Showing posts sorted by relevance for query orcus. Sort by date Show all posts
Showing posts sorted by relevance for query orcus. Sort by date Show all posts

Wednesday, May 22, 2019

OMG: Greek (and maybe Roman) Mythos, Part 2

I have really been enjoying going back and rereading and reanalyzing the myths and stories that got me into D&D to start with.  I can't help but feel like this is the start of 1979 instead of 2019 with my reading list lately.  Only now at 49, I can really enjoy them in a different light than 9.

Let's continue with One Man's God and see what sort of demons the Greek Myths give us.


The Furies, Erinyes and the Dirae
Part of my prep for this has been to go back over my Hesiod (7th Century BCE) and Ovid(1st Century BCE and CE) (and other sources, but that is later) to see how these myths changed over the centuries.  One of my favorites was the various different interpretations of the Erinyes also know as the Furies and the Dirae (Roman).  Like I mentioned in Part 1, they are the archetype of what OMG is trying to do.  Their new life in the Monster Manual as a devil is not just in line with the myth, it also makes a certain level sense given the internal logic of the D&D multiverse.
I took it a step even further with my own Avenging Angels, The Dirae.

Typhon and Echidna
Another candidate for a demon is the god/titan Typhon.  I have used Typhon as a demon in the past.  Essentially a Balor whose primary aspects are lightning, storms, and rain rather than smoke, darkness, and fire.  I still like that idea, but it really isn't Typhon is it?  Typhon is the offspring of Gaia (Earth) and Tartarus (the underworld) so there is some connection to him being a Cthonic deity (like Nox) and he certainly looks like a demon.  Also, the Ptolemaic Greeks (and earlier) associated and conflated and syncretized Typhon with Set.
I think in this case I am going to have my cake and eat it too. There is Typhon, the titan locked away in Tartarus and there are the Typhon demons, demons of storm and wind that might be his offspring.

Echidna is the "mother of all monsters".  In a way that sounds like another "Other Side" favorite, Lilith the Mother of Demons.  Though aside from the similar titles that is where the commonalities end.  Echidna is a half-woman, half-snake creature born "to the sea" (depends on who ask) and was the mother to some of the most fearsome monsters of the Greek Myths, including Orthrus, Dioskilos, and Cerberus.
As with Typhon, she seems to remain more of a titan to me. As the mother of monsters, I can see that she is the mother/progenitor of the harpies and even the Marilith aka the Type V demons.  Given her and Typhon's affinity for snakes, it makes sense.  I also think that I would say that she lays eggs, a nod to the animal Echidna; an egg-laying mammal.

In truth, any monster of demon can be the offspring of Typhon and Echidna.


Demogorgon
Orcus and Ades, and the dreaded name
Of Demogorgon
— John Milton, Paradise Lost II. 966.
Time to address the titan in the room.
Is Demogorgon a part of the Greek Myths?

Well, he is not listed in the Deities & Demigods as part of the Greek Myths, so this is a stretch of scope for this OMG, but Demogorgon is so central to the mythos of D&D that he can't go unmentioned.

Many scholars now believe that the word Demogorgon was badly translated from the Greek δημιουργόν (dēmiourgon) or demiurge. As an aside, does this mean he could be the Demiurge in the game Kult? NOW THERE is a fun idea!  Throughout the study of the name, there are two basic threads.  1. Demogorgon is some sort primordial progenitor of the Gods.  and 2. It is a grammatical error given life as a god.  Certainly, the look given to Demogorgon in the Monster Manual is a pure fabrication on the part of authors and artists of  D&D (note: this is not a bad thing).
From Milton above, we learn that Demogorgon was already in Hell waiting for the arrival of Satan.  He is picked up as a prince of darkness in Edmund Spenser's The Faerie Queene.

But my favorite one has to be from Shelley's Prometheus Unbound which takes influences from Paradise Lost.  Here Demogorgon is the son of Zeus/Jupiter and Theris and is known as "the supreme Tyrant" of "the shadow realm".  Here the gods, Jupiter, Hades even Typhon are all dead.  In this Demogorgon defeats Zeus/Jupiter as he did Kronos/Saturn before and Ouranos/Uranus before that.  Maybe much like the prophecy, Metis was given of Zeus' son defeating him this happened, but only it was his via Thetis instead. 

So what does all that mean to us?
Well Demogorgon, as he appears in the Monster Manual, is not really Greek. This is fine.  But grabbing all sorts of elements of his/its past we can come up with an old demon whose goal is to destroy the Gods (as one interpretation).  If we look into his origins as quasi-Greek then it is interesting that his chief rival is Orcus a demonic version of an Etruscan/Roman deity.   But more on Orcus in the next OMG.

Demogorgon has been featured here before and likely will again


That's a lot for today and I feel like I have barely scratched the surface, and there are still Roman Myths to cover!

The more I think about it.   The world of Kult is one where Demogorgon has succeded in killing most of the gods.

Monday, July 4, 2022

Monstrous Mondays: The D&D 4th Ed Monster Manual (Overview & Review)

A few months back I went through a number of the AD&D 2nd ed Monstrous Compendiums and talked about the advantages and disadvantages it had over the 1st ed Monster Manual. Also at the time, I mentioned the design choices made that also separated them from their 1st edition counterparts. 

Since today is the 4th of the month, I figure it is a good time to talk about the Fourth Edition Monster Manuals and what also made them special.  

Dungeons & Dragons 4th Edition Monster Manuals

To begin with, I was and am a fan of 4th Edition Dungeons & Dragons. I know it was not everyone's favorite edition, to put it mildly, but there are some really great things about it.  For starters, I applaud the design team for daring to try something new and different with the D&D game. Of course, most fans don't want new. They want the same thing, but even for the open-minded D&D 4 was a bridge too far.  Secondly, D&D 4 was a masterwork of modular design. You could take out and move around sections of it as you needed.  Yes, everything worked together, but many of the pieces could be swapped out for other pieces.  This design notion extended to the layout of the books. Nowhere is this better seen than with the Monster Manuals.

To me it seemed that 4th edition took the design elements that had made the Monstrous Compendiums successful; namely one monster per page, and all sorts of information on the monster's habitat, environment, and variations.  It is also one of the main reasons I still keep my 4th edition monster books. There is so much information here that I have been using them to inform details in my 5th edition game. 

In all cases here, I am considering my hardcover books and the PDFs from DriveThruRPG.

Monster Manual for D&D 4e
Monster Manual for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 288 pages.

This was the third book published for D&D 4th edition, though that is a mere technicality since all books were published at the same time in June of 2008. I picked mine up as a boxed set at the midnight release.

Much like AD&D second edition, the monsters for D&D 4th edition are presented as one page per monster. More or less. Sometimes the monster runs two or four pages, but always a complete page.  Where 3e had monsters built exactly like characters, 4e monsters have their own rules, much like how 1st and 2nd Ed built them. 

Fourth Edition was most certainly a "miniatures" game or, as it was hoped, to have a lot of online support and content. That did not materialize in the way Wizards of the Coast wanted and strong sales of Paizo's rival "Pathfinder RPG" kept D&D sales low for the first in the history of RPGS.  Make no mistake, D&D still sold well, it just wasn't out selling everything else.  

That was too bad really.  D&D 4 had a lot about it I liked and still like.

Monster Manual 4e


The 4e Monster Manual is 288 pages with over 170 monster entries. Many entries have multiple monsters. For example, there are three different types of Aboleth, six types of kobolds, and seven types of orcs. Along with the stat blocks, we get an idea of the role each monster plays in combat, like Controller, Brutes, Skirmishers, or Leaders, and what tactics they can employ. All the monsters have Lore with appropriate DCs for learning more about them or what a particular die roll will bring up.  The monsters also include plot hooks and ideas for using them in adventures.  

Some interesting changes happened in 4e.  For starters, some major demons, like our cover guy Orcus here, got their own entry outside of the demons category.  He also had major henchmen listed with him. 

Orcus

Also, a conscious effort was made to redesign the cosmology of D&D. The effect here was to have Succubi now listed as "Devils" and not "Demons." 

not your typical devils

This caused some interesting in-game fluff with books like Erin M. Evans' "Brimstone Angels" trying to explain this "in-universe" from the perspective of the Forgotten Realms.  This lives on in 5e with succubi as now independent evil outsiders. Other changes were made to various monsters, Daemons/Yugoloths we moved over to the demons, including making them Chaotic Evil.  This might have messed with ideas of the Blood War, but there is no reason why there needs to be continuity between editions, it is just nice.

One of the things that irritated some people was not the monsters it had, but the ones it did not have.  It particular Demogorgon is nowhere to be found and many of the named devils are also not here. 

Monster Manual 2 for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 224 pages.

This book was published about a year later in May of 2009. This book also has over 170 monster entries. Some are expanded, like Giants (and I love what they did for giants in this edition) and more demons. This book also gives the impression that many monsters were held back for a second book.  Unlike previous books with the same name, Monster Manual 2, this one doesn't feel like added-on monsters. This feels more like the Vol 2 of the AD&D Monstrous Compendium.  In addition to some that are expected, there are some new monsters too.

Our cover guy this time is Demogorgon. He and all his minions get 9 pages. 

Monster Manual 3 for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 224 pages.  This is also the only book of the three that you can also buy as a Print on Demand softcover. 

This book was released in June 2010, another year after the MM2. Lolth is our cover girl this time. It would have been interesting to see Graz'zt, but Lolth makes sense too. Eclavdra also shows up in Lolth's entry.

Page for page, this one has a lot more new monsters. Not just new to D&D 4, but new to D&D.  These include the new Catastrophic Dragons which I had been looking forward to. There are a lot of new monsters and some additions to MM1 & MM2 ones, like new Fire Giants.  That is one of the features of this edition, each variation of a monster needs a new stat-block.  To be fair, D&D 3 and D&D 5 also did this a fair bit. 

Monster Manual 2 for D&D 4eMonster Manual 3 for D&D 4e

The layout is such, that like the AD&D 2nd Edition Monstrous Compendiums, the D&D 4th Edition Monster Manuals PDFs can be printed out with just the monsters you want and organized in a binder.  The modularity of the design is so well planned out that it really makes me want to print out these PDFs and just make my own Monstrous Compendium style binder for it. Sure the page numbering will be wonky, but that would not matter, everything will be perfectly alphabetized.  I could even re-integrate demons like Orcus and Lolth back to where they belong under demons. 

The art is amazing really. The visual style of the monsters flows from the 3rd Edition monster books to provide a sense of continuity even if the worlds do feel different. 

I am not currently playing D&D 4th Edition, but I find these monster books still so incredibly useful even in my D&D 5th Edition and Basic/Expert edition games.  They are also just great-looking books.  

If you are curious, there is a list of all the 4th Edition monsters

Tuesday, February 2, 2021

One Man's God: Syncretism and the Gods

Hermes Trismegistus
Hermes Trismegistus
In the pages of the Deities & Demigods (or Gods, Demigods, and Heroes) the Gods and their Pantheons are fairly clean-cut affairs.  Greek over here, Egypt over there, Mesopotamia over there a little more. Norse WAY the hell over there.

In real-world mythology and religion, it doesn't work like that. Zeus was, and was not, exactly Jupiter. Ra was Ra, unless he was Amun-Ra or Aten.  Dumuzid was Tammuz, except for the times he was his own father. This is not counting the times when religions rise, fall, change and morph over the centuries. Today's God is tomorrow's demon.  Ask Astarte or the Tuatha Dé Danann how things fare for them now.

Gods are messy. 

It stands to reason that gods in your games should also be as messy. 

Now, most games do not have the centuries (game time) and none have the real-time evolution of gods in their games. We use simple "spheres" and give the gods roles that they rarely deviate from.  The Forgotten Realms is an exception since its published works cover a couple hundred years of in-universe time, but even then their gods are often pretty stable.  That is to make them easier to approach and to make sales of books easier.  The Dragonlance books cover more time in the game world, but their gods are another issue entirely.

While I want to get back to my One Man's God in the proper sense I do want to take this side quest to talk about Syncretism.

Syncretism

According to the ole' Wikipedia, "Syncretism /ˈsɪŋkrətɪzəm/ is the combining of different beliefs, while blending practices of various schools of thought."  For our purposes today we are going to confine ourselves to just gods.

For game purposes, I am going to use Syncretism as the combination of two or more gods into one.  The individual gods and the syncretized god are considered to be different and separate entities.

Now years ago when I proposed the idea that gods can be different than what is stated I go some grief online from people claiming that gods are absolute truth. For example, you can cast a Commune spell and speak to a god and get an answer.  But a commune is not a cell phone. It is not email. It is only slightly better than an Ouija board.  You have no idea who, or what, is on the other end.  If you are a cleric all you have is faith.

So what is a syncretic god like? Some examples from the real world and my own games.

Hermes Trismegistus

Our poster boy for syncretism is good old Hermes Trismegistus or the Thrice Great Hermes.  He is a Hellenistic syncretism of the Greek Hermes and the Egyptian Thoth.  Now, the DDG has these as very separate individuals.  Thoth is a Neutral Greater God of Knowledge, Hermes is a Neutral Greater God of Thieves, Liars, and more.  From this perspective, there does not seem to be an overlap.   But like I say above, gods are messy.  This figure is believed to have written the Corpus Hermetica, the collection of knowledge passed down to the various Hermetic Orders that would appear in later antiquity and during the Occult revivals.   Even then the Thrice Great Hermes of the Hellenistic period could be argued to be a completely different personage than the Thrice Great Hermes of the Hermetic Orders.

But is Hermes Trismegistus a God?  If you met him on the street would that mean you also met Hermes, Thoth, and Mercury? Or can all four walk into a bar together and order a drink? That answer of course is a confounding yes to all the above.  Though this is less satisfactory than say having stats for all four in a book.

The Triple Moon Goddess Heresy

Back when I was starting up my 4e game and deciding to set it in the Forgotten Realms I wanted to make sure I had a good grasp on the gods and goddesses of the world.  I was also already mulling some thoughts that would become One Man's God, so I decided to go full heretic.  I combined the moon goddesses all into one Goddess.  I also decided that like Krynn, Toril has three moons, but you can't see one of them.   I detailed that religion in my post Nothing Like the Sun... and I did something similar to Lolth and Araushnee in The Church of Lolth Ascendant.

Sehanine Moonbow, Selûne and Shar
Sehanine Moonbow, Selûne, and Shar by Ben Honeycutt

As expected (and maybe a little wanted) these tended to shuffle the feathers of the orthodoxy.  Thanks for that by the way.

This is all fun and everything, but what can I actually *do* with these?

Syncretic Gods make FANTASTIC witch and warlock patrons.

Witches in many pagan traditions in the real world believe that their Goddess is all goddesses.  That is syncretism to the Nth degree.  I already have a case with Hermes Trismegistus and the Hermetic Order. 

Here are some syncretic gods from antiquity and potential roles as patrons.

Apollo-Belenus, Patron of the sun and healing.  From the Greco-Roman Apollo and the Gaulish Belenus.

Ashtart, Patroness of love, marriage, and sex. Combines the Goddesses Aphrodite, Astarte, Athirat, Ishtar, Isis, and Venus. Sometimes depicted as the consort to Serapis.

Cybele, or the Magna Mater, Patroness of Motherhood and fertility. She combines many Earth and motherhood-related Goddesses such as Gaia, Rhea, and Demeter.

Serapis, the Patron of Law, Order, rulers, and the afterlife.  He is a combination of the Gods Osiris and Apis from Egypt with Hades and Dionysus of the Greek. Besides Hermes Trismegistus, he is one of the most popular syncretic gods and the one that lead archeologists and researchers to the idea of syncretism. 

Sulis Minerva, Patroness of the sun and the life-giving power of the earth. She is chaste and virginal where Ashtart is lascivious. 

And one I made up to add to this mix and smooth out some edges,

Heka, the Patroness of Magic. She combines Hecate, Cardea, (who might have been the same anyway), Isis, with bits of Ishtar (who has connections to Isis too), and Ereshkigal with some Persephone.

In my own games, I have always wanted to explore the Mystra (Goddess) and Mystara (World) connection.  

This also helps me answer an old question.  Why would a Lawful Good witch be feared or hated?  Simple that Lawful witch is worshiping a god that the orthodoxy deems as a heresy. 

A Witch (or Warlock) of the Tripple Moon Goddess in the Realms is going to be hated by both the followers of Selûne and Shar, even if they are the same alignment.  Cults are like that.

I am planning on expanding these ideas further. 

Another thing I want to explore is when a god is split into two or more gods or demons.  In this case I want to have some sort of divinity that was "killed" and from the remnants of that god became Orcus and Dis Pater, or something like that.  Orcus, Dis Pater (Dispater), and Hades have a long and odd relationship. This is not counting other gods that have floated in and out of Orcus' orbit like Aita and Soranus.

Thursday, March 12, 2015

The 30 Greatest D&D Adventures of All Time

Been kinda of obsessed with lists lately.  But this one does have a point for me.  A while back (2004 in fact) the Pazio run of Dungeon Magazine listed their top 30 adventures of all time.

I have been going through what I call the "Classical Canon" of D&D.  Not just so I have the experience of running them all, but so my kids can also enjoy these great adventures.  I also am looking for what makes a truly great D&D adventure; something that people still talk about years later.

Anyway here is the list with my thoughts.

30. The Ghost Tower of Inverness, 1980 (C2)
This is great one, but an odd one to run with a party in an ongoing campaign.  So I used it in my Doctor Who Adventures in Time and Space playtest and ran it as "The Ghost Tower of Inverness, Illinois".  I used this as the location of the "Ghost Tower" which is actually a malfunctioning Time Beacon.

29. The Assassin’s Knot, 1983 (L2)
Personally I prefer L1, Secret of Bone Hill, but this is a great sequel and I can see why many people like it more than Bone Hill.  Assassin's Knot works well as a murder mystery, but not great if your players are wanting to go in a bust skulls.

28. The Lost City, 1982 (B4)
I played this one in 8th Grade when it was new and had a blast.  I ran it again for my kids a few years back and still had a blast.  There were so many things in it I had forgotten and I spent most of the module smiling to myself in memory.  It is a Moldvay classic really and really has the feel of early 80s Basic D&D.

27. The Sinister Secret of Saltmarsh, 1981 (U1)
This was one I played back in the day but I have yet to run.  I have it all ready to go with my 3rd Ed. conversion notes.  Of course at the time I thought this was great because I was deep into my Anglophilia and I thought ANYTHING from England was perfect. Given that it was written (in part) by Don Turnbull then it was bound to be good.  If I remember right I played this one after Lost City.  I loved the tenor and mood of the module. It inspired an adventure I wrote in 88 called "Home by the Sea".  Parts of that adventure were then later used in my Ghosts of Albion adventure Blight, which took place in Ireland.  So it all came full circle.

26. City of Skulls, 1993 (WGR6)
This is an odd one. I never played it, never ran it and never really heard anything about it.  This was near the end of my Ravenloft games and very, very close to the time where I took a huge break from D&D.  I will check it out sometime, but doubt if I'll ever run it.

25. Dragons of Despair, 1984 (DL1)
I never played or ran any of the Dragonlance modules.  I enjoyed the books when they came out and I liked the idea that everyone playing was going through it all at the same time.  Hey, maybe someone should revive this for the next D&D Encounters!  I loved the idea and I loved the new design of the modules, but even then it felt a little railroady to me.  Plus I wanted to use my own characters.

24. City of the Spider Queen, 2002
I am not a good judge of this one. I don't like Drizzt. I don't like R.A. Salvatore. I never really cared for the Forgotten Realms till about 4th Edition.  I don't really know anything about this module. I suspect it was added to the list because there was a dearth of "modern" adventures and most of the others were "Greyhawk" related.

23. The Forgotten Temple of Tharzidun, 1982 (WG4)
Now this adventure...This one I can get behind.  I never played this one, but I have run it twice. It's a death dealer and a peak into what might have been coming as a narrative arc if Gygax had been into such things.  This module is one of out first peeks into the horror that is Tharzidun, a god that is part Cthulhu and part Satan in my game.  I am weaving material from this module into my larger campaign.

22. The Lost Caverns of Tsojcanth, 1982 (S4)
The same is true for this module. I remember buying it as soon as it came out and I begged my DM to run me through it.  I have run it myself twice since, the most recent time with my Dragonslayers group.  This is one of my most favorite modules. It has a vampire, Iggwilv, tons of new demons (many that later became part of the Monster Manual II) and just enough puzzles to keep the players on their toes. Running it this last time was a lot of fun.

21. Dark Tower, 1979 from Judge’s Guild (JG 0088)
While I would argue that this is an obligatory JG entry, this one is actually a lot of fun.  I never played it myself and it is so rare on eBay that it has been cost prohibative.  Thankfully we have PDFs of the Original and of the 3.5 update.

20. Scourge of the Slave Lords, 1986 (A1-4)
Another classic getting the reprint treatment.  I remember playing this one in 8th grade as well.  My DM at the time folded the Lost City into the A series to make a campaign out of them. Also he had a copy of Grimtooth's Traps which made everything deadlier. Or as he said "better".  I still have a thief stuck somewhere in a pit trap.

19. Against the Cult of the Reptile God, 1982 (N1)
I have never played or run this one.   I have though always wanted to use it as a start of a "Second" campaign,  After running the Classical Canon, I would start with a new campaign focusing on reptiles as the enemy.  Work in some modern "Reptoids" and have a go at it.  Maybe someday I will still do this.  But this is a fun adventure to read.

18. The Hidden Shrine of Tamochan, 1980 (C1)
Another great old module I never played, but read many times.  Like N1 I always hoped that I could use this one as part of a second campaign.  Though given some of the elements I would not be amiss using it in my "Come Endless Darkness" campaign.  I already have too many modules/adventures for the 5-7 level range.

17. Ruins of Undermountain, 1991
Ah. This is one that I have always known about but never really bothered with.  It was Forgotten Realms so I never gave it much thought.  Though I always thought this was more of a campaign expansion, ie part of the the whole Underdark deal so I never considered it an adventure.

16. Isle of Dread, 1980 (X1)
Oh the hours I spent pouring over this map.  This was Tom Moldvay's love letter to the pulp era and to such classic horror movies as King Kong. This also included the first full map of the Known World.  I ran it many times as a kid and it was one of the first modules I ran for my son.  He wanted to go an island of monsters, "like in Godzilla".  This did not disappoint him or me.  More so than any other adventure, the Dragonslayers were born here.

15. Castle Amber, 1981 (X2)
Another great. Again Moldvay's pulp horror influences are showing here, in particular his love for the works of Clark Ashton Smith. This time we enter an old house full of crazy characters and plenty of dangers.  This could have come off as a "fun house" dungeon, but something in the presentation is different.  Maybe it is the undertones of horror and dread.   My players in our 5e game are going through this one now. I have dropped the first hints of the "coming darkness" to them here.
This is one of my personal favorites. Certainly part of my top 5.

14. Dead Gods, 1997
Dead Gods is not an adventure I have ever run or been in, but it is one I have used quite a bit.  There are a number of elements in it that I use for my "Rise of Orcus" plot. Especially back in the 4e days and the rise of Orcus adventures.  Honestly there are enough adventures out there that you could build a universe (and edition) spanning mega campaign on nothing more than stopping the machinations of Orcus.  One day I should give that a try.

13. Dwellers of the Forbidden City, 1981 (I1)
This is a great adventure and part of my "Second Campaign" (AGGHHH too many adventures to play!) it is also at the 4th-7th level sweet spot.  This one is a key part of that idea since it introduced the Yuan-ti, a monster I have used repeatedly; often calling them Ophidians.   It has elements that would fit in nicely with my 5th edition group, but I have too many adventures for this level.

12. The Forge of Fury, 2000
So this is our obligatory 3e adventure I think.  I never played it or ran it, thought I have read it.  Personally I think The Sunless Citadel was better and should have been on this list.  It was the first and introduced a generation to Meepo.  Sure he was no Aleena, but you could also say that Aleena was no Meepo!

11. The Gates of Firestorm Peak, 1996
Ugh.  Sorry, but there is a lot about this module I just don't like.  I don't care for the shoehorn plot for starters and I hated the Skills & Powers books. Som much that it threw me off of D&D till 3e came out.  It was "Lovecraftian" and I did like that.  I suspect that is why it is on this list to be honest. Though many of the ideas in this module came into sharper focus during the 3e years.

10. Return to the Tomb of Horrors, 1998
You have to admit. This is a total cheat.  I have it, I enjoyed it and I like the idea that the Tomb is something that people can keep going back too (whatever the edition).  As a sequel there is a lot to like. As a stand alone and on it's own merits though it might be passable.

9. White Plume Mountain, 1979 (S2)
I am inordinately fond of the S series of modules.  This one is no different.  It of course makes 0 sense, but works great as an epic D&D adventure. Plus it gave us Wave, Whelm and Blackrazor.

8. Return to the Temple of Elemental Evil, 2001
In many ways I like this one better than the original. I like the idea of returning to the Temple I also like the idea of talking in game about adventures that came before.  Gives me a sense of continuity.   This is one of my favorite 3.x era modules to be honest.

7. The Keep on the Borderlands, 1979 (B1)
What can I honestly say about this one?  The Cave of Chaos were as well traveled as a local Mall in the 1980s.   When I think "Classic Canon" this is the first thing that comes to mind.

6. The Desert of Desolation, 1987 (I3-5)
Another total cheat this "super" module is made up of Pharoah (I3), Oasis of the White Palm (I4) and Lost Tomb of Martek (I5).   Though to be totally fair they are linked together. Another really great set of adventures I would LOVE to play or run (read them many times) but not likely to.  Maybe if I do my "Second Campaign".  There is a lot in these I have used elsewhere though.

5. Expedition to the Barrier Peaks, 1980 (S3)
"You know what AD&D needs?  Freaking laser guns! Lasers and killer robots!"  Seriously. Has there ever been a module to encapsulate everything the late 70s and early 80s was all about more than this one?  It even has a karate instructor robot.  I am going to add in a break-dancing robot that moves to a funky Herbie Hancock beat when I run this next.  Which should be soon. I am going totally gonzo with it too. I am grabbing bits of Gamma World and Metamorphosis Alpha too.   In fact since the characters are higher level than the module requires I am doing a sort of "Return to the Barrier Peaks" spin on it. I am going to add some material from The Illithiad as well.

4. The Temple of Elemental Evil, 1985 (T1-4)
Another of the classic canon. If you didn't start your adventure in the keep, then chances are you started it here.  I have always wanted to run this one and never have.  I have used pieces of it before.
I suppose if I do my "second campaign" I will start with this and change the temple a bit.

3. Tomb of Horrors, 1978 (S1)
We just finished this one and it was every bit the meat grinder it was rumored to be.  I had gone through back in the day, but running it was a completely different experience.  Now I might be branded as a heretic here but it is not really that good of an adventure.  Really it isn't. There are lot things in the adventure that don't make sense except in a D&D world.  That being said it is a rite of passage and everyone should try it at least once under their favorite edition or at least once under 1st ed as Gary intended it to be.

2. Ravenloft, 1983 (I6)
Here we go. This is my favorite module on the list. I just love it; warts and all.  Yeah there are some real leaps in logic in this one and there are plenty of reasons NOT to like it, but I don't care. I think it is great. It's a Hammer Horror film in D&D form right down to the small "Hammer Hamlet" village with terrified peasants.  There are vampires, gypsies, werewolves, really strong zombies, gargoyles. Even a huge pipe organ played by the vampire.  You can almost hear Toccata and Fugue in D minor while running it. I have played through this once and I have ran it three or four times.  I would love to try it sometime under the Ghosts of Albion rules.  I am going to take my 5e group through it when they complete Castle Amber.

1. Queen of Spiders, 1986 (G1-3, D1-3, Q1)
The first AD&D campaign arc.  We talk alot about being "plot free" in our adventures but when it get right down to it we love a good story arc and the GDQ was that.  I am not 100% sure that Q1 lived up the promise of the G and D series, but damn was it fun.
This super module was made up of:


Back in the day EVERYONE was going through this. It was the D&D Encounters of it's time.  The only problem was no one was doing it at exactly the same time or way.  So I know dozens of stories about how these turned out. I have dozens of my own.  Plus that Bill Willingham cover of the Giants is one of the most iconic covers of the age I think.

There you are. The 30 greatest adventures as ranked by Dungeon Magazine.
Do you agree or disagree?  What is missing?

Here are my honorable mentions.

In Search of the Unknown, 1978 (B1)
Every adventure starts somewhere. Mine usually start here.  This is my go to module for a quick a easy sandbox style dungeon crawl.  I have run it half a dozen times or more with new groups and it is always a thrill.

Palace of the Silver Princess, 1981 (B3)
Yes it is a rather silly adventure, but I really enjoy it.  Plus the backstory on it makes it a lot more fun.

Palace of the Vampire Queen, 1976 from WeeWarriors (V2)
The first ever published adventure or "DM's Kit" as it was called then.  What it lacks detail it makes up for in style.  I have ran this one twice now under various systems.  It works with everything to be honest; it is that sandboxy.

Thursday, October 28, 2021

This Old Dragon: Retrospective, Devils and the Nine Hells

It's the last full week of Halloween (October to you mundanes out there) so what better topic than the go over all of the Devils that have appeared in the pages of Dragon Magazine. 

Dragons #75 and #76

This Retrospective could go on for a long time, so I think I am going to limit myself to mostly 1st Edition treatments.  Thanks to TSR bowing to the moral panic of the time we got exactly one article about Devils proper that I can find for the 2nd Ed days.  They pick back up for D&D 3rd Ed, but that is getting beyond the scope of "This Old Dragon."

dragon magazine 13 demons
"The Dragon" Days

These were some of the earliest discussions on the Devils and the Nine Hells. They typically coincide with the release of the AD&D 1st Edtion Monster Manual when we introduced devils to D&D for the first time. Demons had already been added in Eldritch Wizardry for OD&D and had become a staple as these articles show.  This also set the divide of Chaotic Evil Demons and Lawful Evil Devils that persists to this day.  But before we get to devils proper, let's have a look at some early articles on Demons.

The Dragon #13

This issue comes to us from April 1978.  This issue is notable in our discussions for two reasons. First is an ad in the back for the Monster Manual and secondly, there is the brief one-page article on Demon creation.  Ok, so not devils, but the same logic could apply. 

The Dragon #20

I covered this one in a proper This Old Dragon a little bit back. In this issue we have Demonology made easy; or, How To Deal With Orcus For Fun and Profit by Gregory Rihn.  This expands the above article and makes it more AD&D than OD&D.  Again these are demons, but the same rules can apply to devils.

The Dragon #23

This is the third attempt at a random demon system, this time from Gary himself. This one draws from the first two. Random Generation of Creatures from the Lower Planes is exactly what it says on the tin really.  We should make a note here. This is for creatures of the Lower Planes, not just demons.

The Politics of Hell

Dragon #28, or more specifically for me, The Best of Dragon Vol. II gave us a landmark article that is almost entirely fluff; The Politics of Hell by Alexander von Thorn. Mr. von Thorn's only other contribution to Dragon would be 10 issues later with some skill for Traveller. He continued working, mostly on GURPS, and is still active online.  

Politics of Hell

This was a landmark article that among other things it lets us know why Asmodeus, a lesser demon from the Tobit originally, was the ruler of Hell and where Satan was.  The mythology presented here is extremely Judeo-Christian, so that may or may not work for a lot of games and gamers.  It did however introduce me to Astaroth and by extension Astarte. 

Dragon #42 would make a good choice for a future This Old Dragon.  I'll have to see if I have it in my big old box of Dragons.  This is the October 1980 Halloween-themed issue and has a few articles on Devils and even features on of the most famous pictures of Orcus ever.

The article "Demons, Devils and Spirits" comes to us first from Tom Moldvay.  This one features four new spirits that are Lawful Good, Neutral, Chaotic Evil, and Lawful Evil. So a full house!  Ashleigh Parker is next with The Possessors, or demons that can possess others.  Lewis Pulsipher wraps it up with Patron Demons, a forerunner to what we will see in warlock pacts

The Nine Hells by Ed Greenwood

Not since Dragon #28's The Politics of Hell did Devils and Nine Hells get as much attention as they did in the pages of Dragons #75 and #76.  There is a faint hint of the Realms here, but not so much that I felt this was world-specific.  In fact, in the summer of 1983, we were still a couple more years away from the Forgotten Realms being a thing for the rest of us.

The Nine Hells, parts 1 and 2

These two articles cover every layer of the Nine Hells in descending order and discuss the Dukes that rule them, their consorts, their advisors, and even some of the other devils that can be found here.  There are shades of Dante's Inferno here but this is pure D&D.

This series casts such a long shadow that one would be forgiven if they forgot that Gary opened the series with the Devils that would appear in the upcoming Monster Manual II.  This includes the Abishai devils, which are the spawn of Tiamat.   Even though in my personal campaigns I have taken Tiamat out of Hell, the Abishai remain and are still her spawn. 

Combining these we can see there is a certain level of world-building that has gone on past the publications of books like the Deities & Demigods.  In particular, all non-Devil Gods have been kicked out of the Hells.  I took this a step further and even removed Tiamat and placed her on her own plane.

The articles are long and just filled with great information.  It would not be until the later AD&D 2nd Ed years that we would get this much detail on Devils.  

For Dragon #400, Wizards reprinted the entire series, with AD&D 1st ed stats.

Dragon #91

Greenwood (and Gygax) are back a little more than a year later.  Gary has a revised Goristro demon from Monster Manual II. But the big news is Ed has more Nine Hells with some details left out of the original series. It is quite a long one to be honest.  Of note for me there is a devil "Gargoth" that should replace "Astaroth" from the Politics of Hells article. We are told that Astaroth is a demon prince, but that is all.  Astaroth/Astarte just can't catch a break at all.

This is followed by Eight Devilish Questions, something of a FAQ about devils. 

Interestingly enough, this is also the issue that Ed gives us the sword that would change my campaign in very profound ways; Demonbane.

What the Hell is a Baatezu?

Dragon #223

It will be a little more than 10 years before we get anything else about Devils in the pages of Dragon.  This time it is a similar article to Politics of Hell but the new Lords of the Nine only have a little connection to old lords. Some are the same like Dis, others are related, like Fierana, and others still are new or so heavily disguised they might as well be new (Levistus and the Dark Lord respectively).

Honestly, it wasn't until Wizards of the Coast bought TSR that we ever got proper Devils back.  These lords though have been woven back into the history of the Devils since 3e.  Even in this article the term "Devil" to mean these fiends is never used. 

Final Thoughts

Doing a retrospective like this is mostly just time-filling fluff unless I want some takeaways from it all. 

Cosmic Chicken

There seems to be a game of cosmic chicken going on in the early depictions of devils. While there are some that are different in their mythological origins, Geryon from Dante's Inferno and the Erinyes from Roman Myth to name two, the vast majority of these creatures, especially the ones in Dragon, are from Judeo-Christian sources.  That is of course except for The Devil himself.  The authors are willing to pour through all the Medieval demonologies for names, but when it comes to Satan they blink. That is except for one article.  I get it.  There is a lot of baggage with "The Devil" both for religious and cultural reasons.  If you are going to mine "The Inferno" and "Paradise Lost" then why leave out one of the main characters?

Though I will admit I have also struggled in using the Big D in my games, only because it needs to be something special.

Worlds Apart

While a lot of "game rules" can be applied to both demons and devils equally, I am reminded in this retrospective that they are not, and should not be the same.  So while I was mentally looking over the differences and resorting (something that D&D 4e tried to do as well and met with some successes but most criticism from the fans) them into different categories, one category began to show itself in a surprising way.

Gary was better at creating demons and demon-like devils, Ed Greenwood was better at devils.  So for this reason I have decided that in my games demons take a larger interest in the world of Oerth (Greyhawk) and devils take more of an interest in the world of Toril (Forgotten Realms).  There are some exceptions of course.  Orcus has tried to make headway into the Realms many times.  But generally speaking in the games I have run and the D&D novels I have read, this seems to hold true.


Wednesday, July 1, 2020

One Man's God: The Immortals and Demons of BECMI

Ok. So it is July. June is over and so should BECMI month.  The trouble is I find I still have a little more to say.  Plus it would be difficult to properly end BECMI month without a good look at the Immortals themselves.

So far we have run into six named Immortals; Koryis, Kersy (more on her later!), Vanya and Alphaks from Into the Maelstrom and Orcus and Demogorgon from the Immortals DM's Book. None are mentioned (too my knowledge) in the module The Immortal Storm. Of these five, three are demons.  Not just demons in the general sense, but demons in the AD&D (and now D&D) sense. 

One thing made clear in the Immortals game was that Immortals are not gods.  They are powerful beings, with near unlimited magical powers, who occupy the outer planes, and are worshipped by clerics...what was my point here? Oh not gods. Right, totally not gods. Nope.

Except they are.

Alphaks aside (he is a special case), Orcus and Demogorgon are immortals, and demons, and (let's be honest here) minor gods.  Essentially what OMG is all about. 

In the D&D Rules Cyclopedia Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:
The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.
They were real set on the whole Immortals ≠ Gods thing.

I wanted to review The Wrath of the Immortals.  But I don't have a copy and DriveThruRPG also doesn't have it.  I have managed to piece together some of the immortals from other products and from the Vaults of Pandius.  A couple of them stick out, Immortals and Faith and the Codex Immortalis by Marco Dalmonte

A few of the "demonic" Immortals mentioned in other products are, Bagni Gullymaw, a demonic troll and the immortal of canibalism and Stodos, a cold-blood Type II/Hezrou demon.  Bagni could be another name of the Other Side favorite Vaprak the destroyer.

What BECMI lacks, and really should have been a major contributor to, are new demons.

So instead of looking to the Gods and Immortals of this "mythos" like I normally do, I should look at the monsters and see which ones make for good demons.  

Demons of BECMI

I should start this part off with a note about another post on Demons in BECMI from Mystara Sage in Residence, Bruce Heard.  He posted about demons earlier this year and it is worth taking a look at.

 Moving away from the Immortal-level rules I look back at the various monsters.  To make my life easier I am just going to look at the D&D Rules Cyclopedia and D&D Creature Catalog.


The Plane of Nightmares was introduced to us in the X series of modules and would then later be expanded on in later Companion and Master books.  There are a few creatures from this plane that certainly qualify as demons.

Diabolus
The devilish Diabolus appeared in the Immortals Set.  They are described as looking like devils essentially but were in most ways human. They could take any human class and were their dimension's equivalent of humans.  The BECMI rules even state they can be played as humans. They were updated in Dragon Magazine #327 as a character race.  
Essentially these are Tieflings. You can play Chaotic or what 5e called demonic tieflings. I'd argue they can only choose "Chaotic" alignment, so Chaotic Good (their default in 2e), Chaotic Neutral or Chaotic Evil.  

Malfera
Few creatures fit the description and general attitude of a demon better than the Malfera.  Let's get into some details.  In the Rules Cyclopedia, we learn they are chaotic. can only be summoned to our plane by a powerful magic-user or Immortal. They are a planar monster. They have massive physical attacks and special attacks. Can open doors as per knock and has higher than normal saves.  Plus they are described as a literal nightmare creature.  If not a demon, then "demon-adjacent."

There are stats for them all over the web.  Here are some from the Vaults of Pandius for 2nd Ed AD&D3rd Ed D&D4th Ed D&D, and 5th Ed. D&D.  A 3.5 version for the Forgotten Realms based on the Dragon #343 version.  The Piazza also has a Malfera and there is another 5th edition version.

Here is the version from the Piazza linked above. They make it a large monstrosity, but they don't give it the extra-planar tag.
And there may be a Malfera / Maelephant connection.  I am going to say related creatures from the same plane. Given that maybe there is a larger creature, a Masdaemon.  sure, Why not. 
Actually, it is close to an idea I was playing with back when I was writing Ghosts of Albion. 

Hellephant
FREQUENCY:  Very Rare
NO.  APPEARING:  1-2 (4-9)
ARMOR CLASS: 0
MOVE:  18"/36", special stampede 24"/48"
HIT DICE:  12+36 (90 hp)
%  IN  LAIR:  95%
TREASURE  TYPE:  Nil, Special
NO.  OF  ATTACKS:  2 + 2 special
DAMAGE/ATTACK:  2-24 (2d12) trample, 2-12 (2d6) gore, 4-48 (4d12) swallow
SPECIAL  ATTACKS:  Breath Weapon, Swallow whole
SPECIAL  DEFENSES:  +2  or  better weapon to hit
MAGIC  RESISTANCE:  10%
INTELLIGENCE:  Animal (savage)
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (20' tall)
PSIONIC ABILITY:  Nil, immune to Psionic attacks

Deep in the pits of the abyss roams the monstrous Hellephant.  Believed to be related to both the Malfera and the Maelephant, these creatures are roaming, ever-hungry nightmares. 
They appear to be Mastodons, only twice as large. Their fur appears to be black, but in truth soaked in blood. Their tusks come out from their bottom jaw and curve downward.  This allows them too run their prey down and scoop them up into their terrible maw.  The hellephant is a voracious carnivore and their preferred prey is anything warmblood that will run from them. Their attacks are a trample or a gore. On a successful gore hit the victim must make a saving throw vs. Paralyze or be scooped into the hellwphant's maw.  Once there they are bitten by the monster's rough teeth, still in the shape of the teeth of a plant-eater, and then they are swallowed whole.  The digestive acid causes 4d12 points of damage per round. Resistance to acid attacks can reduce this to half.  The hellephant's digestive system though is not adapted to eating meat so living creatures are exited out in the way of all digested food in 1d4 rounds. The expelled victim, if still alive need to make another save vs. paralysis in order to get up and move out of the way.  The Hellephant, still ravenous, returns to scoop up any victims that are too slow to move and the eating and digestion process begins again.
If a group of 6 or more Hellephants are present they may stampede.  They will run in one direction for several minutes causing maximum trample damage. They will not return to eat any victims left behind.
Hellephants have no treasure, but their ivory is prized through-out the multiverse and is, pound for pound, 10x the price terrestrial elephant ivory. 

Tabi
These small, winged-ape like creatures are chaotic.  They are somewhere between an imp and a flying monkey. 

There are a lot of Chaotic Evil monsters in Post-BECMI Mystara that have appeared that would make good demons.   I think these are the most likely candidates. 
I also think, given the mythos of the world and the roots of it, that demons are fine, but devils (as defined by AD&D 1st Edition) are not.   But hey, that is only for my games.

Wednesday, July 13, 2016

Class Struggles: Cthonic Warlocks and The Return of Tharizdûn

Working through my "end game" for my Come Endless Darkness campaign.  Like the Gygax book of the same name my main Big Bad is Tharizdûn.  Also like the books I am sure that the universe is going to look very different when I am done.

Through the various adventures, the big plot emerging is that Orcus, Lolth, Yeegnohu and others are taking advantage of the death of all the Sun Gods, but no one has yet confirmed or not if they have any actual involvement in it. They suspect Orcus.

In truth it is all going to be Tharizidûn.  This is something I have built up over the last couple of campaigns.  The "Dragonslayers" (the generation before the "Order of the Platinum Dragon") uncovered the Forgotten Temple of Tharizdûn.  His big plan, of course, is to get free.

Currently, I have him in a cage deep in the lowest part of the Nine Hells. Asmodeus is still his jailer and in many ways is the very first Warlock of Tharizdûn.  He has been siphoning off Tharizdûn's power for centuries, it is how he took control of Hell in fact.  But Tharizdûn knows this and while Asmodeus has been doing this, Tharizdûn has been pulling him deeper and deeper into his thrall.

In my games Tharizdûn also has another title, "The Whispering God".  This comes from his warlocks who say their god whispers in their ears and tells them secrets. And convinces them to do terrible things.  He is also known as the Elder Elemental Eye and worshiped by elemental-demon cults. He is also worshiped by the Drow that do not follow Lolth.

Recently Strange Brew: Warlocks was released.  It includes a version of the Whispering God that I used in my games. I am particularly proud of it to be honest.
WARLOCK PATRON: THE WHISPERING GOD
Deep in forgotten tombs, hidden in forsaken forests, and haunting long-abandoned churches of long-dead gods, you can hear it. It is soft, but it is there. Once you hear it, then it is always with you—day and night, sleeping and waking. It is the voice of the Whispering God. No one is for sure who or what the Whispering God is.
There are no churches or priests dedicated to him. No stories of creation. No heroes. No tales of battles. Just the constant whispering. Those warlocks who follow this entity are blessed and cursed: blessed with great power and cursed with the voice of their patron in their ears forever. No one knows what the Whispering God wants or even why he/it needs warlocks and not clerics.
The speculation is that he is a god trapped in prison so dark and so perfect only his voice can escape, but just barely. He needs these warlocks to spread the word so he can escape. Others claim that the god is nothing more than the madness that will consume all “his” warlocks.
For Pathfinder this is a "Cthonic" Patron.  For D&D 5 this would be an "Old One".
For my players, it means trouble.

Here is a Cthonic Tradition for the Basic Era Witch.

New Tradition: Cthonic

Witches of the Cthonic Tradition honor and some say are slaves of, very, very ancient powers. Some are inhuman powers from beyond our reality and understanding. Some are ancient Primordial Beigns from before the times of gods or mortals. A few are Dead Gods whose worship continues and whose power remains.

More so than any other witches, these are most often called Warlocks.

Role: These witches and warlocks represent a tie to the ancient past or to other unworldly powers.  They represent classical villains or the scholar that has delved too deep into things that mortals were never meant to know.

Joining this Tradition: To join one must either discover the Cthonic Patron of be discovered by one.  For example, the Cult of the Whispering God hears their Patron's whispers when they uncover hidden knowledge about the God or venture deep into areas that were formerly His centers of worship.

These witches tend to be Solitaries or be involved in small cults.
They are for the most part are chaotic, with some gravitating towards neutral. Rare is the lawful Cthonic witch, but it is not unheard of.

Leaving this Tradition: Often there is no way to leave this tradition; not even in death.

Occult Powers
Minor - 1st Level: Grimoire. The warlock does not gain a familiar like other witches, but rather a semi-aware tome known as a Grimoire.  These tomes replace the Book of Shadows for these witches. These Grimoires are often sought after by occultist, magic-users.

Lesser - 7th Level: Immune to Fear. Exposed to so many horrors or alien minds warps the mind of the warlock to a point where normal fear has no effect on them.  Magical fear is also given a -4 bonus on saves.

Medial - 13th Level:  Alien Mind. The Cthonic witch has become so accustomed to dealing with alien and ancient minds that she becomes immune to charm and hold spells. Her mind can't be probed or read via telepathy, ESP or similar powers.

Greater - 19th Level: Curse. The warlock can place a powerful Curse on a single creature. She can only do this once per day (for a single creature). The curse can be of any sort, but usually the curse will bestow a -4 to all to-hit rolls and -2 to any saving throws. Other curses may be allowed, such as the Bestow Curse spell. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Major - 25th Level: Shape Change. Once per day, the witch may change her shape to any type of aberrant monster, like the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her aberration and human forms. Once the form is chosen, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and a roper but cannot go between roper, human and bird. Once the duration has expired, the witch reverts back to human form.  The witch does not have the special abilities of the aberant form save for those that she can manage with the form.  So the roper's tentacles would be replicated, but not the basts of a Sphere of Many Eyes.

Superior - 31st Level: Apotheosis.  The witch becomes something else. This new form and powers are dependent on the Patron she serves.  For witches of the Whispering God her voice barley rises above a whisper, but her voice can be used as a Command spell once per day, a Charm spell 3 times per day, and a suggestion seven times per day.


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Friday, June 29, 2012

Tomorrow it Begins!

Tomorrow I start my* new D&D group.  

So far where is what we know.

  • We are playing D&D 4th Edition with the plan of going from 1st to 30th level
  • I will have *7* players aged 8 to 12 1/2
  • We are playing in the Forgotten Realms as it is in the 4th Ed books.
  • We are going to do the H-P-E Modules starting with "The Keep On the Shadowfell"

Two of the kids are mine. Three are the sons of my friend Greg and two are friends of my oldest son.  The two new kids have never played anything before.

Greg's kids have played a lot of games, mine have played a variety of D&D games, most notably our 3.x Dragon Slayers game.

We are going with the Orcus wants to become the God of Death plot line.  The differences will be that it's Kelemvor that has died due to the Spellplauge and the Raven Queen is only a Godling, her power untapped. This makes her a more likely target to Orcus than the mature Raven Queen.  I'll admit there are some things from Amber Benson's "Death's Daughter" that I want to try out too.   I am still doing many of the ideas from this post back in 2010, except these characters are not the descendants of the 3.x characters and I am going to smash a world into this one.  

Honestly I think it is going to be great.  4e has it's detractors, but we still had fun with it.  Plus my son plays in a Castles & Crusades game with 3 of the other kids listed above and my two boys are still finishing up their 3.x game where I used all the old 1st Ed modules.  We get to do all sorts of schools here.

(*really my son's)

Monday, May 8, 2017

Rise! Tharizdûn!

Spent some quality time with the Order of the Platinum Dragon this weekend.

These guys:


They just cleared out the first level of the Hall of the Fire Giant King and are now headed down to the second level.  They have encountered the first bit of solid proof of the Drow interference.

We (You and I that is, not the players or the characters) that they will eventually encounter Lolth.


She should put up a pretty good fight.  What happens to her depends on the actions of the characters.

After that there is a real good chance that they (or they along with the Second Campaign Characters) will also have to fight Orcus.


He looks a lot tougher.

But the problem is that they are not the "big bads" of my 5e games.  All my campaigns will link up at the end to fight the mastermind pulling all the strings.

Tharizdûn!


Yup. I know that is a WoW figure (Demon Form Illidan Stormrage), but he works perfectly as Tharizdûn as I envision him.  Part drow, part demon, part dragon, part devil.

Tharizdûn, through Asmodeus and Graz'zt, have manipulated the characters (in all three campaigns), Lolth, Orcus and scores of other demons to locate the Chaos stones. Once collected the PCs will think they are using them to save the world, but really it is the key to Tharizdûn's prison.  Blocking out the sun is a herald of his return.

I'll get more details on how this is all going to work in future posts.
Right now I need to make some minor alterations to that figure.  I need to find some chains to wrap around his wrists and ankles to show that he had been imprisoned.


My players have not seen this figure yet. I plan on keeping it hidden till he is released.

Now to come up with some appropriate stats for him.