99 episódios
- 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.
Hosted on Acast. See acast.com/privacy for more information. - 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.
Hosted on Acast. See acast.com/privacy for more information. - 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.
Hosted on Acast. See acast.com/privacy for more information. - 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.
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Hosted on Acast. See acast.com/privacy for more information. - https://www.patreon.com/cw/RollForLore
Take a deep breath and grab your trident... this week on Roll for Lore, Sean and Jess head underwater to cover two of the Forgotten Realms' most criminally underused races: merfolk and tritons. We're talking full lore breakdown, from their first appearance way back in the original Monster Manual all the way through to their modern 5e treatment as both monsters and playable races.
We dig into their gods first, because the sea pantheon is way more dramatic than people realize. Eadro, the merfolk and locathah creator deity, leads a coalition of good and neutral aquatic gods called the asathalfinare... and they're locked in an eternal cold war against Panzuriel, a kraken-god backing the sahuagin and their shark-toothed nightmares. Tritons get their own divine champion too, Persana, who's basically the sea's answer to a paladin order. We trace how this rivalry plays out across the Sea of Fallen Stars and the sunken city of Myth Nantar, one of the coolest underwater locations the Realms has ever produced.
From there we get into the stats and crunch... how merfolk show up as a low-CR humanoid with that classic amphibious trait and a spear, while tritons evolved from a Princes of the Apocalypse era ally race into a full playable option with elemental resistance and a serious grudge against demons. We talk plotlines too: elemental cults stirring up trouble in the depths, sahuagin raids on merfolk settlements, and how tritons ended up as frontline defenders against the Elemental Chaos itself.
Dungeons & Dragons, Forgotten Realms, Merfolk, Tritons, D&D Lore, Aquatic Races, D&D Gods, Eadro, Sea of Fallen Stars, Myth Nantar, D&D Monsters, Tabletop RPG, Sahuagin, DM Resources
Hosted on Acast. See acast.com/privacy for more information.
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Sobre 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! Hosted on Acast. See acast.com/privacy for more information.
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