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Dungeons & Dragons - A Guide to the Medusa

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The medusa is a D&D monster ripped from real world mythology, a feared villain who can turn your character into stone with a glance.

Medusas don't get used too much, so I decided to dig around and see what cool ideas are out there waiting to be used. I went through all the D&D products I could and pulled out any interesting medusa-related material that I came upon.

AD&D 1st Edition Monster Manual


Here's what we learn:
  • Medusas dwell in dark caves.
  • They're lawful evil.
  • Their gaze turns creatures to stone unless the victim can succeed on a saving throw vs petrification.
  • "If an opponent averts his eyes, the medusa rushes up so that its asp-like head growth can bite at the victim."
  • Here's where it gets really brutal. If you are bit by one of the hair-snakes, you must save vs. poison or die!
  • If a medusa's gaze is reflected back at it, the creature will turn to stone.
  • They speak the medusa language as well as common.
  • They can see into the astral and ethereal planes. Their stone gaze is effective on those planes. Some cruel DM out there probably did some pretty messed up stuff with this.
  • The body of a medusa is "quite shapely and human."
  • The face of a medusa is horrid. Her snaky hair writhes and she has glaring, red-rimmed eyes.
AD&D 2nd Edition Monstrous Manual
The Monstrous Manual has two versions of a medusa: a medusa and a greater medusa.

Medusa: Lots more details:
  • Snakes are up to one foot long.
  • "It will use its attractive body to lure males nearer while staying in the shadows."
  • They kept it. It's still save or die if you are bitten by a snake.
  • "It retains its petrifying gaze after death." The heads decay within a month and lose the ability.
  • Their homes are full of flickering shadows.
  • They keep some statues, shatter others.
  • No mirrors in her lair.
  • Reflections in water or polished stone have no effect on a medusa.
  • Medusas are infrequently driven to mate with humanoid males. This results in the male's death.
  • After mating, it lays 2-6 eggs that hatch in 8 months.
  • Hatchlings are baby girls with stubby green tentacles. They are revolting to look at, but they cannot petrify with their gaze until adolescence. At age two, their serpent hair comes alive and gains the lethal poisonous bite.
Greater Medusa: Not too much detail on this one:
  • They have serpentine bodies in place of a lower torso and legs.
  • They are 10-20 feet long.
  • They are covered in fine scales.
  • They use bows and poisoned arrows.
  • Their blood is so poisonous that even after one has been killed, touching its body still requires a save vs poison.

 
Maedar: There have been a few tabs at making a male medusa. The maedar are the most prominent:
  • They do not have petrifying gaze.
  • Muscular, hairless humanoids.
  • Can turn to stone to flesh with their touch.
  • Can walk through stone.
  • Immune to petrify/poison/hold monster/slow spells.
  • Only 1% of medusa eggs are maedar. 25% are male medusae! All others are humans who die at the sight of their mother.
Glyptars: This is where it gets weird:
  • A glyptar is a rock crystal animated by the spirit of a maedar. When a maedar has foreknowledge of it death, it can transfer its life force into the rocks.
  • Their spirits are trapped within gemstones such as feldspar and amethyst.
  • If removed intact from the ground, its spirit can animate the crystal and anything inorganic attached to it. If it is set into the eye of a stone statue, its life force animates it as a golem!
  • If a glyptar is set into the pommel of a sword, it can be animated to strike as if it were wielded by the living maedar.
D&D 3rd Edition Monster Manual

They had a hard time letting go of the "well-proportioned body" thing: "Though at first glance this creature appears to be a well-proportioned human, a closer look reveals a hideous face crowned with a mass of writhing, hissing snakes instead of hair, eyes glowing a deep, feral red, and scaly, earth-colored skin."

So what's the deal with this well-proportioned menace?
  • Medusas prize art objects, fine jewelry, and wealth.
  • Medusas usually use a veil to hide their face.
  • They are found in every climate. Some live in cities and are active in the criminal underworld.
  • They speak common. No reference to the medusa language.
  • Their poison no longer insta-kills. It does a bit of poison damage now.
D&D 4th Edition Monster Manual
Are you ready for male medusas? Let's kick it:
  • Female medusas use their gaze to turn other creatures to stone.
  • "Male medusas use their gaze to poison the minds and bodies of their victims before hacking them to pieces, and their lairs are painted with the blood of fallen prey."
  • Male medusas do not have snake hair, but their blood is more poisonous. Their gaze "ravages the mind and body, leaving its victims dazed, weak and ripe for killing."
  • It is possible to close your eyes while fighting a medusa, but fighting it blindly is rarely a good choice.
  • They desire wealth, power and influence in humanoid societies.
  • A brood of medusas might rule over a terrified populace a a royal family, or one medusa might run an assassins guild.
  • "The blood of a medusa can reverse petrification." Apply a few drops of the blood of a medusa that was killed within the past 24 hours to the lips of a petrified creature and succeed on a DC 20 Heal check.
  • Medusas readily consort with creatures of greater might. They work with yuan-ti and hold them in high regard.
Medusa Archer (Female): A medusa specialist.
  • They have longbows and use poison arrows.
  • Their petrifying gaze affect all within 25 feet and progresses in stages. Slowed, then immobilized, then petrified.
Medusa Warrior (Male): Medusa dudes. Medududes.
  • Fights with 2 poisoned long swords at the same time.
  • Also uses a longbow with poisoned arrows.
  • Venomous gaze - their gaze dazes and weakens, but does not petrify.
Medusa Shroud of Zehir (Female): Some medusas work with the yuan-ti.
  • They can attack and move around without provoking.
  • Snake hair does acid and poison dmg.
  • They have a petrifying gaze like the medusa archer.
Allied Creatures:
  • Basilisks (venom-eye basilisks)
  • Snaketongue zealots
  • Grimlocks
  • Gargoyles
  • Yuan-ti malisons and abominations.
Monster Vault

These updated 4e medusas are "Lithe females with snakes for hair whose glance poison body and mind of powerful males."

Lots of Lore:
  • Medusas are now fey creatures. Some believe they are the cursed descendants of elves. Others think that they are betrayers who willingly bowed to Zehir and helped slaughter an entire city of eladrin. 
  • Some even think that they are the progeny of yuan-ti and basilisk blood, created to be a slave race to the yuan-ti.
  • Scholars theorize that Zehir remade dragonborn or humans into medusas after the Dawn War.
  • All medusas have scaled bodies, forked tongues and snakelike eyes.
  • Males are bald-headed. Females have dozens of poisonous snakes for hair.
  • No female can turn another female to stone, but only special males are immune to their mates petrifying glares.
  • The females rule. The males are hunters, guardians, scouts and mates. Only males immune to petrification can rise above females in medusa society. Such males get special treatment.
  • Medusas think they are destined to rule over other humanoids.
  • Some claim godhood and demand worship, others tout themselves as oracles.
Medusa Bodyguard: These guys have a mind-venom gaze. When someone attacks a medusa, the bodyguard can react and stun the attacker with a cone that harms all enemies in the blast.

Medusa Venom Arrow: Her serpent hair does poison damage and gives -2 to saving throws.
Her poisoned arrows slow you.

Medusa Spirit Charmer: Her spirit charm hits all enemies within 25 feet, and if they do not end their next turn within 10 feet of the medusa, they take 3d6 dmg. Awesome power alert: Swords to Snakes! The target's weapons and implements turn into snakes. This affects a 15 foot cube of people.

Cure for Petrification: "The willing kiss of the medusa that petrified the creature." The medusa might do this to interrogate the victim or just to mess with them.

D&D 5th Edition Monster Manual

Here is the current version of the medusa:
  • They suffer an immortal curse brought on by their vanity.
  • They lurk in the ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes.
  • Mortals sometimes make sacrifices to and beg gods, dragons, archmages, demons and devils for beauty, youth, immortality and the adoration of all who behold them. After years of living like a demigod, they are transformed into medusas.
  • Their homes are ruins covered in thorns and creepers, riddled with obstructions and hiding place.
  • The curse: By looking vainly upon its own reflection, it turns to stone as would any living mortal.
  • There are no reflective surfaces in their lairs.
Petrifying Gaze: Con save. Fail by 5 or more, instantly petrified. Fail: Restrained and repeat save at end of next turn. Fail again, become petrified. The petrification lasts until greater restoration or similar magic.

A creature can avert its eyes. It can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

OK! Now lets root around for old articles and NPCs.

Dragon Magazine #106 - "Ecology of the Maedar"


Ed Greenwood strikes again! That guy did so much of the heavy lifting when it comes to D&D lore. This article is from the 1st edition days of D&D.

Another name for a maedar is "the stealer through stone".

We get a tale about an illusionist who traveled to the lair of a medusa, tied a mirror across his eyes, and covered himself in his storm cloak. The medusa removed his cowl, looked into the mirror and turned to stone.

The maedar turned her back from stone to flesh. The medusa and the man embraced, and she spoke to him in loving tones.

Here's what we learn about the maedar and medusas:
  • Can turn stone to flesh once every three turns (30 minutes).
  • Maedar can pass through stone like xorns do at their normal movement rate.
  • Medusa treasure hordes contain "a selection of feminine garb that doubles as the medusa's wardrobe."
  • They speak and understand the language of lawful evil, common, and others
  • Medusas produce 1-3 live young every 10 years or so.
  • Medusa offspring become adults in 4-5 years of age.
  • Young are encouraged to strike out on their own.
  • Medusas cannot be truted by their own kind.
Dragon Magazine #296 "Worshipers of the Forbidden"

This is all about people who actually worship a medusa.
  • Snake servants are cultist who revere medusas. They walk a fine line, having to do the medusa's bidding without angering her. They are proxies and middlemen.
  • They set up churches dedicated to the worship of "Shekenster." They mean "Shekinester", who I looked up and will talk about after I finish this section.
  • They corrupt officials, nobles and religious leaders.
  • They are usually rogues.
The cultists accrue special powers as they gain levels:
  • Immunity to the gaze of a medusa.
  • Resistance to poison.
  • Stunning Gaze: They can stun people within 30 feet for 1 round.
  • Immunity to petrification,
  • Medusa Apotheosis: At 5th level, the cultist transforms into an entity more like a medusa. Their skin becomes scaly, eyes become more reptilian, eyelids wither away and are replaced by nictitating membrane. Their eyes never blink again.
  • Those who cease worshiping Shekenster won't lose their medusa apotheosis. They're permanently warped. 
Who is Shekinester? No idea! Google is my friend. It turns out Shekinester is detailed in On Hallowed Ground, an extremely thorough tome that describes every god in D&D and then some.

Shekinester, the Three-Faced Queen: She's god of the nagas. She takes on three different forms.
  • The Weaver: A crone-faced naga who destroys so that creation might come of it.
  • The Empowerer: Bestower of wisdom, asker of riddles.
  • The Preserver: The keeper of light and knowledge, recorder of dead spirits that pass her way.
She lives in the Court of Light, a strange place located in the Outlands.

Ghost Tower of Inverness

The group comes to a clearing, where a robed figure is tending to a garden of roses. "You hear a soft, liquid singing in an unknown tongue with lilting vowels..."

If someone engages her, she turns and lowers her hood. Everyone in the clearing must save or be petrified!

She's got a massive treasure horde in the garden. About 20,000 gold in gems and coins, keoghtom's ointment and bracers of defense.

The Complete Book of Villains


Lady Silith: She's a medusa disguised as an art dealer who creates incredibly lifelike stone statues. Silith always wears a turban and a veil of coins forged into a scaled drape. "She favors silk robes, which accentuate her curvaceous figure, and intricately embroidered cloaks."

She lures good-looking people to her lair so that she can turn them to stone. She has hundreds of petrified victims in her main hall, all of which look like they're at a ghastly festival.

Labyrinth of Madness

I will run this one day! I swear it! There's a room with two greater medusas that I really can't say much about without ruining it. Definitely a nasty trap in there.

Dungeon Magazine #25 - A Rose for Talakara

Another medusa in a garden! Her name is Natasha, a medusa who is vain and an expert musician. This one has hedges and roses of many different colors. The medusa grows black roses for the bad guy, Agrovale.

Ravenloft Monstrous Compendium II

Strahd is not the only Dark Lord trapped in a domain of dread. Another is a medusa named Althea who dwells on a small island called Demise. There is a portal on Demise that leads to a labyrinth of white stone (mostly an illusion). Althea lures adventurers in . She picks one adventurer to be her mate. The rest are killed.

Althea's eyes are like black beads. Her mouth a lipless slit that her forked tongue slips in and out of.
She is sensitive to bright light. Her snakes can spit venom up to 10 feet

Book of Vile Darkness

This book details a number of villains who are particularly grotesque. Siddal the medusa is a masochistic "cancer mage." Siddal lives with Gauderis, a half-orc vermin lord in a cave complex. They are working together to create new, deadly diseases. Gauderis is secretly in love with her, and he actually want her to turn him to stone. He thinks it will feel good.

Dungeon Magazine #93 - Statue Gallery

This is a short adventure involving a medusa named Korakaia who dwells in caverns that hold her collection of petrified victims. The idea here is that not all of the statues are actually statues. The medusa has some pretty clever tricks up her sleeve. There's a magic item:

Amulet of Statues: Once per day, you can use this to cast the statue spell on yourself.

Dragon Magazine #355 - Creature Catalogue IV


Maedar show a fierce devotion to their mates. They can "..take their pick among available medusas."

This article pretty much reiterates what is already known, plus this: "Most medusas have no choice but to mate with blinded or blindfolded human males."

Lady of Poison

This is a forgotten realms novel whose main character is actually a half-medusa paladin. Pretty cool!

Dungeon Magazine #194 - Daask

This article details medusas in Eberron. I'm playing in an Eberron campaign and don't want to spoil it for myself, so here's a link that I assume will give you the info you need.

Princes of the Apocalypse

I forgot about this guy! Earth Prophet Marlos Urnrayle is a.. male medusa. He was a vain, good-looking man who got a ring that held a fey spirit that kept him looking good as he aged. One day, it turned him into a medusa.

He runs the earth cult. Makes sense, since he turns people to stone! Marlos likes to keep the stone faces of his victims and destroy the rest.

Out of the Abyss

Neheedra Duskryn: She was a drow priestess of Lolth who planned to turn Blingdenstone into a drow enclave. This was never to be, as the magical pacts she had made to aid her turned her into a medusa. She turned her servants to stone and went mad. She still looks similar to a drow. Her hair-snakes are white.

Tomb of Annihilation

Zalkore: She was once royalty in the city of Omu, but she was forced to leave when she made a pact with an erinyes to become a medusa.

She ended up killing her husband, mistakenly thinking he had betrayed her. Now she sits in the ruins of Nangalore, hallucinating that he's still with her. Weirdly enough, his ghost just might show up depending on what adventurers do when they meet her.

Links

Medusa Island map
Half-Medusa 3e template

Dice, Camera, Action: Episode 69 - Tomb of Annihilation

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Episode 69: PAX Sub Optimal
This is a live show at Pax Unplugged! The players have their gear on. Holly looks so good. Anna has robot face paint on, and Jared is decked out in Diath attire.

We have a special guest for this one. It is fantasy author and Acq, Inc. member, Patrick Rothfuss! He'll be playing a character who appeared on Critical Role: Kerrek.

The Party

(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Patrick Rothfuss) Kerrek - Human Paladin

The heroes are in the jungle of Chult. They're freed two prisoners and are making their way back to Camp Vengeance. They are hoping to broker peace between the grung and the Order of the Gauntlet.

Once they get there, they see the camp is under attack by a massive zombie horde!

Patrick's character, Kerrek, had arrived in the camp a few days prior. He was inside a crate. There's a joke in here that people think his name is "Carrot."

The group puts together a plan to deal with the zombies. We later learn that the players brought a pile of tiny rubber frogs that they were going to throw around. There were frog sounds cued up and everything. This plan never came to fruition.

Strix drops a fireball on them. Evelyn casts Moonbeam. It is chaos. Then, a portal opens. 3 figures step through. The people who step through:

Karas the Invincible: A mercykiller from Sigil (!) who wears rusty, blood red armor adorned with spikes. He's got a sword in one hand and shackles in the other.

2 Chronikers (?): They are wearing golden robes wearing tight-fitting helms. They have staffs
They are constructs from Mechanus - robotic, tall and svelte. Cut into their chests are ticking clocks. We are told that they "impose the will of the multiverse."

Karas throws magic shackles at Strix. The clamps tighten around her ankles. Strix falls. she had some frogs in her garb, who desperately hop toward the jungle. Chris ponders aloud if this will be the beginning of a "Green Frogs" catchphrase.

Here come some modrons, too. They are coming after Evelyn.

Karas says that "the Skizzix Kharym (?) is waiting for you." The mercykiller says he is taking Strix back to her family. Chris uses voice effects that echo through the building. Holly hides under  the table.

Evelyn charges the mercykiller and does a pile of damage to him with treebane. She does a total of 52 points.. good gawd.

Sigil, the City of Doors

Karas tells his chronikers to destroy everything. He tries to haul Strix through the portal, but Strix wins the opposed Strength check.

Kerrek does a pile of damage to Karas on an opportunity attack, as does Evelyn.

One of the chronikers has a clock on its chest. It's ticking down. It's going to blow in 5 rounds.

Diathn runs over and actually removes the shackles from Strix's ankles. He grabs Strix and runs.

Strix tries to polymorph him... she wants to turn him into a frog. He makes his save. Green frog?

The broom bloodies Karas and Evelyn tries to chuck the ticking guy through the portal. Nope.

Karas snaps the broom! No! The group is quite unhappy.

Diath stabs ticking bomb guy. He was keeping the portal open. He fails his concentration check, and the portal is off.

Karas grapples Diath and pulls him onto his spikes. Another portal flares open. Diath is pulled through.

The heroes follow and we get a description of 5e Sigil:

They emerge on a street lined with buildings covered inh razorvine. They see a train go by? A train? Like Eberron?

When they look out and up, they see that the city seems to curve up and there is more city high above them. They're near a flower shop with weird plants in it.

Karas says to Diath, "You're not what I wanted, but the Skizzix Kharym (?)will take you for half the price. They don't like your kind very much."

Now Diath has a new name. "Discount Diath."

When Strix, Evelyn and Kerrek come through the portal, Karas says: "My lucky day. Two for the price of one."

The fight continues as citizens of Sigil gawk at the group.

The players are drinking from an actual wineskin that apparently has wine it.

After some more fighting, Kerrek drops Karas the Invincible. The man inside turns into a cloud of mist, some kind of blood mist ghost thing.

Chris points out that some mercykillers have special abilities. If this blood mist spirit-thing returns to the Mercykillers HQ, Karas can reform.

The group gets into a dispute. Evelyn wants to hand herself over. Diath wants to get the other two back to Chult so he can investigate.

Kerrek kills the blood ghost. Evelyn looks at him with clockwork heart eyes.

Diath notices some creatures in the crowd. He sees two tieflings arguing. One is a  woman, short and old. The other is a male, tall and proud. They seem to be arguing. One wants to intervene in some way, the other thinks it is a bad idea.

A human steps out of the crowd. He takes his helmet off. Kerrek can see that half of his face is angelic, the other half is human. He's an aasimar.

Diath doesn't see that. To him, the guy just looks like a human. The stranger gives Diath a look. Diath realizes that this is the man who gave him the mysterious key ring so long ago.

Shockingly, the group tuens to go back to Chult. What are they, nuts? Diath turns to Kerrek and says, "We never got your name."

He pauses and then replies, "It's Carrot."

Then the group goes back through the portal.That's where we stop!

Overall

They actually went to Sigil, which is awesome. You definitely get the idea that one of the next D&D  products is planes-related. The newer unearthed arcanas deal with plane-touched races, there's the arcanaloth in Tomb, and other things here and there.

I really wonder what they're going to do about the faction war. Did it happen in canon? Did things revert back to what they were? I'd like it if they switched it back but maybe got rid of a few factions - there were too man. It got confusing.

Very good show! It was quite amazing to see the group actually go to Sigil, if only for a short while.

Dice, Camera, Action: Episode 70 - Tomb of Annihilation

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Episode 70: The Serpent Eats the SunRoss is back, playing the goblin Wumba. Wumba was not on good terms with the group when they parted ways, so this should be interesting.

The Party

(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard
(Ross) Wumba - Batiri Goblin Warlock

The heroes just left the city at the center of the multiverse known as Sigil. Diath immediately destroys the portal key, which is described as a christmas tree air freshener.

I wonder if the christmas tree opening doors to Planescape is some kind of hint about what's around the corner in D&D land.

The people at the camp have fended off the undead. The group reunites with Waffles, Dragonbait and Paultin. Anna does an epic super-fast recap of everything he missed.

The leader of this camp, Commander Breakbone, is on top of a table ordering his captain to kill the baby grungs that are on the floor all around them.

Diath jumps up on the table next to Breakbone, pretends he was cursed by a frog and convinces Breakbone to run for his life. Diath points out that Breakbone isn't fit for duty. The captains agree, but they are stuck with him.

Evelyn leaves a note for "Carrot." Hmmmm

Time for the group to go to Orolunga, where there is an oracle that can help them figure out this whole death curse thing.

The group travels for 3 days. Strix refuses to sleep, worried that more enemies from Sigil will track her down. She doesn't suffer exhaustion, but she is frazzled.

On day 4, they come upon a burnt section of ground. It is in a pattern. The symbol of Dendar.! Apparently this is Wumba's doing.

There's a dead dinosaur nearby. Strix approaches it and checks it out.


Creatures burst out of it.  Su-Monsters! Chris says they unleash a "mind shriek"! All 4 attack Strix. She fails one save. She takes 13 psychic damage and is stunned.

Nets drop down from the trees. Ross insists these nets aren't meant for anyone in particular. They're neutral nets. Net neutrality! OK, that was exquisite.

Strix shakes off the stun. Diath cuts his way out of the net.

Wumba's turn. Ross has been sitting off camera for about 10 minutes. Then he dab-slides on camera. Wumba is on on the back of a pterafolk.

Wumba lands and plays it cool. He walks up to Diath... and punches him in the groin!

Paultin casts levitate on Wumba. It works. He's hovering one foot above the ground.

Strix gives the su-monsters food and asks them to leave her alone. Wumba tries to air swim over to Strix, but it doesn't work out.

The pterafolk's names are Pterry and Pterrance.

Paultin reveals that Wumba killed his goblin brother, Wumba, while escaping the trapped shirne a few sessions back.

Strix gets tired of Wumba's rambling. Strix... fireballs him! Wow..

29 damage! Wumba is down and dying. He's still floating. Paultin is maintaining concentration. One pterafolk died as well.

Ross rolls a 20 on his death save. Wumba's up with one hit point! The group is outraged.

Someone in chat points out that wumba "got up again." Well done!

Strix drops another fireball and kills 3 su-monsters.

Wumba turns invisible. Apparently he has an invisible demon ally. Wumba orders it to attack. Evelyn casually decapitates the last su-monster.

The demon is a quasit, a very minor demon.

Wumba turns invisible. He's on the ground. Standing over him is... Waffles! The group loves this. Ross is dejected.

Waffles successfully perceives him even though he's invisible. She claws him for 10 points. She's eating him.

Diath walks over to Waffles and dabs as Wumba is devoured.

Evelyn annihilates the quasit with divine smite.

Suddenly, Strix falls to the ground. She's asleep.

A crack opens in the earth around the heroes. The earth peels back like a gigantic mouth.

A massive serpent with purple-black scales rises up. It looms over the group, 80 feet above them. It's Dendar!

Diath runs over and tries to awaken Strix. She has to make a Con save. She makes it!

The serpent roars and disappears into vapor.

Strix.. falls asleep again! Holly declared it! Oh man. Dendar's back.

Evelyn tells Diath to let her sleep. Then she casts compelled duel!! Good god. She is entering into a one-on-one battle with a deity.

Dendar seems to be endlessly long.

Paultin actually helps Evelyn, giving her bardic inspiration.

Strix wakes up again. The serpent becomes mist once more.

Th heroes figure out that this has something to do with wumba's relationship with Dendar. It might also have to do with the fact that the group is standing on dessicated ground.

It's not the real Dendar.. It's a facsimile of some kind, maybe an avatar or aspect.

Waffles poops out Wumba's whistle. That's where we stop!


Overall

Fun episode! I like Ross. He brings a lot of energy to the game. I can see the trolling getting old really fast, but I have no problem having him pop in every once in a while.

Anna was super-sharp tonight. The challenge was pretty epic, and the group's reactions were very cool and appropriate. Nate was definitely on the ball, tonight, too. Definitely a good show all around!

Dice, Camera, Action: Episode 71 - Tomb of Annihilation

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Episode 71: Flower Power
Chris is wearing a D&D winter hat with a pom pom on it. I can't stop looking at it.

The Party

(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

The waffle crew has to cross a bridge that has a brontosaurus lurking underneath it. Its neck is long enough to almost reach the bridge.

Evelyn really wants to befriend it, but the group urges her to leave it alone. They cross without incident, and a few days later they come to Orolunga.

There's a ziggurat here. Inside it is an oracle who supposedly can help the heroes on their quest. This should be fun.

There are a lot of steps to climb to get up to the top of the ziggurat. These steps have magical obstacles that must be overcome.

As the heroes climb the first set of steps, the vines covering them get thicker and thicker, stopping them from ascending further. Evelyn is flying. She loses all ability to move further up.

Paultin spots a little black creature (it's a forest spirit known as a chwinga). It is holding a purple orchid and an orange orchid. It bounds up the stairs, unimpeded by the vines.

The group does what it did and are able to make their way up the stairs. Technically, Evelyn has no sense of smell, but she is able to get up there too.

They make a crown of flowers for their owlbear, Waffles.

They try to ascend the second flight of steps. Turns to gravel. Purple orchid in one hand, and a red orchid in the other. Done.

They get to the 3rd flight. It is covered in poisonous snakes! This time, the chwinga swallows a snake. It throws the flowers away.

Paultin's been killing it on this one. He's figuring out what to do every step of the way. Paultin wants Evelyn to swallow the snake. The snake uses its tongue to tickle her lips.

She lets it slither into her mouth and she swallows it. She feels it vanish. The rest of the group does the same. Now they can go inside! Waffles and Dragonbait will wait outside.

Inside the ziggurat, they find a naga coiled around a hookah, making puffs of smoke in the air. Each cloud puff looks like a different thing - a dragon, a ship, a carriage, etc.

The naga wants Diath to smoke the hookah. Paultin and Strix smoke it.

Diath says he's trying to find a spellbook and the glasses of Mr. Fox. The waffle crew seeks the Soulmonger and wants to know how to destroy it.
  • The naga proceeds to dump piles of information on the group:
  • The things they seek are in the lost city of Omu. 
  • The naga says that Dendar wants to swallow the sun. 
  • The naga points out that Ras Nsi is suffering from the death curse too.
  • She tells the group about the trickster gods.
  • She offers to heal the group. Evelyn has an ow-y. The naga licks her wounds until they're healed. Evelyn likes this.
The naga wants the group to "shed their skins" and receive enlightenment. Paultin is up for this. The naga licks him and peels the skin off his face. There's another Paultin underneath. The old skin is cracking.

Nate laughs hysterically. The group is in disbelief.

He is granted the blessing of wound closure. While he has the blessing, he stabilizes whenever he drops to 0. This lasts until the next new moon, which is about 30 days away.

The naga points out that "other forces" might have the cubes required to get into the tomb.

The naga tells the group that once they leave the ziggurat. they can't come back.

Strix asks about Skizzixes. The naga knows someone who looks like Strix... all will be made clear when you meet yourself.

Acererak's phylactery is not on this world. The group seems interested in finding his phylactery. That would be awesome.

Evelyn asks more questions and it comes out that there are doubles of everyone but Evelyn. The hags!

Paultin freaks out and asks, "What if we're the fake ones?!"

The naga urges the group to focus on killing Ras Nsi.

The chat starts speculating. What is the name of this bizarro Waffle Crew? The chat is split between "Pancake Crew" and "Falafel Crew." I like Falafel better. My theories on what this crew is like:
  • Evelyn - Evil paladin of Dendar
  • Diath - Kleptomaniac, hits things with his daggers.
  • Strix - Neat freak.
  • Paultin - Sober.
The heroes go outside. The stars look vast and wavy. One star winks at Evelyn. That's where we stop!

Overall

Really good episode! Chris is using stuff from page 180 of Tomb of Annihilation. I'm excited to see  what he does with it!

Dungeons & Dragons - A Guide to Gnolls

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Today we're going to take a look at a classic D&D monster, a rampaging hyena-humanoid known as a gnoll. I tried to avoid overlapping info with my guide to Yeenoghu, who is a gnoll demon lord.

I've always liked gnolls. They're a bit scary, they look cool, and they're a neat alternative to orcs and goblins. I haven't really seen them used in interesting ways, though. I decided to do some digging and see what ideas were out there.

Once I went through all the official D&D books I could find, I learned that the early edition gnolls are pretty flat, but that there was an explosion of ideas from 3rd edition all the way to 5e's Volo's Guide to Monsters.

The Essential Information

By the end of the process, I saw how gnolls could be used a a cool, worthy adversary for low to mid-level heroes. Check it out:
  • They travel in packs, destroying settlements.
  • Through a ritual, hyenas who eat slain humanoids can become gnolls. That means that the gnoll pack can grow with each successful siege.
  • The demon Yeenoghu is very hands-on, guiding his packs with omens and symbols.
  • Yeenoghu will sometimes send a demon to aid or guide them.
  • In early editions, gnolls took slaves. In later editions, not so much.
  • There are a TON of really cool variant gnolls. My favorite are the Abyssal Slaughter-Lords. They have really long legs and arms and make a pack look very intimidating.


Tribe: You could use the info in here to make your own gnoll tribe. Here's the tribe I would make:
  • Hordes of Witherlings: Undead gnolls who act as the first wave in an assault.
  • Disease: The witherlings carry a disease known as the slavering canker.
  • Gorgers: The tribe has a number of gnoll gorgers, who the other gnolls are terrified of. The gorgers eat other gnolls to gain incredible strength. The devoured gnolls become witherlings. 
  • Far Fangs: The tribe's archers are known as "Far Fangs". Their "hungry arrows" cause bleeding wounds.
  • Leapers: Many of the gnolls are Havoc Gnoll Far-Leapers, gnolls with the ability to jump great distances.
  • Maw Demon: The tribe has a few maw demons as pets. These maw demons are treated with reverence, as anything they eat goes straight into Yeenoghu's gullet.
  • Refnara-Worshipers: I think it would be cool to have a small contingent of gnolls who worship the gnoll goddess Refnara and are put off by the actions of the Yeenoghu fanatics.
  • Chosen: The assistant to the tribe's leader is a Chosen of Yeenoghu clad in a rotting hooded robe, who has the ability to summon hyena spirits.
  • Cudgel: The tribe is led by a Fang of Yeenoghu, who wields a magic cudgel of bloody teeth. I'd probably mix in traits from the 4e Demon-Eye Gnoll, too.
AD&D 1st Edition Monster Manual

Here we get the baseline for gnolls. The details:
  • Gnolls have greenish-gray skin and brown fur. Their eyes are dull black and their long nails are amber-colored. They were piecemeal armor made from horn, metal and leather. Their garments are often shabby, moth-eaten and dingy. 
  • They are Lawful Evil.
  • Gnolls are over 7 feet tall.
  • They ravel in rapacious bands, the largest gnolls dominating the rest.
  • They have a so-called king who is powerful, but his authority extends only as far as his reach. In later editions, it is said that the females rule.
  • Chieftains runs bands of 100.
  • 85% of the time, gnolls are subterranean. In other cases, they live in abandoned villages.
  • They sometime have 1-3 trolls guarding their homes place. Trolls and gnolls get along fairly well (their names rhyme, after all).
  • Gnoll packs have 4-16 hyenas or 2-12 hyenadons as pets and guards. 
  • They always have captives for food or slave labor (1 per 10 gnolls, minimum).
  • Life expectancy is about 35 years, on average.
Keep on the Borderlands

In this classic adventure, the heroes can explore many different caves. Each cave is home to a different type of D&D monster.
  • There is a gnoll cave, and we learn a little bit:
  • Gnolls like to surprise and bewilder their enemies. They are bloodthirsty creatures and, once alerted to intruders, are likely to track down anyone who retreats from their cave.
  • The gnoll pack lord in this adventure has 4 mates.
AD&D 2nd Edition Monstrous Manual

Check out that DiTerlizzi gnoll! Pretty awesome. For me, that's the definitive gnoll art. We learn some new things about gnolls in 2e:
  • They try to defeat opponents by sheer numbers.
  • They rule by strength, fear and intimidation.
  • They dislike goblins, kobold, giants, humans, demi-humans and manual labor.
  • Gnolls eat warm-blooded creatures, they like the ones that scream.
  • Packs hunt until an area is ruined, and then move on.
Flind:

Flinds are special, more powerful gnolls:
  • Flinds are a little shorter, broader, and more muscular than a gnoll.
  • Dirty brown and red fur. Their ears are ronded.
  • Weapon: Flind-bar: A pair of chain-linked iron bars spun at great peed. Can use it to disarm opponents. NUN CHUCKS
  • Gnolls regard flinds with reverence. They have at least a 13 intelligence and an 18 charisma.
Dungeon Magazine 48 - To Bite the Moon


Now we get into the good stuff. This adventure is full of fun ideas. It needs a bit of reworking, but you could do a lot of fun things with it.

The heroes go on a quest retrieve a ring of three wishes and a luck blade (which also grants wishes!). Gnolls stole them, but don't know what they are.

The adventurers are meant to creep through the gnoll lair while 71 gnolls sleep. The gnoll wearing the ring of wishes spots them and is disappointed that they're not enemy gnolls. She actually says aloud, "I wish they were gnolls from another tribe." The wish is granted and the heroes promptly become gnolls!


Useable Gnoll Ideas:
  • Kurgahr: A flind gnoll who leads the tribe. He is a cleric of Refnara, a gnoll goddess of fear.
  • Argor: Kurgahr's mate. She's wearing the ring of three wishes.
  • Gnoll tradition insists on an exchange of gifts whenever members from different tribes meet. You are supposed to say, "I welcome you, tooth brother (or sister)."
  • A spirit naga is impersonating the gnoll deity Refnara, and is using the tribe for her own selfish purposes.
Refnara, Gnoll Goddess: Refnara is apparently a real gnoll goddess!
  • She regularly tests her subjects by exposing them to frightening situations. 
  • During the full moon, Refnara expects a sacrifice or offering, so that she will bite pieces out of the moon and return darkness to the night sky. 
  • Gnolls are terrified of the full moon.
Gnoll Game: Blindfold a gnoll, slap and kick the gnoll while barking furiously. Whoever the blindfolded gnoll can wrestle to the ground is the next victim.

Tribal Dancing: Some gnolls bang on the floor with bones, others dance via hopping.

Complete Book of Humanoids

This book lets you make gnoll characters. Not too much new stuff. Gnolls who become adventurers often exhibit evil tendencies. It is hard for them to break their taste for intelligent creatures. Seems like a hard character to fit into a party without problems.

They have the ability to train hyenadons to use a mount.

D&D 3rd Edition

Here;s where the gnolls start to come together. It seems like that Dungeon Magazine adventure flew under the radar. I don't know if Refnara is mentioned in any other product. 3e gnolls:
  • Gnolls are nocturnal carnivores.
  • They think with their stomachs.
  • Gnoll alliances often fall apart when they get hungry.
  • 7 1/2 feet tall, weigh 300 pounds.
  • Gnolls revere the phases of the moon, but most tribes have no true clerics.
  • Their special patron is the demon lord Yeenoghu, who looks like a gaunt gnoll. Most gnolls serve and revere Yeenoghu rather than worship him as a deity.
Monster Manual 3
 

Gnoll, Flind: Flinds are clever tacticians who serve as leaders or elite hunters. Flinds have no great love for their lesser cousins.

Monster Manual 4

Tons and tons of information in this one.
  • Gnolls like to burn cilvilized settlements. Yeenoghu approves of their atrocities.
  • Female gnolls give birth to two to four pups about six months after conception.
  • Gnolls reach adolescence in about two years.
  • Matriarchal society. Gnoll females are larger and stronger than males. 
  • The dominant female takes the roomiest, most desirable quarters.
  • The alpha female marks her territory with a clan sigil drawn in blood. This blood comes from a slain underling.
  • Slaves endure constant malnourishment and regular beatings.
  • Worship of Yeenoghu is tied closely to the moon.
  • Yeenoghu represents the "ultimate mate".
  • Sacrifices are performed on the new moon. They kill captives and howl for Yeenoghu's favor.
  • Yeenoghu will sometimes send a demon to a tribe who will often take command and produce half-fiends.
  • The Great Geode: A gnoll lair described as an enormous bubble within a range of ancient hills. Completely encrusted with amethysts of little value.
  • Gashtooth: Tribe's leader.
There are new types of gnolls described in this book.

Gnoll Slave-Taker: These low-ranking gnolls travel in groups accompanied by hyenas. They use nets to capture slaves. They think of slaves as a living larder and replenish the supply at every opportunity.

Fiendish Cleric of Yeenoghu: These gnolls are half-demons who act as advisors to tribal leaders. They have darker fur, and their eyes smolder like red coals. They have the ability to cast up to 2nd level priest spells such as spiritual weapon, cure wounds, and cause fear.

Half-Fiend Gnoll Warlock: These are horned, hyenalike humanoid has huge membranous wings and cloven hooves.Yeenoghu is their patron. They produce fiendish offspring to buttress their positions of power.

D&D 4th Edition Monster Manual

4th Edition has tons and tons of new types of gnolls. They came up with a lot of cool ideas that you might want to check out.

4e Gnolls:
  • Decorate their armor and encampments with the bones of their victims.
  • They don't bargain and can't be bribed.
  • Slaves who show strength and savagery might be indoctrinated into the gnoll vanguard.
  • Are mortal instruments of Yeenoghu. They scour the land in his name, and fight among themselves. They participate in rituals that involve acts of depravity and self-mutilation.
Gnoll Huntmaster: Gnoll archers, longbow experts.

Gnoll Claw Fighter: Frenzied gnolls that run around the battlefield, slashing at all enemies.

Gnoll Marauder: Fight tactically with spears alongside allies.

Gnoll Demonic Scourge: Commands other gnolls.

Monster Manual 2

More new types of gnolls!

Deathpledged Gnoll: Vow to die destroying the enemies of Yeenoghu. They fight with bone claws and when they are dropped to 0 hit points, they can keep fighting for another round.

Fang of Yeenoghu: They wield cudgels of bloody teeth. They earn their place in the ranks by capturing slaves and sending them to serve Yeenoghu in the Abyss. The cudgel of bloody teeth continually oozes fresh blood and spittle. When the fang dies, the cudgel quickly rots away. The teeth are from gnolls who died fighting for Yeenoghu. When in death, they can taste the blood of their enemies.

Gnoll Gorger: Gain strength in battle by feasting on their own kind (they heal when they harm an ally). They draw strength from the blood of their own kin.

Allies: Gnolls are known to work with corruption corpses and beholder gauths.

Monster Manual 3

"Accounts from the hollow-eyed survivors of gnoll raids paint a similar picture of death and destruction."

We learn that packs of gnolls war against each other constantly. Victors sometimes enslave the losers.
The Chosen of Yeenoghu are seers and mystics of a pack.

Gnoll Skulker: Runts of the gnoll bloodline. Lurk at the edge of the fray. Very skilled at hiding and ambushing. Like to snipe from a distance and swiftly move to another location.

Gnoll War Fang: Clad in heavy armor scarred with demonic sigils, champions of Yeenoghu who issue challenges.

Chosen of Yeenoghu: Wretched figures bent with age and cloaked in moldering humanoid skins. Can summon undead hyenas!
  • Call Beyond the Grave: Summons 4 hyena spirits. Chosen takes damage when a spirit is slain.
  • Hyena spirits are bound to a tribe by dark magic, continuing to fight alongside them after death. Spectral jaws slow enemies.
  • Shoots bolts of ruination that can teleport hyena spirits around.  
Monster Vault

We get some gnoll factoids:
  • Gnolls attack communities along the borderlands without warning and slaughter without mercy.
  • Gnolls follow Yeenoghu's edicts without question.
  • They are nomadic, wandering and laying waste when they can.
  • Slaves follow behind their raiders to haul their tents and goods. Their only hope to live is to show strength and obey.
Disease: Slavering Canker:-1 to hit, you gain less from healing, you become weakened and must rest twice as long as normal.

Deathpledged Gnoll: Keeps fighting after dropping to 1 hp until the next round.

Gnoll Blood Caller: Blood Call is a psychic attack that sends creatures hurtling backward.

Fang of Yeenoghu: Wields the Cudgel of Bloody Teeth, can unleash the howl of the demon (which lets allies make an attack).

Demon-Eye Gnoll: It has an aura that can cause enemies to attack each other. Fights with a glaive.

Gnoll Far Fang: Have fanged bows that fire hungry arrows that cause ongoing damage.

Gnoll Pack Lord: Demonic Frenzy: Makes many attacks that dazes enemies. Pack cackle allows allies to shift.

Gnoll Demon Spawn: Massive brutes that do a lot of damage with their claws.

Gnoll Huntmaster: Archers

Dragon #369 - Gnolls: The Get of Yeenoghu

This article has a few new categories of gnolls. They are split between two sub-types: Beast-Born Gnolls, Havoc Gnolls, and Ruin-Touched Gnolls.

Beast-Born Gnolls: These gnolls were transformed by Yeenoghu into bestial variants.

Cackling Marauders: Their jaws hang open and crooked. With every breath, a high-pitched cackle emerges from the wretched beast's maw. They are psychotic killers driven by a burning madness. Yeenoghu expects the gnolls to drive marauders out of their ranks without slaying them, so that they may terrorize others. Their cackle causes fear. Their bite is poisonous

Abyssal Slaughter-Lord: As tall as an ogre, these gnolls have arms and legs that are repulsively long. Their whole deal is that they have reach.

Hound of Yeenoghu: These creatures look like hyenas and are used as hunting hounds. The appearance of a beast-born within a tribe is considered both a gift and a test.

Havoc Gnolls: Havoc gnolls are shorter and broader than others of their kind because they are descended from great gnoll champions. They consider themselves better than common gnolls.

Havoc Gnoll Prey-Taker: They can leap extremely far. They have nets that they use to immobilize enemies.

Havoc Gnoll Tribal Champion: They specialize in tripping foes. They like to fight the most dangerous enemies in a battle.

Ruin-Touched Gnolls: Fanatacs who subject themselves to potent rituals that grant them demonic supernatural gifts. The souls of the ruin-touched who die in battle instantly join Yeenoghu in the Abyss.

Beastcallers: These fork-tongued gnolls can summon flocks of ravens who blind enemies or vermin from beneath the earth.

Bloodwalker: They wield sickles and can teleport to areas where there is spilled blood. Bloodwalker  emit red tears, saliva and sweat. 

Slaughterfang Hyena: These creatures are the size of a small horse. Bred by gnolls to serve as mounts, they have piercings and ceremonial scars.


Dungeon Magazine #160 - Den of the Destroyer

The adventurers must go take out some gnoll mercenaries known as the "Wicked Fang" who live in an Fortress Graytone, and abandoned githzerai shrine.

In the final battle, a "Claw of Yeenoghu" reaches through the portal and attacks the group. The claw is described as a "...massive clawed hand of primordial elemental energy..." If it hits, it grabs you and does fire and necrotic damage until you escape.

Fangren: The gnoll leader. He became convinced that he was a Chosen of Yeenoghu and gathered components for a ritual that would infuse him with power. This involves opening an energy conduit to the Abyss.


Lots of new gnoll-related monsters:

Stonewalker Spirit: Yeenoghu sent this thing to help the Wicked Fang. It is a wispy entity that can turn you into a statue and then possess you! In the adventure, it possesses a statue, animates, and attacks.

Abyssal Wretch: Fangren used energy from the planar breach to transform captive humans and elves into horrific reflections of their original forms, tainted by the evil of Yeenoghu. These wretches could "inspire revulsion", hitting all around them with a psychic attack.

Disciple of Yeenoghu: Gnoll sages who collect the most dark and vile lore pertaining to Yeenoghu. They fight with sacrificial daggers and they can fire "rays of destruction" which do necrotic damage.

There's also a magic item:

Wicked Fang: A shadar kai bad guy made the gnolls a magic longsword called Wicked Fang, a jagged blade permanently stained with the blood of those it has slain. It has the power to cause bloody wounds, which acts as ongoing damage.

Dungeon Magazine #212 - Never Say Die

This adventure actually details a location from the famous White Plume Mountain Map. Dead Gnoll's Eyesocket has a hill that looks like a gnoll's head that has water trickling from its eye socket.

Gnolls have laid claim to a network of caves beneath the hill. They capture humanoids and hunt them for sport in a nearby briar maze called the Twisted Thickets.

Good gnoll flavor text: "A mangy gnoll with matted fur and milky white eyes rises to his full 7 feet of height and snarls."

There's a cool location known as "Yeenoghu's Gullet." It has a stone idol that bears an uncanny resemblance to an emaciated gnoll sitting cross-legged.

Near the idol is a pit full of bones. If people take the two gem eyes from the idol, the bones assemble into gnoll forms and attack.

Blackfang Feaster: The bite of these gnolls has poison that can slow you. They can also knock you prone and begin to devour you.

Dungeon Magazine #221 - The Battle of Emridy Meadows

This adventure is written by Chris Perkins. It appears in the final issue of Dungeon and it details a battle discussed quite a bit in the classic 1st edition Temple of Elemental Evil adventure by Gary Gygax.

This module is broken up into missions. The first mission involves dealing with a gnoll called Gnaragg the Dog King and his lair.

Gnaragg actually rides a displacer beast! He is in charge of a band of gnolls and humans who aren't getting along.

Norghu: Gnaragg's mate. She is a pack lord who rule the lair when Gnaragg is not around.

Gnaragg has a magic item:

Bitbaern's Shield: You can ue this +1 shield to sense which way is east. Also, "...the shield can lead you to places of significant history," including the final resting place of Bitbaern, who was a hero of some renown.

D&D 5th Edition - Monster Manual


5th puts it all together quite nicely.

How Gnolls Came to Be: Yeenoghu entered the Material Plane. Packs of hyena flocked to him, scavenging his kills, which transformed them into gnolls.
  • They scavenge trophies from corpses like teeth or ears.
  • Gnolls have no goodness or compassion.
Gnoll Pack Lord: These gnolls rules by might and cunning. They have piercings and they dye demonic sigils into their fur.

Fang of Yeenoghu: This version of the fang are gnolls possessed by a demonic spirit. They perform rituals and make blood offerings to Yeenoghu. A hyena who feasts on a fang's slain foe becomes a full-grown adult gnoll.

Volo's Guide to Monsters

Volo's has a big section on gnoll lore. We learn:
  • Gnolls want to turn the world into a barren, empty ruin.
  • Yeenoghu ultimately wants endless war to be waged in the world until only one champion remains. Then Yeenoghu will come to the world, slay the champion, and reign over a wasteland of rotting corpses.
  • They are driven by a communal sense of infinite hunger and endless rage.
  • When raiding, they never leave survivors. It sounds like the whole slaving angle is gone.
  • Gnolls don't care about gold or gems.
  • They speak a broken form of Abyssal.
There's a bunch of lists, including one with some fun details to add to a gnoll. My favorites:
  • Infested with maggots
  • Vestigial twin embedded in back
Becoming a Gnoll: We learn a bit more on transforming into a gnoll. A fang of yeenoghu anoints the remains of foes during a ritual. When a hyena feeds on those remains, it becomes a gnoll.

Witherlings: This is awesome. When gnolls get hungry, they eat weaker gnolls. The bones of the devoured gnolls are kept. Pack lords and flind can perform a ritual to turn them into undead witherlings.

Flinds: Flinds are rare, and they are seen as Yeenoghu's special messengers. They are.. "gifted with a keen eye for omens and an ear for Yeenoghu's whispers."

If a gnoll kills a flind, it becomes a flind!

Yeenoghu sometimes sends them demon allies: Barlguras, Dretches, Hezrous, and Manes. Also:
  • Shoosuvas: As a reward for triumphs.
  • Maw Demon: Anything a maw demon devours is teleported into Yeenoghu's gullet.
There's a whole page of details on creating war bands. My favorite part is the shared physical traits:
  • Rune branded on forehead
  • Surrounded by clouds of flies
  • "Covered with strange mushroom growths".
Links:

3e Flind from Wizards Site

Dice, Camera, Action: Episode 72 - Tomb of Annihilation

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Episode 72: The Star Goddess

Last episode was really good, and so was this one. I'll have some spoilers at the bottom, so beware!

The Party

(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

The waffles have spent 3 days in the wilderness. one night, Diath notices that Strix is gone.

He heads into the jungle and spots greenish witchfire in the bushes. It's Strix. Her staff is spinning in the air. She's trying to turn it into other things. Diath watches, remaining hidden.

Each form the staff takes matches one of the runes on her staff. The forms include:
  • Frying Pan 
  • Fishing pole
  • Lantern
  • Cauldron
  • Feather quill that writes in the air
  • Cuddly owlbear doll
Diath creeps back into the waffle hut.

We learn that Paultin sleeps with Simon and the hand. Chris speculates that maybe the hand does other things for Paultin. The players are aghast.

They travel for 6 more days. The group (except for Evelyn) loses more hit points due to the death curse.

The group enters a frozen section of forest. There's an icy ship in the treetops above them. It apparently fell from the sky. They see some letters on the ship: "AR GO."

The group makes their way up with flying powers and a dimension door spell for poor earthbound Diath. On board, they see a wizard who was killed/frozen by the ice and snow.

Uh oh. The waffle crew is attacked by a sabretooth tiger made of ice! Does somebody else have the ring of winter? The heroes are hit with a blast of cold energy. Diath and Evelyn take 35 points of cold damage, the others take half.

Artus Cimber

Diath chucks a dagger at the tiger... natural 20! Then he has to make a Dex check and rolls a 1. Due to the icy deck, he falls off the side of the ship. Wait.. he grabs onto some vines at the last second.

While dangling, he sees more of the ship's name. "Star Go..."

Strix fireballs the ice tiger. It's vulnerable to fire and takes quite a bit o' damage.

A giant hand of ice hovers over Evelyn and begins crushing her. She takes 13 damage.

Strix looks around to find the person with the ring of winter. Rolls a 20! She spots Artus Cimber in the distance. His eyes are glowing blue. The group correctly guesses that he has succumbed to the evil of the ring.

Artus goes: "ICE to see you, Strix." The group can't handle this premium-quality dad joke at all.

Evelyn tries to escape the hand by igniting the fiery heart of Spinelli. Evelyn acts out the moment because she is into it and thus, it is awesome.

Anna sticks her neck out and pushes the boundary just enough to create space for the other players to feel more comfortable in their roleplaying. This is one of the reasons I think she is the most unselfish and pure D&D player out there.

Paultin is encased in ice. He's frozen with middle fingers up.

Diath maneuvers as the tiger makes a mighty leap. It misses and shatters into pieces.

Strix dispels the ice hand.

Artus casts dimension door and escapes.

The group takes a breath and checks out the wreckage of the ship. One dead person on the ship is holding a frozen key. There's also a chest below decks. Strix sees that the chest has a glyph of warding on it.

Paultin casts locate creature to try to track Artus Cimber. Man! Well done! That's a spell I don't see taken, let alone used very much. Artus is on a tree branch nearby. He's about to snipe them with a longbow.

Diath grabs the key and opens the chest. In it is a black egg with a window in it. There's another key hole. There is some kind of clock in it.

Evelyn flies up and beats up Artus. Strix devastates him with a fireball. Strix yells for Evelyn to cut his hand off. Do it!

Paultin throws the severed hand at Artus. That is such an awesome idea. It latches on to the face of Artus. Artus falls out of the tree and into the ship. He crashes through the deck and he lands near Diath, who is still ogling the chest.

Artus is not moving. Paultin's undead severed hand is trying to pry the ring of winter free. Umm.. do not let that hand put on the ring!

Evelyn lands next to Artus. He mutters something about Alisanda, and dies. Evelyn tries to cast revivify.. nope! His soul is now in the Soulmonger. Yikes.

The hand puts the ring on... ohhh no. Ah.. the hand gives Paultin the ring. Paultin is trying to decide if he should put it on.

Strix examines the "bomb" in the chest. The energy inside it is similar to that of a magic missile. A force bomb?

Paultin puts on the ring of winter!

Next week.. Chris won't be there but there will still be a show..? Waffle crew backstory episode! That sounds great. It will be fun to see the players running around unchecked by the DM.

Overall

I think that the last episode AND this one are two of the best episodes of the whole show so far. I love it when Nate busts out a problem-solver out of nowhere.

SPOILER SIREN

OK. The Wreck of the Star Goddess is on page 85 of Tomb of Annihilation. In the book, the crew is alive and there's an encounter with ghouls. There's no treasure, either.


This egg might be the Navel of the Moon. Check out page 168. There's an egg-shaped egg in a certain container (trying to avoid too many spoilers, here). On page 128, it says that it's a polished, egg-shaped stone  that the wielder can use to "always find the way home to his or her loved ones."

On page 189 it says: "Whether the stone has its purported power to reunite families is up to you."

The thing is that Chris said it is imbued with force energy, which is what magic missiles and walls of force (obviously) are made of. That doesn't really fit, right? I'm probably missing something obvious.

It is possible that Chris has modified the Navel so that it can be used as a device for Diath and Strix to learn more about their past. Maybe the group was meant to interact with the NPCs more in Sigil ? Is there information that the NPCs didn't get to impart that will influence adventures down the line?

The ring of winter is on page 297.  It's insanely powerful! Paultin will probably struggle with this thing, but if he can keep it together, he'll be able to do awesome stuff, such as:
  • Turn people to ice.
  • Create ice creatures.
  • Lower the temperature of a large area.
  • Also.. he won't age!

Pretty cool, right? ...cool? Is this thing on? I think that Paultin's really going to ring in the new year. Anyone?

Great show!

Planescape - Blood War XXVII. Baphomet's Revenge

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I finally posted a session as a podcast. I've been recording these since the beginning.


The Party

(Jessie) Bidam - Black-Scaled Dragonborn Fighter
(George) Theran - Golden Slaad Wizard

Last time, the group helped out the lobster-woman-goddess Blibdoolpoolp in exchange for aid in changing Nocticula's truename.

Nocticula is a demon lord who was under the control of Iggwilv. Changing the truename means that Nocticula is free.

Xanathar's Experiment: I had just gotten Xanathar's Guide to Everything.. I had the group go to a charity auction and play 3-dragon ante with other Sigil "celebrities" (NPCs from Faces of Sigil).

Basically, I wanted to mess with the gambling rules in Xanathar's. For gambling, there's a series of checks to bluff, play your hand, that kind of thing. It worked fine! Better than anything I'd ever come up with.

It turns out the money went to the orphanage that Eo Kaplan the Michael Jackson NPC was building in the mansion that the group owns.


Harpies: Then the group met with their friend, Uralinda, who is right on the precipice of becoming a demon lord. She was able to break up with her demon lord boyfriend, Pazuzu, by not bathing or brushing her teeth for weeks.

The heroes had obtained a big pile of soul larvae. Once Uralinda devoured them, she had the power to become a full-fledged demon lord.

I had been trying to figure out how to differentiate her from Ardat, the official demon lord of harpies. I love the tropical harpies from Jungle Treks, so I decided to make her Queen of the tropical harpies!

Making the Same Mistake Over and Over: The group went on a little side quest to free some tropical harpies from the control of a giant. It took too long and in the end felt like I probably wasted time with it.

Sometimes when preparing, I get a hair up my butt to include an idea like this.It's almost always a mistake.

In around 2012, I decided to run the Temple of Elemental Evil. The group should be about 5-6th level before they go in.

I could have had the group just make 6th level characters, an start them off right at the entrance. I didn't. I spent a lot of time pulling out old classic dungeons and had the group go through them so they could start at level 1 and earn their way up.

That was a huge mistake. Those sessions dragged the whole thing down. I'm running the temple of elemental evil, but the first 7 sessions was weird BS that was barely linked to the main story.

I still have trouble side-stepping these kind of things, mostly because I think either it will go real quick and make things feel more "earned", or I think it will lead to funny stuff, but it doesn't.

I say that, when in doubt, just keep it simple.


Baphomet Again: Then the group decided to fulfill an old agreement with Baphomet, demon lord of Minotaurs. Baphomet wanted to be allies with her.

Nocticula agreed to go meet him. The group forgot that Nocticula's whole gimmick is that she assassinates other demon lords.

They go to Baphomet's maze. Their buddy Bovina leads them through the maze. Nocticula meets with Baphomet and immediately attacks! Baphomet is badly wounded. The battle causes the tower they're fighting in to crumble.

The heroes had to fight a nightmare/minotaur. Bidam ultimately shot lasers through the poor guy's scrotum.

Whoops, Theran's Dead: I had set up the ending of this where the entire tower collapses. The group will need to jump out a window to escape.

You can't teleport out of the maze due to magical restrictions. I figured that since the group is 14th level, they'd have a million ways to handle this.

Nope! Theran failed his DEX check. The tower collapsed on him. No way he could survive! Theran legit died.

I didn't expect that! I stopped the session there to give myself time to figure out what to do next.

Planescape - Blood War XXVIII. Theran's Soul

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You can check out the podcast version of this session right here.




Recordings: I have recordings of hundreds of D&D sessions stretching back to 2008. I have recordings of many of these Planescape sessions. I can't really post them as they are full of real life conversations and it would be a huge hassle. I am thinking of cutting out good parts and putting them into collections, though.

Unity of Rings: Theran had actually died in the last session. I had to think for a while about what happens when the living embodiment of a law of the multiverse dies. Unity of Rings is the law that states: "Everything comes full circle." If Theran dies, is the circle broken? Or is his death part of the cycle somehow?

I decided to go with the death meaning the end of the multiverse as we know it. There's fun consequences to that one. Most bad guys won't want to kill him, but the Doomguard will! The Doomguard is looking forward to the end of everything. Killing Theran ushers that in!

Once the Blood War is over, I can have a field day with that story. I want to do a bunch of Sigil and faction stuff once we wrap up the Blood War.

I mapped out the final sessions of the Blood War. I am hoping to get this finished in the next three sessions, complete with a final battle against Lamashtu. I have plenty of ideas and I think it will wrap up quite nicely.

The Party

(Jessie) Bidam - Black-Scaled Dragonborn Fighter
(George) Thrul Ravenscroft - Albino Dwarf Fighter

Lamashtu

George had made his new character for the next campaign, which will be a Spelljammer/Rod of Seven Parts thing. I thought it would be fun to introduce the character (named Thrul Ravenscroft) now and use him here and there.

We used Xanathar's to roll up his backstory, which was hilariously horrible:
  • Thrul was a dumpster baby
  • His mom was tortured to death
  • His siblings were killed by monsters (spyder fiends searching for the Rod of Seven Parts).
  • He was forced to be a pirate.
  • He ended up a slave.

Bidam bought slave Thrul and boom, he's in the campaign.

Bidam found out that Ygorl, one of the Slaad Lords, had Theran's soul. This is because Theran was technically a golden slaad when he died.

The heroes visited the ruler of the earth genies to get some info, and then made their way to Limbo. They brought their new friend, Goldforge the golden dragon, to use as a mount.

While flying through Limbo, the group came upon a chaos pinwheel. If you mess with it, it deals out random effects. Thrul touched it, and gained a sinister ally that only he could see. The entity told Theran that he'd been trapped in Limbo for ages, and now he was free, but bound to Theran.


Ygorl, Lord of Entropy
The group got to one of Ygorl's repositories. It was guarded by a death slaad riding a dragon. Bidam fought the bad guys while Thrul busted in to the repository. I rolled out a bunch of Xanathar's traps to overcome, which he did.

Bidam used the mutability aspect of Limbo to make a big water phallus and beat the bad guys with it.

The group got the soul, returned to the ruler of the earth genies, and he offered to grant them a wish. Bidam carefully worded his wish, which was for Theran to be brought back to life. We stopped there.

Character Death: On the one hand, it feels a bit cheap to bring Theran back so easily. What meaning does death have in D&D when there's no truly major hurdles to resurrecting someone?

In this case, I let it be easy because Theran's death means the death of everything. The entire multiverse would be scrambling to bring him back, right?

The True Danger: I guess the real threat of this campaign isn't the death of the heroes, it's the death of their NPC friends. On top of that, the threat of simply failing to achieve their goals would have disastrous effects. If Iggwilv can, she will ruin the group utterly.

I think that the big threat that they are avoiding is that they could end up trapped in the Wells of Darkness for all eternity! They have about 64 days to capture a major entity in their iron flask. If they fail, they really are doomed.

It could actually be interesting for that to happen. In future campaigns, other heroes could visit them and get advice. Bidam and Theran know a lot. Also, if they're in the Wells of Darkness, they won't die and thus the multiverse will be stable.

Tomb of Annihilation 11 - Whirling Fury

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You can watch this session on Youtube here.


Annalisse couldn't make it to this session, so I reached out and was able to get Lysa Chen to jump in as a guest star. Lysa is one of the Guild Adepts. She's the one who made the bath house encounter (from Tomb Episode 5) that I like so much, and she also is the co-author of Ruins of Hisari.

Lysa also played in a special dinosaur race show that will be on youtube soon. That one was epic!

I declared that Val and Hoppy the froghemoth vanished in a cloud of shadow. She and I had worked out a fun idea that I hope to link to her character's storyline.

The Party

(Ryan) Mistletoe - Human Druid
(Garrett) Ramrod - Goliath Barbarian
(Lysa) Humility - Yuan-ti Bard
(Joe) Zavagor - Half-orc Warlock

Humility

The jungle section of Tomb is hard to pace. It's so easy to let it drag. If it feels like progress isn't being made, or if the group gets bogged down doing something less than thrilling, your campaign can die.

I've been tip-toeing around the jungle with this group, trying to give them the coolest stuff I can find. I also want to use the jungle journey to set up my idea that each hero has a major entity that wants to help them, giving them boons similar to what the trickster gods give.

I started this one off with the group coming upon some pterafolk attacking an aarakocra. In the adventure, this aarakocra is a prisoner of the pterafolk. His name is Nephyr. I want to use him to direct the group to Kir Sabal.

I love the NPCs in Kir Sabal, and that flight ritual will make it easy for the group to make great progress toward Omu.

Right now, my Mezro group is in Omu and they have 3 of the puzzle boxes! It's fun having all of these groups in the jungle at the same time. I am wondering if one group will get partway through the tomb and die, and then the next group will go in and make more progress.

The sound of battle attracted the heroes as well as Lysa's character, Humility. She's a yuan-ti!


The fight started off a bit too much of a bland roll-fest, but I was able to turn it around a bit when a pterafolk got its beak stuck in a tree.

The group met Humility. They were unnerved by her, but decided to let her come along for a bit.

The heroes rested in a cave I made up. This cave is linked to Gwynharwyf, a fey entity from the 3e Savage Tide adventure path.

I mean for Gwynharwyf to be Mistletoe's patron. She offered him a boon, which he immediately accepted. He now has a floating magic sword.

I'm hoping to link each member of the group to a different entity. Zavagor will be interesting. He hates his patron! He will reject her. I'm still mulling over things  can do with that.

This was a decent session. I keep forgetting to make sure that each battle should be something of a set piece. I want it to feel like an action scene rather than final fantasy tactics. Sometimes it's hard, though. If you'/re fighting in an open field, what exactly are you going to do?

I probably should have had the pterafolk flee and then conduct hit and run attacks throughout the day. I get so antsy about getting stuff done that I neglect to think from the point of view of the bad guys.

Dice, Camera, Action: Episode 73 - Tomb of Annihilation

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Episode 73: Tortle Recall

This episode is very different from the others. Mostly, it's about the relationships between the characters.


If you are into the action/adventure side of D&D, you might not like this. If you are into roleplaying or are interested in the characters, I think you'll love this.

The Party

(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

(Mark Hulmes) Guest DM

The group is in the jungle and hungry. They meet an old tortle fellow. He's humming to himself. There's no sense of death or decay around him.

The tortle's name is Xopa, an old, friendly fellow. He says that he's not long for this world. He's hoping to travel to a  few far-off regions on Faerun.

Xopa asks the group to help him cook a big meal. The group introduces themselves. Paultin claims to be Strahd von Zarovich, who will not be reduced to chopping vegetables.

As they cook. Xopa wants to hear their stories.

How Diath Met Strix: Diath talks about his time in Waterdeep. They were in Waterdeep. Diath was having lunch on a rooftop. In the crowd below, and he saw a "black mass" moving among them. It was Strix, who was living on the streets. He noticed that and the crowd was either avoiding or ignoring her.

He could see that she was hungry, so over the next few days. He started leaving her food anonymously for a while When he first tried to engage her, she cast a firebolt at him.


Strix and Diath traveled together for a few years. They were having small adventures to fund their meager lifestyle. I had no idea they knew each other for so long!

Mark's old man voice is really great.

How the Group Met: One day, Diath and Strix decided to stay at an inn (I believe it is called "The Rusty Pommel"). Evelyn was there.

As a paladin, Evelyn loved to listen to music. She had discovered Paultin playing in filthy bars, and attended all of his shows. She never said anything to him. Paultin played at a number of venues, because he'd get into trouble with whatever bar owner he was working for.

Evelyn was listening to Paultin's music when Diath and Strix entered.
The "jackhole" bartender/owner accused Diath of stealing his coin pouch. Paultin was very drunk and was barely playing coherently. Diath hadn't stolen it. The guy started insulting Strix. As a tiefling, most people in Waterdeep assumed she was evil.

Evelyn saw the commotion and came over. She stuck up for Diath and Strix. She punched the bartender! Evelyn tells Strix and Diath that she didn't want to see their romantic dinner ruined. Cracked me up! Strix is quick to point out that it wasn't romantic.

Things escalated and a barfight broke out. People were throwing food. Strix grabbed the morsels off the floor and kept them.

Paultin was sick from all the booze. He needed to get out of there... he's the one who stole the coin pouch! Nice. Evelyn asked Paultin to come along and he decided to join them.

From that point on, they adventured together.

Paultin & Evelyn: Evelyn and Paultin go into the jungle to find some mushrooms.

Evelyn wants to apologize to Pailtin. When she was almost pulled into the Soulmonger, she thought it was because she was found unworthy to pass into Lathander's Court. She thought Paultin was thwarting Lathander's plan for her. She didn't realize that Lathander was working through Paultin.

Paultin says he saved her because he saw that somebody he cared about was in trouble. It wasn't because of Lathander. Somewhere in here, Evelyn amusingly reveals that she's jealous of Esher (the dude Paultin was almost forced to marry in Barovia).

Diath & Strix: Strix is wondering why the Skizzixes are after Diath.
Diath tells Strix that he actually saw the Skizzixes when the group went to Sigil a few sessions back (episode 69). Strix is dismayed to hear this. They keep wondering what the "Skizzix Kazrum" is.

In the jungle, Paultin says he had noticed Evelyn in the crowd way back when. People in the chat are screaming KISS HER, but no dice. They return to the camp.

Diath's Early Years: Before Diath met Strix, he was all by himself. One day, he was in a tavern where a bunch of adventurers were throwing money around and bragging about their recent exploits. They saved Phlan, and more recently, they killed a bunch of gnolls.

Diath left and decided to check out the lair, looking to scavenge stuff they missed. He found a pouch. In it was an amethyst. It was only worth a couple of gold, but he considers it his most precious treasure. Diath had discovered a new path in life that could help him survive.

Paultin & Strix: Paultin and Strix go into the jungle to get some bark. She starts drinking Paultin's wine and she advises him to stop drinking so much. She tells him to work on showing emotion, because he's tearing the group apart.

Paultin admits that he keeps everyone at arm's length because he is sure that they will die or leave him. Strix does not accept this. Strix says she was alone for 50 years and she's not losing anybody else. She runs back to camp, crying.

Gifts From Strix: Evelyn comforts her. During her 50 years alone in Barovia, she had made creepy little dolls of the waffle crew. She talked to them. Strix takes out the dolls and gives each character their puppet. It looks like Holly actually made them and mailed them to the players.

Yep! Wow. The dolls are awesome/creepy.

She also wrote each of them a note: 
  • Evelyn: "I will always be your friend."
  • Paultin: "I will find you more wine."
  • Diath: "I promise I won't run away."
Paultin gives Strix a drunken hug. It transforms into a group hug.

Diath says that if Strix makes another doll, he'll trade his for it.

Diath tells the group that he shouldn't be their leader. Strix says he has to, if not, they'll die. Diath pulls Evelyn aside.

He tells her this little story about how he looks to the stars every night and that she is the brightest of them all (this speech is transcribed here).. He tells her not to give up on Paultin.

Evelyn asks Paultin when he knew he loved Strix. He says: "The first time I saw her eyes not clouded with fear." Jeez.. ProJared is killing it. Diath goes back to camp.

This episode is heavy! 

Xopa dies and fades away.

Overall

Great show! I think a lot of people would say this was one of the best.

I don't think I've ever seen a group more invested in their characters. A lot of thought went into this and it was very well-done. I think very few groups could pull this off, but the waffles did it.

Mark Hulmes did a fantastic job of handling the structure and pacing. That dude is a great DM!

Dungeons & Dragons - Xanathar's Guide to Everything Review

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You can buy Xanathar's Guide to Everything Here.
You can buy the DMs Guild Xanathar's Lost Notes to Everything Else here.

Xanathar's Guide to Everything is a book full of new sub-classes, rules, spells and more for Dungeons & Dragons. I'm going to go through the book, then talk about the art, then give my overall thoughts. I put most of my favorite pieces of art in this review.


Rules: We start this thing off with some rules clarifications. The very first one talks about how the DM is the final authority on how the rules work in play. It can be very hard to figure out when you should deviate from the rules. I tend to hand-wave rules too much, and I think it cheapens the game.

Most of the other entries in this section tell you not to stack things of similar type.

The most important of these, in my opinion, is this: "If you want to cat a spell that has a casting time of 1 bonus action, remember that you can't cast any other spells before or after it on the same turn except for cantrips with a casting time of one action."

I've seen a lot of confusion on that one.

Character Options
I'm not too big on this stuff, but it makes up the bulk of the book. There are new subclasses for every major class!

Here's my favorite things:

Barbarian Superstition: "If an elf looks you in the eyes, she's trying to read your thoughts."

Bard Instrument: "A tinker's harp of gnomish design."

Druid Mentor: "You were tutored by a dryad who watched over a slumbering portal to the Abyss."
How does a slumbering portal work? Does it require a key, but nobody knows what the key is?

Forge Clerics: You can imbue a weapon or suit of armor, giving it a +1. You can create items through an hour-long ritual. Anything! You need to use metal (coins!) to form the item. It's a fun way of buying items when you're far from civilization.

Fighter: Fighter is probably my favorite class in D&D. The charts of details for them are a bit tame. The Arcane Archer is pretty cool. As you level, you can infuse your arrowa with different magical effects.

Beguiling Arrow greatly amuses me. Basically, you're Cupid. Your target takes 2d6 psychic damage and has to make a save or be charmed by your chosen ally.

Samurai: Wow. You can give yourself advantage on attack rolls on your turn and 5 temporary hit points. You can do this three times before taking a long rest!

Monk: The monk stuff is just awesome. Monk monastery: "Your monastery is built beside a volcanic system of hot springs, geysers and sulfur pools.You regularly received visits from azer traders."

The monk masters are very cool. Whenever I think of a monk master, I think of that dude from Kill Bill vol. 2.

Drunken master! I love everything about this. I would be dying to hit 6th level so I could use "Tipsy Sway" to redirect an enemy's attack toward someone else.

Kensai: A weapon specialist that can parry and does extra damage with thrown weapons.

Story time: Long ago in 2nd edition, I made a hengeyokai (shapechanger) kensai. My job was to guard a woman who was going to become a goddess of good. Another member of the party became a super-vampire, and he decided he wanted to abduct her for his own evil purposes.

The super-vampire was extremely powerful! I squared off against him. He punched me, and I rolled to see if he knocked me out, as per the 2e rules. There was like a 5% chance. I rolled a d100 and got... a 02. He knocked me out with one punch.

Then he did horrible things to the lady and it's haunted me ever since.

Paladin Nemeses: "A rival paladin who trained with you became an oath-breaker and holds you responsible."

Oath of Redemption is one of those sort of "pacifist" character types. I haven't really seen that ever work in a campaign. The rest of the group kills and the pacifist is sort of neutered. I think it could be awesome with the right group.

Ranger: "Gloom Stalker" is such an awesome name for a subclass. The art seems completely wrong for this. A blonde-haired dwarf with a pick? Gloom stalkers should be creepy and dark. This one is  wearing bright green?

Horizon Walkers.... why didn't they call them Planewalkers? That's what they are, right? Maybe they're saving that term for a future book.

Aside from that quibble, horizon walkers are really cool. They can detect planar portals and, eventually, they can enter the ethereal plane. They get teleporting powers and everything. I love this one!

Monster Slayer! The name alone has me interested. They can look at monsters and find weaknesses, a handy way to avoid the "how much do I tell them?" problem when the group rolls an Arcana check for Monster knowledge. At 11th level, you can use a reaction to try to shut down a spell being cast.

This doesn't really feel like a monster slayer at all. They're not particularly monster-focused.

Rogue Benefactor: I really live this one. "A dragon didn't eat you when it had the chance, and in return you promised to set aside choice pieces of treasure for it."

An inquisitive is a detective, sort of. They can pick out lies. I was thinking that this is cool but nobody will use it, and then I saw the power that lets you make sneak attacks even if you don't have advantage as long as you can win a special opposed check. People will use it!

Swashbuckler! Wow. You get sneak attacks as long as no other creatures are adjacent to you. I love "Panache". You're so charming that your foe is distracted by your witty banter and has disadvantage  when trying to hit you. Love this one!

Sorcerer: I like this arcane origin: "You were made in a vat by an alchemist."

The shadow sorcerer  is just awesome. You draw your power from the Shadowfell, you can cheat death, and you can summon a "Hound of Ill Omen." They have a great list of quirks, too.

Warlock: They give some details on the relationship with a patron, something that I think could lead to tons of awesome stuff. Using the patron as a recurring NPC could be really cool.

I like this: "When you use an eldritch invocation, you must speak your patron's name aloud or risk incurring its displeasure."

Hexblades are epic. You can keep the spirit of someone you just killed as an ally that serves you until the end of a long rest. You could do so many cool thing with this!

Wizard: Lots of great charts. Only one Arcane tradition: War Magic. Normally, I don't care about stat stuff too much, but this strikes me as a bit weak in terms of power.

You can give yourself a bonus to your AC as a reaction, but you can't cast anything but cantrips until the end of your next turn. Then at 6th level, you can give yourself a few points of extra damage if you use counterspell or dispel magic successfully.

Counterspell is a real downer. I use it on my players once in a while, and it seems to hurt the overall experience. I don't like the idea of encouraging it with this class.

I guess it could be fun, but honestly I feel like I almost feel like I am bullying my players when I use it. The spellcaster character is completely shut down.

This Is Your Life

This is an extensive series of charts that let you randomly determine your background. I love this thing.

I'm making a character for a charity game that will take place tomorrow. I'm making a fire genasi forge cleric.

My idea is that my character is grim and gritty, but also relentlessly positive. So, basically, I'll angrily hiss at someone: "I offer you unconditional love!" and then punch a wall. Let's roll my life:
  • I know who my parents are, I have no siblings.
  • Lifestyle: Wealthy!
  • No permanent residence. We moved around a lot.
  • Why am I a folk hero? A parent or one of my relatives was an adventurer, and I was inspired by their courage.
  • Why did I become a cleric? A supernatural being in service to the gods called me to become a divine agent in the world.
  • 2 life events: 1. I fell in love and got married...? 2. I made an enemy of an adventurer. I am to blame for the rift. Sounds like this is my wife!
My Wife: Let's randomly determine the details of my estranged wife with the charts on pages 72-73:
  • She's Neutral
  • She's a cleric! Like me!
  • She is alive and well.
Putting it Together: Huh. So why did we break up? The DM told me that I found a relic, and that's what I draw my cleric power from.

My character is a good guy. Maybe she just wasn't "good" enough. Maybe we came upon someone who needed help, but she didn't want to take the risk. Disgusted, I went to help. Maybe she reluctantly followed and almost got us killed, and that was it for me.

Maybe..! She's the only other person in the world who can also draw power from the relic, and she wants to take it from me.

I rolled pretty tame on these charts but I still ended up with good stuff that I wouldn't have come up with on my own. This is my favorite thing in the whole book.

Feats: There's some Nine Hells stuff in here! I definitely get the sense that a future product will be tied to the Nine Hells in some way. Here's the hell feats:
  • Flames of Phlegethos: Phlegethos is a fiery layer of hell ruled by Belial and his daughter, Fierna. They have a creepy relationship. The feat gives you a stat boost, a fire damage boost, and you can call forth a protective wreath of flame that does a little bit of damage.
  • Infernal Constitution: Resistance to poison/cold, +1 CON. This one feels like it could use some pizazz.
Dungeon Master Tools


DM stuff! We start off with some rules notes.

Sleeping in Armor: If you take a long rest in medium or heavy armor, you only regain only 1/4th of your hit dice and no levels of exhaustion are removed. That seems fair. Players HATE taking off their armor when sleeping. Make sure you know how long it takes to put armor on. Plate takes forever.

Knots: When tying someone up and using a knot, a sleight of hand check determines the escape DC..

Tools: Then comes a great part. They expand what the different tools can do.

For example, if you use your Cook's Utensils to prepare a meal at the end of a short rest, you give everyone a +1 to every hit die spent! These are really great and should not be overlooked.

Spell Info: We then go into some rules about identifying spells being cast, the shapes of spells, and encounter building.

Traps: This section details more elaborate traps. I tried some out. They worked fine. I would have preferred it if they put the countermeasures near the top of the block, but no big deal.

Downtime: I went over all this when it was being playtested. This section elaborates on what happens during downtime. I like it, but I still feel like it's not detailed enough.

Awarding Magic Items: This helps you figure out how many magic items the party should have at different levels. The charts confuse me a bit, because they are listing the total items an entire group gets, but how big is the group? I assume that it is 4 players, so that means each character finds 25 items from levels 1-20.

I like having this as a guideline, but I enjoy dumping lots of items on the group. They can only attune to 3 at a time, and the ones with attunement are the most powerful!

Common Magic Items: These are very weak items. They're great! I love the tankard of sobriety: You can drink alcoholic beverages without becoming inebriated.

Spells

There's a lot of spells in here. Quite a number of them are taken from the Elemental Evil Companion, which is a bit of a bummer. That said, there's a lot of cool stuff in here.

Charm monster is in there. They have been really careful about summoning and charming monsters, haven't they?

I love ceremony, a utility spell that lets you make holy water, conduct marriages (giving the couple a +2 to AC when they're 30 feet of each other.. lasts one week).

Healing Spirit is very cool. You summon an entity that can move around and heal allies each round for up to 1 minute!

My favorites are the devil and demon summoning spells.

Summon lesser demon and summon greater demon lets you summon them for up to 1 hour. Lesser summoning calls forth a random number of low-level demons who do not follow your orders. Greater demon summoning lets you control your demon a long as you maintain concentration.

Infernal calling is similar. You summon a devil of up to a challenge rating of 5. Commanding it to do things requires an opposed check.

I just love the idea of summoning demons and devils. It seems like a really cool thing for a character to do and could lead to all sorts of great moments. It's nice to have concrete, simple rules for doing it.

Character Names: Then we get a massive pile of character names. This is so handy! Any time your group meets a random NPC, you can pull a name out of here real quick. They even put it in the back of the book, so it's easy to flip open to and find.

The Art

The art is good, but in most cases, not too exciting. There's no "edge" to anything. In some cases, they make fantasy worlds look mundane. I was able to post most of my favorites in this review, but I also LOVE the fountain on page 122, which has the "badass" quality I think 5e art is lacking. I also love the halfling vs. the ettin on page 15.

Full Pagers: My biggest observation is that the art on the full page spreads just don't work. The piece on page 6 is very dark, not too detailed, and looks very mundane.

I get that a fantasy world should look "lived in", but to me, these come off like photos from the set of a low budget fantasy movie.

The one on page 76... most of it is an owlbear's arm. We can't really see the heroes and they don't look cool. It feels like the space wasn't used well.

These spreads also focus on the 5e halfling. The 5e halflings have really weird proportions and they just don't look right to me. 

Recycled Art: There's a lot of recycled art in this. I don't have a big problem with that, as most of the recyclables are mauled to death by the page rips, so you won't really notice. I still wish they'd actually let us see the full landscape art in these books.

Overall

It's hard for me to say anything negative about this book when it is apparently the best-selling D&D book of all time. You can't argue with success.

I guess I like it. The fact that a lot of the content in Xanathar's was released as playtest material long ago left few surprises. Using all of those spells from Elemental Evil kind of took the air out of my tires, too.

When it comes down to it, the subclasses are cool, many of the new spells are a lot of fun, and the name list is handy. Xanathar's Guide to Everything is sort of like the 1e Unearthed Arcana book, but much better.

Adventures in Eberron - Daughters of Sora Kell

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We played some more Eberron last week. I play a 12th level sorcerer with tons of body hair.

I've never been that into Eberron. I mean, it has lots of really cool things in it, but it was definitely not a priority as far as what settings I wanted to run.

The settings I am most into are Planescape, Spelljammer, Al Qadim, and generic adventures that I can use to flesh out my homebrew setting that all of this revolves around. Pathfinder paths have been an absolute goldmine when it comes to generic D&D material, and I still think nothing else comes close.

Because I left it alone, Eberron is a great setting for me to play in. I know absolute nothing about it!  I get to experience everything fresh. I love Sharn, the city of towers. Lately, we've been adventuring in the monster kingdom of Droamm, and I think that it is really awesome.

A city ruled by medusas where cockatrices and gorgons (both are creatures that turn you to stone) is just a really cool idea.

So, in this session, we continued to search for our wizard's special magic gift that fell from the sky. By the end of the session, I think I inadvertently screwed over the group.

The Party

Davven - Human Fighter
(Me) Endarian Nimbus - Human Sorcerer
Kethra - Human Wizard

My DM, Dennis, actually wrote this summary to me/for me! I'll add in my thoughts in italics as we go.

You were brought before the three hags that rule Droaam, the Daughters of Sora Kell. They offered to let you take the "Chaos Star" even though the Queen of Stone, the medusa Sheska, had already claimed it - but they had to make sure you were strong enough to take it.

We had to go through three tests! A classic D&D trope.

First, the green hag bard Sora Katra tested your wits by asking you to convince the Queen's envoy to tell you where the Chaos Star was. Knowing the medusae to be coldly rational, and picking up on his hatred of humanoid oppression, you told him that you needed the Chaos Star to save monsters and humanoids alike; he seemed to accept this and told you of a great chasm in the center of the goblinoid ruins of Cazaak Draal where the star could be found.

I have been on a kick lately of trying to resolve encounters without combat. I always get into this mode when I'm running Planescape games, as that setting is one in which you rub elbows with all sort of monsters. I think my campaigns benefit from this mindset. When I do it as a player in other people's campaigns, it's a bit jarring for the group, but the DMs always roll with it nicely.

Second, the night hag barbarian Sora Maenya summoned a three-headed frost giant and told you to wrestle it to the ground. It was too strong for Davven to trip, but Kethra forced it to the ground with her telekenesis magic.

Third, you went into the chamber of the blind dusk hag oracle Sora Teraza, who told you that the true enemy between you and the Chaos Star was not the Queen of Stone but a demon queen of "scale and steel." This demon wields four swords from hobgoblin heroes whose souls were trapped in Khyber dragonshards near her lair. Sora Teraza gave you a potion to pour on the shards that would reveal their names; speak the names and their swords would betray the demon. The dusk hag's challenge was merely for you to trust her, so you took the potion and left.

We first hypothesized that this mystery monster was a warforged dragon (which is an epic idea). But once we got more clues, we realized we were up against a maritilith! Those things are really, really tough.


Before leaving town, Endarian caught a bit of local color at a harpy inn. You remember that I bet! That was fun, thanks for suggesting it.

The others wanted to go to the ship, thinking that it was too dangerous to wander the monster city. My character is a "live life to the fullest" kind of guy, so I boldly sought out a place to drink and meet the locals. I went to a harpy inn and challenged the harpies to a singing contest. I lost! 

The harpies pranked me. When I woke up the next day, I was outside the city on a rock, surrounded by wolves. I used a fly spell to escape. Hey, could have been worse!

My character has been trying to urge Kethra, our wizard, to enjoy life more. She's very into reading. Once in a while, I can get the group to get into some hijink with me.


You flew your airship to Cazaak Draal, a city destroyed by petrifying monsters thousands of years ago. There are still hobgoblin statues all over the place, and the city is overrun with cockatrices - some huge - basilisks and gorgons, only some of whom have been tamed by the medusae. 

I really love this place! What happens if you turn the hobgoblins into flesh again? Could you build an army out of them and retake the city?

Just the idea of a city full of people turned to stone is absolute gold.


In the center of town is a big park in front of a ziggurat, and in that park is the chasm the envoy told you about. You got jumped by some gargoyles - maybe you hadn't won over the envoy after all - but were able to go down some rickety stairs into the chasm.

At the bottom of the chasm you eventually found a web of caves, with a wailing noise off in the distance. In most of the caves you found khyber dragonshards (blue ones, used in binding rituals). When you poured the potion on them, you saw a little memory of the lives of hobgoblins struggling to oppose the daelkyr (read:  aberrations) who would one day destroy the hobgoblin empire. You had to match up the names of the hobgoblins in the memories with clues Sora Teraza gave you to know which ones were the command words to mess with the demon's swords.

But you also found the demon's lair, where you discovered the broken remains of a meteorite and a pile of cut snakes. You learned where the snakes came from when you were attacked by the Queen of Stone. The demon had cut off the medusa's snakes, turning her petrifying gaze into a constant stream of indigo eye beams (kinda like prismatic spray) that had a nasty Dex save instead of the more common Con save. 

I felt sorry for the medusa whose snakes had been cut from her head. Again, another really cool idea! I actually tried to reattach her snakes but it really didn't go well.

You did a lot of damage to her - and poison began to spray from her head wounds as her HP dropped - but with magic, Endarian was able to convince her to stop attacking you. She left to chase the demon but got killed.

With the Queen dead, the demon tracked you down before you could learn the names to disable all four of the hobgoblin swords. The demon was a marilith, which could have been a deadly encounter, but when you spoke the correct names  she was forced to drop half her swords. You unleashed some very big spells and attacks and brought her down fast.

I thought this was a very cool way to de-power a marilith without just cheating to keep the group alive. We were able to cut down on the amount of attacks she made by braving different rooms with uniqe dangers.

In "Nemesis" by Chris Perkins, there's a marilith with 6 magic swords. I love that idea, and I like it when people build on top of what's there to create new twist on what you can do with them.


A glowing necklace fell from the dead marilith's neck and broke, releasing the stolen contents of the Chaos Star meteorite - a wolf spirit. It merged with Kethra and she gained a large unique dragonmark on her shoulder. In addition to boosting a lot of her existing powers - hopefully helping her player become the true melee/spell dual threat she'd wanted at character creation - she could also summon the wolf to get advantage and extra damage. We'll see how broken it ends up being!

She got a ton of powers! We're starting to get into the whole Draconic Prophecy story in Eberron, which is very cool.

As you headed back to leave, you found the Daughters of Sora Kell and their three-headed giant waiting for you at the foot of the stairs. They demanded either the wolf - which they say they can pull from Kethra's corpse if needed - or her Book of Shadows. 

The PCs refused and Endarian teleported himself and Kethra up the stairs. Endarian started flying back to get Davven, but the giant dealt him a nasty axe blow and then the hags knocked him unconscious. Will Davven survive? Will the PCs escape Droaam with their treasures? And if they do foil the hag's schemes, what reprisal might they seek? 

So, yeah. I screwed up. I don't think Kethra wanted to be teleported away, but I was thinking that we couldn't let the bad guys get their hands on the book. That book has a ton of secrets, and it is something the whole campaign revolves around!

But, I left Davven alone and wasn't able to save him. Next time we play, I'll go down there and try to help him, or I'll share his fate. If I can, I'll give him a chance to escape and if I get taken down, so be it!

Dice, Camera, Action Episode 74 - Tomb of Annihilation

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Episode 74 - Gods Rest Ye Merry Wafflecrew
This is the final show of the year!

 The Party

(Matthew Lillard) Bag of Nails - Tabaxi Hunter
(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

The heroes spends some time studying the ring of winter and the weird egg they found. Paultin claims the ring and uses it to create an ice rhino.
After a bit more travel, the waffle crew arrives at the lost city of Omu. It is sunk into the ground, surrounded by cliffs on all sides.

The heroes scope out the city. They spot some shrines in the distance.

What's this... A guy is running. He's got arrows in him. He yells, "He's mad, he'll kill us all!" He's hit by another arrow and dies.

The assassin is Matt's character, a tabaxi hunter named Bag of Nails. He tells the group to come out or he'll kill them all. After a bit of parlay, the heroes say that they are here to stop Ras Nsi.

Bag of Nails likes this and he approaches the adventurers.  He ends up making a "blood bond" with Diath.

There are some chwingas about, little mute jungle spirits.

Bag of Nails warns the heroes that the yuan-ti move through the city disguised as normal snakes.

The group scopes out a kamadan shrine. Lurking there is a giant, four-armed gargoyle. It's just watching them. Bag of Nails shoots arrows at it. The gargoyle attacks!

The gargoyle has five attacks. It goes after Evelyn.. A crit with a bite does 25 points of damage to the paladin. One claw does another 9 slashing.

Paultin uses his ring to hit the gargoyle with a cone of cold. Does 50 points of damage! Strix follows up with a fireball and destroys the gargoyle.

Strix is not thrilled that Paultin is stealing her thunder.

Strix transforms herself into Viari's yuan-ti girlfriend (from the Acquisitions Inc. show). She says that the group should pretend they're her prisoners. Holly does a very amusing snake voice: "Sssut up! I'm a snake!"


Suddenly, six yuan ti appear. 4 have snake heads. The other two have human heads and upper bodies, but they have snake tails instead of legs.

They are led by Fenthaza, an NPC of note from the Tomb of Annihilation adventure.

Strix does a cone of cold, trying to out-do Paultin.
As they mop up the bad guys, a giant creature swoops down from the sky. A red dragon! It says, "At last!" It's Klauth, the ridiculously powerful red dragon!

The remaining yuan ti turn into snakes and flee. Bag of Nails says he will hold off the dragon. Diath urges the group to run.

Klauth busts out his wands. The group tells Paultin to take off the ring. That's where we stop!

Overall

Good show! I'm happy that the group is in Omu. Can't wait for them to get into the Tomb of the Nine Gods! Will Chris have them go through the whole thing? Maybe he'll have them head to the bottom levels right away?

Dice, Camera, Action Episode 75 - Tomb of Annihilation

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Episode 75: Apex Predator
First show of the new year!

 The Party

(Matthew Lillard) Bag of Nails - Tabaxi Hunter
(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

The waffle crew is in the Lost City of Omu. We're in the huge final section of the Tomb of Annihilation adventure.

Paultin is wearing the ring of winter, a very powerful and evil magic item. A red dragon named Klauth is demanding that he hand it over.

When we start the session, Klauth is flying 180 feet away from the group.

Chris notes that Klauth can smell treasure from thousands of miles away.

Evelyn tries to parlay with the dragon. "We're real good at negotiating.."


Klauth says he just flew thousands of miles and boy are his wings tired. Everybody is quite revitalized from the Christmas break.

Bed of Nails sits crosslegged and tells the dragon how proud he would be to be slain by it. He's trying to stall so that the group can have time to figure out what to do.

They are near a wall that can be climbed over. Paultin says has an idea about what to do here. He doesn't want to hand over the ring of winter, not at all. I don't think we ever find out what this plan is in this session.

Strix casts death ward on Paultin and runs toward Diath, who is heading for a partially-collapsed wall.

Paultin also tries to parlay. He calls up to the dragon: "My dude!" Paultin makes a vague offer.. share the ring of winter? Persuasion check: 25! Hmm... No, the dragon isn't biting.

Guess who shows up? The Acquisitions, Inc airship! It is manned by members of the C-Team! The ship comes up over the trees and drifts toward the dragon!

There are 3 figures on the deck of the ship: A half-elvish woman. a gnome or halfling in a vest, and manning a harpoon gun is a tiefling. I'm ashamed to say that i am not up on my Acq Inc, not sure who these NPCs are.

The ring of winter is evil and sentient. It wants nothing do with Klauth and does not want to end up sitting in its hoard.

Klauth grabs Paultin and holds him in front of his mouth. Paultin tries a whole bunch of lies, but Klauth doesn't buy it. Paultin casts cone of cold right in Klauth's face! "Plan B, my dude"

Bag of Nails hits the dragon and causes it to drop Paultin.There was some grumbling in the chat about this, which I'll talk about at the end.

The dragon breathes on Bag of Nails and does 91 points of damage. Bag is still up!

The group is running away. Paultin dimension doors to safety. Bag of Nails stays where he is and hits the dragon again.

The heroes are fleeing into a maze. The yuan-ti show up and attack the dragon. Klauth is not using his wands.

Klauth collapses a wall on the group. All but Diath are buried. The yuan-ti are buried, too.

Strix casts gaseous form and escapes the rubble. Paultin notices that a snake (a yuan-ti in snake form) is crawling over his body. I wonder if it is going to stow away in Paultin's pack and transform at a later time?

Bag of Nails gets on the ship and is ready to fire the harpoon.

Klauth stomps on the rubble. Then he reaches down and clears the rocks that were pinning Paultin.

Evelyn is pinned. Strength check: Natural 20! She explodes out and is free!

Paultin considers handing over the ring. Nope. We learn that he is, in fact, under control of the evil entity

Diath helps Paultin up and tries to steal the ring! Paultin refuses to hand it over. Chat is angry that the sleight of hand didn't work. Paultin rolled a 32.

That's where we stop.

Overall

Very good show! I like how Chris runs his battles. As a DM, I always slip into "you roll, I roll" mode and forget to portray the combat as a scene rather than an encounter in an old Final Fantasy game.

Backseat DMing: When it comes to watching streaming D&D shows, it feels utterly wrong to criticize someone's DMing. As a DM, I know that people could tear me a new hole every single session when it comes to rules accuracy and leniency. So far, D&D fans have been extremely polite and haven't done much griping at all on the DCA streams.

The show is getting bigger and I am thinking that the bigger it gets, the more we will see of a certain amount of "backseat DMing".

Suboptimal Klauth: Klauth held back. He could have just bit Paultin's hand off (the hand with the ring) and flew away. The ring wouldn't be digested, as it is nearly impossible to destroy the ring of winter (see Tomb of Annihilation page 208).

Why didn't he? Who knows. You got the sense Chris was looking for a specific scene to play out, but the group wasn't reacting as he anticipated. He was walking a tightrope, trying to get that scene without overtly railroading the players.

Scrambling: Then, when Paultin tried to steal the ring, Jared rolled a 32 on his check and still failed. A 32 is insanely high, far higher than what is necessary for attempting an extremely difficult task. If it's impossible to do, why have him roll?

I think most of us have been in this spot. Chris might have been quietly trying to keep up and adjust to unforeseen events. Things happen so fast in the game! When you're caught off guard, you make decisions off the cuff that might not look right in retrospect.

In this case, though, the effort hinged on whether Paultin was willing to let the ring be taken. Chris specifically asked Nate, and Nate said no.

Skill Checks: In general, there seems to be a bit of outrage whenever someone rolls a 25+ on a skill check and Chris says they don't succeed.

On one hand, I get the outrage. But on the other hand, if Klauth innately knows where the ring is located, tricking the dragon into thinking that the ring is somewhere else through sleight of hand isn't going to work no matter what.

You can try anything with a skill check, but some things are just impossible. Sometimes, the hero won't know that and will try anyway. In this case, the player forgot that Klauth could magically sense the ring.

Creating the Uber DM: I would caution anyone to be careful when criticizing Chris or anyone's DMing, especially if you yourself have only been DMing for a few years!

I recommend instead that you learn from what they're doing and figure out ways to avoid making the mistakes you think other DMs are making.

The fact that we can now watch hundreds of DMs means that a new breed of ultra-DM should rise up, better than anybody who's ever DMed before. Focus on becoming the best and try to keep the criticism constructive.

Interview with RPG Author Craig Campbell

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You can check out Murders & Acquisitions right here.
You can get the CAPERS preview right here.

Recently, I reached out to ask some RPG professionals to play on one of my Youtube shows. One of them is Craig Campbell, a man who's written a pile of D&D stuff and is now making his own RPG products.

I really wanted Craig on my show because I love his version of Baba Yaga's Hut and I think his nerdburger podcast is hilarious.

I was even able to interview him! I wanted to pick his brain and learn more about D&D and RPG stuff. Here's what I got.


How did you get into freelancing for Wizards of the Coast?


"I went to college with Jason Bulmahn and he became an organizer for Living Greyhawk back in 1999/2000. He had me write a module for the Highfolk region."

"Eventually, I wrote a feature article for Dragon Magazine when he was an editor at Paizo. Through him, I met Chris Tulach who had me write a few adventures for the RPGA. Around 2009, I started freelancing in earnest. My name sort of got passed up the line to other folks at WotC, which got me work writing for the website as well as both digital magazines during the 4e period."

"I pitched a lot of ideas and got a few accepted, but much of my work came from specific assignments. Also, WotC pitched a list of things they’d like to see to regular freelancers and I picked up a few of those articles and adventures."

You knew Jason Bulmahn in college? Did you game together? What RPGs did you play?


"We were both going to school for architecture. We actually met playing Magic: the Gathering at a hobby shop across the street from the college. Eventually we were each playing in each others’ games. We played a lot of D&D but also some Vampire, Call of Cthulhu, Deadlands, and even tried Rolemaster."


Tell me a little about Murders & Acquisitions.


"It’s a game of subterfuge, espionage, intrigue, theft, and murder in an absurd, over-the-top corporate world. Characters are literally backstabbing their way to the corner office. It’s filled with hyperbole and not meant to be taken too seriously."

"The game system is a custom one I designed. Pretty simple dice versus target number but with a few other things added in to make things fun when dice hit the table. The character sheet looks like a resume and features skills like Loss Mitigation, Force Application, and Resource Management."

Can you give an example of how to work monsters into a Murders & Acquisitions adventure?

"The optional stuff for monsters is built around the idea that monsters exist in this version of the world. So any of the intelligent monsters, particularly those that pass for human, can be actual corporate officers and workers. Some of the monsters have descriptions of how they’re used by corporations."

"For example, the cockroach people are used as scavengers and cleaners. Some of the bigger monsters might be employed as bodyguards or to watch over sensitive technology or information."

Do you have any good campaign stories about sessions of Murders and Acquisitions that you have run?

"In the magic and monsters variant of the game, there’s a monster called a thumpster. It’s basically a mimic that looks a big, green, trash dumpster. I had a character prepping to throw a lit Molotov cocktail at the thing in an alleyway when it opened its maw and pulled him inside it with its trash-tentacle tongue. Then the cocktail exploded. Things went poorly."


Tell me a little about CAPERS.


"CAPERS is a super-powered game of 1920s gangsters. You play gangsters looking to make their fortunes in the Prohibition era of the US, but you have mid-range superpowers. And so do your rivals. And so do the feds."

In CAPERS, you use a poker deck in place of die rolls. Have you thought about making a custom deck of cards to use in the game?

"Already done. When the Kickstarter goes live (Tuesday, March 6, 2018), you’ll see more specifics, but suffice to say there is a CAPERS-themed deck of playing cards that will be available. If the Kickstarter does well, the face cards will feature portraits of NPCs from the game."

Any good CAPERS playtest/campaign stories?

"During playtests, I was trying out different scales of combats to run the system through its paces. I had five players and we’d been playing for a few sessions when I introduced a big combat. Five super-powered characters versus four super-powered foes along with five weaker mooks. The whole thing took about an hour. It was my first chance to see that big combats aren’t necessarily going to bog down."

"I’ve had multiple playtesters tell me the system is very engaging. When you roll dice, you often roll it, look at the number, determine what that does, and move on. In CAPERS, you can flip multiple cards on your turn, but each time you flip one, you have a choice to make. Players really get into it, including paying attention to other players’ turns and giving advice on whether they should flip another card."

In Murders & Acquisitions, you play as ruthless, backstabbing corporate types. In CAPERS, you play as a super-powered gangsters. It seems like the players are playing some fairly villainous character types in both games. Why did you make that choice?

"I didn’t make a conscious choice. It occurred to me that my first two games are about playing “bad people” a few months back. It just sort of happened. I guess maybe I find “bad people” and antiheroes more intriguing with more potential for character depth. Or maybe I just like to pretend to be a bad person. Hard to tell, really."

What do you plan on doing once CAPERS is released?

"I’ve started designing a GM-less, dice-lite, narrative-heavy story game called Die Laughing. You play characters in a horror comedy movie and you’re all gonna die. It’s just a matter of when and how funny it is. Even after your character is gone, there are things for you to keep you involved in telling the story. A single session only lasts 1-2 hours, depending on the number of players."

"I have a few other ideas floating around my head, including a couple that DON’T involve the players portraying “bad people.” There are some heroics in there somewhere."


Dungeon #177: Nightmares Unleashed


This one has Blando maps! Do you get to pick who makes the maps?

"I never had a say in which cartographer or artist worked on my adventures. Though I did write some of the art orders during the later projects, so I had some say in what the artwork would look like. And I had to submit my own crudely drawn maps which people like Jared Blando would then make much nicer."

Redra's Nightmare is listed as a devil. Is the nightmare something conjured up by her dreams, or did that devil exist prior to all of the nightmare episodes?

"I imagine the devil existed previously but didn’t have a way to exert influence until it latched onto Kirstal’s (and then Redra’s) dreams."

The nightmare monster serves a devil currently trapped in the plane of dreams who believes that it will be killed by Redra's daughter when she is grown. Did you have a particular devil in mind? Is it a new pseudo-archdevil?

"Given that this was a side trek adventure, I didn’t have plans for the devil beyond that little adventure. I suppose it could be an “up and comer” devil that could turn into a recurring villain if you were to devise a way for it to keep coming back. If it’s a devil that’s specifically tied to recurring nightmares, it’s only appropriate that it be very difficult to kill once and for all."

Dungeon 193: The Beached Leviathan


Did you come up with this?

"I had told WotC I was open to doing quick pick-up work when an author had to drop out for real life reasons. The only time this happened for me was right in the middle of working on Baba Yaga’s Dancing Hut. The Tavern Profile series was still running then and they wanted something to tie into Neverwinter. So I crunched this article out in two evenings and then went back to Baba Yaga."

Any ideas on how someone could turn a person's shadow against them? A ritual? Infusing an actual shadow (monster) into the person's shadow?

"Using a ritual is kind of the default for something like this, but I feel it lacks flavor. Maybe a side trek to the plane of shadow to commiserate with a being that lives there and convince it to inhabit an enemy’s shadow."

"Or if a shadow is the “negative” of a person, maybe you give up a little part of yourself, your soul, to create the shadow being. This could be part of a pact with a greater being (like what warlocks do) or an ability in a devious artifact."

Dungeon 196: Baba Yaga's Dancing Hut


Why did you change Elena the Fair to Elena the Mad?

"In previous iterations of the hut, Elena is generally mentioned only in passing. She’s a blonde and she’s kind. I wanted to twist her up a bit. Spending centuries with Baba Yaga should do things to you. So I built on how her sister Natasha had left the hut and Baba Yaga was off trying to become an archfey, leaving Elena all alone and eventually going a little mad."


What is your take on the connection between Natasha the Dark and Iggwilv?

"My understanding is that Natasha the Dark left the hut and eventually BECAME Iggwilv. Dream Natasha, who is still in the hut, was conjured out of Elena’s madness at missing her sister."

Did you refer at all to the 2nd edition Baba Yaga adventure?

"My adventure is a reimagining of the classic 1984 Dragon magazine adventure “The Dancing Hut” by Roger Moore. The bulk of the layout is the same, just with a few things repurposed. The inhabitants are similar, though some changes took place translating an AD&D 1st edition adventure to 4th edition. Certain monsters didn’t match power level. Some didn’t exist in 4e (allowing me to create a few). And a bunch of new stuff came out of 4e design principles."

Did you consider taking the tank out of the adventure?


"Gods, no! Part of the charm of the adventure is that it expands Baba Yaga’s world hopping to our actual real world. I even briefly considered writing rules for using it. But that felt a little too Barrier Peaks to me."

Did you run this adventure?

"I ran two playtests, though we never made it through all the rooms in either playtest. I focused on things that needed actual playtesting, like some of the random stuff and the curses. I didn’t concern myself with most of the combats, since 4e design principles already had CR and EL and all that stuff worked out."

Dungeon #207: Starhaunt - with Chris Perkins



How did this work? Did Chris write an outline that you worked from? What was it like working with Chris?

"This adventure came from a list of things WotC folks wanted to see in the magazine. I’m 99% certain Chris Perkins put it on that list. I designed the whole thing and submitted it."

"Normally, anything submitted by an author goes through a certain amount of development before reaching its final form."

"Chris added and modified so much that he felt it warranted a co-design credit and I agree. He got rid of a few parts that didn’t work all that well and added some really fun stuff."

Dungeon 217: A Rhyme Gone Wrong



This one has a whole sleep-theme going on. You've mentioned the plane of dreams in another adventure. Do you have a particular interest in the plane of dreams?

"I’m fascinated by dreams, mostly because I rarely remember mine in any detail and I have friends who have recounted very specific dreams. I even know someone who is adept at lucid dreaming, which makes me super jealous."

"In gaming, I like how dreams can be used to manifest things that don’t otherwise have rules for such a thing. I’ve used dreams a number of times as major plot points and important milestones in several campaigns I’ve run."

Thanks to Craig! You can check out CAPERS right here.


Dragon+ Issue 17

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You can read this issue here.

This issue is holiday-themed an feel quite a bit shorter than the others. 

We start off with a tribute to Dawn Murwin, who's been working as an art director for 25 years. She is apparently married to Dana Knutson, the artist who designed the Lady of Pain.

Interview with Adam Rex, who did the cover art. He made a book called "Frankenstein Makes a Sandwich", which is pretty awesome.

Adventure Crafting: This is an interview with Dani Hartel. She was on Dice Camera Action (and was awesome, IMO) and he makes the costumes for the Acquisitions, Inc. shows.

There's... a link to a pdf that allows you to make your own puzzle cubes!! I am doing this. Clear my schedule! There's also an interview with Mazzmatazz, who makes D&D monsters out of yarn and ran a hilarious Christmas adventure on Twitch a few weeks ago.

Character Spotlight: We get Strix's character sheet! She's level 9. Her sorcerer powers became active after she spent time living with Baba Yaga. I hope we learn more about her time in Baba Yaga's hut at some point.

Behind the Screen - Roll For Success: Ethan Gilsdorf writes about the benefits of playing D&D. He says it gives tools for empathy. Can empathy be taught? In my experience, either you have it or you don't.


D&D Classic: We get pdf of some articles from old issues of Dragon. One is a write-up of D&D Santa. Another is a gamma world article.

The third is a 5e update of a 3e article! The pdf looks as official as can be. It's a mini adventure, complete with new monsters like "gnome toymaker" and magic items. OK.. I don't like holiday-themed adventures, but the Yule Log made me laugh out loud. I am using that!!

Maps of the Month: Free Maps of the tomb of the nine gods!!

Best of the DMs Guild: Interviews with the Guild Adepts! They talk a lot about the collaboration process, and how it requires structure but usually leads to much better results.

Overall

Short, right? This is worth it for the maps and the adventure pdf.

Dice, Camera, Action Episode 76 - Tomb of Annihilation

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Episode 76: Band on the Run

Anna has bronchitis, so she can't say much. Nate got engaged! Maybe we'll have some kind of waffle wedding.

 The Party

(Matthew Lillard) Bag of Nails - Tabaxi Hunter
(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

Here's the deal. Paultin has the ring of winter. It's evil, and has taken control of him. A huge red dragon named Klauth knocked a wall on the group. Strix is in gaseous form and Evelyn is flying near in front of the dragon.

Klauth clears the rubble off of Paultin and is demanding that he hand over the ring of winter.

Strix tries to talk Klauth out of all this. Doesn't work! Paultin puts the ring on his little undead, animated severed hand and throws it through a dimension door. The hand is somewhere nearby. Clever!

The Acquisitions, Inc. airship is hovering nearby, crewed by some NPC flunkies. Bag of Nails is on board as well. The harpoon gun is loaded.

Bag of Nails fires the harpoon.. critical!! 12d10 damage!! He does 75 points of damage!! Klauth is injured, but not bloodied.

Bag of Nails wants the crew to flt the ship right into the dragon.

Klauth is scouring the area, looking for the hand. Then he looks up at the airship. He has a bunch of wands on his wing. He uses them to hit the ship with a fireball and a lightning bolt. The crew dies, but Bag of Nails survives! He has four hit points left!

Here come dozens of serpents.. Yuan-ti in disguise.

Diath hits the snakes with his horn of blasting. Three yuan-ti assume their humanoid forms. One has black scales and is wearing a golden collar, some kind of religious piece of jewelry.

The airship is crashing! It's heading right for Paultin. Bag runs to the wheel. The NPC that was driving it is dead and crispy. Bag is able to pull up and turns the ship in the direction of Klauth.

Uh oh. Klauth found the ring of winter. He grabs it and the severed hand (whose name is "Handrew").

What the... there are three frost giants here! They've been looking for the ring of winter since Storm King's Thunder.

In the rubble, Dragonbait actually kept the rubble from squashing Waffles until the group could free them. Anna points out that since Dragonbait smells and she cannot smell anything, Evelyn assumes he is a mute.

Klauth is surprised at the frost giants arrival. The hand skitters free.

Paultin puts up the waffle hut. Diath wants in.

Bag of Nails jumps on Klauth's back.

The giants attack Klauth! The dragon is actually bloodied! It flies 80 feet up.

The group runs. They want to actually flee INTO the tomb to escape the chaos.

Diath uses his horn of blasting, blowing a hole in the wall of a building. The heroes flee right through. The hand comes with them.

Paultin has a crown of madness on a black-scaled yuan-ti, which forces it to attack its allies and then the dragon.

Bag of Nails ends up back on the airship. He busts out a crossbow. He has an arrow of dragon slaying! He does 47 points of damage. Klauth lets out a horrible wail and flies away.

Uh oh.. the frost giant leader has the hand with the ring on it.

Bag of Nails flies the airship and chases the dragon. Looks like he'll be a guest star on a future Acquisitions Inc adventure?

Strix casts a fifth level fireball spell and kills the two frost giant flunkies! The female leader is hurt but still alive.

That's where we stop.

Overall

Good show!

PAX South is this week. Chris will be running the live game.

Dice, Camera, Action Episode 77 - Tomb of Annihilation

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Episode 77 - Come Slither
The guest on this show is Rachel Seeley from Girls, Guts, Glory.

 The Party

(Rachel Seeley) Miranda- Elf Druid
(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard


The group is in the lost city of Omu. Frost giants want Paultin's ring of winter. Right now, a giant is looming above Paultin. The rest of the group are in a ruined palace

A small army of vegepygmies arrives!

The ring of winter is currently on the ring finger of Paultin's animated severed hand. Chris says that Paultin can use the ring even when it's on the hand.

Paultin tries to encourage the vegepygmies with bardic inspiration. One of them is wearing a boot on its head. This vegepygmy is named... Celery.
Yuan-Ti

Paultin is invisible. The giant tries to stomp on him.. she rolls a 22. Man, he gets wrecked. Strix had cast death ward, so Paultin has 1 hit point.

Evelyn is not happy! She draws her flaming sword and flies at the giant. She kills it!

Now there's a ring of vegepygmies around Evelyn. Their leader is Miranda, the druid. She has no shoes, a giant pack, is wearing one boot, long black hair, gap in her teeth, and is generally described as a cautious elven woman.

She's looking for her friends, one of which is a tiefling. One that doesn't smell like Strix. That cracked me up.

The group examines an egg they obtained a number of sessions ago. An egg containing the force of 10,000 magic missiles! It has a countdown timer. So.. it's a bomb. Well, that's alarming!

Paultin puts the ring of winter back on. Miranda is very concerned about the ring, what with it being evil and all. Evelyn tries to shake Celery's hand.

Miranda says that she knows of a secret tunnel that can get the group into Ras Nsi's palace.

The group is wounded and they debate on which kind of rest to take (short or long). Diath wants to keep moving but Paultin needs a long rest. Miranda has healing spells, which thrills the crew.

We're doing a long rest. Miranda decides not to sleep in the waffle hut. She sleeps outside of it, guarded by the vegepygmies.

The next morning, there's a lot of mist. The group gets a bit paranoid/nostalgic about Barovia.

Something's coming.. it's the baby triceratops Strix got at the Acq Inc. show a few months back. 18! It still has some of the poop Strix put on it.

The triceratops was an adult, but was de-aged at one of the following Acq Inc shows. Waffles isn't thrilled with the attention that 18 is getting and swats it.

The triceratops gravitates toward Dragonbait. The animals like him because he frequently smells like ham.

Paultin uses his ring to create "Iceteen", a baby triceratops made of ice. That's top notch stuff right there!

The group wonders what the ring of winter would say to Gutter. Two evil artifacts commiserating!

Simon keeps tripping a vegepygmy named Potato. What a bully.

The tunnel brings the group to an underground river where there is a stone door and two boats.

Paultin wants to see if the hand can swim. He tosses it in. Nope. The hand is able to get out of the water and rejoins Paultin.

The group discusses checking the door. Miranda can make sunflowers! Miranda sees that Evelyn loves it, so she makes more. Anna compares it to having too many tabs open at one time. These two are hilarious.

The door has a poison needle trap, but Diath expertly evades it.

The room beyond is moist.. there's plants and spores. There's some zombies milling about. Miranda senses there's someone on the other side of the door ready to ambush the group.

This is area 14 on page 122 of the Tomb of Annihilation book.

Evelyn shows Miranda her flaming sword, the Heart of Spinelli. Evelyn reaches in and blindly stabs the assassin. She's showing off for Miranda.

It makes a hissing noise. It's a yuan-ti! The heroes question it. Paultin is the bad cop, and slaps the dude repeatedly. He's a bit too into the bad cop thing!

This yuan-ti villain has a syringe full of a potent concoction. Miranda grabs it and injects him. He dies!

The group looks through the room for stuff to loot. Strix opens a jug. Poison cloud! They survive.

The group goes through a hallway.. wait.. there's Ross, dabbing behind Holly. I love his little cameos. Down one hall is a ramp leading up to a room with a gong.

The group goes to room 9, a massive temple with balconies, a pool of blood, and a big stone statue of Dendar, the evil snake god. Evelyn is not happy. She's not a fan of Dendar, not at all.

Miranda checks out a glowing circle on a balcony. The group is down below... here comes snakes! 30 of them! Yuan-ti!

The disk flashes. Someone appears right in front of Miranda. It's Ras Nsi! Yikes.

He tells Miranda to tell the group to surrender.

That's where we stop!

Overall

Very good show! Rachel is awesome, she added a fun new dimension to the show.

I am now doing a Dice, Camera, Action discussion show every week on Twitch! It starts right after DCA ends. We have some awesome guests lined up for future episodes.

It airs live each week on my Twitch channel.

It is posted on youtube soon after.

Dice, Camera, Action Episode 78 - Tomb of Annihilation

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Episode 78 Mortal Coils

This is a fantastic episode! You should watch it before you read this.

Someone sent Anna a doll that utters Evelyn quotes. Amazing!

 The Party

(Rachel Seeley) Miranda- Elf Druid
(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard


Last time, the heroes befriended Miranda, who commands an army of vegepygmies. A baby triceratops named "18" is following the group around. The heroes entered the yuan-ti dungeon. Ras Nsi appeared on a teleportation circle. There's a pool of coagulating blood.

Miranda is on the balcony facing Ras Nsi, the villainous yuan-ti leader. Miranda casts thunderwave! She knocks him back into the circle. Smart! Flash of light and he disappears.

Miranda sees that the blood in the pool is assuming a form. It's the face of a woman.Ummm....

Strix is hit by a ton of arrows and falls into the blood basin. The face in the blood opens its mouth. The face has... BLADES! What!? The Lady of Pain!? In real life, Holly goes and gets some alcohol.

The Lady of Pain

Paultin makes a mighty leap and thunderwaves a big pile of yuan-ti, sending them scattering in all directions.

Simon is right next to the gong. Will he gong it?! Nate wants to hit that gong very badly and Chris keeps dangling it in front of him.

The vegepygmies, Miranda's allies, rush into the room and throw themselves on the yuan-ti, stabbing them with spears.

Diath disengages his foes and backflips over to the blood pool. He is going to try to reach in and pull Strix out. Eep... he's getting pulled in. There he goes!

Miranda tries to follow, but the portal is gone.

Then.. the giant, stone Dendar statue comes to life! Uh oh. It is going after Evelyn.

Strix is in "effluvium". What a fantastic word. No.. it's not effluvium. It's quicksand! She's pulled out by a short, portly dark-skinned man with puffy cheeks and a wreath on his head. this sounds exactly like an old DiTerlizzi drawing of a Nightshade from the 2e Monstrous Compendium annual 1.
Ubtao?
Strix is able to confirm that she's still in the jungle of Chult. There's three other creatures here. Toy Evelyn, toy Diath, toy Paultin. What the?!

This strange guy says that he's... Ubtao?! Ubtao is the deity that abandoned Chult. He's the Dinosaur Father! The trickster gods took over once he left. This guy says he used to own a shop in Sigil...?

The players hold up their creepy dolls that they have in real life. Those things are awesome.

Evelyn ends up inside the serpent statue! What's in there? A magical conduit! Evelyn tumbles through it and ends up sitting in a hall.

Three people are lying nearby - Strix, Diath and Paultin. Three little lights come up out of their bodies and are drawn away. They're all dead. What?!!?

Evelyn feels like she only has a little bit of time to save them. Wow. She's in the tomb of annihilation! Alone! Sounds like Area 7 (page 134 of ToA).

Evelyn has.. the EGG! The explosive egg! She flies down, looking for the Soulmonger. Ohh man, is she going to blow it up?!

Paultin is alone in the temple, among the battling yuan-ti and the vegepygmies. He shrugs. He uses bigby's ice hand rings the gong. That is hilarious. The group dies laughing.

A portcullis drops. Miranda and Paultin are trapped in there with all of the yuan ti.

Paultin hears a weird hissing noise calling to him. Paultin says it's a good day to die.

Waffles is trying to smash through the bars. The players are getting emotional now.

Diath falls somewhere cold and wet. He's lying in snow. There's torn off wings.. his wings! Diath's an Aasimar? That's been a fan theory that apparently has leg to it!

Snow is falling. He's in Waterdeep. Someone is in an alley. It's a man wearing a cloak. The man's eyes glow cold winter blue. It might be Strahd.. but Strahd's eyes glow red.

Diath approaches someone wearing Strix's cloak. It's... cranium rats wearing Strix's cloak. Their brains pulse. They say "We are many, you are one." This is Many as One, an entity described in the 2e Faces of Sigil supplement (Chris has said that this is his favorite Planescape product).

Diath starts demanding to know where she is. Jared is awesome in doing so.

Back in the temple, Miranda casts hidden pathways to send Paultin to the other side of the gate. No wait.. he won't go through. Simon's over by the gong.

Miranda spots Typho, a halfling ally of hers. He sneaks into the room. He's trying not to be seen. His eyes are serpentine. He's become a yuan ti!The yuan-ti can turn people into yuan-ti, it's a whole thing.

Typho is coming to kill Paultin.

In the maze, Ubtao tells Strix that all of her experiences are fake. She's been here the whole time. Strix remembers that the first time he saw the Ubtao statue was on the bridge.

Paultin's doll is drinking.

Strix asks Ubtao who the skizzixes are. Humans who made a pact with devils who transformed themselves into tiefling. Ummm. OK. We learn a lot. The Skizzixes are a clan linked to the devils. The Lorcatha clan is linked to angels. They were at war.

Some sort of deal kept the two families in some kind of cease fire/non-interference pact. One of the terms of this pact is that members of the two clans can't have anything to do with each other or the multiverse might be destroyed!

Also, the Lorcatha had to give up their souls... all except one. Strix is going to poop on the floor.

So..! You see where we're going here?! Diath is a.. maybe, THE... Lorcatha. Strix is a Skizzix. Their pairing could potentially destroy the entire multiverse.

In the tomb, Evelyn swoops down. She flies into the cogs (page 169 of ToA). Area 58.. Area 59.. Area 61. This room is complicated and she's all alone. There's a panel and some diagrams. Here's the handout image that portrays this room:

Miranda has a spell that can get Paultin to safety, but he refuses to leave without Simon. Paultin runs over to Simon on the gong ledge and casts dimension door.

Back in "Waterdeep", Diath starts to wander around. The blue-eyed guy calls out to him. "We're friends! Aren't we?"

Chris tells him that "this version of you has the ring of winter.." Chris says that Diath rules Waterdeep? WHAT?!
Fenthaza

A door in the building next to him opens. There's a woman there. She whispers, "come with me." She has dark skin. She says she can save his friends. Some snakes slither out of the building

She tells Diath that he and his friends are trapped in Dendar's nightmare. Aha! Dendar's prison. Dendar the Night Serpent is a serpent goddess who is trapped in some kind of prison. The yuan-ti are trying to figure out a way to break her out. If she does so, she's going to eat the sun.

This yuan-ti woman is wearing a golden bracelet. She has long, black fingernails. The lower half of her body is serpentine. It's Fenthaza! An NPC from chapter 4 of Tomb of Annihilation.

She tells Diath that he can replace Ras Nsi. "Command us." he tells Diath he is special because of his "ancient soul."

That's where we stop.

Overall

Fantastic episode! Maybe the best one of all of them!

We were fortunate enough to get to talk with Holly on Waffle Talk right after this episode ended. It's right here:




Thoughts on Running the Tomb of Annihilation

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Poor WebDM Jim!

I've been running a ton of D&D on youtube and twitch! Here's my rough schedule:

Tuesdays 9 - 11 PM EST: Waffle Talk! Discussing the newest episode of Dice, Camera, Action.

Thursdays 7 - 9 PM EST D&D, usually the Mezro group.

Saturdays: 6:30 - 8:30 PM EST Either the main tomb of annihilation group or the lizard king group.

Some Sundays 6:30 - 8:30 PM EST: The adventurers league group. That's DMs Guild Adept Lysa Chen, the WebDM fellers, and RPG author Craig Campbell.

Running a D&D "Shared Universe"

It is really great to get to run games that you, the reader, can check out. Back in 2008-2015, I was running 2-3 games per week at a game store. Sometimes I'd have characters from the different groups "cross over", but since I was the only 'audience', nobody cared but me!

I actually had seven level 30 heroes from 3 different 4e campaigns team up and go through a conversion of the Expedition to the Demonweb Pits. For me, it was like seeing Batman meet Spiderman. For them, it was just D&D with new people.

I hope that, now, someone out there can feel the same thrill that I do when this kind of thing happens.

Running the First Half of ToA


For me, running the Tomb of Annihilation has been filled with a "let's hurry up and get to the actual tomb" feeling. That jungle section will KILL your campaign if you don't keep it light and snappy. I think any sandbox/long journey section in these 5e adventures has that particular pitfall.

Exploring the city of Omu was better. The trickster god shrines didn't come off as well as I'd have liked. I just felt like I didn't do a good job running them. I didn't feel like I was able to wrap my head around most of them, except for the Unkh shrine.

The King of Feathers
 
I am very picky when it comes to monster. I'm not a fan of most of the monsters in the city - kobolds, yuan-ti, grung and vegepygmies. I tried not to use them unless it was necessary.

Instead, I focused on the unique t. rex known as the King of Feathers.

Unfortunately, I feel like I kind of blew it with that monster. I set it up so that the King of Feathers ate a dude who had a puzzle cube. The group would have to steal the cube from the King's ruined amphitheater while the dinosaur slept!

Pretty interesting, right?

Well, I didn't put enough thought into it. This whole scenario boiled down to two stealth checks. The stealthy character rolled two successes. Puzzle cube stolen, King still asleep. Fart.

I just didn't put enough thought into it. When planning an encounter, I think it's always a good idea for a DM to think, "what if they succeed on every roll?"

That's tough, because you don't want to punish the group for succeeding, but you also don't want an anticlimax. Something exciting should come out of it, right?

In this instance, I think I should have foreshadowed a bunch of annoying flying monkeys or an oncoming storm. So then, when the character puts their hands on the puzzle cube and begins to creep away, the monkeys do something loud or lightning strikes - either way, this wakes up the King. Run!

Using the Tomb Maps

I really love running the actual tomb. If you are running this online, you really should consider dropping the $25 to get the tomb maps by Mike Schley. They enhance my online games big time. Each dungeon level is $2 on their own.

You can get some of those maps for free from Dragon+! They might not be there forever, so you should nab them as soon as you can.

Actually Running the Tomb

I absolutely love running this dungeon. As a DM, it is so thrilling to watch the heroes go into a death trap. Will they die? Will they figure it out? Will they do something you never thought of (yes, they will)? They will definitely do something you never thought of.

That said, it's so tough to keep everything in mind at once. Here are things that feel very easy to forget.

The Ceilings are Low: Check out page 126. Ceilings are twelve feet high! The heroes won't be flying out of the reach of earthbound villains.

Know Room 57: You must remember that list of altered spells on page 129! Most of them transport you to room 57 (page 168). I had a single character get sucked into room 57 and the poor guy got murdered by the beast in there. Remember.. this room is full of corpses 6 feet deep and the ceiling is only 12 feet high total, so it's quite cramped in there! Also.. the corpses are difficult terrain. That might be important.

Don't Forget the Grate: In area 5 on level 1, there's an intersection with a lot of stuff in it. One thing that I feel like I didn't portray well enough is the grate in the floor that leads to the underground waterway. It's something the group would definitely be aware of - rushing water noise and the danger of stepping on it. Those who go through that grate can fin one really cool room and I feel like I robbed my players of that experience (though ultimately, I think they'd be happy to skip it).

BE DETACHED: Thank the sweet Lord that I've learned this over the years. When running a trappy dungeon like this, you might find yourself being too excited to have a trap go off. If a group circumvents that trap, you might be overcome by the urge to force them into the trap anyway, just because you think the trap is cool and you really, really want to have it go off.

Don't do it! Follow this credo: "Let the dice fall where they may." My cautious players melted that statue in area 8. Hey, they were careful! They were smart. Let the dungeon be the dungeon, don't let your enjoyment of the game hinge on triggering the death traps.

Also, keep in mind that the aftermath of DM bloodlust isn't pretty. On some level, the players can sense when you're going at them hard and resentment can build.

On the flip side, if you're fair and they overcome an obstacle through clever play, they are very happy and they enjoy the session immensely. Even though you might feel that it was a flop because there was no threat to them, they don't feel that way at all.

The Stairs: Those stairs in area 7.. they go down 4 levels! Each level of stair has a plaque or a tomb guardian or something. It's a real pain in the nuts to run (for me, anyway).

Be ready for the group to want to get a gander at that room all the way at the bottom of the stairs (room 45, with the pit and the gargoyles). You should definitely know that room. It's not too complicated, but if you aren't expecting the group to check it out, you might stumble a bit or bring the game to a screeching halt.

Withers: Running Withers is tricky. He's got that amulet that lets him teleport away like a true villain. But he's only got 45 hit points! My Withers almost died right away.

I find myself in a quandary: The heroes have trashed his office. Where does he go? What does he do now? And.. how many other tomb guardians are in the tomb?

The book leaves it open, noting that "one or two tomb guardians should appear whenever you feel the need for combat." Where do they come from? The group trashed room 27, where the guardians are made.

Don't forget that the tomb guardians are medium-sized. For some reason, I had it in my head that they are large. They're not. The hallways in the tomb are only five feet wide, which mean that large creatures can't be marching through the tomb willy nilly.

The Magnet: Running room 8 is deceptively tough to run. There's a magnetic suit of armor that affects people who step into the room. How do you get the group to tell you who walks into the room without meta-game tipping them off by asking, "DO YOU GO IN THE ROOM? ALL OF YOU?!" As soon as you ask that, the player will flinch and say, "Uh... no."

The cure to this requires planning. You need to ask that question in rooms where it doesn't matter if the group steps in or not. Make a habit of asking things like: "Do you touch the door with your bare hands?", "Who's first in line?" and, "Are the rest of you right behind him, or is there space between you?". Red herrings!

Another isue with this room is the question of how much metal is enough? What counts? Everyone has a belt buckle, right? Does that drag them in? What about the studs on studded leather? Players will naturally be inclined to declare that their belt buckles are not metal, o if possible, quietly clarify that prior to entry. Just a simple comment while exploring Omu like, "you are aware of the clanking of every little metal piece of your gear seems loud in the silence of the city" goes a long way.

Mistakes


Despite all of my preparing, I make so many mistakes. It drives me nuts. 

Tonight, the group caught me off guard. They went all the way down to the 5th level of the Tomb! This stuff was not at all fresh in my head, and now, looking back, I see that I screwed it up really bad.

Here's how the area is supposed to go.
  • Small Dock: There's a small dock here that's just 15 feet long and 5 feet wide. I ran it as if it was quite a lot bigger.
  • Hungry Door: The door they come out of demands food and won't open again until it is fed. If the group feeds it anything other than a crab, it devours one of the heroes (no roll to hit or anything). I had this thing devour a hero even though nobody tried to feed it anything!
  • Shark Cage: There's a shark cage. If you go underwater in it, an aboleth swims over and tries to enthrall the group. I FORGOT THE SHARK CAGE. It's right there on the map! Yargh.
  • Aboleth Limits: If a fight breaks out, the aboleth does NOT get lair actions. I gave it lair actions!
  • Magic Boats: There's two rowboats. Each has a magic, beneficial effect if you get in it. I forgot this, too.
They Killed It?! The group fought the aboleth, and they actually killed it! It was a very lethal battle, but the group rolled really well. They repeatedly made their saves against the "enslave" power.

In this situation, I'd tend to think that I screwed up the aboleth fight. Four 7th level heroes killed an aboleth? Seems fishy (sorry, couldn't resist). But, looking back, I feel like I ran it fairly competently. I probably should have had it mess with the environment more, like coming up underwater and smashing through the dock from beneath.

The fact that I misrepresented the size of the dock was key. Only three heroes should have been able to stand on it! That changes the entire encounter.

But even then, two members of the group went in the water right away. This group is very water-friendly.

I just wanted to update you. The tomb is really fun! You should definitely check it out if you haven't already, even just to pull out some cool encounters.
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