Hoard of the Dragon Queen: Greenest in Flames - Part 1

Sarah Darkmagic - Posted on 24 September 2014

Ok, so we discussed the number of characters and representation by gender a bit in the adventure, but let’s get deeper into the adventure itself. One thing to know is that this adventure has a lot of characters and is character-driven. This was a driving force behind creating the index. While the majority of characters are relatively minor, keeping track of them isn’t.

For this part of the article series, I will spend a post or two on each episode. This means that there will be spoilers. The adventure as a whole contains eight episodes.

During the course of the adventure, the player characters will uncover the Cult of the Dragon’s secret, they are attempting to free Tiamat from her prison in the Nine Hells. To do this, they need to gather the five dragon masks and combine them to create the Mask of the Dragon Queen. Several of these masks have already been found. In addition to masks, the cult is gathering riches to present to Tiamat upon her return.

It is this latter goal that drives the cult to raid the town of Greenest, which the player characters just happen to be near. The first episode start assumes that the players are together and outside of town. This can be tricky, since unless the DM has laid the groundwork, there isn’t necessarily a reason for the PCs to defend the town. The adventure even mentions that they may decide to not do so. The Id DM offers advice for how to tie the player characters more closely with the town, ensuring a smoother entry into the story.

Once they get to Greenest, they will be run through a gauntlet of missions to help save as much of the town during the night. This is one area where the organization of the book hinders the DM. Overall, the book feels like it was written to be an enjoyable read more than as a playbook for running the adventure. On my first read through, I got a great picture of what was supposed to happen that night. I could think of at least a dozen movie or book scenes to use as my mental picture of what was going on. But as I read through it again to prepare for this blog post, I realized that I didn’t understand a lot of the expectations of how to actually run the episode, but more on that later.

Greenest in Flames is meant to be run in a sandbox fashion. It has four main goals: introduce the characters to some of the people who will feature prominently over the next few episodes, establish the PCs as hero with some renown, clue the players in that their decisions will have consequences and cause the world to react to them and let the players know that this adventure is not OSHA approved, their characters can and will go through some brutal stuff.

To aid in these goals, the adventure provides example missions that the PCs can undertake. While the book presents this as a sandbox and in theory the order should not matter, the proposed structure for the episode suggests an order. The proposed structure is thus, the PCs arrive at 9 pm and need to survive the night. Sunrise is at 6 am. Most of the raiders will be gone by 4 am, with many leaving before then (leaving in waves is a nice detail to reinforce to help with episode 2 in particular). Each mission should last 1 hour. According to this plan, the PCs could participate in seven missions during the evening. Several of the missions either state that they will happen at a specific time or imply that they need to happen after other missions. For instance, the dragon attack states that it happens slightly before midnight, which would be in slot 4 if we keep to the suggested timing. The suggested reason for the attack is that Mondath knows the adventurers exist and that they are in the keep. This implies that they’ve already had time to be heroic. Likewise, the save the mill mission is a trap set specifically for the PCs. The prisoners mission makes more sense after they have done one or two missions but early enough in the night that the information might be useful. It’s also a good time to tell the PCs that leaving the keep through the front gate is out of the question. However, the mission states that it can be combined with others, so keep that in mind too.

My suggested ordering is:

Option A: keep to the midnight timeline on the Dragon attack (he’s bored and really doesn’t want to be there anyway)

1 Seek the Keep
2 Prisoners/The Old Tunnel
3 Sanctuary
4 Dragon Attack
5 The Sally Port
6 Half-Dragon Champion
7 Save the Mill

Option B: Push the dragon attack back an hour to give the PCs more time to establish themselves as heroes in town

1 Seek the Keep
2 The Sally Port
3 Prisoners/The Old Tunnel
4 Sanctuary
5 Dragon Attack
6 Half-Dragon Champion
7 Save the Mill

I have the half-dragon champion mission right after the dragon attack because it just feels more cinematic that way. The morale in town should be pretty low after the dragon attack. Having the call for a champion right then allows the half-dragon to really gloat. Also, the story implies a stepped withdrawal from the town. Having the mill after that would make sense as a parting blow directed at the PCs and gives them the opportunity for an up beat before the end of the episode. It all depends on how you want to tell the story of course. This is different from SlyFlourish’s suggested order, so I think there’s definitely a degree of flexibility to this.

One thing that confuses me about this episode, though, are the random encounters. They are sprinkled throughout the episode description and I’m never sure if the new ones mentioned are supposed to supersede the table at the beginning or not. So let’s explore that aspect a bit more.

The section called “Wandering Encounters” contains a table of random encounters and mechanisms for how to determine when the group encounters one. I say mechanisms because how the characters act determines which one to use.

Skill check If they are being stealthy and careful, each player makes a stealth check for their character. If they are using the stream bed for cover, they gain advantage. For every two failures in the group, the group will have one encounter.

Distance If they aren’t being stealthy, then the DM rolls a 1d8 for every 100 feet traveled. If the result is 5 or higher, then they will have an encounter and the DM rolls on the random encounter chart.

One difficulty with this system is that while there’s a map with scale, very few paths have the distance detailed in advance. So, one suggestion I’d make to DMs is to have a good idea of the distances ahead of time. However, it’s often multiple hundreds of feet between the areas on the map, so it’s clear that being stealthy has a clear advantage here since with a four PC group, the max encounters would be 2 per travel attempt, regardless of distance, where it could easily be a max of 5 or more with the distance based system.

However, a number of the missions have descriptions that vary from this system. For instance, “Seek the Keep” states that there should be a static three groups of raiders between them and the keep. Additionally, they will meet a group of NPCs each time they retreat. If those NPCs join their group, the group will have an additional encounter for every four townspeople. This makes some degree of sense, a large group will attract more attention. Other missions have overrides as well. For instance, the Old Tunnel has its own method for determining if there are some random encounters.

None of this is an issue, but it can make the episode a bit chaotic for the DM. In the next post, I’ll take a quick stab at creating an info sheet for the DM to help limit the chaos.

Art from WikiCommons: Paolo Uccello - The Yorck Project: 10.000 Meisterwerke der Malerei. DVD-ROM, 2002. ISBN 3936122202. Distributed by DIRECTMEDIA Publishing GmbH. http://commons.wikimedia.org/wiki/Dragon#mediaviewer/File:Paolo_Uccello_...


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