Hoard of the Dragon Queen is a solid adventure outline, but has some possible shortcomings (ref1, ref2, ref3 ). The adventure is a bit of a railroad as outlined, the maps are difficult to use for groups used to battlemaps, and it just really doesn't have the unique details that other adventures have had. However, as a GM, reading the adventure was a real treat because it has enormous potential. In many places the characters have an enormous abundance of choices that can influence their success or demise. It just needs to be rebuilt a bit for my style of GMing.
I am planning on GMing this as my first D&D 5e adventure. It's going to be a roll20 game. My hope is to drag this adventure into a form that represents the tactical complexity that is available while adding opportunities for new plot paths through the adventure. I also want to clarify the motivations available to the PCs a bit, so the adventure feels like a bit less of a railroad. At some level, all adventures that I run are sandbox adventures, so I'll be preparing for that, as well. (Someone is going to want to go to one of the other cities that isn't mapped out, I am sure.)
The first major overhaul I am doing is a complete revamp of the maps. The maps in the book are available for sale, so I won't be making mine available other than in large thumbnails -- I don't want to take away from the original artist who has digital versions forvery reasonable prices. The Greenest map is getting tossed out completely in my game. I am also putting together a series of overland and battlemaps to allow me to capture both the gross tactical decisions and have closer encounters.
My maps clearly have a different feel that the original maps. I believe that things should first be built for a reason, then other people may take over them for their own purposes. I have a major problem with Greenest being a town on a trade route that has no defenses. As much warring that goes on along the Sword Coast and as many dangers that lurk in the wilderness, I don't think these townsfolk would come along and built a town that can be so conveniently destroyed. I replaced Greenest with Grievance, a new town on the river surrounded with walls, gates, watchtowers, and with a castle in the center. After all, towns are going to thrive where there is protection.
Similarly the hatchery in my maps is a set of caves without the improvements in the original maps. I limited improvements to adding tunnels. If there are steps, I think they would be made of wood. This, after all, seems to be a temporary outpost; it isn't a fortress to be maintained for years. There are other places for that.
Another major plot point I am correcting right off is that the adventurers will be living in Grievance, not just passing by. I might even give them some free contacts in Grievance. I feel the PCs need to feel the deadliness of the attack first hand and understand the consequences directly. One of their contacts may even be taken and give additional motivation for tracking down the culprits. Alternately, a dying PC might be dragged off by the cult. These things give the PCs motivation no matter who they are or what they want. Hoping that first level PCs wandering by on a trade route will jump to help a town under dragon attack is a major plot hole.
So that gets my revamped version through 3 chapters. I still have some additonal plot points to work out, and certainly need to revamp NPCs a bit, but I think it is enough to get it underway soon.
In closing, I want to say, that every adventure is just an outline for a GM. Running a premade adventure requires some fiddling to make it fit with your party and your style. Don't feel bad when you do this -- it doesn't reflect on the quality of the original product. If anything, there must be a solid foundation there, if a GM is willing to invest the time into customizing it.
I am planning on GMing this as my first D&D 5e adventure. It's going to be a roll20 game. My hope is to drag this adventure into a form that represents the tactical complexity that is available while adding opportunities for new plot paths through the adventure. I also want to clarify the motivations available to the PCs a bit, so the adventure feels like a bit less of a railroad. At some level, all adventures that I run are sandbox adventures, so I'll be preparing for that, as well. (Someone is going to want to go to one of the other cities that isn't mapped out, I am sure.)
The first major overhaul I am doing is a complete revamp of the maps. The maps in the book are available for sale, so I won't be making mine available other than in large thumbnails -- I don't want to take away from the original artist who has digital versions forvery reasonable prices. The Greenest map is getting tossed out completely in my game. I am also putting together a series of overland and battlemaps to allow me to capture both the gross tactical decisions and have closer encounters.
My maps clearly have a different feel that the original maps. I believe that things should first be built for a reason, then other people may take over them for their own purposes. I have a major problem with Greenest being a town on a trade route that has no defenses. As much warring that goes on along the Sword Coast and as many dangers that lurk in the wilderness, I don't think these townsfolk would come along and built a town that can be so conveniently destroyed. I replaced Greenest with Grievance, a new town on the river surrounded with walls, gates, watchtowers, and with a castle in the center. After all, towns are going to thrive where there is protection.
My little town of Grievance.
Similarly the hatchery in my maps is a set of caves without the improvements in the original maps. I limited improvements to adding tunnels. If there are steps, I think they would be made of wood. This, after all, seems to be a temporary outpost; it isn't a fortress to be maintained for years. There are other places for that.
Another major plot point I am correcting right off is that the adventurers will be living in Grievance, not just passing by. I might even give them some free contacts in Grievance. I feel the PCs need to feel the deadliness of the attack first hand and understand the consequences directly. One of their contacts may even be taken and give additional motivation for tracking down the culprits. Alternately, a dying PC might be dragged off by the cult. These things give the PCs motivation no matter who they are or what they want. Hoping that first level PCs wandering by on a trade route will jump to help a town under dragon attack is a major plot hole.
So that gets my revamped version through 3 chapters. I still have some additonal plot points to work out, and certainly need to revamp NPCs a bit, but I think it is enough to get it underway soon.
In closing, I want to say, that every adventure is just an outline for a GM. Running a premade adventure requires some fiddling to make it fit with your party and your style. Don't feel bad when you do this -- it doesn't reflect on the quality of the original product. If anything, there must be a solid foundation there, if a GM is willing to invest the time into customizing it.
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