Lovecraftian Influences in D&D: Alienists, Aberrations, and the Far Realm

Timely Drought

First Post
One of my favorite adventures for D&D was The Gates at Firestorm Peak. For those of you who don't know it, it was a 2nd edition adventure featuring an alienist and some Warhammer-like chaos warp. The Far Realm was the focus of the alienist's obsession, and was very much like Lovecraft's things-beyond-time-and-space-that-man-was-not-meant-to-know.

I'm gathering sources for a D&D mini-campaign that will include mind flayers, alienists, and the Far Realm. So I was looking for their origins in D&D. I think that The Gates at Firstorm Peak was the first module that featured the alienist and Far Realm, but I'd like confirmation of that. I was also wondering if there were other modules with these things I love. I've heard of the Illithiad, a mind flayer adventure, that might be of interest.

Are there any other D&D modules I should look into that have are centered on mind flayers or alienists?
 

log in or register to remove this ad


The Player's Option: Spells and Magic book for 2e had some good ideas on adapting magic to an alienist interpretation, including inflicting madness on those foolish enough to try and use it. I doubt it would be too hard to find.
 

The Illithiad was a book about Illithids, actually. There -was- an adventure series based on it's creation, though, where the ever-lovin' squidbillies were trying to snuff Mr. Sunshine.
 

The Speaker in Dreams adventure (3E) has Far Realm references. Freeport has a lot of hidden references to Lovecraftian things (Freeport's history talks about Yig, the Unspeakable One {Hastur}, Brotherhood of the Yellow Sign, the Crawling Chaos {Nyarlathotep}). I don't know of anything else that refers to the Far Realm.
 

There is at least one Dungeon adventure that comes to mind; something involving an alienist starting a wizard's guild and offering up those who come to him for special training to brain collectors (n-somethings).

The title and issue number escape me, though.
 

The brain collectors are neh-thalgu, or something along those lines. Speaking of brain collectors, the most Lovecraftian D&D supplement was probably the Epic Level Handbook. It's got your brain collectors, uvvudaum (nasty natives of the Far Realm with an iron spike for a head), living spheres of annihilation (supposedly the Assassins of the Elder Gods), worms that walk and a greater psuedonatural template. As suggested above, it's probably the influence of Bruce Cordell on the book at work.

The Manual of the Planes has your basic Far Realm information. And you might want to vary from the MM and (especially) FR's hints, and make the kuo-toa allies or minions of the illithids (since the fish-folk were based on Deep Ones, after all).

Demiurge out.
 

I did some searching and the illithid adventure trilogy is 'A Darkness Gathering', 'Masters of Eternal Night', and 'Dawn of the Overmind'.

Anyone have experience with these or the Illithiad?
 

Remove ads

Top