Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Sunday, December 31, 2023

Several Photographers May Have Been Eaten Getting This Group Photo

From a gaming perspective, 2023 was a pretty darned good year for me. The Deep and the Dark was published, I ran a few fun games, and I got a lot of painting done.

The one thing I really wanted to do in the last year that didn’t get done was to get my Tomb of Annihilation campaign off the ground. So that will be high on the list for 2024. I miss having a weekly game and if this adventure path plays half as well as it reads, we should be in for a great time.

In the coming year I hope to be working on a follow-up to The Deep and the Dark that focuses more on Aslan space. I’ve got a few idea kicking around that I’m pretty excited about, so we’ll see.

Most of the miniatures in my priority pile have been painted. I’ve got a few Reaper giants left that I’d like to do along with a couple of nice Otherworld figures, and then after that I’m not sure. I have a ton of kobolds that I’d like to do, but I already have a bunch. It might be nice to do some Traveller starships, though probably not at the 1:270 scale. Having a few tactical scale models of common ship types might be helpful as visual aids.

Wednesday, November 22, 2023

Undead Gnolls

There is a great resemblance between gnolls and hyenas. Gnolls have greenish gray skins, darker near the muzzle, with reddish gray to dull yellow mane. Eyes are dull black and nails are amber colored. Their armor is of horn, metal plates, and leather; like their fur capes and vests, it is shabby, and the latter are moth-eaten and dingy, being brown, black or grayish pelts.—1e Monster Manual (1977).

Gnolls are arguably the most distinctive of the evil humanoids from early Dungeons and Dragons. While kobolds, goblins, hobgoblins, orcs, and bugbears all seem to spring from common Northern European/Tolkien roots, hyena-headed, demon-worshiping gnolls seem to originate from someplace altogether different. 

While many of the classic humanoid monsters are first described in Chainmail (1972), gnolls debut in Dungeons and Dragons Book II: Monsters and Treasures (1974): 

A cross between Gnomes and Trolls (… perhaps, Lord Sunsany [sic] did not really make it all that clear) with +2 morale. Otherwise they are similar to Hobgoblins, although the Gnoll king and his bodyguard of from 1–4 will fight as Trolls but lack regenerative power.

Note that none of the distinctive features of the gnolls as described in the 1e Monster Manual can be found here. A Greg Bell illustration of a “Gnoll,” on page 10 just looks like a generic, pointed-eared humanoid.

Lord Dunsany, the Anglo-Irish writer, is listed as “Inspirational and Educational Material” in Appendix N of the 1e Dungeon Master’s Guide (1979). “Gnoles” are mentioned in his enigmatic short story “How Nuth Would Have Practiced his Art upon the Gnoles” from The Book of Wonder (1912): 

No track led up to the sinister gloom of the trees, either of men or cattle; not even a poacher had been there snaring elves for over a hundred years. You did not trespass in the dells of the gnoles.

Though [spoiler alert] gnoles are never actually seen in Dunsany’s story, they appear to be some manner of forest-dwelling bogeymen. Although I’ve never been sure how influential Dunsany really was on him, Gygax seemed to have had a special fondness for gnolls. They appear in the “Example of the Referee Moderating a Dungeon Expedition” from OD&D Book III, The Underworld and Wilderness Adventures. The party encounters a room with “a half-dozen gnolls,” but although Gygax describes the physical dimensions of the room and its contents in great detail, he doesn’t actually describe what a gnoll looks like. 

Gygax also developed a new gnoll card to the Dungeon! Boardgame. He mentions gnolls in his short story “The Search for the Gnome Cache,” from The Dragon 3 (October 1976). Writing under the pseudonym “Garrison Ernst,” Gygax portrays them much like the bogeymen of Dunsany:

Yer ain’t heard ‘bout that terribul country? Why, airs most slimey great beastswhatlives in the waters o’Nyrn, an’ the hills above the lake are cursed too! Ain’t no folks lives there—only bad things like gnolls.

Enter Yeenoghu

So where did the familiar hyena-headed gnolls of the 1e Monster Manual come from? I can’t find a direct source, but here’s a promising but extremely obscure lead: Strategic Preview Sub-titled TSR Jobbies #5 (Summer 1976), a TSR in-house newsletter produced in vanishingly small numbers. As detailed by Frank Mentzer over at Dragonsfoot, this newsletter featured the very first appearance of Yeenoghu, and most of the information closely mirrors the description from the 1e Monster Manual:

Yeenoghu resembles a human in general form, except that his head is a hyena’s, his chest canine in form, his hands paw-like, and his feet are pawed.

The Strategic Preview entry differs mainly on one point, but it’s a doozy: Yeenoghu is described as “The Demon Lord of Orcs.”

So at some point between Strategic Preview 5 and the publication of the Monster Manual one year later, someone decided to connect Yeenoghu with gnolls, and to have gnolls resemble their hyena-headed demonic patron.

So who did it? Gygax is the presumptive answer, but as Mentzer pointed out in a followup post, “Throughout the 4 Strategic Previews, there is no mention of authors, artists, or copyrights. [Determining an author for] the writing is trickier, and this entry is not written in HighGax.”

I have sometimes wondered if Yeenoghu might actually be the creation of Rob Kuntz. I don’t have anything to support that idea beyond “feel.” The name Yeenoghu, the exoticism of his appearance, the connection to ghouls all feel inspired by the pulp writer Clark Ashton Smith. And while Gygax supposedly hadn’t read him, Kuntz is a well known fan of CAS.

Earlier this year James Maliszewski posted a nice Grognardia entry on Clark Ashton Smith’s short story "The Tomb-Spawn," which describes monsters that might be a direct inspiration for the hyena-headed gnoll: the Ghorii.

The story is part of CAS’s Zothique cycle of weird fiction. While it’s not entirely clear whether the Ghorii are a tribe of bestial humans or inhuman monsters, they certainly sound gnollish in nature:

Into this waste, which was seemingly unpeopled and void of life, the caravan went warily. Urging their camels to a swift trot in the narrow, deep-walled ravines, the merchants made ready their spears and claymores and scanned the barren ridges with anxious eyes. For here, in hidden caves, there lurked a wild and half-bestial people, known as the Ghorii. Akin to the ghouls and jackals, they were eaters of carrion; and also they were anthropophagi, subsisting by preference on the bodies of travelers, and drinking their blood in lieu of water or wine. They were dreaded by all who had occasion to journey between Yoros and Tasuun.

* * * * *

[The] gully swarmed and seethed with the hideous earth-brown bodies of the Ghorii, who appeared instantaneously on all sides, leaping wolfishly from the rocky slopes or flinging themselves like panthers from the high ledges.

These ghoulish apparitions were unspeakably ferocious and agile. Uttering no sound, other than a sort of hoarse coughing and spitting, and armed only with their double rows of pointed teeth and their sickle-like talons, they poured over the caravan in a climbing wave.

Whether created by Gygax or Kuntz, the 1e Monster Manual firmly established the look of gnolls, their connection to ghouls and their demonic patron, Yeenoghu.

Amongst the ranks of demon princes, Yeenoghu is one of the most powerful and most feared. There will normally be 66 gnolls of the strongest sort … in attendance upon Yeenoghu, and if he is alone he can summon from 6–66 in one turn. As this demon prince also receives homage from the King of Ghouls, he can similarly summon from 6–16 ghouls if he so desires.

Fourth Edition introduced the witherling in the Monster Manual 2 (2009), a form of undead gnoll. The concept makes a lot of sense, but I find the design and artwork a bit underwhelming. Fifth edition brought the witherlings back in Volo’s Guide to Monsters (2016), and the artwork really sold this monster to me. When WizKids introduced witherling miniatures as part of Wave 15 of their Nolzur’s Marvelous Miniatures line, I knew I had to get these.

These were really fun miniatures to paint. I sprayed a zentihal undercoat of black which helped establish shading; in retrospect I should have done a second coat of white on top of this. 

I then used several washes of different Army Painter Quickshade tones, which helped create a pallid, desiccated look that reasonably matched the artwork in Volo’s. Using washes also helped preserve the fine details of the skeletal areas, which sometimes get lost with chalky white paints.

I was fairly happy with how these miniatures came out and look forward to using these in an upcoming game.

Undead Gnolls in the Great Dungeon

The gnolls of the Great Dungeon venerate the foul demon lord Yughooragh, who also “commands the service of hyenas, ghouls, ghasts, and trolls.” As a sign of his power, he grants many gnoll shaman the ability to create and command undead gnolls, which assume a variety of horrid forms. Slain shamans or chieftains especially favored by Yughooragh are sometimes called back from the Abyss as ghoul-kissed gnolls.

For 5e games, I would simply use Witherlings as described in Volo’s. But in a 3e game I would make use of the many undead templates available. Green Ronin’s Advanced Bestiary provides a handy Dread Ghoul template which suits our purposes quite well. The following text is Open Game Content.

Undead Gnolls

Ghoul-Kissed Gnoll CR 2

CE Medium undead (augmented humanoid, gnoll)

Init +2; Senses darkvision 60 ft., scent; Listen +4, Spot +5

Languages Gnoll

Defense

AC 15, touch 12, flat-footed 13

hp 13 (2 HD)

Fort +3, Ref +1, Will +2

Special Defenses turn resistance +2

Offense

Spd 30 ft., climb 30 ft.

Melee bite +4 (1d6+3 plus paralysis), 2 claws +2 (1d3+1 plus paralysis)

Special Attacks command ghouls, create spawn

Statistics

Str 17, Dex 14, Con –, Int 10, Wis 15, Cha 10

Base Atk +1; Grp +5

Feats Multiattack, Track B

Skills Climb +11, Survival +10

Special Abilities

Command Ghouls (Su) A ghoul-kissed gnoll can automatically command all normal ghouls within 30 feet as a free action. Normal ghouls never attack a ghoul-kissed gnoll unless compelled.

Create Spawn (Su) In most cases, ghoul-kissed gnolls feast on the bodies of the fallen. However, any creature killed by a ghoul-kissed gnoll that lies undisturbed until the next midnight rises as a dread ghoul at that time. The new dread ghoul is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents this.

Paralysis (Ex) A creature damaged by a ghoul-kissed gnoll’s natural attack must succeed on a DC 11 Fortitude save or be paralyzed for 1d4+1 rounds.

Scent (Ex) A ghoul-kissed gnoll can detect approaching enemies and sniff out hidden foes by sense of smell alone.

Skills A ghoul-kissed gnoll can always choose to take 10 on Climb checks, even if rushed or threatened.

Undead Traits Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. Not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage.

Skeletal Gnoll CR 1

CE Medium undead

Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0

Defense

AC 18, touch 11, flat-footed 17

hp 13 (2 HD)

Fort +0, Ref +1, Will +3

Immune cold; DR 5/bludgeoning

Offense

Spd 30 ft.

Melee morningstar +3 (1d8+2)

Statistics

Str 15, Dex 12, Con –, Int –, Wis 10, Cha 1

Base Atk +1; Grp +3

Gear leather armor, heavy wooden shield, morningstar

Special Abilities

Undead Traits Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. Not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage.

Zombified Gnoll CR 1

CE Medium undead

Init -1; Senses darkvision 60 ft.; Listen +0, Spot +0

Defense

AC 16, touch 9, flat-footed 16

hp 29 (4 HD); DR 5/slashing

Fort +1, Ref +0, Will +4

Defensive Abilities undead traits

Offense

Spd 30 ft.

Melee morningstar +5 (1d8+3)

Statistics

Str 17, Dex 8, Con –, Int –, Wis 10, Cha 1

Base Atk +2; Grp +5

Gear leather armor, heavy wooden shield, morningstar

SQ single actions only

Special Abilities

Single Actions Only (Ex) Zombified gnolls have poor reflexes and can perform only a single move action or attack action each round. A zombified gnoll can move up to its speed and attack in the same round, but only if it attempts a charge.

Undead Traits Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. Not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Tuesday, August 8, 2023

The Dome of the Phoenix

I ran the following adventure for two different groups during our recent gaming weekend. While both groups fared fairly well, only one was able to find the treasure at the heart of the Dome of the Phoenix.

The Dome of the Phoenix is a short 5e dungeon crawl for 4–5 3rd-level characters, designed to emulate a classic megadungeon delve. The Dome could easily be run as a standalone adventure, or inserted as a sublevel into an established megadungeon.

Background

A fresco of a Phoenix from the Great Dungeon.

The Dome of the Phoenix is a legendary area on the third level of the Great Dungeon of the North, consisting of the Dome itself and several surrounding rooms and chambers. First discovered some 35 years ago, the Dome soon became famed for the hauls of rubies that were brought out of it. The Dome was said to contain a fabulous treasure vault that could not be accessed by adventurers.

As sometimes happens in the Great Dungeon, the Dome would mysteriously disappear and reappear from time to time. Nearly seven years have passed since adventurers were last able to access the Dome.

Two weeks ago, a party of dungeoneers led by the human fighter Hodge Thorntown rediscovered the entrance to the Dome. Hodge’s party, the Hodgepodge, consisted of the adventurers Brother Waylen, Idril Silvertree, and Piers Redmane. For an expedition to the Dome they hired several henchmen to round out their numbers: Liam, Brother Rory, Sothye the Amazon, and Alyna.

The party ran into a hobgoblin ambush: Liam was killed immediately and Sothe the Amazon fell while acting as rear guard. The party regrouped and drove the hobgoblins back, but Brother Waylen was killed in the ensuing fight. Hodge insisted the expedition press on.

Hodge, while taking point, was murdered by a doppelganger and secretly replaced. The group then encountered a troll that tore through the remaining members of the Hodgepodge. Piers Redmane was killed and his magic elvish longbow lost. The decimated group was forced to withdraw from the Dungeon.

Upon returning to Delvetown Ildril Silvertree shunned Hodge, blaming him for the death of her beloved Piers. Along with Rory and Alyna she returned to the Dungeon, vowing revenge. The doppelganger masquerading as Hodge has been hanging around Delvetown, looking to return. If approached it will gladly guide a fresh party of adventurers into the depths of the Dungeon.

Rumors

Characters spending time in Delvetown can easily pick up most details of the Hodgepodge’s doomed expedition, except for Hodge’s replacement by a doppelganger. Additional effort can turn up several rumors about the Dome:

  1. The Dome of the Phoenix is populated by fire monsters.
  2. Ghouls and other undead have overrun the Dome.
  3. A magic sword lies at the heart of the Dome.
  4. The Dome is riddled with secret and hidden passages.
  5. Adventurers of yore brought a cache of rubies worth a king’s ransom out of the Dome.
  6. A young red dragon lurks at the heart of the Dome.
  7. Hobgoblins of the Long Death tribe are systematically ransacking the Dome.
  8. A shrine to an archdevil is hidden somewhere in the Dome.

Dungeon Key

This map was created using the incredibly awesome Dungeon Scrawl tool.

Each square is equal to ten feet. Unless otherwise noted, all corridors in the Dome complex are 10 feet wide with arched ceilings peaking at 15 feet high. Room ceilings are 16 feet high and chamber ceilings are nearly 20 feet high. Doors are made of stout oak bound in corroded iron. All areas are dark unless otherwise noted

Wandering Monsters

Check every 1d4 turns, wandering monsters occur on a 1 on 1d6.

  1. 1d2+3 Hobgoblins
  2. 1d2+1 Ghouls
  3. 1 Doppelganger
  4. 1 Gelatinous Cube
  5. 1d2 Gricks
  6. 1d2 Cyclopes

Entrance

E. The Phoenix Room

This octagonal entrance room has doors on the east and west walls. On the north wall is a statue of a phoenix in its nest, its head pointing east. A DC 15 Wisdom (Perception) check will indicate the presence of a secret door behind the statue. A DC 15 Intelligence (Investigate) check will discover the opening mechanism: Turning the head to the west causes the statue to slide aside, revealing a passage to the north.

The Eastern Section

A1. Chamber

A DC 10 Wisdom (Survival) check indicates recent activity in this area. A DC 15 Wisdom (Perception) check will find markings carved into the lintels of the two exits. A DC 10 Intelligence check reveals these are hobgoblin signs, while a DC 15 or better will indicate the northern exit is a warning and the southern exit is marked as clear.

A2. Stairs

A great quantity of dried blood and three broken spears are at the top of the stairs. A DC 15 Wisdom (Survival) check indicates the blood is less than a week old. At the bottom of the stairs are two broken polearms and more blood. The weapons have wickedly curved and hooked blades, and a DC 15 Intelligence check indicates they are of hobgoblin manufacture. An elf makes this check with advantage.

A3. Owlbear Room

The door to this room is nailed shut from the outside. A DC 20 Wisdom (Perception) check will reveal growling on the other side. Inside are the mangled corpses of three hobgoblins and one very angry and hungry owlbear.

A4. Chamber

The eastern wall of this large, irregular chamber is painted in what was once a vibrant mural of a phoenix emerging from a fire, though the features are grimed and hard to make out. Rude goblin words have recently been scrawled on the mural. The phoenix’s beak points toward a secret door in the eastern wall, which can be located with a successful DC 15 check.

A5. Alcove

The corpses of Liam and Sothye the Amazon lie here, with the words “ELF FRIENDS” scrawled on the far wall. Ildril Silvertree will pay 100 gp for the recovery of both bodies. If characters spend any time investigating this area, three hobgoblins from A6 will charge down the hall, roaring in fury while the fourth alerts the other hobgoblins in A8.

It will take 3 rounds for the reinforcement hobgoblins from A8 to take up positions in A6, from which they will fire arrows down the corridor.

A6. Chamber

Four hobgoblins of the Long Death tribe are on guard in this vaulted chamber. One watches the corridor to the west, while one stands in front of the door to A8. A sergeant has a small locked coffer with 12 cp in it. He carries the key on his belt.

A7. Offal Room

The floor of this room is sunken three feet below the corridor, but filled with offal. Moving through this room is difficult terrain. An otyugh lives here. It has reached an accord with the hobgoblins, who happiy bring their refuse here as tribute.

A8. Guard Room

Five off-duty hobgoblins are in here along with bedrolls and provisions. They have scrawled rude words on the walls and crude pictures of elf torture and degradation. The hobgoblins collectively have 11 gp.

A9. Pool Room

The center of the room is dominated by a 10-foot wide pool of blue, gently-swirling water roughly 3-feet deep. The pool radiates conjuration magic. The water is drinkable, and any creature standing in the pool must make a DC 13 Wisdom save or be teleported back to Delvetown.

A10. Troll Room

This room is occupied by a hateful troll. The floor is littered with bones picked clean and the corpse of Piers Redmane with his elvish blade, a +1 longbow. Ildril Silvertree will pay 500 gp for the recovery of his body. Scattered among the bones are 30 ep, 1,900 cp, and one red spinel worth 100 gp.

A secret door in the north wall can be found with a DC 20 check.

The Western Section

B1. Chamber of Frogs

This vaulted chamber is damp and the floors are slippery. Half a dozen small, pale frogs croak and hop around here. They will approach any characters without fear, but will recede quickly if harmed or harassed in any way. If allowed they will follow the characters through the dungeon. Dexterity (Stealth) checks made with a frog retinue are with disadvantage, while Widsom (Perception) checks are made with advantage.

B2. Guard Room

The southern approach to this room is littered with the corpses of several squashed frogs. Inside are the servants of the night hag Pericha in B6: the ogre Ned and his half-ogre son Jago. Ned has 12 gp in a pouch on his belt.

B3. Refuge

This room is poorly lit by several torches. Four thugs have holed up in this room after running into Ned and Jago at B2. A dead fifth thug is on the floor, his wounds crudely tended. The thugs, named Jor, Grab, Wal, and Dag, will pretend to be adventurers and will offer to join with the characters. They are actually chaotic evil brigands, members of the Reaper faction, and will betray the party at the first opportunity. Jor has 6 gp, while Grab has 3 gp and Wal has 1 gp.

B4. Room

This room is empty. A small leather pouch with 10 sp is hidden under a flagstone in the northwest corner, and is discoverable with a DC 20 Wisdom (Perception) check.

B5. Fountain Chamber

At the center of this room is a circular fountain, 15 feet wide with the statue of a jovial, 8-foot tall black frog, its front arms raised toward the ceiling as if in celebration. Water gushes out of its mouth and cascades into the pool at its feet. The entire fountain radiates transmutation magic. Any living creature touching the water must make a DC 12 Constitution save or be polymorphed into one of the small, pale frogs. Creatures drinking the water make this save at disadvantage.

B6. Home of the Hag

The door to this room is hung with a cheery cross-stitch sampler with the following message in neat Common: “Enter, weary, and find your rest.”

The room within is furnished like a cozy hut with table, place settings, a bed, and several chairs. Inside is the night hag Pericha, polymorphed into the form of a kindly old woman. She will invite the characters in but is so vile and impatient she will not be able to maintain the ruse for very long before attacking the characters.

Pericha has six small rubies worth 500 gp each in a green glass decorative bowl shaped like a large scallop shell.

The Secret Chambers

C1. Bone Room

This dusty, cobwebbed room is littered with broken and gnawed bones, bits of broken weapon and armor, all very old. 13 cp can be found amongst the bones.

C2. Corpse Room

Several desiccated corpses, covered in dust and cobwebs, lie in this room. A DC 10 Intelligence (History) check indicates that their clothes and gear are several decades old.

C3. Guard Room

Seven zombies sit on the floor of this room, covered in dust and mold. When the door opens tiny pinpoints of light glimmer in their eyesockets and they rise to attack. 22 cp are found on their moldy bodies.

C4. Pit Trap

From C3 a corridor runs north twenty feet before turning east and ending in a door. A hidden pit lies at the turn, its cover the same stone material as the corridor floor. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. The door around the corner is actually a false door at the end of a dead end.

When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the 15-foot pit below. A creature falling into the pit takes 5 (1d10) bludgeoning damage plus 11 (2d10) piercing damage from the spikes. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see.

A corpse impaled on the spikes has 11 gp. From the bottom of the pit passages run west to C6 and north to C7.

C5. Charnel Room

This dusty room reeks faintly of death and decay.

C6. Landing Room

Three ravenous ghouls lurk at the bottom of the stairs, waiting for any living creature to either come from C5 or the pit trap at C4. There is 22 cp scattered on the floor around them.

The Hulking Ghoul waits for living creatures to approach.

C7. Secret Door

A dingy mural of a phoenix is painted on the north wall of this intersection. The mural is covered with cobwebs and is spotted with a DC 10 Wisdom (Perception) check. The wall on which the mural lies is a secret door, discoverable with a DC 15 check.

C8. Chamber of the Hulking Ghoul

A hulking ghoul waits here for living creatures to enter. The chamber is filled with smashed and broken bones.

Hulking Ghoul
Large undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)14 (+2)14 (+2)9 (-1)12 (+1)8 (-1)
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Keen Smell. The hulking ghoul has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The hulking ghoul regains 10 hit points at the start of its turn if it has at least 1 hit point. The trait doesn’t function if the hulking ghoul takes fire or radiant damage.
Stench. Any living creature that starts its turn within 5 feet of the hulking ghoul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.
Turn Defiance. The hulking ghoul and any ghouls or ghasts within 30 feet of it have advantage on saving throws against effects that turn undead.
Undead Nature. A hulking ghoul doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The hulking ghoul makes two melee attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

C9. Bodak Lair

This chamber and the corridor approaching it is freezing cold, filling living creatures with a noticeable sense of dread. One bodak (Volo’s Guide to Monsters) is found here.

Around the room are piles of treasure: 110 pp, 1,300 gp, 5,000 sp, and 700 cp; six 100 gp red garnet gemstones, and a Potion of Greater Healing.

The Inner Sanctum

The Thing in the Well guards the Dome.

D1. Chamber of the Shaft

This chamber is dominated by a 15-foot wide opening in the center of the room, which plunges down 15 feet. At the bottom of the shaft is a black pudding. A passage runs north from the bottom of the shaft to D2.

D2. The Well

This chamber has only 15-foot wide stone well filled with dark, foul water. Just under the water’s surface lurks the Thing in the Well, a horrible mass of writhing, spiked tentacles. The Thing will attack anyone trying to cross the room.

The Thing in the Well
Huge aberration, unaligned
Armor Class 15 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 20 ft., climb 20 ft., swim 30 ft.
StrDexConIntWisCha
18 (+4)13 (+1)19 (+4)1 (-5)11 (+0)9 (-1)
Saving Throws Con +7
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 6 (2,300 XP)
Amphibious. The Thing can breathe air and water.
Actions
Multiattack. The Thing makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Large or smaller, it is grappled (escape DC 14) and restrained until the grapple ends. The Thing has five tentacle, each of which can grapple one target.

The well is 20 feet deep, and at the bottom lies a corpse with a small rotten sack containing 3 red spinels worth 100 gp each.

D3. The Dome of the Phoenix

This square chamber contains an ever-burning brazier in the center. Two locked bronze doors are in the west wall. They are immune to physical harm and cannot be picked or opened by any magic less than a wish or miracle. The ceiling is a painted dome depicting a phoenix emerging from a fire, soaring over landscapes, and then consuming itself in a pyre. Within the painting is a concealed message written in Common, discovered on a DC 10 Wisdom (Perception) check:

A stone of red
Into fires fed
Opens the way

Placing a ruby or other red gemstone worth at least 10 gp in the fire opens both doors to D4. Placing anything else summons a fire elemental that attacks the characters.

D4. The Sword of the Phoenix

Inside this small room is a small altar on which sits two small rubies worth 500 gp each and the Sword of the Phoenix, a flame tongue longsword. Command word: chol.

Attributions

The image of the Phoenix Fresco was generated using DALL-E2. The dungeon map was created using Dungeon Scrawl. The Hulking Ghoul miniature is a Games Workshop Crypt Horror. The Thing in the Well miniature is from the Reaper Bones 5: Escape from Pizza Dungeon Kickstarter.

Tuesday, August 1, 2023

Summer Revels

I just had a pretty excellent and productive gaming weekend. I was able to run three separate RPG sessions and play in a fourth, and had a chance to try out a new boardgame. We usually have about a dozen attendees for these weekends and this summer we tried something a little different by adding some structure and setting caps on the number of players at different events. Although I have years of experience refereeing games with large groups of eight, nine, or more players it’s never easy and frankly nigh impossible to keep everyone consistently engaged. Like most referees, my personal sweet spot is four to six players for most RPG systems: it’s really hard to cajole other players into running games for larger groups.

The experiment largely seemed to have worked: everyone had a chance to play in at least one session of an RPG, and I think the quality of play and depth of engagement was higher. So I think we’ll probably try this approach again.

I ran two sessions of the Great Dungeon of the North with two separate groups, each representing rival adventuring parties exploring a new area of my house megadungeon. The Dome of the Phoenix is a legendary location on the third level that had been discovered decades earlier but its location had been lost for years and years.

We used 5e rules and I had prepared ten pre-generated 3rd level characters for players to pick from, though a couple of players had brought their own. I also used Xanathar's Guide to Everything to generate two lists of magic items. The magic guidelines found there are so useful they really should have been in the DMG.

The first adventuring party picked characters and divided up magic items from the first list before descending into the third level. The party included Fergus Elfriend, a human fighter; Haf Ulfarson, a human cleric; Tamako Jun, a human samurai, and Azibus the Green, a human wizard.

The second party did the same two days later in both real time and game time. This group included Eldrin, a wood elf wizard; Brother Leonard, a human cleric; Rikken, a hill dwarf fighter; and Sigar Sigarson, a human barbarian.

I ran both sessions somewhat like a tournament module in that each party had four hours to get through as much of the dungeon as possible. I also used some rules to discourage the 15-minute adventuring day and emphasize the resource management aspect of older versions of D&D. While I allow short rests (with wandering monster checks, natch!), long rests within the Great Dungeon are unpredictable and even dangerous on the lower levels: damage is not always healed and spells and other resources are not always recovered. The best place for a long rest is back in Delvetown.

I intentionally built the Dome of the Phoenix region to emulate a classic Jaquay dungeon crawl experience, complete with secret areas and multiple paths. My plan was to build the whole area out of Dwarven Forge terrain based on “trays” of cardboard for easy deployment, but I simply ran out of time before the weekend.

It was very interesting to see two separate groups tackle the same stretch of dungeon. While the first group enjoyed “first mover” advantage, the second group benefited from being able to see where the first group had gone. I assumed some restocking in the two days between delves, so some rooms had new monsters and in other rooms the monsters switched up their tactics.

The megadungeons of early D&D contained an element of player competition, as different groups competed to loot newly discovered sections of Greyhawk or Blackmoor. I had never really captured that dynamic for the Great Dungeon of the North before this adventure.

The first group got fairly far on their expedition, but ended up looping back to the entrance room just as their time expired. The second group spent a little more time in Delvetown gathering rumors and was able to find the Dome of the Phoenix—and more importantly, unlock its secrets before time ran out.

All-in-all, I was satisfied with how the sessions played out. Adding a time limit as well as player competition added a level of urgency to the Great Dungeon that has been badly missing from my game, and I hope to tweak this formula going forward. Neither group spent any effort on mapping their expeditions, and I would like to bring back that aspect of old school play. I will try to post my dungeon key in the coming weeks.

I also ran another Into the Interface session of Traveller using the Mongoose 2e rules. The Professor’s Charter found the crew of the Starjammer still in the Wu system. A man claiming to be an Imperial researcher from the University of Daibei chartered the armed packet for a trip to the Desolation (Magyar 1506 B401200-E) system, a lawless haven for pirates and smugglers just beyond the Imperial border. As usual for the Starjammer, nothing quite transpired as advertised. I’ll try to post some more detailed game notes in the weeks ahead. Again, I think a smaller group really sped play and encouraged engagement.

Over the last few weeks I have been hard at work on my 2nd Dynasty model of the Starjammer, hoping I would be able to use it in this session. Alas, although I have made good progress I once again simply ran out of time. It has been interesting trying to cross over to model building from miniature painting. While there seems to be some overlap between the two hobbies, there are also many differences and I have been struggle to pick up new techniques.

I also got a chance to play in one of the short adventures from Candlekeep Mysteries, a brief investigation into the source of some tainted books of lore. It was a nice change of pace from the usual hack and slash, though I regret some of my character choices: an anti-intellectual cleric was not much use for this one, and a brainy wizard or bard would have been much better suited for the scenario. Lest anyone think this adventure was completely without mayhem and violence, the final encounter was so badass that we barely made it out alive: more than once I thought we had a TPK on our hands. I would definitely like to play more stuff from this book.

Finally, I had a chance to play the boardgame Concordia, a trading game set in the ancient Roman world. This was a lot of fun and the complexity level was just about perfect for my tastes. (It helps immensely to play with folks who know the rules.) With five players I think we were able to finish in a little over two hours. I would absolutely like to try this game again.

I had a great time catching up with old friends and I’m already looking forward to our next gathering this coming winter.

Tuesday, July 4, 2023

Huge and Hungry: Purple Worms

“These huge and hungry monsters lurk nearly everywhere just beneath the surface of the land… Purple Worms never check morale and will always attack” —Dungeons and Dragons Book II: Monsters and Treasures (1974).

Purple worms have seemingly been in every single edition of D&D, plus David R. Megarry’s Dungeon! board game (1975). They feature prominently in the underworld tableau on the back cover of the 1e Monster Manual (1977). In the early versions of the game purple worms were one of the apex challenges, found only on the lowest dungeon level matrices: 50 feet long and eight to ten feet in diameter, with 15d8 Hit Dice, a poison sting, and the ability to swallow an ogre whole, they were not to be trifled with. For perspective, Orcus and Demogorgon “only” had 12d12 and 10d20 HD respectively in Eldritch Wizardry (1975).

Although I had a pretty decent pre-painted purple worm from the 2006 War of the Dragon Queen set, I grabbed the Goremaw miniature from the Reaper Bones 3: The Search for Mr. Bones Kickstarter back in 2015. I think my plan was to paint this one, like Mashaaf, for my Age of Worms campaign, possibly as a stand-in for an Ulgurstasta. In any case, this miniature became yet another Bones 3 model stuck in my painting logjam.

I finally got around to tackling this figure in April and once again, a Michael Mordor tutorial proved extremely helpful. I primed the model with Army Painter spray-on Uniform Gray, then used Army Painter Alien Purple for the base coat. Due to the sheet size of Goremaw, the airbrush helped make quick work of this step. I then used Army Painter purple tone before painting a yellowed bone color on the horns/teeth/whatever that cover its body. Mordor used more of a pure white on those. I tried his technique of washing the teeth with Army Painter Strong Tone, then wicking away the highlighted areas with a Q-Tip. I didn’t get the same great results he got, in part because my bone color was already stained and the Strong Tone didn’t create a good enough contrast. I would have been better off using a pure white to pull off this technique.

I then did a lot of dry brushing. I initially thought I had done too much but overall I’m satisfied with the results. This was an incredibly fun model to paint: the Bobby Jackson sculpt has a very dynamic, writhing pose and looks like the monster just burst out of the dungeon floor to surprise some poor adventurers. It’s also a suitably large model, heavy in the hand and about 100mm in diameter at the base, suitable for its Gargantuan size.

Purple Worms in the Great Dungeon

Purple worms are only found in the North within the basin of the Great Gobbo River. It is said that the hills of granite and ledge that encircle the basin act as natural barriers to the worms, preventing their expansion into other areas. Along the flood plains and foothills of the Gobbo the worms are a frequent terror, and a mottled variety are found living in the muck at the bottom of Black Lake. The dragon Old Brokehorn has been spooted fighting more than one of these horrors, a terrifying struggle between two titans. Purple worms are said to occasionally tunnel into the deepest levels of the Great Dungeon, and particularly bold adventurers have sought out worm tunnels as a possible new route into the lower halls. Clutches of purple worm eggs are sometimes found with 1d10+10 immature worms.

The following text is Open Game Content.

Purple Worm, Immature

This flailing, wriggling creature appears to be a gigantic earthworm, five feet long and nearly a foot round, its slimy skin colored a purple so dark as to be nearly black.

0e

Immature Purple Worm CL 3 (60 XP)

An immature purple worm has a poisonous sting but cannot swallow whole.

HD 1; AC 4 [15]; Atk 1 bite (1d6), sting (1d4 + poison); Move 4; Save 17; AL N; Special lethal poison (+4 saving throw).

3.5e

Immature Purple Worm CR 1/2

Always N Medium magical beast

Init +0; Senses tremorsense 30 ft.; Listen +2

Defense

AC 16 (+6 natural), touch 10, flat-footed 16

hp 9 (1d10+4)

Fort +2, Ref +2, Will -2

Offense

Spd 10 ft., burrow 10 ft., swim 5 ft.

Melee 1 bite +1 (1d6), 1 sting -4 (1d4 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks poison (DC 11, 1d2 Str/1d4 Str)

Statistics

Str 11, Dex 10, Con 13, Int 1, Wis 6, Cha 6

Base Atk +1; Grp +1

Feats Toughness

Skills Listen +2, Swim +0

Ecology

Environment Underground

Organization hatching (11–20)

Treasure standard

Advancement 2–5 HD (Medium); 6–10 HD (Large); 11–15 HD (Huge)

5e

Immature Purple Worm
Medium monstrosity, unaligned
Armor Class 14 (natural)
Hit Points 22 (4d8 + 4)
Speed 20 ft., burrow 10 ft.
StrDexConIntWisCha
11 (+0)10 (+0)13 (+1)1 (-5)6 (-2)4 (-3)
Saving Throws Con +3, Wis +0
Senses blindsight 15 ft., tremorsense 30 ft., passive Perception 8
Languages —
Challenge 1/2 (100 XP)
Actions
Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Stinger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Tuesday, June 27, 2023

The Dancing Hut

During the boom days of 3e, I bought a lot of third party d20 products, many of which saw heavy use in my games. I haven’t bought nearly as many third party books for 5e, but a few months ago I did pick up the Dancing Hut of Baba Yaga from the Dungeon Master’s Guild. We started this adventure back at the end of March and just wrapped up, having played for about a dozen weekly Roll20 sessions. While not a shot-for-shot recreation of Roger Moore’s classic AD&D treatment from Dragon magazine, the new Dancing Hut certainly captures the wild and wacky feel of the original.

This was a fun adventure and I was reminded again and again how satisfying a weekly game can be: the players quickly got into a groove and the sessions ran more smoothly with each subsequent session. Dave Coulson did a nice job of reworking the material from Roger Moore’s original into a new and entertaining 5e adventure.

In many ways the Dancing Hut is the ultimate funhouse dungeon, an interdimensional space that does not obey normal laws of geometry or logic. And Baba Yaga herself is an exceedingly powerful figure, nearly on par with a deity, and has spent millenia wandering throughout the multiverse and across several alternate realities. As such, her Hut is filled with all sorts of wonders and marvelous creatures.

My players quickly understood the terrible threat posed by Baba Yaga, and as such they took great care venturing through her Hut. They used their very best manners when interacting with the Hut’s often bizarre inhabitants, an approach that served them well as they navigated through the outer rooms.

Much of the fun in playing through this adventure is watching the players try to figure out the rules connecting different rooms. The non-linear layout can be disorienting and strange, but because the relationships between rooms are consistent, the experience isn’t quite as frustrating as might be expected.

Each of the outer rooms has some sort of interesting inhabitant and set piece. Although a few of the creatures are actively hostile to explorers, most are indifferent and some are even helpful—but all are fairly memorable. Coulson does a nice job of sketching out these personalities and providing brief roleplaying notes.

Coulson also suggests a handful of adventure hooks that can be used to provide motivation and direction to the PCs. While I would highly recommend that DMs use at least one of these hooks, I would give the players plenty of opportunity to explore the Hut before starting to tug at those hooks.

The Palace in the Forest, a site I created for the adventure. The image was generated using Dall-E.

I have only a few quibbles about the adventure. There are several stray references to monsters and items not in the core rules, but no indication which book they appear in. (This may be a restriction of publishing through the Dungeon Master’s Guild.) 

I would have liked to have had a little bit more direction as to what each inhabitant knows about other rooms in the Hut. And while Coulson provides great guidance for the initial encounter, there’s little direction for what might happen on repeat visits to the same room—something that can happen a lot given the non-linear structure of the Hut. A simple random table might help mix things up and create a sense of dynamism. For example, on 1d6: 1 - Inhabitant is gone, 2-3 - Inhabitat is still engaged in initial activity, 4 - Inhabitant is irritated by the return of the PCs, 5 - Inhabitant welcomes the returning PCs, 6 - Inhabitant is engaged in a discussion with 1d4 Chickenfoot Ogres.

But all-in-all, this is a solid and enjoyable adventure, well written and professionally laid out. The quality is easily on par with the top-level third party publishers from the d20 era. One of my players evidently enjoyed the Hut so much that his character, the Bold Salamander, elected to stay behind and serve Baba Yaga in her gladiator pits (!). While I never saw this turn coming, it made total sense for the Salamander and was a fitting end to the adventure.

Tuesday, June 20, 2023

Gray Render

This miniature, much like the Nightwalker, was one that I thought would be an easy paint in between more challenging projects. And once again, I was wrong.

The gray render debuted in the 3e Monster Manual (2000), one of a handful of monsters created specifically to showcase new game mechanics—and in the case of the render, the revised grapple rules. A really great D&D monster needs not just a neat mechanic or ability, it also needs a nice visual as well as a solid hook into the game setting. Alas, while the gray render helped round out the mid-range challenge ratings of 3e, it was otherwise just a blander and slighter weaker umber hulk.

The gray render was brought back to 5e in Mordenkainen's Tome of Foes (2018). It’s quite a bit tougher (Challenge 12) and has some new distinctive quirks, but what really makes the beast pop is its new look. Like the 5e nightwalker, the 5e gray render seems to be inspired by a Guillermo del Toro movie—namely, the first Hellboy (2004), and Wayne Barlowe’s design of the monster Sammael.

WizKids added a new gray render miniature in Wave 14 of their licensed Nolzur’s Marvelous Miniatures, and if anything the figure is even better than the reference art. The sculpt is great, with finely textured hide much like an elephant or rhino. It ended up being tough to paint, and as with the nightwalker part of the problem seemed to be going so dark over a white primer. I also struggled to get just the right tone of gray, as I swung back and forth between inks and washes and being much too light or much too dark before finally landing at about the right level. In retrospect I wish I had tried putting some Army Painter Dark Tone ink right on the primer, with some drybrushing highlights on top of that.

My own struggles aside, this is a great figure that was well worth fighting with. But I’m not sure my players will agree—Mwah ha ha ha!

Tuesday, June 13, 2023

Darkness Visible: Nightwalker

Sir Will Garnfellow cowers before a nightwalker.

In Dungeons and Dragons, a nightwalker is one of three forms of nightshade, evil extraplanar creatures inimical to all life. These monsters first appeared in Frank Mentzer’s Master Rules set (1985) for the Basic D&D system. As the Master set focused on characters from level 26 to 36, nightshades were intended to be suitably epic-level threats—and they mostly deliver on that premise. 

The nightwalker was a 20-foot tall, pitch-black humanoid with 21–26 HD and lots of special abilities, including its signature move: destroying a character’s magic items. I’ve known players who would rather have a character killed than lose their magical goodies. I think the nightshades were probably the most, and possibly only, memorable new monster to come out of the Master set.

The nightshades were converted to 2e AD&D in the Mystara Monster Compendium Appendix (1994) with their abilities mostly intact. From there these monsters were brought into 3e with the Monster Manual (2000) and placed into the System Reference Document. Paizo also included these monsters in the Pathfinder Roleplaying Game Bestiary 2 (2010).

Nightshades were not included in the 5e core books, but the nightwalker did make Mordenkainen's Tome of Foes (2018) as a Challenge 20 undead. The 5e nightwalker lacks the signature ability to destroy magic items (boo) but does have several suitably nasty abilities, including the dread Aura of Annihilation: “Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.”

One of the best things about the 5e nightwalker is the new visual look for an old monster. The 5e artwork clearly taps into the Pale Man from Guillermo del Toro’s haunting Pan’s Labyrinth (2006) but also recalls the xenomorph from the Alien movies. It’s really a perfect fit for a silent, extraplanar horror.

WizKids has a great miniature of this monster, part of their licensed Nolzur’s Marvelous Miniatures line. I snatched this up thinking it would be an easy paint that I could bang out in between other projects.

Nightwalker

I was wrong. First, the miniature is partly translucent to capture the smoky wisps of negative energy floating off the monster—so with my skill level I really couldn’t use my airbrush on this model. Second, the Nolzur miniatures all come primed with a white primer. This is normally a feature, but it turns out painting a base coat of black on top of white primer is a nightmare—every time I thought I was done I would find another tiny speck of white peaking through. Eventually, though, I was able to start adding highlights of dark blue and gray to bring out the features on this great sculpt.

A Michael Mordor video was very helpful for approaching this model, and he had a particularly helpful technique for painting the translucent parts. Although this mini turned out to be much more work than I had anticipated, I was happy with the final results and hope to throw this beast at some unsuspecting players in the not-too-distant future.

One quibble I have always had about the nightshade: how are they undead? Undead are normally creatures that were once living but died and were subsequently transformed into some foul mockery of life. So what was the living antecedent for a nightwalker? The Mystera Compendium has maybe the best idea I’ve yet read: “Some sages suggest that when numerous undead beings are destroyed, the energies released on the Negative Energy Plane coalesce to form a nightshade.” In a sense, this makes nightshades “undead undead,” which is a good enough explanation for me.

Tuesday, June 6, 2023

RIP, Russ Nicholson

A cyclops.

A few weeks ago we learned the sad news that Russ Nicholson had passed. Russ was a talented illustrator whose black and white work graced early issues of White Dwarf, the 1st edition Fiend Folio, and the Warlock of Firetop Mountain Fighting Fantasy gamebook, all of which were incredibly influential on me and many fellow gamers. In recent years Russ had maintained a blog, The Gallery: Art of Russ Nicholson where he posted some of his newer and older work.

Both Grognardia and Zenopus Archives posted excellent tributes to Russ and his work. He played a significant role in the evolution of Dungeons and Dragons: his illustrations of many iconic monsters in the Fiend Folio, such as the Grell, Githyanki, or Sons of Kyuss helped popularize those creatures and continue to influence their depictions in the game today. 

Personally, the Fiend Folio was my very first AD&D hardcover, even before the Monster Manual, and I spent untold hours poring over that book and drinking in his work. Russ had an uncanny ability to create evocative, detailed images that could make even the dumbest of monsters—and let’s face it, my beloved Fiend Folio has plenty of dumb monsters—seem cool.

The early issues of White Dwarf contain many great Russ illustrations that are probably unfamiliar to most American gamers, including several Fiend Factory installments that feature monsters cut from the Fiend Folio. (For my money, a few of these “director’s cut” monsters are actually stronger designs than several that actually got into the book.)

The striking cyclops illustration above appeared in White Dwarf 21 (Oct/Nov 1980) as part of the article "Fiend Factory: One Eye Canyon - Mini-Wilderness Scenario, 5th-7th Level," written by Albie Fiore—who contributed several monsters to the Fiend Folio, such as the berbalang and firenewt.

The look of this cyclops actually has a surprisingly long and interesting pedigree: some sleuths over on Dragonsoot traced this back to a couple of illustrations of “one-eyed orcs” in the UK version of Holmes Basic (1977) done by “Fangorn,” aka Chris Baker, who was also a veteran of the Fiend Folio. The illustrations then inspired a 1979 Citadel cyclops miniature from their Fiend Factory line.

It seems odd that D&D has never really had a cyclops design that has stuck, even though it is such a classic from Greek myth. It’s not for lack of trying: they are mentioned in the OD&D Monsters and Treasures book (1974) as "Super-strength Giants with poor depth perception” (21) and statted out in the OD&D Gods, Demi-gods, and Heros (1976) as having “all the powers of a Storm Giant, but they are much more intelligent” (17). (In fact, a cyclops even graces the frontispiece of GDH.)

In 1980 the Cook/Marsh Expert set and the AD&D Deities and Demigods both take very different swings: while the Expert set goes with a 13 HD giant, the DDG breaks them into lesser and greater cyclopes. Both 2e and 3e follow the DDG model in Legends and Lore (1986) and Deities and Demigods (1990). I think the problem with all of these is that they hew too closely to Greek mythology, making these monsters much too powerful and tying them too tightly to a specific milieu.

AD&D tried to address these problems by offering the “cyclopskin” in the Monster Manual II (1983), which also also appears in the 2e Monstrous Compendium Volume II. Neither version seems to have caught on, perhaps because of the lack of a strong hook: this 5 HD, 7-½ foot tall monster is basically just a tough, one-eyed brigand.

More recent iterations haven’t been done much more to distinguish themselves beyond being big and having one eye. The Pathfinder cyclops is a CR 5, 10 HD giant with an odd “Flash of Insight” special ability. The 5e cyclops is just a Huge, CR 6, 12 HD giant.

I keep coming back to the Fangorn/Russ/Fiore version as maybe offering the most distinctive take yet on the cyclops for D&D. I tried a few different conversions of their version, but none really worked: I kept ending up with just a really big, one-eyed giant. Then I realized I was making the same old mistake of trying to stick too closely to Greek myth.

Take another look at that Russ illustration: that doesn’t look like a half-divine son of Poseiden so much as a mutant from a sci-fi B movie. And with that in mind, it seemed to make more sense to recast the cyclops as an aberration than any sort of giant. This gives the cyclops more of its own niche within D&D, and is actually consistent with the D&D tradition of mining classical mythology for names and basic concepts but then veering into more generic science fantasy for specific implementation. For example, consider the D&D treatment of the hydra, gorgon, medusa, pegasus, or minotaur.

With that in mind, here’s my own take on a cyclops for 0e, 3.5e, and 5e, which leans heavily into the B movie inspiration. I would love to be able to get my mitts on some miniatures of these things. In fact, wouldn’t it be great for Otherworld Miniatures to do a whole set of Russ Nicholson-inspired figures?

The following text is Open Game Content.

Cyclops

This hulking biped looms nearly eight feet tall, its powerful arms ending in clawed hands. Its face is dominated by a single, clear sea-green eye in the center of its forehead, a wide, gaping maw, and two upswept, pointed ears. Its lumpy, weathered hide is patched with straggly clumps of greenish-black hair.

Insatiable and Unpredictable. Cyclopes are impulsive and emotional, prone to almost childlike outbursts of fury. They have a dark hunger for both humanoid flesh and strong drink.

Raiders and Plunderers. Cyclopes form small bands and haunt wild lands and caverns, occasionally raiding humanoid settlements for food, treasure, and captives. Their ferocity and strength allow them to dominate bands of weaker evil humanoids.

Unnatural Horrors. A cyclops cannot reproduce naturally with another cyclops, and must instead rely upon humanoids, giants, or others to produce new cyclopes. Cyclopes can interbreed with an appalling number of creatures; any resulting offspring not born as cyclopes are eaten.

0e

Cyclops CL 7 (600 XP)

The cyclops can immobilize an opponent within 60 feet with a glance. The target must make a saving throw or become completely immobilized for 1d6 rounds. The effect ends if the target takes damage or is shaken roughly by an ally.

HD 6; AC 4 [15]; Atk 2 claws (1d4), bite (1d8); Move 12; Save 11; AL C; Special hypnotic glance.

3.5e

Cyclops CR 3

Usually CE Medium aberration

Init +0; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common

Defense

AC 15, touch 10, flat-footed 15
(+5 natural)

hp 33 (6d8+6 HD)

Fort +3, Ref +2, Will +6

Offense

Spd 30 ft.

Melee 2 claws +6 (1d4+2), 1 bite +4 (1d8+1)

Space 5 ft.; Reach 5 ft.

Special Attacks hypnotic glance

Statistics

Str 15, Dex 11, Con 13, Int 8, Wis 9, Cha 13

Base Atk +4; Grp +6

Feats Alertness, Iron Will, Multiattack

Skills Climb +5, Intimidate +3, Listen +3, Spot +3

Ecology

Environment any

Organization solitary, gang (2-9), or tribe (10-19 plus one 11 HD leader plus 20% noncombatants)

Treasure standard

Advancement 6–10 HD (Medium); 11–14 HD (Large); 15–18 HD (Huge)

Special Abilities

Hypnotic Glance (Su) As a standard action, a cyclops can fascinate a creature within 30 feet with a look. The target creature must succeed on a DC 14 Will save or be fascinated for 1d6 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

5e

Cyclops
Medium aberration, chaotic evil
Armor Class 14 (natural)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
StrDexConIntWisCha
17 (+3)11 (+0)15 (+2)8 (-1)9 (-1)13 (+1)
Saving Throws Wisdom +1
Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Actions
Multiattack. The cyclops makes 3 attacks: two with its claws, one with its bite.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Hypnotic Glance. The cyclops targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or become charmed for 1d6 rounds. While charmed, the creature is incapacitated and has a speed of 0. Any potential threat, such as a hostile creature approaching, allows an affected creature a new saving throw. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.