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Return to the Temple of Elemental Evil, Parts II & III Group Journal One




A LITTLE BACKGROUND:
Way back in 1985, our gaming group played through the original Temple of Elemental Evil. It was a grand adventure and ran over several years (they also played through Scourge of the Slave Lords and Queen of Spiders). The adventures of Darklight Shadowbinder (the first drow PC in our campaign), Slick, Ronder Treefeather, and the others have never been forgotten. While many of our original group members have since moved away or gone their separate ways, three of them, my brother, a good friend, and my wife (who was, at the time, my girlfriend), have formed the core of my current D&D group.
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When I made ready to run Return to the Temple of Elemental Evil, it seemed only perfectly logical that the PCs be descendents of the original group that forayed into the darkness. Since they were also the original characters, the players had no problem with this and the group began to come together. Each player was asked to generate two PCs, only one of which would be in play at any given time (the other is assumed to be doing other adventures and advances simultaneously). They can be switched out freely, though only at logical break points (i.e., not in the middle of a dungeon) but the main purpose of the secondary PC is to provide a standby character in case something untoward happens to the primary.
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Currently, the group membership is:
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TALINA (SHADOWBINDER) [Female Half-Drow Sor3/Ftr1]
Talina is a half-drow, the unacknowledged daughter of Darklight Shadowbinder. During the original quest, Darklight had been seeking the destruction of Lloth to take her place as the new Queen of SPiders (unknown to the rest of the party, of course). When the time finally came and Lloth lie bleeding at the feet of the adventurers, Darklight could not bring herself to do it and sacrificed a chance at godhood for her friends. This saved them (and allowed Lloth to survive), but also formed a rift between them that never healed. She has not been seen by anyone who recognizes her (and survives) for 20 years.
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In actuality, she is a drow hunter, dedicated to eradicating the scourge of her brethren from this world. At some point in her new quest, her dalliances led to the conception of a half-breed daughter. The child was abandoned soon after birth, as Darklight had no use for a protégé, but somehow she survived and remembers enough of her mother to drive her to find the renegade drow. It was this quest that brought her to Hommlet in the first place, but it is her heart that drove her to join the investigation into the rumors of the evil cult.
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SARINA LETHESCHE [Female Half-Elf Ftr2/Rog2]
Sarina is one of a pair of twins, the son and daughter of Slick (a.k.a. Slick “the Stud” Elf) and Samantha Lethesche. Where her brother is a stay-at-home who is currently studying magic under his mother’s tutelage, Sarina is driven to adventure. Hommlet seemed a great place to start, since her father’s career began there. Before leaving, her father gifted her with a magical blade called Anüre (“defender”). She knows little of its powers, but will soon begin to discover just how precious an item it is (can you say “leveled magic item?”).
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Sarina is the practical sort, but she also loves a good fight. She knows Geldor through his family’s infrequent visits to her parent’s home and while she considers him a friend and ally, she is also convinced that he needs a lot of experience. She has taken him under her wing to a minor degree, seeking to insure that he doesn’t manage to get himself killed and to this end, she will sometimes go along with even the most foolish of plans.
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GELDOR TREEFEATHER [Male Wood Elf Rng4]
Though the oldest of the group, Geldor is still just a child, barely into puberty. Where the others were born sometime after their parents had completed the (seeming) destruction of Lloth, Geldor had been born several years earlier and was still a babe in arms when his father Rondor undertook that epic quest. Despite his youth, this gelding is a prodigy and has already proven himself against an impressive array of foes.
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If Geldor has an ulterior motive, it is probably to heal the rift that exists between he and his father. His decision to become a ranger, rather than to follow in his father’s footsteps as a druid, left Rondor quite angry and the proud wood elf has refused to have anything further to do with his son (though he secretly cares very much for him and even now has spies watching over him). His inexperience shows in his brash nature and oft careless manner.
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SILAQUI [Female Wood Elf Rng1/Ftr1/Drd2]
Silaqui is one of two current companions who are not descendents of the original questors. She was given a message to deliver to a mysterious figure who was rumored to be in Hommlet. Instead, she found Talina. An outsider by nature, she felt drawn to the half-drow and the two formed a fast friendship which even now grows stronger. Silaqui has little use for Geldor (considering him a stripling who has no business adventuring) or Sarina (whom she views as a city-dweller), but still fights alongside them as allies...for now.
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Silaqui can’t say what draws her to this group. Her head tells her that she should have delivered the message and left without getting involved. After all, what does she care for the problems of a human village? Her nature tells her to leave them to their fate, but her heart tells her something else entirely.
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ALBERT REEDWELL [Male Human Clr4 (St. Cuthbert)] Albert is a novice adventurer, though quite a skilled cleric. He has lived in Hommlet, more specifically, in the cloister of the temple, for the entirety of his young life and though he has always wanted to be a part of a grand adventure, he is only now finding out just what that entails. Though he was woefully unprepared at first, the group has seen to his needs, outfitting him with proper armor and weaponry, and he has begun to prove himself a valuable member of the party.
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Unbeknownst to Albert or the other party members, he is actually the son of Cannoness Y’dey of the Temple of St. Cuthbert. When he was born, she realized that having a child out of wedlock would endanger her chances for advancement within the church and so she “abandoned” him at the doorstep of the temple, knowing that he would be taken in as a ward. Since that time, she has watched over him carefully, nurturing him from a distance, until she sensed that the time was right for him to leave. She has placed him in the care of this group, from whom she senses great things.
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Caution: This tale reveals major plot elements from Return to the Temple of Elemental Evil. Do not continue reading if you are currently involved in or planning on playing this adventure in the near future.
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****Spoiler Space****
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The story so far...
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Our heroes came together in Hommlet and determined that a good starting place was the ruins of the moathouse. After a sound thrashing by the dragon, they rallied and came up with a good plan to defeat the beast, driving it off. They then penetrated into the dungeons, where they found the first of the excavations being performed by the clerics.
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After a brief respite, during which time Talina satisfied her curiosity about some of the magical items that had discovered (information she has chosen not to share with the rest of the group), the group continued their foray into the dungeons beneath the moathouse. As of this time, they had not discovered any of the secret passages that led into the hidden areas, but that soon changed after the ghouls in the torture chamber were cleared out and they found the passage to the secret tunnel.
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They followed the tunnel to the catacombs, where they met with more ghouls and Albert began to prove his worthiness to the group. For a cloistered cleric, he wields a mean holy symbol! They briefly entertained the notion of working their way into the warrens, but after a few yards of exploration, decided that it wasn’t worth running the risk of being trapped in close quarters in a fight. Instead, they proceeded southeast to the pool room.
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It was there that they began to piece together what was happening. They caught the two clerics working in the upper area by surprise and managed to slay Geynor Ton without too much difficulty, but Ysslansh managed to slip away under the cover of an obscuring mist and rode the platform to the deeps. After some effort, the group managed to retrieve the platform, but the troglodyte cleric had already moved to the secondary platform, where he waited in the darkness to see what they would do next (and also because he was afraid to go any deeper without protections).
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Upstairs, they party investigated the smaller four-sided statue (one side still embedded in rock) and prepared to ride the platform to the top of the obelisk. They were dismayed by the unnatural chill, but forged ahead until they alit atop the obelisk. As they stepped off, they noticed the unusual actions of the “veins” within the floor and through experimentation with some rations, quickly deduced that it was not someplace they wished to be. They saw the other platform (but not the hiding Ysslansh) but the chill in the air, the unusual floor, and that two of their number were already weakening were enough to convince them to ascend. At the top, they tied off the platform and moved on into other regions of the dungeon (unknowingly leaving two clerics trapped below).
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Their explorations brought them to the bedchamber of the clerics in the moathouse, which was largely deserted, but in rambling about that area, they attracted the attentions of Garrik, the gnoll ranger. Geldor, sensing a kinship with the beast, tried to engage him in conversation (through ther goblin tongue, the only one they had in common) and Garrik played him for a fool, keeping him busy until Garrik’s warriors could arrive (he had called to them in gnoll when he first spotted the party). The battle was joined and after a brief, but decidedly dangerous struggle, the party prevailed. Geldor faced off against Garrik (both identically armed) in a battle to the death between two equally-matched rangers while the rest of the party held off the others! Geldor prevailed, but only by a very close margin. It came down to a matter of one blow.
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After the gnolls were dispatched, the party investigated the iron chest that belonged to Geynor Ton. Silaqui failed to mention the key she had found upon searching Ton’s body, not making a connection, and Sarina missed the glyph of warding. Talina might have seen it (she did have a detect magic up and running), save that Sarina and Geldor blocked her view and thus, she could not warn them. Geldor used his magical longsword to open the chest, only to be sprayed with acid from the glyph! A Reflex save prevented too much damage, but his precious sword became pitted and damaged and will need repairs.
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In the chest, they found Ton’s journal, as well as a few other goodies, and Talina immediately set about identifying some of the other items they had come across thus far. After another rest period to allow the now exhausted Talina to recover her magics and to permit Albert to apply some much needed healing, the foray continued as they decided to investigate the side corridor they had ignored previously. They came upon the wall of stone and Talina (through spellcraft) recognized it for what it was. There were a few moments of indecision about why the wall was placed there before the group decided to batter it down using some of the mudane weapons they had been collecting from the bodies of fallen foes.
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It took only a few moments of effort to break the wall enough to permit passage and our hardy band continued their exploration into the long-forgotten and sealed areas of the dungeons. They came across the cockatrice lair and Geldor, whose favored enemy is magical beasts, recognized them and shouted a warning. At this, Sarina, Silaqui, and Talina all began backing from the room, Talina blasting one with a magic missile as she went. Geldor, however, charged recklessly into the fray and Albert, torn between retreat or helping a friend, chose to aid him. Seeing this (and watching as Geldor took one down by himself), Sarina charged the second, damaging it badly enough that Geldor could easily finish it. As they searched the nests, the put two and three together and surmised that one must still be about somewhere.
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Carefully now, expecting possible ambush, they moved into the next room and began searching, coming upon the third cockatrice. It proved easy prey for the well-prepared group and they also located the gems that had been hidden in the ruined room. Despite the fact that the door to Lareth’s chamber was locked, they easily penetrated this barrier and came upon the sight.
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Gedlor examined the remains to find that he had been slain by disease, not violence, though it meant nothing to him. As Sarina searched the walls and Talina, Albert and Silaqui stood guard, Geldor also came across the wand and slipped it into his pack, unnoticed by the rest of the party. The spider amulet caused some brief consternation when Talina saw it and recognized it, but Geldor snagged it before she could destroy it and slipped it into his pouch. It was only a few moments later that they followed the exit tunnel to emerge into the midday sun.
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Back in Hommlet, a visit to Y’dey confirmed the identity of the god the dark clerics worshipped (as Y’dey could easily identify the holy symbols). She also asked to be permitted to retain and study the journal. The party, by this time having gleaned all relevant information from it, agreed. It was then that Geldor got another of his patented ideas.
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Dressing in one of the cloaks of Lareth’s group, he went to see Jarro. Now, the party had been to see the druid on a previous occasion and, upon talking to his assistant, surmised that the druid must have come under the sway of the evil cult (which, as anyone familiar with the adventure knows, is true in a roundabout way). Disguised as a cleric of Tharizdun (he thought), he questioned “Jarro” about the cult and arranged a secret meeting a the mill at midnight.
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Unknown to Gedlor, originally the doppleganger had thought just to be rid of this troublesome intruder but a peek with ESP revealed that two allies were waiting outside for trouble. Instead, “Jaroo” played up his involvement in the cult and arranged for this newcomer to join. He happily acknowledged that he did indeed know of the cult and that he could set up a meeting. Geldor took the bait hook, line, and sinker and promptly told him that three of them would be at the mill that night at midnight.
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That night, after Geldor briefed the party on what he had learned, Silaqui and Talina waited in the nearby woods for signs of trouble, while Sarina, Geldor, and Albert, wearing the cloaks, posed as acolytes of Tharizdun seeking to join the cult. “Jaroo” met them at the mill and bade them enter. Silaqui and Talina moved to the windows for a better view.
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Once inside, the druid got them to speak aloud their intents, then brought up the lights to reveal a large number of townsfolk standing in the shadows. “You have heard them confess with their own voices, my friends and neighbors, of their involvement with an evil cult! I declare them traitors to Hommlet!” Before they could move, the guards were on them.
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Outside, Talina watched with growing concern. She had not been willing to go along with the plan because she feared that they might be getting in over their heads, but this was nothing like what she had suspected. In desperation, she broke out the window and tossed in a thunderstone. In the confusion, Albert, Sarina, and Geldor managed to wriggle free and escape, but it would seem that their welcome in Hommlet may be getting thin. Y’dey had told them of Nulb, several days away, and it is beginning to look like that may be their next stop.
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Unknown to them, “Jaroo” (who is, of course, a cult member) has dispatched a group to the moathouse and they are already in the process of covering their tracks, replacing the capstone in the pool room and evacuating anything of value that remains. This, sadly, leaves Ysslansh trapped below (which will drive him further into madness). Spugnoir, until recently trapped in a storeroom in the moathouse, has also returned to town and resumed his business, but not before noting (with some interest) that the dragon is gone.
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John Grigsby

Return to the Temple of Elemental Evil, Part IV Group Journal One




This is the fourth part of the continuing saga of my meat space group and their forays against the Return to the Temple of Elemental Evil. If you are currently playing or considering playing in this adventure, you may wish to stop reading here. To continue will only spoil your enjoyment of the adventure. As always, commentary, suggestions, and constructive criticism are welcome.
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****Spoiler Space****
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When we left our heroes, they were knee-deep in trouble. After the disastrous meeting with Jarro and the townsfolk, from which they only narrowly escaped, they decided to adjourn to the nearby woods and lay low for a day. All except Geldor, that is, who risked capture sneaking back into town to try to reach the temple of Cuthbert and canoness Y’dey. He was successful, but coming in at 2 in the morning and screaming about he and his friends (he was alone) being chased by an angry mob (there wasn’t one), the acolytes thought that he may be a bit off the beam and so they locked him in a meditation cell for the night.
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Meanwhile, with the dawn, the others decided that it would be best if Silaqui, the druid, went to speak with Jaroo druid-to-druid to see if she could eke out some more info from him. Since she and Talina had not been seen at the meeting the night before, they were unlikely to be recognized and seized as possible cultists. The false Jarro had planned at first to slay the interloper and take her place to infiltrate the party, but these clever little adventurers came prepared. From outside, the drow Talina watched through the window, unaware that her own movements were being scrutinized.
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Back at the temple, Geldor manages to convince the acolytes that he is quite sane and rational and is permitted to see Y’dey, who agrees to attempt to arrange a meeting with Burne and Rufus. Satisfied for the nonce, Geldor returns to the group, only to find them gone. Using his tracking, he is able to follow their trail to the druid’s grove, where Sarina and Albert watch Talina from the cover of the trees, as Talina watches “Jaroo” and Silaqui from outside.
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Reading Silaqui’s mind, “Jaroo” decided it would be best to further alienate their suspicions (since he knew she was being watched over) and proceeded to feed her even more false info, citing that he had heard rumors of the cult but that Nulb and the Temple seemed to far away to worry over (basically the same lines he gave Elmo). He also mentioned that his assistant, Yundi, bore watching. This was a key element, since it was Yundi who originally tipped off the group that something was suspicious about Jaroo!
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Outside, Talina was caught in the act of spying by Yundi, who stood with her until Silaqui emerged. As the two moved to meet with the emerging druids, Jaroo gave Yundi a questioning look, but the acolyte remained silent. As they later compared notes, I found that the lies Jaroo had told Silaqui allayed their suspicions, alright. In fact, the fact that Yundi didn’t speak up about Talina spying on them convinced them that Yundi, not Jaroo, is the plant!
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Tired of hiding in the woods, Albert and Geldor sought sanctuary in the temple until their meeting with Burne and Rufus, while Talina, Silaqui, and Sarina (in disguise) decided to sit at the Inn of the Welcome Wench and see what rumors they could soak up. Talina tried a little information gathering but found people in Hommlet either uninformed or unwilling to speak of the Temple and the supposed cult. Sitting at the Inn, enjoying a drink, the trio get to meet Burne, Rufus, and Elmo, doing the same.
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After inviting themselves to the conversation, they get to know these prominent townsfolk (though they still wisely avoid displaying any knowledge of the goings-on the night before) and decide that they can trust them. Asked about Jaroo, Elmo sings his praises, further securing the party in their knowledge that the druid is in no way involved in cult activity. They engage in small talk until Brune is called to the temple to consult with Y’dey.
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Needless to say, it isn’t long thereafter that Rufus and the others are summoned as well, to plead their case before Burne and Rufus. “Jaroo” is not present, having told Silaqui earlier in the day that he was being “called away on business and would be gone for about a week.” After a confession explaining that they were only trying to draw the druid out and the provision of some hard evidence by the group of cult activity at the moathouse, they are pardoned and Burne and Rufus ask the heroes to keep them informed of any new findings. They also suggest that Nulb might be a good place to go next.
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Before heading off to Nulb, the group decides to sell off some of their salvage and to see about getting Geldor’s sword repaired. There was a brief incident, while conversing with the scrollmaker (an elf), when Geldor draws forth the amulet of Lloth and asks the elf what he thinks it might be worth. Fortunately (?), the other party members manage to keep the scrollmaker from slaying Geldor on the spot. Silaqui again expresses her dissatisfaction with Geldor, calling him a fool, and the gap between them grows larger. They also want to get their magical items identified, but the scrollmaker and Spugnoir are both asking too much for this service. It is then that Talina, unable to hold it any more, laughingly reminds them that she is a sorceress and knows identify.
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Geldor, still angry at Silaqui and mad at because he still doesn’t know what the black sphere does (Talina hasn’t told anyone yet), is hesitant, but eventually concedes that it’s better than the 70 gp per item that Spugnoir is charging. Talina retreats into her room at the Inn to do the identification, while Geldor and Sarina, now unencumbered by wanted status, take care of minor business. They decide to sell the scroll of the Black Cyst in exchange for a scroll of fireball and the promise of the scrollmaker that he will tell them exactly what it is all about when he has had time to examine it.
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With the coming of the dawn, the group is ready to head to Nulb. What they don’t know is that the cult, very much active in Hommlett, now considers them a real threat and is even now making arrangements to have them eliminated. “Jaroo” has in fact left Hommlett temporarily, but his “urgent business” involves insuring that the cult’s tracks at the moathouse are covered over, and seeing to the arrangements to dispose of these troublesome adventurers.
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Though the heat is off of him, “Jaroo” knows that Yundi is suspicious now and will soon have to be eliminated. He is considering how to frame the boy as a cult member and tie him via false evidence to the adventurers (which will be discovered on their bodies, of course).


John Grigsby

Return to the Temple of Elemental Evil, Part V Group Journal One




This is the fifth installment of the continuing saga of my meat space group and their forays against the Return to the Temple of Elemental Evil. If you are currently playing or considering playing in this adventure, you may wish to stop reading here. To continue will only spoil your enjoyment of the adventure. As always, commentary, suggestions, and constructive criticism are welcome.
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****Spoiler Space****
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After a brief respite in Hommlet, the intrepid band set off for Nulb, following up on some leads given to them through rumor mongering. The journey was largely uneventful, save an encounter with a medusa posing as a traveling gypsy-woman. Though her ruse was successful (“Certainly old woman, come and sit with us and partake of the warmth of our fire.” Geldor), her assault on the group was less such, with only one round of saving throws necessary (and everyone made it) before they put her to the sword. They’re getting too good at this.
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On arrival in Nulb, the first stop was the remains of the Waterfront Hostel, where they soon ran afoul of Wat’s ghost. This is a difficult encounter at best for even a well-prepared group of 4th-level adventurers and my team almost got their lunch handed to them. The sorceress, Talina, was caught by complete surprise and run through, very nearly slaying her outright. Sarina manages to get a thrust with her magical rapier in, but it has no effect and Albert’s attempts at turning are for naught as well. Talina, Sarina, Albert, and Silaqui quickly flee the building. For whatever stupid reason, Geldor (by now known as Geldor Not-the-Sharpest-Sword-in-the-Shop by his teammates) was determined to see what was upstairs and headed up, heedless of the fact that he was now alone in the building.
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Call me stupid, but I was nice to him and did not have Wat attack him immediately (which would have been merciful, looking back on it). Instead, Geldor made his way to the room at the end of the hall. After some effort at forcing the door, he finally manages to get it open, only to be confronted with a scene straight out of The Exorcist. Seeing this girl sitting cross-legged and babbling in the middle of a room full of flying furniture isn’t enough for common sense to kick in, so Geldor times his run and leaps for the girl, intending to knock her back and snap her back to reality.
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Needless to say, this plan is doomed to failure. He passes right through the spectre and smashes through the window. Glass rains down into the street and the rest of the party looks up to see Geldor hanging by his fingertips, dangling from the now-shattered upper window. By this point, the sensible thing to do would have been to drop to the ground, take your 1d6 damage, and go on with your life. Not Geldor. Instead, he pulls himself back up to the window and peers in again!
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Confronted with the same scene and in the manner of Wile E. Coyote (whom we are convinced is a relative), Geldor re-enters the room to try to figure out what is going on. He valiantly attacks and destroys a flying chair, only to feel a sudden chill in his torso. He looks down to see the ghostly sabre sticking out of his chest and finally decides that it’s time to leave. Ducking the furniture wildly, he flees the room, nearly falling down the stairs, and rejoins his party.
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Convinced now that the Inn is a haven for evil spirits, the group moves on, occasionally stopping to investigate a nearly-whole building. Finally they come to the old herbalist shop and meet up with Lareth the Beautiful. Lareth, deep in the throes of madness, remembers his fatal encounter with their parents and promptly confuses the PCs with their forebearers, babbling on about he recognizes them, they’ll not get him this time, etc. This was the second most entertaining encounter of the evening (see below for the first-so) from a DM standpoint.
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The players don’t recall Lareth (it was 15 years ago when they played the first adventure, after all) and are stricken with confusion. Who is this guy and how does he know them? He pointedly ignores their questions, babbling on incoherently about the temple and his divine right and all manner of other stuff (hidden in which are some clues but the PCs remain oblivious). Finally, when one of them mentions the Temple, Lareth responds, “I RULED over the Temple in the name of the Elemental Eye!”
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Geldor’s only response is, “Now you rule over a mudhole.”
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The others turn pale, certain that this guy can mop the floor with them. As it happens, I couldn’t get that lucky. Lareth gets lousy initiative and suffers 40 points of damage before he can even react. Knowing that there is no way his Concentration can overcome that, I elect to have him attack. He gets in one good blow against Geldor before they finish him off. After searching him to be sure they don’t miss out on any loot, they proceed down the street to the docks, trapsing off towards a “large building that looks pretty intact”.
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On arrival, they find that the building is only a façade. The front is intact but the rest is demolished. However, they can now see the grounded ship. There is a brief discussion before they decide to return to the herb shop to rest and recover before heading to check out the ship. They seek shelter from the rain in the herb shop while Talina does some identification on some of the magical goodies Lareth had, then set out in the morning (actually, early afternoon) once the rain has stopped.
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On board the vessel, they do some exploration and soon come upon the intact cabin. The space is tight and only Geldor, Albert, and Talina can manage to squeeze inside. As they are looking about, Geldor spots one of the wraiths moving about and move to attack. It takes only the wraith passing through the ruins of a crate before Talina grabs Albert and heads for daylight. This time, Geldor follows, showing some sensibility for the first time tonight. The wraiths pursue as far as the innards of the boat, but stop when the party gets safely outside. There is some speculation as to why they, nor the ghosts in the Inn pursued further and it is finally decided that they are tied to their haunting locations (true for Wat, but the wraiths are simply afraid of daylight).
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Geldor suggests that burning down the edifices they inhabit may destroy them (and it would Wat), but the party nixes this idea, citing that the ghosts are not preventing them from investigating the ruins of the Temple and that displacing their haunts may have more dire effects. They decide that it is time to go see what’s up at the old Temple of Elemental Evil, fully suspecting that this will be the massive climax of the adventure.
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The Temple seems just as they remember it, dark and ominous, and they are ambushed as they come in the gate by javelin-tossing hobgoblins. Silaqui takes some bad hits and falters, but Albert is there to prevent her death while the others finish the buggers off. Meanwhile, at the entrance to the Temple proper, the other guards watch. One goes to warn those inside. The other three put up some resistance, but are easily vanquished.
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They do a full exploration of the inside, freeing the goblin slaves and defeating the evil hobgoblins, all the while wondering why hobgoblins are the toughest foes they are meeting. Where are the demon armies and the elemental guardians? They forge onward, eventually meeting up with the hobgoblin chief. This is the single most entertaining DM encounter of the evening. Playing the role of the hobgoblin chief was just great fun. Since his man had already warned him of the invasion and his adept was standing invisibly by his side, the chieftain treated the party with complete disdain.
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The party demanded to know what the chief knew of the rise of the Temple. Of course, he knew nothing, but refused to let this show. After a few minutes of good banter, Talina finally decides to show her face (she’s half dark elf) and put the fear of God into him. Much to her surprise, the chief is unimpressed. (Actually, he’s terrified, but makes his Bluff check.) He threatens that they will all be his slaves and that’s when Talina blasts him with magic missile and the battle is joined.
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The chief and his guards (along with the adept) prove to be pretty tough and though the party comes out on top, they are not without wounds to show for it. Albert has his hands full healing and recovering, while Talina and Geldor explore the chief’s chamber and find the remainder of the treasure. The party decides to rest for the night in the chieftain’s chamber, figuring it can be easily defended.
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But what they still can’t understand is what’s going on. They know something is wrong, but they can’t put their finger on it. They know there are plenty of pages left in the module, surely this can’t be all there is? What happened to the glorious Temple of Elemental Evil? What about the cult they are so sure exists in Hommlet? They’ll pick up some more clues over the course of the first side trek, an adaptation of WG4 The Temple of Tharizdun.
John Grigsby

HISTORY REPEATS ITSELF -1999 AND BEFORE THE INTRODUCTION OF THE 3RD EDITION




September 1999
I'm stepping out of my lurking shadows to comment on the seemingly endless arguments about what DnD is "supposed" to be and what is or isn't appropriate or "canon".
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By way of background, I've been playing since the very beginning, 1974 with the 3 pamphlet sized books in the brown box. I've bought and played every other incarnation of DnD and ADnD and have had the privilege of playing in demo or tournament games with Gygax, Rob Kuntz, and sundry other TSR staffers. I've also bought, played and collected GURPS, Traveller, Runequest, Tunnels and Trolls, Rolemaster, FUDGE, MERP, Earthdawn, CoC, Stormbringer and countless small press games.
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My point being that I feel fairly well-rounded and experienced in RPGs in general and DnD in particular.
Now to the meat of the matter. I'm frankly astounded at the way some people feel that DnD is being "destroyed" and at how many people feel that if the "rules" (or more accurately what the poster's opinion of what the rules are) are not slavishly followed then DnD is forevermore destroyed.
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Hogwash!
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There is NO ONE TRUE WAY!!! THAT is the only rule that matters. Second to it is "It's a game, it's supposed to be fun!"
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DnD is nothing more or less than what you make of it. This has always been true and always will be. Whether you understood that from the sense and "feel" of the game in the earliest (and worst edited) set of rules or from the polished and "professional" new rules that clearly state the words "guidelines", "options" and "suggestions".
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What edition or iteration of the rules you prefer is a moot point, it is just your (and your groups') preference. None is more right, or correct or accurate than any other. The idea that there is, or even should be, some set of "core" mechanics that spans the hobby is a nice ideal but frankly, IMHO, ridiculous! The most valuable element to my mind of any RPG is the fact that they are CO-OPERATIVE games rather than COMPETITIVE. What is the need for "tournament" rules that try to enable competition? This game ain't Magic after all!!
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Yes, it would be nice, in an ideal world, to be able to walk into any store or anyone's home and sit down and play. But even when the rules consisted of just the 3 core books, that situation never really existed. I doubt that any group has played the game the same as any other group for more than a few coincidental moments. These rules are ideas after all, and an idea is executed by we poor humans colored by our own unique and personal experiences. Any casual debate on a list will show that no rule can EVER be interpreted exactly the same way by any two people.
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Most disturbing to my mind, however, is the way in which the gaming materials TSR pushed out have somehow become synonymous with fantasy "authenticity" or "tradition". Hell, this stuff is game background, folks. The FANTASY CAME FIRST, THEN THE GAME!! Arguing about how Elves do this and Dwarves like that is so damn ridiculous. TSR did not invent Dwarfs and Elves. Their rules are not, and never were, the authority. They are just one marketed version of a particular authors viewpoint.
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What happened to the days when a DM dreamed up a fun place to adventure and made up his monsters and/or "special" races and took a grand and fun trip into a shared story? What happened to the days when playing was the important thing, not which system mattered most and what rules could and should be used for or against the players? For gosh sakes, When did it become a major issue for DM's to CONTROL the players in his/her game??
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Believe me; I understand the feeling of having a large investment in rules and supplements being "threatened" by new edition of a rules set. Hell, I'm afraid to add up all I've spent over the years on TSR products- I know it is well over $6000! But when I think about it calmly, I know that nothing is useless. The materials that sparked my creativity then, still do. The great ideas and clever suggestions in those modules, books and boxes are still there to be found. All the "published" stuff really is little more than a sort of "Idea mine" that we, as players and DMs dig into and the riches we bring to the surface are the wonderful moments in the playing! Just because 3e (or 2e, or the "red basic") set has come out doesn't mean those mines are worthless, it just means that a new vein of precious ore has opened up!
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Get a hold of yourselves and relax! No one can "destroy" your campaigns except you. No one can dictate what you like, what you use or what you hate. YES, your opinions do matter and YES you have every right to air them in a public forum like this list, but NO ONE is absolutely right and NO ONE has the absolute truth of anything. It doesn't exist.
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I look forward to 3e because it is a chance for me to see new ideas and new ways of doing things. I will, as I always have, take what feels right to me and my group and ignore the rest. (At least on the first reading.) I will undoubtedly come back a few weeks or months later and re-read and have something different strike me and I'll incorporate that.) IMHO, a campaign NEEDS to be a dynamic and growing thing. The real world changes, so should a campaign world. Natural disasters, magical experiments or catastrophes occur, the gods act and the world is a little different tomorrow than what it was today. So something changes. It can have a major effect on your immediate play or not as you see fit. Maybe it has no effect whatever. The point is that it is YOUR GAME. You decide what happens and You take the responsibility for how the game goes. The power has never been in the hands of the publisher. Remember that and feel more secure!
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I'm rambling so I'll get off my soap-box. I just felt the need to inject a little perspective. I agree with the great post that enumerated what went on in the old style games and, yes, "I liked it!"- cruddy dice and lead miniatures and all. Let's all just enjoy the hobby!
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Patrick Seymour
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Nice Post, PKS. With one interesting note on this topic:
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"Yes, it would be nice, in an ideal world, to be able to walk into any store or anyone's home and sit down and play. But even when the rules consisted of just the 3 core books, that situation never really existed."
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Which is a shame, because it IS possible in the Gaming world. The Alternity game has been out for over two years, and I know dozens of folks who play it and guess what? NO HOUSE RULES. Or the house rules are SO amazingly small and seamless that they work WITH the system and not against it to cause confusion. What it comes down to is Alternity was SO well designed, that the few house rules we tried introducing DIED in playtesting, and were never bought up again.
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I subscribe to the Alternity Mailing List as well. You hardly EVER see these silly rules interpretations fights. They are usually resolved in one or two posts. The A-List is able to concentrate on sharing campaign and adventure ideas, GM techniques, and constructive rules posts and I believe that's a tribute to the game.
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If they can do that with 3E, then I, for one will be a VERY happy player. I will also be happy when I go to GENCON to play DandD and not have to RELEARN the darn rules every time I sit down because the DM decided to change all the spell rules or combat rules or WHATEVER :).
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-Jeff, Dungeon Master
Jeff Ibach
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I've also been around since those little brown books and have played almost every system you named + many others. The point your making is, to me obvious. What is also obvious is that these dogmatic rules and customs arguments have been around since the start and will never be resolved by those that go into that sort of thing.
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Ever notice how hard it is to introduce new players into your established group? Or to join another? Even worse, how many of you who DM really enjoy playing under another? Makes you want to grit your teeth at every stupid ruling or break in his campaign continuity- right? Right.
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The rules are and always have been guidelines for creating a fantastic world of episodic adventures. They can't possibly cover every situation or DM/player whim. They've grown over the years from very basic to what they are now. Each rule has been added either to refine what was done before or to answer in a semi-consistent way all those actions, situations and settings that have come up often enough that the designers (old, new and all else) decided it warranted an official ruling.
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10 years from now the rules will have to have grown just to include the ideas that haven't yet been done. It's always going to be that way, role-playing is organic. If you want hard and fast, inflexible rules Monopoly is more suited for that mindset.
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I guess my point (and I did have one once) is for some people debating the rules is part of the game. The only ones who lose out are the ones who get too angry to see that and just want things THEIR way. That's an ok attitude, but it's going to limit the number of people who you can play with for any length of time.
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Unless of course you take in foster children to create a stable of captured gamers.
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Have fun, Tom
Thomas E Morris

A History of Alignment in D&D Part VI




Save My Game
Alignments in Play
Playing It Right Without Annoying Others

By Jason Nelson-Brown


This column's topic for this installment of Save My Game is alignment. Some players are so dedicated to playing an extreme alignment to the hilt that they disrupt the game for everyone else. What's a DM to do?
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Problem: Alignments That Cause Problems in Play
When I play characters that are lawful, chaotic, or evil, I do such a good job that the other players -- and sometimes even the DM -- get disgruntled. I know most PCs are good or neutral, but why have other alignment options if you can't play them? At the same time, I don't really want to bog down the game or upset the other players. How can you play extreme alignments without being disruptive? -- Stan
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Alignment is a sticky subject -- so much so that some gamers refuse to use the concept at all. Some players think sticking to an alignment is just too much trouble. Others insist that alignment restricts the kind of true roleplaying that can flourish when a character's personality is allowed to develop naturally, unfettered by artificial limitations. Still others use alignment but downplay its importance in order to bolster party unity.
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Party members certainly have to find ways to work together and trust one another regardless of their philosophical differences. But does this willingness to put aside disagreements mean that PCs just naturally tolerant of other alignments? Or is alignment so unobtrusive that it never really shows in character behavior?
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Alignment may determine your character's actions ("I do this because I'm lawful good") or simply describe them ("I'm lawful good because this is what I do"). Whichever explanation you espouse, alignment is basically a pattern of attitudes and actions that applies universally. The material on alignment in the Player's Handbookdefines law, chaos, good, evil -- and even the true meaning of neutral -- in black-and-white terms. These definitions leave no room for moral relativism or cultural interpretation. The orcs may think their people are "good" and elves are "bad," but by the universal standards of alignment, the reverse is true.
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Solution 1: Communication
To use alignments properly, both the players and the DM must understand and agree on what they really mean in the context of the particular campaign. So allow some time for an open discussion of alignments. You can start by clarifying the way alignment works in your game and how important it is to you that characters adhere to it. Then let the players ask questions and make suggestions about how alignments should be defined, interpreted, and enforced. Finally, make the necessary decisions about any issues still in conflict and tell the players how you plan to judge character actions with respect to alignment, and what the results of acting against alignment will be. Follow up by creating a player handout on alignment in which all these decisions are summarized clearly and concisely.
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The AD&DDark Sun Campaign Setting gave a great example of an alignment reference guide. The text provided an example of what a person of each alignment might do if the group were short of water. Giving examples -- especially situations that might legitimately occur during an adventure -- helps to ensure understanding and get everyone on the same page with respect to this admittedly abstract concept.
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Solution 2: Backburner
In some campaigns, acting in accordance with alignment is simply not as important as maintaining party unity. In such situations, the characters automatically trust each other regardless of alignment, just because they're PCs. Furthermore, both players and DM simply assume that the characters manage to work out their philosophical differences and function as a unit, without discussing the details in-game. Characters in such a game may still squabble about alignment-related issues, but they fundamentally get along, and the disputes don't cause any serious disruption because alignment ultimately doesn't matter much.
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This technique downgrades the importance of alignment by subjugating it to the greater goal of party unity. Though admirable in concept, this solution tends to ensure that no one bothers to roleplay alignments effectively, since doing so might cause disruption. To make the most of alignment without sacrificing this aspect of play, both the players and the DM should consider why and how people of disparate alignments might get along and trust each other. This question is far from simple -- after all, even characters with the same alignment might not get along because they have widely varying goals and dreams.
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I have to wonder about the NE wizard mentioned in a D&D board posting on the Wizards of the Coast website. The character adventured for years with an otherwise LG/NG party, participating in their battles against the forces of evil time and time again, but somehow he stayed neutral evil. Then, when he and the rest of the PCs were high-level characters, the campaign's major villain hired him to thwart the party. Does his acceptance mean that he has been a super-double-secret deep-cover sleeper agent since 1st level? What exactly was evil about him? What evil acts did he commit in years while he was fighting alongside the forces of good? Should such a character have to act evil in order to be evil? To what extent does one act of evil counterbalance a whole adventuring career devoted to good? It's certainly possible to be (or become) evil while working beside the good guys -- just look at Raistlin. But how far undercover can a character go before his "cover" becomes his real identity, and he loses touch with his original ideals?
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Solution 3: Metagame
Even after long debate, you and your players may not come to a satisfactory consensus as to why characters of different alignments might get along with one another in the game. If attempts to be true to alignment are seriously disrupting play, you as DM might have to resort to metagame solutions. Applying XP penalties, negative levels, or curses can go a long way toward keeping players from disrupting the game with unnecessary alignment-based arguments.
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Solution 4: Alignment Restrictions
Another method of ensuring that alignment play does not disrupt the game is to simply restrict the alignments available to PCs. If desired, you can allow the players to decide which alignments are acceptable for the party, or at least consider their input in your decision. Thereafter, any character with an alignment other than those the group has deemed appropriate is simply not accepted into the party. This method ensures that everyone's character will fit into the party and prevents anyone from introducing a demon-worshiping necromancer into a party of paladins. However, it also restricts your options for ongoing plotlines. For example, the characters are almost certainly safe from betrayal by an assassin PC who has infiltrated the group, or even a secretly evil character who could turn on them at a later time.
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Solution 5: New DM
If you and the players can't agree on how to treat alignment play in your game, you may want to suggest that another DM take the reins for the kind of game they wish to have. For example, if the players want a game with all evil PCs and you don't want to run one, you don't have to feel pressured to do so. It's true that everybody at the table should have a say in the basic set-up of the campaign, but the DM has a greater say because she has to put in more time and energy than anyone else. A group can't force a DM to run a game she isn't going to enjoy, even if everyone else wants it. Thus, if the players really want an evil campaign, suggest that someone else run it for as long as people want to play it, or suggest alternating play sessions between that campaign and the one you want to run.
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Summary
If you and your players enjoy the bickering common to groups whose members roleplay their alignments to the hilt, feel free to do so as much as you wish. In my experience, however, most gamers don't have the time or inclination to deal with that kind of disruptive behavior. They would much rather spend their precious gaming time focusing on a heroic adventure than on party politics and plotting. A group with one or two players who insist on roleplaying that disrupts rather than unites the group should be encouraged to either develop new habits that are more conducive to cooperative play or find another game more suited to their style.
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About the Author
Jason Nelson-Brown lives in Seattle with his wife Kelle, daughters Meshia and Indigo, son Allen, and dog Bear. He is an active and committed born-again Christian who began playing D&D in 1981 and currently runs one weekly campaign while playing intermittently in two others.

A History of Alignment in D&D Part VII


SRD: Alignment 3.5 Edition

Alignment

A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.

Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

Good Vs. Evil

Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

“Good” implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

“Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good–evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.

Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.

Law Vs. Chaos

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

“Law” implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

“Chaos” implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful–chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.

Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

The Nine Alignments

Nine distinct alignments define all the possible combinations of the lawful–chaotic axis with the good–evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

Lawful Good

Neutral Good

Chaotic Good

Lawful Neutral

Neutral

Chaotic Neutral

Lawful Evil

Neutral Evil

Chaotic Evil

Lawful Good, “Crusader”

A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion.

Chaotic Good, “Rebel”

A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

Neutral Good, “Benefactor”

A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them..

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

Lawful Neutral, “Judge”

A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

Neutral, “Undecided”

A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

Chaotic Neutral, “Free Spirit”

A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.

Lawful Evil, “Dominator”

A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called “diabolical,” because devils are the epitome of lawful evil.

Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Neutral Evil, “Malefactor”

A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil, “Destroyer”

A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called “demonic” because demons are the epitome of chaotic evil.

Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

This material is published under the OGL

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A History of Alignment in D&D Part VIII


Alignment


4th Edition Player's Handbook

In today’s final preview article, we look at the nature of good vs. evil – and more importantly, what these terms mean for your character!

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Like everything else for 4th Edition of D&D, we thought long and hard about the alignment system we wanted to launch with the new edition. The struggle of good heroes against evil villains is one D&D’s core tenants. The D&D alignment system possesses a heritage and brand identity we did not want to lose. If we could overcome a couple of issues associated with the traditional alignment system without introducing new problems, we knew that we absolutely had to preserve the system so players could still talk about their lawful good paladin or the chaotic evil demon they vanquished.

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As we saw it, several issues plagued D&D alignment, including:

  1. A character’s alignment, chosen at character creation, can become a straight-jacket on that character’s actions. Consider the paladin we’ve all seen in play, “I had to attack the rogue, I’m lawful good,” or the rogue, “I’m chaotic good! That means sometimes I push you off the bridge; come on, don’t get mad!” or some similar sentiment when presented with a role-playing choice. For this reason, many characters stuck with neutral: a nebulous self-serving alignment (as was then defined), a “me first” mentality that didn’t necessarily promote party cohesion either.

  1. In 3rd Edition, choosing an alignment usually had the unfortunate mechanical repercussion of making the aligned player vulnerable to an opposing aligned attack of a foe. It’s not really ideal that being good made you more vulnerable to demonic attacks, for instance. Another reason some players stuck with the neutral alignment of previous editions.

  1. The alignment system was tied to game cosmology, in ways that sometimes translated to physical effects that didn’t lead to fun gameplay.

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So we came up with a new alignment system for 4th Edition, though one not completely unlike the previous version. It saves most of the old terms, if not their cosmological or gameplay significance. If any statement can sum up the new system, it is: “Alignment means making an effort.” --Michele Carter.

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Thus was born the concept of unaligned. More importantly, the concept that unaligned is benign. Being unaligned is not the neutral alignment of previous editions. Someone who is unaligned is assumed to be an “easy-going” and sometimes even helpful person, especially when it’s easy to be helpful. Just like in real life, where it’s arguable that many people (cocooned in their routines and safe lives provided by a supporting civilization) are unaligned, your fantasy character can enjoy the same freedom from thinking too hard about morality but still be granted the benefit of doubt when they are judged.

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Of course, many players will feel benign isn’t good enough, and so declare themselves good or lawful good. These characters are willing to put themselves in harm’s way to uphold a virtue or save an innocent’s life, even if there is the very real possibility they could lose their own life in the process. Such willingness for self-sacrifice is not benign; it is good.
--Bruce Cordell

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If you choose an alignment, you’re indicating your character’s dedication to a set of moral principles: good, lawful good, evil, or chaotic evil. In a cosmic sense, it’s the team you believe in and fight for most strongly.

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Alignment

A character’s alignment (or lack thereof) describes his or her moral stance:

  • Good: Freedom and kindness.
  • Lawful Good: Civilization and order.
  • Evil: Tyranny and hatred.
  • Chaotic Evil: Entropy and destruction.
  • Unaligned: Having no alignment; not taking a stand.

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For the purpose of determining whether an effect functions on a character, someone of lawful good alignment is considered good and someone of chaotic evil alignment is considered evil. For instance, a lawful good character can use a magic item that is usable only by good-aligned characters.

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Alignments are tied to universal forces bigger than deities or any other allegiance you might have. If you’re a high-level cleric with a lawful good alignment, you’re on the same team as Bahamut, regardless of whether you worship that deity. Bahamut is not in any sense the captain of your team, just a particularly important player (who has a large number of supporters).

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Most people in the world, and plenty of player characters, haven’t signed up to play on any team—they’re unaligned. Picking and adhering to an alignment represents a distinct choice.

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If you choose an alignment for your character, you should pick either good or lawful good. Unless your DM is running a campaign in which all the characters are evil or chaotic evil, playing an evil or chaotic evil character disrupts an adventuring party and, frankly, makes all the other players angry at you.

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Here’s what the four alignments (and being unaligned) mean.

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The Good Alignment

Protecting the weak from those who would dominate or kill them is just the right thing to do.

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If you’re a good character, you believe it is right to aid and protect those in need. You’re not required to sacrifice yourself to help others or to completely ignore your own needs, but you might be asked to place others’ needs above your own.... in some cases, even if that means putting yourself in harm’s way. In many ways, that’s the essence of being a heroic adventurer:

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The people of the town can’t defend themselves from the marauding goblins, so you descend into the dungeon—at significant personal risk—to put an end to the goblin raids.

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You can follow rules and respect authority, but you’re keenly aware that power tends to corrupt those who wield it, too often leading them to exploit their power for selfish or evil ends. When that happens, you feel no obligation to follow the law blindly.

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It’s better for authority to rest in the members of a community rather than the hands of any individual or social class. When law becomes exploitation, it crosses into evil territory, and good characters feel compelled to fight it.

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Good and evil represent fundamentally different viewpoints, cosmically opposed and unable to coexist in peace. Good and lawful good characters, though, get along fine—even if a good character thinks a lawful good companion might be a little too focused on following the law, rather than simply doing the right thing.

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The Lawful Good Alignment

An ordered society protects us from evil.

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If you’re lawful good, you respect the authority of personal codes of conduct, laws, and leaders, and you believe that those codes are the best way of achieving your ideals. Just authority promotes the well-being of its subjects and prevents them from harming one another. Lawful good characters believe just as strongly as good ones do in the value of life, and they put even more emphasis on the need for the powerful to protect the weak and lift up the downtrodden. The exemplars of the lawful good alignment are shining champions of what’s right, honorable, and true, risking or even sacrificing their lives to stop the spread of evil in the world.

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When leaders exploit their authority for personal gain, when laws grant privileged status to some citizens and reduce others to slavery or untouchable status, law has given in to evil and just authority becomes tyranny. You are not only capable of challenging such injustice, but morally bound to do so.

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However, you would prefer to work within the system to right such problems rather than resorting to more rebellious and lawless methods.

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The Evil Alignment

It is my right to claim what others possess.

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Evil characters don’t necessarily go out of their way to hurt people, but they’re perfectly willing to take advantage of the weakness of others to acquire what they want.

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Evil characters use rules and order to maximize personal gain. They don’t care whether laws hurt other people. They support institutional structures that give them power, even if that power comes at the expense of others’ freedom. Slavery and rigid caste structures are not only acceptable but desirable to evil characters, as long as they are in a position to benefit from them.

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The Chaotic Evil Alignment

I don’t care what I have to do to get what I want.

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Chaotic evil characters have a complete disregard for others. Each believes he or she is the only being that matters and kills, steals, and betrays others to gain power. Their word is meaningless and their actions destructive. Their worldviews can be so warped that they destroy anything and anyone that doesn’t directly contribute to their interests.

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By the standards of good and lawful good people, chaotic evil is as abhorrent as evil, perhaps even more so. Chaotic evil monsters such as demons and orcs are at least as much of a threat to civilization and general well-being as evil monsters are. An evil creature and a chaotic evil creature are both opposed to good, but they don’t have much respect for each other either and rarely cooperate toward common goals.

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Unaligned

Just let me go about my business.

If you’re unaligned, you don’t actively seek to harm others or wish them ill. But you also don’t go out of your way to put yourself at risk without some hope for reward. You support law and order when doing so benefits you. You value your own freedom, without worrying too much about protecting the freedom of others.

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A few unaligned people, and most unaligned deities, aren’t undecided about alignment. Rather, they’ve chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission since death comes to all creatures regardless of alignment.