You sit down at session zero to create characters and introduce the world where they live. The GM is busy describing the perfect tavern where your adventure will start. Next to you a friend is deciding on their next character. Before you know it, the argument is on.
Darkvision and Other Inconveniences
“The air is cold and dank, heavy with the weight of the earth hanging high above your head. Jagged, black stone walls stretch ahead and behind. The torch in your hand flickers as a dead breeze staggers down the passageway. You draw closer and closer to the end of this bleak tunnel until finally, the narrow rock walls vanish on both sides. You can hear the heavy breathing of something in the darkness ahead and…”
“I have darkvision!”
“You… Oh, whatever! You see a feral troll in the back of the cave. Everybody, roll initiative.”
The adventurers reached the heart of the cultist’s hideout. There, on the throne a beautiful woman, skin the color of shale, eyes burning like coals, her hair streaked white and silver, stares down at them. “Kneel” she commands of them. One steps forward and bows to the would-be queen. Her movements are swift and graceful. She glides down the stairs, removing her blade as she does so and swings. Before the remaining adventurers can react, the head of their companion rolls across the floor.
Dark elves are a familiar and evil society with few exceptions. They present new and exciting game play as either a playable character or as villains for a game master. But where did this creation stem from? Continue reading Why Dark Elves?
A d100 list of found objects, unexpected sights, and strange encounters for your players to experience within a drow city.
The Triumphant Return of Douglas Niles
Douglas Niles, a legendary name for those who hail from the days of AD&D and TSR. A man whose legacy spans from the very first Forgotten Realms novels to the creation of the Dragonlance world, Doug is a New York Times Best-Seller and his work has been read and utilized by countless roleplayers. Doug is also well known for creating the groundbreaking Dungeoneer’s Survival Guide (TSR, 1986) with legends Gary Gygax and David C. Sutherland III, a book which detailed exploration of the subterranean world, a realm which was previously only hinted at and briefly explored in a few select modules. The Dungeoneer’s Survival Guide finally gave DMs the ability to craft their own adventures and full campaigns in the Underdark.
As noted on page 85 of Rise of the Drow: Collector’s Edition (RotDCE), the Stoneholme trilogy of adventures could serve as an alternate means of embarking on the campaign to thwart the drow in the Underworld. Follow us on Discord and Twitter to stay up to date on promotions and discounts that you can use to pick up the Stoneholme trilogy, or any of our products for your campaign!
Herein is a brief outline of the Stoneholme trilogy, as well as a few key inclusions the GM can make to tie into the plot of Rise of the Drow. The Rise of the Drow: Campaign Primer also serves to introduce players to the Underworld, providing them context for playing in the ancient dwarven city. Read no further if you want to avoid spoilers. Continue reading Rise of the Drow Alternate Prologue: The Stoneholme Trilogy