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Demon Queen's Enclave: Adventure P2 for 4th Edition Dungeons & Dragons (D&D Adventure) Paperback – December 16, 2008


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Product Details

  • Series: D&D Adventure
  • Paperback: 96 pages
  • Publisher: Wizards of the Coast; Pck Brdgm edition (December 16, 2008)
  • Language: English
  • ISBN-10: 0786949775
  • ISBN-13: 978-0786949779
  • Product Dimensions: 9.1 x 0.5 x 11 inches
  • Shipping Weight: 12 ounces
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #983,366 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

DAVID NOONAN is a game designer for Wizards of the Coast, Inc. He contributed to the 4th edition core rules and co-wrote the Cormyr: The Tearing of the Weave(TM) adventure. He lives in Washington state with his wife and two children.

CHRIS SIMS works as a game designer for Wizards of the Coast, Inc. His recent credits include the 4th Edition Monster Manual and Dungeon Master's Guide.

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Customer Reviews

3.6 out of 5 stars
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Most Helpful Customer Reviews

9 of 9 people found the following review helpful By Lluewhyn on July 24, 2010
Format: Paperback Verified Purchase
Like many pre-published adventures, this one feels like it hasn't been play-tested much, if at all. The main point of this review is to warn DMs that it can potentially be a fun module, but you'll have to spend a decent bit of time reading and re-reading the module, establishing what's going on(sometimes major plot points are mentioned off-hand or in obscure places), and a basic mindset of what you kind of imagine what the PCs should be doing and when they should be doing it. I think the main people whom it would benefit are DMs who are very creative and able to come up with storylines at the drop of a hat but are looking for someone to come up with the combat encounters for them.

There are two books. The first includes the basic storyline, list of items and new monsters, NPC personalities. The second includes all of the encounters. The problem is that while the second book seems fairly complete, the first book feels like they dashed it off to the printer and left half of it out. The basic storyline premise is this:

"A rebel group of Drow secretly began worshiping Orcus, and went to a pocket dimension where a former Exarch of Orcus once held sway. Rousing his abandoned legions, they swept back into the Underdark and sacked their former Drow city of Phaervorul. When the PCs arrive, there are three main Drow NPCs who wish for the city to be reclaimed from the demons and undead, but do not trust or like each other. The first night the PCs sleep there, they also have a dream about the vampire leader of the rebel Drow, who taunts them and invites them to challenge him in his pocket dimension. The PCs can eventually find the portal to this dimension, carve through his army of minions, and finally challenge him.
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16 of 19 people found the following review helpful By James Leivers on March 11, 2009
Format: Paperback
I admit I was really excited to hear of this when it first came out. I was hoping for a re-incarnated adventure combining "Queen of the Demonweb Pits", "Kingdom of the Ghouls"(from Dungeon#70), "Expedition to the Demonweb Pits", and possibly some other Drow adventures etc.

At first, things looked good because they start off describing the many factions that are vying for control in a drow enclave deep in the underdark. There are 3 or 4. The enclave has been decimated by undead and demons. The factions are holed up trying to survive. The party gets to encounter each faction, and can choose to parlay or they can kill them outright. The problem is the NPC characters are not very well fleshed out. They are the stereotypical drow matron, drow wizard, drow fighter, etc. They just tacked on "motivation A" to the matron who wants...guess what... more power. Considering that the only contact you get with them is a 5 minute encounter maybe they didn't need to be fleshed out. The characters fall very flat and an average DM would need to be an expert at improvisation to give them any personality that made them memorable. Luckily the DM that ran it for me put a lot of work into that. There's no intrigue, there's no subterfuge other than: meet matron, she asks you for something, you do it, she rewards you, you kill her anyway for the XP. Repeat with the other 3 factions. There's never any fear or feel of drow society since the city has been sacked. SPOILER ALERT: none of the factions ever sell the party out. It would have been awesome if the party was relying on a faction only to find out they sold the party out to another faction and betrayed them at a pivotal time. END SPOILER ALERT.

I think it would have worked better if the factions weren't just shells of their former selves.
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7 of 8 people found the following review helpful By Louie J. Tremblay on April 4, 2009
Format: Paperback
I am currently taking my team of players through this module, and I have gotten multiple compliments from the group, saying they are some of the best sessions that have ever played.

The encounters are built superbly well and are a real treat to run. It helps when you have creative players that take complete advantage of every piece of terrain given to them. Each fight is different since there seem to be 4 or 5 factions vying for power, between demons, undead, spiders, and drow.

The material given makes it easy to tie it into your homebrew campaign. We've been running these characters from level 1 in a homebrew world, and now that they are level 14 they are carving through the Underdark like they were born to do so.

My one complaint is that it comes with 1 two-sided poster map while some of the others seem to come with more. A good thing about it is that the encounters flow pretty logically, so before the session begins I draw two or three detailed maps on my wet-erase battle grid assuming that they will go there. Sure enough, the characters pick where they feel they need to go next, and they manage to go to each drawn location.

There is enough material to last months if you are doing weekly sessions like I am. Pick this one up!
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1 of 3 people found the following review helpful By J. Robinson on August 21, 2009
Format: Paperback
Overall- This is well worth the money. It is higher level so any decent DM can meld it to their needs with their experience and creativity.

I just finished the scenario. Picking up the Open Grave book opens up possiblities or just adding "undead" flavor/template to any mob gets over the tedium of ghoul after ghoul.

Problem- PCs enter a drow city and DM can guide through in 3/4 sessions or let PCs fumble through in 10+ if PCs want to check out every single thing *shrug* so preparation/knowing the PCs are definitely musts. Getting minis can be a prob because, as this is a higher level, many of them are rares.

Problem- No campaign can forsee everything so in the following I made suggestions that I added to help out the game.

There are a few other modifications that I did with my weekly game to "jump start" and add some difficulty to this campaign (the 6 PCs I had owned everything I threw at them).

SPOILER ALERT:
-There's a +5 artifact *grin evilly* weapon that... that I introduced in the first (intro) encounter (slave trogs with collosal carrion crawler carrying the weapon in its belly; DC Arcana)- the role play of this sentient weapon helped guide/speed the PCs along/add flavor/drama- DM can let PCs decide or DC religion/whatever to decide whose hands it appears in- I added dynamic (changing) to the weapon so any PC could use it
-"Caught in the Middle" -Drow drop 2 "drow house insignias".
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