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The Great Modron March - The March Begins

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I have wanted to run this adventure for about 20 years, and I finally got it underway last night. It's a big book. It will probably take somewhere around 15 sessions to get it done. I got the pdf for $10 at drivethrurpg here.

This is a classic Planescape adventure by Monte Cook and Colin McComb. I am converting it for 5th edition (which is incredibly easy to do).

I have made a number of posts to help me prepare for this campaign, most notably:
Planescape adventures are, in general, more focused on roleplaying rather than combat, which I thought would be a nice change of pace.

The Party
  • Dragonborn Fighter - He likes to scavenge trash piles
  • Elf Wizard - I urged him to not worry too much about offensive spells, as there isn't much combat in this.
The reason I have only two players is because we play at midnight on Sunday night/Monday morning. Very few people can play at that time, but it fits our schedules well.

There were delicious tropical Starbursts (one of my favorite D&D foods) and Mrs. Field's cookies.

The Smoldering Corpse

A dragonborn in Sigil
We kicked it off with our heroes investigating a portal from one of my campaign worlds into the Smoldering Corpse bar in Sigil. The patrons, which included some abishai, a githzerai, and others, just kind of shrugged it off. After all, Sigil is full of portals.

The heroes approached the bar, and the dragonborn did some shots of fekk - hard githzerai liquor. One thing I did was to start using copper and silver more. In my games, to save time, I break things down into gold pieces. I figured this time around, I'd use copper and silver more rather than handwaving it. Maybe it would make gold feel more valuable.

The heroes met with Ebb Creakknees, who is a tout (a guide to Sigil). I got to do an old man hillbilly voice which I can't stop doing in real life. They paid the old fellow for a tour of the city. I was able to explain to them all of the basic concepts of Sigil and show them some of the more interesting places.

The heroes were baffled by the Brothel of Slaking Intellectual Lusts (Fun Fact: It was meant to be "Slating", not "Slaking", but there was a miscommunication in the making of Planescape: Torment. I like "Slaking" better so I am using it). They did go into the Curiosity Shoppe, which is full of cool magic items for sale. They met Vrischika, the blue-skinned alu-fiend who runs the place. She was berating her employee/slave quite a bit. The heroes decided to leave them be, as Vrischika looked powerful.

Jysson the Talking Cat


Once they'd gotten the tour and had become comfortable with Sigil, I dropped the hook on them. They began to feel intense psychic pain, except when they walked in a certain direction. Following the painless path led them to a building in the Clerk's Ward.

After asking some passersby about the building (Baen the Sender and Porphiron from Planescape: Torment) the heroes went in.

Inside, there's a talking cat and a talking book. The book used a power to draw the heroes here. The story goes like this:

The cat was once a man who had bought the book off of a wizard. He was paying for it in installments. The man died and was reborn as a cat in The Beastlands. Eventually, the cat came to Sigil and realized he'd never fully paid for the book, so he wants to find some heroes willing to help him return it.

The wizard who made the book lives in a gate-town called Automata.

The dragonborn loved the talking cat and hopes to "keep" him. The book talks in a Mary Poppins voice and has a few powers: It's good with numbers, it can cast ESP, and once per day it can let out a stunning blast.

The heroes agreed to help, and were directed to a portal that lead to Automata.

Automata


Automata is a town built around a gate to Mechanus, which is a lawful plane (home to the modrons). Upon arrival, the heroes are directed to an office where they must fill out 4 hours of paperwork to get the proper permits. Some of the rules people in Automata must abide by include:
  • Those who shout will be fined.
  • Those with perfume or body odor are fined (the heroes were given powdered deodorant.
  • The heroes were issued a mandatory handkerchief
  • Those who swear are fined.
  • Those intending to copulate had to apply for a fornication license, which involves a written examination. (I added this one on my own just to see what the PCs did)
The adventurers then set out in search of the wizard, Heiron. They learned that he was being hunted by the Council of Anarchy, a shadowy organization in Automata dedicated to doing disorganized things such as parting your hair on the side rather than down the middle. Or not combing your hair at all!

The heroes almost got in a bit of trouble for stepping on too many cracks on the sidewalk, but were polite about the whole thing.

A monodrone
They were also told about one of the reasons the city was laid out the way it was - every 300 years, thousands of modrons emerged from the gate to Mechanus and marched through the city and into the Oulands in what is known as The Great Modron March. Nobody knows why the modrons do it, but they do it on a schedule.

The adventurers saw a few modrons in Automata. They were monodrones doing menial tasks.

The heroes also encountered a race I've never used before - the Rilmani. Rilmani are like humans but they have metallic skin and glowing golden eyes. They are neutral beings devoted to maintaining the balance between good and evil. I always avoided using them in my old games and I'm not sure why. They are very cool. I haven't heard much about them in later editions.

Herion is in the Closet

Heiron
The investigation led the heroes to a tiefling named Muenscaal, who the dragonborn tried to flirt with but had no success. Muenscaal was friends with Heiron. She revealed that he was hiding in a closet in the Council of Order building.

The players were baffled by this. How is a guy hiding in a janitor's closet for months? The player of the elf wizard got a bit confused when I said Heiron was "in the closet" but we got it sorted out after much hilarity.

They went to the building, figuring they could bluff their way into the back hallway where the closet was. This proved to be exceedingly difficult. Eventually, the heroes had the talking cat run around, knocking over papers and generally creating disorder (which causes panic in the people of Automata). In the chaos, the heroes headed down the hall.

They gave the "secret knock" on the closet door, as Muenscaal had taught them. Heiron opened the door - and inside was a fabulous mansion. Mordenkainen's Magnificent Mansion, to be precise!

The heroes showed him the book. Heiron was overjoyed and let them in.

But unbeknownst to our heroes, they had been followed by a wizard named Jezrene and agents of the Council of Anarchy. She cast dispel magic on the closet, cancelling out the Mansion spell and causing the heroes and Heiron to spill into the hallway.

A battle broke out. I rolled extremely poorly, so our heroes had little trouble defeating the anarchists. The dragonborn's acid breath was particularly useful in the cramped hallway.

The combat ended abruptly as chaos erupted outside. The portal to Mechanus, which was just outside the Council of Order Building, flared to life. Thousands of modrons marched out and into Automata. The Great Modron March had begun, 189 years ahead of schedule!

Jezrene and the Council of Anarchy were baffled. Heiron and the heroes fled the scene.

That's where we stopped. It's a great adventure, very unique. I am very interested to see what the players do in Sigil and how this whole thing plays out. 

The Unusable Podcast

After the game, one of my elite players (Jessie) and I recorded a podcast about this session, but I messed up some audio settings and frankly it is too foul-mouthed and offensive for all but the most heinous of deviants. We'll record another one after next week's session and if it isn't too inappropriate for general consumption, I will link to it.

Princes of the Apocalypse - Knights of Samular

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5e Demogorgon
The new D&D adventure has been announced. It is called Out of the Abyss, and it apparently deals with the underdark, Demogorgon, and perhaps other demon lords. I am very excited about this, as I have been a big fan of D&D demons for a long time. In particular, the final adventures of the Savage Tide adventure path and the Dragon Magazine articles by James Jacobs really brought them to life for me.

4e Demogorgon
I am fine with the new look of Demogorgon. While I like the way he looks in 4e, The new one isn't overly different - just darker and 2015 CGI-ish. It's much better than the weird 3rd edition version of him with the long necks and the wolf heads.

Troubled Times?

As for this Elemental Evil D&D campaign at the game store, our group has reached critical mass. There's too many players and I felt tonight that changes were coming. One player didn't make it, which is something that pretty much never happens. I have a feeling sometime soon players may drop out. I have a few reasons why I think this will happen:
  • The "golden" time is over. The players now understand the game and those first exciting, illuminating sessions are long gone.
  • The players are starting to get tired of each other. 
  • 8 players is just too many.
  • I am not too thrilled with this adventure and it is probably showing through. I think it will pick up when we get to the temples, but that's a few sessions away.
  • I think running the Iceshield Orcs mini-adventure was a mistake. It ate up 3 weeks of gaming and it has nothing to do with the main storyline.
Not that this was a bad session. It was fine. I came armed with some squirrel stats, as last week "Squirrel Man" aka "Squirrel Gear Solid" made his debut. I looked at rat stats in the PH and based Squirrel Man on those. The poor little guy has +0 and does 2 points of damage. I also ruled that Druid Okobo cast animal friendship on him and speak with animals, which explains some of last week's wackiness.

In general, the players don't like the idea of Squirrel Man being run like a normal squirrel. I sensed this immediately and loosened up a bit to accommodate their vision.

The Party     

  • Elf Rogue: Played by a 4th grader, her character's name is Lucky and she has a black cat named "Bad Luck". 
  • Dwarf Cleric: In real life, played by Lucky's dad. He has a scottish accent and worships Ilmater.
  • Drow Rogue: Middle Schooler. Wants to be evil, but Adventurer's League rules restrict this. Has a dog.
  • Goliath Barbarian: Middle Schooler. Really nice guy.
  • Human Bard: The player is about 25 years old, knows the rules pretty well. 
  • Human Paladin: Worships Helm. Played by the bard's dad, who played old D&D and is new to 5e.
  • Human Rogue: A new player. Taking to the game very well.
The Orcs
 

The heroes were holed up in Dellmon Ranch, with a few dozen homesteaders, a druid and a skeletal knight. A party rogue had been snatched by the orcs!

The adventurers decided to head into the woods to try to rescue him. They crept up into the forest. They saw that the orc horde was gathered around the rogue, going through his stuff. They revived him so they could question him.

The shaman found his wand of magic missiles! It had only one charge left. She took it and began to question the rogue, and told him he'd make a useful slave.

The orcs then heard a noise in the forest - a cantrip cast by one of the heroes. It sounded like the party issuing a challenge. Many of the orcs went to check it out, led by their orog leader.

The adventurers jumped the shaman and her orcs. The rogue being questioned gave her a leg sweep. Squirrel Man raced forth and pulled the wand from her grasp (yes, Squirrel Man made an opposed strength check against an orc and won - the orc rolled a natural 1).

Shatter spells and arrows from trees devastated the shaman and her orcs. The shaman created a spiritual weapon, but it was of little use. The orog and the 17 orcs with him came back and saw the slaughter. They decided to leave the shaman to her fate.

The heroes returned to the ranch. Late in the night, the orcs tried to creep close to the ranch to set the place on fire. They created a decoy, letting a pair of orcs be spotted past the ranch entrance, while the rest of the pcs tried to creep up from the other side. Squirrel Man was sent out to sweep around and see what was going on.

Squirrel Man was soon being chased by 15 bloodthirsty orcs, but escaped with his life. The orcs retreated into the forest, their scheme foiled.

At dawn, the orcs emerged from the forest with... flaming javelins! Buildings were set ablaze and javelins struck the party rogues, who were perched of the rooftops.

The heroes were out of spells and all of them were injured. As the orcs advanced, elves burst out from the forest and attacked the orcs. The elves were led by a paladin riding a spectral stag. He was the paladin who killed Rezmir in Hoard of the Dragon Queen, now a great hero known throughout the land!

The adventurers let out a cheer as the paladin rode up to the orog and hacked into him, ultimately rolling a critical hit, slaughtering him. The heroes and the elves killed every last Iceshield Orc.

The paladin and the elves came to the ranch and everyone celebrated. The paladin told stories about fighting Tiamat, and one party realized that his father was one of the slayers of Tiamat (he's playing the son of his previous character).

Lucky decided to try to make friends with the paladin, so she could add him to her friends list. She tried to impress him with her juggling, but it didn't go well. Ultimately he became a friend.

Summit Hall

The paladin took a look at the skeletal warrior, and saw that he was wearing a tabard of the Knights of Samular, who lived in Summit Hall, not too far away. This is where the skeletal knight was trying to get to, so he could at last rest.

The heroes slept and healed. Once refreshed, they struck out for Summit Hall, leaving Druid Okobo behind. She gave the party three potions of animal friendship (for Squirrel Man dealings) and 2 scrolls of knock (there's an arcane-locked door in the Sacred Stone Monastery that I want the PCs to be able to get through).

Along the way, they spotted 5 robed figures up ahead. They wore golden gargoyle masks that glinted in the sunlight. The adventurers didn't know it, but these were earth cultists posing as monks.

As the heroes approached to greet them, the cultists saw a few of the heroes wearing wingwear (looted off of dead air cultists at Feathergale Spire). They thought that the heroes were air cultists who had fled Feathergale Spire. The earth cultists began to make fun of them, and asked them where their vultures were.

A fight broke out. I had the priestess cast a slow spell, which didn't have much effect. Almost everyone made their saves, and then when she took damage, she lost concentration. It was an experiment. I wanted to see how slow worked in play. It seems like concentration spells are going to be difficult to use effectively.

There was a ridiculous moment where Squirrel Man ended up in a bad guy's body (don't ask) and the party priest hit that cultist cast sacred flame. This created a sort of classic action movie scene, where Squirrel Man had to tunnel out of the guy's body as a fireball chased him. Squirrel Man exploded out of the poor guy's eye socket in slow motion as fire rolled out right behind him.

The earth cultists were so freaked out by this, they turned and ran.

The adventurers made it to Summit Hall, and the skeletal knight laid down on a slab. He was at last at rest. The Knights of Samular offered to allow the party paladin to join them. He decided to mull it over..

The knights recognized the golden gargoyle masks and directed the heroes to the Sacred Stone Monastery - an outpost of the earth cult.

That's as far as we got. Next week, the adventurers will arrive at the monastery to find it had just been attacked by the fire cult!

Dungeons & Dragons - A Guide to the Githzerai

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The githzerai are a classic D&D "monster", the enemies of the githyanki. I usually describe them to my players as "kung fu alien monks". Generally, the githyanki are used a lot more than the githzerai in D&D adventures. Githyanki ride red dragons, they are ruled by a lich-queen, and they are always waging war - they make great villains.

Their rivals, the githzerai, don't grab you in the same way. They are thoughtful monks, masters of psionics. It's harder to come up with cool things to do with them. But once I played Planescape: Torment, I had a whole new appreciation for them through the githzerai character, Dak'kon. I would say that Dak'kon is one of the best NPCs I have ever come across in a computer game. Through him, you get an appreciation of the depth of the githzerai lore.

I am going to run down what we know about the githzerai from published D&D products. Then at the end of this article, I am going to write a bit about what Planescape: Torment revealed about the githzerai, which in my opinion shows you how to use the githzerai in a compelling manner.

This is the Story of Gith and Zerthimon

All editions tell the same origin story, each with slight differences. The githyanki and githzerai were once a single race (the gith forerunners, detailed in the classic supplement "The Illithiad"). They were slaves to mind flayers. A slave named Gith started a rebellion, and she lead the slaves in defeating their mindflayer masters.

Once her people were free, Gith wanted to lead her people on to further war. Another of her kind, named Zerthimon, did not. In some editions, this dispute led to Gith slaying Zerthimon. In the 4th edition account of this event, Zerthimon defeated Gith in a duel and spared her life.

Whatever the outcome, there was a split. Zerthimon took his people, the githzerai, to the chaotic plane of Limbo. Gith led her people to the Astral Plane. Since that time, both races have waged war against each other as well as the mind flayers.

That's the basic story. The githyanki are warlike, the githzerai are more contemplative. Both despise the mind flayers.

My Goal: The point of this article is to give DMs a nice foundation of knowledge to work from. If you want to use githzerai in your game, this hopefully will give you a basic idea of what you should know to give your players the "full" and "official" experience. Now, let's go through each edition and see what we can learn about the githzerai.

I am sure there are more D&D products out there with githzerai in them. If I find them, I may come back and update this.

Here's a handy Githzerai Name Generator.

AD&D 1st Edition


The githzerai had their major league debut in the Fiend Folio. The art depicted them with noses. It took me aback when I saw that the githzerai are listed in this book as Chaotic Neutral, as the modern interpretation is that the Chaotic Neutral alignment is for "crazy" people. You'd think they would be Lawful Neutral, which is more befitting of a monk-type.

  • The githzerai live in limbo, co-existing with the frog-like slaadi.
  • They roam the prime material plane and are at war with the githyanki.
  • Githzerai and githyanki are offshoots of the same race that was once enslaved by mind-flayers.
  • They fight with silver swords like the githyanki (!), but they have not developed the "special silver swords".
  • They are ruled by an undying wizard-king who is a 16th level fighter and a 23rd level magic user.
  • They are monastic. Their fortresses on the prime material have adamantite walls and they house about 500 githzerai.
  • They have highly-developed psionic powers.
AD&D 2nd Edition

They are still chaotic neutral and there's a quote that sort of shocks me: "Their skin tone is that of human caucasian flesh".
  • Their silver swords are two-handed swords +3 and are of religious value.
  • They can plane shift to many planes.
  • We are told that when Gith freed them from the mind flayers, the githzerai fell sway to the teachings of a powerful wizard who proclaimed himself king - and later, god - of the people.
  • Githyanki cities in Limbo hold 100,000 githzerai or more.
  • The city of Shra'kt'lor holds 2,000,000 (!). It is where military types plot against the githyanki and the mind flayers.
  • The legend of Zerthimon is explained (see above).
  • The githzerai sometimes form rrakma bands: 30 to 60 githzerai head out into the planes for three months, hunting mind flayers.
Some githzerai are semi-priests of Zerthimon, known as Zerths. Zerthimon is not a god, but rather a historical figure whose teachings the zerths follow. It actually says here that the wizard-king would like to stamp out the legend of Zerthimon. I've never really heard much about this wizard-king.

The Planewalker's Handbook

This book allows 2e players to make a githzerai character. The githzerai have eyes of gray or yellow, and they tend to be somber.

Three Truths: To the githzerai, there are only three truths:
  1. The githyanki and illithids will never be anything but mortal enemies.
  2. They will allow nothing to hinder the survival of their race.
  3. No one will ever enslave them again.
Magic Resistance Backfires: Get a load of this. Because of their always-active magic resistance (5% per level - meaning that if a spell is cast on them, there's a 5% per level chance the spell has no effect) magic items sometimes don't work for githzerai! So when a githzerai character picks up a magic item, there's a 5% chance per level that the item is useless in their hands forever after.

Role-playing Notes: "Everyone you know is a slave - but you won't let the shackles of easy conformity and control wrap their seductive chains around you."

Planes of Chaos

Chaos-Shapers: This boxed set has a section on Limbo, where the githzerai live. It is a place of chaos, but those with a high intelligence score can can create an orderly environment. Someone with an intelligence of 19 can create a stable area 1 mile across!

Those who specialize in this activity are known as anarchs or chaos-shapers. Powerful anarchs can maintain entire cities, even when not fully concentrating.

The Wizard-King: The leader of the githzerai is Zaerith Menar-Ag-Gith - the Great Githzerai. A common githzerai saying: "Better the heartfelt devotion of a free soul than the grudging obedience of a slave."

D&D 3rd Edition

In this edition, the githzerai have a more alien appearance, with slits for noses. They have psionic powers like feather fall, daze and shatter. They can also create inertial armor that gives them a bonus to their armor class. Their alignment is now "Any Neutral".

We get this quote: "The githzerai's history of imprisonment was the foundation of the monastic lifestyle in which all githzerai learn from childhood how to eradicate potential oppressors and enemies (anyone not a githzerai)."

D&D 4th Edition

Hold on tight, there's a ton of githzerai stuff in 4e. This is partly due to the fact that the Elemental Chaos got a lot of attention, and the githzerai live there. Limbo does not exist in the 4e cosmology, so the githzerai moved into a new home. There's a few new types/classes of githzerai...

Githzerai Cenobite: They have a stunning unarmed strike, and they can focus for a round so that they gain a +5 to hit and an auto-crit on their next attack.

Githzerai Mindmage: They fire off mindstrikes, which do psychic damage and daze their targets. They can also unleash concussion orbs once per encounter, that knock people prone.

The githzerai are officially Unaligned! I know some people hated that, but I always liked the Unaligned option as it ended alignment debates at my game table. 

The city of Zerthadlun (new spelling) is described as an austere walled settlement, an oasis of calm where githzerai contemplate order, destiny, entropy and destruction.

Players Handbook 3
This book makes the githzerai a playable race. They speak Deep Speech rather than Gith (4e streamlined the languages).  Male githzerai keep their heads shaved or tonsured and braided. Females wear their long hair close to the head in braids or tight buns.

We also learn that their commitment to asceticism means that they generally disdain displays of wealth and that githzerai live about as long as humans.

Manual of the Planes
Life in Limb...err..the Elemental Chaos
Zerthadlun is further detailed in this book. It is a walled city guarded by cenobites, who have taken a vow to obey the community's rules and defend it. They make up 75% of the population and live in communal housing and work in fields.

There are 19 cenobites in Zerthadlun known as The Sustainers. Their job is to meditate and keep the Elemental Chaos at bay. Their retreat is at the exact center of the city.

The Plane Below

This book has quite a bit of information on the githzerai. It mentions a place called the Arsanith monastery, a center of perfect order that is "cloaked from all who are not worthy". Anyone who has found enlightenment is welcome there (even githyanki!).

There is a great sidebar that discusses Zerthimon's fate. It is known that he trained his monks and led the people and then disappeared. Theories:
  • He achieved enlightenment and became an immortal being of pure energy no longer troubled by thoughts of violence against his enemies.
  • Others say he simply died and had a grand funeral.
  • Others say he became a lich and went into hiding, afraid that if this became known, his people would turn away from his teachings. This theory is offensive to githzerai, especially considering that the githyanki are ruled by a lich-queen.
Sanzerathad: A large town in the elemental chaos built on an earthmote at the exact confluence of multiple chaos currents. The effort taken to keep the place from being destroyed is immense. It is said that somewhere on the mote is a room with no doors with something very special inside.

Sanzerathad is ruled by the leaders of two factions:
  • The Blades of Discipline: The protect the physical grounds, patrolling the streets and slaying slaads.
  • The Hands of Order: They spend their time meditating, mentally keeping Sanzerathad from physically crumbling apart.
Liricosa
Liricosa: The only githzerai to acheive true enlightenment. He is a mysterious fellow who wanders the planes with 20 disciples, unfazed by anything. Some think he's actually a creature from the Far Realm in disguise. Each night when he goes to sleep, he tears a page from a book, wets it, and places it on his face.

Dungeon Magazine 160
This issue has an adventure called "Den of the Destroyer", part of the Scales of War adventure path. It's about gnolls living in an old githzerai monastery called Fortress Graystone. Decades ago, the githzerai vanished without a trace.

The fortress has a githzerai mind trap that teleports you around to different chambers, a training room with a waterfall and aqueducts, a meditation hall protected by githzerai psionic echoes. It is a pretty great location for you to base a githzerai outpost on.

The adventure is pretty good, but it didn't have much to do with the Scales of War path, which was annoying.

Dungeon Magazine 164

The Siege at Akma'ad
Another Scales of War adventure features githzerai. It is Haven of the Bitter Glass, probably one of the best 4e adventures ever written.

It's a complicated story, but basically the githyanki are working with Tiamat to kill Bahamut. The githzerai oppose them.

There's some NPCs in this who were pretty popular with my group, including Tokk'it (also known as "Hot Tokk'it"). This adventure kicks off with the heroes having a huge airship fight against the githyanki, and then they go on to help defend a githzerai fortress called Akma'ad against a githyanki siege.

They meet a blind githzerai monk named Odos who drinks a lot of fekk - a githzerai hard liquor. He is dour, pessimistic and suspicious. Check out this flavor:

This is an awesome adventure.

D&D 5th Edition


The githzerai are back in Limbo. "Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise."

On Zerthimon: "Although Gith won her people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers."

They are lawful neutral. At last!

Planescape: Torment

Dak'kon
In the game Planescape: Torment, you meet a githzerai named Dak'kon. Through lengthy conversations with him, you can learn a lot of githzerai lore. There are three main things that I think you should use for your game:
  • Githzerai sayings.
  • The Karach (the githzerai's answer to the githyanki silver sword)
  • The Unbroken Circle of Zerthimon: The bible of Zerthimon, basically. Yes, the game writes the whole thing out.
Githzerai Sayings:

Things your githzerai should say:
  • Githzerai always talk about knowing, truly *knowing* things and places: "The city exists, but it does not know itself. In not knowing itself, its existence is flawed."
  • Farewell: "Endure - In enduring, grow strong."
  • Somber declaration: "In Zerthimon's name."
  • There can be no compromise on this: "There cannot be two skies" (this is a reference to what Zerthimon told Gith after the rebellion).
  • If someone hits on you: "Is it your will that our two paths become one?"
  • None of your beeswax: "Our history does not need to be made known to you. We would bleed to death on time's blade before I recited a fraction of the histories of our people."
  • What the githzerai do in Limbo: "There, we mold the matter of Limbo with our minds. We forge cities with our thoughts. In its chaos we dwell, with only our *knowing* to preserve us. We are the githzerai."

 The Karach:

This is the githzerai's answer to the infamous silver swords of the githyanki. These weapons are wielded by zerths. The karach is a two-pronged blade, made of some metal whose surface swirls like a film of oil on a pond. The blade shifts with the wielder's temperament.

So, if someone says something your githzerai doesn't like: The weapon suddenly turns a flat black, mirroring the githzerai's icy glare.

Talking to Dak’kon in the game reveals that his karach is shaped and sharpened by his mind. Dak’kon’s blade is somewhat degraded due to a spiritual crisis. The Karach is a status symbol, a window to the soul and a companion. As said in the game:

"It is a mirror that reflects the will of the wielder on its surface and in its edge. When one knows themselves, the blade is strong - harder and stronger than steel. When one does not know themselves, the blade is as water - formless and weak."

In the game, the karach has three forms:
  1. Low: "Kinstealer"
  2. Middle: "Chained"
  3. High: "Streaming"
The Unbroken Circle of Zerthimon

This is a round stone made up of a series of interlocking circles that fold out from one another. As you open the stone like a puzzle, text is revealed - the teachings of Zerthimon. From what I can tell, their are eight "circles" to master.

The game actually writes out all eight circles! The entire teaching of Zerthimon. I have re-typed one circle here as I think it gives you a ton of insight into how to make a githzerai work. This story is about Zerthimon's time as a slave of the mindflayers, farming on a field full of githzerai corpses (the mindflayers had sucked the brains out of their skulls).

The Second Circle of Zerthimon:

"Know that flesh cannot mark steel. Know that steel may mark flesh. In knowing this, Zerthimon becomes free.

Know that the tentacled ones were of flesh. They relied on the flesh and used it as tools for their will. One of the places where flesh served their will was the Fields of Husks on the False Worlds of the Illithids.

The fields were where the bodies of the people were cast after the Illithids had consumed their brains. When the brain had been devoured, the husks came to be fertilizer to grow the poison-stemmed grasses of the Illithids. Zerthimon worked the fields with no knowing of himself or what he had become. He was a tool of flesh, and the flesh was content.

It was upon these fields that Zerthimon came to know the scripture of steel. During one of the turnings, as Zerthimon tilled the fields with his hands, he came across a husk whose brain remained within it. It had not been used as food. Yet it was dead.

The thought that the husk had died a death without serving as food for the illithids was a thought Zerthimon had difficulty understanding. From that thought came a desire to know what had happened to the husk.

Embedded in the skull of the husk was a steel blade. It had pierced the bone. Zerthimon realized that was what had killed the husk. The steel had marked the flesh, but the flesh had not marked the steel.

Zerthimon took the blade and studied its surface. In it, he saw his reflection. It was in the reflection of the steel that Zerthimon first knew himself. Its edge was sharp, its will the wearer's. It was the blade that would come to be raised against Gith when Zerthimon made the Prounouncement of Two Skies.

It was then that Zerthimon came to know that flesh yielded to steel. In knowing that, he came to know that steel was stronger than the illithids.

Steel became the scripture of the people. Know that steel is the scripture by which the people came to know freedom."


In case you're curious, here's a quick synopsis of the other circles (the first circle is just the basic origin of the githzerai).

Third Circle: An illithid called Arlathii Twice-Deceased suspected Zerthimon of being a rebel. Zerthimon endured punishment - he was placed on the pillars of silence and was tortured.

Fourth Circle: A githzerai called Vilquar saw no freedom in rebellion. He became a spy for the illithids, answering to a mind flayer called Zhijitaris. Zerthimon tricked Vilquar into thinking the rebellion was over. Vilquar's "reward" from Zhijitaris was that his brain was eaten, as his usefulness had come to an end.

Fifth Cycle: Zerthimon joined with Gith in the rebellion.

Sixth Cycle: Gith's rebellion was successful. Once they were free, Gith wanted to keep killing illithids, and then bring war to other races:

"In Gith's heart, fires raged. She lived in war, and in war, she knew herself. All that her eyes saw, she wanted to conquer."

Gith said that Zerthimon must obey her. She said, "We must be under the same sky in this matter."

"From Zerthimon came the Pronouncement of Two Skies. In the wake of his words came war."

You know what the pronouncement was, right? Zerthimon told her: "There cannot be two skies."

Seventh Circle: Time is an ally, not an enemy. Patience can sharpen even the smallest of weapons.

Eighth Circle: There is nothing that can stand against unity. A divided mind is one that does not know itself.

What I got from all of this is that the githzerai are philosophers - they seek to understand why their lives have been so hard.

Dak'kons Story: (spoilers)

It is revealed in the game that after much contemplation, Dak'kon thinks that Zerthimon is a fraud. He believes that, in the third circle story, when Zerthimon was tortured, he broke under the torturing. He did not endure. Zerthimon became a spy for the mind flayers but got lucky - Gith's rebellion succeeded.

Dak'kon suspects that his "god" and his entire religion might be a lie. And so, his karach wavers. He was one of the people in charge of psychically holding back the chaos in a city in Limbo, and because he was weakened due to not *knowing* Zerthimon, the chaos collapsed in on the city and consumed it during a githyanki assault.

How epic is that?

This completes a trilogy of guides for me. Here are the other two:

A Guide to the Githyanki
A Guide to Mindflayers


The Great Modron March - The Unswerving Path

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Pentadrone and a monodrone
Note: I just posted our first podcast, which discusses this session in some detail. It is not safe for work and some might find it offensive. Check it out: Trap Bait - A Podcast About Dungeons & Dragons. You can send us questions for us to answer on episode 2 here.

We played the second chapter of The Great Modron March converted to 5th edition D&D last night. It was better than the first. We haven't hit our stride yet, but there's a bit of a learning curve when it comes to establishing the feel of Planescape. There's a lot of lore to dump on the players and it is tricky to manage.

I wanted to implement a rule I read in Monte Cook's Planewalker's Handbook. Instead of 5e's "Inspiration" rule, we're going to use belief points.

Belief Points

When your character adheres to their beliefs, they get belief points. You get two points if you adhere to your beliefs to your own detriment. You get three points if you put yourself in great peril.

You can spend belief points.
  • 1 Point: You get an auto-success on a roll.
  • 3 Points: You have a "gut feeling" that can lead you through an obstacle (I think of it like the luck potion in Harry Potter). I intend to use this to let the heroes stumble into great success, hopefully in a fun or funny way.
The Party

Theran - Elf Wizard, a philosopher hermit
Bidam - Dragonborn Fighter, looks for treasure in garbage piles

Chaos in Automata

We picked up right where we left off. The modron march had begun in the gate town of Automata. The people of Automata are incredibly particular about rules and order, and had a series of escalating freakouts:
  • The modrons were stepping on an excessive amounts of cracks in the street.
  • A modron bumped into a man, who dropped his government-issued handkerchief on the ground.
  • The modrons kicked up a dust cloud which caused the citizens tunics to become dirty, and the guards couldn't issue uncleanliness fines fast enough.
  • The villain from the last adventure, Jezrene, could not handle the chaos. She is part of the Council of Anarchy, but to her anarchy means wearing different-colored socks. The modrons showing up ahead of schedule was way too much for her, and she began shouting swears, which caused even more fines to be issued.
The adventurers fled the scene, taking the portal back to Sigil.

The Downtime Adventure

Cadaver Collector
This adventure has big gaps of time between the different scenarios. From what I understand, the march unfolds over the course of about a year. There's supposed to be a month or two before the next scenario happens.

One of the things I love the most about 5th edition is the concept of "downtime", a system that allows the heroes to handle tasks between adventures. Stuff like running a business, carousing, etc.

I decided to cook up a low-threat/no-threat mini-adventure to allow them to play out how they spent their time between scenarios.

The adventurers worked for a Dustman. Their job was to find metal for him to use to build a cadaver collector. The Dustmen pick up the dead bodies of Sigil and bring them to their mortuary. Many Dustmen catch diseases from handling the corpses. By building a golem that collects dead bodies, the Dustman could send it out and do his work for him.

Alamandra the githzerai
For 2 months, the heroes hunted scrap metal dumped by the dabuses. They came upon a githzerai woman who was new to Sigil named Alamandra. I used her to dump githzerai lore on them from my recently-completed article on githzerai. I went a little overboard, as it was all fresh in my brain. They didn't know what to make of her.

I was able to convey that Planescape is partly about philosophy and exploring different points of view.

After two months, the collector was nearly assembled. The dustman needed a magical ingredient - water from the silver sea of Celestia bathed in by an archon.

Mount Celestia


Our heroes used a portal to go to Celestia, and were immediately met by archons who needed the help of the heroes. The modrons were marching toward a town called Heart's Faith. The archons were forbidden to interfere due to an ancient pact with the modrons. Because the march was happening over a century early, the people of Heart's Faith were doomed if someone couldn't help them.

This is a tricky part in the adventure. The adventurers are supposed to get to Heart's Faith ahead of the modrons, but not by much. The whole scenario depends on the fact that the people of the town don't have time to evacuate. But if the heroes have a way to fly there (mine don't), then it seems like that could be a problem. How long does it take to evacuate a town? I honestly don't know.

Another issue is that this scenario culminates in the modrons marching right through an orphanage. You'd think that would be the first place evacuated, right? That was the very first place the adventurers wanted to deal with as soon as the Heart's Faith section began. The adventure has it where there's a protective force dome over the place, but why not just get the orphan out and to safety?

Heart's Faith

The route of the modrons
It is an awesome mini-adventure, but you need to think ahead of time and be ready. I would say, in retrospect, the best thing to do is to cut the starting distance between the modrons and Heart's Faith. In the adventure, the modrons need 10 hours to get to Heart's Faith. I'd cut it to... 2 hours? 3?

The heroes arrived at Heart's Faith and found out the ruler was away, and in his place was an aasimar named Cauldronborn. He's a laid back fellow. It is really fun to run angel-type NPCs, people who are used to living in Paradise and enjoying life. I ran him like he'd almost forgotten what it was like to have something go wrong.

Cauldronborn freaked out. Heart's Faith was on alert. After consulting plans, the heroes saw that buildings had been erected that were going to be right in the path of the modrons.

The modrons came marching through. The heroes tried to debate the modrons, and quickly realized that the modrons could only sense their immediate superiors and inferiors. This is information I gleaned from their Planescape monstrous compendium entry and I liked it. I knew it might get tricky or confusing, but it's so unique and ripe with possibility that I wanted to include it.

So basically, a tridrone orders around duodrones and obeys duodrones. It can't perceive monodrons or pentadrones in any way. Almost no modrons are even aware of the existence of their god, Primus.

A pentadrone lunged at Cauldronborn. Bidam jumped in and pulled Cauldronborn out of the way of the modrons.

We did a few encounters, including one where an old sage tried to protect a tavern by lying to the modrons about a law that prohibited modrons from marching through it. The modrons informed him that the penalty for lying about a law is death. The heroes rescued the old fellow.

The Pentadrone Plan

20 guards of Heart's Faith stood in front of a temple of Mitra. The modrons marched toward it, but the guards refused to budge. The modrons ordered them to move aside.

This is where Theran had an idea. He had seen that the march was led by 5 pentradrones. He theorized that if all 5 pentadrones were killed, then the modrons would have no one to give them orders, and they'd just stand there.

I liked the idea. I know that it is possible the duodrones would simply take command, but in my head I thought at the very least, the march would be stalled.

Theran had archons fly around the city, and tried to coordinate a synchronized strike.

The heroes decided to attack the pentadrone with the aid of the guards at Mitra's temple. They knew they'd have to kill the pentadrone right away on the very first round, otherwise all of the modrons would attack on their turn and everyone would be slaughtered.

Bidam sliced into the pentadrone. Theran missed with a chromatic orb. Two guards rolled natural 20's, scoring critical hits on the pentadrone and dropped it! Once slain, it became ash and it's weapons clattered to the ground. Back in Mechanus, a new pentadrone was born - a duodrone was immediately promoted.

The rest of the modrons were startled. Throughout the city, the other pentadrones were killed in a similar fashion. While the modrons stood there, blinking, awaiting the arrival of new superiors, the heroes and citizens fled Heart's Faith.

The modrons eventually resumed their march, trampling to the docks, building a bridge and marching to the portal hovering out in the ocean to their next planar destination.

I think I will have the modrons establish a protocol as a result of this incident - should all the pentadrones be killed, the duodrones take over. Otherwise, this might be the heroes solution to all modron march problems.

It was a good session and this is a great adventure. Next week's is especially interesting, as bad guys snatch modrons, take them apart, and try grafting modron limbs onto people's bodies to create super-soldiers!

Princes of the Apocalypse - Sacred Stone Monastery

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The game store now has five full tables running Princes of the Apocalypse. D&D 5e continues to grow here in New York.

I lost a player this week - the wild sorcerer. It's too bad, as he was a lot of fun. I remain concerned that I may lose more players.

I decided to use the elemental evil trinkets in this campaign. I decided to spice them up further, giving them special spell effects using spells from the back of the book.  The trinkets:
  • Transparent Gem: Sunnis, Archomental of Good, whispers to the wielder through the gem and gives advice.
  • Chisel with an Unfamiliar Symbol: Once per day, you can strike the ground with this and cast earth tremor.
  • Eyepatch made of Obsidian: Allows you to cast catapult once per day.
I had considered having the players come up with what the trinkets do, but that's a slippery slope. I asked them what they thought the owlbear ragdoll would do, and they came up with this: It's a bag of holding, and inside is a tiny demiplane where an owlbear lives. It will only hand them their stuff if they give it a snack.

Pretty awesome idea, I thought.

The Party
  • Elf Rogue: Played by a 4th grader, her character's name is Lucky and she has a black cat named "Bad Luck". 
  • Dwarf Cleric: In real life, played by Lucky's dad. He has a scottish accent and worships Ilmater.
  • Drow Rogue: Middle Schooler. Wants to be evil, but Adventurer's League rules restrict this. Has a dog.
  • Goliath Barbarian: Middle Schooler. Really nice guy.
  • Human Bard: The player is about 25 years old, knows the rules pretty well. 
  • Human Paladin: Worships Helm. Played by the bard's dad, who played old D&D and is new to 5e.
  • Human Rogue: A new player. Taking to the game very well.
The Galeb Duhr

Behold! Sedimentarious!
Our heroes had rested at Summit Hall and learned that the earth cult was lurking at the sacred stone monastery. They headed out to take it down.

Upon arriving, the heroes saw that the monastery had been under attack. The fire cult had just unsuccessfully tried to break in and steal a delegate - Bruldenthar the dwarf.

As the adventurers got close, they spotted a wounded fire cultist recoiling in fear from a giant boulder-man. He was a galeb duhr. I added this stuff in to explain the trinkets.

The galeb duhr was named Sedimentarious (I know, it's stupid). He was an agent of Sunnis, the Princess of Good Stone, archenemy of Ogremoch and his earth cult. Sedimentarious had come to the monastery to spy on the cult and thwart their evil schemes. He'd stashed trinkets in the place that would both harm the cultists and aid the heroes.

The heroes killed the cultist and made friends with Sedimentarious. He gave them a special trinket - a wooden box with red clay. The red clay was a symbiote (like Venom from spider-man). It bonded with Squirrel Man and gave him clay armor that also had the beast bond spell woven into it (allowing Squirrel Man to have a telepathic bond with his rogue owner).

Sacred Stone Monastery

The adventurers made their way into the monastery, seeing blood and scorch marks everywhere. What I did was use the fire cult attack as a way to eliminate the boring encounters so we can get through this area faster (great idea from commentor Jake Mitchell!).

The adventurers came upon 6 duergar tending to wounded earth cultists and stacking a pile of dead bodies. A battle broke out. I love how the duergar can enlarge themselves. It was a decent encounter.

The adventurers then came to a hallway with gargoyles, which ended up being two encounters in one. The gargoyles animated and attacked when Lucky opened the door to the main hall where a priest and 3 cultists lurked.

Lucky was able to convince them she was with the cult (cleverly remembering the earth cult hand symbol I had shown them not long before) so they didn't try to kill her.

This battle got bigger and bigger. The rogue grabbed a cultist and bent his leg behind his head, which freed Squirrel Man to try to rip out his adam's apple. What did Squirrel Man roll? Natural 20, of course.

There's a lever in the room that the bad guys want to pull at the right time. Lucky really wanted to pull it, but the players begged her not to. The bard cast a minor illusion on the lever, so the bad guys couldn't see it.

Only Lucky's cat, riding on a hovering driftglobe, could see it. But "Bad Luck" the cat was too far from it to mess with it.

The bard dropped a guard with Tasha' hideous laughter and Lucky finished the guard off with her sharktooth sword.

With the villains defeated, the heroes headed down a set of stairs. It turns out that the lever can collapse these stairs and trap them in a room below with an umber hulk! The adventurers were clever, though, and avoided having this happen.

They came upon a sarcophagus and used their knock scrolls to get through some arcane locked doors. They headed up a set of stairs for an encounter with... a lich.


I was really wondering what they'd do with the lich. In the adventure, the lich warns the heroes to leave him alone and if they keep pestering him, he casts time stop and then cloudkill! The DC for the saving throw is 20, and it does 5d8 damage!

The heroes rolled a pebble at his feet. He was not amused. They left him alone after his final warning.

That was as far as we got. I was hoping to get the majority of this place done tonight but we never get as far as I want. I am very anxious to get into the actual temple of elemental evil as I am having a hard time keeping the campaign from dragging.

Don't forget to check out my new podcast, Trap Bait. It is a large pile of goofy, foul-mouthed fun.

Dungeons and Dragons - A Guide to the Displacer Beast

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The displacer beast is an iconic Dungeons & Dragons monster that sometimes seems like it is forgotten. I don't think I've ever seen an adventure where the displacer beast is in a major encounter, which feels like something of a travesty. While they are often included in a scenario, it is usually as a fight along the way, rather than the feature of a set-piece encounter.

I am going to run down the displacer beast lore from each edition to try to give a clear picture of all the relevant information available to us. I will also do my best to dig up displacer beast appearances in other official D&D publications.

I will also detail the cloak of displacement, made from the hide of a displacer beast, and we'll also look at the hatred that exists between blink dogs and displacer beasts. How that story has evolved is really cool.

The point of this is to give you a good idea on how to run a displacer beast in your game, You should have a nice outline and references to draw from.

Real Life Origins

Displacer Beasts are based on the Coeurl, a monster featured in novels by A.E. van Vogt. I don't completely understand what it did - the Coeurl feeds on people's "id". Not Freud's "Id", but organic phosphorus. It can also manipulate "electric vibrations". Basically, it befriended crew of a spaceship and then started killing them.

There's a lot more detail here.

AD&D 1st Edition

The displacer beast is a "vaguely puma-like creature" with tentacles that are "dead black". The "molecular vibrations of the displacer beast are such that it always appears to be three feet [from] its actual position." Because of this they get a bonus to AC and saves.

It uses its two tentacles in combat, slashing victims with "the rough, horney edges of these appendages".

They hate all life - especially blink dogs. That's a weird little factoid. There's actually art of a pack of blink dogs devouring a displacer beast corpse.

I guess they hate each other because they are dogs and cats? If you check out the blink dog entry, you see that blink dogs can teleport at will, usually appearing behind an opponent.

"There is a great enmity between blink dogs and displacer beasts and the two creatures will always attack each other".

Dragon Magazine #109 - Ecology of the Displacer Beast

This article is written as if it came from the notes of a mage named Jen-Ahb who was later mauled to death by a displacer beast in the "University of Sarkawan". Things we learn:
  • It has six legs and a pair of horned tentacles.
  • It can appear to be up to a yard away from its actual position, an effect caused by "subtle vibrations emitted from its flesh that apparently refract light".
  • Cubs only have nubs, no tentacles.
  • They reach full maturity in four months.
  • Displacer beasts can see through each others displacement.
  • They can jump 20 feet straight up, and up to 50 feet across.
The article explains why displacer beasts and blink dogs hate each other. "The very actions of displacement and blinking seem to interfere with the nervous and mental systems of the opposing creatures." They can detect each other automatically because they sense the displacement or blinking up to 150 feet away.

There's even a pile of fun notes at the end, including:
  • The DM can roll a d10 to determine where a displacer beast's actual location is.
  • Most displacer beasts are neutral, but some are just plain evil.
  • Blink dogs will attack anyone wearing a cloak of displacement with great ferocity.
  • Displacement can not be dispelled like an illusion.
What a great article. It flowed well and was full of information.

Vault of the Drow

In this well-regarded adventure, the heroes explore the underdark and a drow city. The drow nobles have trained displacer beasts as pets. The drow like to form hunting parties to track and kill escaped slaves. The hunting parties include bugbears and trained displacer beasts.

AD&D 2nd Edition

The Monstrous Compendium entry includes piles of stuff from the ecology article. "Their eyes glow bright green, even after death". They hate all life, but never fight among themselves.

A second theory is offered as to why blink dogs and displacer beasts hate each other. Blink dogs are lawful good, and thus they hate the savage and destructive displacer beasts.

"The eyes of a displacer beast are a highly prized, if uncommon, good luck charm among thieves..."

Dungeon Magazine #36 - Asflag's Unintentional Emporium

This adventure is by Willie Walsh, a guy who wrote a ton of whimsical adventures for the magazine in around 1991. This adventure is about a wizard's tower in a city. The wizard, Asflag, was up to all sorts of experimental shenanigans and he kept all sorts of weird stuff in his tower. Asflag tried to summon a creature from another plane but ended up being carried away by the monster. All of the weird items and creatures Asflag had collected now have run of the tower.

Asflag's displacer beasts are heading into the city at night, hunting people and animals, and dragging their kills back to the tower to eat. People in the city are afraid to walk the streets at night. Obviously our heroes need to take care of this.

There's a nice review of this adventure here.

D&D 3rd Edition

They are described as skinny - "...nothing but muscle and bone." It is said that they eat small game and, get this, they can speak common!

Their displacement ability now causes the attacker to have a 50% chance of missing unless the attacker has truesight.

There's a new type of displacer beast - a pack lord. It's a mutant offspring that can grow up to 10 feet high and 20 feet long! Crazy.

Dungeon Magazine #119 - Wrath of the Abyss

Shahg and a displacer beast
This is the final part of a trilogy of drow-themed adventures. It's a complicated story involving the corruption of a city. The adventure actually includes Belgos and Silussa, famous villains from Gary Gygax's Vault of the Drow.

In this, the drow have trained displacer beasts that fight alongside them..

On the cover is Shahng, a female drow who has a "unique fighting style". She drinks a potion of haste and does a dervish dance, slicing into groups of heroes.

D&D 4th Edition

Displacer beasts are now natives of the Feywild. They also "...reside in the tangled forests and dark caverns of the natural world."

Displacement still causes attackers to miss 50% of the time. This effect stops and starts when it is hit and when it moves. This is one of the very few monsters in 4e that have threatening reach (seriously.. I can only think of about 3 creatures that had it).

We get very little lore. Here it is: "Displacer beasts can be trained as attack beasts or guard animals, but they're prone to turning against their trainers."

Monster Vault gives us a bit more info. Displacer beasts have lairs in foliage or up in trees. They take down the weakest targets first. Pack lords are as smart as ordinary people (!).

It is also stated that the are kept as status symbols by "callow young eladrin nobles."

The updated Monster Vault displacer beast handles displacement differently. Now, if a PC rolled an odd number on their attack roll, it misses. An even one hits it. The beast loses this trait until the start of its next turn.

Madness at Gardmore Abbey

This image is explained in the 5e section.
This is a big boxed-set adventure that deals with the deck of many things. The heroes explore the abbey that has been ravaged by the deck and is over-run by monsters.

In one section, the adventurers need to rescue an eladrin's sister. She's being attacked by some stirges and displacer beasts. There's some good flavor text:

"A pale, slender figure with long silver hair flees through the dark grove, her desperate footfalls making hardly a whisper. Behind her and to either side, two feline monsters pursue her in eerie silence toward a ruined bell tower. Their black, six-legged forms are hard to focus on clearly.

Spiny tentacles whip forward from the back of one of the beasts and lash the fleeing figure, who drops with an agonized shriek. A rustling at the top of the tower signals a nest of stirges, awakened to the scent of blood. On the ground, the tentacled beasts move in for the kill.
"

There's even flavor for if the heroes fail to save her: "The corpse of the young eladrin lies still and bone-pale among the roots and climbers of the grove. A star-shaped ring on her finger flares once and then falls dull as plain steel, as though a bright spirit had departed."

D&D 5th Edition

I am interested to see what we have here in the 5e monster manual.

They can't speak common. Their feywild origin has been expanded. Long ago, they were captured and trained by the Unseelie Court, and are used to hunt unicorns..! And pegasi..!! Wow. But the displacer beasts escaped their masters.

The fey hunters tried to track them down with blink dog companions at their side. Wow... awesome. Displacer beasts hunt for food and for sport. They'll toy with their prey.

Their displacement is now tied to the disadvantage mechanic. You have disadvantage until you hit them, then the effect is disrupted until the end of their next turn.

Last but not least, let's check out the cloak..

Cloak of Displacement

In 5th edition, when you wear this cloak it gives you the displacement effect. The displacement works just like it does on a displacer beast. People have disadvantage to hit you! Once hit, it's disrupted until the end of your next turn.

I really like that they made art of the cloak, and went out of their way to show that it is made of the hide of a displacer beast.

I wonder if anyone has a blink dog vest that lets them teleport? I think someone needs to make an adventure based on the conflict between displacer beasts and blink dogs.

Thanks for reading.

The Great Modron March - Ambushed

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We went through the third chapter of The Great Modron March tonight. I had to make a tough call. Jessie couldn't make it, which means I'd be running this for one character. I decided to go ahead and do it. Growing up, one of the best campaigns I ever ran was a solo Al Qadim game. We'd have players jump in sometimes, but most of the time it was just a single rogue.

One DM and one player is a great opportunity to let your hair down and really dig in to find out more about a character.

The Party

Theran - Elf Wizard

Treasure

We left off last time in Heart's Faith, a town in the lawful good plane of Celestia. The heroes had helped stall the modron march so that the people could get out of the way.

Theran slept. The mayor, a lamassu named Lebes, returned to Heart's Faith and rewarded the heroes for their efforts. He gave them some magic items that I'd pulled from the Planewalker's Handbook:

  • Mimir: A mimir is an enchanted skull that can answer questions about the planes.
  • Bottled Breath:  A glass vial holding enchanted air that you could breathe. It is an item to help a PC who stumbles into a toxic planar environment.
  • Planar Compass: This is a little hollow globe. It can point you to planar portals if you have an item from a plane. For example, if you put a pebble from hell in it, the globe can lead you to a portal to hell.
 The Next Leg of the March

Heart's Faith had a portal hovering over the water that led to the gate town of Excelsior. The modrons had built a bridge to it and marched through. The modrons marched through that town and were making their way across the outlands to the gate town of Tradegate.

Word came through that a paladin in Excelsior was looking for help. He wanted to protect the modrons from an evil band of knights called the Tacharim. The Tacharim were snatching modrons and doing who-knows-what with them.

Theran decided to go and help. He went through the portal and met Sir Vaimish, the paladin leader. The paladin's plan was to place guards along the length of the modrons to try to stop the Tacharim raids.

Theran was paired up with an NPC rogue named Xaldra Miloni. She's an NPC that plays into a future chapter. I decided to use an awesome recent piece of Tony DiTerlizzi art to represent her:

Xaldra has a displacer beast cub - a runt that will never grow fully. The beast is afraid of everyone and everything. She keeps her pet in a satchel bag. Xaldra would travel with Theran, as every solo adventurer deserves an NPC helper.

Theran saw that modron march had attracted attention from the people of the outlands. A lot of people (grateful dead-types) were following the march, getting drunk and partying. Or, as it says in the book: "Some see it as a pilgrimage to learn a great truth, and some see it as a big moving party."

I had cooked up some march followers for our hero to interact with. I used this as a way to introduce a few more factions.

Xaositects - Crazy people who believe in chaos. They try to make the modrons go rogue. These two were near Theran's section of the march:
  • Pack-of-One: This man thinks he's a dog
  • Bug-Eyed-Bitch: She is a scary woman who screams insults at the modrons.
Free League - This faction is of people who don't believe in any of the factions and are very wary of them. They watch each others backs, and actually have the power to resist charm magic to a degree.
  • Rodina - A thoughtful Rilmani.
  • Karris - A fancy bariaur musician.
  • Dina Valder - A very aggressive tiefling with a lot of tattoos.
  • Stewart 7-fingers - A tiefling wizard with 7 fingers on each hand. He had a new spell from the Planewalker's Handbook - know faction. He ended up teaching it to Theran.
There was also a bariaur merchant named Giscorl, who pulled a wheeled stall behind him. He sold food, blankets and alcohol to the march followers.

I cooked up a couple of incidents for Theran to deal with, so we could learn about Theran's beliefs and award him some belief points.
  • Giscorl the merchant tried to steal a ring from Pack-of-One. Giscorl figured the man thought he was a dog and thus had no need for valuables. Theran made Giscorl leave the guy alone.
  • Bug-Eyed-Bitch got into it with Dina Valder after Dina said some awful things to her, Theran saved Dina by buying Bug-Eyed-Bitch some booze.
Theran ended up talking with Stewart, trading notes on what the other knew about modrons. Theran learned that when a modron is killed, it is immediately reborn in Mechanus as a monodrone. This causes other random modrons to be promoted. So, if a tridrone dies, it is reborn as a monodrone in Mechanus. Somewhere, a duodrone becomes a tridrone, and a monodrone becomes a duodrone.

The Tacharim Raids

That night, the Tacharim attacked. They rode horses and were accompanied by three hounds made partly of shadow. Theran killed one of the hounds, but the Tacharim were able to snatch three modrons and rode off with them.

The following day, 20 Tacharim stole a bunch of modrons and threw them in a cart. Sir Vaimish asked Theran and Xaldra to follow them. Vaimish noted to them that his sister, Greir, had infiltrated the Tacharim, so they should keep their eyes peeled.

The Rendering Works

The heroes came to the Tacharim's place. There was a watchtower, some shacks and a main building. Under cover of night, the heroes crept up the watchtower, killed the guard up there and took his tabard. The tabard bore the symbol of the Tacharim, a purple flower.

Then they crept up to a window in the main building. Inside, they saw a horrid scene. Modrons were hanging from chains as workers tore the metal parts from their bodies. They also spotted some pits with grates over them - likely prisoner holding areas.

The heroes took count of the bad guys in the room - 10 workers and 3 guards. Theran told Xaldra he wanted to blow this entire place up (which is funny because there is a way to do just that in this adventure).

The pair decided to wait near the weird shacks to see if anyone else came out of the building. They needed another Tacharim uniform. Eventually, a knight came out with a sack - he was coming to feed the hounds that were in the shack! The heroes jumped the knight and cut him down. They threw the food to the hounds to shut them up.

The heroes talked a bit and ended up deciding to go on the attack. Xaldra knocked on the front door and Theran fired a spell through the side window. There was a brief battle. The 10 workers in the room were non-combatants. They turned to run by Xaldra trained her crossbow on them. Theran quickly looked into the pits - he saw a bunch of modrons and a beautiful woman - it was Greir, Vaimish's sister! She'd been found out and thrown in a prison pit.

Theran freed them all. Greir quickly told Theran hat the Tacharim had captured the modrons in order to tear off their mechanical parts, to try to graft them onto their own bodies! Because modrons vanish when killed, they had to be kept alive, even after their parts had been torn off. Theran was sickened.

The freed modrons suddenly talked to each other in modron-speak (which, I like to say, sounds like a dial-up modem connecting to the internet). The modrons transformed, combining into one giant modron (this is a concept I took from a 4e article). The ultra-modron attacked the 10 workers, stomping around and creating quite a clamor.

Theran raced down a hall and saw some doors with warnings about flammable contents. There are, in fact, three rooms right next to each other in this place that contained explosive alchemical ingredients.

Theran and his allies quickly set up a barrel as bad guys poured down the steps of the second floor. Theran and the rogues ran  to the front door. He cast a fire bolt at the barrel, igniting it and causing a chain reaction of massive explosions. He and the rogues ran and outraced the massive fireball that resulted.

They watched as the place burned, hoping that perhaps some loot had survived. But there was something moving. Greir remembered that one of the Tacharim, a priest of Set, had a mercenary side-kick: a fire grue!

The Fire Grue

The fire grue stepped out of the inferno unscathed. He trained a magic flaming crossbow at them. He ranted and raved about how much he loved this job, and that he was going to make them pay! Theran hit him with an ice bolt, that staggered and enraged the grue. He shot Theran with a fiery bolt and then teleported into the blazing inferno.

The grue was standing in a fire to melt the ice. He screamed threats at the heroes.

Theran listened carefully (perception check) and crept near the blaze. He pin-pointed the grue's location, and fired another ray of frost at him - an he rolled a natural 20! The grue shrieked, and was vanquished. His magic crossbow clattered to the ground. Theran took it.

Theran and the two rogues made their way back to the march. Vaimish was happy to see his sister safe and thanked Theran. The rest of the march to Tradegate was Tacharim-free, and Theran was considered something of a celebrity to the paladins and the march followers.

This solo game went really well. George, Theran's player, rolled high all night and he was more than up to the challenge of taking on the Tacharim on his own.

I am really looking forward to the next chapter, as it is a really fun adventure.

Princes of the Apocalypse - Scarlet Moon Hall

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We had 5 tables going once again at the game store tonight. I encouraged some of the other tables to give themselves a group name. The group that is still in episode 4 of Hoard of the Dragon Queen christened themselves the "Butts". The group that has gone completely off-script and are now playing a Freeport adventure are known as the "Semi-Aquatic Weasels".

I cooked up some more spell-infused trinkets:
  • Owlbear Ragdoll of Holding: This Ragdoll has an opening in its belly that acts as a bag of holding. Inside the bag is a tiny forest demiplane that is home to an owlbear. The owlbear will only hand out items when fed.
  • Pewter Clasp: This clasp is charred and glows as if smoldering, but gives out no heat. Once per day the wielder can cast pyrotechnics.
  • Enchanted Flint and Steel: This flint and steel makes fire of random colors. Three times per day you can cast create bonfire with it.
  • Gauntlet of Zaaman Rul: This gauntlet bears the symbol of Zaamn Rul, The god prince of elemental fire. Once per day it can cast Aganazzar's scorcher.
My goal tonight was to get the party to Scarlet Moon Hall, which is the fire cult outpost. I hoped to get them to the set piece encounter, involving a giant burning wicker man. I was excited, as I like Scarlet Moon Hall and, once it's done, we will finally actually get in to the Temple itself!

The Party
  • Elf Rogue: Played by a 4th grader, her character's name is Lucky and she has a black cat named "Bad Luck". Her character loves ghost peppers.
  • Dwarf Cleric: In real life, played by Lucky's dad. He has a scottish accent and worships Ilmater.
  • Drow Rogue: Middle Schooler. Wants to be evil, but Adventurer's League rules restrict this. Has a dog.
  • Goliath Barbarian: Middle Schooler. Really nice guy.
  • Human Bard: The player is about 25 years old, knows the rules pretty well. 
  • Human Paladin: Worships Helm. Played by the bard's dad, who played old D&D and is new to 5e.
  • Human Rogue: A new player. Taking to the game very well.
The Mines
Owlbear Ragdoll
The adventurers had met the lich in the Scared Stone Monastery. They left him alone, and continued to explore the mines underneath. They entered a room where an ogre named Drool and three orogs were beating up a fire cultist. The fire cult had just attacked this place and been defeated.

An orog demanded the secret sign, and the party paladin immediately gave them the triangle symbol. He had paid attention!

The heroes decided to join in on the pummeling. They sliced the poor guy with a halberd, cut both of his achilles tendons, and then shot him in the heart. Then they put an arrow in the corpse's head. The party cleric was disgusted. He ended up casting spare the dying on the poor guy at the first chance.

The ogre had found a magic item - the owlbear ragdoll of holding. He was baffled by the weird forest demiplane inside, and the owlbear. Lucky went over and ended up climbing in. She made friends with the owlbear (I believe her friends list in D&D is up to 10 NPCs now). The ogre stuck his head in and watched. His face was gigantic in the sky. His drool fell from his mouth and created a tidal wave. Lucky climbed a tree to save herself.

The adventurers had seen enough. They attacked the orogs. A rogue fired an arrow at the owlbear ragdoll, shooting it out of the ogre's hands. Squirrel Man, the squirrel with magic miniature armor, was launched at an orog. Squirrel man tried to climb into the orog's nose.

Lucky climbed out of the owlbear ragdoll and slapped the ogre in the face, which made him mad. A rogue ran over and sliced the ogre's achilles tendon, and then the bard cast Tasha's hideous laughter on him.

Once the bad guys were dealt with, the cleric chastised the party for being so vicious. The player is Lucky's dad in real life. In the previous campaign, he played a very violent rogue. Now he is playing a super-nice character, which I like.

The heroes explored further and found 17 prisoners. They freed them. It turned out that one of the prisoners was Bruldenthar, a dwarf from the Mirabar Delegation. He told the adventurers about how the delegation had been captured by the earth cultists, and how the air cult had stolen a prisoner from them. Bruldenthar believed that the rest of the delegation was being kept in a place called... The Temple of Elemental Evil.

The Heat Wave
The adventurers left the Monastery and decided to bring the prisoners to Red Larch, where they would be safe.

A heat wave had hit. I had some hell hounds track them. The heroes heard howling and saw scorched paw prints. The hounds attacked at night when the heroes camped.

Attacking PCs when they are sleeping is always weird. Who sleeps in their armor? Is it even possible to sleep in plate mail? I generally just let them do it, because honestly they're in big trouble if they don't have their armor. The hell hounds are tough!

The hounds made awesome stealth checks and took the party completely by surprise. A tent was set on fire and heroes were mauled. Two PCs actually were dropped early on in the battle. The adventurers won out. I made sure to say that when slain, the hounds became a pile of ash, as I'd just read their entry in the monster manual prior to the game.

Poison!

A few days later, the heroes returned to Red Larch, to deposit the prisoners and regroup. There was all sorts of Red Larchery:
  • They saw a bunch of kids pretending to be the heroes from Tyranny of dragons, re-enacting the "gem floating over a lake" encounter of Xonthal's Tower.
  • Minsc and Boo met the heroes in a tavern. Minsc decided that his hamster should battle Squirrel Man to see who was tougher. As far as I know, Boo is just a normal hamster, so he was in big trouble. Squirrel Man kept rolling low, though, so basically Squirrel Man would leap at Boo, but Boo would lean over to grab a nut and Squirrel Man would fly right by. Lucky helped out by giving Boo a seed tainted by a ghost pepper. This staggered the hamster, which allowed Squirrel Man to deliver a piledriver to end the battle.
  • Really the point of this bar trip was to run the "poison ale" encounter. There's a water cult spy in Red Larch who wants revenge for the heroes destroying Rivergard Keep. When you're running an encounter like this, you can't just say 'you're in a bar and a guy buys you drinks - do you drink it?' It's too obvious in a meta-game way. You have to throw a number of details and questions at them, all benign, so that way the poison ale doesn't stick out like a sore thumb.
So I had the owner of The Swinging Sword buy them a round of (safe, normal) drinks and asked the players, "Do you drink it?" They did. Then I had people come up and talk to them, stuff like that. Then I hit them with this Justran guy, who bought them a round of (poison) drinks. Well played, I thought.

But my players were too savvy! They all immediately felt something was up and they checked their drinks. The guy got nervous, and ended up trying to run but got hit with a blindness spell. He ran into a wall.

The characters roughed him up, and he admitted he was with the water cult and that Gar Shatterkeel would destroy them all. The guy was placed in the custody of Harburk, the constable.

The heroes picking out the poison ale was, in my opinion. an example of "good play". I did my job in trying to avoid meta-game pitfalls, and they succeeded in the encounter thanks simply to being on their toes.

The Haze at Scarlet Moon Hall

The heroes had learned from the fire cultist they saved that the fire cult was up to no good at the Scarlet Moon Monastery. The next day, the heroes headed for the place.

It's a really cool location. The fire cult is disguised as druids. They are claiming they're going to do a ritual to end the heat wave, and have invited other druids and people to join in. Really, they're recruiting for the fire cult.

The place is on a hill. There's a lot of bonfires on the hill, which creates a haze over the whole place (lightly obscured). At the top of the hill is a tower and a giant wicker man, on fire.

At each bonfire are some NPCs. Some are actually good guys who think the ritual is legit. Others are cultists or bad guys that the cult is trying to recruit.

The adventurers met some druids and their elk. The druids were friendly. Lucky fed an elk a ghost pepper, which didn't go so well.

The heroes went up the hill, and met two hairy guys hanging out by a bonfire. They gave the adventurers the stink eye and told them to move along. A party rogue started arguing with them and a fight broke out. The cleric chastised the rogue.

These hairy dudes were werewolves! I was hoping a PC would get bit and get the curse of lycanthropy. I thought that might be fun. But I rolled low.

Lucky kept hugging the werewolves (remember, her player is 9 years old) and she got upset when the rogue killed one of them.

She wanted to befriend them, but they both ended up dead. There was a bit of a squabble between players over this, which sort of illustrated the slight issue in the group - some of the players just want to play grim vigilante type characters, while others want to be a bit more subtle. Everyone is generally very willing to let Lucky do her fun stuff, but sometimes things like this pop up.

It was an above average session, maybe the best one that we've had since the campaign started. Next week we will have the big wicker man battle and we should also actually get into the Temple itself!

Dungeons & Dragons - A Guide to the Nightmare

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Today we're going to take a look at another classic D&D monster - the Nightmare. It's an evil, flying black horse with flaming hooves. A nightmare is the perfect mount for the main villain of your campaign.

Real Life Origin

There doesn't seem to be one main source that nightmares were taken from. There's a bunch of theories as to what might have inspired their creation:
  • A "mare" is another word for horse, so it could have been just a creative connection someone came up with.
  • The french word for a nightmare is "cauchemar", which translates as "a spirit that tramples". In 3rd edition, there's a tougher version of a nightmare known as a cauchemar.
  • The Greek god Helios had a chariot driven by "fire-darting steeds" named Pyrios, Aeos, Aethon and Phlegon. Others claim the horses to be named Abraxas, Aethiops, Eous, Bronte and Sterope. Bronte and Sterope are known as "Thunder and Lightning".
  • "Nightmare" in italian translates to "incubo", or "incubus", which leads to this next point...
  • They may also be linked to sleep paralysis, where the victim claims to have encountered a "nightmare" (a night hag). Check out this article on sleep paralysis and the incubus.
AD&D 1st Edition

This is one powerful creature. It has an AC of -4 (for newer players, in 5th edition terms that's an AC of around 24)! It has three attacks and is highly intelligent.
  • They are ridden by demons, devils and night hags. Sometimes they are also ridden by spectres (?), vampires or liches."...gaunt and skeletal with a huge head, glowing red eyes, flaming orange nostrils, and hooves which burn like embers."
  • During combat they create smoking clouds that cause a penalty to hit and damage.
  • They can fly, become ethereal and travel the astral plane.
  • Without a rider, they attack material beings out of pure hatred.
Escape from Thunder Rift

I don't have this adventure, but I was able to dig up some information. The lesser nightmare 3e stats are here. Apparently the lesser nightmare was also in the 3rd edition Planar Handbook, which I also do not own.

From what I can tell, the elesser nightmare has little in common with a true nightmare. It's actually undead and, from what I can see, can't fly. It might just be an undead horse.

AD&D 2nd Edition

In 2e, nightmares were detailed in the outer planes appendix and then updated slightly in the Planescape Monstrous compendium.
  • They communicate to each other through "empathy". They can understand commands from evil riders.
  • They don't need food or air.
  • While they will gleefully serve as a mount for any mission involving evil, nightmares will do what they want, sort of like an evil, intelligent magic item.
  • Calling on a nightmare can be done of wizards 5th level and higher. The wizard has to cast mount, then monster summoning III, and then wall of fog. Then the nightmare must be fed oat-like flakes of platinum worth at least 200 gp. Then the wizard is its master for 72 hours.
  • Once per decade in the plane of The Gray Waste (aka Hades), there's a Gloom Meet - a gathering of lower planar creatures to plan evil deeds. Nightmares have the job of spreading the word of a Gloom Meet. The nightmares "ride the planes in a terrifying charge that notifies all that the Gloom Meet has started."
  • When nightmares die of 'natural causes', they travel to the Hill of Bone in the Gray Wastes to die. There, the skulls of the dead nightmares call out to their living brethren.
Secrets of the Lamp

Steam racing Eversmoke
This is a boxed set about genies that contains an awesome adventure involving nightmares. I love this adventure (and boxed set), and it is the main reason I wrote this article. The scenario, called "In the City of Brass", is in the adventure book.

In the City of Brass in the Plane of Elemental Fire, the sultan of the efreet has an annual event known as The Sultan's Steeplechase. It is a race on a racetrack where any mount is can be ridden (no flying, though).

The race includes some really weird mounts:
  • A djinn prince riding a snow-white buraq (a "horse of heaven" with a human face).
  • A dao riding a black lamia (yes, a woman with a lion's lower half.).
  • Other genies riding giant, red-headed lizards.
The heroes end up the guests/prisoners of a genie named Miraz, who is in love with one of the party. Miraz owns an albino nightmare named Steam. "Steam is a magnificent silvery-white, albino nightmare. When the foal was born white, Miraz knew that he should give the animal to the Sultan, who prizes such animals greatly. But he couldn't bring himself to do it, despite his better judgement."

There's a whole convoluted escape scenario. Things are meant to end up where the Sultan decrees that a hero must ride Steam and race Miraz, who rides a nightmare named Eversmoke, through the City of Brass.

We are given a pile of fun race rules and situations, including obstacles to be jumped, crowded streets, and "slippery trash". Spells are allowed, so of course the jerk Miraz casts wall of fire in front of our poor PC.

I ran this way back when, modified. I actually had a PC participate in the steeplechase, and it was really great - one of the best sessions of the whole campaign.

D&D 3rd Edition

There's two types of Nightmares in the monster manual. There's nightmares, and there are "cauchemars".

Regular nightmares are similar to older versions. Here they now officially have flaming hooves that set "combustable materials alight".

A caushemar is bigger (huge instead of large). It has a 26 AC and +15 to hit. Wow.

Fiendish Codex II. Tyrants of the Nine Hells
In this book is a monster known as a narzugon. It's human-sized and wears spiked plate armor. If you see a narzugon's face, you see your own fears (giving you the "shaken" condition.

Narzugons are the elite cavalry of the devil army. They ride nightmares, who they captured and tamed. The narzugons have cold iron lances, which he charges with. Narzugons often go on missions to recover evil items or to destroy temples of good.


D&D 4th Edition

In the 4e cosmology, nightmares dwell in the Shadowfell. Mortals who survive a nightmare attack actually suffer from bad dreams... or nightmares.
  • They gather in packs and hunt in the Shadowfell and "lonely roads of the world". 
  • A powerful evil creature who wants a nightmare for a mount needs to defeat it in combat. 
  • Riders gain the nightmare's fire resistance.
If killed, the nightmare's flames gutter out and all that remains is a mane and a tail of ash that quickly disperses.

D&D 5th Edition

The nightmare's AC is down to a reasonable 13 now. It continues to grant fire resistance to its rider. It can take a rider and up to 3 willing creatures to the Ethereal Plane.
  • Summoning it now requires "a worthy sacrifice". 
  • This is very disturbing. Where do nightmares comes from? They are created from a pegasus! Transforming a pegasus into a nightmare involves "...the torturous removal of a pegasus's wings".
Using Nightmares in Your Campaign

How weird is it that Venger from the old D&D cartoon rode a nightmare? He has wings! What is he, lazy?

It seems like Nightmares are under-used. I dug quite a bit, but this was all the material I could find on them. Here's some ways to use nightmares in your game:

  • Rescuing a pegasus from some dirtbag who wants to turn it into a nightmare seems like a really cool session.
  • The whole concept of the Gloom Meet begs for exploration. The nightmares rampage across the planes alerting everyone of the impending meet. Maybe your heroes need to trick a nightmare herd into taking them to the meet?
  • A trip to The Gray Waste to explore where nightmares go to die seems like an awesome idea for an adventure.
  • I would highly recommend the "albino nightmare" concept. Nightmares are already special, the idea of one even more special makes it very valuable.
  • An honor-bound narzugon riding a nightmare tries to take down a church of a good deity. Perhaps the whole thing culminates in a joust.
  • I get a kick out of the idea of the PCs riding pegasi battling people riding nightmares. Maybe throw unicorns in the mix somehow?
  • Having your villain ride a nightmare seems like a good idea. This allows the bad guy to fly and look super-cool.
Hack and slash has a great article on the ecology of nightmares which is overflowing with cool ideas here. My favorite idea from this is the concept of "Daymares". Just the name alone makes me laugh out loud.

This thread on enworld provided me some information on the origins of the nightmare.

Thank you for reading!

The Great Modron March - Politics of the Beasts

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Last night, we played through chapter 4 of the classic Planescape adventure The Great Modron March. We tried some really weird twizzlers - strawberry lemonade. The goo inside is a little unsettling.

We got right down to business.

The Party

(George) Theran - Elf Mage
(Jessie) Bidam - Dragonborn Fighter

Downtime Carousing

The City of Sigil
Theran returned from his solo adventure (Jessie couldn't make it last week). We decided that Bidam couldn't go because he had "the shits". Yes, it's that kind of game.

Bidam spent his time in the bathroom while Alamandra the githzerai talked through the door about Zerthimon. Alamandra also brought up that her githzerai superiors had told her that the march would soon path through Limbo, home of the githzerai, and that the heroes might be able to make some money leading the march through the chaos of Limbo.

Theran returned to their home in the Clerk's Ward of Sigil with his new friend Xalra Miloni. A month passed (where the PCs paid their lifestyle cost - I want to make sure I use downtime as much as possible, as I really like it). Then Xaldra decided to take a trip to the gate town of Sylvania and invited the heroes along.

What followed was a month of drinking and partying with elves, humans who worshiped Greek gods, and bariaurs (half-goat people). I had them roll on the carousing table in the DMG a few times. I'd prepared some stuff as well.

Theran at one point woke up in a strange place and found he'd been robbed of 50 gp. He then went on a drunken gambling spree and made most of it back. He met some elves from the nearby plane of Arborea ad learned about an evil place there called Lolth's Grove, where there were giant spiders and banshees.

Bidam lives by the life philosophy of "hit it and quit it". He won some gambling money, and then rolled "you have made an enemy" on the carousing chart. It played out like this. Bidam started drinking with a beautiful lady in a toga (she was a worshiper of the greek gods). She thought Bidam had "the raw masculinity of the cyclops". They went back to her place and messed around. Then, a man named Titanicus exploded into the room in a jealous rage. Titanicus was her brother... and her lover! He punched Bidam, who ran away as fast as he could.

Pristine Lake

After 30 days of debauchery, the adventurers returned home. I dropped the adventure hook on them. A friend of theirs who was following the march in The Beastlands had been bitten by an aeserpent and had fallen into a coma. There was a possible cure - a nymph in The Beastlands could heal him. The heroes decided to go there to meet with the nymph.

This adventure structure might annoy some players. Basically, it goes like this. The modrons are blown off-course by a mortai (a living cloud) and are polluting a river with their oil. Dogs and druids won't let them alter their course. The heroes have to:
  1. Talk to the water nymph, who is dying from the pollution. She is unable to aid the heroes until this is done.
  2. Talk to the modrons
  3. Talk to the dogs
  4. Talk to the druids
  5. Realize that they need to go talk to a wemic (lion/centaur) tribe.
  6. Talk to the wemics - they say go get permission from the winged elves.
  7. Talk to the winged elves, who say they need to talk to the mortai  who blew the modrons..
  8. The mortai says he was told to do all of this.. by the nymph. It just turns out that the modrons ended up in the river, which is the very thing she was trying to avoid. 
  9. Go right back to the start and get permission from the nymph, and then get permission from the mortai, etc.
Certain players will find this amusing. If not run carefully, some will find it annoying.

Beast Pox

The modron march goes off course
I mitigated this by running this more as an exploration of the cool stuff in the Beastlands. The Beastlands are a plane where mundane animals reign. There is a ruler of each type of animal - a dog lord, a cat lord, etc.

Shortly after the heroes arrived, I had the beast pox kick in. This is a sort of beastlands affliction that makes people become more like the animal their soul represents. This means I had to pick an animal for each of them:
  • Theran: An owl. His eyes got bigger and he could turn his head all the way around.
  • Bidam: A dog. His snout changed and his sense of smell increased.
They were a bit freaked out by this transformation. Theran immediately decided to consult his mimir, the golden lion skull he'd been given by the mayor of Heart's Faith. The mimir can give information. It explained the beast pox to them, and they continued to consult the mimir for lore throughout the adventure.

Following the Chain
Wemics
The adventurers made sure to keep their eyes closed when they met with the nymph, They'd heard looking at her could cause death. In this case, she was so messed up from the modron oil in her river that her powers weren't working.

They caught up to the modrons and were unsuccessful in convincing the dogs and the druids to let the modrons pass.

The heroes backtracked and went to find the wemics who had forced the modrons into the river. Along the way, a puma petitioner beegan to stalk them. A petitioner is a human in the prime material that had died and, in this case, been reborn as a puma in the beastlands. He did not remember his life, but he did remember some spells he used to cast.

The puma cast detect magic and saw the heroes had magic items. The puma demanded that Theran hand them over. He tried to cast a command spell on Bidam, but Bidam shook it off. The puma fled as the heroes rushed it.

The heroes met with the wemics, who directed them to Ilifar-in-the-Wing, home of the avariel (winged elves). This is quite interesting, because one of the villains in my Elemental Evil game is linked to the avariel.

Ilifar-in-the-Wind


The avariel are really pleasant and friendly. They gave the heroes an audience with their prince, after the "revels". The heroes were guests of honor and were fed, danced with, and then featured in a magic light show that featured an image of their glowing faces merging with their beast pox animals, which they found a little unnerving.

Breath of Life

Then it was on to the mortai, who is awesome and has great descriptive text. Here is an example:

"Once the PCs call out the name “Breath of Life,” the lightning stops and a face forms in the darkened cloud above them. The stern and wrath-filled face that peers from the cloud should be enough to make even the bravest hero cower. However, the being‘s anger isn’t directed at the party, and the face speaks but one word with the echoing boom of the thunder: 'Bide.'"

Once they realized they had to go back to the nymph just to get a token of her will, they were a bit annoyed. It was also a race against time, as their friend in the coma wouldn't live long, and the nymph also would die within a week (It had been two days so far).

As the heroes walked back, they came upon a zebra herd. Bidam held out some food, and with a good check he was able to befriend and ride a zebra.

Theran wasn't as lucky. He repulsed every zebra he approached. All of them fled, save for a zebra runt. Theran was able to befriend and ride this little fellow.

Now with mounts, they could get back more speedily. As they made their way to the river, the puma petitioner stalked them and pounced! It knocked Theran from his saddle. He blasted it with a fire bolt that staggered the creature.

The puma tried to use the spell command to make Bidam flee, but again Bidam resisted. It leapt up onto a tree branch. Theran blasted it with a second fire bolt, killing it.

Bidam skinned it and plans to use the puma pelt to trick out her room in the clerk's ward, maybe making a bed covering out of the pelt.

There was a montage of riding zebras and going back to each of the factions again. Breath of Life was extra-helpful, showing up to rain on the river, washing away the modron pollution but making an eye in the storm so that the heroes wouldn't get wet.

The modrons were able to resume their course. At last, the heroes could return to the nymph to get the cure for the poison.

The Nymph

The heroes returned to the nymph, covering their eyes, and the eyes of their zebras. The nymph was restored, and most pleased. She gave them a vial of pure water that would cure the poison.

I rolled randomly to see which hero she liked more (in general, nymphs are attracted to people with an 18 charisma of chaotic and good alignments). It was Theran. She cut off a lock of her hair and put it in his hand, and she told him it was magic. The heroes thanked her and left. Bidam vowed one day to return to the nymph to attempt to woo her (not the language he used).

As they made their way back to the portal, Theran asked the mimir about nymphs. I used this opportunity to dump a bunch of factoids I'd dug up about nymph stats:
  • The lock of hair could be used either to make a powerful sleep potion, or you could weave it into your clothes to get a +1 to Charisma!
  • A woman who bathes in a nymph pool gains a +2 to charisma until they bathe again.
  • A nymph's kiss causes the recipient to forget all painful and troubling memories for the rest of the day.
  • Looking at a nymph can cause blindness.
  • If she disrobes or you see her nude body, you make a saving throw or DIE.
Next time, the plan is for our heroes to ride out their beastpox, use some downtime to maybe work on a magic item, and then go through chapter five, which seems a bit similar to the chapter where the modrons were abducted.

It was a good session. I like this adventure, though the DM might need to gloss over certain parts and add in encounters where needed.

Princes of the Apocalypse - The Wicker Giant

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At last, we've gotten into the actual temple of elemental evil in our weekly Dungeons & Dragons game in the store.

The Other Tables

I report these games through the Wizards of the Coast DCI program, so I started using sign-in sheets. We have 5 full tables going each week. I've started trying to learn more about the other groups and what they are up to.

Tonight, the group known as the "Semi-Aquatic Weasels" killed a roc and just finished some kind of hybrid spelljammer adventure. Another group broke into song in the store. The group known as "Butts" is still going through Hoard chapter 4. They promised to soon tell me the story of the severed head known as "Jamba the Great".

The Monthly D&D Surveys

Results from the monthly D&D survey are in. Honestly, I didn't even realize Wizards of the Coast were doing monthly surveys! I should probably find it and make sure I fill one out every month.

Apparently respondents are saying they like the sandbox type of adventures, which might mean that future adventures will be structured similarly to Princes of the Apocalypse.

As I've said before, I prefer a linear adventure like the paizo Pathfinder adventure paths are structured. If the majority of people like sandboxes, I guess I'll live. But I really hope they organize the sandbox differently. In my opinion, the Princes of the Apocalypse book is very difficult to manage. They don't even put page numbers for monster stats! The book just tells you "you'll find their stats in chapter 7".

The Party
  • Elf Rogue: Played by a 4th grader, her character's name is Lucky and she has a black cat named "Bad Luck". Her character loves ghost peppers.
  • Dwarf Cleric: In real life, played by Lucky's dad. He has a scottish accent and worships Ilmater.
  • Goliath Barbarian: Middle Schooler. Really nice guy.
  • Human Bard: The player is about 25 years old, knows the rules pretty well. 
  • Human Paladin: Worships Helm. Played by the bard's dad, who played old D&D and is new to 5e.
  • Human Rogue: A new player. Taking to the game very well.
The drow rogue couldn't make it this week. I have been assured he will return next week.

The Wicker Man

Last time, the adventurers had begun investigating the hazy hill which was the location of Scarlet Moon Hall - secret outpost of the fire cult. At the top of the hill was a damaged tower and a giant wicker man on fire.

The heroes went to the top of the hill and walked into what is an epic "poster map" type of fight, without a poster map. Once the heroes step foot up there, the bad guys attack. There's four guardians with armor classes of 17. There's two spell casting fire cultists (they have fireball!). There's two hellhounds.

When the fight begins, one priest uses an action to chant at the wicker man. Once this is done three times, the wicker man comes to life! A fire elemental has joined the fray!

I was worried this would be way, way too hard. I prepared to have the four druids the met at the base of the hill come running, each armed with cure wounds and healing word.

But it turns out, the heroes did just fine on their own thanks to the healing of the cleric, bard and paladin, but most of all thanks to Lucky - the rogue played by the nine year old.

The Fire Elemental

A whole pile of stuff happened in this fight, which took one hour of real-life time:
  • A rogue fired an arrow into a cultist, then ran up and twisted it into the wound.
  • Lucky threw her driftglobe into a dude's face. She rolled a critical.
  • There was a "kick to the gooch".
  • Lucky poured water on a hellhound, dampening it.
The heroes took tons of damage and were in big trouble when the fire elemental was plopped on the map. I'd been using dungeon tiles, and one tile had a pool of water. Lucky began filling her owlbear ragdoll/bag of holding with the water. In the fire elemental's stat block, it explains that 1 gallon of water does one point of damage to it. She didn't know this, she was just thinking creatively like she always does.

Lucky spent a few rounds filling her bag. The bag can hold 64 cubic feet.

Now, keep in mind... you can poke a lot of holes into this idea. I'd established that the inside of the bag was a demiplane. I clarified that the interior is technically a "bag zone", so that the PCs gear can only take up 64 cubic feet of space in an invisible field/container underneath the bag opening.

I just looked it up. There are 7.48 gallons in a cubic foot. So that means if you fill it, that's over 450 gallons, or 450 points of damage to a fire elemental!

Secondly, how long would it take to fill 64 cubic feet? A round is 6 seconds. How much water could you put in the bag if you submerge it in the pool in a round? I had no idea. Apparently the bag of holding's opening is 2 feet at the mouth.

The bottom line for me was that this kid's idea was awesome, so it happened. She handed that bag to Squirrel Man, who used his red clay symbiote armor to create glider wings. He soared over the fire elemental, and unleashed a torrent of water which did 120 points of damage (I just sort of guesstimated with them how many gallons by visualizing jugs of poland spring water and how much space that takes up).

The fire elemental was destroyed. The bad guys lost. The players all applauded Lucky.

She even found a magic trinket. It was a clockwork harpy that, when wound up, would sing a magic song that would allow Lucky to communicate with someone on her "friends" list (remember, she has made ten friends in our weekly "dungeons and friends" encounters).

Red Larching It

The heroes could have explored the tower, but I sort of slyly encouraged them to skip it. The druids could handle it, right? Because I can't tell you how much I want to end all of this Haunted Keep/Cult Outpost stuff.

Returning to Red Larch, all sorts of goofy stuff happened.
  • Minsc was creating a habitrail dungeon for his hamster Boo to train in Boo will one day have a rematch with Squirrel Man, says Minsc.
  • The cleric and priest prayed, and had visions of Windvane's creator (a dark elf), and Aerisi the winged elf using Windvane to create a mysterious magic orb.
  • Bruldenthar and Bursa Steel were doing research on an ancient dwarven city called Tyar Besil...
  • I had an aaracokra the heroes had met back at Feathergale Spire show up. His name was Proudlinicus (don't hit me). Proudlinicus told the heroes his people had found air cultists closely guarding a cave entrance. Could this be an entrance to... the temple of elemental evil!??! Yes.
He led the adventurers there. Then, as thunder rumbled in the distance, Proudlinicus told them something of great importance: "Both vast treasure and certain death await, so you must gain the one while cheating the other."

That is a quote from Gary Gygax's humongous pile of flavor text in the original Temple of Elemental Evil. I may recite this quote often to my group in this campaign, until they remember it by heart.

I was going to run the ankheg encounter o the way to the Sighing Valley, but we had precious little time so I skipped it.

Palace Quarter  Entrance

The crevasse was guarded by three hurricanes. Our heroes utterly decimated these dudes.

Then they came upon a chasm with stairs that headed down into darkness. They followed the stairs for miles, until they came to landing. Before them was an ancient underground dwarven city!

The adventurers saw an archway with a door in it. The door swiveled - it had a central pivot. They could hear cries of pain and sorrow coming from beyond it. The heroes were very unnerved and very wary.

In fact, they were so worried that they decided to take a long rest at the front door to the whole dungeon. Normally I'd have had them be attacked by cultists right there at the edge of the chasm, but we were pressed for time. Also, I liked the idea of the bad guys beyond the door harassing them in their own weird way.

The bad guys are kenku, bird men who can mimic voices. They were mimicking the cries of air cult prisoners.

The heroes got their rest and went through the doors. They came upon a long hallway that zigged and zagged. There were many, many arrow slits in the walls, all of which had shutters that were closed.

The party was thoroughly freaked out. They made a mad dash through the hallway.  The arrow slit shutters opened and 4 kenku opened fire on our heroes.

That's where we had to stop. We were out of time!

It was a very awesome session, better than last week and the best of the campaign so far.

Dungeons & Dragons - A Guide to Demogorgon

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Demogorgon in Out of the Abyss
If you've seen the cover of the upcoming adventure, Out of the Abyss, you know that it features Demogorgon on the cover. As dungeon masters, our work is never done.  What do you say we get ready for the adventure right now by studying all of the Demogorgon D&D lore so we can be properly prepared to wow our players when the Rage of Demons storyline hits?

Demogorgon, Prince of Demons

In Dungeons & Dragons, there's quite a bit of lore when it comes to demons and devils and it can be quite daunting to new players. In my experience, at one time it was pretty common to see dungeon masters use devils and demons together.

But they are, in fact, enemies, and each has their own epic story and home. To help my players keep this stuff straight, I always tell them this:
  • Demons (Tanar'ri) are chaotic and live in the Abyss.
  • Devils (Baatezu) are lawful and they live in hell.
Today I am going to write about a demon lord who is perhaps one of the great villains in all of Dungeons & Dragons. While Orcus is a bit more iconic, Demogorgon is perhaps the most threatening of them all.

In this article, I am going to go through each edition of Dungeons & Dragons and take a look at Demogorgon and how he was presented. The hope here is to provide a resource for those of us using Demogorgon, to have all the relevant lore in one place.

The Essential Information

Here's Demogorgon in a nutshell:
  • Demogorgon is the Prince of Demons - most powerful of all the demon lords.
  • He has two heads named Aameul and Hethadriah that secretly plot against each other.
  • He rules an abyssal layer called Gaping Maw.
  • He is close allies with the aquatic demon lord, Dagon. Dagon manipulates each of Demogorgon's heads to be paranoid of the other.
Demogorgon was originally described as having a head that looks either like a baboon or a mandril. Here's a baboon head. Here is a mandrill head.

Real Life Origins

The James Jacobs article in Dragon #357 sums it up perfectly, so here is a portion of it in image form:


AD&D 1st Edition

Demogorgon is 18 feet tall and has two heads "...which bear the visages of evil baboons or perhaps mandrills with the hideous coloration of the later named beasts". His two necks "resemble snakes". Demogorgon is insanely powerful:
  • He can hypnotize up to 100 creatures with his gaze with less than 15 hit dice with no saving throw!
  • The left head has the power of a rod of beguiling.
  • The right head can cause insanity, which lasts 10-60 minutes.
  • He has a forked tail that drains l1-4 levels of the people it hits!
  • If he hits you with his arm tentacles, a limb on your body will rot off in 6 rounds, which permanently removes 35% of your hit points.
  • He's got every psionic power, 95% magic resistance and a paragraph of spell-like abilities.
I believe that his 200 hit points  makes him the most powerful creature in all of 1st edition AD&D.

Dragon Magazine #36

In this issue is a small humorous column called "Meeting Demogorgon" that is about what would happen if your party said Demogorgon's name out loud, and Demogorgon appeared. "In a loud, deep, doomsday roar he thunders, WHO CALLS UPON DEMOGORGON, PRINCE OF DEMONS, RULER OF THE ABYSSAL, THE INVINCIBLE HORROR?!?!"

There's a list of responses which includes things like:
  • Point to someone else in the party and say, “He did it!”
  • Convert to his religion immediately.
  • Try to convert him (“Hey, wanna be lawful good?”)
  • Offer up one of your companions as an involuntary sacrifice.
So yeah, that was in Dragon.

Dragon Magazine #79

This issue has an article on saints of different D&D entities. One of them is Saint Kargoth, a fallen paladin transformed into a death knight by Demogorgon.
  • He has a sword called Gorgorin the Shatterer. When he hits you with it, you make a saving throw or be disintegrated! He eventually lost it and has been searching for it ever since.
  • Kargoth travels in a glowing green chariot pulled by 6 nightmares.
  • He's got a massive pile of powers and abilities. Supposedly he is nearly as powerful as Demogorgon.
AD&D 2nd Edition

Ixixichitl
Demogorgon was presented in Monster Mythology, one of the blue-covered DM books. He is categorized as a "Lesser God".
  • He is worshiped by ixixachitl, which are a race of evil, sentient vampiric manta rays. When these creatures energy drain other creatures, some of that energy goes right to Demogorgon, empowering him further.
  • He can create avatars of himself, which are 18 feet tall but much weaker than his 1st edition form.
  • He hates Sekolah (god of the sahuagin).
The concept of an ixixichatl priest is so bizarre to me. But that's mostly what this Demogorgon entry is about.

D&D 3rd Edition

Demogorgon first appears in the Book of Vile Darkness. The art depicts him very differently.
  • Demogorgon is known as "Lord of all that Swims in Darkness".
  • Each of his heads has its own name: Aamaeul and Hethadriah. Each head secretly plots agains the other.
  • Aameul actually wants to split from the other head, out of selfishness and jealousy.
  • Demogorgon's forces are comprised of hezrous, balors, mariliths, aboleths, scrags and skum.
  • He wages war with Grazzt and Orcus.
  • The text actually says he has hyena heads.
  • His symbol is of a forked tail, wrapped around a sword or skull.
Why the Hyena Heads?

Monte Cook was asked about Demogorgon's altered 3rd edition appearance on his forum.

His response: "Demogorgon's heads is the result of a terrible error. I take full responsibility. I thought it said "baboon" or "mandril" until it came out and I saw if for myself."

Fiendish Codex I: Hordes of the Abyss

Demogorgon is explicitly said to have baboon heads. Troglodytes worship him as Ahmon-Ibor, the Sibilant Beast. Yuan-ti know him as Siosicash. The ixixichitl don't speak his name out loud.

We get a few pages that detail Demogorgon's Abyssal Layer, "The Gaping Maw". It is a vast, primordial jungle with an abyssal sea. Monsters living here include bar-lguras, nalfeshnees, troglodytes and demonic dinosaurs including spinosauruses with scar-riddled bodies that bear the personal seal of Demogorgon.

Abysm: This is where Demogorgon lives. Abysm is two connected towers rising out of the sea, each topped with a fanged skull. They actually extend so deep underwater that they connect to Dagon's layer, Shadowsea.

Lemoriax: This is a crumbling city dotted with ziggurats that is home to tens of thousands of savage demons. Demogorgon often climbs onto the tallest step pyramid to shout blasphemous declarations. Lemoriax is well-known for having thriving, diverse slave markets. 

Bastion of Broken Souls

The Cathezar
This is a high level adventure made for D&D 3.0. One of Demogorgon's heads, Aameul, thinks it has found a way to slay the other head without destroying itself. He thinks if he can slay a red dragon named Ashardalon, who is feeding on preincarnate souls, and absorb its soul, Demogorgon might survive the death of the other head.

To kill the dragon Ashardalon (who has a demon heart beating in his chest), Demogorgon needs the blood of one of the heroes of your group! Agents of one head are out to get the PC, agents of the other head are trying to help the party. Pretty crazy.

Aameul's main agent is The Cathezar. She is a half-demon, half-devil. She looks like a marilith with chains - so I'd assume she's a cross between a marilith and a kyton.

Hethadriah's main agent is Nurn, a death slaad (!!). He is a master of stealth who can magically alter himself to appear as a human male with blonde hair and green eyes.


Dungeon Magazine #120

The Lost Temple of Demogorgon is an adventure is for high level characters (14th level!). It involves a dungeon full of demonic apes that worship demogorgon and a death knight who wants to reverse his condition.

There's a magic anvil called the Dread Forge. It was created by Demogorgon to turn dinosaurs into thinking, reptilian humanoids. It is powered by sacrifices. Spellcasters can use it to bestow all sorts of enchantments on items. The Dread Forge can create flaming weapons, enchanted armor, rings of protection, and bracers of armor among other things. Crazy! All items are "demon-tainted", meaning that the items radiate evil and drain levels from good and lawful individuals who try to wield them.

Dragon Magazine #357

Demogorgon: Prince of Demons is is a gigantic, definitive article by the great James Jacobs. It covers everything you need to know about Demogorgon. It starts off by detailing Demogorgon's origin, which goes like this:

First there were the obyriths - hideous proto-demons led by Obox-Ob. Then the Queen of Chaos ran them off and created the tanar'ri (demons).

The very first tanar'ri was Demogorgon. She thought he was defective, more or less, and cast him aside. Other demon lords rose up that were more to her liking, including Miska the Wolf Spider, but Miska and the Queen of Chaos were chased off by the eladrin.

This means there was a power vacuum. Many onlookers assumed that either Orcus or Grazzt would duke it out and claim the mantle of Prince of Demons. But instead, Demogorgon came out of nowhere and took over.

Then we get a massive list of Demogorgon's schemes. One of them involves a demon lord I've never heard of before: Zuregurex,  Lord of the Drowned Dead. He rules the 480th layer of the Abyss, Guttlevech, a realm of endless shipwrecks, hurricanes and blood-soaked beaches. How awesome is that?

Demogorgon's allies include his "advisor", Dagon, Zuggtmoy, and Ilsidahur, the demon lord of bar-lguras.

We even get a discussion of Demogorgon's girlfriends, which includes Malcanthet, Queen of the Succubi. They have made many hideous offspring, including a beast named Arendagrost ("The Maw of the Abyss", who appears in Dungeon #150).

Verakia, a demonic dinosaur
There's piles more - details on Demogorgon's cult (including some really disturbing stuff where a demon makes you eat part of your own brain), minions, and a demonic tyrannosaurus known as a verakia.

Dungeon Magazine issues #139 - #150

The Savage Tide adventure Path is all about Demogorgon. His followers are creating these shadow pearls, which are like bombs. When they explode, they turn the surrounding land into a realm similar to Gaping Maw, weakening the boundaries between the prime material plane and the Abyss. All of the people in the bomb's radius transform into Demogorgon-worshiping monsters.

It turns out that this plot is part of a scheme by one of Demogorgon's heads to transmute and absorb the other head.

In issue #147, there is an adventure called "Into the Maw". In it, our heroes use a magic item known as a wakeportal (a crystal tear you can embed into your sailing ship) to travel to Gaping Maw. There, the heroes explore Divided's Ire, a prison. Our heroes must break their friend out!

The whole campaign culminates in "Prince of Demons", which is in Dungeon #150, the final printed issue of Dungeon Magazine. In this adventure, the adventurers lead an army on an assault on Demogorgon's layer. The heroes' army may include Orcus himself!

This adventure is pretty much as epic it gets.

D&D 4th Edition


Demogorgon actually made the cover of Monster Manual 2! Not too shabby.
  • His followers now include kuo toa.
  • Mortal cults of Demogorgon are war bands who wander from town to town, burning and looting. They destroy all they see.
  • His stats retain most of the core concepts, though the gaze attacks are severely weakened. He gets two full turns each round, because of his two heads
  • Aameul prefers deception, Hethadriah favors destruction.
  • Originally Demogorgon had one head and one mind, but the deity Amoth nearly split him in two. I assume this was during the Dawn War, the ancient battle between gods and primordials that is the backbone of the 4e story.
  • Twins are revered by the cults, and often end up leading the cults. The cults usually destroy themselves when the twins turn on each other. What a great idea.
Demogorgon's Brother?

I usually try to stick to official D&D stuff for these guides, but in this case it involves Gary Gygax writing about Demogorgon in a Greyhawk novel. Seems worth a mention to me! Gary Gygax wrote a series of novels starring Gord the Rogue. Demogorgon appears in his "Gord the Rogue" books. In them, it is said that Demogorgon has a brother named Mandrillagon.

I don't own most of these books. Mandrillagon is described here on this fantastic Gord resource page: "This demon lord is a monstrous, blue-faced parody of a mandril. He has filthy yellow-gray fangs and speaks in roars, coughing, and barking. He controls two planes with his winged monkey demons. He is a long ally and blood kin of Demogorgon, whom he fears."

Demogorgon is a bit different in the Gord Books. His gaze attacks come out as beams from his eyes. One head shoots green beams, the others shoots maroon. He also owns an artifact known as a Venom Fountain. Seems like you might be able to do something cool with this.

Demogorgon Links

Tim Brannan has an article on his version of Demogorgon, which has some cool ideas in it. I particularly like the idea of the Blood Apes.

There is a fantastic article on Demogorgon here on the D&D site. It even covers the version of Demogorgon in the D&D basic set.

Check out this 4e Demogorgon cartoon, too.

The Great Modron March - Modron Madness

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We played through another chapter of The Great Modron March last night. The heroes are now 3rd level. This might pose a problem in the latter chapters, as I think they are made for characters of significantly higher levels. I am pretty sure I can adjust them without too much difficulty, though.

For tonight's game, I used stats from Elemental Evil. I think I based the bad guys on the air cultist numbers.

The Party

(George) Theran - Elf Mage
(Jessie) Bidam - Dragonborn Fighter

Bidam leveled up to 3, and decided to become an eldritch knight.

The Brothel of Slaking Intellectual Lusts

Fall-From-Grace
The adventurers returned to Sigil, still suffering from the beast pox. Theran had owl features, and Bidam had dog features. They bumped into the cadaver collector they'd created, who was politely handing a corpse over to a dustman collector (I wanted to show that the creature was overly-nice due to the silver sea water running through its veins).

The next day, still beast-poxed, Xaldra Miloni showed up. She needed help with a job. This was my way of trying to make them feel connected to her, and also to run them through a Planescape: Torment plot that I liked from the computer game.

Basically, the heroes had to go to the Brothel of Slaking Intellectual Lusts and find the lost/stolen veil of one of the Sensates (she's a medusa - she really needs that veil). It was stolen by a guy who was magically disguising himself as an armoire in the building. I ran him like he was a bit of a pervert.

The players really got a kick out of this, and got to interact with a few of the sensates. Remember, this is the place where beautiful women talk to and listen to anyone who comes in. I made sure to have them meet Fall-From-Grace, who is a succubus who abandoned her evil ways. She is a great NPC, maybe the coolest succubus NPC in D&D (check out my article on the succubus and see for yourself).

There's one sensate, Kimaxsi Adder-tongue, who has spiky hair and goat legs. She is very cruel. People come in just to be insulted by her. Bidam figured out that Kimaxsi likes to be insulted back, and after a few volleys of vile, profane insults, the two took a liking to each other.

The reward for finding Marissa's veil was a 3 month stay in Sylvania, the gate town to Arborea. This launches us right into Chapter 5.

Return to Sylvania

Sylvania is #5 on this map.
The heroes go to their suite at the Drunken Leaf and we commence with weeks of drunken debauchery, of course using the carousing table in the DMG.

Theran ends up losing at a game of strip poker. Bidam runs into her enemy, Titanicus, who defeats her in a game of chance and Bidm ends up having to spend a night in a rotating vomitorium.

The modron march eventually comes through the town. The people treat it like a festival, painting the modrons, putting beads on them, stuff like that.

The adventurers lost sight of their friend Xaldra during the revels, and the next day she still hadn't been found.

It turned out that she'd been abducted and brought to a wizard in the woods. The wizard, named Valrna, was doing experiments like the Tacharim from chapter 3. He was trying to merge people and modrons!

So Xaldra did return to the suite, but in "modronoid" form. She had arm blades and was completely insane with rage! The heroes subdued her and brought her to a jail where she could be held and restrained safely.

The Bleak Cabal


The adventurers asked around town. All signs pointed to some creepy, drab guys in the woods. The heroes tracked them down to a cave, and decided to talk to them. By now, Jessie understood that in most of these Planescape adventures, talking to the bad guys is an option.

The guards were wary, but the adventurers won them over. They played dice (Theran won). It turned out that these guards were members of the Bleak Cabal, a faction that believes that there is no meaning in the multiverse. They follow three main points:
  1. Quit looking for meaning
  2. Accept whatever happens
  3. Look inward
The adventurers learned that the cabal was working for Valran the wizard. They pretended they wanted to get hired by him. The cabal gave the heroes directions.

Valran's Home


Valran's home is in the shape of a flower. Jessie insisted it was a mustache. They explored the place, which has a lot of neat little rooms in it. They found:
  • A magic stone that repels small insects (for use in a dining area).
  • A room with over a dozen glowing colored stones. Experimenting showed that the stones became inert when taken out of the room. They would eventually learn that these were sensory stones that held memories of the people Valran had abducted.
  • A tapestry that, when touched, showed different landscapes.
  • Another tapestry in a room with a crystal ball that Bidam immediately figured out was sort of like a security camera. It showed the exterior of the building, as well as the interior rooms.
Using the tapestry, the heroes scanned every room. They found a room with humanoid prisoners, another with modron prisoners, and a room with 7 modronoids who were held in place by a magic web. The modronoids were hacking their way out of the web and would soon be free!

Valran

The heroes then found the room with Valran in it. He was in a blood-spattered lab, taking notes in a big book.

The heroes found the room, exploded in and got the surprise on him. Bidam scored a critical hit. Poor Valran never had a chance (I gave him a few first level spells and about 35 hit points). They knocked him out and tied him up.

To their dismay, the modronoids broke out of their room and came rampaging down the hall towards them. Bidam killed two and then they barricaded the door shut. They could hear the other modronoids shambling like zombies out in the hallway.

The heroes forced Valran awake and questioned him. They learned that Valran was a sensate, and wanted to merge with a modron to experience what that was like. Valran admitted that pressing a sensory stone to the chest of a modronoid could infuse the creature with memories from its old life and restore some of the modronoid's sanity. They'd still be a hideous monstrosity, but perhaps they wouldn't be insane murder machines.

Theran put his finger in Valran's ear and cast firebolt, killing him.

"Curing" the Modronoids

What followed was a pretty insane plan. The heroes ran out into the hall, ducking modronoid attacks. They got two modronoids to chase them to the sensory stones, and then Bidam fought them while Theran grabbed sensory stones and pressed them to the modronoids, until the right one was used and the modronoid gained its memories.

Bidam has a high AC so this worked for a while, but Bidam took a few slices and then Theran got cut down! Theran was dying! There were two modronoids trying to murder him while he frantically tried to use the sensory stones.

Jessie remembered that she had belief points, and used them to pick the right stones and to render the modronoids inert. Bidam healed his trusty wizard buddy and stabilized him.

Bidam carried Theran's unconscious body around. He freed the prisoners and the modrons. Then he went to the crystal ball room. He was curious about it...

The Crystal Ball

Bidam plopped Theran to the ground and touched the crystal ball. Poor Bidam. He failed a saving throw and was paralyzed! And in this adventure, he was not paralyzed for a minute or even an hour. He was paralyzed until someone cast dispel magic on him!

Hours later, Theran awoke and saw Bidam standing there, paralyzed. He knew they didn't have a lot of time before the Bleak Cabal guards would come to the complex. He would have to get Bidam out of there....

That's where we had to stop. This was the best session of the campaign so far! I didn't think much of this adventure when I read it, but as is often the case, it comes off differently when you actually run it.

My players have vacations for the next three weeks (George next week, and Jessie the two after). I'm trying to get "guest stars" to fill in, but Sunday at midnight is a hard time for most people to make.

Princes of the Apocalypse - Temple of Howling Hatred

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I spent a few hours preparing for today's session. We're finally in the temple of elemental evil, and I wanted to make sure I had the whole place ready. We're doing the air temple, aka the Temple of Howling Hatred.

I've pretty much taken all the sand out of the sandbox. I removed two exits in this temple section. They lead to the fire temple and to the Fane of the Eye, both areas much higher level than they are. I have constructed this so that the characters will march right into the water temple next, as that is for level 7 characters.

A weird thing about this dungeon is that there's a good chance that the characters will end up heading right to the big bad guy (Aerisi) right away. But they'll still have to make their way through more of the dungeon, which seems a bit awkward.

The Party
  • Elf Rogue: Played by a 4th grader, her character's name is Lucky and she has a black cat named "Bad Luck". Her character loves ghost peppers.
  • Dwarf Cleric: In real life, played by Lucky's dad. He has a scottish accent and worships Ilmater.
  • Drow Rogue: Middle Schooler. Wants to be evil, but Adventurer's League rules restrict this. Has a dog.
  • Goliath Barbarian: Middle Schooler. Really nice guy.
  • Human Bard: The player is about 25 years old, knows the rules pretty well. 
  • Human Paladin: Worships Helm. Played by the bard's dad, who played old D&D and is new to 5e.
  • Human Rogue: A new player. Taking to the game very well.
Plaza of the Muses

The bard is in room 4.
We had left off last time with the adventurers walking through a hallway. Arrow slits opened in the walls and kenku started pelting them with arrows.

We picked up from there, and to my surprise, the heroes ran from this room into room 4, where a bard named Windharrow was playing the flute with five initiates. They were terrible musicians. The heroes ran in, one by one, and Windharrow thought they had come to audition (I swear this is in the module). So, the adventurers began to play the flute, mostly unsuccessfully. The kenku ran into the room and attacked the heroes, who suddenly had a giant pile of foes to defeat.

The characters are level 6, and today we got to see just how powerful they are. The party bard shut down the enemy bard with counterspell and then a hold person spell. The adventurers chopped up these bad guys with ease. One kenku ran, the heroes didn't follow. He ran to the temple to alert Aerisi (the prophet who is on the cover of the adventure).

The characters then explored a hallway where three guys were tied to pillars, starving. To join the cult, they had to subsist on nothing but air for days. The heroes tried to free them, but the crazed would-be cultists told them not to. Lucky finally forced a guy to eat some rations, but he declared that Yan-C-Bin, prince of elemental air, would see to it that no digestion took place.

Palace Plaza

Then the adventurers came to the main area in this place - a giant pyramid surrounded by a moat. On the top of the pyramid was a cultist (a skyweaver - powerful spellcaster) riding a wyvern!

Since they'd been warned by the kenku, the bad guys attacked. To my utter surprise, the heroes trounced these two. Part of it was some massive critical hits rolled by the players. The wyvern was very, very deadly (the poison in its tail does 24 damage!). One rogue actually did go down, but the party has an abundance of healing and they won out in a swift and convincing fashion.

The Waterfall

Then, we had... an incident. The heroes were about to enter the pyramid. They picked a set of double doors at the base of it, ready to bust in and mess some bad guys up. I narrated the nearby crashing sound of the waterfall (the moat nearby had a waterfall that plunged into a dark chasm). Lucky, whose player is nine years old, told me she was going to swim to the waterfall.

I stopped her and told her it looked incredibly dangerous to do that - the current looked strong and if she got dragged into the waterfall she could fall and die. She still insisted. I asked her why, and she said she wanted to see the chasm. I think what was going on in her head was that there was likely more to this area than it seemed. She was right!

There's a couple things to know about this moat:
  1. The bottom of this 20 foot deep moat is littered with gold and treasure. I had rolled earlier in the day where the platinum chalice worth 2,500 gold was in the moat, and I'd actually rolled this side by the waterfall!
  2. Patrolling the moat is a 12 foot tall dwarf statue, which is a stone golem with +10 to hit, an AC of 17 and an immunity to non-magic weapons!
  3. When in the water, a PC must make an athletics check or get dragged 20 feet toward the waterfall - and maybe right over the side!
What followed was utter insanity. Lucky dove in. Her driftglobe illuminated the treasure on the bottom of the moat, including the chalice. She also saw the statue stomping toward her.

Other heroes dove in to fight the statue. The new guy, the rogue, got taken by the current and dragged right to edge! Others tried to attack the statue, but saw that their weapons did nothing to it.

Almost the entire party was in the moat, but for the most part they rolled freakishly high on their swim checks (every roll was terrifying for all concerned!). The statue pummeled poor Lucky, who ended up unconscious.

The cleric was able to toss a rope to the rogue. Other heroes got out of the water and were able to pull him to safety.

But now Lucky was unconscious, certain to go over the waterfall on her next turn! A rogue hooked her with a grappling hook while the barbarian kept the statue busy. In the end, everyone got out of the moat and the statue resumed its never-ending underwater patrol.

Lucky's player felt bad and was worried aloud that everyone was mad at her for almost getting them killed. I told her that if she hadn't gone in the water, she'd never have seen that goblet that was worth 2500 gold!

The goblet was still there, underwater. One rogue, an arcane trickster, had an idea. He cast mage hand. He focused, and levitated the goblet out of the water and into his grasp! The heroes have very little gold (they make maybe 30 gold per session each). This goblet will increase their wealth immensely.

We were out of time. I am so glad Lucky messed with the moat. The moat and the statue is one of my favorite parts of the air temple.

It looks like we are going to get in a special session this Sunday, so I should have a report up on it soon after.

Princes of the Apocalypse - Aerisi Kalinoth

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This past Sunday, I ran a special extra session of Princes of the Apocalypse at the game store. I want to make sure we get this book done by mid-September, when Out of the Abyss comes out. Also, my great modron march game will be on hold as my players are on vacation, so I figured running this would give me something to write about.

Well, it is now Tuesday and I can barely bring myself to write this article. Sunday's game was the worst session of D&D I have had in years. When it was over, I wanted to quit running these things altogether.

I don't even know how to write this. I want to tell you what happened, but I don't know the fair and polite way to do so.

I've decided for now to edit this and leave it alone A lot of stuff is happening. As of now I am no longer running games at the game store. I'll probably have more to say in a few days when the smoke clears, so to speak.

Sorry to be a "tease", but I don't want to write things that I might regret down the road.

Dungeons & Dragons - Why I Quit the Adventurer's League

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I run games of Dungeons & Dragons in a game store. Currently we're playing through Princes of the Apocalypse. I write about it every week in this blog.

I am using art by Jason Thompson in this article. His walkthrough maps are insanely fun and detailed

What is my Role?

I have long been confused about my role in the game store. Am I the official coordinator, or am I just a DM who reports the games in the DCI system? The store owner would sometimes address the tables as if he was running the show.

I assumed I was just a DM who did the reporting. Every few years the store would tell me that they'd take over the reporting (why, I never knew) but within a few weeks they'd stop doing it and our store would lose our gold status. Gold status means that your store gets D&D books before the release date, and it used to mean getting cool free stuff.

The communication in the store is not ideal. I long ago learned that the best way to exist in that store is to just do your thing and don't ask questions. It's a space to meet people and run games, and in that department it is pretty fantastic.

I had an ominous feeling a month or two back. It was after the store owner came up to me and made a comment to me about reporting the games in the DCI system. He said something to me about showing the other DMs print-outs of the reports, which was completely out of the blue. I didn't even know what he was talking about.

Basically, I was reporting the games, but sometimes I'd smoosh them into one big report. That meant that sometimes, a DM would be put in as a player. Additionally, sometimes I listed Encounters games as Expeditions games. I've called wizards before, and they told me as long as I listed the names of everyone who played, it didn't matter. It was true that I wasn't reporting the games completely accurately.

So I thought to myself, well, OK, let me do this right. I will report these games perfectly. I took the owner's comment to me as a challenge to myself to make this game in the store as good as I could for everyone, not just my table.

I made sign-in sheets in photoshop. I encouraged each group to give themselves a group name and to share with me what was going on in their game. I tried to assume more of a coordinator role. But at the same time, I also was getting really fed up with the whole situation.

I decided to write an article about the game store, not to post in my blog, but just to vent and try to sort out the situation. Once I had finished it and read it over, I decided that I was nearing the limit of my tolerance for this place, and if it got worse, I'd quit.

The Fateful Sunday Game

That was the situation heading into Sunday, June 7th. I was running a special session of Princes of the Apocalypse. I wanted to make sure our campaign got done by the time Out of the Abyss came out.

This session was awful. I had what I like to call a "problem player", and for almost a year I've tip-toed around the guy. His dad plays in the campaign, too. In this session, the problem player complained about getting attacked while resting in a dungeon. He tried to rules lawyer his way into casting spells on invisible monsters. He tried to claim that a djinni's create whirlwind power was a spell that he could counterspell, and then when I shot it down he laughed and said, "It was worth a try".

Most offensive to me was that he greedily snatched up windvane, the artifact spear to the dismay of the 14-year olds he was playing alongside. This player had taken the only artifact in the previous campaign as well.

After this horrible session was over, I tried to move this player and his dad to another table. His father, who plays the game with him, refused to move. He said that his son was disabled and that I was violating his "civil rights".

I had been extra tolerant of this guy because I suspected he was not well. When I worked at the movie theater, we had a lot of group homes come in. When I say group home, I mean disabled people who live in assisted living communities. Sometimes, they'd bring someone who would make a scene in the theater. We'd have to ask them to leave. So they left.

Maybe I am just wrong. Maybe my job as a DM to manage this kind of thing. I could certainly understand the dad wanting to protect his son. It is nice that the guy cares.

All I know is that a thought popped into my head during all of this: I don't want to do this anymore. All of this people management stuff has become too difficult.

The father and I ended up having a series of heated phone conversations. I explained to him that his son could still play D&D in the store, just at a different table. His father again said no, his son was playing at my table.

Now I was getting really mad (as well as slightly amused). I said, "So the next time we play, you two are going to sit at my table? And I am going to refuse to run the game for you... and so we're all just going to sit there?"

"Civil rights", he said.

I wonder if we had moved our seats to another table and left him and his son where they were sitting, if they would have moved with us.

The Store's Take

I called the store twice in between phone arguments with the dad. During the first phone call, the store owner was very receptive to me. I later found out that the dad had called the store owner many hours before. I don't know why the owner didn't tell me that up front. He already knew the situation, but he let me explain it again as if he'd never heard it.

Why wouldn't he have told me that he already knew what was going on right when I called?

The whole thing boiled down to this situation where the owner claimed they would make them switch tables, but I was wary.

This is what I feared would happen: They'd bend to the dad's will and tell me to just keep running for him. The dad was hellbent on sitting at my table, and I could honestly picture having mall security come and drag him out. Neither scenario was at all appealing to me.

If I could have, I would have just kept running the game for the dad and his son to avoid all of this conflict. But the fact is that my patience had simply run out.

I Failed My Save

Another thing hit me as I talked to the owner. Even if I did get these people switched out to another table, that leaves a seat open at my table for someone new.  If I remove this problem player, there's a chance another problem player will take his place. That's the nature of public play.

So I said to the owner, "I think I should just quit. This isn't for me."

For seven years, I've been running games in this store. I built D&D in there from absolutely nothing. In 2008, there were no games of D&D going on. Now in 2015, we have five tables going and the store contains more D&D players than magic players, in a store that has massive magic events.

Would the store owner beg me to reconsider? Would he reassure me that this could be taken care of in an efficient manner? Would he give me a nice little thank you for helping him build D&D games in his store while encouraging the players to buy things to support him?

Here's what he said: "OK. See you around".

Seven years of encounters seasons, lair assaults, game days, free RPG days and my own Scales of War public play campaign which went from level 1 to level 30 (two years of weekly play!). That's all he had to say. "See you around".

What Now?

I've been talking to other players. My table in the store is going to be run by Dark's dad, and I think he will do an awesome job. I have put out feelers to certain players. I am going to try and keep going with Princes at my place. I am not sure if I will be able to make it work just yet.

I still have my Great Modron March home game, but that is on hold for a couple of weeks until Jessie gets back from vacation.

I have a number of D&D dreams, many of which were fulfilled in the game store. I was able to run a bunch of classic adventures like White Plume Mountain and Baba Yaga's Hut. I got to run a game for kids, and it was extremely awesome.

I have two D&D dreams left:
  1. I want to form a group of all-female players and a female DM. I don't want to play in it, I just want to hear about the game and what happens in it.
  2. I want to run a game for senior citizens. When I say that, I mean I want to go to an old folk's home with a briefcase and run a campaign for people 67-years old and up.
I don't know if either of those things will ever happen, but I'm keeping my mind open.

I will probably write a few guides in the next few weeks while I set up new games. It's a weird time but hopefully things will work out,

The Great Modron March - Law in Chaos

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I had a hard time adjusting to not running the Wednesday game, so it was nice to get a session of The Great Modron March going tonight. Jessie is away, so I was able to bring in a guest star - Dark's dad!

He has taken over my Wednesday Elemental Evil game, and he told me about how the game has been since I left. He decided he wanted the adventurers to go into the earth temple, so he somehow worked in a trip to Womford, which led them back to the Sacred Stone Monastery and down into the earth temple. When they left off, they were about to walk into some kind of massive battle involving cultists, duergar and maybe even a bulette.

He made a gnome wizard for tonight's game. That meant the party consisted of ... 2 wizards.

The Party

(Dark's Dad) Aluran - Gnome Wizard
(George) Theran - Elf Wizard

Aluran was new to the city of Sigil. He was in search of the answer to a great question of life. He was in The Friendly Fiend, a magic store run by a grinning ravaasta, when he was accosted by a Xaositect (a faction full of crazy people). The Xaositect recruited Aluran for a job that paid quite well and it involved the Great Modron March.

Theran was in his office in the Clerk's Ward. His friend Alamandra, the githzerai, came to visit and told Theran of a job opportunity.

The Face of Gith

Theran and Aluran both headed to The Face of Gith, a githzerai tavern. In the middle of the place was a blob of primordial chaos hovering in the air.

They met with a githzerai named Haeronimil who told them about the job:
  • The heroes were to escort the modrons through Limbo.
  • The heroes would have to use their minds to "chaos shape" Limbo, to create an orderly path through the chaos of Limbo.
  • They'd need to watch out for the slaadi, chaotic frog monsters who loathed the orderly modrons.
  • The modrons were petrified of Limbo and would need to be handled carefully
The githzerai were helping the modrons just to get them through Limbo and out of their hair. The githzerai lived in Limbo and didn't want the modrons there causing problems. Modrons and Slaadi were more or less mortal enemies.
From the 5e Monster Manual
Chaos Shaping

The adventurers each took a stab at chaos-shaping the primordial blob in the bar. The surly githzerai watched on, and were impressed. Both wizards did extremely well.

In fact, Aluran came back the next day to practice some more, and had a little chaos-shaping competition with a githzerai. The githzerai shaped a bust of Aluran looking a little stupid. Aluran responded by creating a sculpture of the githzerai going to the bathroom.. and rolled a natural 20. The patrons of the bar were very impressed at Aluran's natural skill, and he was accepted amongst the githzerai there.

A few days later, the heroes took a portal to Yggdrasil, the world tree, where the modrons were marching. The modrons were divided up amongst many different guides. The heroes were given 200 modrons to lead through limbo.

The trip through the chaos of limbo would take about 36 hours. 15 hours in, they'd need to pass through a chaos storm called the maelstrom. On the other side of it was a more unstable region of limbo called the Immeasurable. There, they'd find a portal to the gate-town of Xaos in the Outlands.,

Aluran took charge and chaos-shaped a meadow and a path out of the raw matter in limbo.

Chaos Shaping is extremely cool. The higher your intelligence, to larger a region you can create. Characters with high intelligence scores can create regions miles wide, buildings, forests, you name it.

In the adventure, it says that the chaos-shaper can't do anything else but walk, as they needed to concentrate to maintain the stability of their creation. I changed this so that it used the 5e spell concentration rules, to allow the PC the ability to do stuff. There's only two PCs, I can't have one be useless in combat.

The journey began with the modrons asking the heroes all sorts of questions about the nature of chaos.

Then they experienced miniflux:

Slaad Attacks

After hours of marching, the slaad began to attack. A swarm of red slaads exploded out of a fissure in the meadow, attacking the modrons and the heroes.

Because I was running this for just two PCs of 3rd level, I scaled this way down. These "lesser slaads" were basically orcs. I gave the red slaads a croaking power that caused those who failed a save to have disadvantage. This is a scaled-down version of the 2e red slaad ability to stun people on a croak (!).

During the battle, Theran was clawed and he was infected. A slaad tadpole was growing inside him. In three months time, it will explode out of his body and kill him!

Ten modrons died in the battle. They continued marching... and a swarm of blue slaads attacked! A blue slaad bit poor Theran, and infected him with a different malady - Over the course of three months, he'd turn into a red slaad! Theran's future was looking grim indeed.

The Maelstrom

With the blue slaads repelled, the march eventually arrived at the maelstrom. The maelstrom is so chaotic, that the adventure says that attempts to chaos shape have a -4 penalty. I posed an interesting question to the heroes. What do you create to get you through the maelstrom? The modrons were utterly terrified of it.

The wizards came up with a cool idea. Theran created a vessel.. basically a submarine. Aluran created a tube of water that shot straight through the maelstrom. The idea was that Aluran would control the current of his water tube to propel the vessel through the maelstrom.

Once into the maelstrom, though, their dice went ice cold. The chaos shapers failed roll after roll. The vessel was hit with a huge boulder. Then it was struck by lightning! The river dispersed into the vortex and the vessel was torn apart. The heroes and the modrons were tossed about in the chaotic storm. Many modrons vanished screaming into the howling chaos, never to be seen again.

The adventurers and many modrons grabbed hold of a building on an earthmote. The building had greek columns that they were able to clutch on to as the maelstrom raged around them.

The wizards shouted to each other above the cacophony, and came up with an inspired redesign of the vessel. Together they chaos shaped a new vessel with a treadmill in it. The modrons could march on the treadmill, which gave the vessel power to propel it forward.

I thought this was so hilarious and clever that there was no roll - it just happened. The chaos shapers used the raw material of the building with the greek columns to create their vessel, and they triumphantly powered their way through the maelstrom to the other side.

The Immeasurable

Now all that was left was to pass through the Immeasurable. Aluran decided to chaos shape a safer path - a long hall with walls 20 feet high in each side. This put the modrons at ease. There were only 90 modrons left alive at this point.

They marched without incident until the final encounter...

There's this githyanki named Torrenth who wants the modrons to stay in Limbo to mess with the githzerai. She has some allies - chaos imps. Check out their crazy power:

They infest the heroes equipment!

So... the imps swoop down on the adventurers. An imp inhabits Aluran's dagger, turning the dagger into a pamphlet entitled: "Why You Suck - an informed critique of the gnome wizard". The chaos imps are perfect foes for low level PCs, because they theoretically don't have to do damage but are still obviously a threat.

Torrenth shows up with a misty step. She gives the heroes a chance to surrender, but a fight breaks out. I severely de-powered the githyanki, as a normal githyanki does piles and piles of damage. The wizards were clever, using multiple rays of frost to reduce her movement to zero.

She surrendered and after a lengthy interrogation, the adventurers decided to let the modrons kill her.

The heroes brought their 90 surviving modrons to Xaos. As it turned out, many expeditions fared even more poorly. The heroes were paid 500 gold and they went home to Sigil.

Aluran decided to live above The Face of Gith, to hone his chaos shaping skills and to befriend the githzerai.

It was a very fun session. It's always cool when people you know meet each other for the first time. They got along very well.

I am thinking of maybe running Out of the Abyss on Sunday nights when it comes out, as I really like running the current 'official' adventures. That's months away, though. We will easily be done with this by then. I may be able to squeeze in the Chris Perkins Planescape adventure "Umbra" as well.

The Great Modron March - The Modron Judge

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Jessie is back from her trip to Disneyland and it turns out that she hates hot weather. Lego land, however, is reportedly awesome.

I warned the players that this adventure has an extreme railroad in it. I've learned that's the best thing to do when running a published adventure that forces the PCs down a certain path. Just tell them and ask them to play along. It saves a lot of time and aggravation. Anyone who played that Ravenloft adventure where the headless horseman beheads the PCs no matter what they do knows the pain of inflicting a railroad on your buddies who just wanted to have a good time.

The Party

(Jessie) Bidam - Dragonborn Fighter
(George) Theran - Elf Wizard

Downtime in Sigil


Last week's session in Limbo was pretty awesome. I asked Jessie what her character was doing while Theran was on the adventure, and she said she was at the Brothel of Slaking Intellectual Lusts.

We started off with Theran dealing with two afflictions. He had been implanted with a slaad embryo, which means he'd die in three months when a tadpole exploded out of his chest. He was also rapidly turning into a red slaad and losing 10 max hit points per day.

Bidam took half-slaad Theran to Fall-From-Grace, the succubus paladin. She was able to cure him in exchange for a donation to the Sensates.

Then the heroes spent three months messing with downtime. Theran made a +1 staff out of the unofficial metal of planescape - rusted verdigris steel.

Bidam decided that he wanted to research the Lady of Pain. He read up on her, and then decided to talk to the blue-skinned alu-fiend named Vrishika, who runs the curiosity shoppe. It turned out that Vrishika actually had a lady of pain doll for sale in the store, which was a pretty amazing coincidence.

The Curiosity Shoppe and the items for sale are right out of Planescape Torment. If the heroes worship the doll, they will be sent to a maze! I'll definitely follow up on this.

At the end of three months, Theran suddenly woke up in great pain. The slaad tadpole would hatch in 24 hours. Bidam took him to his githzerai friends, who had a lot of experience with the slaad. They diagnosed him and were able to find a healer to cure him.

Bedlam

Then I dropped the hook on the heroes - a wizard needs some volcanic ash near a portal in the gate town of Bedlam.

Bedlam is a gate town in the Outlands that contains permanent portals to the plane of Pandemonium. Foul air and the sounds of screaming wash out of the gates and fill the city. The wind and screaming drives the inhabitants insane.

The deal here is there's this crooked faction of guards known as The Sarex. They have a shadow fiend leader named Hrava, who wants the town to slide into Pandemonium. To do so, he must sow as much chaos as possible in the town.

The adventurers appeared in Bedlam and immediately come upon a poor githzerai who's been killed. Someone cast magic mouth on his organs, and they're babbling about their functions. The guards/Sarex come upon our heroes and arrest them for murder.

There's our railroad! The heroes must be imprisoned in this scenario. My players are very laid back and were OK with the whole thing. They were thrown in prison and would have a trial the following day.

Prison

I made up some prisoners so the heroes could talk to them and learn certain details that would be helpful later in the session. They were:
  • An elf with an eyepatch. She missed her boyfriend, who was a member of the Guiding Light, a faction that tried to make Bedlam safer
  • A barlgura who hated Hrava, the shadow fiend leader of The Sarex
  • A cambion who spoke of the weird "ruler" of Bedlam, a homeless wizard named Tharick Bleakshadow
I also cooked up a dream sequence for when the heroes went to sleep. I am watching through the TV show Twin Peaks, and there's this really weird dream in one episode that gives the main character clues as to what's going on. I decided that Bedam is a crazy place, and the fetid winds of Pandemonium might cause the PCs to have the same dream at the same time.

Jessie got a bit metagame-y, though, and saw that I was excited about them falling asleep, so she declared that Bidam would be staying awake all night. That meant that only Theran
had the dream.

In the dream, Theran was sitting on a chair on a cloud. NPCs were sitting in chairs near him, too. Two monodrones were marching around them. everything was in slow motion and a strong wind was blowing everyone's hair back.
  • Fall-From-Grace whispered in Theran's ear. He made a perception check and heard something about the king, a ring, and escaping. This clue was to help point out to them that the "king" of Bedlam, Tharick Bleakshadow, had a ring that was a portal key back to Sigil.
  • Alamandra the githzerai began dancing in slow motion and spelled out words of fire that hung in mid-air: "Rogue Judge Wants Freedom". This was a reference to the judge of Bedlam, who is a modron. The judge wants to flee Bedlam and rejoin the march - that's the real point of this adventure.
  • The displacer beast cub that was a pet of modronoid Xaldra Miloni spoke: "The palm is a door". This refers to the place where the ring can be used to open a portal to Sigil - there's a giant hand on a tower by the pandemonium portals.
  • Ebb Creakknees played a tune by blowing into a jug. The tune, he said, was called "Shadows Cannot Endure the Light". This was a clue as to how to defeat the shadow fiend at the end of the adventure - use a light spell.
  • The dream ended when the living cloud known as Breath of Life showed up, said "BIDE", and blew Theran out of the dream.
George is smart, so he picked up on some of these clues right away. Others didn't connect.

Trictaculus

The next day, the heroes went to trial. In the adventure, there's a whole lot of text devoted to what happens even though there's only one outcome - the heroes are sentenced to death. The adventure expects you to play out the trial even though the verdict is set in stone. I just glossed over it.

The judge is a decaton, which is a high-level modron with ten tentacles. During the previous modron march, the decaton got snatched by the people of Bedlam and was forced to be their judge, in an effort to create enough order to keep Bedlam from slipping into the plane of Pandemonium. The new march just passed through, and the decaton now wants to flee Bedlam and join the march.

Basically, after delivering the verdict, the judge calls the heroes into his office and asks them to help him escape. The decaton's name is Trictaculus.

The Escape

From here, the adventure becomes a series of encounters that the heroes have while fleeing through Bedlam to the portals to Pandemonium. They stopped at the jail to get their gear. Here's how it went:

The Guards: Three Sarex guards were outside the courthouse. The heroes tried to sneak by but failed their rolls. The adventurers decided to fight them even though they had no armor or weapons. Trictaculus was a great help with his five attacks (!). I allowed the heroes to disarm the bad guys. Normally I don't allow that kind of thing as it leads to abuse, but these players aren't going to abuse the system like that.

The heroes killed the bad guys with their own swords.

Tharick Bleakshadow Part One: The heroes made their way through the streets, pretending to be members of The Sarex with the decaton in tow. They ran into the "ruler" of Bedlam, who accosted them in a crazed fashion. He seemed unable to see the decaton. He ended up rocketing toward the courthouse to find Trictaculus.

The Prison: The adventurers, wearing Sarex armor, killed three more guards and got their stuff. They freed the prisoners that they had made friends with, but not the others.

Tharick Bleakshadow Part Two: Bleakshadow returned. Now he could see Trictaculus (I didn't really understand why he couldn't see the modron. The adventure explains that so long as there is a haft of a spear impeding his view of Trictaculus, he could not see him). He pointed an accusatory finger at the modron. Theran saw that Tharick was wearing a ring, and remembered the clue from his dream. He chopped off Bleakshadow's hand! They snatched the ring off the severed hand and ran.

I added the ring into this adventure. It's a ring of protection +1 with a gem on it. Inside the gem is an image of a swirling cloud. It's the "key" to the portal home.

Guiding Light: Members of the Guiding Light came upon the heroes. They were able to befriend them and convince them they were doing the right thing by helping Trictaculus escape. Bidam gave a rousing speech, telling the Guiding Light that they needed to step up to keep Bedlam together in the absence of the judge.

Barmy Mob: The adventurers raced through the dark streets. They were spotted by a mob, angry at the theft of their judge. There was a great chase. The heroes raced into an alley and tried to jump a fence. Theran made it. Bidam and the modron didn't.

The crowd entered the alley and advance. Bidam stepped in front of the modron and breathed acid, killing 6 people! The acid did 9 damage and the mob was full of four hit point commoners. The barmy mob went even more barmy. Bidam and the modron got over the fence, and all three were able to ditch the mob.

The Shadow Fiend: The heroes had made it to the portals. There's a tower with a grasping hand built into the top. That's where I placed the portal back to Sigil, activated by the ring they took from Bleakshadow. At the base of the tower are 6 portals to the plane of pandemonium, spewing fetid air and howling winds.

Hrava was here, too. He was a shadow fiend.

Hrava the Shadow Fiend

Ravenloft & Planescape Shadow Fiends
I have always liked shadow fiends. It was the 2e art that did it, specifically Baxa's depiction of them from the Ravenloft setting.

In my high school Ravenloft campaign, one of the adventurers got their hands on a shadow lathorn - a device that summoned shadow fiends. All sorts of shenanigans ensued.

There are no 5e stats for shadow fiends, so I based Hrava on the 5e shadow. I decided not to use the shadow fiend magic jar power, as that's way too deadly for the PCs in this campaign. Instead, I kept the shadow ability to drain d4 strength on a hit. I also gave the shadow fiend the ability to cast darkness.

As written in the adventure, this is a pretty anticlimactic scene. Hrava tells the heroes he wanted Trictaculus to escape through the portals, as that would cause Bedlam to slip into chaos and get sucked into pandemonium. Hrava even lets the PCs go!

I didn't like that at all. I changed it so that Hrava lets Trictaculus go, but wants to kill the heroes for slaying so many of his Sarex guards. The shadow only had 14 hit points (though he takes half damage from just about everything), so I had him shrouded in darkness (as per the spell). I had him cast darkness on an armband he wore, so that the darkness would move with him.

We had a pretty epic battle. Theran hit Hrava with a thunderwave spell and followed up with a scorching burst, both area effect spells that didn't require seeing the target. Hrava dropped Theran with a pair of claw swipes, draining 4 strength and putting Theran at death saves. Bidam spent a few rounds stumbling through the dark until finally finding and hitting Hrava, dropping the shadow fiend to two hit points.

Hrava fled, cursing the heroes and warning them never to return to Bedlam.

Theran was making death saves. Bidam needed to stabilize him. What followed was a series of comical dice rolls, failing over and over again. Bidam finally stabilized him when Theran was on the edge of death.

They snatched up some volcanic ash by the portals, climbed the tower and stepped through the swirling portal in the palm of the giant hand. They appeared back in Sigil.

This is a fun scenario once you get to the chase. The whole force-the-PCs-into-jail thing won't go over well with a lot of modern gaming groups. I didn't like how much text was devoted to that stuff, as it made for a lot of extra unnecessary reading. Bedlam is a rally cool place though, and Hrava can be a really cool villain.

I think I am going to give my players the chance to activate the Lady of Pain doll and end up getting sucked into a maze. I feel like we could do with a little side jaunt to stimulate character development before launching into the next chapter, which is set in the abyss.

Dungeons & Dragons - A Guide to the Slaad

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Today we're going to take a good look at a really weird monster: The Slaad. My hope in writing this is to give you a nice base of information to draw from for when you use these monsters in your campaign.

The Plane of Limbo

One of the most important things to note is that the slaadi ("slaadi" is the plural form of slaad, except in 4th edition) live in a plane called Limbo. The 5e monster manual does a great job of describing this place:

"In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi."

People with high intelligence who go to Limbo can shape the chaos with their mind, to create safe places to travel or live. This is how the githzerai exist in Limbo.

Essential Information

Here's the basics:
  • Slaadi come in different colors, and each has its own abilities. 
  • Many slaadi can"impregnate" victims with tadpoles that explode out of their chests, killing them. The condition of having a tadpole in you is known as "chaos phage".
  • There are a few slaad lords, the most powerful of the slaadi. Ygorl, Ssendam and Renbuu are my favorites.
  • Slaadi have gems in their brains which, if drawn out of them, can be used to control them.
  • There's a massive floating stone in Limbo that the slaadi are drawn to. It is known as The Spawning Stone.
  • Check out the stuff in Plane Below, which gives a really cool take on the slaadi - that they are from multiple realities.
AD&D 1st Edition

The Slaadi get a huge section devoted to them in the Fiend Folio. We are told they are frog-like beings who live in the plane of Limbo.
  • They can be summoned by spellcasters via the cacodemon spell.
  • They can understand and speak any language
  • This is crazy. They have jewels in their brains that contain their life force. If someone was to threaten to destroy it, the slaad would  grant the person three requests. Removing the gems would require a spell like power word:stun, limited wish or trap the soul.
A few different types of slaadi are detailed. I am going to list them from lowest rank to highest rank:

Red Slaad: These slaadi are slavers. When they slash someone with their claws, there is a 40% chance that person must make a saving throw or die in 3-36 hours!

Blue Slaad: They are ten feet tall and run errands for higher ranking slaadi. Blue and Red slaadi do not like each other. They have the power to use telekinesis, passwall and hold person.

Green Slaad: These slaadi have 50% magic resistance, a pile of powers and once per day they can cast a fireball that does 12d6! If they die but heir gem remains intact, they are reborn as a blue slaad in 24 hours After a year, they revert to the form of a green slaad. How weird.

Gray Slaad (The Executioners): These slaadi often have swords of sharpness and they have all sorts of spells like power word: blind. They also have the ability to create magic items.

Death Slaad (The Lesser Masters): Only four of these exist. They can take a human form and usually wield magic swords. They have a million powers, including invisibility, flame strike and cloudkill.

We are also given details on some slaad lords, which are really crazy.

Ssendam, Lord of the Insane: This thing is a golden amoeba with a brain in it. It sometimes wanders around as a naked dude with a black sword that stuns anyone it strikes. In Limbo, Ssendam takes the form of a large, golden slaad.

What an absolutely awesome NPC. Ssendam is criminally under-utilized.

Ygorl, Lord of Entropy: Ygorl is a skeletal, bat-winged man with a sickle who is always in shadow. He can command undead. Those struck with the sickle must save or die. Ygorl rides a brass dragon named Shikiv. In Limbo, he takes the form of a 15 foot tall black slaad.

Manual of the Planes

In the section on Limbo, the slaadi are "intelligent messengers of chaos". Gods and planar powers use them as messengers, warriors and servants. We get some details on where the slaad lords live:
  • Ssendam lives in a golden castle
  • Ygorl lives in a series of carved spheres that traverse the five layers of Limbo.
Tales of the Outer Planes

Wartle
I've mentioned before how this adventure anthology was one of the great disappointments for me in all of D&D. Imagine my dismay when I discovered that this book presents a new slaad lord! Who knows, maybe it will be cool.

First, there's a slaad adventure in here. The heroes are hired to claim the gem of a grey slaad named Zdronvas. He lives in this maze that, once you're in it, only a wish will get you back to the entrance.

Wacky stuff happens in the maze. There's blind orange mice. Loud music.. "rock, jazz, classical, country - DM's choice"... plays. Wildflowers sprout from the heroes ears. There's even monkeys carrying typewriters. Not kidding! I won't spoil the secret of the maze, but it's totally random and annoying.

Wartle actually appears further in the book, in an adventure set in the goodly plane of Celestia. Ygorl has encased Wartle in a meteor and sent him crashing to this realm. The meteor is spreading chaotic energy, corrupting the good creatures of Celestia. The adventurers must solve this problem.

Wartle actually has his own stat block and everything.
  • Slaad form: He is a brown, short slaad with backward-pointing horns.
  • Human form: He's a short pudgy guy with a whining raspy voice.
Wartle is always covered in warts, lies a lot ..."and (most of all) crude". Wartle "...rudely and regularly insults the other slaad masters, and has more than once suffered from their violent ire".

There's a nice entry on him on the forgotten realms wikia. Wartle is barely referenced after this appearance. That's probably for the best. He doesn't really fit with the others.

AD&D 2nd Edition

Planescape really goes to town with these guys. We learn a lot of new things in the outer planes appendix and the Planescape Boxed Set:
  • The slaadi each have a symbol of power embedded in their foreheads, which signifies their achievements and status.
  • Red Slaad now emit a croak that stuns those within 20 feet for 2 rounds. Their ability to implant tadpoles is expanded upon - a blue slaad tadpole explodes out of the victim's chest after 3 months.
  • Blue Slaad now have a bite that basically gives the victim mummy rot. Then a bit further below, it is said that a blue slaad can infect a victim, causing them to turn into a red slaad over the course of three months.
  • Once in awhile, a victim infected by a blue or red slaad instead "gives birth" to a green slaad. These are nurtured by the red and blue.
  • Once a green Slaad lives for 100 years, it goes into seclusion for a year and then returns as a gray slaad. It seeks immortality from this point forward.
  • There are about 6 death slaadi. They achieved near-immortality through evil ceremonies. They direct slaadi efforts, sending slaadi to raid settlements and imprison the locals so that they can be used to spawn more slaadi.
Dragon Magazine #221

Ygorl
This issue has a gigantic article on the slaad lords. It gives more detail to the original 2 from the fiend folio, and also presents two new ones.

There's an interesting note on the lifespan of the slaadi. When they reach a certain age, they travel deep into Limbo. Most of them dissolve into their base essence and merge with the plane. A few ascend and become slaad lords, whose power rivals those of demon lords.

Ssendam, Lord of Insanity:
  • Ssendam is female! She's a golden amoeba that devours anything that comes too close, and is the oldest of the slaad lords.
  • She can take the form of a huge golden slaad.
  • She can also take the form of a beautiful golden-skinned female elf warrior with a wisdom of 0!
  • Ssendam is feared even by her own kind. She has no followers, no friends. She believes that insanity is the true form of chaos.
  • This is not a typo. She has 41, 251 hit points! All of the slaad lords have 25,000+ hit points. The author went a little overboard.
  • She is the self-appointed guardian of the spawning stone.
Ygorl, Lord of Entropy:
  • He lives in an ever-changing keep (I prefer the spheres from 1e).
  • He's a huge, skeletal winged slaad made of black bones.
  • Ygorl tries to lead the slaadi. He organizes efforts to create new slaadi and is even grooming a death slaad named Sorel to become a new slaad lord.
Chourst, Lord of Randomness

  • He is a 20 foot tall white slaad.
  • Chourst basically has ADD. He'll leave a fight mid-combat because it doesn't hold his attention.
  • His presence dissolves chaos-shaped land in Limbo.
  • Spells cast near him always trigger a wild surge.
  • It is said here that Ygorl created the Spawning Stone
Renbuu, Lord of Colors

  • Renbuu is 12 feet tall and his skin swirls in different radiant hues.
  • Get this: He roams the planes changing the colors of beings and things! How amusing.
  • He has the power to transform of one color/type into another! Crazy.
  • He lives in a pristine and impregnable gallery (Renbuu is an artist) deep in Limbo.
  • There's some great details on the things Renbuu likes to do. He has turned some drow white. He turned gold dragons black! Amazing.
Renbuu walks the fine line between stupid and inspired perfectly. I'll have to work him into my Planescape campaign somehow.

Planescape - Planes of Chaos

There's a bit of talk about how slaad revere personal strength. Their forehead markings denote their power. They fight for food and to prove who is toughest.

There's also details on the Spawning Stone. It says here that slaadi come to the stone to mate. Death Slaads can used the power of the spawning stone as if it was a chaos-shaper. I don't understand why they're mating when they create slaad through chaos phage..?
  • The spawning stone is blue-gray and bent like an enormous horseshoe. The interior is said to have circular rooms.
  • Without the Spawning Stone, all slaad eggs are infertile.
  • Non-slaads are not allowed within miles of the stone, on pain of death.
  • There's also an adventure in Limbo in this boxed set called "Deliverance". There's a gray slaad leading raids on a Limbo settlement. The heroes must go to the gray slaad and summon a champion who can defeat the gray slaad.
There are two great packs of slaadi who hang out at the spawning stone:
  • The Lone Claw: A mass of red slaadi led by a gray slaad named  The Sorrowful Executioner. They go on raids, and are uniting for something mysterious.
  • The Quick Tongue: Blue slaadi led by a death slaad named Thurupl the Kicker. Thurrupl is one of the few slaad who other slaadi will obey.
As far as I know, these gangs are never referred to again.

On Hallowed Ground

Renbuu
This Planescape book details piles of deities, demon lords and other entities. It goes over the slaad lords. It claims there are only four:

Ssendam: She has mental powers that can drive people mad.
Ygorl: Ruler of the slaadi.
Chourst: He is "whimsy incarnate".
Renbuu: He has a mane of white hair (?). There's even art of him.

D&D 3rd Edition

3rd edition really didn't know what to do with the slaadi. Lots of weird, uninspired stuff.

Now the Slaad speak their own language as well as common. The red slaad implant eggs into victims when they are unconscious. The eff gestates in one week. The blue slaad ability to turn people into red slaadi now drains charisma. Once the charisma is at 0, the victim immediately becomes a red slaad.

Not much in the way of changes at all.

Epic Level Handbook

This book details two types of slaadi - Black slaadi and white (!) slaadi.

White Slaad: A death slaad sometimes goes into isolation for a year and returns as a white slaad. It can spit globs of chaos and shatters weapons with its claws.

Black Slaad: Similar to the white slaad in origin, these guys can see in darkness and have long tongues that split into four parts.

Fiend Folio

Mud Slaad: I almost didn't want to include these in this article. These guys ar brown and even weaker than red slaadi. They are cowardly and insecure. They actually have the power to "cringe", which can compel the attacker to o be unable to follow through with the attack.
  • Their bite turns the victim into a mud slaad over the course of the week.
  • They have a sonic screech which does 5d6 damage!
  • They can feign death.
I don't think I'd use these guys. The cowardly trait and the feign death ability are fun, but don't seem to fit the whole slaad concept. This whole thing feels like a mistake from start to finish.

Dragon Magazine #306


The Gormeel: These are lawful slaadi, a fluke breed born from the spawning stone.
  • Gormeel are reptilian, gray-green humanoids who are sort of like apes in that they get around using all four limbs. They have lizard heads. 
  • Githzerai team up with them to battle the slaadi, and even use them as mounts.
  • They have the ability to take the form of a githzerai..!
I like the idea of lawful slaadi, but this feels like another mis-step.

Dungeon Magazine #101 - Prison of the Firebringer

Bazim-Gorag, slaad lord
This issue has a high level Forgotten Realms adventure that features another slaad lord - a two-headed slaad named Bazim-Gorag. Bazim is trapped in a vault and bad guys are trying to unleash him on the world.

To free him, three wizards must use a scepter in a specific room to perform a ritual. One wizard must be lawful, another chaotic and the third neutral.

Bazim-Gorag the Fire-Bringer: He has two heads. He can take a human form of a guy with bronze skin, red eyes and he wields a glaive sheathed in black flame. He has an aura of flame, and he can make incinerating attacks.

There's really not a whole lot of detail on his motivations or backgrounds. He's said to be as powerful as a demon lord, and he seems to have be very into fire. A little more digging reveals that he is steeped in Realmslore.

D&D 4th Edition

4e really went to town with the slaadi. Get ready.

In 4e, there is no Limbo. The slaadi were moved to the elemental chaos. Also, a name has been given to their ability to transform others into their kind: Chaos Phage.


The plural form of slaad is "slaads" in 4e, which I prefer. Slaads believe they were the first creatures in the cosmos, and they spread chaos. All slaads now can teleport every round as a move action.

Black slaads are also known as void slaads and they get a cool new look. In fact, each slaad is given a more defined role and a new sub-name. Older versions had a big wad of spell-powers. These have a few specialized ones:

Gray Slaad (Rift Slaad): Gray slaads are now the weakest of the race, replacing the reds. They can cause planar instability (sliding people around and knocking them over), teleport and become insubstantial.

Red Slaad (Blood Slaad): They still infuse people with embryos, but it now has an official name: Chaos Phage. Chaos phage is presented as a 4e disease. Their croak now immobilizes instead of stuns.

Blue Slaad (Talon Slaad): They also dole out chaos phage. These guys are more like the hulk, stomping around and pummeling people.

Green Slaad (Curse Slaad): They can fire chaos bolts that daze, they can teleport in a way that allows them to switch places with an enemy, and they can let out a "croak of chaos" that slides enemies 20 feet.

Black Slaad (Void Slaad): They drain healing surges with their claws, fire rays of entropy and can create zones of oblivion which blocks line of sight and does damage.

Manual of the Planes

The book goes over old material, and theorizes that slaads were once demons that broke free of the Abyss.
Monster Manual 2

Slaad Spawner
This book has more slaad variations:

Flux Slaad: These slaads slip through weak points in the planes and end up ruling tribes of bullywugs (?). They are small and weak compared to other slaads.

Slaad Spawn: This is a slaad that just exploded from the chest of its host body. It must "...eat swiftly and well, or the chaotic energies contained within its body become unstable and explode."

There's also a template for "slaad spawners". Some slaads spawn through budding. Boils appear on their body, and new baby slaads pop out (like in gremlins).

Monster Manual 3

Golden Slaad: Sometimes when a chaos storm washes over a slaad, it becomes an unstable, gooey golden slaad. It can emit a chaos croak that has random effects. It might teleport someone in a random direction or stuns them. When you reduce it to half its hit points, it becomes an ooze that attacks with pseudopods.

Putrid Slaad: Necromancers can transform slaads into these things, which eat people and then spew the remains at new targets.

The Plane Below

This book is overflowing with awesome ideas.

There's a sample encounter/skill challenge for if the heroes need to try to reason with a slaad. It could come down to a pretty fun random chart:

There's a couple of pages detailing slaad life. It talks about their conflicting origin stories, and how all might be true because they can see alternate realities:

"Perhaps multiple universes collapsed into a single cosmos, and only slaads still remember the infinite possibilities of other timelines. Now trapped in a single reality, that rebel against its strictures and embrace chaos as a way of breaking free into the wider multiverse."

What a cool idea. The rest of the slaad stuff in this book builds on this concept.

The Great Red Tempest: There's a place in Limbo called the Great Red Tempest. Slaads like to follow around chaos storms, and this one is miles across. There's a void slaad named Vinakr Abudn who meditates here, seeking to find a way to use it to tear down the walls of creation.

The Spawning Stone: There's new info on the Spawning Stone. Now it is a few hundred feet in diameter and it has burning white runes on it. The stone is protected by a slaad known as The Guardian of the Stone. It seems like poor Ssendam has gotten written out of continuity. That's a bummer, I thought Ssendam was awesome.

Then we get a bunch of new variants of slaads:

Chaos Phage Swarm: This is a swarm of slaad tadpoles that can infect victims with chaos phage.

Green Slaad Madjack: These slaads can give victims maddening visions and cause mind spasms (which daze the enemy).

Blue Slaad Digester: These guys eat a lot. They think they can eat enough of reality to force the true nature of the multiverse to shine through. They spew acid and can knock you prone with their tongue.

Gray Slaad Havoc: They can fire havoc bolts and create a fog of chaos which causes people in it to attack each other. It can also shift reality, allowing it to teleport people around.

Red Slaad Juggernaut: This is a 15 foot tall red slaad who pummels victims with giant claws.

White Slaad (Chronos Slaad): The chronos slaad can pull replicas of itself from the past and future! It can splinter into 6 versions of itself.

Black Slaad Entropic: These are 26th level minions (that means they have just one hit point). It can turn itself into an entropic void, which has its own monster stat block. The void draws you in and sucks the life out of you.

Entropics serve Ygorl, the slaad lord.

Norsar the Many: There's a mention of a white slaad lord named Norsar the Many. He has translucent skin and can pull hundreds of replicas of himself into the present.

Last but not least, this book details Ygorl. He gets a really cool redesign that really sets him apart.

Ygorl
Ygorl, Lord of Entropy: Also known as "The Bringer of Endings". Ygorl is basically walking death.

Shkiv: Ygorl's dragon. He is infused with chaotic energy that corrupts those around him. The dragon is old and withered. It breathes a random breath weapon - cold, fire, thunder... even psychic!

Get a load of this: "Slaad legends say that Ygorl came into being when the universe died and now moves backward through time."

Skirnex, Voice of Ygorl: This slaad is a sort of pseudo-priest, a three-armed void slaad. He may have been touched by the emanations of the far realm.

D&D 5th Edition

Their lore has been tied to that of the modrons. Basically, Primus tried to create order in the chaotic realm of Limbo by sending a huge law-stone into it. Instead, the stone absorbed chaotic energy and spawned the slaadi. This stone is known as The Spawning Stone. Slaadi attack modrons on sight.

The red and blue slaadi are given back their separate ways of creating others of their kind, though the name "chaos phage" is kept.

There's an awesome sidebar/variant about the gems in their brains. They're shards of the Spawning Stone (clever!). Some spellcasters can use magic to draw the gem out of a slaad, and use the gem to control it.

It really feels like there was a lot of tinkering with the slaadi over the years. At this point, there's more than enough cool concepts for you to run with in your own campaign. There are so many cool types of slaadi, and so many cool slaad lords, that you should be able to run some top notch stuff the next time your adventurers enter into Limbo..

Dungeons & Dragons - A Guide to the Drow

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Today I am going to attempt to write a succinct and informative guide to one of the most popular races in D&D - the drow, also known as dark elves.

Because of the sheer volume of material out there, I am going to cover what I feel are the most essential products that any DM should know about. There's just no way I can do them all. I am avoiding some products because they'd fit better in a Guide to Lolth.

The Essential Information

  • Drow are elves with dark skin
  • Sunlight causes them pain.
  • Females rule the society, males are subservient to them.
  • They have an incredible array of special items, such as drow sleep poison, death lances and tentacle rods.
  • Most drow worship Lolth, the spider goddess.
  • They live in houses that feud for power and control over underdark cities.
  • Some drow become half-spiders, known as driders.
My Advice on Using Drow

Way back when I was a kid, drow were extremely popular as a player race. Everybody I knew made a dark, angsty drow character who wielded a scimitar in each hand. It was all about doing two attacks per round while looking cool.

As a DM, when I think of drow, I think of a pretty stale monster. But if you dig into the lore and the material, there is a ton of great stuff that brings them to life.

I would highly suggest that you use their special items like the sleep poison and the tentacle rods, play up the fact that the females run things, and make liberal use of the cool monsters like the draegloth, web golems and the driders. Definitely work in a demonbinder somehow too, as they are really inspired.

Also, think about making a badass drow NPC with a magic adamantine arm - she breaks the heroes weapons and punches through walls.

Use that sleep poison sparingly, though. Once your heroes get their hands on it, it can be quite a headache.

AD&D 1st Edition


I figured that the drow had a write up in the Monster Manual, but they don't. They just get a blurb in the "elf" entry, which says that they're dark and scary:

Descent Into the Depths of the Earth

A lot of info in this adventure is duplicated in the next one, Vault of the Drow. I'll cover it there. This adventure, by Gary Gygax, invloves the heroes battling kuo toa worshipers of Blibdoolpoop. The drow are encountered as wandering monsters and in a few set locations.

Apparently the drow language is known as "Drowic", as it is mentioned when Gary describes writing on a small pin of bronze.

Vault of the Drow

This is a very highly-regarded adventure by Gary Gygax himself and it is part of the "Against the Giants" series. The heroes adventure through a drow city called Erelhei-Cinlu.

We are told that drow items were exposed to "unknown radiations" in the Underdark, giving them magic properties that don't actually radiate magic. These items rot in sunlight, and will be completely destroyed in a matter of weeks:

Drow Sleep Poison: Most drow have javelins and crossbows that use sleep poison.

Wand of Viscid Globs: This wand shoots a gummy substance that can be used to pin people's arms to their sides, or their feet to the ground.

Death Lance: This is a ten foot long spear that fires beams of "negative force" which does 3d4 damage and causes the victim to save or lose d4 levels! These lances have 6 charges.

Demon Staff: They can cause fear, summon a "type I demon" (that's a vrock - a vulture demon), and even transform the wielder into a vrock for 5 rounds!

Tentacle Rods: Drow priestesses have these incredibly deadly rods which have up to 6 tentacles, all of which attack opponents every round.

We get a massive drow entry in the back of the module. The drow were "bitter and cruel" elves driven out by their kin, and they constructed a "gloomy fairyland" underground and now quite enjoy it. They still resent the elves for what they did.

Drow have black skin and pale hair. Males have eyes of orange, while females have eyes of amber or violet. Daylight causes them pain, giving them -2 to hit and they'll flee if possible.

The Drow have a silent language composed of hand movements, in addition to their spoken language.

Fiend Folio

The material from Vault of the Drow is reprinted in the Fiend Folio. Not much more to learn, except that there is a pretty cool piece of art by Jeff Dee:

Dragon Magazine #60 - All About Elves


This issue has an article about elves, which is punctuated by a very in-your-face piece of Erol Otus art of what I presume is a drow priestess of Lolth.

I have to include another piece of art from this article, too. This depicts what I guess is a high level elf overloaded with magic items:

The article only briefly mentions the drow, saying that they are hated amongst other types of elves (high elves, gray elves and sylan elves) more than orcs. This article also has a bit of discussion on how female elves in the elf army are unicorn riders, which is pretty fun.

Unearthed Arcana

Drow are presented as a playable race in this book. They are outcasts, don't have drow items, and do not have their innate magic resistance.
  • Light Sensitivity: Daylight causes a -2 to hit, and spellcasters have to make concentration checks to cast spells. Ouch.
  • They can case dancing lights, faerie fire and darkness once per day.
  • Here's the big one: Dro can fight with a weapon in each hand, off-setting the normal penalties by +2.
  • Drow can't be barbarians or monks.
AD&D 2nd Edition

The Monstrous Manual Drow entry is quite similar to the 1e stuff.
  • Drow cloaks and boots basically give them 75% invisibility. Direct sunlight destroys this stuff in 2d6 days.
  • In drow society, Lolth tests drow who hit 6th level. Those who fail thee tests are magically transformed into driders - the lower half of the drow's body becomes that of a spider. They become outcasts who favor blood over all other types of food.
  • Drow live for about 800 years.
The Drow of the Underdark

This Forgotten Realms sourcebook is written by Ed Greenwood, and it is fantastic. I'd go so far as to say it is one of the greatest sourcebooks of all time. It is completely overloaded with inspired ideas, and it is written in a very breezy manner.

This is going to be long, but you might be shocked to know I am presenting only a fraction of the cool stuff in this book.

The Test: We get details on how Lolth tests certain drow wizards when they hit 6th level. They are abducted and given a "...thorough magical mind-reaming...". Those who fail are turned to driders through magical ceremonies performed by Lolth's yochlol (shapeshifters).

Driders: They're feared by the drow, they hang out with spiders and they are genderless.

Slaves: Drow keep slaves (usually goblins, orcs and hobgoblins) and treat them very poorly. Slaves are not allowed to look drow in the eye.

Customs: Drow like to give "...long, skilled massages involving scented oils, hot water and steam". Construct your encounters accordingly, my friends.

House Insignia: Drow carry magic tokens fashioned in the shape of the recognized symbol of their house. These items are enchanted, and there's a huge list given of minor and magic powers you can give the,. Minor powers include comprehend languages and feather fall, while major powers include dimension door and wraithform. When touched by someone other than the drow attuned to it, it can deliver harmful effects including burning the victim or causing them to lose their voice for 2d4 days.

Drow Society:
  • Women run drow society.
  • Social station is the most important thing. To ascend, one must assassinate those above them.
  • Spiders live among the drow. Drow have a great affinity for them.
  • There are two major social groupings: Merchant clans (usually run by males, as trading with outsiders is considered demeaning) and noble houses (the "...mothers of whom often live thousands of years, kept alive by Lolth's magic").
  • Females can choose and discard mates freely, killing the males they've tired of. Marriages last 1-10 years. Any children showing physical deficiency are slain.
The Blooding: A rite of passage into adulthood. The drow must kill an intelligent or dangerous surface creature.

There's a pile of awesome spells, including:
  • Spidereyes: Allows a drow to peer through the eyes of a spider spy.
  • Dark Wings: Gives the drow bat wings, allowing them to fly.
  • Passweb: Confers the ability to walk through webts, rope and vine. Very handy for dealing with web spells, which were crippling in second edition.
We get details on the different types of tentacle rods. You need to be an evil priest to use them, as well as wear a control ring.
  • Purple: 3 tentacles, slow the target if they all hit at once.
  • Red: 3 tentacles, if the all hit the target is slowed and one limb is weakened - it cannot be used to strike, grasp or carry things for 9 rounds.
  • Yellow: 3 tentacles, if all three hit at once the target is dazed for 9 rounds.
  • Amber: 6 tentacles, if they all hit, the target is soul-burned. They burst into flame and lose d6 hit points permanently!
  • Black: 6 tentacles, if all 6 hit the victim is soul-chilled. The victim takes internal cold damage and loses d8 hit points permanently.
  • Jade: 6 tentacles, if all 6 hit the victim is feebleminded until a heal spell or wish spell is cast.
  • Violet: 6 tentacles, if all 6 hit the target is blinded for 3 rounds and loses 1 point of Dexterity for 2-5 years.
There's many other cool items:
  • Staff of the Abyss: Does damage that can only be healed at one point per day. The wielder can summon vrocks and transform into a glabrezu.
  • Wand of Darkness: It can cast darkness spells, it can break protection from evil circles (!), it can summon a nightmare which serves the wielder, and it can animate dead.
  • Driftdisc: Magically-animated 6 foot diameter discs that drow use to travel around in cities. Some drow use them as beds.
  • Walking Chest: There are strongchests or cargo boxes with spiderlegs of a dead giant spider. They can be controlled with a control ring. They are known as "crawlchests". Supposedly there are "crawlchariots" as well, fitted with harpoon guns.
  • Death Lance: They are made of dull gray metal that, when it hits a target, causes dark tendrils to drain the victim of 1 level.
  • Whip of Fangs: These are like the tentacle rods, except they have living snakes on them! These are often used on slaves and male relatives.
Then we get even more good stuff on crafted items:

Drow Poison: It is black and gummy, quite like molasses. A victim must save at -4 or fall unconscious at the end of the round. The drugged slumber lasts 2d4 hours. The drow have built up a resistance to this poison, saving at +7 (I suppose in 5e they'd have advantage).
Adamantine Limbs: Some drow who lose a limb replace them with magic adamantine constructions. Some of these have removable parts, or attachments - a drow might have a spiked mace head attachment.

This book even has pages of drow words and sayings:
  • Elgg - Kill, slay, destroy
  • Rivvin - Humans
  • Sarn! - Beware! Warning!
  • Ssinssrigg - Passion, lust, greed, longing, love
  • Oloth zhah tuth abbil lueth ogglin. - "Darkness is both friend and enemy."
  • Lil alurl velve zhah lil velkyn uss. "The best knife is the unseen one."
  • Jal khaless zhah waela. - All trust is foolish.
We also get monsters. There's one in particular that is handy.

Yochlol: The "handmaidens of Lolth" who live in the Abyss. Drow can summon them with rituals. They can appear as columns of gas, or an amorphous column with one eye, or even a giant spider or beautiful female human or elf. They can contact Lolth telepathically.

You can buy this book here.

D&D 3rd Edition
3rd edition Drow are smaller than normal elves and have red eyes. If you fail your save, their poison knocks you out for at least a minute, and could last as long as 8 hours. Light blinds and dazes them.

Drow of the Underdark

This is quite like the 2nd edition book, and is full of good stuff. It has lots of prestige classes, monsters, spells, feats, adventures, and even an entire chapter on the drow city of Erelhei-Cinlu (the city from Vault of the Drow).

Females dominate drow society because drow females are like female spiders - they are stronger than the males and the males sometimes do not survive the mating process (!).

We get details on different tests of Lolth
  • Test of Loyalty: Lolth sends a drow a vision - the drow must prove to be willing to slay one of her own allies at Lolth's command.
  • Test of Strength: Simple combat with a rival or a monster. Defeat, or showing mercy constitutes a failure.
  • Test of Lies: The drow must trick individuals into believing lies.
  • Test of Mettle: The drow is stuck in a pit or confined space, and is covered with venomous spiders. She must survive and escape without harming any of the spiders.
  • Test of Doubt: A drow is stripped of everything, and maybe even turned into a drider. She must survive and thrive despite the setback.
Having a Drow Baby: Drow mothers are not given aid in childbirth: "Should she die in the process, she is clearly too weak to contribute further to the race anyway." Drow children are raised by servants and are encouraged to solve problems with violence.

Leisure: Drow drink wines brewed from underground fruits, mushrooms and fungus. They also like inhaling herbs and incense that causes hallucinations or euphoria.

Demonbinder: This is a prestige class - A drow who has absorbed the essence of a demon and wields demonic power. As far as game mechanics go, demonbinders spend "damnation points" to invoke the essence of a demon. The amount of points you spend buys you a different demon's traits. Here's a few examples:
  • Succubus: You grow useless black wings, gains temporary hit points, use of the tongues spell and a +5 to bluff and diplomacy.
  • Glabrezu: Your hands become crab claws, you gain 30 temporary hit points, true sight and +5 to bluff.
  • Marilith: You grow four arms, your legs fuse into a serpent's tail and your eyes glow with an unholy light. You also gain the ability to cast eldritch blast.
There's piles of magic items, and even two artifacts:
  • Cloak of the Consort: It gives you +6 to your AC and protects drow from light. It also grants concealment for ten rounds.
  • Egg of Lolth: A fist-sized egg made of platinum. It summons a bag that summons swarms of spiders that attack all non-drow. Anyone touching the bag is sucked into the Demonweb Pits.
There's many monsters listed. Draegloths became sort of prominent during this time.


Draegloth: "Draegloths are fiends born from profane unions between drow high priestesses and powerful demons". Draegloths are huge humanoids with 4 arms, white hair and a bestial face with an elongated muzzle.

Albino Drow (Szarkai): These drow look like surface elves. They are rare mutants trained in espionage from birth.

D&D 4th Edition

In 4e, drow were once creatures of the Feywild. Lolth led them down a sinister path. We get some interesting types of drow:

Drow Warrior: They use rapiers, can fire off darkfire as a minor action (which prevents the target from being invisible or concealing themselves), and they have the drow poison. In 4e, the poison, weakens on the first failed save, and knocks you unconscious until the end of the encounter on a second failed save. That is no joke in 4e, as your player might be sitting at the table doing nothing for 20 minutes.

Drow Arachnomancer: She has a spider rod that immobilizes, can shoot poisonous venom rays, cause spiders to swarm the target, and can create clouds of darkness that block line of sight.

Drow Bladmaster: Can attack many foes at once with his blades.

Drow Priest: She casts pain webs, can blow up an ally and release spectral spiders that bite all enemies within 25 feet, and can even heal herself by transferring her damage to a drow or spider ally.

Forgotten Realms Player's Guide

This mentions that drow now live for up to 200 years, although "...exceptonal members of the race measure their age in centuries".

They trance instead of sleeping. They also get either darkfire or cloud of darkness as an encounter power.

Demon Queen's Enclave

This is a well-regarded 4e adventure which involves the heroes coming to a drow settlement to deal with a cult of Orcus. While there, they get entangled with the machinations of a drow vampire.

I am including this because it includes webgolems, which I think are a cool monster that I think you should consider using:
Web Golem: These are golems made of webbing. They can grab up to two enemies and are extremely sticky. In fact, if you hit them with a melee weapon, your weapon or you might get stuck to them. When you kill a web golem, it explodes, causing you to be stuck in a sticky web. There are also Web Golem Threshers, which can spit webbing.

Underdark

This 4e supplement had a mishmash of stuff for you to ue in an underdark campaign.

The Fall and Rise of the Drow: The book explains that the drow fled to the underdark after a war with the eladrin. The Underdark in the 4e cosmology (the world of Nerath) is ruled by this guy named Torog.

Torog, "the God that Crawls" (god of imprisonment and torture), was imprisoned in the primeval underdark. In his efforts to escape, he carved tunnels in the underdark, and even carved into the feywild and the shadowfell, creating the feydark and the shadowdark, respectively. He's still down there, and has a central network of torture dens, served by depraved painseekers.

Torog destroyed a drow city but then made peace with Lolth.

Mark of the Drow: This is a campaign outline. In it, the heroes begin as slaves of the drow. They were born with a special mark and are known as "the gladia", adventurer-slaves celebrated by the drow. They will have the opportunity to become drow themselves and eventually battle against the cult of elemental evil. Deep into the campaign, they learn the secret of their marks, which is pretty crazy.

Erelhei-Cinlu: The book gives a nice little summary of Erelhei-Cinlu. There's a nice quote on how the drow perceive themselves. They see themselves as "...dewdrops on the web of Lolth".

D&D 5th Edition

I really dislike the art of the drow in the monster manual. I decided to use this Rise of the Underdark cover instead.

Now that we've waded through the main stuff that came before, let's see what the 5e monster manual has for us:
  • The good elves banished their malevolent kin to the subterranean depths after a war. There was only one elven deity who hadn't forsaken them - Lolth.
  • The drow worship Lolth and believe they are destined to be rulers of darkness.
  • Their magic equipment now loses their magic after one hour in sunlight. It keeps getting shorter and shorter.
We get stats for a few different types of drow. Most of it is similar or identical to what came before. Drow mages can summon a shadow demon once per day. Drow Priestesses have pile of spells and can summon a yochlol once per day.

In the player's handbook, we see that if your drow is in direct sunlight, he or she has disadvantage to hit and on Wisdom (Perception) checks. I completely forgot about this in my public play games!

The picture of the drow in the PH is actually of Drizzt. They even mention Drizzt in a sidebar as an example of a drow hero that a player could model their character after.

Major Drow Deities

The gods of the drow are known as The Dark Seldarine.

Lolth: Goddess of the drow, demon queen of spiders. She lives a layer of The Abyss known as the Demonweb Pits. She's one of the major villains in all of D&D, and has appeared in many adventures and novels.

Eilistraee: Goddess of song, beauty, and good drow. Her female followers are all musicians.

Ghaunadaur: God of oozes. He's an amorphous purple blob with roper servants. Ed Greenwood's Drow of the Underdark book claims he is The Elder Elemental God, but that has since been revealed to be Tharizdun.

Vhaeraun: The drow god of thievery. He is also the god of drow males opposed to the matriarchy of Lolth. He wants the drow to claim land on the surface and found a society where the sexes are equal.

Drizzt Do'Urden

You can't really talk about drow without mentioning this guy. He's the star of 20+ D&D fantasy novels and one of the most popular NPCs in D&D history. Drizzt is the archetypical "good drow" who battles the darkness inside of him.

Fun Facts about Drizzt:
  • His name is not pronounced "Drizz It". It's "Drizzzz(t)".
  • He has a magical black panther named Guenhwyvar. He summons it from the astral plane with an onyx figurine.
  • He spent ten years in a "bestial" state of mind, hunting in the Underdark. He snapped out of it when he almost brought harm to some gnome children.
  • Rapper/actor Ice T is a big Drizzt fan.
  • Drizzt was created by author R.A. Salvatore at the last minute to be a sidekick to the hero of The Crystal Shard, Wulfgar.
Go here for more info on Drizzt. You can also go here for info on every book, comic and board game.

Full disclosure: My brother ran Drizzt as a character in an AD&D second edition campaign I ran in the early 90's. He committed murder in a city and he got thrown in jail. He never escaped. 1,000 years have passed in he game since that happened. So in my campaign, Drizzt died in prison. 

Hopefully this will help us get set for Out of the Abyss, which comes out in September as part of the Rage of Demons storyline. It's set in the underdark and Drizzt is heavily featured in the promo art . From what I understand, the heroes help Drizzt, or Drizzt gets possessed...? I guess we'll see soon enough.
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