Lair Assault: The Challenge So Far

02 September 2011

If you think you have what it takes to brave the fiercest foes, fight the toughest battles, and conquer the vilest enemies, we have a new Dungeons & Dragons play experience for you! Starting in September, gather your master tacticians and rules experts together to kick down the dungeon doors and begin the assault! D&D Lair Assault is a new Wizards Play Network in-store program that pits tactically-minded players against a super challenge where the difference between victory and defeat is dependent upon your game knowledge, ability to adapt, and a little bit of luck. You'll pit your wits against some of the most difficult encounters you've ever played. Each challenge is a mega-encounter that plays in just a few hours, but many will need to make more than one run at it in pursuit of victory. D&D Lair Assault challenges are available for a few months, and stores can schedule their sessions at any time during that period.

D&D Lair Assault has been designed for a quality, fun, super-challenging play experience that really encourages repeat play. We've designed the kits to accommodate as many players as possible by keeping the focus on the play experience, accomplishments, and bragging rights. Rather than making the challenge all about obtaining a physical "prize," it's about having a great time playing a fun D&D game available nowhere else.

Forge of the Dawn Titan

The fun begins on September 1, and Forge of the Dawn Titan can be played through November 30. Make sure to contact your store soon to ensure they're participating.

As you prepare, we wanted to set the stage for what you’ll soon be facing! Greg Bilsland and Mike Mearls designed our first D&D Lair Assault, Forge of the Dawn Titan: Outside the city of Neverwinter, fiendish cultists conspire to unlock the power of a fiery primordial. Gods help the city if they succeed!

As you start your assault, here are the first words you’ll hear:

You race through the tunnels beneath Mount Hotenow, map in hand. The Asmodeus cultist, Mordai Vell, is only minutes away from completing the creation of an artifact that will give him the power to subject Neverwinter to his will.

You turn a corner and abruptly come to a series of tunnels unlike the rest. The walls are no longer rough hewn stone but instead finely carved and etched with images of fire. Sconces hold everburning torches. The wide room before you contains four shallow pools of clear liquid, which hold a number of finger-length yellow fish. To your left is a set of double doors. Two more sets of doors are across the room from you.

Chanting reverberates through the walls. The chanting stops, and a male voice speaks.

“So, the Lord Protector sent some fools to stop me. No matter—you’ll never reach me in time.” The voice pauses and then cries out, “My lord Asmodeus! Great Maegera! I beseech you to help me destroy these interlopers.” The chanting resumes, and you feel a wave of magic wash over the area. The room seems to grow hotter.

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