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D&D Encounters

D&D Encounters: Web of the Spider Queen (Week 9)

Worst encounter of the adventure. Yeah, I said it. I felt that this week’s encounter was poorly designed and completely unnecessary. I always try to find the positive side of things when I share these weekly field reports, and there were a few bright spots this week, but overall I did not like this encounter and really felt it was the low point of the adventure. Read on and find out why.

Last session the heroes defeated Drow slavers, and fought some Goblins, a Bugbear, and a Giant Spider in the stalactite fortress called the Demonspur. They continued across the rope bridge and headed towards the gates of Zadzifeirryn. This week’s encounter began when the party arrived at the gates. Two portcullises blocked a walkway passing between the massive walls of Zadzifeirryn. Close to the gate a winch was bolted into the rock and an Ogre was chained to the wall beside it.

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Playing Drow Part 2 – Know Where You Came From

One of the toughest parts of role-playing a non-human character is to give that PC a distinct cultural identity. We often play ever character of every race as if they were born and raised in the Human world. For many races this isn’t a big deal because their societies will parallel Humans’ in many ways. However, Drow are very different from Humans and this should be reflected in the way they are played.

Although your character is an individual and you have the freedom to play him as you see fit, it’s important to consider his upbringing and how that has shaped his personality and attitudes. He might have forsaken his heritage to become an adventurer, but if he was raised in Drow society there are a lot of little details that you should keep in mind when running him. Use these differences to make your Drow stand out from the Elves and Humans in the party.

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D&D Encounters Player Resources

It’s Here! – Lair Assault: Spiderkiller

You’ve braved the Forge, retrieved the Talon and slain the Tyrantclaw, now it’s time to stick it to the Drow! On June 1 Rise of the Underdark continues with Lair Assault: Spiderkiller. Season 4 has the PCs facing off against a small but powerful band of Drow that are up to no good in the Undermountain.

Lair Assault is the Top Gun of D&D. It’s for the best of the best. Normally you don’t win at D&D, but Lair Assault changes that. You create the most optimized character possible (within the confines of the challenge parameters) and try your best to accomplish the goal. It’s not easy and Wizard expects 80% of parties to suffer a TPK during their first attempt to complete the challenge. So if you think you’re a D&D Top Gun than Lair Assault is the adventure series for you.

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Playing Drow Part 1 – Embracing the Evil

The Drow are an evil race. This is a fact. The overwhelming majority of dark Elves live and thrive in evil societies, and are led by the most evil of their ilk. Yet no matter how often I’ve repeated this most players who create Drow PCs choose to make them good, or at least not as evil as you’d expect them to be and it drives me crazy. I realize that this is your character and that you can ultimately determine their outlook on life as you see fit, but you’re ruining the best aspects of being Drow by making them all good. Play evil! Relish in playing evil!

All of this grief surrounding good rebel Drow adventurers can be traced back to Drizzt Do’Urden. What most players forget is that Drizzt Do’Urden is not your typical Drow. This is a big part of what makes him so endearing to his fans. The early books in the Legend of Drizzt series constantly juxtaposed Drizzt’s atypical behaviour and misaligned morale compass when compared to the overwhelming majority of other Drow. Practically every other Drow you meet in Salvatore’s books is clearly evil.

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D&D Encounters Player Resources

The Drow Are Coming!

“Sightings of dark elves on the surface have grown steadily—turning from dismissible rumors into disturbing reports. Brave heroes are needed to discover what plot or purpose is driving the children of Lolth to so boldly intrude upon our realm.”

This is the teaser Wizards gave us Monday when they launched their Rise of the Underdark website hub. It looks like 2012 is going to be the Year of the Drow. In 2011 everything revolved around Neverwinter, in 2012 it’s all about the Drow and the Rise of the Underdark. According to Wizards this cohesive storyline will run through 2012 in three distinct phases, one of which is the next season of D&D Encounters (more on that below).

I thought Drow were cool from the very first time I saw them in the original Fiend Folio. Like so many others my admiration grew when R.A. Salvatore introduced us to Drizzt and the world of the dark elves. Since then I’ve devoured anything and everything Drow that I could get my hands on. When I visited Wizard of the Coast in December one of the things they revealed was their plans for the Drow in 2012. I was simultaneously ecstatic to hear what they have in store for the Drow and frustrated that I was bound to the NDA. But now that the cat’s out of the bag I can finally start to talk about it. In the coming week’s we’ll have multiple articles here at Dungeon’s Master featuring Drow.

If you haven’t already visited the Wizards Rise of the Underdark website hub I strongly encourage you to do so (as soon as you finish reading this article). There’s a load of information about what’s coming up including product descriptions, novel previews, and Drow wallpapers for download. If you’re not excited yet, you will be when you watch the preview video which we’ve copied below.

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Class Discussions Player Resources

Greatest Hits 2011: Band of Brothers: Adventuring Parties of the Same Race

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Excluding monsters, there are 36 playable races in 4e D&D (so far). Each race brings something unique to the character creation equation. Although a character of any race can become any class, there are obviously some that are more suited than others based on racial bonuses. But even with the choices narrowed down, it’s still unusual to have any two PCs in a party be the same race or even the same class. That’s just the way D&D works. And I for one have absolutely no issues with it.

The challenge with this kind of multiculturalism is coming up with a plausible reason that explains how and why these characters ever came together in the first place. It’s easy to accept the foundations of the fantasy setting in the context of the game, but beyond the high level elements, players still expect a certain level of realism and want things to make sense even in a wondrous setting. Yet time after time we just accept (albeit begrudgingly) that this band of misfits we call a party found common purpose and have become fast friends.

One of the best ways to overcome the “why are we in the same adventuring party?” problem is to find some commonality. Making everyone play the same race is probably the easiest way to accomplish this. As much as I hate to restrict anyone’s options during character creation, a party of the same race does present some immediate benefits, the first and most obvious of which is finding motive to be together.

When the party is made up entirely of just one race there are plenty of ways to create a shared background between some of all of the characters. It also gives the players a chance to look at the racial powers and feats and see if there are ways to try something that they might not be able to if there weren’t other members of the same race in their party.

When Lair Assault offered Glory for a party of the same race that completed the adventure I expected to see a lot of same-race parties. Of the 15+ games I watched or played in, I never saw a single party where the PCs were all the same race. I saw a few parties with four Dwarves or four Genasi, but never the full five. I guess that no matter how appealing you make it, unless the DM puts his foot down, people will exercise their freedom of choice and make the character they want, race be damned. Oh well, their loss.

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Band of Brothers: Adventuring Parties of the Same Race

In the upcoming Lair Assault public play adventure series Wizards is introducing “Glory,” a new achievement system where players earn points for accomplishing different goals. However, not all Glory is earned for defeating the monsters. In order to encourage repeat play they’re awarding Glory for trying things you might not normally consider trying – one such scenario is playing a party where everyone is the same race.

Have you ever played in a party where everyone was the same race? Normally, when you’re creating a character you can choose from any race or class that interests you; the sky’s the limit. What this usually means is that the party ends up with five PCs each representing different races and classes, and that’s ok. In fact it’s practically expected. A party where everyone’s the same race is an anomaly in D&D. But after hearing that Wizards would reward players with special Glory for trying this unusual party make-up I started considering just what such a party might look like. The more I thought about it the more excited I got about where this might lead.

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Exploiting Racial and Class Powers: Cloud of Darkness

Many D&D players have a love/hate relationship with the Drow’s Cloud of Darkness racial ability. On the one hand, it’s a convenient way to guarantee combat advantage, and in rare circumstances, can cover a retreat or provide a moment of respite for the party. On the other hand, it blocks line of sight and can generally get in the way. What’s a Drow to do? One of the great things about Cloud of Darkness is its great feat support. With a few feats and magic items, your Cloud of Darkness can go from inconvenient combat advantage to a force in its own right.

Today Dungeon’s Master welcomes guest writer Benoit. Benoit has been a DM and player for over 10 years. He’s editor-in-chief of the blog Roving Band of Misfits, where a variety of 4e D&D and Gamma World topics are covered. He also co-hosts the podcast Level Up, where 4e character building and magic item discussions feature prominently. If you enjoyed this article, you should definitely check out Level Up for more of the same.

Since the Drow racial stat bumps naturally encourage players to create Dexterity-based strikers, I’m going to start by focusing on two specific builds: one for Rogues and one for Rangers. Then, we’ll look at some feats and magic items that are useful for any class. Finally, I’ll touch on the Drow paragon paths to see what they can do to let you further exploit your Cloud of Darkness.