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Hoard of the Dragon Queen - Wizards of the CoastMeh.

The primary arc of Hoard of the Dragon Queen is disappointingly linear. Disappointing because the concept is so delightfully ripe for a non-linear approach: The Cult of the Dragon has abandoned its previous plans of turning dragons into dracoliches and has allied itself with a variety of living dragons and their half-breed offspring to free Tiamat from her infernal prison. In order to do this, feuding factions within the cult are seeking out five powerful artifacts which take the form of dragon masks (one for each of Tiamat’s chromatic heads).

Five masks lost in disparate locations? Multiple cult factions simultaneously pursuing semi-compatible goals?! When I first read the background I was absolutely convinced I was about to read the D&D equivalent of Masks of Nyarlathotep and have my brain blown at the prospect of node-based scenario design being used as the introductory campaign for an entire generation of gamers.

Sadly, not to be.

Instead, the campaign is a pretty rigid “go to X, then go to Y, then go to Z” affair. Hoard of the Dragon Queen makes up for this, however, by designing most of the individual scenarios along its path in a delightfully non-linear fashion: Enemy strongholds are set up to reward frontal assaults, physical stealth, and clever infiltration. Fractious factions can be turned against each other using a variety of methods. Alliances can be forged and broken in myriad ways. Enemies surrendering and being questioned (instead of fighting bloodily to the death) is gloriously well-supported. Token guidance is even given for PCs who go wandering off the intended path on wild goose chases. And all of this goes hand-in-hand with a very utilitarian presentation which is starkly at odds with the overwritten-to-useless style which has afflicted a lot of published adventures in the last decade.

Which makes the scenarios where this liberal and refreshing approach is supplanted by a rigid railroad all the more puzzling.

This really only afflicts a couple of the scenarios, but unfortunately one of them is the first scenario and it’s laughably atrocious: There’s a lengthy sequence where the PCs are besieged in a castle (after getting railroaded into it, of course). The PCs are then supposed to go to the local duke (who basically has a yellow exclamation mark over his head) and get a quest to fight their way out of the besieged castle and accomplish some goal in the town. Then they fight their way back through the respawning kobolds on the drawbridge, return to the duke (who the adventure literally says waits for them in the same spot on the castle battlements), get their next quest, and then fight their way out again.

And if they do that two or three times, they’ll unlock a dialogue option where the duke tells them about a secret passage leading out of the castle so that they can bypass the respawning drawbridge encounter going forward.

It’s kind of astonishing that I kept reading the adventure after that.

Can I also take a moment here to point out that the campaign hook for Hoard of the Dragon Queen is absolutely ridiculous? The PCs are approaching a random town, crest a hill, and discover that it is being attacked by a dragon. Okay. That’s fine. But then the campaign assumes that the 1st level PCs are likely, when confronted with that sight, to decide that their best course of action is to walk into the town.

(Did I mention that the dragon is also accompanied by an entire army?)

Maybe I’m just spoiled by having players who aren’t seriously brain damaged, but I literally cannot imagine a scenario in which that hook would work.

But what kills Hoard of the Dragon Queen is not its inconsistent design. Nor its occasional absurdities. Nor the plentiful continuity errors. Nor the horrific editorial shortcomings. Nor the completely inadequate maps (some of which appear to be missing entirely, some of which don’t match the text, and many of which lack keyed entries they’re supposed to have).

No. What kills Hoard of the Dragon Queen is that it’s so incredibly boring.

And I’m not talking about one of those adventures that’s just boring to read on the page. I mean that the contents of this adventure, basically from top to bottom, are generic and dull and trite and uninteresting: There is no kobold that isn’t a generic kobold. There is no bedroom that isn’t a generic bedroom. There is no swamp which isn’t a generic swamp. And there is absolutely nothing fantastical or wonderful or unique or memorable.

(The obvious rejoinder here is that a good GM could still take this material, work miracles upon it, and make it totally awesome during actual play. Of course they could. But a good GM would also know better than to use such a flat and uninspiring foundation in the first place.)

To be fair, there are a couple of exceptions to this general dullness. (Flying stolen wyverns to intercept the flying castle of a giant is the most notable one.) But for a campaign which I’m assuming will take at least 40-60 hours of table time to complete, those slim exceptions are wholly inadequate.

Which, ultimately, brings me back to the reaction I had most consistently and finally to Hoard of the Dragon Queen:

Meh.

Outside of a few truly awful sequences in the first scenario, there’s nothing here that’s really terrible. But there’s also nothing to be found between these covers to justify spending $30 on it (let alone another $30 on the essentially mandatory second volume). Most damning, however, is that Hoard of the Dragon Queen also lacks anything which will reward the countless hours of ponderous and forgettable playing time that you would languish upon it.

Grade: D

A guide to grades here at the Alexandrian.

Go to Remixing the Hoard of the Dragon Queen

Exit, Pursued by a Monster - Alex Drummond (Legends & Labyrinths)

An idea that I’ve toyed around with for years is creating a hex map for the Underdark. I still haven’t done it. But recently I’ve been running a huge technological complex for Numenera with a hex map that shares a lot of similarities with the Underdark. If the idea of running a hexcrawl through the Underdark is something you’d like to try,  I think there are a few key points to consider:

(1) What makes a hex map work is that it abstracts the actual terrain of the game world. If you’re doing a wilderness hexcrawl, you shouldn’t try to map every tree… or even every single country lane. If you do that, you’re defeating the entire point of the hex map. Similarly, if you’re designing your Underdark with a hex map you should not try to map every individual tunnel. (You might map major thoroughfares, the same way that major highways or rivers would be indicated on your wilderness hex map.)

(2) One key distinction between a wilderness hex map and an Underdark hex map is that, generally speaking, travel is always assumed to be possible through the side of a wilderness hex. This is not necessarily the case in the Underdark and one thing you’ll want to develop is a key indicating a minimum of three states for each side of the hex:

  • Open (there are lots of tunnels leading from this hex to that hex)
  • Closed (there are no tunnels leading from this hex to that hex)
  • Chokepoint (you can get from this hex to that hex, but only by passing through a specific keyed location)

Note that the existence of a given chokepoint could also be a secret that needs to be discovered (by either obtaining the information elsewhere or perhaps by performing a detailed survey of the area).

(3) The RPG industry has developed a fairly standard “vocabulary” of wilderness terrain types. (These actually predate D&D and were inherited from Avalon Hill’s Outdoor Survival when Arneson used it as a template.) These terrain types also have the benefit of being familiar to us in our every day lives: We know what forests are. We know what mountains are. And so forth. IMO, you’re going to want to develop a similarly interesting vocabulary of at least 4-5 different Underdark terrain types. And you’re going to have to figure out how to clearly communicate those differences to a group that probably doesn’t contain spelunkers (and certainly no fantasy spelunkers). The point of this, obviously, is to make the map more interesting: This both rewards exploration (a key component of any hexcrawl), but also to make the actual description of the PCs’ journey more engaging.

(4) The Underdark is fundamentally three dimensional in a way that the surface of the world is not. Keep that in mind, but don’t worry about it too much: The surface of our planet varies from 1,400 feet below sea level to 29,000 feet above sea level but we still successfully visualize it as a flat plane. Consider the minor elevation shifts I discussed in Xandering the Dungeon and apply the same logic at a macro-scale here: You can probably make your Underdark more interesting by saying “you have to go down and then over and then up to get to there”, but vast slopes and slants and descents and climbs can be abstracted onto a two-dimensional map. So go back to Point #1 above and remember to embrace the abstraction of the hex!

 

JDJarvis at Aeons & Augauries has the really interesting idea of randomly determining the source of your PC’s starting wealth. Click through for a full table that gives you everything from petty theft to rich uncles to grave robbing.

I’ve seen a lot of “random background tables”, but what caught my eye about this one is that it leverages a common mechanic and seeds the mechanic with interesting narrative hooks. Any of y’all have interesting answers to the, “Where did you get that money from?” question?

In other news, I’m back from Gencon! I ran 5 games and played in 4:

  • Numenera: Into the Violet Vale (ran 3 sessions)
  • The Strange: Eschatology Code (ran 2 sessions)
  • Cthulhu Masters Tournament (played in 2 rounds)
  • Eclipse Phase: Detente
  • Eclipse Phase: Overrun

This was more intense but considerably less varied than last year, when I played in 6 games (including Call of Cthulhu, Lady Blackbird, Eclipse Phase, Shabal-Hiri Roach, and Numenera). The lack of variety was not so much by design as accident: Reaching the second round of the Cthulhu Masters Tournament knocked out two other games that were originally on my schedule. (Although the decision to run 4 games for Monte Cook Games prevented me from participating in Games on Demand this year, which is a variety killer.)

Dragon Fight - Daniel Gay (Edited)

… and by that, I mean that they should be inspiring good, old-fashioned awe with the things that they do.

This is something I first talked about in D&D: Calibrating Your Expectations and I developed the theme in E(X): The Many Games Inside the World’s Most Popular Roleplaying Game.

Recently I was speaking with someone who was unhappy with the “crazy scaling” of Perception checks he was seeing in the arms race of high level Pathfinder games: The players crank up their Perception modifiers. The GM responds by simply cranking up the DC necessary to accomplish previously much easier tasks. The result is “silly” and “ridiculous”.

This is what I said:

FIRST, CONTEXTUALIZE THE NUMBERS. Instead of just blindly cranking up the numbers, think about what those larger numbers really mean. If a DC 30 check reveals a “well-hidden secret door”, then what does a DC 40 check really mean? Well, it means something that no one in the real world without special tools would ever be able to detect. So maybe that means that the door has been phase-shifted onto the Ethereal Plane; or painted with the illusion-infused blood of a demon; or covered with the alchemically-treated hide of an animal that has evolved the ability to make people psychically ignore its presence.

In other words, embrace the fact that the PCs are doing awesome things and really emphasize how awesome it is.

SECOND, EMPHASIZE NOT CHANGING THE NUMBERS. Instead of trying to keep the same old tasks challenging, focus on the paradigm shift that’s occurred.

Yup. They’re really, really good at finding hidden things. Similarly, they’re really, really good at killing 1st level goblins. Instead of resisting that change by leveling up all the goblins in the universe to match their new abilities, focus instead on exploring how their interaction with the world shifts.

A mechanical option along these same lines would be to include guidelines for improving the quality or speed of a check by accepting a penalty on the check. For example, I have a generic set of guidelines for “quick checks” that drop the time required for the check by one category in exchange for accepting a -10 penalty to the check. (High level characters, for example, can make successful Gather Information checks in 1d4+1 minutes instead of 1d4+1 hours by accepting a -20 penalty on their check.) For Perception checks, you might apply a -10 penalty to allow characters to notice hidden doors/objects/etc. without actively searching for them. (They just walk into a room and spot the hidden door in the corner.)

An extreme example of this sort of thing is Doctor Who: The Doctor can open the door of the TARDIS, sniff the air, and instantly identify the atmospheric content, the planet he’s standing on, and the time period. (I like to imagine that this is based on complex spectrographic analysis compared to charts which Time Lords study in school much like we study multiplication tables.)

ALTERNATIVELY, PUT A CAP ON THE AWESOME. If you don’t want to embrace the awesome, on the other hand, you’ll be much happier simply stepping out of the arms race. Cap their advancement before they become “too awesome”, either drawing the campaign to a close or finding other ways of advancing their characters. (This is where E(X): The Many Games Inside the World’s Most Popular Roleplaying Game comes back into the picture.)

Tagline: The Accursed Tower is a fairly solid module, with a handful of potential problems.

Forgotten Realms: The Accursed Tower - R.A. SalvatoreR.A. Salvatore is best known for his novels dealing with the drow character Drizzt Do’Urden – one of the finest swordsman in all of literature. There are some who worship these stories; others who revile them. Personally, I find them to be possessed of both significant strengths (such as Salvatore’s outstanding description of fight scenes and some of the soul-searching for Drizzt found in the Dark Elf Trilogy) and significant weaknesses (such as the repetition of some of the plots and several weak characteristics to Salvatore’s writing).

Similarly these novels are set in the Forgotten Realms, a campaign setting which some worship and others revile. As with Salvatore himself, I find the Realms to be possessed of both significant strengths (breadth of the setting, the wealth of detail and support) and significant weaknesses (some ridiculously bad supplements, over saturation, and general silliness).

I therefore approached The Accursed Tower (an adventure for 4-8 characters of level 1-3) with a fairly open mind – Salvatore and his original gaming group (the Seven Swords) “return to the Savage Frontier” of the Ten-Towns in the Icewind Dale. The characters get a chance to explore a well known area of the Realms, while running into some well known characters of the Realms.

THE PLOT

The PCs are in Luskan, the City of Sails, along the Sword Coast (with that (in)famous “it’s up to the DM to determine how” that seems to be present in every D&D adventure I’ve ever read). They sign up to guard a merchant caravan which is going to the Icewind Dales. When they get there the caravan owner reveals that he has an opportunity for them to earn a great deal more money if they help him out with something.

It turns out that the caravan dealer is searching for a ruined tower where a mage died while researching a healing salve with the potential to help a great many people. If the PCs help him get the notes from that research, they will not only be helping in his humanitarian quest – but will also share in a significant portion of any recovered treasure.

The PCs track down the location of the tower with the help of a few familiar faces – Regis and Drizzt from Salvatore’s books – and then go off to obtain the diary. They do so. End of story.

Except, that’s not all that’s going on. The caravan driver isn’t actually a humanitarian — he’s an evil mage who has killed the actual caravan driver and taken his place. The research he’s after isn’t for any healing salve – it’s for becoming an immortal lich.

It’s time to insert the dramatic music.

THE GOOD STUFF

The set-up is intriguing and provides a solid base for the adventure. Salvatore and his gaming group construct a complex plot with several different hidden agendas and machinations going on behind the scenes – wheels within wheels is the order of the day. First, you’ve got the dual nature of the NPC who hires the PCs. Plus, one of the people the PCs get to help them out is actually an ancient barbarian sorceror, who once fought against the evil mage who owned the Accursed Tower and was responsible for his downfall.

The adventure is also blessed with some remarkably strong NPCs. Drizzt and Regis, of course, get an extra boost thanks to their literary background, but there are several others – including the father-son team from the caravan who befriend the PCs, the barbarian sorceror, and several others.

I was also impressed with a number of hooks which were left open for future expansion at the DM’s discretion – such as a scroll the PCs find half-buried in a snowdrift, with no ready explanation as to how it got there or why.

Finally, the entire package is strong one. As per usual for a TSR book the production values are high, the art is of decent quality, the book has been thoroughly proofread, and the lay-out is clear.

THE BAD STUFF

First, there’s no excuse for recycled art in a 32 page book – even if you are just filling up the quarter page of blank space left on that second-to-last page. This is particularly true if you’re TSR. They’ve published hundreds of books. Surely there was a piece of art from some other book they could have recycled instead of copying the art from page 17.

Second, the book suffers from that perennial Realms problem: Silly names. Maybe some people don’t have problems with names like “Peddywinkle” in their fantasy campaigns, but I do.

Third, random encounters are not a substitute for meaningful plotting. Although the first part of this adventure deals with a caravan trip, absolutely nothing happens on that caravan trip of any significance. The only planned event is a goblin encampment, and that only happens if the PCs follow a specific set of tracks. Everything else is a random encounter. I wasn’t too impressed with this – you could just as easily have said “the PCs are in the Icewind Dales” instead of “the PCs are in Luskan”.

Fourth, the “healing salve” cover for the archmage’s true intentions was a little annoying. It is described as “healing any wound and curing any disease”, and the guy goes on to say how he wants to “make this salve known to all, so that the world would be free of sickness”. Yeah, right. Did the Realms suddenly become devoid of healing potions?

Fifth, the map on the inside front cover is of the caravan route. Along this route are numbers. What these numbers are supposed to be is never mentioned, but you can interpolate and figure out that these represent how far the caravan gets on each day of the journey. This has relatively little importance (after all, it is a set path), especially considering the complete unimportance of the caravan drive to the overall adventure in general. The book would have been better served with a map of the Icewind Dales, where the PCs have to trek all over the place to figure out the location of the tower.

Finally, the early part of the adventure is fairly railroaded (except for those sections where nothing of importance is happening). The last part of the adventure, where the PCs have reached the tower, is nothing more than a standard event-by-location dungeon.

CONCLUSION

The primary appeal to The Accursed Tower is going to be for those familiar with Salvatore’s writing. The basic plot and elements of the adventure are nothing to get excited about (and are, in fact, possessed of several drawbacks) – but this can be mitigated when the PCs run into characters well known to them from their favorite books. It’s the same kind of rush you got from the line, “Anakin Skywalker… meet Obi-Wan Kenobi.” Or from those Howard stories where you’re following some unfamiliar character and suddenly they run into Conan.

So, The Accursed Tower gets an average rating overall. Those with an interest in Salvatore’s writing might want to pick it up; those with an undying hatred of Salvatore, Drizzt, or the Realms should avoid it at all costs.

Style: 3
Substance: 3

Author: R.A. Salvatore and the Seven Swords (Mike Leger, Brian Newton, Tom Parker, David Salvatore, Gary Salvatore, and Jim Underdown)
Company/Publisher: Corsair Publishing, LLC and Sovereign Press, Inc.
Cost: $25.00
Page Count: 168
ISBN: 0-9658422-3-1

Originally Posted: 1999/08/16

I honestly have no idea what my problem with the name “Peddywinkle” was.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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