Rise of the Drow GM Tips and Advice: Adrik’s Folly
Our second-most requested section of Rise of the Drow for more detail is the first half of the final chapter of the prologue: Adrik’s Folly. After the harrowing trek through the Dark Wood, the party finally assumes some control over their fate as they discover the drow stronghold and decide how best to free the Rybalkan prisoners. This vast castle is almost 115,000 square feet over several floors, with a LOT to take into account when running this adventure. Here are our Adrik’s Folly GM Tips and reminders to help you get the most from this key chapter.
Adrik’s Folly GM Tips: Getting Organized
However the characters get their first look at Adrik’s Folly, it should become clear there’s more going on than they first imagined. Watching the fortress reveals some basic patterns: comings and goings of Vikmordere mercenaries during the day, and drow taking their place after sundown. A successful scout will notice the strict routines, with deviations punished harshly.
If the party spends time scouting nearby areas, they might investigate the chapel of Flaesuros. Though visible from the castle, it could be used as a temporary base of operations. It’s big enough to shelter up to twenty people and offers enough concealment for short-term planning, especially if lights are hidden.
The word of recall scroll is perhaps the most valuable tool in the party’s arsenal at this stage—a literal escape plan if things go south.
Adrik’s Folly GM Tips: Getting In
A frontal assault on the Folly is exactly what the name implies—folly. Instead, consider offering your players multiple options:
- Secret Tunnel: The hidden route from the chapel.
- Disguise: Ambush a patrol and take their gear. Vikmordere disguises are more likely to fool drow and vice versa.
- Persuasion: The party might bluff their way in as new recruits or prisoners.
- Stealth and Magic: With spells like invisibility, disguise self, fog cloud, or silence, the party can slip in. Encourage creative use of magic to enhance infiltration.
- Sowing Dissent: Exploiting the natural tension between the drow and Vikmordere may open opportunities. The drow distrust their mercenaries, and vice versa. Play this up.
Adrik’s Folly GM Tips: Inside the Castle
Once inside, balance is key: act fast, but stay smart. There are 50 prisoners initially, and the number increases by ten each day. Waiting for the drow escort from the Underworld is NOT ideal.
Encourage the party to gather intel: disrupt drow/Vikmordere relations, uncover the drow’s future plans, and learn news from the Underworld. All are valuable.
Optional but rewarding:
- Lay the undead to rest (useful if the escape tunnel is chosen).
- Plant traps (low odds of success but adds flavor).
- Consider burning the castle down—but warn players of the risks to their own escape routes.
Don’t forget: Erik Splitaxe could be recruited. His reaction depends on timing. Too early and he’s loyal to the drow; too late and he’s suspicious and violent. Somewhere in the middle? He might help… or hinder.
Adrik’s Folly GM Tips: Escape Planning
The secret tunnel is the most obvious way out, but chaos might allow an exit via the gate, a new breach, or even an upper window.
The party must protect anywhere from 47 to 127 prisoners. Consider giving NPCs roles as team leaders to manage the crowd. A bard’s Inspiring Leader or a tactician’s foresight can go a long way.
Splitting the party, using the word of recall scroll, or setting clever distractions can help pull off a dramatic escape. Reward creativity!
Adrik’s Folly GM Tips: The Getaway
Escaping to the Galekin Estate isn’t the end. It’s just the start of the chase.
The drow and Vikmordere will regroup quickly. Success depends on:
- Confusion at the castle
- Speed on the road
- Clear communication between NPCs and PCs
Setbacks will happen. Players must weigh rest against risk. Lean into their ingenuity: a clever idea should earn inspiration or advantage.
In Conclusion
Adrik’s Folly is more than a rescue mission—it’s a strategic, narrative, and roleplay-heavy mini-arc all its own. These Adrik’s Folly GM Tips should help you make it a highlight of your Rise of the Drow campaign.
Use the players’ creativity to shape the encounter. Let them spark chaos, pull off heists, and outmaneuver their foes. This isn’t just another dungeon crawl. It’s a test of leadership, planning, and nerve.
Want more GM advice for Rise of the Drow Collector’s Edition? Let us know in the comments or join the conversation on our Discord!
What a well timed post! I am running the Adrik’s Folly section for my characters this evening. This is the part of Rise of the Drow that got me really excited for my players as the opportunities for mayhem and lots of role play are endless. The need for caution is definitely important and any murder hobos will perish quickly. Thanks for laying out all of the options so eloquently!