Rise of the Drow, the project we have been working on for most of 2013 is nearly complete. We are ordering a limited edition run special for our Kickstarter backers and there will be a few extra copies of this book left over for the lucky few who can snag them!
The fantastic work and the caliber of the people involved in this project is top notch. The art filling these pages is gorgeous, the story and content are everything that an epic journey through the Underworld should be, the new spells, monsters, and magic items are forged from the minds of some of the greatest in game design.
Ladies and gentlemen, may I present the RISE OF THE DROW TRILOGY!
The Rise of the Drow Trilogy Kickstarter by Adventureaweek.com just went live. So, what’s all the fuss about?
Here’s Stephen Yeardley (co-author of RotD) to tell you a bit more!
Adventureaweek.com puts out a new D&D 3.5 and Pathfinder Role-playing game compatible adventure every single week. In 2012 we released a popular and critically acclaimed trilogy called Rise of the Drow, but it’s only available in PDF format. We’d like your help to transform this into a single fully illustrated, full color, premium edition hardback book with loads of expanded content. Even if you aren’t familiar with the Rise of the Drow trilogy, you can grab an introductory pdf adventure to get in on the action and help do your part!
The Mushroom Forest will have even more action between the guardian golems and the chokers that are attempting to defeat them. Holoth will have more information about visitors, houses, and all that takes place as the PCs work their way through the city either by stealth or by fighting, and face the final house. Embla will be expanded, telling you more about its trade, its influence on the region, and the battling dwarves who are attempting to save their town.
Yul’s lair, already mysterious, will have great depth, greater challenge, and be an environment that the PCs will truly learn to fear. The Demi-plane of Venom, deadly already, will become a greater challenge that everyone will truly remember.
However, what I’m sure you want to know about is the all-new material that you’ll be getting. So where do we start? Well, triple ENnie winner Todd Gamble will be giving you new maps, both of all the current areas, plus many more of the additional action, and we’re aiming for cloth versions to use as fantastic players aids.
We have guest authors bringing you all-new environments and encounters, such as an entirely new drow house that will play a challenging part of the action in Holoth, a complete Undersea with ancient pirates, lost dwarves, and a ship that travels through the entire Underworld, a scene-stealing, PC-chomping deep dragon, and its realm, the dwarven Underworld capital of Stoneholme will be introduced for your PCs to perhaps visit, and certainly explore at a later date. The history of the Vidre, allowing deep immersion into their alien world will be given for the PCs to experience.
The hidden dwellings of other denizens that live and die around those two cities of Embla and Holoth will be introduced so that allies and enemies alike can be found as the PCs travel through the Underworld. The Rift-Realms of the undead members of the various Holoth drow houses will be given greater strength and emphasis. Other planes that the Drow Spider Temple touches on will have gateways introduced and expanded information.
$5,000: Hero Lab files of all monsters and NPCs.
$6,000: Endzeitgeist, Paizo community reviewer extraordinaire (over 1000 reviews!), to author a section – The ecology of the Vidre, the primary adversaries in Usurper of Souls.
$7,000: New Interior Art by Rick Hershey.
$8,000: Robert Gruver, of D-Infinity and Skirmisher Publishing to author a section – A new batlike race exclusive to the underworld, and mechanics for echolocation in combat. Robert Gruver is a writer, father, and husband from Houston, Texas. He has numerous credits to his name including articles for “d-Infinity Magazine”, and has story in Skirmisher Publishing LLC’s “Swords of Kos: Hekaton” anthology. He is the host of the weekly gaming Youtube show “d-Infinity Live!” (youtube.com/robsmasher)
$9,000: New Interior Art by Tim Tyler
$10,000: Jason Stoffa, co-founder of Fat Goblin Games to author a new section – on the Undersea and a new subrace of corrupted dwarves.
$11,000: Brian “Necroblivion” Berg to author “House Everhate” – The sick mind behind Total Party Kill Games will be bringing us a new drow house for use within the environs of the Rise of the Drow adventures. He will breathe life into House Everhate, a fallen incestuous drow house crushed by its peers and left to rot. Fester they did, and out of sight is out of mind. Generations later they hunger for revenge, willing to use and manipulate anyone and anything they can in order to reclaim their former status and wreak their everlasting vengeance.
$12,000: A Book Golem Interior Art by Jen Page. Yes, that Jen Page.
$13,000: Owen K.C. Stephens to author new source material on a deep dragon’s machinations – The Lead Developer for Super Genius Gamesand contributing author to the Star Wars, Everquest, Black Company and Wheel of Time RPGs plus innumerable Pathfinder sourcebooks will bring us the details of a deep dragon’s lair. This source material will bring a new level of terror to these deep realms and possibly turn your players into crunchy bits.
$14,000: [LOCKED] New cover art to be designed by the inimitable[LOCKED].
$15,000: [LOCKED] – A fantastically themed stretch goal that will knock your socks off and be exclusively limited to backers of the Rise of the Drow Kickstarter. We won’t announce this until we hit the previous stretch goal.
A Free Adventure, New Kickstarter, and Print Adventures!
2013 is already promising to be a fruitful year for Adventureaweek.com. We’ve kicked off the new year by introducing PRINT adventures for the very first time starting with Kevin Mickelson’s adventure for Pathfinder Beginner, “A Learning Time” available to order at DriveThruRPG.com now!
We would also like to announce the launch of the Rise of the Drow hardback Kickstarter coming February 1st! This massive adventure (totaling well over 500 pages) already begs to be a mega module with a solid home on your RPG bookshelf. In addition to transforming the PDF into a hardback book, we also aim to increase the overall length of the volume and add special guest authors. We will also be introducing a group of top notch artists that will help give the AaW Underworld a fresh coat of paint.
Join us and help make this book possible, if for nothing else than to scare the crap out of your players when you confront them with the dreaded demi-plane of Venom and Matron Maelora of House Gullion wielding the uber-powerful Vidrefacte artifact.
If you missed the free adventure A0: Crow’s Rest Island make sure you download it here, or if you’re already a trial member jump here to snag it!
There’s more to come, and more free stuff on the way, but I’m running out of room (the book golem only allows me to write so much), so I must say my farewell.
The final installment of the “Rise of the Drow”-trilogy clocks in at a whopping 252 pages, 1 front cover, 1 page editorial, 2 pages ToC, 8 pages of very readable and informative bios of the AaW-team, 1 page SRD, leaving us with a whopping 239 pages of content. Not bad!
This being the review to the conclusion of the final installment of AaW’s Rise of the Drow-Saga and sequel to one of the best underdark adventures I’ve read in quite a while, the following contains SPOILERS and for your own sake, you should skip to the conclusion if you want to participate in the module as a player.
Still here? All right! Depending on the choices they PCs made in the predecessor modules, they are off to rather different start and later in the adventure, the paths may diverge even further. Anyways, in last adventure, the PCs have entered the drow city of Holoth via either frontal assault or the back door and this is where the module kicks off – with the details on the compound of house Gullion and the attack/infiltration in full swing. Thus, at the beginning, the module is a rather free-form style exploration/infiltration and provides us with information on e.g. the slave dens, in which dinosaur-riding drow as well as an advanced tyrannosaurus are guarding the slaves. Worse, indoctrination and clever favoritism has bred a significant amount of slaves that might turn on the PCs when freed! The mushroom gardens also have their shepherds – corrupted mushroom golems, abducted from last module’s excellent and innovative finale.
True to the sandboxy style of the presentation, we also get the fully-detailed, many-layered spider-shaped temple of Naraneus, the Queen of Spiders for the PCs to attack and explore and pilfer: Among the loot some rather cool unique drwarven weapons the PCs can find (e.g. an urgosh and a trident) as well as a rather neatly detailed library in which not only several books are detailed, but which also houses a nice secret that can potentially help the PCs deal with a color-coded puzzle. The PCs can also encounter a neat unique mosaic golem and even a book golem. Whether the PCs ignore the temple or clear it out before they enter the steps to the adjacent Tologorith tower remains up to them – also rather nice: Depending on the path they’ve chosen, the PCs may actually stumble upon a battle between the drow and the crystalline vidre, who are anything but pushovers and not too pleased by the dark elves’ (perceived) failures. Tolgorith tower, base of house Gullion and location of the artifact Vidrefacte, will be not a pushover for the PCs to explore: First of all, the massive amount of ritual sacrifices enables to drow to have forbiddances, guards and wards and unhallow in effect – ouch. Better yet, the defenses and tactics of the drow soldiers actually make sense in the defense of the tower – but fret not, this module does not devolve into a drow slugfest, for the dungeon of the tower contains an unlikely ally for the PCs, provided they survive the beastmasters of house Gullion – in the crypt, the PCs can find a plethora of undead – that don’t want to kill the PCs and instead come with an offer under the guidance of Makinnga Gullion:
The mistress of undead on her artifact-level powerful blood throne wants to shatter the Vidrefacte and put an end to the deal with the crystalline, soul-consuming Vidre – and she knows how: By sending her undead allies into the artifact, she plans to subvert its powers, tearing it asunder and breaking the tower in the process. Unfortunately, any contact with the artifact could cancel the trial and thus, PCs will have to keep their foe’s hands off the artifact. Worse yet, they probably wouldn’t survive the tower’s collapse – unless they agree to a nice ploy – Makinnga suggests they bring her personal belongings of members of house Gullion will be needed in order to create an effect that will postpone the collapse of the tower for the PCs to escape as well as providing them with a camouflage cover that could enable them to flee. Better yet, we get a sheet naming the respective characters on which the items secured can be tracked easily – nice help for GMs and players alike! Well, and if the players seek combat, they’ll have their hands full here as well – Makinnga’s allies include a nice gnomish demi-lich that will come to her aid… Said demi-lich is actually rather reasonable btw., and in no way required to be defeated – a nice classic “what you sow is what you reap”-situation.
Now, even with this potential ally, the rest of the tower will not be a cakewalk – take for example a haunt that has the players swarmed by phantasmal waves of poisonous spiders or the penultimate major hindrance between the PCs and the showdown with the mother matron: Maltorya, mad cleric and next in line for the matron’s title, seeks to not only defeat the PCs (they happen upon her as she conducts a grueling sacrifice), but pull them to the private demi-plane bestowed upon the house by the dread spider goddess – a place of viscous, extremely lethal poison, airborne spider swarms and a deadly and disturbing confrontation to say the least and the one place I would have LOVED to see further detailed – with a map and scenarios à la “fighting on swinging rope bridges over the sea of poison. Here, the module has essentially missed a chance. That being said, it’s not the final confrontation and essentially we get two boss battles at once. Climbing the mandible-like stairs (including painful biting) to the final level of the tower and the battle royale.
I don’t use that particular compound often. It is wholly appropriate here – what at first kicks off as the epic showdown with the insanely powerful mother matron for the crystalline artifact quickly becomes an all-out brawl: While it takes some round for the matron to realize that the undead (if applicable and a deal has been struck) seek to destroy the Vidrefacte instead of attacking the PCs. Of course, the PCs may also have problems with the undead and the Vidre that bursts in on the fourth round, making this showdown rather complex. Great help for the DM to run this encounter is provided in the form of a round-by-round table that lists tactics/things happening by group and thus makes handling the groups rather easy as well as providing a nice guideline to making this conflict as cinematic as it should be. If the PCs have scored ALL items, they have 14 rounds to escape the tower – and here, we get another piece of coolness: Instead of just having the collapse be hand-waved (seen that done rather often), we get 11 different things that can happen – write them upon sheets and the roll these bones for chances of collapse, people tumbling out of the tower, exterior walls breaking etc. – climactic, tight in its allotted time and hardcore, the escape will have your players on the edge of their seats. Oh, and if they want to featherfall/fly out of the tower, falling chunks/quakes/errant sonic blasts etc. can hit them there as well, if you as a DM so chose – I can see at least some of the collapsing parts working well in this instance as well. Hopefully, they manage to evade capture and slip out of the ruined section of Holoth.
Depending on their choices, though, the beautiful city of Embla might be no longer existent, people may have died or survived and it is time to reap the fruits of the labor of their help – Mikannga, if they chose to deal with her, actually honors her deal…for now and the PCs may find themselves even be revered as some kind of demi-gods by the dwarves. As often, though, the best ending, the one of the smartest path with the least casualties is the one that has the heroes remain mostly unsung – a nice parallel with real life, though easily remedied, should you chose to do so.
The pdf also contains lists of XP by used path of all the Rise of the Drow modules and a write-up of Naraneus, the Spider Goddess (including the penumbra and shadow domains – the latter coming with 9 all new spells, one of which is essentially a shadow-themed fireball-clone – that deals untyped damage. That’s a no-go. Against a fireball, you can protect yourself. Against a shadow blast? No protection from shadowy untyped energy exists, making this lvl 3-spell vastly superior and unbalanced even when compared to an already very strong core-spell like fireball. The Vidrefacte is also fully detailed and after that, we’re off to the encounter indexes, which contain full stats both for 3.5 and PFRPG – and also some elaborate backgrounds for several of the characters herein. 8 full color maps are interspersed throughout the pdf and the final pages are taken up by a list of “what has gone before”-style events as well as a chart that provides the most likely outcome of all three main paths the trilogy can have taken.
Editing and formatting are very good, though not perfect: I encounter e.g. a homonymy-error and some other minor hick-ups. Layout adheres to AaW’s two-column full color standard and Todd Gamble’s cartography is, as usual, excellent. Special mentioning deserves the STELLAR cover artwork by James J. Krause, the man behind the awesome fungal golem artwork in part 2 – the BBEG depicted oozes “dangerous, beautiful, fully armed drow lady”-flair. Awesome! The pdf comes with extensive, nested bookmarks and a background-less printer-friendly version. As per the writing of this review herolab-files have not yet been added, but will be.
Here we are, at the conclusion of the Rise of the Drow-Trilogy and oh boy, it ends with a bang! This module is best summed up as “War in a drow city” or “Infiltration of a drow compound”. Have we seen similar things before? Yes, in Endless Night, for example. Where this module truly excels is the focus on the grounds of house Gullion and the fact that this place is DEADLY. Dumb PCs WILL die. This module should be considered a free-form, sandboxy, extremely detailed infiltration/escalation that, when handled, should feel reminiscent of e.g. the final section a Bond movie – foes left and right, climactic battles, sneaking, death traps and a furious “blow all up” finale. The individual characters are great, the locations iconic and the finale (and pre-finale including a demi-plane)ROCKS.
That being said, the adventure has one narrative peculiarity a DM should be aware of: In order to grasp what happens in the finale, the PCs are presumed to find and talk to a NPC they could easily miss – while orchestrating a meet-up should prove no problem to any DM, it’s the one weak link of a finale that otherwise is just simply epic. Best of all, the whole product oozes a constant sense of a lion’s den, looming death and potential for conflict and style. The locations the PCs visit feel vastly more unique than my frame of reference “City of the Spider Queen”. In contrast to “Endless Night”, the PCs are not glued to infiltration-rails and could just as well try to take the drow spells and blades blazing, though actions like this will have consequences. Their actions obviously do matter – and a couple of useful foreshadowing lets one anticipate what will come of the aftermath of the Rise of Drow Trilogy. I also like how the actions in part GREATLY influence everything that goes on in this module, making a good example that player-driven narratives and sandboxy environments work perfectly in tandem when handled with care.
Regarding the links with adventure Iand II, the ties to 2 are rather dominant, while Part 1 remains essentially a glorified introduction to the whole module – foreshadowing the potential ally by making her an ally of adventure I’s BBEG – which would further make the byzantine politics of the drow city obvious. If you’re planning on running the Rise of the Drow-trilogy, I wholeheartedly encourage you to read ALL3modules and prepare them as one mega-module. Unlike the Monstrous-Arcana 2nd edition trilogies, these modules are strongly linked together in a compelling narrative. Enemies fight smart, the module is full of details (somewhat alike e.g. RSP’s Shadowed Keep of the Borderlands”) and the challenges are real and evocative. Think of it as one mega-module in 3 parts.
I really like the ambition of the product, AaW’s bristling creativity and the finale as well as the option for the PCs to do vastly diverging things throughout the module. Not all is excellent, though: The new shadow domain unfortunately feels slightly repetitive and features a spell that is terribly unbalanced and needs revision. The module also has slightly more minor glitches than what I’ve come to expect from AaW. Then again, the module is, even SANS stats over 90 pages long – add the stats of your choice (e.g. 68 pages for PFRPG!) and we get a bang-for-buck ratio one truly can’t complain about.
That being said, in spite of the options of different paths and the strange allies the PCs can make herein (and probably should, regarding the power-level of the foes in these pages), this module feels a slight bit less polished than Part Iand II – there are some ideas like a demi-plane that could have easily be enhanced to be even more memorable. That being said, I’m nagging on a VERY HIGH level here – the finale of the Rise of the Drow-trilogy is a great module, full of tension and flavor. It’s just that with some minor tweaks, it could have easily been a legendary module – good news being that DMs should not be too challenged by making the very minor modifications to enhance the module even further. The DM/player-aids to handle a complex fight, a sub-quest and the final escape also rock hard and make running this module also a feasible endeavor for DMs with less experience. How to rate this, then? After some rather extensive deliberation, I’m going to settle for a final verdict of 4.5 stars, since the minor weak point coalesce with some missed chances from me considering this excellent. This module offers a lot of band for buck. It is also a better read than “City of the Spider-Queen” and completely different from “Endless Night” in scope and tone – thus, I’ll round up to 5 stars.
And If you’re interested: If I had to rate the whole trilogy, I’d give it 5 stars, but for now remain just short of the seal of approval.
Today it is my pleasure not only to review the second part of AdventureaWeek.com‘s Rise ofthe DrowTrilogy, but also introduce you to what might very well be the best underdark module released so far for PFRPG. Without further ado:
This module is 84 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving a total of 80 pages of content, so let’s check this out!
The trade city of Embla is perhaps the most ingenious dwarven city I’ve ever seen – built into vast so-called Gonjolas, crystals suspended from vast chains and connected by suspension bridges – I expected much, but not something so iconic – awesome! The pdf kicks off with a rather detailed description of the city and its locations and even organizations. A drow spy is also mentioned and described in detail.
This being an adventure review, the following contains SPOILERS. Potential players may want to skip to the conclusion.
Still here? All right!
After having been contacted by dwarves, the PCs have ventured into the mysterious underdark, unearthing a potentially vast threat to the surface of which the folk of Rybalka may or may not be aware at this point. Thus, their journey to thwart the gambit of house Gullion has led them to the wondrous dwarven city of Embla and speak with Maylorin and the merchant circle, hopefully managing to save at least some of their allies from a deadly cadre of drow assassins. Once the assassins have been defeated, your dwarven ally may lead the adventurers towards the city of Holoth – perhaps the PCs have even gotten a glance of the scrying attempt of the soul-consuming Vidrefacte. Here, the adventure splits into 3 paths – either the PCs try to warn Rybalka and return to the surface, sneak to the backdoor of Holoth or gather the remaining warriors of the dwarven city and opt for a frontal assault. And the consequences of each action may be dire:
If they return to the surface, Embla will be squashed with all the consequences that entails in Part III adventure. If the PCs opt for a frontal assault, they will have to deal with a rather deadly slugfest to break through the drow’s lines of defense and finally, if the PCs opt for the back door, they will have to traverse the domain of an albino dragon, deal with underdark dangers and survive extensive climbing sections (including a table of DCs and modifications) and survive falling stalactites. Potentially, they can find the resting place of a famous explorer and glean a hint from his journal (with a rather lavish entry) that may lead them to a gem of legend. Beyond that, a cave with a purple worm and her young awaits as well as fiendish advanced chokers, mold, fungi and slime. Speaking of Fungi: The Fungus Forest they encounter makes for a truly unique climax for this adventure, one I haven’t seen before in any way:
Carefully tended by the impressive fungiant Huolethia Sieni, this garden comes to fruition only once each season and for 15 minutes – unfortunately, a tribe of particularly vicious fiendish chokers, the Ottaakiinni, has been harassing both him and his mushroom golems. The fungiant wants the PCs to help him harvest as many caps and edible spores from his cultivated farm as possible – and thus, the game is on: The fungus forest has 4 different levels, all detailed via schematic drawings of colored circles and each less dense in undergrowth than the one before. Different mushrooms have different sizes and point values assigned. Better yet, after the PCs have harvested, he’ll turn the mushrooms to usable equipment/boons for the PCs, depending on which caps/spores they collected. DCs for diplomacy with the fungiant and golems as well as the sizes and point values of all the mushrooms are included in their own easy to navigate tables. Better yet, there actually is a separate version of the mushroom mini-game, making it also a rather neat idea to run at a con. Have I mentioned the three new spells, player-friendly maps of Embla, Underdark and the Back Road?
Editing and formatting are top-notch this time around, I didn’t notice any glitches. Layout adheres to an elegant 2-column standard with the boxes we know from the revised AaW.com-layout, but with a spidery border. Neat! The pdf is lavishly bookmarked and the illustration of the Fungiant is awesome – as is the cartography: Todd Gamble has created some of his neatest pieces here and especially the map of Embla is a joy to behold. The pdf comes with an extra version of the mini-game as a pdf and a printer-friendly version. Herolab-files for the module will probably created soon as well, but have not yet been published as I write these lines.
It is rare for me to show any sense of wonder anymore, any sense of excitement and many designers forget that the underdark is more than a bunch of caverns filled with nasties – it’s supposed to be an alien world of wonder, that is claustrophobic and disturbing. The pdf recommends the old Dungeoneer’s Survival Guide and indeed, this module breathes the spirit of this stellar classic, delivering an old-schoolish sense of wonder and danger that goes beyond what one finds in almost all Underdark adventures nowadays without being repetitive of the classic concepts. The city of Embla is fascinating and I honestly wouldn’t have minded a whole sourcebook à la Paizo’s city-gazetteers devoted to it. And then there’s the climax that is not a classic boss-fight or a been-there, done-that encounter, but rather an imaginative, innovative, cool mini-game that will test the PC’s abilities to their limit should you chose so. This module has it all: Atmosphere. Imaginative, unique and iconic locations. Plot hooks. The option to jump off the rails and do something dramatically different, diverging from the presumed path. And the stellar, cool, innovative conclusion. This is how underdark-adventures should look nowadays. An awesome module, worth every cent of the price of admission and mops the floor with its direct predecessor. My final verdict? 5 stars + Endzeitgeist seal of approval. Nothing to complain -at all! Apart from one thing: Why is the Fungiant not on the cover? The artwork is SO AWESOME and much more compelling that the module’s cover!
As always, thank you for reading my ramblings, see you in part III!