Experiences with P2: Demon Queen's Enclave [spoilers!]

MerricB

Eternal Optimist
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I've currently run three sessions of P2: Demon Queen's Enclave and we've barely scratched the surface of the adventure. It feels the most sandboxy of the Wizards adventures so far, and I'm having a lot of fun running it.

BEWARE: SPOILERS BELOW!

It also reveals its full potential when the DM is prepared to add to what's in the module. There are correspondences with Vault of the Drow, which you'd never want a novice DM to run, but with a veteran DM could give some incredible play experiences.

The first session of the adventure saw the group meet Valthrun the Prescient in his tower, have a banquet in their honour, and then descend into the Underdark, encountering a few monsters and strange places that had very little to do with the real adventure at all. A lot of this was my invention, but it's something that is suggested by the adventure. Make the descent special, it said, and gave a few examples. I took those ideas and added my own and so we had a fun session that took the PCs close to the outpost, but not actually to it.

The second session saw the group reach the drow outpost proper, with encounters mostly from the adventure: the fanglord and the ghouls; the spider bridge, and the gladiator slaves. I'm trying to emphasize the chaos of the situation: the outpost is shattered, with fighting still going on. The group knows that an Exarch of Orcus will be rising here (thanks to Valthrun's information), but more than that they're not aware of. They went to the gladiator compound because they saw the goblin guard patrolling, but the minotaurs just didn't want to talk and we had a combat to close the session.

The module suggests the fanglord as a possible creature that might talk to the group, but I didn't run him that way. He escaped, though, and might possibly return later. Perhaps after the group is ready to return to the surface.

The third session had the PCs meet their first "talking" NPC: the drow necromancer. His outlook on life is one that one of the PCs relates to, and the two of them just clicked. :) Inspired by the advice in the adventure, he's sent them to kill the Matron, who he implied was responsible for the chaos. She wasn't, of course, and it should be very interesting to see if they realise that they're dupes... or if they even care!

They also rescued a drow slave from another undead-infested building, whom, I admit, I've given rather short shrift to. She could be developed into a really interesting character if I felt like it, but I feel that I'll mostly ignore her in favour of other characters and encounters.

Now the PCs are on their way through the streets of the outpost to the temple (where the Matron is). We had our first big set-piece encounter with a chaos rift, ghouls and vrocks - and the module's poster map. I've run a lot of this game without minis, but they came out for this battle, which saw the group moving all around the winding streets and the wizard immobilizing a lot of the foes so that the group was not pressed too hard.

So far, we've had only SIX actual encounters of the adventure. There's a lot of exploration and roleplaying going on here. The combats (as usual for our group) don't take too much time: 30-40 minutes on average. The group seems to be stronger than a lot of the encounters, but that isn't bothering me overmuch: it's more fun for the players if they're mostly winning. The controllers of the group (warlock and wizard) make a big difference on the battlefield, and the cleric (melee), who is a relatively recent addition, has meant the group can adventure lot longer than they used to.

Alas, two of the three sessions have run shorter than normal due to Real Life(tm) interfering. With any luck, the next session will run full and we can see what happens when the PCs actually meet the Matron.

Is this the best of the Wizards adventures so far? It seems to be, although thematically I really enjoyed P1 King of the Trollhaunt Warrens. The Paragon level adventures seem to be playing much better than the Heroic level adventures. E3 arrived on the weekend, so I now have the entire sequence - and the Epic ones look like my group will really enjoy them. :)

Cheers!
 

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Would you rank them (top best bottom not so much):

P2: Demon's Queen Enclave
P1: TrollHaunt
H2: Thunderspire
H3: Pyramid
H1: Shadowfell
 

If you were to thematically tie it into Keep on the Shadowfell, Thunderspire Labyrinth, (not Pyramid) and King of the Trollhaunt Warrens, is there enough there to create a thread? What if the BBEG from Shadowfell was the exarch of Orcus, come for revenge after the PCs defeated him at 3rd level (well, most of that party is dead or departed now, so i guess i can't really use that for continuity!)

Does Trollhaunt segue into Demon Queen or do you need to sort of hammer it in?

My party is getting to wrap up Pyramid of Shadows (i'm cutting it short and getting them the hell out of there) and i'm torn about what to do next. Homebrew some stuff, convert an old 2e adventure, convert some newer adventures, or keep on with the P2 series and mod it as needed.
 

@Nebulous
P2 Is all about Orcus scuffling with Lolth, so you could tie it in to Shadowfell easy enough.

[sblock]
I know you've been making Vecna a big part of Pyramid, and the later Epic adventures hint that Vecna is taking the Raven Queen's side against Orcus, so you could probably tie in your Pyramid game that way.
[/sblock]

Trollhaunt, IIRC doesn't really fit. It's a good adventure, but doesn't have much of a tie to Orcus.
 

Would you rank them (top best bottom not so much):

P2: Demon's Queen Enclave
P1: TrollHaunt
H2: Thunderspire
H3: Pyramid
H1: Shadowfell

No, I'd go:
P2, P1, H1, H2, H3 - and H3 the worst by a very large margin.

H1 wins over H2 because I liked Winterhaven a very great deal.

Cheers!
 

So, if one WERE to use Trollhaunt, are there any areas that could be possibly changed to make the transition from H1/2/3 to P1 more feasible? And then from P1 to P2? I know the gist of Trollhaunt, it ends in the Feywild, and i've tinkered with the Feywild a little bit in my heroic games but not much. I'm just trying to figure out the best story to tell with minimum effort on my part. But if it's too much trouble i might just homebrew my own version of P1 so that it leads into P2 more smoothly.

It also doesn't help that all of the original Winterhaven party from H1 is dead or retired. I'd like to work Valthrun the Prescient in again. I guess i still can somehow.
 

Actually, i might have just answered my own question.

If i tie Vecna directly into P1 Trollhaunt i would have quite a bit of continuity. Maybe the Troll King is in possession of the Lesser parts of Vecna, like the scalp and molar and incisors, etc. I'll need to read over P1 much closer and see what i can do.
 

If you were to thematically tie it into Keep on the Shadowfell, Thunderspire Labyrinth, (not Pyramid) and King of the Trollhaunt Warrens, is there enough there to create a thread? What if the BBEG from Shadowfell was the exarch of Orcus, come for revenge after the PCs defeated him at 3rd level (well, most of that party is dead or departed now, so i guess i can't really use that for continuity!)

Does Trollhaunt segue into Demon Queen or do you need to sort of hammer it in?

My party is getting to wrap up Pyramid of Shadows (i'm cutting it short and getting them the hell out of there) and i'm torn about what to do next. Homebrew some stuff, convert an old 2e adventure, convert some newer adventures, or keep on with the P2 series and mod it as needed.

There are two key thematic elements through this set of modules.

The first is The Glories of Times Past (alternatively; the Fallen World), which runs through H1, H2, H3, and P1, and there are elements in the later modules. H1 gives you the Nerath Empire. H2 the ruins of the minotaur kingdom. H3 gives you one of the past warlords and P1 the old troll kingdom.

The second is ORCUS. Orcus appears in H1, P2, P3, E1, E2, E3, with the last four being one big story. (I'm really excited to run the final four modules).

If one looks at the heroic arc, you have the PCs becoming the champions of humanity: H1 has them protecting Winterhaven, H2 has them rescuing slaves from the area, P1 protecting Mooncrest. P2 is a transitional adventure whch moves them into the darker arc of dealing directly with the servants of Orcus, which ramps up in P3-E3 into the great story of Orcus, Lord of Death. H3, unfortunately, doesn't fit into the heroic arc which is one reason I'm so disappointed with it.

The later clashes with Orcus are foreshadowed in H1, but, in retrospect, it isn't where the emphasis needs to be laid. The first four adventures need to demonstrate to the PCs the world that they live in, and the world that it was, whilst also grounding them in that world (gaining NPC friends and allies) so that when the greater threat reveals itself, they'll feel the need to step up and be counted.

Cheers!
 

Well, at the end of H2 i had Paldemar escape into the Pyramid of Shadows, hoping to find the Hand & Eye of Vecna trapped within. I imagine that the party will escape with one or both of them. Another new PC, a revenant elf, has a mission from Lloth herself to EAT the Eye of Vecna if he finds it. He doesn't know why (i don't either for that matter).

I don't intend to run Epic level D&D so anything i'm going to do is going to wrap up by the end of upper paragon level. I have no idea what P3 is about, i own it but have not read it closely.

So if i can just twist Lloth, Orcus and Vecna into a package with some overlap i think i'll have more than enough. I've also been reading over that old 2e adventure Die Vecna Die that has the party shunted from Greyhawk to Ravenloft to Sigil, so there might be some ideas to glean there too.
 

I used the drow in the Throne Room fight in King of the Trollhaunt as the catalyst for DQE. After Skalmad tried to escape to the feywild the drow surrendered. They explained that they had been sent to seek Skalmad's aid (per the adventure). They decided that anyone capable of defeating the Troll King would be able to provide the help their queen needed. They were already sent to seek the aid of outsiders, so why did it matter which ones anyway? Their queen would use them to her ends and then kill them anyway.

They proceeded to the stronghold with a drow escort. I used the lava encounter suggestion and the players got to see drow treachery at its best. One of the drow tried to jump across an expanse of lava and fell way short. The other drow guide used his compatriot as a stepping stone to get himself across, saving his own butt while condemning his fellow drow to death by lava.

They killed the fanglord, but were able to ally with the other drow in that encounter. With escort they proceeded directly to the temple, encountering the street battle on the way.

The Queen sent them to kill the necromancer as a test of loyalty. They decided to talk to the necromancer, who convinced them that she was barring their way to Zirithian by sending them on meaningless side agendas. He promised to give them the information they wanted if they would kill her and free him from her rule.

We just finished the final battle against the queen and the party was successful with two lost comrades on their side.
 

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