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Rise of the Drow GM Tips and Advice: Adrik’s Folly

Rise of the Drow GM Tips

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 is finally assuming 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, then, are some Rise of the Drow GM tips and reminders for running Adrik’s Folly.

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From Script to Sandbox: A Rise of the Drow Outline

To help you plan out your campaign and provide ongoing support for Rise of the Drow: Collector’s Edition, we’ve created this outline and flowchart. It presents ways to navigate through the Rise of the Drow prologue (included in the collector’s edition) and the alternate prologue, the Stoneholme Trilogy.

This flowchart will put the intended outline of the adventure’s campaign arc into perspective. It is also a concise bit of GM advice for running Rise of the Drow that helps track experience “gaps” inherent to a sandbox campaign. Note: This post contains spoilers, if you are a player you’ll want to stop reading here and instead send this post to your GM!
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