually pretty interesting). The exploration has been meh (walk through woods to get to encounter x, walk through woods to get to encounter y, etc.) and the NPCs uninspiring. The Monk was annoying (forcing a higher level NPC to be rescued and then temporarily part of the party is often annoying, but if stats for the monk were not available, that might be on our DM) and the worthless governor was nearly as annoying. [/QUOTE]
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Why is Hoard of the Dragon Queen such a bad adventure?
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