Day 31 - rebirth
Don’t die and get brought back by your overzealous followers in proximity to elder evils. You might get brought back wrong. And watched.
seen from United States

seen from United States
seen from Türkiye
seen from Canada
seen from Japan

seen from Germany
seen from Türkiye
seen from United States

seen from Saudi Arabia

seen from United States
seen from Australia

seen from Türkiye
seen from Canada
seen from Germany
seen from China
seen from Kazakhstan

seen from Türkiye
seen from Netherlands

seen from Russia
seen from United States
Day 31 - rebirth
Don’t die and get brought back by your overzealous followers in proximity to elder evils. You might get brought back wrong. And watched.
D&D continued to return to the locations of classic adventures after the advent of 3E. Slavers came next, but I don’t have that one (and am not gonna, I don’t enjoy the Slave Lords modules enough to want to revisit them). Then came Return to the Temple of Elemental Evil (2001).
If you recall from last year’s post on the original Temple of Elemental Evil, I don’t love it, basically. I like Hommlet and Nulb and the moathouse, but the temple itself, the elemental nodes, its function as both a prison for and hub of evil, it just doesn’t come together. So I should hate this, right? Nope! Monte Cook had a real talent for fiddling about with D&D as a body of canon lore and making things work. This book is no exception. Aside of the fact that it could stand to have 15-20% less combat encounters, I’d say it is pretty superior to the original in most ways!
Hommlet is still there, and the moat house. Lareth, too (though he is no longer bee-you-tee-ful). Nulb’s a ruin. So’s the temple, though there isn’t much there at the start. Instead, the second chapter leads to the Temple of All-Consumption and the cult of Tharizdun (thus tying things firmly to S4 and WG4). Only then does it become apparent what needs to be done to prevent the end of the world at the an excavation in the original Temple of Elemental Evil. It’s a good read and I expect it’s a good time to play through.
Brom’s on the cover. David Roach does good work inside — I believe this is one of the last D&D adventures with black and white interiors and honestly, that’s a tragedy.
And that’s it for returns, aside of the cyclical return to Castle Ravenloft. And, I guess, the bulk of the 5E campaign books. They’re always returning to familiar pastures.
I wish I can make every NpC from "Princes of the Apocalypse" module I'm currently running as the Dungeon Master! I chose to DM it because i love the Elemental Evil lore but most importantly the NpCs 💖
Savra has a special place in my heart since I met her as a player in my 2nd run of "Waterdeep: Dragon Heist" as a griffon cavalry character, she was my boss, my senpai, hehehe~
Been a while since we ran a session of Princes, so here's a some quick catchup.
A group of adventurers, representing several key organisations of the Sword Coast (Harpers, Zhentarim, Emerald Enclave), met in the town of Red Larch, following news of important documents going missing. Their quest pushes them to the town of Womford, where they fight pirates who had the goods. Half the group guard and investigate the Bargewright Inn, while the others return the documents to a contact in Red Larch.
The group found a map to a location up the River Dessarin on the pirate's boat, so once they regroup in Womford, they decide to use the now vacant boat to travel up the river.
The mysterious Mr E operates as skipper while Lilith, Dain, Ele, and new friend Josira work on rigging and rowing. A couple days into the journey, the group are approached by a different pirate ship, one which asks them to give up their booty or else.
After attacking hooks and a gangplank, the pirates start boarding, but Josira takes them head on. Lilith starts magically debuffing the captain and crew, while Ele uses Thorn Whip to pull several pirates into the water. Dain leaps across to the enemy ship and take the captain head on, making himself a huge target. Through proper teamwork and coordination, the pirates are bested, the boats are disconnected, and the survivors retreat.
Having survived a rough battle, the party moor their boat to rest for the night. They encounter no more problems before they arrive at the destination marked on the map. The party come across a castle fort on the riverside, and there seems to be strange people on the ramparts. Most of the party hide below deck while Lilith negotiates entry into the castle to return the boat, which these men recognise.
Once inside the castles dock, the rest of the party emerge and surprise attack the warriors, which seem to be cultists of the Crashing Wave, a dangerous group they encountered before. Then cultists quickly overwhelm the party with sheer numbers, and several of the party are knocked unconcious. But Lilith's healing magic brings her allies back up for their bows, swords, bats, and fists progressively wear down the wave of foes until they have a moment of silence.
Once they defeat their foes, they take a breath and break down a locked guardroom. They defeat the guard inside and lock themselves in. There are more cultists coming, and the party will need a defensible position. For next time.
Bones of the Earth
Not a lot of druids are familiar with this spell on account of the fact that it was conceived by mages of elemental evil cults. Connecting one’s mind to something as huge and slow as the.... ground... can prove to be more than your druid-apprentice can handle. A failed spellcasting check to use a Bones of the Earth scroll can leave the spellcaster dazed for while -- as the inert lifeforce in the ground’s decomposed flora/fauna can be a real doozy.
Druids who are more comfortable with this spell often learn they can actually downcast it. For every slot below the 6th they expend, the number of pillars reduces by two (to a minimum of two pillars with a 4th level spell slot).
However, even Archdruids are unable really produce anything with this spell other than a featureless earthen cylinder. Their excuse is that the earth is rather uncreative soul and often shoulders the burden of natural beauty on climates, water features, and solar winds that make big honking swirly lights around the poles.
Attempts to inspire the dirt have proved futile. Until one day, a shrewd mage found it was much easier to pay the covetous earth to be artful. A wondrous, magical item dubbed “Medici’s Monumental Medallion” allows the user to bury gold pieces in the earth that burst forth from the ground (a max of six per diem). These pillars burst forth as magnificent, towering statues of the medallion’s wearer.
Leasing this medallion proved to be quite profitable for the Druid, until the public en masse decided that tasteful portrait of a loved one is a more “comforting” decoration for the parlor than a 30-foot-tall crumbling effigy of topsoil. After a heated clash with some interior-decorator-mancers, the Druid is said to have thrown the medallion in the depths of some dungeon, awaiting a chance to be unearthed.
Glad to report that in our latest d&d session, in which I planned for my players to solve A Situation with orcs raiding homesteads, the party decided to instead stick around in Beliard and fix I mean organise an election for new council members. They spent three days hyping up their favourite candidates and fixing the coffee machine at their favourite bakery. Happy with the results of the election, they donated All their heist money to the new council, and left town victoriously.
I don’t know if it’s my favorite part of D&D, but whenever I see cults of elemental evil, I always feel incredibly reassured by them.
Like, something about a villain being like, “Well, you’re probably wondering why I murdered all these people, brainwashed an entire army, and summoned mindless, siege monsters from primordial dimensions? The short answer is that I think air is important.”
Cults (Worldbuilding Wednesday)
So I am playing “Princes of the Apocalypse” right now. It’s a pretty solid campaign, has some cool dungeons and such. If you don’t know, its primary antagonists are 4 Cults that work together to bring forth some powerful elemental gods and destroy the world yada yada yada. Here’s the core problem I have with this module.
I hate how it handles cults.
The cults in PoA might as well be replaced with mercenaries, bandits, drow warriors, goblins, fuckin’ anyone honestly. NOTHING makes them unique, because the adventure MISSES what defines and makes a cult. So, let’s discuss that!
What makes a cult OR how you can make interesting cults for your PCs to fight.
Let’s break down the “cults” from PoA. First one I’d like to discuss is: the Cult of Howling Hatred. You should already see my issues with this.
A cult never calls itself a cult. The word “cult” has a negative connotation and thus isn’t used to label oneself. Think like this, no villain ever considers himself wrong or evil. Even Satan, the embodiment of evil, often is portrayed arguing that he’s not “evil” but rather “enlightened.”
This bleeds into the first point BUT, would YOU ever join something called “Howling HATRED?” No one joins a group that wears on its sleeve how much it hates others. Think about the Nazi Party. It’s full name is “National Socialist Party” not “BOY I HATE THEM JEWS party”. Because no one joins the latter.
Now I hear you there. You’re saying: well they’re cultists, they’re craaaaazy. Why would they give a rat’s-bottom-loin about semantics.
To which I would answer: how are you speaking in italics? And also you are incorrect. Look into any real world cults (like Scientology). Do they go to asylums and recruit crazy serial killers? No! They post ads in public and try to lure in people who are going through depression, or feel alienated, or are looking for a purpose in life. Meaning, NORMAL PEOPLE.
Most people join a cult to find belonging, a family, or a community. Others want to leave behind a life full of stress and depression. Others yet want to find a peaceful life in pursuit of some enlightenment, instead of living meaningless lives working away within society. Cults offer a solution to all of these issues, at a price.
What makes a cult evil is that requires it dominates the lives and beings of each member. The cultists are not allowed freedom to think, live, act outside of the cult’s umbrella.
So when you design your cult, try to understand, what is your cult doing to seduce new followers? Is it’s name “the cult of DEATH and PLAGUES?” Change that. Find a softer name. Something more... acceptable in society at large. Maybe “the Church of the Silent Fields.” Same concept but better choice of words.
I can keep going on about this really, but I think I’ve said enough. If you, my dear PCs are interested in more info, feel free to send your questions my way and I can elaborate as much as you need. Good luck to you and be sure to make those cults scary.
The Unfair DM