Podcast
Roll for Lore
Discover the captivating world of Dungeons & Dragons with "Roll for Lore," a fun and light-hearted podcast hosted by Sean and Jessica. Perfect for both beginners and veteran players, this podcast dives deep into the rich history and lore of the D&D universe. With their friendly and approachable style, Sean and Jessica make learning about D&D enjoyable, and they always welcome listener feedback to keep the experience engaging. Whether you're a seasoned player or new to the game, "Roll for Lore" is your go-to guide for exploring the legendary worlds of Dungeons & Dragons!
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- Games chart
- #148
- Episodes
- 115
- Releases
- Weekly
- Typical length
- 1 hr 12 min
- On air since
- 2024
- Latest episode
- 1 day ago
Episodes
115 episodes, newest first
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1 hr 14 min
DnD Planes: The Elemental Planes
Season 7, Episode 8
Show notes
What happens when you leave the Material Plane and venture into the raw building blocks of the Dungeons & Dragons multiverse?
In this episode of Roll For Lore, we're exploring the Elemental Planes of D&D: the Plane of Fire, Plane of Water, Plane of Air, and Plane of Earth. From the blazing City of Brass and its powerful efreeti rulers to the endless oceans of the marids, the floating kingdoms of the djinn, and the underground realms of the dao, we're taking a tour through some of the most dangerous and fascinating places in D&D lore.
We'll dive into the history of the Inner Planes, how D&D cosmology has changed from Gary Gygax's original Great Wheel through AD&D, Planescape, 3rd Edition, 4th Edition, and 5th Edition, and how ancient Greek philosophy, alchemy, mythology, and fantasy literature helped inspire these elemental worlds.
Along the way, we'll uncover the strange creatures, legendary locations, elemental rulers, and bizarre environments that make these planes so much more than just endless fire, water, air, and rock. We'll also touch on the Para-Elemental and Quasi-Elemental Planes, including Magma, Ooze, Smoke, Ice, and more.
Whether you're a Dungeon Master looking for planar adventure inspiration, a Planescape fan, or just someone who loves digging into the weird history of Dungeons & Dragons, join us as we explore the elemental foundations of the multiverse.
Roll For Lore is a Dungeons & Dragons lore podcast exploring the monsters, gods, locations, history, and mythology behind the world's greatest tabletop roleplaying game.
#DnD #DungeonsAndDragons #DnDLore #ElementalPlanes #Planescape #ForgottenRealms #RollForLore
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1 hr 16 min
DnD Gods: Olidammara
Season 7, Episode 6
Show notes
This week on Roll for Lore, we're diving into the chaotic world of Olidammara, the Laughing Rogue, the Greyhawk god of music, revelry, wine, humor, and thievery in Dungeons & Dragons.
Created by Gary Gygax, Olidammara is one of the most entertaining deities in the Greyhawk pantheon. While other D&D gods are busy waging divine wars and demanding worship, Olidammara is out drinking, stealing, playing music, and pulling elaborate pranks on mortals and gods alike.
We explore his origins in early D&D lore, his place among the gods of Greyhawk, his divine realm, his followers, and the real-world mythology that may have inspired him. Then we get into some of his greatest stories, including The Grand Illusion, where he inspires a rebellion against a tyrannical lich-king; The Grand Talisman, where he outsmarts a mysterious demon; and his legendary encounter with Zagig and the Godtrap beneath Castle Greyhawk.
We'll also discuss the bizarre fate of Andromalius, a thief who attempted to steal his own soul from Olidammara, and the slaad who managed to rob the god of thieves himself.
From the Living Greyhawk Gazetteer and Deities and Demigods to Dragon Magazine #342 and Tome of Magic, we're digging through decades of D&D history, Forgotten Realms-adjacent cosmology, and classic Greyhawk lore to uncover the stories behind one of Dungeons & Dragons' most mischievous gods.
So grab a drink, keep an eye on your coin purse, and join us as we explore the legend of Olidammara, the Laughing Rogue, on Roll for Lore, your Dungeons & Dragons lore podcast.
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1 hr 15 min
Undermountain with Shawn Merwin
Season 7, Episode 5
Show notes
Undermountain Explained: Halaster Blackcloak, the Yawning Portal & D&D's Deadliest Dungeon | Forgotten Realms Lore
Beneath the streets of Waterdeep lies Undermountain, one of the largest, deadliest, and most legendary dungeons in Dungeons & Dragons history. With 23 massive levels, ancient dwarven ruins, entire underground civilizations, and enough monsters to kill an army of adventurers, Undermountain is more than just a dungeon. It's an entire world buried beneath the Forgotten Realms.
In this episode of Roll for Lore, we dive into the history of Undermountain, from the ancient dwarven kingdom of Melairbode to the twisted creations of the Mad Mage, Halaster Blackcloak. We'll explore the infamous underground city of Skullport, the magical mysteries of Stardock, the monsters and villains lurking in the dungeon's deepest levels, and the legendary treasures that keep adventurers coming back for more.
We'll also uncover the history of the Yawning Portal tavern and its legendary owner, Durnan the Wanderer. How did Durnan and Mirt survive Undermountain and return with unimaginable wealth? Why did Durnan's descendants take over the tavern? And what happened when the original Durnan returned after nearly a century?
Drawing on Forgotten Realms sourcebooks from AD&D 2nd Edition through D&D 5th Edition, including The Ruins of Undermountain, Halls of Undermountain, and Waterdeep: Dungeon of the Mad Mage, we break down decades of D&D lore, forgotten history, deadly creatures, and the secrets hidden beneath the City of Splendors.
Whether you're a Dungeon Master planning an Undermountain campaign, a player exploring Dungeon of the Mad Mage, or just a fan of Forgotten Realms history, this episode has everything you need to know about D&D's most infamous megadungeon.
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1 hr 29 min
A History of D&D in Film and Television
Season 7, Episode 3
Show notes
This is a crazy good episode
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1 hr 1 min
DnD Locations: City of Brass
Season 7, Episode 2
Show notes
Floating on a forty-mile hemisphere of glowing brass above a sea of fire, the City of Brass is one of the oldest, strangest, and most dangerous cities in all of Dungeons & Dragons. This week, Sean and Jess take a trip to the capital of the efreeti empire on the Elemental Plane of Fire.
We start with the name's roots in One Thousand and One Nights, then follow the city through nearly fifty years of D&D, from a brief mention in the 1977 Monster Manual to its first full write-up in the 1987 Manual of the Planes, its glory days in Al-Qadim's Secrets of the Lamp, and its role in the 4th Edition Scales of War campaign.
Along the way we dig into the Grand Sultan's army, the strict curfews where breaking the rules can cost you a hand, and the slave markets that keep the whole place running. We look at the devils quietly doing business through portals to the Nine Hells, the archmage Tzunk who tried to conquer the city with the Codex of the Infinite Planes, and the time a shipwreck opened a portal and drained the Sea of Fallen Stars onto its streets.
We also ask a bigger question: do the efreet really rule the Plane of Fire, or is the Sultan just very good at bragging? And why did a city this famous barely show up in 5th Edition?
Grab a cold drink and hit play. You're going to need it.
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1 hr 3 min
DnD Monsters: Mephits
Season 7, Episode 1
Show notes
https://www.patreon.com/c/RollForLore
What the hell is a Mephit, and why has Dungeons & Dragons spent more than 40 years filling the multiverse with these annoying little elemental gremlins?
In this episode of Roll For Lore, we dig into the surprisingly weird history of Mephits in D&D. They started life as reader-submitted “Imps of the Flame” in a 1979 issue of White Dwarf before making the jump into the Fiend Folio as evil messengers and errand boys for the Lower Planes. From there, Planescape went completely overboard and gave us sixteen different varieties, including fire, smoke, magma, lightning, salt, mineral, radiance, and more.
We trace Mephits through AD&D, Planescape, 3rd Edition, 4th Edition, and 5th Edition to see how they transformed from disposable fiendish servants into the elemental tricksters we know today. Along the way we get into their bizarre personalities, their constantly changing alignments, the elemental planes they call home, why fiends absolutely hated working with them, and the wonderful Planescape tradition of sending someone a live Mephit as an insult.
We also go way further back to uncover where the word “Mephit” actually comes from, involving ancient Roman sulfur vents, a goddess named Mefitis, Renaissance elemental spirits, WWII gremlins, and one extremely appropriately named skunk.
If you love D&D lore, Planescape, Forgotten Realms, the Elemental Planes, weird monsters, and the strange history buried in old Dungeons & Dragons sourcebooks, this episode is for you.
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2 hr 3 min
2 Year Celebration | Let's Play with Bill
Season 6, Episode 9
Show notes
No intro needed, this is episode was a blast!
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1 hr 16 min
DnD Worlds: Guide to Dark Sun
Season 6, Episode 8
Show notes
Dark Sun is one of the most brutal, strange, and unforgettable campaign settings in Dungeons & Dragons history.
In this episode of Roll For Lore, we dive into the world of Athas, the post-apocalyptic setting introduced for AD&D 2nd Edition in 1991. We cover the rise of the sorcerer-kings, the Cleansing Wars, Rajaat, defiling magic, the destruction of the natural world, and how Athas went from a lush planet to a deadly wasteland beneath a crimson sun.
We also explore what everyday life is actually like in Dark Sun, including slavery, gladiatorial combat, psionics, merchant houses, city-states like Tyr and Urik, the scarcity of metal and water, strange Athasian food, and why arcane magic is feared while psychic powers are completely normal.
If you love Dungeons & Dragons lore, classic TSR campaign settings, AD&D 2nd Edition, Dark Sun, Athas, sorcerer-kings, psionics, or post-apocalyptic fantasy, this episode is for you.
Welcome to Athas. Try not to die of thirst.
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1 hr 1 min
DnD Gods: Tharizdun
Season 6, Episode 7
Show notes
Tharizdun doesn't get a chapter in most Forgotten Realms books. He gets a footnote, a whisper, and a very large lock.
This episode digs into the Chained God: the interloper deity who wandered in from Oerth, went irretrievably mad, and, depending on which edition you're reading, planted the seed that grew into the Abyss. We trace his fall, his imprisonment by the same gods who couldn't stomach what he'd built, and the alias he wears when he wants something done: the Elder Elemental Eye.
Then there's the Toril problem. Tharizdun isn't a Faerûnian god, but he keeps turning up anyway. A cult in western Chessenta in 1340 DR that hired bandits and consorted with demons before an alliance wiped it out. The plague demon Murmur seeding a new order inside the Firestorm Cabal in 1479 DR. The elemental cults of the Dessarin Valley that became Princes of the Apocalypse. Plus the permanent confusion with Ghaunadaur, who also answers to Elder Eye, because naming things is hard.
And the dogma, or what passes for it. Tharizdun has been mad and chained so long he can't actually tell anyone what he wants. His worshippers get shrieking babble and have to interpret. What they've landed on: channel him power, recover his relics, and unmake the world so he can walk out.
Tharizdun, Chained God, Elder Elemental Eye, D&D lore, Dungeons and Dragons gods, Forgotten Realms deities, Greyhawk gods, the Abyss origin, Princes of the Apocalypse, Elemental Evil, obyriths, Dawn War, Ghaunadaur, Elder Elemental God, Dessarin Valley cults, Firestorm Cabal, Murmur plague demon, Chessenta, D&D cosmology, mad gods D&D, Temple of Elemental Evil, D&D podcast, D&D history podcast, Faerun lore
#Tharizdun #ChainedGod #ElderElementalEye #DnD #DungeonsAndDragons #DnDLore #ForgottenRealms #Greyhawk #TheAbyss #PrincesOfTheApocalypse #ElementalEvil #Ghaunadaur #DnDGods #DnDPodcast #TTRPG #DMTips #Faerun #RollForLore
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1 hr 12 min
DnD Locations: Deep Imaskar
Season 6, Episode 6
Show notes
The Imaskari built the greatest magical empire in the history of Toril, and then they did something so monstrous that it took their victims' gods four thousand years to make them pay for it.
This episode traces the full arc of Imaskar, from a fertile basin in −8350 DR to the dust desert it is today. We cover the Lord Artificers who ruled without gods, the portal network that let them conquer a continent by stepping through walls, and the kobold kingdom they erased using golems built specifically for the job. We get into the plague that drove out their priests, and the decision that doomed them: Lord Artificer Khotan opening a gate to a world without magic and dragging back hundreds of thousands of people who would become the Mulan.
Then we go underground. Deep Imaskar, the City of the Great Seal, where one wizard-lord's household hid for nearly four millennia behind a ward so powerful it convinced all of Faerûn they were extinct. We cover the necromancer coup, Chaschara's revolution, the invasion that came through their own portal, and the Elder Evil Pandorym, waiting inside a demiplane that the merchants of Vaelan were quietly mining and selling as luxury prosthetic limbs.
And we finish in the present, because the new Unearthed Arcana playtest brings the Deep Imaskari back with the Path of Unlight barbarian and the Imaskarcanist wizard, and this time they intend to conquer the Underdark.
Sources include Lost Empires of Faerûn, Underdark, The Grand History of the Realms, and Bruce R. Cordell's Darkvision.
Imaskar, Imaskari, Deep Imaskar, Forgotten Realms lore, D&D lore podcast Unearthed Arcana Underdark Options, Path of Unlight, Imaskarcanist, Unlight D&D, new D&D subclasses 2026. Underdark, Great Seal, Raurin, Plains of Purple Dust, Mulan, Mulhorand, Lord Artificer, Imaskarcana, Celestial Nadir, Pandorym, Elder Evils, Ususi Manaallin, High Imaskar, Faerûn history, fallen empires D&D. who were the Imaskari, why did the Imaskari go underground, what is Deep Imaskar, how did Imaskar fall, D&D ancient empires, Forgotten Realms Underdark cities, Path of Unlight barbarian explained
#DnD #DungeonsAndDragons #ForgottenRealms #DnDLore #Imaskar #DeepImaskar #Underdark #UnearthedArcana #PathOfUnlight #Imaskarcanist #TTRPG #DnDPodcast #LorePodcast #Faerun #ElderEvils #DnD2026
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1 hr 12 min
DnD Basics: The Dungeon
Season 6, Episode 5
Show notes
This is a great place to start if you are new to Dungeons and Dragons and DnD lore and you want to know what the Dungeon is all about, we will talk about famous Dungeons and the real world origins.
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1 hr 11 min
DnD Gods: Wee Jas
Season 6, Episode 4
Show notes
She's been in print since 1983. She made it into the 3rd Edition Player's Handbook deity list. She survived the Edition Wars and she's still in the current game. And if you asked a hundred D&D players to tell you one thing about her, most of them couldn't.
This week Jess drags Wee Jas out of the Greyhawk footnotes and makes the case that the goddess of magic, death, vanity, and law is one of the most underused deities in the entire game. On paper those four portfolios look like a grab bag. In practice they're all the same thing: preservation. Knowledge, precedent, souls, and faces — Wee Jas is the goddess who doesn't let things rot.
To get there we have to talk about the Suel Imperium, a mage-ruled empire with slave labor, engineered peoples, and a sixty-three year war it could not win. We cover the Invoked Devastation and the Rain of Colorless Fire, including Gary Gygax's own descriptions of both from a Q&A in Paul J. Stormberg's Oerth Journal — material that never made it into a sourcebook. Then the aftermath: a goddess whose worshippers essentially prayed a death portfolio onto her because nobody else was left to tend the dead.
Plus the Ruby Church and its hospice work, the Ruby Knight Vindicator prestige class, her stance on necromancy (consent matters), her rivalry with Nerull, and a very long detour into the battle cubes of Acheron.
Wee Jas, Greyhawk deities, D&D gods, Suel Imperium, Suloise, Baklunish, Rain of Colorless Fire, Invoked Devastation, Nerull, Ruby Knight Vindicator, Acheron, Oerth, Gary Gygax, Oerth Journal, Dragon Magazine 350, Core Beliefs, D&D death gods, necromancy in D&D, goddess of magic, Dungeons and Dragons lore podcast, Greyhawk lore, D&D pantheon, prestige classes, 3.5 edition, D&D history
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1 hr 6 min
DnD Demigods: Cthulhu
Season 6, Episode 3
Show notes
Grab your Elder Sign, because Sean and Jess are diving into the sleeping god at the bottom of the ocean: Cthulhu. This one goes way past the tentacle face. Sean breaks down what a Great Old One actually is (older, weirder, and far more indifferent than any demon), why the Elder Gods sealed these things away instead of killing them, and how Cthulhu ended up dreaming in the drowned city of R'lyeh.
Then it's on to the man himself, H.P. Lovecraft: the sickly Providence recluse who fired off a hundred thousand letters, ghostwrote Houdini's autobiography, and died broke and unknown in 1937 with no clue he'd become the backbone of modern horror. From there Sean traces fifty years of Cthulhu creeping through Dungeons & Dragons, from a throwaway line in the 1975 gate spell, to Rob Kuntz statting him up in Dragon #12, to the infamous Deities & Demigods printing that caught a cease and desist, all the way to his 2026 turn as a full Darklord in Ravenloft: The Horrors Within.
Plus the conversation nobody skips: Lovecraft's racism, and how you reckon with art that grew way bigger than the person who made it. Come for the squid god, stay for Jess deciding whether Cthulhu even belongs in D&D at all.
Want to pick our next topic or hang in the most active Discord in D&D? It's all on the Patreon, and it costs nothing dollars.
Cthulhu, Cthulhu D&D, Dungeons and Dragons, D&D lore, H.P. Lovecraft, Great Old Ones, Cthulhu Mythos, Call of Cthulhu, Deities and Demigods, Erol Otis, Rob Kuntz, Ravenloft, The Horrors Within, Darklord, Great Old One warlock, Elder Gods, R'lyeh, Arkham House, Gary Gygax, D&D history, tabletop RPG, TTRPG podcast
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1 hr 15 min
DnD Heroes: Bigby
Season 6, Episode 2
Show notes
You have said Bigby's name out loud at a table. You have pointed at a monster, squeezed it with a giant spectral fist, and felt powerful doing it. But do you actually know the man behind the hand? Probably not... and he is so much weirder than the spell.
This week we dig into Bigby, the most powerful anxious person in the history of Greyhawk. We trace him from his origins as a throwaway evil NPC (created in 1973 by Rob Kuntz, not Gary Gygax, for once) all the way to his current existence as a gnome. Along the way: the bumblebee sigil nobody can explain, his career as an exceedingly picky eater, and how "Bigby, Riggby, and Zigby" quietly solves the fifty-year mystery of where his name actually came from.
We cover the famous hand spells, the founding of the Circle of Eight and its refusal to ever let the good guys win, the fake merchant cover identity, the death at the hands of a frost giant, and the reincarnation that turned the most famous wizard in D&D into a gnome who does not buy his best friend's excuse for one second.
From Oerth to Bigby Presents: Glory of the Giants, this is the full story of a name in a spellbook who finally got a life. Plus the AI art controversy nobody asked for.
You know the spell. Come meet the man.
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1 hr 4 min
DnD Events: Tearfall
Season 6, Episode 1
Show notes
There are two events known as Tearfall in the history of Faruen and they are both buck wild, so if you like Dungeons and Dragons lore and are especially fond of apocalyptic dragon stuff.... JOIN US!!!
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1 hr 7 min
DnD Locations: Feywild EPISODE 100
Season 5, Episode 10
Show notes
One hundred episodes deep, and we finally set foot in the Feywild. Welcome to the Plane of Faerie, a warped mirror of the Material Plane where the colors run too bright, the emotions run too hot, and a single night of dancing can cost you a decade of your life.
In our 100th episode, Sean and Jess trace the Feywild from its earliest D&D roots through its modern 5e form. We break down the great fey courts: Titania and the Summer Court on the Seelie side, and the Queen of Air and Darkness ruling the Gloaming Court for the Unseelie. We get into the Archfey themselves, the eladrin and their seasonal moods, and the sheer variety of fey that call this plane home, from harmless pixies and sprites to redcaps, quicklings, and the truly nasty hags lurking in the deep woods.
We also wander into the Domains of Delight, those pocket realms ruled by individual Archfey, and talk about why the Feywild remains one of the most dangerous places in the multiverse precisely because it looks so beautiful. Time distortion, stolen memories, bargains you should never have made. It is all here.
Thank you for a hundred episodes of monsters, planes, and Forgotten Realms lore. This one is for the community that got us here.
Grab your iron, mind your manners, and never eat the food.
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1 hr 20 min
DnD Planes: The Shadowfell
Season 5, Episode 9
Show notes
Grab a torch... it won't help, but grab one anyway. This week Sean and Jess drag Roll for Lore into the Shadowfell, Dungeons & Dragons' gloomy echo of the Material Plane, where the sky is a black vault, the food bleeds, and despair has actual game mechanics.
We trace the plane's whole history: how Jeff Grubb's 1987 Demiplane of Shadow footnote became 4th edition's Shadowfell, and how, in Forgotten Realms canon, the goddess Shar helped Cyric murder Mystra, kicked off the Spellplague, lost everything anyway, and built the plane as a consolation prize. Then it's a full 5e travel guide (Gloomwrought, Evernight, shadow crossings, and the despair rules), the truth about where Strahd and Barovia actually live inside the Domains of Dread, fifty years of shadow spells from the 1975 illusionist to shadow blade, and a bestiary of the plane's greatest nightmares: the shadar-kai, the Raven Queen, sorrowsworn, nightwalkers, banderhobbs, and Shimmergloom the shadow dragon.
Whether you're prepping a Curse of Strahd campaign or just here for deep D&D lore, this one's for you. Follow Roll for Lore wherever you get your podcasts.
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1 hr 4 min
DnD Villains: Glasya
Season 5, Episode 8
Show notes
She's Asmodeus's least obedient daughter, a criminal mastermind he promoted just to shut her up — and it didn't work. This episode we're breaking down Glasya, Archduchess of Malbolge and Princess of the Nine Hells, and Sean's newest crush. from her obscure 1983 debut in Dragon #75 to her defining arc in Fiendish Codex II: Tyrants of the Nine Hells.
We cover her murdered mother Bensozia, her decades-long vendetta against Levistus (Stygia's ice-bound "Prince"), and the two wildly different stories of how that murder actually went down. Then we dig into the Reckoning: the civil war Glasya allegedly started with nothing but forged rumors and a talent for manipulation — pitting Mephistopheles, Baalzebul, and half of Hell's ruling archdevils against each other while she walked away clean.
We also unpack how she took Malbolge from the Hag Countess (whose literal corpse became the layer itself — towers made of fingers, lakes of bile, the whole nightmare), why her cults thrive among the oppressed despite her being Lawful Evil, and what her Mordenkainen's Tome of Foes tiefling bloodline means for your 5e game.
In this episode:
• Glasya's stats, powers, and combat tactics (spoiler: she never fights fair)
• Her origins in Goetic demonology and Gary Gygax's original Dragon Magazine lore
• The Bensozia murder mystery — two versions, one dead queen
• The Reckoning: how one archdevil weaponized gossip into a full-blown war
• How Malbolge became a literal corpse-kingdom
• Using Glasya's cults and politics in your own D&D campaign
•Perfect for D&D lore fans, Dungeon Master's prepping Nine Hells content, and anyone who's ever wanted an infernal soap opera with actual receipts.
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1 hr 26 min
DnD Locations: Skullport
Season 5, Episode 7
Show notes
Directly beneath the gleaming streets of Waterdeep, past a mile and a half of solid rock and very bad decisions, sits the most wretched city in the Forgotten Realms. No laws. No government. No sunlight. Just pirates, slavers, illithids, drow factions who hate each other, a beholder crime lord who does most of his business without ever showing up in person, a renegade illithid who has decided to worship the god of knowledge, an aboleth running a spy ring through the sewer pipes on behalf of a kraken who is trying to become a god, and twelve floating flaming skulls who will absolutely kill you if you start a fire or try to impose a tariff. Welcome to Skullport.
This week Sean and Jess dig into one of the Forgotten Realms' most unhinged locations, the Port of Shadows, using the 1999 AD&D 2nd Edition sourcebook as their bible. They cover the whole thing: the ancient Netherese mages who accidentally became disembodied skull wizards when Netheril fell, the thousand-year-old necromancer who showed up uninvited and built a city around them in under three decades, the slave economy that somehow requires more logistical sophistication than most legitimate port cities, the five Iron Ring members who hate each other but have agreed that a bigger pie is worth the occasional assassination attempt, and the deeply codependent relationship between Skullport and the city of splendors directly above it that absolutely does not want to talk about any of this. Plus the chaos frog demon who caved the ceiling in and the goddess murder that finished the job.
It's a love letter to one of the most creative, deeply cursed settings TSR ever put to paper. Roll for Lore.
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1 hr 1 min
DnD Monsters: Demons Part 2
Season 5, Episode 6
Show notes
In this DnD lore cast we discuss the higher level demons found in the infinate layers of the abyss. You might need these for a planescape game but you also might need them for a Forgotten Realms or Eberron game because Demons are crazy and the Abyss touches everything. We go over:
Yochlol - They serve Loth
Alkilith- one of the slimiest of all slime boys
Nalfeshnee - one of the OG D&D demons and one of my personal favorites.
Nabassu - a classic set to terrorize your groups
Marilith - The military tacticians of the underworld.
Balor - the big bad demon daddy.
https://www.patreon.com/c/RollForLore
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