All of that is to say that true to Wizards of the Coast’s guarantees, Hoard is fully usable with no other print D&D books so long as you have an internet connection. Likewise, the book only reprints monsters which aren’t in the Monster Manual, but there’s a free supplement online with full statistics for those not included. Very few rules are reproduced, so a copy of the full Player’s Handbook or frequent references to the free basic rules will be needed. Likewise, it’s mostly laid out very usably and if you’ve read the module you can very easily find any part you’re looking for. The art throughout is lovely, though a very few maps don’t precisely match up to the descriptions given – a minor quibble given the differences. The book itself is printed on a very heavy stock of non-gloss paper, which is perfect for the kinds of dungeon masters who like to scrawl notes in the margins. It’s a decent module, but many will consider it the only choice given that the Dungeon Master’s Guide has now been delayed. The primary storyline, however, is engaging and interesting, with some truly memorable set piece encounters, and play scenarios that will stick with the players for years – it’s just hard to remember that when they’re slogging through odd mysteries and long stretches of game play that don’t advance the story. Additionally, the adventure needs more than a little preparatory time for the dungeon master and can feel like a repetitive slog at times. There are a good number of players who won’t notice this, but those who prefer a more sandbox style game, or a less directed plotline, will probably find that Hoard is not to their liking. The major choices that players make over the course of the adventure don’t deal with where to go, but instead how to approach the situations they find themselves in. Hoard of the Dragon Queen is organized as a classic tour-style adventure journey, hopping from location to location with a series of stops for further direction and for places to go. Nonetheless, its reliance on tried-and-true fun roleplaying situations allows it to shine despite the otherwise weak or ill-explained segments. The adventure is good, certainly above average for recent adventure products of this production quality, but suffers from some slow parts and the clear indication that this was material developed while the game wasn’t completely finished. It’s also the first half of the Tyranny of Dragons adventure arc for the game, and will have a follow up volume in the form of The Rise of Tiamat. Hoard of the Dragon Queen is the first adventure module for the new edition of Dungeons & Dragons, covering levels 1-8 for a party of adventurers and set in the Forgotten Realms’ iconic sword coast region. The reviewer and their play group completed the entire adventure. A copy was provided by Wizards of the Coast for review. Sakkors has crashed to the ground and been destroyed, for example.Designed by Wolfgang Baur and Steve Winter. I haven't completed the Sundering Novels yet, I'm partway through book 5, but so far they've all been focused on agents of Netheril attempting to advance Shar's plans to take over / destroy the world, as well as gathering more power by collecting the various divine shards spread out through the various Chosen (apparently every god and their brother have a bunch of Chosen wandering around, so much so that at one point a Netheril wizard was able to establish multiple 'concentration camps' with thousands of potential Chosen at each camp.) Various hints so far lead me to believe that the Shadovar will be defeated / destroyed. Apparently these changes are something that happened in the intervening 100 years between 3e and 4e, which is why I (incorrectly) assumed the climate change was part of the merging of Abeir and Toril. The 4e campaign guide is a little vague on what caused Anauroch to stop being a desert, saying simply that "Rivers now flow from the melting glaciers, rain falls, temperatures are moderate, and in some places vegetation is particularly lush." Reading the description of Anauroch in the 3e Forgotten Realms campaign setting it is still described as a desert and the City of Shade is described as having re-appeared 'early in the Year of Wild Magic' but with no mention of the desert climate starting to change. They returned in the Year of Wild Magic (1372 DR, the 'current' year of 3e) and found their old empire buried under the Anauroch desert. In ancient times, the Shadovar escaped the destruction of Netheril by fleeing into Shadow. You are correct, apparently I didn't read my 3e lore closely enough.
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