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D&D Encounters: Out of the Abyss (Episode 1.2)

out-of-the-abyss-coverDuring last week’s kick off session the PCs awoke in a Drow prison cell with no equipment, no armor, no weapons, and no spellbooks. Also in the cell with the PCs were 10 other NPC prisoners. Some were friendly and willing to talk and share info, while others were either unable to communicate because of language barriers or unwilling to speak because of their general disposition towards the PCs. What the heroes learned was that they were to be sold as slaves in the Drow city of Menzoberranzan.

While they waited for the caravan that would transport them to their doom, they realized they should try to escape. Finishing their lives as Drow slaves was not a palatable option for any of the PCs. So while on work detail in session 1 they plotted, schemed and gathered information to make their escape more successful. When we finished last week two prisoners (a PC and an NPC) had thrown caution to the wind and started a bloody rampage, attacking and killing Drow guards indiscriminately. Read on to see how that worked out for them.

This week at Face to Face Games in Toronto we ran five tables. Two were starting from the beginning as they spent last week finishing off Princes of the Apocalypse, while the other three tables continued right where they left off last week. There were 27 players all together, I had five at my table. Four of my players were with us last week, the fifth player started with another group but decided to join us after some real-life conflict at his table last week. My party consisted of the following members: Half-Orc Barbarian, Half-Orc Fighter, Elf Wizard, and two Human Rogues (one from the other table, the other a change of PCs from the person playing the Ranger last week).

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D&D Encounters

D&D Encounters: Council of Spiders (Week 8.)

The end is near; at least the end of this season of D&D Encounters. This week marked the finale of the Council of Spiders. The party was looking for Valan Jaelre, the instigator of the recent unrest in Menzoberranzan and possibly one of the leaders of the Council of Spiders. Valan’s defeat (and death) could quash many fires, especially if he revealed who else he was working with. The PCs were in the right place at the right time, but the task ahead was going to be difficult.

Last week the PCs ventured through the slums of Menzoberranzan to find Valan’s hideout. They had an unexpected encounter with a Priestess of House Melarn who was apparently one of Valan’s partners. The PCs defeated the rogue Priestess and her entourage before heading down a staircase and into Valan’s lair.

Unfortunately we had a very poor turnout for our grand finale. The level 3 table had a DM and three players, and my level 6 table had a DM and three players. Yet another example of why everyone in the FLGS should play the same level characters and not let some group play up. Rather than combine for a table of six or seven, we had to run two tables of three. My group had a Drow Rogue/Blackguard (f), Drow Druid (m), and Drow Wizard Bladesinger (f) all of whom were affiliated with Bregan D’aerthe.

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D&D Encounters

D&D Encounters: Council of Spiders (Week 6)

With Menzoberranzan potentially looking at a civil war, the PCs found themselves in a unique position to possibly influence key members of House Melarn, House Xorlarrin and Brigand D’aerthe before they decide how to react to the coming conflict.

Over the past two sessions the PCs infiltrated the Council of Spiders’ hideout in order to rescue Hoshtar Xorlarrin who had been kidnapped. The PCs killed everyone they faced, rescued Hoshtar and successfully planted false evidence to implicate House Melarn’s involvement with the Council of Spiders – a detail they made sure to point out to Hoshtar before they left.

Accompanied by the still badly wounded Hoshtar, the party headed to their predetermined meeting place to deliver Hoshtar and share what they learned over the previous two sessions with Ash’ala Melarn and Ro’kolor of Brigand D’aerthe.

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D&D Encounters

D&D Encounters: Council of Spiders (Week 4)

In chapter 1 the PCs were sent on a secret mission to find an old Drow outpost that was once used for magical research. Despite some in-fighting, the party completed their objective. They found the outpost and completed the ritual that allowed Lolth to siphon the arcane energies and put it towards the creation of her Demon Weave.

About a week has passed when chapter 2 begins. The PCs have recuperated from their adventure, leveled up and spent any gold they might have accumulated along the way. Again the PCs are summoned to a clandestine meeting and given a secret assignment by their superiors.

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D&D Encounters

D&D Encounters: Council of Spiders (Week 3)

Last week the PCs were ambushed by Svirfneblin. After barely surviving that encounter they took a short rest before heading onward to the former House Shobalar outpost of Sezz’ia. During the rest they searched area and looted the Svirfneblin’s bodies. On the corpses they found three potions: two healing potions and one elixir of invisibility. In one of the nearby passages they found a cowering Goblin.

At my FLGS we’ve been running two tables, one started at level 1 and the other at level 4. This week we only had six players, three from each group. Because we were four levels apart we couldn’t easily merge into one full party. So both tables ran with three players. At my table I decided to run an NPC to bring the party to four and to throw something unexpected at the players.

In attendance were the following three PCs:

  • Drow Rogue [female], aligned with Bregan D’aerthe
  • Drow Rogue/Blackguard [female], aligned with Bregan D’aerthe
  • Drow Druid [male], aligned with Bregan D’aerthe

The Rogue/Blackguard (whom I’ll just call Blackguard for simplicity) found the Goblin, grabbed him by the scruff of his neck, and demanded information from the sniveling, cowering creature. The Goblin, who quickly identified himself as Snüt, begged for his life. The Blackguard said she’d consider taking Snüt as her slave if he provide worthy.

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It’s Here! – Lair Assault: Kill the Wizard

In this Lair Assault you’re are part of a special Drow “murder squad.” Your team must travel to the surface and kill a Wizard. It sounds straight-forward enough but failure will have devastating consequences. The Wizard has created a construct that he plans to mass produce and then set loose throughout the Underdark. These constructs have one purpose: kill all Drow. Your job is to Kill the Wizard, destroy the prototype, and ensure that no one can recreate it. Simple, right?

Lair Assault is part of Wizard of the Coast’s public play program. It’s intended to provide a whole new kind of D&D experience. There is very little role-playing in these adventures (by design). They are extremely combat heavy and reward smart play and clever tactics. It’s a power-gamers dream.

Knowing the kind of players these adventures attract, Wizards has made them exceptionally difficult. They fully expect that some or all of the PCs will die the first time they try any new Lair Assault. In fact they said at the outset that they estimate 80% of all groups will suffer a TPK in their first run-through. With the gauntlet thrown down you have to decide if you’re brave enough (or dumb enough) to accept the challenge and try to Kill the Wizard.

This is the fifth season of Lair Assault and the second that is part of the Rise of the Underdark theme running through all Wizards of the Coast product lines right now. One thing that makes this installment unique is that the players get to play the bad guys in this adventure. Not only that, but as Drow every player at the table should watch his back because you never know if another member of the squad is going to stab you in the back.

The new season of Lair Assault runs from September 1 – November 30. (I realize it already started, but I didn’t get the materials until last week and I’ve needed time to get this report put together.) Below I share some of the high-level details. I’ll try to keep it spoiler-free. Some of my suggestions and observations may seem a bit spoiler-y but most of my points are pretty obvious or fairly common sense things so I don’t think you have anything to worry about. I’m certainly not going to give away anything that will give players an unfair advantage.

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D&D Encounters

D&D Encounters: Council of Spiders (Week 2)

As the party proceeded through the old mine shaft rocks fell from the ceiling behind them sealing the passage. Svirfneblin rushed our of side passages ready to attack the party – it was an ambush! “The Goblin’s warning was true!” shouted one of the Deep Gnomes. “They’ll give us no mercy, so show none to them!”

This week we jump right into the action. No talking, not role-playing, just straight-up fighting. And it was going to be a tough fight. We had nine players and two DMs this week at my FLGS. I ran the table of four. These are the same PCs from last season and I’m modifying the adventure to make it suitable for level 4-6. The PCs are all Drow and those in attendance were playing the Rogue (#2), Druid, Cleric (Priestess) and Wizard (Bladesinger). All of these PCs have the Bregan D’aerthe Spy theme.

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D&D Encounters

D&D Encounters: Council of Spiders (Week 1)

This week marked the beginning of season 10 of the D&D Encounters program. This is the second of three Drow-themed adventures. This adventure is set in and around the Drow city of Menzoberranzan. Players are strongly encouraged to platy Drow PCs this season. They can play a handful of other races, but anyone playing non-Drow is assumed to be a Drow slave. At my FLGS everyone played Drow to make things easier.

One of the biggest complaints from the D&D Encounters regulars is that every season they have to create new characters and start from level 1 again. To address this we decided to run this season as level 4-6 and let the players kept the same characters they used last season. As all the PCs were Drow and all had the Bregan D’aerthe Spy theme this worked out nicely. The other DM at my FLGS realized that we might still get new players so he decided to run things business as usual from level 1. As most of the PCs at his table last season were not playing Drow PCs, this made a lot of sense.

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D&D Encounters

D&D Encounters: Web of the Spider Queen (Week 13)

After rescuing Khara Sulwood from the Drow Slave pits the heroes managed to find their way back to the catacombs beneath Shadowdale, both halves of the Pendant of Ashaba in their possession. As they passed through the cellar and began climbing the stairs to the Tower of Ashaba, Valan Jaelre blocked their path. Flanked by two massive Driders, Valan demanded the PCs return the Pendent and surrender. Needless to say they were having none of that.

This was the final week for season 9 of D&D Encounters. We finished with eight players and two DMs so we managed to run two tables for the finale. The party at my table was made up of four regulars who were all with the party from the very beginning (none of these players missed a single session). Accompanied by Khara Sulwood, the party that faced the final encounter consisted of the following PCs:

  • Drow Rogue #1
  • Drow Rogue #2
  • Drow Druid
  • Drow Cleric

Before the PCs or Valan and his cronies could act, the Druid received a magical sending from Elminster. “Where have you been? Is the pendant reclaimed and its magic still intact? Shadowdale’s wards must be restored, and we are running out of time!” The Druid responded mentally that the party had the pendent but it was broken and that they had problems of their own right now.

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D&D Encounters

D&D Encounters: Council of Spiders – Preview

On August 22 the players become the villains. That’s right, this season the PCs get a chance to become members of Drow society along with all the plotting and scheming that accompanies it. The PCs don’t necessarily have to play evil characters but they will want to watch their backs as everyone could be out to get them, even the other PCs.

Season 10 of D&D Encoutners: Council of Spiders continues the world-shaping Rise of the Underdark story arc and is closely tied to the latest product offering from Wizards of the Coast, Menzoberranzan: City of Intrigue. Below is a high-level overview of what you can expect during the coming season of D&D Encounters. It relatively spoiler-free.