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Category Archives: DMing
March of Madness: Juiblex
Juiblex is the closest thing there is to a deific ooze. It’s a creature of slime…and that’s its description in totality. Juiblex is pretty straightforward. Its goals aren’t entirely clear because it doesn’t have a lot of interaction with sapient … Continue reading
March of Madness: Graz’zt
Graz’zt is a hedonist. While Baphomet pushes his followers to succumb to their savage inner nature, Graz’zt appeals to a different inner nature, one that satisfies itself via whatever means possible. His limitless lust extends to all things, and his … Continue reading
March of Madness: Yeenoghu
Yeenoghu is savagery incarnate. He divides all things into two categories, predators and prey, and he is the alpha predator. He has no love for the trappings of civilization, and his perfect world is one in which everything succumbs to … Continue reading
March of Madness: Baphomet
Baphomet is savagery incarnate. He divides all things into two categories, predators and prey, and he is the alpha predator. He has no love for the trappings of civilization, and his perfect world is one in which everything succumbs to … Continue reading
March of Madness: Zuggtmoy
Zuggtmoy is the queen of fungus. Her inhumanity rivals that of any demon lord, an amorphous mass that only occasionally deigns to present itself as somewhat humanoid. She has no set form, no race who pledges its undying loyalty, no … Continue reading
March of Madness: Fraz-Urb’luu
Fraz-Urb’luu is the smartest creature alive. He sees the nature of all things and manipulates them to his own end, disguising himself and his intentions with myriad layers of lies, tricks, and promises. His cult is larger than it appears … Continue reading
March of Madness: Orcus
Orcus is lord of the undead. He’s a curious sort of demon who resents chaos, preferring a universe in which only dead things thrive. Unlike deities of death who see it as part of the natural order, Orcus bucks the … Continue reading
March of Madness: Introduction
Demons lords are, to be blunt, gods you can punch. They’re top-tier monsters whose tendrils work their way into every part of a campaign. They’re impossibly strong, able to pervert the environment around them for miles just by existing. They’re … Continue reading
Railroading with Charisma: Grey’s Law
I think a lot of the fear of railroading goes to the stereotype of the antagonistic DM. There’s this archetype in which the DM is the enemy of the players, a vengeful entity who creates fiendish challenges and nail-biting encounters … Continue reading
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Railroading with Charisma: Easing the Quantum Ogre
Players can’t have perfect agency. The rules of the game don’t allow it—technically, anything that requires a roll prevents the players from having full knowledge of the results of their actions. But players generally believe that when they make a … Continue reading
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