Here are some details for the Rise of the Drow campaign being run at JeffCon 2022.
JeffCon is the last MACE and it is being run to honor the memory of Jeff Smith, who passed last year. Jeff was the organizer, brains, and soul of the MACE gaming conventions throughout the Carolinas. He was truly an asset to the gaming community and will be sorely missed. Thank you Jeff for all you’ve done for us over the years.
Sign up for the games at JeffCon is through the OGRe platform at: https://ogre.justusproductions.com/index.php/jeffcon. Sign-ups begin
This game is a Dungeons and Dragons Fifth Edition campaign adventure that will be run in five sessions throughout the weekend of JeffCon (November 11th to 13th). The gaming schedule is tentative and has not been approved or finalized. I have asked for Friday afternoon and evening, Saturday morning and afternoon, and Sunday morning sessions, each lasting approximately four hours.
It is quite likely that your character will level at least once or twice per session, so either come with a first level character already created, or I can provide a pre-generated one for you to use.
BEGINNERS ARE WELCOME, though some familiarity with Role Playing Games (tabletop or on-line) is preferred. You will be expected to level up your skills as you level up your character. If you want to bring your child with you so they can play too, please do. You know your child’s abilities and whether they can be engaged at the tabletop for hours at a time. I love kids, and I want to encourage the next generation to play, so I will try to work with you to provide them with an enjoyable time.
About Me
My name is Simon Kingaby, I’ve been playing D&D on-and-off for approximately 40 years. I love this game. I am very happy with fifth edition. I believe that D&D is a game based on interactive story-telling (role-playing) where the DM and the Players negotiate the story that the characters are living through. This is more than just dice rolling and combat. It is a tale of villains, heroes, adventure, intrigue, challenges, triumphs, friendship, fun, and, in the end, a good time should be had by all. Please come prepared to play: that is, be prepared to live the life of your character, have fun, be silly, go a little outside your comfort zone, and enjoy yourself.
Rise of the Drow
Introduction
Tonight, a ceremony of light is taking place on the surface.
Meanwhile, a world away in the city of spiders, a drow matron solidifies a pact with soul-consuming entities who require great sacrifices in trade for unimaginable power. Drow eyes turn to the surface.
This adventure and setting, take characters across the surface and into the depths of the world. Adventurers will meet unique denizens, battle horrors of the Underworld, explore epic locations, and fight to stop the rise of the drow.
Resources
Rise of the Drow: Campaign Primer $0.99 – Please, if you can, purchase this primer for a brief overview of the Campaign and the Underworld Races.
Rise of the Drow: Underworld Races and Classes – If you wish to play as one of the Underworld Races, this book will be very helpful.
Occult Secrets of the Underworld – For even more options in the Underworld.
Character Creation
Please create a free account on DnD Beyond and create your character in the Rise of the Drow campaign shared here:
https://ddb.ac/campaigns/join/33319903294316595
By creating a character in that campaign, you will have access to all the sourcebooks (in DnDBeyond that is) and you will have a vast array of alternatives to choose between.
Race: You may create a 1st level character of the following races:
Overworld Standard Races:
- Human (Very common)
- Dwarf (Common)
- Elf (Rare)
- Gnome (Rare)
- Halfling (Rare)
- Half-elf (Very Rare)
- Half-orc (Very Rare)
Overworld non-standard Races:
These are much less common and will be an oddity in the communities and towns that the characters visit. However, pretty much anything goes, within reason. We will be exploring the Underworld, so keep that in mind.
Underworld Races:
- Ahooling
- Colliatur
- Dødelig
- Draaki
- Drow
- Funglet
- Gitwerc
- Hoyrall
- Kraidyl
- Svirfneblin
- Vestraadi
- Zwerc
Characters may be created using the standard rules or the Character Options rules in Tasha’s Cauldron of Everything.
Ability Scores: Ability scores can be generated using the standard array (15, 14, 13, 12, 10, 8) or by using the Customizing Ability Scores methods (sometimes called the point-buy method).
Feats: We will not be using Feats
Alignment: Characters can be Lawful, Neutral, or Chaotic but are usually Good or Neutral. A Lawful Evil character might be OK as long as it is not a jerk about it. Same goes for Neutral Evil. Characters cannot be Chaotic Evil. Normally, I would say that characters cannot be Chaotic Evil. However, since we’re heading into the Underworld where evil things lurk, many of the Underworld Races are Chaotic Evil. Drow society, in particular, is highly functional, despite most of its denizens being Chaotic Evil. The trick is to figure out, “As a Chaotic Evil character, how can I balance coexisting with a party with being chaotic and evil.”
Hit Points: You may begin the adventure with your maximum hit points at first level. Subsequent levels can be rolled or take the average. So a cleric with d8 hit dice would be at 8 plus their CON modifier at first level. At second level, they can either roll or take the average of 1 through 8 (rounded up) which would be 5 plus their CON modifier.
Money: Players can start with an appropriate amount of equipment or gold, depending on their class, but not both equipment and gold. Players who choose equipment have a balance of 10gp pocket money to begin the adventure.
Equipment: See money above. If you choose gold, then you will need to purchase the appropriate equipment. Characters may have a small number of portable personal possessions that are suited to their character’s background. For example, I might have a small statue of an elephant that was carved by my grandfather. First level characters do not have magic items.
Background and Backstory: There are a ton of backgrounds to choose from, or you can write your own. Please do keep in mind that we are adventuring in a place where the predominant race is Human and all other races are minorities, as explained in the Campaign Primer (see link above). Non-standard races are even more rare, possibly even unique in this region. Please do feel free to incorporate the information in this post and/or the information in the Campaign Primer to integrate your character more fully into the story. I will read each background and will keep them in mind while running the campaign.






The captain agreed to a fee of 10gp per day plus 15% of the proceeds. The adventurers assigned him the task of rummaging through Rivergard Keep and salvaging anything of value.
The bandits struck hard with crossbow quarrels flying everywhere. One of the wagons caught fire. Then the bandits took off, running into the trees and hills.
Grumsh, tried to be useful and failed. Meanwhile, Telfid called forth some Spirit Guardians and a Spiritual Weapon, and, contributing his own prodigious melee abilities, became a whirling cyclone of death and dismemberment, chewing through the perimeter of orcs like a scythe through wheat. After only a few minutes of slaughter, the defenders raised a loud cry of “Hurrah” as the last orc fell. While there were a few casualties in the ranch, the Dellmon family survived and there was much to celebrate. Several of the farmers and ranchers that had sought refuge had tales of narrowly escaping much smaller orc warbands as they overwhelmed defenses, killing or enslaving those within. Many a mug was raised in praise of the party and their contribution to the successful defense of the ranch.
Upon returning to Womford, they party was delighted to find that the Soaring Hippogriff had been busy. After expenses, they netted 825gp from the ransacking of the keep. Their fledgling shipping business was, so far, a success.
While the party wisely went around the giant killing machines, Sytarii thought he’d have some fun and unleashed Ildon’s crossbow. Taking careful aim at an ogrish posterior, he loosed a quarrel, that missed, of course. The ogres took note of the miss though and chased Sytarii for a long way before they tired and gave up.
One of them even nicked him with a massive javelin.
up and left as soon as she could. She did, however, leave a small box in her tent with a note that said, “Use them well.” Ganus was very happy to see a pair of magic scrolls in the box.
Jolliver charged in, knocking out Telfid, but the party rallied and the enemies were dispatched forthwith. Then the adventurers thoroughly looted the keep. Encountering little remaining resistance. The chapel contained a cultist priestess and her guard, who attacked the intruders, so they were aggressively dealt with. Some bugbears proved to be the last remaining resistance in the last tower. They, likewise, were aggressively dealt with. Exploring the secret staircase in the throne room, the party found a grotto with a wide stream running through it. Embarking on the boats that seemed provided for that purpose, they headed downstream only to be waylaid by ghouls who capsized one of the boats, dumping the heavily armored passengers straight into the stream. Thankfully, the other boat got back to shore safely, so the drier members of the party were able to throw a line to the wetter ones and haul them ashore. The ghouls proved to not be too much of a challenge as Telfid called forth his holy anger and scared half of them away. the rest were readily dispatched.
I say nearly, because the party reacted quickly and decisively to the threat, killing the captain and his mate before the pirates could mount an offense. Several remaining pirates jumped ship and swam for the shore, while one stubbornly held his post, only to be cut down.
take on the day. That all changed the moment the Innkeeper, Nalaskur Thaelond, a Zhentarim operative, walked up and asked her and the party to run the inn for a ten-day while he went to Waterdeep to sort out some supply issues. After he left, she immediately discovered that 6 of the keys were missing. After much investigation, all evidence pointed at the Senior Sword, Chalaska Muruin, Guardmaster for the Inn. But it was a frame-up. Iglor the handyman was the actual culprit and he now sits in prison. Nalaskur was very happy that the Inn didn’t burn down in his absence, and rewarded the party handsomely for their efforts.
water genasi and high ranking member of the Water Cult. After entertaining the nosy adventurers for an interminable amount of time, he attacked. Discovering the party was a little more resilient than he’d expected, he unleashed a Tidal Wave that nearly washed the entire party down to Davy Jones’ locker. With Ganus’ nifty use of the invisibility spell and a few much-needed healing potions, the party was able to destroy the water wizard and his entourage.
encountered a sour-faced fellow with a drooping mustache named Reash. After Ganus told him they slew the genasi, he invited them in. An escort of 3 reavers brought them to the tower room where Reash and a small army were waiting for them. Reash proved to be a worthy
adversary, but the Reavers, deckhands, and bandits just kept coming. Wave after wave of water cultists came after the party as the alarm spread throughout the keep. And wave after wave of cultists died. Sytarii got to experience what it must be like to be a red dragon, breathing Dragonfire and burning his attackers to a crisp. With burnt, slashed, pierced and bludgeoned bodies piling up (34 in all), the party was able to stem the tide. Now, after a short rest, they ready themselves to explore the keep.







