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D&D Encounters Season: 12 Against the Cult of Chaos

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Adventure Background: Against the Cult of Chaos

An ancient evil stirs in the Caves of Chaos, chipping away at its prison, while the forces of chaos converge on the nearby town of Hommel Lane. Monstrous raiders, marauding bandits, and missing villagers portend a terrible fate for Hommel Lane, and the world, if unchallenged.

This D&D Encounters season takes inspiration from classics such as Village of Hommlet and Against the Cult of the Reptile God. Not only does this new story feature characters and locations from beloved past adventures, but there's another compelling reason to participate.

Two Ways to Play: Of course, there are a great many players who enjoy playing D&D 4th Edition, as well as players excited about the D&D Next Playtest. And so, this upcoming season of D&D Encounters will support both D&D 4th Edition and D&D Next, with conversion rules! This means that during the first week (sometimes known as Session 0) when players typically make their characters, they’ll also need to decide which version of D&D they want to play.

At Titans Smyrna we are planing on playing the 4e version of this season unless we get a decent amount of intrest to run a D&D Next Playtest version

Against the Cult of Chaos is a Dungeons & Dragons Roleplaying Game adventure designed for the D&D Encounters official play program. This season presents you with the opportunity to play out the elements of the story in a sequence that you and your players determine. In this sort of arrangement, the adventurers have more control over their choices during the season, and you have more freedom in tailoring Against the Cult of Chaos to maximize the fun. The season takes characters from levels 1-3.

Session 0: Prior to the adventure, players have a sesion set aside to create 1st-level characters. If we get this done fast we will play Session 1

Heroes needed! Are you game?

D&D Encounters is an exciting, weekly campaign that plays out one epic encounter at a time. As you defeat enemies, solve puzzles, finish quests, and perform heroic deeds, you’ll earn Renown Points that you can use to get exclusive rewards. Each session only takes 1-2 hours to play, so it’s easy to fit your game in after school or work. And each week there’s a new and exciting challenge.

Jump in anytime!

If you’re like most players, you’ll want to build your own 1st-level character to bring to D&D Encounters, using the standard character creation rules presented in the Rules Compendium, Heroes of the Fallen Lands, or Heroes of the Forgotten Kingdoms. Of course, you can also use the D&D Character Builder ( to create your character as well.

For this D&D Encounters season, players can create characters using any official 4th Edition materials, including options presented in Dragon magazine.

Note: Character Backgrounds: Woven into the plot of Against the Cult of Chaos is an ongoing tension between two religions: the Lawbringer and the Old Faith. The Lawbringer represents justice, law, battle, commerce, strength, civilization, and order. The Old Faith represents nature, balance, magic, the primal energies, luck, fate, and the wildness of life. During character creation, the player should make the choice of which religion his or her character is aligned with. (Most primal characters belong to the Old Faith.) A player can decide that his or her character follows neither, but doing so might detract from the fun of interacting with the NPCs in the season.

Gaining Experience, Leveling Up, and Earning Rewards Each week, as you face monsters and overcome obstacles, you’ll gain experience points that will enable you to eventually level up your character. If you manage to play most or all of the sessions this season, you can hit 3rd level by the conclusion of the story.

Add D&D Fortune Cards and Enhance Your Game

Dungeons & Dragons Fortune Cards, sold in booster packs of 8 cards, give players fun new ways to survive the challenges of the D&D Encounters in-store play program, as well as their home campaigns. These cards give characters fun, temporary benefits that feel different from the benefits gained from powers and feats, without adding undue complexity to the D&D game.

How They Work

At the start of each encounter, shuffle your deck and draw a card.

You can play one card per round. It requires no action to play. The rules on each card state when you can play it and what effect it has. A card takes effect just once unless it states otherwise, and you discard the card when its effect ends.

You can have only one Fortune Card in your hand at a time. At the start of each of your turns, you can do one of the following:

Discard the card in your hand and draw a new one. Draw a new card if you don’t have one in your hand. Keep the card that’s in your hand if you haven’t played it. Download the rules for How to Play and to
Build Your Own Deck

And it's Free to play!


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